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Data Complete Marth Frame and Hitbox Data [1.0.8]

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
Complete Marth Frame and Hitbox Data [1.1.0]
Knowledge is power

Table of Contents: Use CTRL-F and type a section's number to skip to it.
Section 1: Formulae and Terms
1.1 Formulae
1.2 Terms
Section 2: Basic Data
2.1 General Data
2.2 Basic Frame and Hitbox Data

2.2.1 Jabs and Tilts
2.2.2 Smashes
2.2.3 Aerials
2.2.4 Neutral Specials

2.2.4.1 Shield Breaker
2.2.4.2 Storm Thrust
2.2.4.3 Dashing Assault
2.2.5 Side Specials
2.2.5.1 Dancing Blade
2.2.5.2 Effortless Blade
2.2.5.3 Heavy Blade
2.2.6 Up Specials
2.2.6.1 Dolphin Slash
2.2.6.2 Crescent Slash
2.2.6.3 Dolphin Jump
2.2.7 Down Specials
2.2.7.1 Counter
2.2.7.2 Easy Counter
2.2.7.3 Iai Counter
2.2.8 Grabs and Throws
2.2.9 Dodges
2.2.10 Miscellaneous Actions

2.2.10.1 Ledge Actions
2.2.10.2 Tech Actions
2.2.10.3 Get Up Actions
2.2.10.4 Final Smash
Section 3: Advanced Data
3.1 General Data
3.1.1 Ground
3.1.2 Air
3.2 Advanced Frame and Hitbox Data
3.2.1 Hitstun and Hit Advantage
3.2.1.1 Jabs and Tilts
3.2.1.2 Smashes
3.2.1.3 Aerials
3.2.1.4 Specials

3.2.1.4.1 Neutral Specials
3.2.1.4.2 Side Specials
3.2.1.4.3 Up Specials
3.2.1.4.4 Down Specials
3.2.1.5 Throws
3.2.2 Shield Advantage
3.2.2.1 Jabs and Tilts
2.2.2.2 Smashes
3.2.2.3 Aerials
3.2.2.4 Specials

3.2.2.4.1 Neutral Specials
3.2.2.4.2 Side Specials
3.2.2.4.3 Up Specials
Section 4: Kill Percents [In Progress]
Section 5: Hitbox
Positions [In Progress]
Section 1: Formulae and Terms
1.1 Formulae
Knockback = ((((((t+d)/10+(((t+d)*d)/20))*(200/(w+100))*1.4)+18)*(g/100))+b)
Weight Based Knockback = ((((((10/10)+((10*s)/20))*(200/(w+100))*1.4)+18)*(g/100))+b)
Hitstun Frames = Knockback * 0.4
Hitlag = (((d/2.6)+5)*h)
Shieldstun = (d/2.56)

t = Target Damage
d = Attack Damage
w = Target Weight
g = Knockback Growth
s = Weight Based Knockback
b = Base Knockback
h = Hitlag Modifier (h is ignored for the target's hitlag if they are shielded) (Extra 1.5x modifier if electric attack)

Shield Advantage = ((d-s)-a-(t-h)) (+7 for shield drop)

d = Defender Hitlag
s = Shieldstun
a = Attacker Hitlag
t = Total Frames
h = Hit Frame
1.2 Terms
Active Frames: A range of frames during which the hitbox is active.
Total Frames: The total frames of move. A new action can start 1 frame after the total frames.
FAF: First Actionable Frame. The first frame that another action can start after a move. FAF is Total Frames + 1.
BKB: Base Knockback. The hitbox's base knockback value
KBG: Knockback Growth. The hitbox's knockback growth value.
Base Damage: The raw damage value of a hitbox.
Hitstun: The frames that an opponent can't act after being hit.
Hitlag: The freeze frames that occur when an attack connects.
Shieldstun: Frames that a shielded opponent can't act. Occurs in addition to hitlag.
Hitbox ID: If two hitboxes collide with a hurtbox on the same frame, only the hitbox with the lowest ID hits.

See also: The Smash Dictionary

Section 2: Basic Data
2.1 General Data

Statistic|Value|Rank
Weight|90|37-38
Walk Speed|1.5|1-2
Run Speed|1.785|16-17
Air Speed|1.02|26-27
Fall Speed|1.58|24-25
Fast Fall Speed|2.528|24-25

Statistic|Value
Jumpsquat|5 Frames
Dash|17 Frames
Soft Landing Lag|2 Frames
Hard Landing Lag|4 Frames
Short Hop Air Time [Fastfall]|41 [??]
Full Hop Air Time [Fastfall]|61 [??]
2.2 Frame and Hitbox Data
2.2.1 Jabs and Tilts

Move|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun|Notes
Jab 1|Blade (0)|5-7 [3]|28|3%|55|30|78°|4 (6) [0.7x]|1|Transition on Frame 17
Jab 1|Hilt (1)|5-7 [3]|28|3%|55|30|65°|4 (6) [0.7x]|1|Transition on Frame 17
Jab 1|Tip (2)|5-7 [3]|28|5%|55|30|90°|8 (6) [1.25x]|1|Transition on Frame 17
Jab 2|Blade (0, 1)|3-5 [3]|28|4%|62|75|45°|4 (6) [0.7x]|1|
Jab 2|Tip (2)|3-5 [3]|28|6%|62|75|45°|9 (7) [0.7x]|2|
Dash Attack|Blade (0)|13-16 [4]|49|10%|70|55|45°|6 (8) [0.7x]|3|
Dash Attack|Hilt (1)|13-16 [4]|49|9%|35|60|361°|5 (8) [0.7x]|3|
Dash Attack|Tip (2)|13-16 [4]|49|12%|80|55|45°|12 (9) [1.25x]|4|
F-Tilt|Blade (0, 1)|8-11 [4]|35|9%|30|70|361°|5 (8) [0.7x]|3|
F-Tilt|Tip (2)|8-11 [4]|35|12%|55|85|361°|12 (9) [1.25x]|4|
U-Tilt|Front Blade (0)|6-8 [3]|39|6%|65|100|100°|5 (7) [0.7x]|2|
U-Tilt|Front Body (1, 2)|6-8 [3]|39|5%|65|100|100°|4 (6) [0.7x]|1|
U-Tilt|Front Tip (3)|6-8 [3]|39|9%|65|100|100°|10 (8) [1.25x]|3|
U-Tilt|Back Blade (0)|9-12 [4]|39|6%|52|100|100°|5 (7) [0.7x]|2|
U-Tilt|Back Body (1, 2)|9-12 [4]|39|5%|52|100|100°|4 (6) [0.7x]|1|
U-Tilt|Back Tip (3)|9-12 [4]|39|9%|52|100|100°|10 (8) [1.25x]|3|
D-Tilt|Blade (0)|7-8 [2]|23|7%|40|40|35°|5 (7) [0.7x]|2|35% Chance to Trip
D-Tilt|Tip (1)|7-8 [2]|23|10%|50|40|35°|11 (8) [1.25x]|3|35% Chance to Trip
2.2.2 Smashes

Move|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun|Notes
F-Smash|Blade (0, 1, 2)|10-13 [4]|51|13%|55|80|361°|7 (10) [0.7x]|5|Charge Frame: 3
F-Smash|Tip (3)|10-13 [4]|51|18%|80|80|361°|17 (11) [1.5x]|7|Charge Frame: 3 / 0x SDI
U-Smash|Blade (0)|13-17 [5]|58|13%|45|90|89°|7 (10) [0.7x]|5|Charge Frame: 5
U-Smash|Tip (1)|13-17 [5]|58|17%|45|95|89°|7 (10) [1.5x]|6|Charge Frame: 5 / Transcendent Priority
U-Smash|Hilt (2)|13-17 [5]|58|13%|45|90|90°|7 (10) [0.7x]|5|Charge Frame: 5
U-Smash|Body (3)|13-14 [2]|58|3%|155 [WKB]|100|215°|0 (6) [0.0x]|1|Charge Frame: 5 / Hitbox has Weight Based Knockback / Ground Target Only / Transcendent Priority
D-Smash|Front Blade (0)|6-7 [2]|64|8%|70|88|75°|5 (8) [0.7x]|3|Charge Frame: 4
D-Smash|Front Hilt (1)|6-7 [2]|64|8%|50|88|361°|5 (8) [0.7x]|3|Charge Frame: 4
D-Smash|Front Tip (2)|6-7 [2]|64|12%|50|88|361°|14 (9) [1.5x]|4|Charge Frame: 4
D-Smash|Back Blade (0)|21-23 [3]|64|12%|70|88|60°|6 (9) [0.7x]|4|Charge Frame: 4
D-Smash|Back Hilt (1)|21-23 [3]|64|12%|50|88|361°|6 (9) [0.7x]|4|Charge Frame: 4
D-Smash|Back Tip (2)|21-23 [3]|64|17%|50|88|361°|17 (11) [1.5x]|6|Charge Frame: 4
2.2.3 Aerials

Move|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun|Landing Lag (Window)|Notes
N-Air|1 Blade (0)|6-7 [2]|49|2%|30|50|80°|4 (5) [0.7x]|0|12 (2-46)|
N-Air|1 Hilt (1)|6-7 [2]|49|2%|30|50|75°|4 (5) [0.7x]|0|12 (2-46)|
N-Air|1 Arm (2)|6-7 [2]|49|2%|30|50|65°|4 (5) [0.7x]|0|12 (2-46)|
N-Air|1 Tip (3)|6-7 [2]|49|3%|30|50|90°|7 (6) [1.25x]|1|12 (2-46)|
N-Air|2 Blade (0, 1, 2)|15-21 [7]|49|6%|50|90|361°|5 (7) [0.7x]|2|12 (2-46)|
N-Air|2 Tip (3)|15-21 [7]|49|8%|60|100|361°|10 (8) [1.25x]|3|12 (2-46)|
F-Air|Blade (0, 1)|6-8 [3]|37|7%|40|80|361°|5 (7) [0.7x]|2|18 (1-35)|
F-Air|Tip (2)|6-8 [3]|37|10%|40|90|361°|11 (8) [1.25x]|3|18 (1-35)|
B-Air|Blade (0, 1)|7-11 [5]|39|9%|40|85|361°|5 (8) [0.7x]|3|19 (3-31)|
B-Air|Tip (2)|7-11 [5]|39|12%|40|94|361°|12 (9) [1.25x]|4|19 (3-31)|
U-Air|Blade (0, 1, 2)|5-9 [5]|45|9%|40|80|80°|5 (8) [0.7x]|3|16 (3-37)|
U-Air|Tip (3)|5-9 [5]|45|12%|40|84|90°|12 (9) [1.25x]|4|16 (3-37)|
D-Air|Spike (0)|11 [1]|59|14%|20|80|270°|10 (10) [1x]|5|28 (3-54)|
D-Air|Hilt (1)|9-13 [5]|59|11%|30|70|361°|6 (9) [0.7x]|4|28 (3-54)|
D-Air|Blade (2)|9-13 [5]|59|11%|40|70|80°|6 (9) [0.7x]|4|28 (3-54)|
D-Air|Tip (3)|9-13 [5]|59|13%|20|80|361°|12 (10) [1.25x]|5|28 (3-54)|
2.2.4 Specials
2.2.4.1 Shield Breaker
Thrust your sword forward. Can be charged. Great for breaking shields.

Charge State|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun|Notes
Uncharged|Blade (0)|19-20 [2]|52|8%|30|90|361°|8 (8) [1x]|3|+30 Damage to Shields (38 Total) / Charge Frame: 11
Uncharged|Tip (1)|19-20 [2]|52|9%|60|100|361°|13 (8) [1.6x]|3|+30 Damage to Shields (39 Total) / Charge Frame: 11
Charged|Blade (0)|78-79 [2]|111|22%|30|90|361°|13 (13) [1x]|8|+30 Damage to Shields (72 Total) / Charge Frame: 11
Charged|Tip (1)|78-79 [2]|111|24%|60|100|361°|22 (14) [1.6x]|9|+50 Damage to Shields (74 Total) / Charge Frame: 11
Thrust your sword forward, creating a gust of wind that knocks opponents back.

Charge State|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun|Notes
Uncharged|Sword (0)|19-21 [3]|67|4%|55|10|35°|5 (6) [0.8x]|1|+5 Damage to Shields (9 Total) / Charge Frame: 11
Uncharged|Near Windbox (1)|25-26 [2]|67|0%|85|80|45°|0 (0) [1x]|0|Charge Frame: 11
Uncharged|Far Windbox (1)|27-30 [2]|67|0%|65|80|45°|0 (0) [1x]|0|Charge Frame: 11
Charged|Sword (0)|78-80 [3]|126|11%|55|10|30°|7 (9) [0.8x]|4|+10 Damage to Shields (21 Total) / Charge Frame: 11
Charged|Near Windbox (1)|84-85 [2]|126|0%|95|100|35°|0 (0) [1x]|0|Charge Frame: 11
Charged|Far Windbox (1)|97-100 [2]|126|0%|90|80|35°|0 (0) [1x]|0|Charge Frame: 11
Thrust while dashing forward. Deals slightly less damage than normal.

