ShadowLink84
Smash Hero
Found by using the debug code
Jump: 6 frames (to be in the air)
Landing: (lagless) 2 frames
1st Jab: Frame 3
Lasts: 20 frames
hitbox duration: 1
2nd jab: Frame 2
starts: (after 1st jab) Frame 12
Lasts: 22 frames
hitbox duration: 1 frame
3rd jab: Hits frame 3
starts: Frame 24 (after first and second jab)
Lasts: 32 frames
hitbox duration: 1 frame
Ftilt: Frame 6 and frame 8
Lasts: 34 frames
hitbox duration (1st hit): 1 frame
hitbox duration (2nd hit) : frames 8-12 =5 frames
Dtilt: Frame 6
ends: frame 27
Hitbox duration: frame 6-9
Crouching while performing a Dtilt will actually cause Sonic to go back into a crouching position unless he does another Dtilt. Stupid huh?
Utilt:
1st hit: frame 7
2nd hit: frame 8
duration: 8-9
3rd hit: frame 18
duration: 18-20
Lasts: 48 frames
Fsmash: Frame 18
Lasts: 44 frames
hitbox duration: Frame 18-22
Dsmash: Frame 17
Lasts: 57 frames
durationof hitbox: frame 17-37 (not 100% sure)
Usmash: Frame 19
Lasts: 65 frames
duration of hitbox: 19-32 (not 100% sure)
Side B: Frame 17
invincibility: Approximately 4-6 frames
Ends: Frame 11 (when jump canceled)
Frame: 8 (shield cancel)
Frame: 11 (grabbing)
Down B: Frame 17
Ends: Frame 38 (psuedo cancel)
Jumps: Frame 18
It can actually jump straight up like the side B but it is only on frame 18 which is 1 frame after it can actually hurt someone.
up B: Frame 5
Invincible frames: Had a hard time but it appears to be from frames 4-10.
Lasts: 19 frames
Neutral B: Frame 51 (not shortened)
shortened: Frame 26
Fair: Frame 5
duration of hitbox : frame 5-15
Lasts: 36 frames
Landing frames: 30
Uair: 5 frames (first hit) frame 14 (second hit)
Ends: Frame 38
Landing frames: 22
hitbox frames (1st hit): 5-7 invincible on frame 6???
hitbox frames: 14-16
Nair: Frame 6
lasts: 46 frames
Landing time: 14 frames
Bair: frame 13 (tough one the stupid game kept making me airdodge instead)
Ends:Frame 37
duration of hitbox: 13-16
Landing time during bair: 11 frames
Dair: Frame 16
duration of hitbox: 16-36? (kinda tough getting it )
Ends: Frame 46
Landing time: 30 frames
Grab: Frame 6
Ends: Frame 29
Dash grab: frame 10
end: 39 frames
Pivot grab: frame 10
ends: frame 35
Up throw: Frame 23
Ends: Frame 47
Fthrow: Frame 10
Ends: frame 42
Dthrow: Frame 18
Ends: Frame 87 (due to hit delay)
opponent bounces: Frame 54
Bthrow: frame 43
Ends:66
Side taunt: Frame 1
Ends: Frame 103
Down taunt: Starts frame 1
Ends: Frame 95
Up taunt: frame 1
ends: Frame 79
Spot dodge: Lasts 24 frames
Forward roll dodge: 31 frames
back roll dodge: 31 frames
Air dodge: 58 frames
Dash speed: Crosses FD in 57 frames.
Hits the halfway point at frame 30.
Top speed reached: frame 31
Dash attack: Frame 5
duration: frame 5-23
Ends: Frame 43
Out of shield options:
Shield: Frames 1-7
Shield disappears frame 8
Shield cool down: 7 frames
Frame is brought back up frame 8
Total time to raise and drop shields: 8 frames
Total time before any action can be taken: 14 frames.
Powershield window: 10 frames
OOS Options:
Grab: Unaffected by shield, Frame 6.
Usmash: Frame 2 (hits frame 20)
Uair: Frame 7 (hits frame 9)
up B: Frame 2 (sonic goes up frame 25)
you get 1 frame for jumping out of shield, so all moves thata re done that involve jumping out of shield gain +1 to activation time.
The exception to this is Uair which requires sonic to be in the air before it can be used.
Any ground moves gain +7 to activation time.
This is due to cool down time which is 7 frames long after the shield has been dropped.
Frame 8 is when the move begins.
Frame 8=sonic begins jab
Frame 10= jab hitbox appears.
The only moves that are not affected by the shield cooldown time are moves that are used out of a jump which gain +1 to activation time.
Uair requires 6 frame wait time in order to be in the air.
So it hits on frame 9 making it faster than every other option available besides his ^B.
Jab has slightly more range but less priority and 1 frame less speed. Making it a less applicable option
edit: I did not find out how long the hitboxes endure because it is rather difficult to time it @_@.
Edit2: HAAA I FORGOT THE DASH ATTACK!
Edit3: I forgot the grabs how noob.
Edit4: I am going to sleep to prepare for Apex ****.
edit5: I added in the duration of the hitboxes for most of the moves, I am having a bit of trouble with ome of them though.