Charge State|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun|Notes
Uncharged|Initial (0)|19-20 (2)|65|6%|60|80|361°|0 (7) [0x]|2|+10 Damage to Shields (16 Total) / Charge Frame: 11
Uncharged|Early (0)|21-24 (4)|65|5%|60|80|361°|0 (6) [0x]|1|+5 Damage to Shields (10 Total) / Charge Frame: 11
Uncharged|Late (0)|25-40 (16)|65|3%|60|80|361°|0 (6) [0x]|1|Charge Frame: 11
Charged|Initial (0)|84-85 (2)|130|16%|60|80|361°|0 (11) [0x]|6|+20 Damage to Shields (36 Total) / Charge Frame: 11
Charged|Early (0)|86-89 (4)|130|13%|60|80|361°|0 (10) [0x]|5|+10 Damage to Shields (26 Total) / Charge Frame: 11
Charged|Late (0)|90-105 (16)|130|9%|60|80|361°|0 (8) [0x]|3|Charge Frame: 11
2.2.5 Side Specials
2.2.5.1 Dancing Blade
Press repeatedly to unleash a sword combo. Press up or down to change the attacks.
Dancing Blade 1

Variation|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Forward|Blade (0)|7-9 [3]|42|3%|25|75|78°|6 (6) [1x]|1|Transition input window on Frames 8-30 / Transition on Frame 10 / 0.8x SDI / 33 Total Frames when used in the air
Forward|Tip (1)|7-9 [3]|42|4%|25|75|92°|6 (6) [1x]|1|Transition input window on Frames 8-30 / Transition on Frame 10 / 0.8x SDI / 33 Total Frames when used in the air
Forward|Hilt (2)|7-9 [3]|42|3%|25|75|20°|6 (6) [1x]|1|Transition input window on Frames 8-30 / Transition on Frame 10 / 0.8x SDI / 33 Total Frames when used in the air
Dancing Blade 2

Variation|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Up|Blade (0)|7-10 [4]|38|3%|30|70|85°|6 (6) [1x]|1|Transition input window on Frames 11-31 / Transition on Frame 12 / 0.8x SDI
Up|Tip (1)|7-10 [4]|38|4%|30|50|80°|6 (6) [1x]|1|Transition input window on Frames 11-31 / Transition on Frame 12 / 0.8x SDI
Up|Hilt (2)|7-10 [4]|38|3%|30|70|60°|6 (6) [1x]|1|Transition input window on Frames 11-31 / Transition on Frame 12 / 0.8x SDI
Forward|Blade (0)|9-10 [2]|38|3%|28|70|75°|6 (6) [1x]|1|Transition input window on Frames 11-32 / Transition on Frame 13 / +1 Damage to Shields (4 Total) / 0.8x SDI
Forward|Tip (1)|9-10 [2]|38|4%|28|50|90°|6 (6) [1x]|1|Transition input window on Frames 11-32 / Transition on Frame 13 / +1 Damage to Shields (5 Total) / 0.8x SDI
Forward|Hilt (2)|9-10 [2]|38|3%|28|70|40°|6 (6) [1x]|1|Transition input window on Frames 11-32 / Transition on Frame 13 / +1 Damage to Shields (4 Total) / 0.8x SDI
Dancing Blade 3

Variation|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Up|Blade (0)|8-10 [3]|43|4%|40|40|85°|6 (6) [1x]|1|Transition input window on Frames 11-37 / Transition on Frame 17 / 0.8x SDI
Up|Tip (1)|8-10 [3]|43|5%|40|60|80°|6 (6) [1x]|1|Transition input window on Frames 11-37 / Transition on Frame 17 / 0.8x SDI
Up|Hilt (2)|8-10 [3]|43|4%|40|60|60°|6 (6) [1x]|1|Transition input window on Frames 11-37 / Transition on Frame 17 / 0.8x SDI
Forward|Blade (0)|6-8 [3]|43|4%|40|50|50°|6 (6) [1x]|1|Transition input window on Frames 9-36 / Transition on Frame 12 / +1 Damage to Shields (4 Total) / 0.8x SDI
Forward|Tip (1)|6-8 [3]|43|5%|40|35|55°|6 (6) [1x]|1|Transition input window on Frames 9-36 / Transition on Frame 12 / +1 Damage to Shields (5 Total) / 0.8x SDI
Forward|Hilt (2)|6-8 [3]|43|4%|40|50|40°|6 (6) [1x]|1|Transition input window on Frames 9-36 / Transition on Frame 12 / +1 Damage to Shields (4 Total) / 0.8x SDI
Down|Blade (0)|8-10 [3]|43|3%|30|40|20°|6 (6) [1x]|1|Transition input window on Frames 11-34 / Transition on Frame 13 / +1 Damage to Shields (4 Total) / 0.8x SDI
Down|Tip (1)|8-10 [3]|43|4%|30|60|20°|6 (6) [1x]|1|Transition input window on Frames 11-34 / Transition on Frame 13 / +1 Damage to Shields (5 Total) / 0.8x SDI
Dancing Blade 4

Variation|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Up|Blade (0, 2)|11-15 [5]|50|6%|60|118|80°|7 (7) [1x]|2|+1 Damage to Shields (7 Total)
Up|Tip (1)|11-15 [5]|50|8%|60|118|80°|8 (8) [1x]|3|+1 Damage to Shields (9 Total)
Forward|Blade (0, 2)|13-15 [3]|55|5%|60|130|361°|6 (6) [1x]|1|+5 Damage to Shields (10 Total)
Forward|Tip (1)|13-15 [3]|55|7%|60|130|361°|7 (7) [1x]|2|+5 Damage to Shields (12 Total)
Down|Rapid 1 (0, 1, 2)|13-14 [2]|71|2%|2|40|80°|2 (5) [0.5x]|0|Tip does +1 Damage to Shields (3 Total)
Down|Rapid 2 (0, 1, 2)|19-20 [2]|71|2%|2|40|80°|2 (5) [0.5x]|0|Tip does +1 Damage to Shields (3 Total)
Down|Rapid 3 (0, 1, 2)|25-26 [2]|71|2%|2|40|80°|2 (5) [0.5x]|0|Tip does +1 Damage to Shields (3 Total)
Down|Rapid 4 (0, 1, 2)|31-32 [2]|71|2%|2|40|80°|2 (5) [0.5x]|0|Tip does +1 Damage to Shields (3 Total)
Down|Final Blade (0)|37-38 [2]|71|4%|70|80|361°|6 (6) [1x]|1|+1 Damage to Shields (5 Total)
Down|Final Tip (1)|37-38 [2]|71|6%|70|80|361°|7 (7) [1x]|2|+1 Damage to Shields (7 Total)
Down|Final Hilt (2)|37-38 [2]|71|4%|70|80|361°|6 (6) [1x]|1|
You can’t change the combo type, but you can wait longer between attacks. Lower damage.

Strike|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
One|Blade (0)|8-10 [3]|47|2%|25|75|80°|5 (5) [1x]|0|Transition input window on Frame 1-36 / 0.8x SDI
One|Tip (1)|8-10 [3]|47|3%|25|75|93°|6 (6) [1x]|1|Transition input window on Frame 1-36 / 0.8x SDI
One|Hilt (2)|8-10 [3]|47|2%|25|75|20°|5 (5) [1x]|0|Transition input window on Frame 1-36 / 0.8x SDI
Two|Blade (0)|9-10 [2]|38|2%|28|70|80°|5 (5) [1x]|0|Transition input window on Frame 1-38 / +1 Damage to Shields (3 Total) / 0.8x SDI
Two|Tip (1)|9-10 [2]|38|3%|28|50|95°|5 (5) [1x]|1|Transition input window on Frame 1-38 / +1 Damage to Shields (4 Total) / 0.8x SDI
Two|Hilt (2)|9-10 [2]|38|2%|28|70|45°|5 (5) [1x]|0|Transition input window on Frame 1-38 / +1 Damage to Shields (3 Total) / 0.8x SDI
Three|Blade (0)|6-8 [3]|43|2%|40|50|50°|5 (5) [1x]|0|Transition input window on Frame 1-37 / +1 Damage to Shields (3 Total) / 0.8x SDI
Three|Tip (1)|6-8 [3]|38|3%|40|35|55°|5 (5) [1x]|1|Transition input window on Frame 1-37 / +1 Damage to Shields (3 Total) / 0.8x SDI
Three|Hilt (2)|6-8 [3]|43|2%|40|50|45°|5 (5) [1x]|0|Transition input window on Frame 1-37 / +1 Damage to Shields (3 Total) / 0.8x SDI
Four|Blade (0, 2)|12-15 [4]|59|4%|60|120|361°|6 (6) [1x]|1|+5 Damage to Shields (9 Total)
Four|Tip (1)|12-15 [4]|59|5%|60|120|361°|6 (6) [1x]|1|+5 Damage to Shields (10 Total)
Each strike is stronger but launches foes, making it hard to pull off a combo.
Heavy Blade 1

Variation|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Forward|Blade (0, 2)|11-14 [4]|54|7%|58|68|361°|7 (7) [1x]|2|Transition on Frame 12-45
Forward|Tip (1)|11-14 [4]|54|9%|58|68|361°|8 (8) [1x]|3|Transition on Frame 12-45
Heavy Blade 2

Variation|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Up|Blade (0)|7-11 [5]|44|9%|60|80|60°|3 (8) [0.4x]|3|Transition on Frame ??
Up|Tip (1)|7-11 [5]|44|11%|60|80|65°|3 (9) [0.4x]|4|Transition on Frame ??
Up|Hilt (2)|7-11 [5]|44|9%|60|80|40°|3 (8) [0.4x]|3|Transition on Frame ??
Forward|Blade (0, 2)|9-11 [3]|44|9%|57|67|361°|11 (8) [1.4x]|3|Transition on Frame ?? / +1 Damage to Shields (12 Total)
Forward|Tip (1)|9-11 [3]|44|11%|57|67|361°|12 (9) [1.4x]|4|Transition on Frame ?? / +1 Damage to Shields (10 Total)
Heavy Blade 3

Variation|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Up|Blade (0)|8-11 [4]|56|10%|60|100|70°|10 (8) [1.2x]|3|Transition on Frame ??
Up|Tip (1)|8-11 [4]|56|12%|60|100|75°|6 (6) [1x]|1|Transition on Frame ??
Up|Blade (0)|8-11 [4]|56|10%|60|100|60°|10 (8) [1.2x]|3|Transition on Frame ??
Forward|Blade (0, 2)|6-9 [4]|56|10%|60|90|361°|6 (6) [1x]|1|Transition on Frame ??
Forward|Tip (1)|6-9 [4]|56|12%|60|90|361°|10 (8) [1.2x]|3|Transition on Frame ??
Down|Blade (0)|8-11 [4]|56|10%|40|70|15°|10 (8) [1.2x]|3|Transition on Frame ??
Down|Tip (1)|8-11 [4]|56|12%|40|70|15°|11 (9) [1.2x]|4|Transition on Frame ??
Heavy Blade 4

Variation|Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Up|Blade (0, 2)|15-20 [6]|58|13%|50|150|80°|17 (10) [1.7x]|5|+1 Damage to Shields (14 Total)
Up|Tip (1)|15-20 [6]|58|15%|50|150|80°|22 (10) [2.1x]|5|+1 Damage to Shields (16 Total)
Forward|Blade (0, 2)|16-19 [4]|63|14%|50|150|361°|17 (10) [1.7x]|5|+3 Damage to Shields (17 Total)
Forward|Tip (1)|16-19 [4]|63|16%|50|150|361°|23 (11) [2.1x]|6|+3 Damage to Shields (19 Total)
Down|Rapid 1 (0, 1, 2)|19-21 [3]|83|2.2%|2|40|80°|2 (5) [0.5x]|0|
Down|Rapid 1 (0, 1, 2)|26-28 [3]|83|2.2%|2|40|80°|2 (5) [0.5x]|0|
Down|Rapid 1 (0, 1, 2)|33-35 [3]|83|2.2%|2|40|80°|2 (5) [0.5x]|0|
Down|Rapid 1 (0, 1, 2)|39-41 [3]|83|2.2%|2|40|80°|2 (5) [0.5x]|0|
Down|Final Blade (0)|46-47 [2]|83|11%|60|80|361°|15 (9) [1.7x]|4|+1 Damage to Shields (12 Total)
Down|Final Tip (1)|46-47 [2]|83|13%|60|80|361°|21 (10) [2.1x]|5|+1 Damage to Shields (14 Total)
Down|Final Hilt (2)|46-47 [2]|83|11%|60|80|361°|15 (9) [1.7x]|4|
2.2.6 Up Specials
2.2.6.1 Dolphin Slash
Strike upward with your sword as you rise into the air. Deals most damage at the start.

Invincibility (Ground)|Invincibility (Air)|Landing Lag|Ledge Grab Frame
4-6|1-4|23|After Frame 6

Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Late Blade (0)|6-11 [6]|23|7%|20|90|361°|7 (7) [1x]|2|
Late Hilt (1)|6-11 [6]|23|7%|20|90|74°|7 (7) [1x]|2|
Late Arm (2)|6-11 [6]|23|6%|20|90|74°|7 (7) [1x]|2|
Initial Arm (3)|5-6 [2]|23|11%|70|74|74°|6 (9) [0.7x]|4|
Initial Sword (4)|5-6 [2]|23|11%|70|74|361°|6 (9) [0.7x]|4|
Rise in an arc while attacking. Deals most damage at the midpoint. Doesn’t go as high.
Invincibility (Ground)|Invincibility (Air)|Landing Lag|Ledge Grab Frame
8-10|1-10|36|After Frame 13
[/table]

Hitbox (ID)|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
Initial Tip (0)|9-10 [2]|36|7%|60|50|30°|3 (7) [0.5x]|2|
Initial Blade (1)|9-10 [2]|36|7%|60|50|35°|3 (7) [0.5x]|2|
Late Tip (0)|11-16 [6]|36|12%|85|60|45°|11 (9) [1.2x]|4|
Late Blade (1)|11-16 [6]|36|12%|85|60|55°|11 (9) [1.2x]|4|
Late Hilt (2)|11-16 [6]|36|6%|40|60|55°|8 (7) [1.2x]|2|
Jump really high, but you won’t deal any damage.

Total Frames|Invincibility (Ground)|Invincibility (Air)|Landing Lag|Ledge Grab Frame
43|11-13|1-10|43|After Frame 13
2.2.7 Down Specials
2.2.7.1 Counter
Prepare for an attack and strike back if hit. The power depends on your enemy’s attack.
Counter

Active Frames|Total Frames|Multiplier|Freeze Frames on Activation|Notes
6-27 [2]|59|1.2x|16|Intangible on Frame 5
Counter (Attack)

Active Frames|Total Frames|Invincibility|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
5-7|35|1-7|8%|90|60|361°|9 (8) [1.2x]|3|
Your counter stance lasts longer, but the attack power is lower.

Active Frames|Total Frames|Multiplier|Freeze Frames on Activation|Notes
6-34 [29]|79|0.7x|16|Intangible on Frame 5
Easy Counter (Attack)

Active Frames|Total Frames|Invincibility|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
5-7|35|1-7|4%|80|60|361°|7 (6) [1.2x]|1|
A successful counter knocks opponents behind you. Faster but does less damage.

Active Frames|Total Frames|Multiplier|Freeze Frames on Activation
3-16 [14]|55|1.4x|6
Iai Counter (Attack)

Active Frames|Total Frames|Invincibility|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifer]|Shieldstun|Notes
10-11|39|1-7|6%|90|65|140°|16 (7) [2.25x]|2|
2.2.8 Grabs and Throws
Grabs

Grab|Active Frames|Total Frames
Standing|7-8 [2]|29
Dashing|8-9 [2]|36
Pivot|9-10 [2]|34
Pummel

Base Damage|Active Frame|Total Frames
2%|6|16
Throws

Throw|Throw Frame|Total Frames|Base Damage|BKB|KBG|Angle
Forward|15|31|4%|100|50|50°
Back|8|44|4%|80|60|140°
Up|13|44|4%|70|120|93°
Down|16|42|5%|95|50|100°
Release

Release|Total Frames
Ground (Marth)|29
Ground (Opponent)|29
Air (Marth)|29
Air (Opponent)|39
2.2.9 Dodges

Dodge|Invincibility|Total Frames
Spotdodge|3-18 [16]|26
Forward Roll|4-19 [16]|30
Back Roll|4-19 [16]|30
Airdodge|3-27 [25]|32
2.2.10 Miscellaneous Actions
2.2.10.1 Ledge Actions
A minimum of 20 frames must pass before any actions can be performed.

Dodge|Invincibility|Total Frames
Climb|1-31 [31]|32
Roll|1-27 [27]|49
Jump|1-12 [12]|12
Attack

Move|Invincibility|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun
Attack|1-20 [20]|23-25 [3]|54|7%|90|14|45°|7 (7) [1x]|2
2.2.10.2 Tech Actions

Move|Invincibility|Total Frames
Stand|1-26 [26]|26
Forward Roll|1-20 [20]|40
Back Roll|1-20 [20]|40
2.2.10.3 Get Up Actions
Knocked Down (??)
A minimum of 26 frames must pass before any actions can be performed.

Move|Invincibility|Total Frames
Stand|1-22 [22]|29
Forward Roll|1-19 [19]|35
Back Roll|1-19 [19]|35
Attack

Move|Invincibility|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun
Attack (??)|1-24 [24]|16-17 [2]|45|7%|80|48|48°|7 (7) [1x]|2
Attack (??)|1-24 [24]|23-24 [2]|45|7%|80|48|48°|7 (7) [1x]|2
Knocked Down (??)
A minimum of 26 frames must pass before any actions can be performed.

Move|Invincibility|Total Frames
Stand|1-22 [22]|29
Forward Roll|1-19 [19]|35
Back Roll|1-19 [19]|35
Attack

Move|Invincibility|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun
Attack (??)|1-23 [23]|16-17 [2]|45|7%|80|48|48°|7 (7) [1x]|2
Attack (??)|1-23 [23]|22-23 [2]|45|7%|80|48|48°|7 (7) [1x]|2
Knocked Down (Missed Tech)
A minimum of 40 frames must pass before any actions can be performed.

Move|Invincibility|Total Frames
Stand|1-16 [16]|21
Forward Roll|1-9 [9]|28
Back Roll|1-9 [9]|28
Attack

Move|Invincibility|Active Frames|Total Frames|Base Damage|BKB|KBG|Angle|Hitlag (Shield) [Modifier]|Shieldstun
Attack (??)|1-7 [7]|20-21 [2]|49|5%|60|50|361°|6 (6) [1x]|1
Attack (??)|1-7 [7]|29-30 [2]|49|5%|60|50|361°|6 (6) [1x]|1
2.2.10.4 Item Toss Actions
Throw|Throw Frame|Total Frames
Drop|7|23
Forward Ground|10|29
Back Ground|14|29
Up Ground|15|29
Down Ground|8|21
Dash|6|39
Forward Air|10|29
Back Air|14|29
Up Air|15|29
Down Air|8|21
Section 3: Advanced Data
3.1 General Data
Statistic|Value
Minimum Walk Speed|0.18
Walk Acceleration|0
Dash Minimum|1.5
Dash Acceleration|0.082
Dash Deceleration|0.01
Traction|0.055
Horizontal Aerial Acceleration|0.07
Horizontal Aerial Deceleration|0.01
Horizontal Aerial Friction|0.00375
Vertical Aerial Friction|0.00375
Gravity|0.075
3.2 Advanced Frame and Hitbox Data
3.2.1 Hitstun and Hit Advantage
All advantage frames assume that the attack hits on the first possible frame. Landing frames assume that the attacker lands 1 frame after the attack hits.
3.2.1.1 Jabs and Tilts

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Jab 1 (0,1)|24|25|26|27|28|29|30|32|33
---Advantage​
|1|3|4|6|7|9|10|12|13
---Advantage (Transition)​
|12|13|14|15|16|17|18|20|21
Jab 1 (2)|24|26|27|29|30|32|33|35|36
---Advantage​
|1|3|4|6|7|9|10|12|13
---Advantage (Transition)​
|12|14|15|17|18|20|21|23|24
Jab 2 (0,1)|30|34|37|40|43|47|50|53|57
---Advantage​
|5|9|12|15|18|22|25|28|32
Jab 2 (2)|31|35|40|44|48|53|57|62|66
---Advantage​
|6|10|15|19|23|28|32|37|41
Dash Attack (0)|35|44|54|63|72|81|91|100|109
---Advantage​
|-1|8|18|27|36|45|55|64|73
Dash Attack (1)|20|24|29|34|39|44|49|54|58
---Advantage​
|-16|-12|-7|-2|3|8|13|18|22
Dash Attack (2)|38|44|50|55|61|67|72|78|84
---Advantage​
|2|8|14|19|25|31|36|42|48
F-Tilt (0,1)|19|24|30|36|41|47|53|58|64
---Advantage​
|-8|-3|3|9|14|20|26|31|37
F-Tilt (2)|32|41|49|58|67|76|84|93|102
---Advantage​
|5|14|22|31|40|49|57|66|75
U-Tilt (Front) (0)|34|40|46|52|58|64|69|75|81
---Advantage​
|1|7|13|19|25|31|36|42|48
U-Tilt (Front) (1)|34|39|44|49|54|60|65|70|75
---Advantage​
|1|6|11|16|21|27|32|37|42
U-Tilt (Front) (2)|36|44|52|60|68|76|84|92|100
---Advantage​
|3|11|19|27|35|43|51|59|67
U-Tilt (Back) (0|29|35|41|47|52|58|64|70|76
---Advantage​
|-1|5|11|17|22|28|34|40|46
U-Tilt (Back) (1)|29|34|39|44|49|54|59|65|70
---Advantage​
|-1|4|9|14|19|24|29|35|40
U-Tilt (Back) (2)|30|39|47|55|63|71|79|87|95
---Advantage​
|0|9|17|25|33|41|49|57|65
D-Tilt (0)|19|22|24|27|30|32|35|38|40
---Advantage​
|3|6|8|11|14|16|19|22|24
D-Tilt (1)|24|27|31|34|38|41|45|49|52
---Advantage​
|8|11|15|18|22|25|29|33|36
[/RIGHT]
3.2.1.2 Smashes

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
F-Smash (0,1,2)|32|41|50|58|67|76|85|94|103
---Advantage​
|-9|0|9|17|26|35|44|53|62
F-Smash (3)|46|58|69|81|93|105|116|128|140
---Advantage​
|5|17|28|40|52|64|75|87|99
U-Smash (0,2)|29|39|49|59|69|79|89|99|109
---Advantage​
|-16|-6|4|14|24|34|44|54|64
U-Smash (1)|33|47|60|73|87|100|113|126|140
---Advantage​
|-12|2|15|28|42|55|68|81|95
U-Smash (3)|53|53|53|53|53|53|53|53|53
---Advantage​
|8|8|8|8|8|8|8|8|8
D-Smash (Front) (0)|36|42|49|55|62|68|75|81|88
---Advantage​
|-22|-16|-9|-3|4|10|17|23|30
D-Smash (Front) (1)|28|34|41|47|54|60|67|73|80
---Advantage​
|-30|-24|-17|-11|-4|2|9|15|22
D-Smash (Front) (2)|30|39|48|57|67|76|85|94|103
---Advantage​
|-28|-19|-10|-1|9|18|27|36|45
D-Smash (Back) (0)|38|47|56|65|75|84|93|102|111
---Advantage​
|-5|4|13|22|32|41|50|59|68
D-Smash (Back) (1)|30|39|48|57|67|76|85|94|103
---Advantage​
|-13|-4|5|14|24|33|42|51|60
D-Smash (Back) (2)|34|47|59|71|83|96|108|120|133
---Advantage​
|-9|4|16|28|40|53|65|77|90
3.2.1.3 Aerials