Jump: 6 frames (to be in the air)
Landing: (lagless) 2 frames
1st Jab: Frame 3
Lasts: 20 frames
hitbox duration: 1
2nd jab: Frame 2
starts: (after 1st jab) Frame 12
Lasts: 22 frames
hitbox duration: 1 frame
3rd jab: Hits frame 3
starts: Frame 24 (after first and second jab)
Lasts: 32 frames
hitbox duration: 1 frame
Ftilt: Frame 6 and frame 8
Lasts: 34 frames
hitbox duration (1st hit): 1 frame
hitbox duration (2nd hit) : frames 8-12 =5 frames
Dtilt: Frame 6
ends: frame 27
Hitbox duration: frame 6-9
Crouching while performing a Dtilt will actually cause Sonic to go back into a crouching position unless he does another Dtilt. Stupid huh?
Utilt:
1st hit: frame 7
2nd hit: frame 8
duration: 8-9
3rd hit: frame 18
duration: 18-20
Lasts: 48 frames
Fsmash: Frame 18
Lasts: 44 frames
hitbox duration: Frame 18-22
Dsmash: Frame 17
Lasts: 57 frames
durationof hitbox: frame 17-37 (not 100% sure)
Usmash: Frame 19
Lasts: 65 frames
duration of hitbox: 19-32 (not 100% sure)
Side B: Frame 17
invincibility: Approximately 4-6 frames
Ends: Frame 11 (when jump canceled)
Frame: 8 (shield cancel)
Frame: 11 (grabbing)
Down B: Frame 17
Ends: Frame 38 (psuedo cancel)
Jumps: Frame 18
It can actually jump straight up like the side B but it is only on frame 18 which is 1 frame after it can actually hurt someone.
up B: Frame 5
Invincible frames: Had a hard time but it appears to be from frames 4-10.
Lasts: 19 frames
Neutral B: Frame 51 (not shortened)
shortened: Frame 26
Fair: Frame 5
duration of hitbox : frame 5-15
Lasts: 36 frames
Landing frames: 30
Uair: 5 frames (first hit) frame 14 (second hit)
Ends: Frame 38
Landing frames: 22
hitbox frames (1st hit): 5-7 invincible on frame 6???
hitbox frames: 14-16
Nair: Frame 6
lasts: 46 frames
Landing time: 14 frames
Bair: frame 13 (tough one the stupid game kept making me airdodge instead)
Ends:Frame 37
duration of hitbox: 13-16
Landing time during bair: 11 frames
Dair: Frame 16
duration of hitbox: 16-36? (kinda tough getting it )
Ends: Frame 46
Landing time: 30 frames
Grab: Frame 6
Ends: Frame 29
Dash grab: frame 10
end: 39 frames
Pivot grab: frame 10
ends: frame 35
Up throw: Frame 23
Ends: Frame 47
Fthrow: Frame 10
Ends: frame 42
Dthrow: Frame 18
Ends: Frame 87 (due to hit delay)
opponent bounces: Frame 54
Bthrow: frame 43
Ends:66
Side taunt: Frame 1
Ends: Frame 103
Down taunt: Starts frame 1
Ends: Frame 95
Up taunt: frame 1
ends: Frame 79
Spot dodge: Lasts 24 frames
Forward roll dodge: 31 frames
back roll dodge: 31 frames
Air dodge: 58 frames
Dash speed: Crosses FD in 57 frames.
Hits the halfway point at frame 30.
Top speed reached: frame 31
Dash attack: Frame 5
duration: frame 5-23
Ends: Frame 43
Out of shield options:
Shield: Frames 1-7
Shield disappears frame 8
Shield cool down: 7 frames
Frame is brought back up frame 8
Total time to raise and drop shields: 8 frames
Total time before any action can be taken: 14 frames.
Powershield window: 10 frames
OOS Options:
Grab: Unaffected by shield, Frame 6.
Usmash: Frame 2 (hits frame 20)
Uair: Frame 7 (hits frame 9)
up B: Frame 2 (sonic goes up frame 25)
you get 1 frame for jumping out of shield, so all moves thata re done that involve jumping out of shield gain +1 to activation time.
The exception to this is Uair which requires sonic to be in the air before it can be used.
Any ground moves gain +7 to activation time.
This is due to cool down time which is 7 frames long after the shield has been dropped.
Frame 8 is when the move begins.
Frame 8=sonic begins jab
Frame 10= jab hitbox appears.
The only moves that are not affected by the shield cooldown time are moves that are used out of a jump which gain +1 to activation time.
Uair requires 6 frame wait time in order to be in the air.
So it hits on frame 9 making it faster than every other option available besides his ^B.
Jab has slightly more range but less priority and 1 frame less speed. Making it a less applicable option
edit: I did not find out how long the hitboxes endure because it is rather difficult to time it @_@.
Edit2: HAAA I FORGOT THE DASH ATTACK!
Edit3: I forgot the grabs how noob.
Edit4: I am going to sleep to prepare for Apex ****.
edit5: I added in the duration of the hitboxes for most of the moves, I am having a bit of trouble with ome of them though.