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
N-Air 1 (0,1,2)|15|17|18|20|21|23|24|26|27
---Advantage​
|-28|-26|-25|-23|-22|-20|-19|-17|-16
---Advantage (Next Hit)​
|7|9|10|12|13|15|16|18|19
---Advantage (Landing)​
|2|4|5|7|8|10|11|13|14
N-Air 1 (3)|15|17|19|21|23|25|26|28|30
---Advantage​
|-28|-26|-24|-22|-20|-18|-17|-15|-13
---Advantage (Next Hit)​
|7|9|11|13|15|17|18|20|22
---Advantage (Landing)​
|2|4|6|8|10|12|13|15|17
N-Air 2 (0,1,2)|27|33|38|43|48|54|59|64|70
---Advantage​
|-7|-1|4|9|14|20|25|30|36
---Advantage​
|14|20|25|30|35|41|46|51|57
N-Air 2 (3)|33|40|48|55|63|70|77|85|92
---Advantage​
|-10|-3|5|12|20|27|34|42|49
---Advantage (Landing)​
|20|27|35|42|50|57|64|72|79
F-Air (0,1)|23|28|33|39|44|49|55|60|65
---Advantage​
|-8|-3|2|8|13|18|24|29|34
---Advantage (Landing)​
|4|9|14|20|25|30|36|41|46
F-Air (2)|25|33|41|49|57|65|73|81|89
---Advantage​
|-6|2|10|18|26|34|42|50|58
---Advantage​
|6|14|22|30|38|46|54|62|70
B-Air (0,1)|24|31|38|45|52|59|65|72|79
---Advantage​
|-8|-1|6|13|20|27|33|40|47
---Advantage (Landing)​
|4|11|18|25|32|39|45|52|59
B-Air (2)|27|37|46|56|66|75|85|95|104
---Advantage​
|-5|5|14|24|34|43|53|63|72
---Advantage (Landing)​
|7|17|26|36|46|55|65|75|84
U-Air (0,1,2)|24|30|37|43|50|56|62|69|75
---Advantage​
|-16|-10|-3|3|10|16|22|29|35
---Advantage (Landing)​
|7|13|20|26|33|39|45|52|58
U-Air (3)|26|34|43|52|60|69|78|86|95
---Advantage​
|-14|-6|3|12|20|29|38|46|55
---Advantage (Landing)​
|9|17|26|35|43|52|61|69|78
D-Air (0)|19|28|37|47|56|66|75|85|94
---Advantage​
|-29|-20|-11|-1|8|18|27|37|46
---Advantage (Landing)​
|-10|-1|8|18|27|37|46|56|65
D-Air (1)|19|26|33|40|46|53|60|66|73
---Advantage​
|-31|-24|-17|-10|-4|3|10|16|23
---Advantage (Landing)​
|-9|-2|5|12|18|25|32|38|45
D-Air (2)|23|30|37|44|50|57|64|70|77
---Advantage​
|-27|-20|-13|-6|0|7|14|20|27
---Advantage (Landing)​
|-5|2|9|16|22|29|36|42|49
D-Air (3)|18|27|36|44|53|62|71|80|89
---Advantage​
|-32|-23|-14|-6|3|12|21|30|39
---Advantage (Landing)​
|-10|-1|8|16|25|34|43|52|61
3.2.1.4 Specials
3.2.1.4.1 Neutral Specials

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Shield Breaker (Uncharged) (0)|20|27|33|40|47|53|60|67|73
---Advantage​
|-13|-6|0|7|14|20|27|34|40
Shield Breaker (Uncharged) (1)|34|42|50|58|66|74|82|90|98
---Advantage​
|1|9|17|25|33|41|49|57|65
Shield Breaker (Charged) (0)|32|48|64|80|96|112|127|143|159
---Advantage​
|-1|15|31|47|63|79|94|110|126
Shield Breaker (Charged) (1 Charged))|49|68|87|107|126|145|164|183|202
---Advantage​
|16|35|54|74|93|112|131|150|169
Storm Thrust (Uncharged) (0)|22|23|23|24|24|25|25|25|26
---Advantage​
|-26|-25|-25|-24|-24|-23|-23|-23|-22
Storm Thrust (Charged) (0)|23|24|25|26|26|27|28|29|30
---Advantage​
|-25|-24|-23|-22|-22|-21|-20|-19|-18
Dashing Assault (Uncharged) (Initial) (0)|30|35|40|45|49|54|59|63|68
---Advantage​
|-16|-11|-6|-1|3|8|13|17|22
Dashing Assault (Uncharged) (Early) (0)|30|34|38|42|47|51|55|59|63
---Advantage​
|-14|-10|-6|-2|3|7|11|15|19
Dashing Assault (Uncharged) (Late) (0)|30|33|36|38|41|44|47|50|53
---Advantage​
|-10|-7|-4|-2|1|4|7|10|13
Dashing Assault (Charged) (Initial) (0)|36|47|57|68|78|89|100|110|121
---Advantage​
|-10|1|11|22|32|43|54|64|75
Dashing Assault (Charged) (Early) (0)|34|43|52|60|69|78|87|96|105
---Advantage​
|-10|-1|8|16|25|34|43|52|61
Dashing Assault (Charged) (Late) (0)|32|38|45|51|58|64|70|77|83
---Advantage​
|-8|-2|5|11|18|24|30|37|43
3.2.1.4.2 Side Specials
Dancing Blade 1

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Forward (0,2)|15|18|21|24|26|29|32|35|37
---Advantage​
|-20|-17|-14|-11|-9|-6|-3|0|2
---Advantage (Transition)​
|14|17|20|23|25|28|31|34|36
Forward (1)|15|19|22|25|29|32|35|39|42
---Advantage​
|-20|-16|-13|-10|-6|-3|0|4|7
---Advantage (Transition)​
|14|18|21|24|28|31|34|38|41
Dancing Blade 2

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Up (0,2)|17|19|22|25|27|30|32|35|37
---Advantage​
|-14|-12|-9|-6|-4|-1|1|4|6
---Advantage (Transition)​
|13|15|18|21|23|26|28|31|33
Up (1)|15|18|20|22|24|27|29|31|33
---Advantage​
|-16|-13|-11|-9|-7|-4|-2|0|2
---Advantage (Transition)​
|11|14|16|18|20|23|25|27|29
Forward (0,2)|16|19|21|24|26|29|32|34|37
---Advantage​
|-13|-10|-8|-5|-3|0|3|5|8
---Advantage (Transition)​
|14|17|19|22|24|27|30|32|35
Forward (1)|15|17|19|21|23|26|28|30|32
---Advantage​
|-14|-12|-10|-8|-6|-3|-1|1|3
---Advantage​
|13|15|17|19|21|24|26|28|30
Dancing Blade 3

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Up (0)|19|20|22|24|26|28|29|31|33
---Advantage​
|-16|-15|-13|-11|-9|-7|-6|-4|-2
---Advantage (Transition)​
|16|17|19|21|23|25|26|28|30
Up (1)|20|24|27|30|33|36|39|42|45
---Advantage​
|-15|-11|-8|-5|-2|1|4|7|10
---Advantage (Transition)​
|17|21|24|27|30|33|36|39|42
Up (2)|20|23|26|28|31|34|36|39|41
---Advantage​
|-15|-12|-9|-7|-4|-1|1|4|6
---Advantage (Transition)​
|17|20|23|25|28|31|33|36|38
Forward (0,2)|19|22|24|26|28|31|33|35|37
---Advantage​
|-18|-15|-13|-11|-9|-6|-4|-2|0
---Advantage (Transition)​
|16|19|21|23|25|28|30|32|34
Forward (1)|18|20|22|24|26|27|29|31|33
---Advantage​
|-19|-17|-15|-13|-11|-10|-8|-6|-4
---Advantage (Transition)​
|15|17|19|21|23|24|26|28|30
Down (0)|15|16|18|19|20|22|23|25|26
---Advantage​
|-20|-19|-17|-16|-15|-13|-12|-10|-9
---Advantage (Transition)​
|12|13|15|16|17|19|20|22|23
Down (1)|16|19|22|24|27|30|32|35|37
---Advantage​
|-19|-16|-13|-11|-8|-5|-3|0|2
---Advantage (Transition)​
|13|16|19|21|24|27|29|32|34
Dancing Blade 4

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Up (0),2|34|41|48|55|61|68|75|82|89
---Advantage​
|-5|2|9|16|22|29|36|43|50
Up (1)|35|43|52|61|70|78|87|96|104
---Advantage​
|-4|4|13|22|31|39|48|57|65
Forward (0,2)|34|41|48|54|61|68|74|81|88
---Advantage​
|-8|-1|6|12|19|26|32|39|46
Forward (1)|35|44|53|61|70|78|87|96|104
---Advantage​
|-7|2|11|19|28|36|45|54|62
Down (Rapid) (0,1,2)|3|4|6|7|8|9|10|12|13
---Advantage (1)​
|-55|-54|-52|-51|-50|-49|-48|-46|-45
---Advantage (2)​
|-49|-48|-46|-45|-44|-43|-42|-40|-39
---Advantage (3)​
|-43|-42|-40|-39|-38|-37|-36|-34|-33
---Advantage (4)​
|-37|-36|-34|-33|-32|-31|-30|-28|-27
---Advantage (Next Rapid Hit)​
|-4|-3|-1|0|1|2|3|5|6
---Advantage (Next Hit)​
|-2|-1|1|2|3|4|5|7|8
Down (Final) (0,2)|34|37|41|44|48|52|55|59|62
---Advantage​
|0|3|7|10|14|18|21|25|28
Down (Final) (1)|34|39|44|49|53|58|63|67|72
---Advantage​
|0|5|10|15|19|24|29|33|38
Effortless Blade

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
1 (0,2)|15|17|19|22|24|26|28|31|33
---Advantage​
|-24|-22|-20|-17|-15|-13|-11|-8|-6
---Advantage (Transition)​
|?|?|?|?|?|?|?|?|?
1 (1)|15|18|21|24|26|29|32|35|37
---Advantage​
|-24|-21|-18|-15|-13|-10|-7|-4|-2
---Advantage (Transition)​
|?|?|?|?|?|?|?|?|?
2 (0,2)|16|18|20|22|24|26|28|30|32
---Advantage​
|-13|-11|-9|-7|-5|-3|-1|1|3
---Advantage (Transition)​
|?|?|?|?|?|?|?|?|?
2 (1)|15|16|18|20|22|24|26|27|29
---Advantage​
|-14|-13|-11|-9|-7|-5|-3|-2|0
---Advantage (Transition)​
|?|?|?|?|?|?|?|?|?
3 (0,2)|19|21|22|24|25|27|28|30|31
---Advantage​
|-18|-16|-15|-13|-12|-10|-9|-7|-6
---Advantage (Transition)​
|?|?|?|?|?|?|?|?|?
3 (1)|18|19|21|22|23|25|26|27|28
---Advantage​
|-14|-13|-11|-10|-9|-7|-6|-5|-4
---Advantage (Transition)​
|?|?|?|?|?|?|?|?|?
4 (0,2)|33|38|44|49|54|60|65|70|75
---Advantage​
|-14|-9|-3|2|7|13|18|23|28
---Advantage (Transition)​
|?|?|?|?|?|?|?|?|?
4 (1)|33|40|46|52|58|64|71|77|83
---Advantage​
|-14|-7|-1|5|11|17|24|30|36
---Advantage (Transition)​
|?|?|?|?|?|?|?|?|?
Heavy Blade 1

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Forward (0,2)|29|33|38|42|47|51|56|60|65
Forward (1)|30|35|41|46|52|57|63|68|74
Heavy Blade 2

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Up (0,2)|32|38|45|51|58|64|70|77|83
Up (1)|33|40|48|56|63|71|79|86|94
Forward (0,2)|29|35|40|45|51|56|62|67|73
Forward (1)|30|36|43|49|56|62|68|75|81
Heavy Blade 3

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Up (0,2)|34|43|52|61|70|78|87|96|105
Up (1)|36|46|56|67|77|87|98|108|118
Forward (0,2)|33|41|49|57|65|73|81|89|97
Forward (1)|34|44|53|62|72|81|90|99|109
Down (0)|23|29|35|42|48|54|60|66|73
Down (1)|24|31|38|46|53|60|67|75|82
Heavy Blade 4

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Up (0,2)|39|56|72|89|105|122|138|155|172
Up (1)|42|60|79|98|117|136|154|173|192
Forward (0,2)|40|58|76|93|111|129|146|164|182
Forward (1)|43|63|83|103|123|143|162|182|202
Down (Rapid (0,1,2)|3|5|6|7|8|9|11|12|13
Down (Final) (0,2)|33|40|48|56|63|71|79|86|94
Down (Final) (1)|34|43|52|60|69|78|87|96|105
3.2.1.4.3 Up Specials

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Dolphin Slash (0,1)|16|22|28|34|40|45|51|57|63
Dolphin Slash (1)|15|21|26|31|36|42|47|52|58
Dolphin Slash (3,4)|36|43|50|57|64|71|78|86|93
Crescent Slash (Initial) (0,1)|28|31|35|38|41|45|48|51|55
Crescent Slash (Late) (0,1)|41|47|53|59|66|72|78|84|90
Crescent Slash (Late) (2)|21|24|28|31|35|38|42|45|49
3.2.1.4.4 Down Specials

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
Counter|41|46|50|54|59|63|68|72|77
---Advantage​
|11|16|20|24|29|33|38|42|47
Easy Counter|36|39|42|44|47|50|52|55|57
---Advantage​
|6|9|12|14|17|20|22|25|27
Iai Counter|41|45|49|53|56|60|64|68|72
---Advantage​
|12|16|20|24|27|31|35|39|43
3.2.1.5 Throws

ID|0%|25%|50%|75%|100%|125%|150%|175%|200%
F-Throw|43|46|48|50|52|55|57|59|61
---Advantage​
|27|30|32|34|36|39|41|43|45
B-Throw|36|39|42|44|47|50|52|55|57
---Advantage​
|0|3|6|8|11|14|16|19|21
U-Throw|37|42|48|53|58|64|69|74|79
---Advantage​
|6|11|17|22|27|33|38|43|48
D-Throw|42|44|47|49|52|55|57|60|62
---Advantage​
|16|18|21|23|26|29|31|34|36
3.2.2 Shield Advantage
All advantage frames assume that the attack hits on the first possible frame. Landing frames assume that the attacker lands 1 frame after the attack hits.
3.2.2.1 Jabs and Tilts

Move (ID)|Advantage (OoS)|Advantage (Drop)
Jab 1 (0,2)|-20 (-9)|-13 (-2)
Jab 1 (1)|-24 (-13)|-17 (-6)
Jab 2 (0,2)|-22|-15
Jab 2 (1)|-25|-18
Dash Attack (0)|-31|-24
Dash Attack (1)|-30|-23
Dash Attack (2)|-35|-28
F-Tilt (0,1)|-21|-14
F-Tilt (2)|-26|-19
U-Tilt (Front) (0)|-29|-22
U-Tilt (Front) (1,2)|-30|-23
U-Tilt (Front) (3)|-32|-25
U-Tilt (Back) (0)|-26|-19
U-Tilt (Back) (1,2)|-27|-20
U-Tilt (Back) (3)|-29|-22
D-Tilt (0)|-12|-5
D-Tilt (1)|-16|-9
3.2.2.2 Smashes

Move (ID)|Advantage (OoS)|Advantage (Drop)
F-Smash (0,1,2)|-33|-26
F-Smash (3)|-40|-33
U-Smash (0,2)|-37|-30
U-Smash (1)|-45|-38
U-Smash (3)|-38|-31
D-Smash (Front) (0,1)|-52|-45
D-Smash (Front) (2)|-59|-52
D-Smash (Back) (0,1)|-36|-29
D-Smash (Back) (2)|-43|-36
3.2.2.3 Aerials

Move (ID)|Advantage (OoS)|Advantage (Drop)
N-Air 1 (0,1,2)|-42 (-7)|-35 (0)
N-Air 1 (3)|-43 (-8)|-36 (-1)
N-Air 1 (Landing) (0,1,2)|-12|-5
N-Air 1 (Landing) (3)|-13|-6
N-Air 2 (0,1,2)|-30|-23
N-Air 2 (3)|-33|-26
N-Air 2 (Landing) (0,1,2)|-9|-2
N-Air 2 (Landing) (3)|-12|-5
F-Air (0,1)|-27|-20
F-Air (2)|-31|-24
F-Air (Landing) (0,1)|-15|-8
F-Air (Landing) (2)|-19|-12
B-Air (0,1)|-26|-19
B-Air (2)|-31|-24
B-Air (Landing) (0,1)|-14|-7
B-Air (Landing) (2)|-19|-12
U-Air (0,1,2)|-34|-27
U-Air (3)|-39|-32
U-Air (Landing) (0,1)|-11|-4
U-Air (Landing) (2)|-16|-9
D-Air (0)|-43|-36
D-Air (1,2)|-43|-36
D-Air (3)|-47|-40
D-Air (Landing) (0)|-24|-17
D-Air (Landing) (1,2)|-22|-15
D-Air (Landing) (3)|-26|-19
3.2.2.4 Specials
3.2.2.4.1 Neutral Specials

Move (ID)|Advantage (OoS)|Advantage (Drop)
Shield Breaker (Uncharged) (0)|-30|-23
Shield Breaker (Uncharged) (1)|-35|-28
Shield Breaker (Charged) (0)|-25|-18
Shield Breaker (Charged) (1)|-32|-25
Storm Thrust (Uncharged) (0)|-46|-39
Storm Thrust (Charged) (0)|-42|-35
Dashing Assault (Uncharged) (Initial) (0)|-37|-30
Dashing Assault (Uncharged) (Early) (0)|-37|-30
Dashing Assault (Uncharged) (Late) (0)|-33|-26
Dashing Assault (Charged) (Initial) (0)|-29|-22
Dashing Assault (Charged) (Early) (0)|-29|-22
Dashing Assault (Charged) (Late) (0)|-29|-22
3.2.2.4.2 Side Specials
Dancing Blade 1

Move (ID)|Advantage (OoS)|Advantage (Drop)
Forward (0,2)|-34 (0)|-27 (7)
Forward (1)|-34 (0)|-27 (7)
Dancing Blade 2

Move (ID)|Advantage (OoS)|Advantage (Drop)
Up (0,2)|-30 (-3)|-23 (4)
Up (1)|-30 (-3)|-23 (4)
Forward (0,2)|-28 (-1)|-21 (6)
Forward (1)|-28 (-1)|-21 (6)
Dancing Blade 3

Move (ID)|Advantage (OoS)|Advantage (Drop)
Up (0,2)|-34 (-2)|-27 (5)
Up (1)|-34 (-2)|-27 (5)
Forward (0,2)|-36 (-2)|-29 (5)
Forward (1)|-36 (-2)|-29 (5)
Down (0)|-34 (-2)|-27 (5)
Down (1)|-34 (-2)|-27 (5)

Move (ID)|Advantage (OoS)|Advantage (Drop)
Up (0,2)|-37|-30
Up (1)|-36|-29
Forward (0,2)|-41|-34
Forward (1)|-40|-33
Down (Rapid 1) (0,1,2)|-55 (-2)|-48 (5)
Down (Rapid 2) (0,1,2)|-49 (-2)|-42 (5)
Down (Rapid 3) (0,1,2)|-43 (-2)|-36 (5)
Down (Rapid 4) (0,1,2)|-37 (-3)|-30 (4)
Down (Final) (0,2)|-33|-26
Down (Final) (1)|-32|-25
Effortless Blade

Move (ID)|Advantage (OoS)|Advantage (Drop)
One (0,2)|-39 (??)|-32 (5)
One (1)|-38 (??)|-31 (??)
Two (0,2)|-29 (??)|-22 (??)
Two (1)|-28 (??)|-21 (??)
Three (0,2)|-37 (??)|-30 (??)
Three (1)|-36 (??)|-29 (??)
Four (0,2)|-46|-39
Four (1)|-46|-39
Heavy Blade 1

Move (ID)|Advantage (OoS)|Advantage (Drop)
Forward (0,2)|-41 (??)|-34 (??)
Forward (1)|-40 (??)|-33 (??)
Heavy Blade 2

Move (ID)|Advantage (OoS)|Advantage (Drop)
Up (0,2)|-29 (??)|-22 (??)
Up (1)|-27 (??)|-20 (??)
Forward (0,2)|-35 (??)|-28 (??)
Forward (1)|-34 (??)|-27 (??)
Heavy Blade 3

Move (ID)|Advantage (OoS)|Advantage (Drop)
Up (0,2)|-47 (??)|-40 (??)
Up (1)|-44 (??)|-37 (??)
Forward (0,2)|-47 (??)|-40 (??)
Forward (1)|-48 (??)|-41 (??)
Down (0)|-47 (??)|-40 (??)
Down (1)|-46 (??)|-39 (??)
Heavy Blade 4

Move (ID)|Advantage (OoS)|Advantage (Drop)
Up (0,2)|-45|-38
Up (1)|-50|-43
Forward (0,2)|-49|-42
Forward (1)|-53|-46
Down (Rapid 1) (0,1,2)|-61|-54
Down (Rapid 2) (0,1,2)|-54|-47
Down (Rapid 3) (0,1,2)|-47|-40
Down (Rapid 4) (0,1,2)|-41|-34
Down (Final) (0,2)|-39|-32
Down (Final) (1)|-43|-36
3.2.2.4.3 Up Specials

Move (ID)|Advantage (OoS)|Advantage (Drop)
Dolphin Slash (0,1)|??|??
Dolphin Slash (2)|??|??
Dolphin Slash (3,4)|??|??
Crescent Slash (Initial) (0,1)|??|??
Crescent Slash (Late) (0,1)|??|??
Crescent Slash (2)|??|??
Section 4: Kill Percents
Section 5: Hitbox Positions
 
Last edited:

Vipermoon

King Marth's most trusted advisor.
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This is absolutely AMAZING! Thank you. I will especially make use of the hitstun calculations. Is it possible you can add the angle of knockback just to further complete the data?

@Locuan Another one for the CRT
 

A_Kae

Smash Ace
Joined
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Messages
748
This is absolutely AMAZING! Thank you. I will especially make use of the hitstun calculations. Is it possible you can add the angle of knockback just to further complete the data?

@Locuan Another one for the CRT
Updated!

Do you think I should add anything else to this?
 

Vipermoon

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Updated!

Do you think I should add anything else to this?
Thanks. Looked through it a bit closer:

Typo on Tipper Fsmash 100% knockback number. Add 100 (probably).

Typo on tipper Uair knockback growth. Subtract 10.

Typo on Dair spike. It's not a tip, just simply frame 11.

I'm not sure how far you want to take this thread. You can always add frame data (it would help people on a hitstun/when can I act/what can I do perspective). So AC, landing lag, hit frames, total frames, DB interruption. But the title of the thread doesn't mention frame data so it's not the point. Otherwise, I can't think of something to add other than custom moves (Crescent Slash would be cool to check out).

Interesting by the way how close tipper Dsmash and Usmash are in knockback to tipper Fsmash at high percents. It makes sense but it's still cool to see.

Are you using Marth's weight for knockback calculations?

Thanks again.
 

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
Thanks. Looked through it a bit closer:

Typo on Tipper Fsmash 100% knockback number. Add 100 (probably).

Typo on tipper Uair knockback growth. Subtract 10.

Typo on Dair spike. It's not a tip, just simply frame 11.

I'm not sure how far you want to take this thread. You can always add frame data (it would help people on a hitstun/when can I act/what can I do perspective). So AC, landing lag, hit frames, total frames, DB interruption. But the title of the thread doesn't mention frame data so it's not the point. Otherwise, I can't think of something to add other than custom moves (Crescent Slash would be cool to check out).

Interesting by the way how close tipper Dsmash and Usmash are in knockback to tipper Fsmash at high percents. It makes sense but it's still cool to see.

Are you using Marth's weight for knockback calculations?

Thanks again.
Going to go through the typos you found and fix them now. Also going to add customs soon. Edit: Besides dancing blade customs. easy blade is worthless and heavy blade is too complicated and worthless.

Edit: Customs added, besides dancing blade custom. Also got the mistakes fixed, thanks. U-Air also had the calculated values wrong, since I had the wrong KGB.

I think that frame data should be in it's own thread, maybe with this one just having some data, like the ending lag to go with the hitstun? I've been thinking about making a thread for frame data for a while now. My only problem is that it would be just all taken from other sources and updated for 1.0.8, it wouldn't be any of my own work, since I don't have the means to compile frame data.

What do you think? Should I make something for frame data? The reason I do this is for other Marth mains who are looking for precise numbers, so your opinion here is important to me. If you think I should, I'll do it.

Yes. I always use Marth for this kind of thing. Besides the obvious reason, I just find 90 to be easy to remember for weight, and it's close to the average weight value. 95, or something like that.
 
Last edited:

Vipermoon

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Going to go through the typos you found and fix them now. Also going to add customs soon. Edit: Besides dancing blade customs. easy blade is worthless and heavy blade is too complicated and worthless.

Edit: Customs added, besides dancing blade custom. Also got the mistakes fixed, thanks. U-Air also had the calculated values wrong, since I had the wrong KGB.

I think that frame data should be in it's own thread, maybe with this one just having some data, like the ending lag to go with the hitstun? I've been thinking about making a thread for frame data for a while now. My only problem is that it would be just all taken from other sources and updated for 1.0.8, it wouldn't be any of my own work, since I don't have the means to compile frame data.

What do you think? Should I make something for frame data? The reason I do this is for other Marth mains who are looking for precise numbers, so your opinion here is important to me. If you think I should, I'll do it.

Yes. I always use Marth for this kind of thing. Besides the obvious reason, I just find 90 to be easy to remember for weight, and it's close to the average weight value. 95, or something like that.
Making a frame data thread wouldn't be your own data, sure, but if you put more info in it than any other Marth frame data source it can be very helpful (especially if you are able to present it all in a clean way).

Basically what I mean is in this thread you could either add no frame data or add all frame data and change the title. All or nothing. Having all of this data with frame data is how you'd have something unique compared to other sources.

It would also be more helpful than only adding ending lag because then you'd have things like start-up on another move to calculate your next attack. And you have different hit frames to consider (and have the player calculate end lag themselves given total frames).

If you don't want all that data in one thread then you could make a separate frame data thread formatted similarly and link them to each other but that seems slightly counter-intuitive to me.

Another route is simply linking this thread to existing frame data sources.

--------------------------------------

Separately, I have always wondered about transcendent hitboxes on shields. Why do they seem to have so little shield stun? Especially shield breaker. You'd think it would have years of shield stun. Or even comparing SB to CS or DB4. If CS is also transcendent why does it have similar shield stun as SB?
 
Last edited:

A_Kae

Smash Ace
Joined
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Messages
748
Making a frame data thread wouldn't be your own data, sure, but if you put more info in it than any other Marth frame data source it can be very helpful (especially if you are able to present it all in a clean way).

Basically what I mean is in this thread you could either add no frame data or add all frame data and change the title. All or nothing. Having all of this data with frame data is how you'd have something unique compared to other sources.

It would also be more helpful than only adding ending lag because then you'd have things like start-up on another move to calculate your next attack. And you have different hit frames to consider (and have the player calculate end lag themselves given total frames).

If you don't want all that data in one thread then you could make a separate frame data thread formatted similarly and link them to each other but that seems slightly counter-intuitive to me.

Another route is simply linking this thread to existing frame data sources.

--------------------------------------

Separately, I have always wondered about transcendent hitboxes on shields. Why do they seem to have so little shield stun? Especially shield breaker. You'd think it would have years of shield stun. Or even comparing SB to CS or DB4. If CS is also transcendent why does it have similar shield stun as SB?
I think I might just add the frame data to this thread then. Probably in tables separate from the other data, since the format used for that isn't good for frame data. Or rework it entirely and move the existing data in to tables. I'll have to think about how best to do it. I'll definitely have it all in this thread.

About the shield stun, it's purely based on the damage that a move does, and extra shield damage doesn't matter. Since CS, SB, and DB4 all do similar amounts of damage, they do similar amounts of shield stun. Specifically, shieldstun is damage divided by 2.56.
 

Admiral_Dante

Smash Apprentice
Joined
Jun 4, 2015
Messages
102
Location
San Diego
I agree on the frame data thing, you really need it to get the most out of the hitstun values. Also, typo on the "format" spoiler, knockback says 5% instead of 50% for the 50% line.

This is really awesome, appreciate the mad scientist in this. Marth needs it...
 
Last edited:

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
Definitely going to convert this in to frame data soon. I just need to decide how best to format it.

How much knockback and hitstun each move does at 0, 50, 100, and 150 percent, tipped, untipped, and with Lucina. No fluff, just hard numbers and raw data.

Update (07-6): Shieldstun and hitlag data added.
Update (07-8): Knockback Angles added.
Update (07-8): Fixed some incorrect data that Vipermoon64 pointed out. F-Smash 100% knockback data, U-Air tipper KBG, and D-Air spike hitbox location.

Knockback = ((((((t+d)/10+(((t+d)*d)/20))*(200/(w+100))*1.4)+18)*(s/100))+b)

t = target damage
d = attack damage
w = target weight
s = knockback growth (KBG)
b = base knockback (BKB)

Hitstun = Knockback * 0.4

Hitlag = (((d/2.6)+5)*h)

d = attack damage
h = hitlag modifier

Shield Stun = (d/2.56)

d = attack damage
Knockback calculated with a weight value of 90.
Move // Hitbox
  • Damage: The hitbox's damage value
  • BKB: The hitbox's base knockback value
  • KBG: The hitbox's knockback growth value
  • Angle: The hitbox's knockback angle
  • 0%: Knockback at 0% // Hitstun at 0%
  • 50%: Knockback at 50% // Hitstun at 50%
  • 100%: Knockback at 100% // Hitstun at 100%
  • 150%: Knockback at 150% // Hitstun at 150%
  • Hitlag: Hitlag // Shielded Hitlag
  • Shield Stun: Shield Stun
Jab 1 // Tip
  • Damage: 5%
  • BKB: 55
  • KBG: 30
  • Angle: 90°
  • 0%: 61.17 // 24
  • 50%: 68.91 // 27
  • 100%: 76.65 // 30
  • 150%: 84.38 // 33
  • Hitlag: 9 // 7
  • Shield Stun: 2
Jab 1 // Blade
  • Damage: 3%
  • BKB: 55
  • KBG: 30
  • Angle: 65/78°
  • 0%: 60.73 // 24
  • 50%: 66.26 // 26
  • 100%: 71.78 // 28
  • 150%: 77.31 // 30
  • Hitlag: 4 // 6
  • Shield Stun: 1
Jab 1 // Lucina
  • Damage: 3.325%
  • BKB: 55
  • KBG: 30
  • Angle: 65/78/90°
  • 0%: 60.79 // 24
  • 50%: 66.68 // 26
  • 100%: 72.56 // 29
  • 150%: 78.45 // 31
  • Hitlag: 6 // 6
  • Shield Stun: 1
Jab 2 // Tip
  • Damage: 6%
  • BKB: 62
  • KBG: 75
  • Angle: 45°
  • 0%: 78.15 // 31
  • 50%: 100.25 // 40
  • 100%: 122.36 // 48
  • 150%: 144.47 // 57
  • Hitlag: 9 // 7
  • Shield Stun: 2
Jab 2 // Blade
  • Damage: 4%
  • BKB: 62
  • KBG: 75
  • Angle: 45°
  • 0%: 76.83 // 30
  • 50%: 93.41 // 37
  • 100%: 109.98 // 43
  • 150%: 126.56 // 50
  • Hitlag: 4 // 6
  • Shield Stun: 1
Jab 2 // Lucina
  • Damage: 4.75%
  • BKB: 62
  • KBG: 75
  • Angle: 45°
  • 0%: 77.27 // 30
  • 50%: 95.92 // 38
  • 100%: 114.57 // 45
  • 150%: 133.23 // 53
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dash Attack // Tip
  • Damage: 12%
  • BKB: 80
  • KBG: 55
  • Angle: 361°
  • 0%: 96.70 // 38
  • 50%: 125.08 // 50
  • 100%: 153.45 // 61
  • 150%: 181.81 // 72
  • Hitlag: 12 // 9
  • Shield Stun: 4
Dash Attack // Blade
  • Damage: 10%
  • BKB: 70
  • KBG: 55
  • Angle: 45°
  • 0%: 84.76 // 33
  • 50%: 109.08 // 43
  • 100%: 133.39 // 53
  • 150%: 157.71 // 63
  • Hitlag: 6 // 8
  • Shield Stun: 3
Dash Attack // Hilt
  • Damage: 9%
  • BKB: 35
  • KBG: 60
  • Angle: 45°
  • 0%: 50.18 // 20
  • 50%: 74.49 // 29
  • 100%: 98.81 // 39
  • 150%: 123.12 // 49
  • Hitlag: 5 // 8
  • Shield Stun: 3
Dash Attack // Lucina
  • Damage: 9.97%
  • BKB: 48
  • KBG: 58
  • Angle: 45°
  • 0%: 63.54 // 25
  • 50%: 89.12 // 35
  • 100%: 114.70 // 45
  • 150%: 140.27 // 56
  • Hitlag: 8 // 8
  • Shield Stun: 3
F-Tilt // Tip
  • Damage: 12%
  • BKB: 55
  • KBG: 85
  • Angle: 361°
  • 0%: 80.82 // 32
  • 50%: 121.66 // 49
  • 100%: 168.50 // 67
  • 150%: 212.35 // 84
  • Hitlag: 12 // 9
  • Shield Stun: 4
F-Tilt // Blade
  • Damage: 9%
  • BKB: 30
  • KBG: 70
  • Angle: 361°
  • 0%: 47.71 // 19
  • 50%: 76.07 // 30
  • 100%: 104.44 // 41
  • 150%: 132.81 // 53
  • Hitlag: 5 // 8
  • Shield Stun: 3
F-Tilt // Lucina
  • Damage: 10.925%
  • BKB: 42
  • KBG: 77
  • Angle: 361°
  • 0%: 63.87 // 25
  • 50%: 100.54 // 40
  • 100%: 137.20 // 54
  • 150%: 173.87 // 69
  • Hitlag: 9 // 9
  • Shield Stun: 4
U-Tilt // Front Tip
  • Damage: 9%
  • BKB: 65
  • KBG: 100
  • Angle: 100°
  • 0%: 90.29 // 36
  • 50%: 130.82 // 52
  • 100%: 171.35 // 68
  • 150%: 211.87 // 84
  • Hitlag: 10 // 8
  • Shield Stun: 3
U-Tilt // Back Tip
  • Damage: 9%
  • BKB: 52
  • KBG: 100
  • Angle: 100°
  • 0%: 77.29 // 30
  • 50%: 117.82 // 47
  • 100%: 158.35 // 63
  • 150%: 198.87 // 79
  • Hitlag: 10 // 8
  • Shield Stun: 3
U-Tilt // Front Blade
  • Damage: 6%
  • BKB: 65
  • KBG: 100
  • Angle: 100°
  • 0%: 86.54 // 34
  • 50%: 116.01 // 46
  • 100%: 145.48 // 58
  • 150%: 174.96 // 69
  • Hitlag: 5 // 7
  • Shield Stun: 2
U-Tilt // Front Body
  • Damage: 5%
  • BKB: 65
  • KBG: 100
  • Angle: 100°
  • 0%: 85.58 // 34
  • 50%: 111.37 // 44
  • 100%: 137.16 // 54
  • 150%: 162.95 // 65
  • Hitlag: 4 // 6
  • Shield Stun: 1
U-Tilt // Back Blade
  • Damage: 6%
  • BKB: 52
  • KBG: 100
  • Angle: 100°
  • 0%: 73.54 // 29
  • 50%: 103.01 // 41
  • 100%: 132.48 // 52
  • 150%: 161.96 // 64
  • Hitlag: 5 // 7
  • Shield Stun: 2
U-Tilt // Back Body
  • Damage: 5%
  • BKB: 52
  • KBG: 100
  • Angle: 100°
  • 0%: 72.58 // 29
  • 50%: 98.37 // 39
  • 100%: 124.16 // 49
  • 150%: 149.95 // 59
  • Hitlag: 4 // 6
  • Shield Stun: 1
U-Tilt // Front
  • Damage: 6.65%
  • BKB: 65
  • KBG: 100
  • Angle: 100°
  • 0%: 87.24 // 34
  • 50%: 119.11 // 47
  • 100%: 150.98 // 60
  • 150%: 182.84 // 73
  • Hitlag: 7 // 7
  • Shield Stun: 2
U-Tilt // Back
  • Damage: 7.12%
  • BKB: 52
  • KBG: 100
  • Angle: 100°
  • 0%: 74.78 // 29
  • 50%: 108.38 // 43
  • 100%: 141.98 // 56
  • 150%: 175.58 // 70
  • Hitlag: 7 // 7
  • Shield Stun: 2
D-Tilt // Tip
  • Damage: 10%
  • BKB: 50
  • KBG: 40
  • Angle: 30°
  • 0%: 60.74 // 24
  • 50%: 78.42 // 31
  • 100%: 96.10 // 38
  • 150%: 113.79 // 45
  • Hitlag: 11 // 8
  • Shield Stun: 3
D-Tilt // Blade
  • Damage: 7%
  • BKB: 40
  • KBG: 40
  • Angle: 30°
  • 0%: 49.06 // 19
  • 50%: 62.32 // 24
  • 100%: 75.58 // 30
  • 150%: 88.85 // 35
  • Hitlag: 5 // 7
  • Shield Stun: 2
D-Tilt // Lucina
  • Damage: 8.5%
  • BKB: 45
  • KBG: 40
  • Angle: 30°
  • 0%: 54.83 // 21
  • 50%: 70.30 // 28
  • 100%: 85.78 // 34
  • 150%: 101.25 // 40
  • Hitlag: 8 // 8
  • Shield Stun: 3
F-Smash // Tip
  • Damage: 18%
  • BKB: 80
  • KBG: 80
  • Angle: 361°
  • 0%: 115.62 // 46
  • 50%: 174.57 // 69
  • 100%: 233.52 / 93
  • 150%: 292.46 // 116
  • Hitlag: 17 // 11
  • Shield Stun: 7
F-Smash // Blade
  • Damage: 13%
  • BKB: 55
  • KBG: 80
  • Angle: 361°
  • 0%: 80.89 // 32
  • 50%: 125.11 // 50
  • 100%: 169.32 // 67
  • 150%: 213.53 // 85
  • Hitlag: 7 // 10
  • Shield Stun: 5
F-Smash // Lucina
  • Damage: 15%
  • BKB: 65
  • KBG: 80
  • Angle: 361°
  • 0%: 94.43 // 37
  • 50%: 144.54 // 57
  • 100%: 194.64 // 77
  • 150%: 244.75 // 97
  • Hitlag: 10 // 10
  • Shield Stun: 5
U-Smash // Tip
  • Damage: 17%
  • BKB: 40
  • KBG: 95
  • Angle: 89°
  • 0%: 79.71 // 31
  • 50%: 146.21 // 58
  • 100%: 212.71 // 85
  • 150%: 279.21 // 111
  • Hitlag: 17 // 11
  • Shield Stun: 6
U-Smash // Blade
  • Damage: 13%
  • BKB: 45
  • KBG: 90
  • Angle: 89° (Hilt: 90°)
  • 0%: 74.13 // 29
  • 50%: 123.87 // 49
  • 100%: 173.61 // 69
  • 150%: 223.34 // 89
  • Hitlag: 7 // 10
  • Shield Stun: 5
U-Smash // Lucina
  • Damage: 14.25%
  • BKB: 42
  • KBG: 90
  • Angle: 89°
  • 0%: 73.56 // 29
  • 50%: 127.44 // 50
  • 100%: 181.32 // 72
  • 150%: 235.20 // 94
  • Hitlag: 10 // 10
  • Shield Stun: 5
D-Smash // Front Tip
  • Damage: 12%
  • BKB: 50
  • KBG: 88
  • Angle: 361°
  • 0%: 76.73 // 30
  • 50%: 122.12 // 48
  • 100%: 167.51 // 67
  • 150%: 212.90 // 85
  • Hitlag: 14 // 9
  • Shield Stun: 4
D-Smash // Back Tip
  • Damage: 17%
  • BKB: 50
  • KBG: 88
  • Angle: 361°
  • 0%: 86.78 // 34
  • 50%: 148.38 // 59
  • 100%: 209.98 // 83
  • 150%: 271.58 // 108
  • Hitlag: 17 // 11
  • Shield Stun: 6
D-Smash // Front Blade
  • Damage: 8%
  • BKB: 70
  • KBG: 88
  • Angle: 75°
  • 0%: 91.03 // 36
  • 50%: 123.45 // 49
  • 100%: 155.87 // 62
  • 150%: 188.29 // 75
  • Hitlag: 5 // 8
  • Shield Stun: 3
D-Smash // Front Hilt
  • Damage: 8%
  • BKB: 50
  • KBG: 88
  • Angle: 361°
  • 0%: 71.03 // 28
  • 50%: 103.45 // 41
  • 100%: 135.87 // 54
  • 150%: 168.29 // 67
  • Hitlag: 5 // 8
  • Shield Stun: 3
D-Smash // Back Blade
  • Damage: 12%
  • BKB: 70
  • KBG: 88
  • Angle: 60°
  • 0%: 96.73 // 38
  • 50%: 142.12 // 56
  • 100%: 187.51 // 75
  • 150%: 232.90 // 93
  • Hitlag: 6 // 9
  • Shield Stun: 4
D-Smash // Back Hilt
  • Damage: 12%
  • BKB: 50
  • KBG: 88
  • Angle: 361°
  • 0%: 76.73 // 30
  • 50%: 122.12 // 48
  • 100%: 167.51 // 67
  • 150%: 212.90 // 85
  • Hitlag: 6 // 9
  • Shield Stun: 4
D-Smash // Front Lucina
  • Damage: 9.5%
  • BKB: 60
  • KBG: 88
  • Angle: 361° (Blade: 75)
  • 0%: 82.92 // 33
  • 50%: 120.21 // 48
  • 100%: 157.49 // 62
  • 150%: 194.78 // 77
  • Hitlag: 8 // 8
  • Shield Stun: 3
D-Smash // Back Lucina
  • Damage: 14%
  • BKB: 60
  • KBG: 88
  • Angle: 361° (Blade: 60)
  • 0%: 90.36 // 36
  • 50%: 142.24 // 56
  • 100%: 194.11 // 77
  • 150%: 245.99 // 98
  • Hitlag: 10 // 10
  • Shield Stun: 5
N-Air // One Tip
  • Damage: 3%
  • BKB: 30
  • KBG: 50
  • Angle: 90°
  • 0%: 39.55 // 15
  • 50%: 48.76 // 19
  • 100%: 57.97 // 23
  • 150%: 67.18 // 26
  • Hitlag: 7 // 6
  • Shield Stun: 1
N-Air // Two Tip
  • Damage: 8%
  • BKB: 60
  • KBG: 100
  • Angle: 361°
  • 0%: 83.89 // 33
  • 50%: 120.74 // 48
  • 100%: 157.58 // 63
  • 150%: 194.42 // 77
  • Hitlag: 10 // 8
  • Shield Stun: 3
N-Air // One Blade
  • Damage: 2%
  • BKB: 30
  • KBG: 50
  • Angle: 65/75/80°
  • 0%: 39.29 // 15
  • 50%: 46.66 // 18
  • 100%: 54.03 // 21
  • 150%: 61.40 // 24
  • Hitlag: 4 // 5
  • Shield Stun: 0
N-Air // Two Blade
  • Damage: 6%
  • BKB: 50
  • KBG: 90
  • 0%: 69.38 // 27
  • 50%: 95.91 // 38
  • 100%: 122.44 // 48
  • 150%: 148.96 // 59
  • Hitlag: 5 // 7
  • Shield Stun: 2
N-Air // One Lucina
  • Damage: 2.38%
  • BKB: 30
  • KBG: 50
  • Angle: 65/75/80/90°
  • 0%: 39.38 // 15
  • 50%: 47.45 // 18
  • 100%: 55.52 // 22
  • 150%: 63.59 // 25
  • Hitlag: 5 // 5
  • Shield Stun: 0
N-Air // Two Lucina
  • Damage: 6.65%
  • BKB: 55
  • KBG: 95
  • Angle: 361°
  • 0%: 76.13 // 30
  • 50%: 106.40 // 42
  • 100%: 136.68 // 54
  • 150%: 166.95 // 66
  • Hitlag: 7 // 7
  • Shield Stun: 2
F-Air // Tip
  • Damage: 10%
  • BKB: 40
  • KBG: 90
  • Angle: 361°
  • 0%: 64.16 // 25
  • 50%: 103.95 // 41
  • 100%: 143.74 // 57
  • 150%: 183.53 // 73
  • Hitlag: 11 // 8
  • Shield Stun: 3
F-Air // Blade
  • Damage: 7%
  • BKB: 40
  • KBG: 80
  • Angle: 361°
  • 0%: 58.11 // 23
  • 50%: 84.64 // 33
  • 100%: 111.17 // 44
  • 150%: 137.69 // 55
  • Hitlag: 5 // 7
  • Shield Stun: 2
F-Air // Lucina
  • Damage: 8.07%
  • BKB: 40
  • KBG: 85
  • Angle: 361°
  • 0%: 60.39 // 24
  • 50%: 91.92 // 36
  • 100%: 123.46 // 49
  • 150%: 154.99 // 61
  • Hitlag: 8 // 8
  • Shield Stun: 3
B-Air // Tip
  • Damage: 12%
  • BKB: 40
  • KBG: 94
  • Angle: 361°
  • 0%: 68.56 // 27
  • 50%: 117.04 // 46
  • 100%: 165.52 // 66
  • 150%: 214.01 // 85
  • Hitlag: 12 // 9
  • Shield Stun: 4
B-Air // Blade
  • Damage: 9%
  • BKB: 40
  • KBG: 85
  • Angle: 361°
  • 0%: 61.50 // 24
  • 50%: 95.95 // 38
  • 100%: 130.40 // 52
  • 150%: 164.84 // 65
  • Hitlag: 5 // 8
  • Shield Stun: 3
B-Air // Lucina
  • Damage: 9.97%
  • BKB: 40
  • KBG: 90
  • Angle: 361°
  • 0%: 64.11 // 25
  • 50%: 103.80 // 41
  • 100%: 143.49 // 57
  • 150%: 183.18 // 73
  • Hitlag: 8 // 8
  • Shield Stun: 3
U-Air // Tip
  • Damage: 12%
  • BKB: 40
  • KBG: 84
  • Angle: 90°
  • 0%: 65.52 / 26
  • 50%: 108.84 / 43
  • 100%: 152.17 / 60
  • 150%: 195.50 / 78
  • Hitlag: 12 // 9
  • Shield Stun: 4
U-Air // Blade
  • Damage: 9%
  • BKB: 40
  • KBG: 80
  • Angle: 80°
  • 0%: 60.24 // 24
  • 50%: 92.66 // 37
  • 100%: 125.08 // 50
  • 150%: 157.50 // 62
  • Hitlag: 5 // 8
  • Shield Stun: 3
U-Air // Lucina
  • Damage: 9.97%
  • BKB: 40
  • KBG: 82
  • Angle: 85°
  • 0%: 61.97 // 24
  • 50%: 98.13 // 39
  • 100%: 134.29 // 53
  • 150%: 170.46 // 68
  • Hitlag: 8 // 8
  • Shield Stun: 3
D-Air // F11
  • Damage: 14%
  • BKB: 20
  • KBG: 80
  • Angle: 270°
  • 0%: 47.60 // 19
  • 50%: 94.76 // 37
  • 100%: 141.92 // 56
  • 150%: 189.08 // 75
  • Hitlag: 12 // 10
  • Shield Stun: 5
D-Air // Tip
  • Damage: 13%
  • BKB: 20
  • KBG: 80
  • Angle: 361°
  • 0%: 45.89 // 18
  • 50%: 90.11 // 36
  • 100%: 134.32 // 53
  • 150%: 178.53 // 71
  • Hitlag: 12 // 10
  • Shield Stun: 5
D-Air // Blade
  • Damage: 11%
  • BKB: 40
  • KBG: 70
  • Angle: 361°
  • 0%: 59.98 // 23
  • 50%: 93.50 // 37
  • 100%: 127.03 // 50
  • 150%: 160.55 // 64
  • Hitlag: 6 // 9
  • Shield Stun: 4
D-Air // Hilt
  • Damage: 11%
  • BKB: 30
  • KBG: 70
  • Angle: 80°
  • 0%: 49.98 // 19
  • 50%: 83.50 // 33
  • 100%: 117.03 // 46
  • 150%: 150.55 // 60
  • Hitlag: 6 // 9
  • Shield Stun: 4
D-Air // F11 Lucina
  • Damage: 13.3%
  • BKB: 20
  • KBG: 80
  • Angle: 270°
  • 0%: 46.40 // 18
  • 50%: 91.49 // 36
  • 100%: 136.58 // 54
  • 150%: 181.68 // 72
  • Hitlag: 10 // 10
  • Shield Stun: 5
D-Air // Blade Lucina
  • Damage: 11.4%
  • BKB: 30
  • KBG: 75
  • Angle: 80/361°
  • 0%: 51.94 // 20
  • 50%: 88.97 // 35
  • 100%: 125.99 // 50
  • 150%: 163.02 // 65
  • Hitlag: 9 // 9
  • Shield Stun: 4
Shield Breaker // Tip
  • Damage: 9%
  • BKB: 60
  • KBG: 100
  • Angle: 361°
  • 0%: 85.29 // 34
  • 50%: 125.82 // 50
  • 100%: 166.35 // 66
  • 150%: 206.87 // 82
  • Hitlag: 13 // 8
  • Shield Stun: 3
Shield Breaker // Blade
  • Damage: 8%
  • BKB: 30
  • KBG: 90
  • Angle: 361°
  • 0%: 51.51 // 20
  • 50%: 84.66 // 33
  • 100%: 117.82 // 47
  • 150%: 150.98 // 60
  • Hitlag: 8 // 8
  • Shield Stun: 3
Shield Breaker // Lucina
  • Damage: 8.5%
  • BKB: 45
  • KBG: 95
  • Angle: 361°
  • 0%: 68.35 // 27
  • 50%: 105.10 // 42
  • 100%: 141.85 // 56
  • 150%: 178.60 // 71
  • Hitlag: 8 // 8
  • Shield Stun: 3
Shield Breaker // Tip
  • Damage: 24%
  • BKB: 60
  • KBG: 100
  • Angle: 361°
  • 0%: 123.98 // 49
  • 50%: 219.77 // 87
  • 100%: 315.56 // 126
  • 150%: 411.35 // 164
  • Hitlag: 22 // 14
  • Shield Stun: 9
Shield Breaker // Blade
  • Damage: 22%
  • BKB: 30
  • KBG: 90
  • Angle: 361°
  • 0%: 81.21 // 32
  • 50%: 160.79 // 64
  • 100%: 240.37 // 96
  • 150%: 319.95 // 127
  • Hitlag: 13 // 13
  • Shield Stun: 8
Shield Breaker // Lucina
  • Damage: 23%
  • BKB: 45
  • KBG: 95
  • Angle: 361°
  • 0%: 102.35 // 40
  • 50%: 189.85 // 75
  • 100%: 277.35 // 110
  • 150%: 364.85 // 145
  • Hitlag: 13 // 13
  • Shield Stun: 8
Storm Thrust // Sword
  • Damage: 4%
  • BKB: 55
  • KBG: 10
  • Angle: 35°
  • 0%: 56.98 // 22
  • 50%: 59.19 // 23
  • 100%: 61.40 // 24
  • 150%: 63.61 // 25
  • Hitlag: 5 // 6
  • Shield Stun: 1
Storm Thrust // Near Windbox
  • Damage: 0%
  • BKB: 85
  • KBG: 80
  • Angle: 45°
  • 0%: 99.40 // 0
  • 50%: 105.29 // 0
  • 100%: 111.19 // 0
  • 150%: 117.08 // 0
  • Hitlag: 0 // 0
  • Shield Stun: 0
Storm Thrust // Far Windbox
  • Damage: 0%
  • BKB: 65
  • KBG: 80
  • Angle: 45°
  • 0%: 79.40 // 0
  • 50%: 85.29 // 0
  • 100%: 91.19 // 0
  • 150%: 97.08 // 0
  • Hitlag: 0 // 0
  • Shield Stun: 0
Storm Thrust // Sword Lucina
  • Damage: 3.8%
  • BKB: 55
  • KBG: 10
  • Angle: 35°
  • 0%: 56.96 // 22
  • 50%: 59.10 // 23
  • 100%: 61.24 // 24
  • 150%: 63.37 // 25
  • Hitlag: 5 // 6
  • Shield Stun: 1
Storm Thrust // Near Windbox Lucina
  • Damage: 0%
  • BKB: 85
  • KBG: 80
  • Angle: 45°
  • 0%: 99.40 // 0
  • 50%: 105.29 // 0
  • 100%: 111.19 // 0
  • 150%: 117.08 // 0
  • Hitlag: 0 // 0
  • Shield Stun: 0
Storm Thrust // Far Windbox Lucina
  • Damage: 0%
  • BKB: 65
  • KBG: 80
  • Angle: 45°
  • 0%: 79.40 // 0
  • 50%: 85.29 // 0
  • 100%: 91.19 // 0
  • 150%: 97.08 // 0
  • Hitlag: 0 // 0
  • Shield Stun: 0
Storm Thrust // Sword
  • Damage: 11%
  • BKB: 55
  • KBG: 10
  • Angle: 35°
  • 0%: 57.85 // 23
  • 50%: 62.64 // 25
  • 100%: 67.43 // 26
  • 150%: 72.22 // 28
  • Hitlag: 7 // 9
  • Shield Stun: 4
Storm Thrust // Near Windbox
  • Damage: 0%
  • BKB: 95
  • KBG: 100
  • Angle: 45°
  • 0%: 113.00 // 0
  • 50%: 120.37 // 0
  • 100%: 127.74 // 0
  • 150%: 135.11 // 0
  • Hitlag: 0 // 0
  • Shield Stun: 0
Storm Thrust // Far Windbox
  • Damage: 0%
  • BKB: 90
  • KBG: 80
  • Angle: 45°
  • 0%: 104.40 // 0
  • 50%: 110.29 // 0
  • 100%: 116.19 // 0
  • 150%: 122.08 // 0
  • Hitlag: 0 // 0
  • Shield Stun: 0
Storm Thrust // Sword Lucina
  • Damage: 10.45%
  • BKB: 55
  • KBG: 10
  • Angle: °
  • 0%: 57.76 // 23
  • 50%: 62.35 // 24
  • 100%: 66.93 // 26
  • 150%: 71.52 // 28
  • Hitlag: 7 // 9
  • Shield Stun: 4
Storm Thrust // Near Windbox Lucina
  • Damage: 0%
  • BKB: 95
  • KBG: 100
  • Angle: 45°
  • 0%: 113.00 // 0
  • 50%: 120.37 // 0
  • 100%: 127.74 // 0
  • 150%: 135.11 // 0
  • Hitlag: 0 // 0
  • Shield Stun: 0
Storm Thrust // Far Windbox Lucina
  • Damage: 0%
  • BKB: 90
  • KBG: 80
  • Angle: 45°
  • 0%: 104.40 // 0
  • 50%: 110.29 // 0
  • 100%: 116.19 // 0
  • 150%: 122.08 // 0
  • Hitlag: 0 // 0
  • Shield Stun: 0
All hits of Dashing Assault do +1 damage in the air.
Dashing Assault // Initial Hit
  • Damage: 6%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 77.23 // 30
  • 50%: 100.81 // 40
  • 100%: 124.39 // 49
  • 150%: 147.97 // 59
  • Hitlag: 0 // 7
  • Shield Stun: 2
Dashing Assault // Middle Hit
  • Damage: 5%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 76.46 // 30
  • 50%: 97.09 // 38
  • 100%: 117.73 // 47
  • 150%: 138.36 // 55
  • Hitlag: 0 // 6
  • Shield Stun: 1
Dashing Assault // Late Hit
  • Damage: 3%
  • BKB: 60
  • KBG: 60
  • Angle: 361°
  • 0%: 71.46 // 28
  • 50%: 82.52 // 33
  • 100%: 93.57 // 37
  • 150%: 104.62 // 41
  • Hitlag: 0 // 6
  • Shield Stun: 1
Dashing Assault // Initial Hit Lucina
  • Damage: 5.7%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 76.99 // 30
  • 50%: 99.68 // 39
  • 100%: 122.38 // 48
  • 150%: 145.07 // 58
  • Hitlag: 0 // 7
  • Shield Stun: 2
Dashing Assault // Middle Hit Lucina
  • Damage: 4.75%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 76.29 // 30
  • 50%: 96.18 // 38
  • 100%: 116.08 // 46
  • 150%: 135.97 // 54
  • Hitlag: 0 // 6
  • Shield Stun: 1
Dashing Assault // Late Hit Lucina
  • Damage: 2.85%
  • BKB: 60
  • KBG: 60
  • Angle: 361°
  • 0%: 71.41 // 28
  • 50%: 82.13 // 32
  • 100%: 92.85 // 37
  • 150%: 103.57 // 41
  • Hitlag: 0 // 6
  • Shield Stun: 1
Dashing Assault // Initial Hit
  • Damage: 16%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 91.38 // 36
  • 50%: 144.43 // 57
  • 100%: 197.48 // 78
  • 150%: 250.53 // 100
  • Hitlag: 0 // 11
  • Shield Stun: 6
Dashing Assault // Middle Hit
  • Damage: 13%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 85.89 // 34
  • 50%: 130.11 // 52
  • 100%: 174.32 // 69
  • 150%: 218.53 // 87
  • Hitlag: 0 // 10
  • Shield Stun: 5
Dashing Assault // Late Hit
  • Damage: 9%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 80.24 // 32
  • 50%: 112.66 // 45
  • 100%: 145.08 // 58
  • 150%: 177.50 // 70
  • Hitlag: 0 // 8
  • Shield Stun: 3
Dashing Assault // Initial Hit Lucina
  • Damage: 15.2%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 89.81 // 35
  • 50%: 140.51 // 56
  • 100%: 191.20 // 76
  • 150%: 241.90 // 96
  • Hitlag: 0 // 10
  • Shield Stun: 5
Dashing Assault // Middle Hit Lucina
  • Damage: 12.35%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 84.85 // 33
  • 50%: 127.14 // 50
  • 100%: 169.44 // 67
  • 150%: 211.73 // 84
  • Hitlag: 0 // 9
  • Shield Stun: 4
Dashing Assault // Late Hit Lucina
  • Damage: 8.55%
  • BKB: 60
  • KBG: 80
  • Angle: 361°
  • 0%: 79.72 // 31
  • 50%: 110.81 // 44
  • 100%: 141.91 // 56
  • 150%: 173.00 // 69
  • Hitlag: 0 // 8
  • Shield Stun: 3
Dancing Blade // Tip 1-F
  • Damage: 4%
  • BKB: 25
  • KBG: 75
  • Angle: 92°
  • 0%: 39.83 // 15
  • 50%: 56.41 // 22
  • 100%: 72.98 // 29
  • 150%: 89.56 // 35
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Tip 2-U
  • Damage: 4%
  • BKB: 30
  • KBG: 50
  • Angle: 85°
  • 0%: 39.88 // 15
  • 50%: 50.94 // 20
  • 100%: 61.99 // 24
  • 150%: 73.04 // 29
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Tip 2-F
  • Damage: 4%
  • BKB: 28
  • KBG: 50
  • Angle: 90°
  • 0%: 37.88 // 15
  • 50%: 48.94 // 19
  • 100%: 59.99 // 23
  • 150%: 71.04 // 28
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Tip 3-U
  • Damage: 5%
  • BKB: 40
  • KBG: 40
  • Angle: 85°
  • 0%: 48.23 // 19
  • 50%: 58.55 // 23
  • 100%: 68.86 // 27
  • 150%: 79.18 // 31
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Tip 3-F
  • Damage: 5%
  • BKB: 40
  • KBG: 35
  • Angle: 55°
  • 0%: 47.20 // 18
  • 50%: 56.23 // 22
  • 100%: 65.26 // 26
  • 150%: 74.28 // 29
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Tip 3-D
  • Damage: 4%
  • BKB: 30
  • KBG: 40
  • Angle: 20°
  • 0%: 37.91 // 15
  • 50%: 46.75 // 18
  • 100%: 55.59 // 22
  • 150%: 64.43 // 25
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Tip 4-U
  • Damage: 8%
  • BKB: 60
  • KBG: 118
  • Angle: 80°
  • 0%: 88.20 // 35
  • 50%: 131.67 // 52
  • 100%: 175.14 // 70
  • 150%: 218.62 // 87
  • Hitlag: 8 // 8
  • Shield Stun: 3
Dancing Blade // Tip 4-F
  • Damage: 7%
  • BKB: 60
  • KBG: 130
  • Angle: 361°
  • 0%: 89.43 // 35
  • 50%: 132.54 // 53
  • 100%: 175.65 // 70
  • 150%: 218.75 // 87
  • Hitlag: 7 // 7
  • Shield Stun: 2
Dancing Blade // Tip 4-D Four Rapid Hits
  • Damage: 2%
  • BKB: 2
  • KBG: 40
  • Angle: 80°
  • 0%: 9.44 // 3
  • 50%: 15.33 // 6
  • 100%: 21.23 // 8
  • 150%: 27.12 // 10
  • Hitlag: 2 // 5
  • Shield Stun: 0
Dancing Blade // Tip 4-D Final Hit
  • Damage: 6%
  • BKB: 70
  • KBG: 80
  • Angle: 361°
  • 0%: 87.23 // 34
  • 50%: 110.81 // 44
  • 100%: 134.39 // 53
  • 150%: 157.97 // 63
  • Hitlag: 7 // 7
  • Shield Stun: 2
Dancing Blade // Blade 1-F
  • Damage: 3%
  • BKB: 25
  • KBG: 75
  • Angle: 20/78°
  • 0%: 39.33 // 15
  • 50%: 53.14 // 21
  • 100%: 66.96 // 26
  • 150%: 80.78 // 32
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Blade 2-U
  • Damage: 3%
  • BKB: 30
  • KBG: 70
  • Angle: 60/80°
  • 0%: 43.37 // 17
  • 50%: 56.27 // 22
  • 100%: 69.16 // 27
  • 150%: 82.06 // 32
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Blade 2-F
  • Damage: 3%
  • BKB: 28
  • KBG: 70
  • Angle: 40/75°
  • 0%: 41.37 // 16
  • 50%: 54.27 // 21
  • 100%: 67.16 // 26
  • 150%: 80.06 // 32
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Blade 3-U
  • Damage: 4%
  • BKB: 40
  • KBG: 60
  • Angle: 60/80°
  • 0%: 51.86 // 20
  • 50%: 65.12 // 26
  • 100%: 78.39 // 31
  • 150%: 91.65 // 36
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Blade 3-F
  • Damage: 4%
  • BKB: 40
  • KBG: 50
  • Angle: 40/50°
  • 0%: 49.88 // 19
  • 50%: 60.94 // 24
  • 100%: 71.99 // 28
  • 150%: 83.04 // 33
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Blade 3-D
  • Damage: 3%
  • BKB: 30
  • KBG: 60
  • Angle: 20°
  • 0%: 41.46 // 16
  • 50%: 52.52 // 21
  • 100%: 63.57 // 25
  • 150%: 74.62 // 29
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Blade 4-U
  • Damage: 6%
  • BKB: 60
  • KBG: 118
  • Angle: 80°
  • 0%: 85.41 // 34
  • 50%: 120.19 // 48
  • 100%: 154.97 // 61
  • 150%: 189.75 // 75
  • Hitlag: 7 // 7
  • Shield Stun: 2
Dancing Blade // Blade 4-F
  • Damage: 5%
  • BKB: 60
  • KBG: 130
  • Angle: 361°
  • 0%: 86.75 // 34
  • 50%: 120.28 // 48
  • 100%: 153.81 // 61
  • 150%: 187.33 // 74
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Blade 4-D Four Rapid Hits
  • Damage: 2%
  • BKB: 2
  • KBG: 40
  • Angle: 80°
  • 0%: 9.44 // 3
  • 50%: 15.33 // 6
  • 100%: 21.23 // 8
  • 150%: 27.12 // 10
  • Hitlag: 2 // 5
  • Shield Stun: 0
Dancing Blade // Blade 4-D Final Hit
  • Damage: 4%
  • BKB: 70
  • KBG: 80
  • Angle: 361°
  • 0%: 85.81 // 34
  • 50%: 103.50 // 41
  • 100%: 121.18 // 48
  • 150%: 138.87 // 55
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Lucina 1-F
  • Damage: 3.325%
  • BKB: 25
  • KBG: 75
  • Angle: 20/78/92°
  • 0%: 39.48 // 15
  • 50%: 54.19 // 21
  • 100%: 68.91 // 27
  • 150%: 83.62 // 33
Dancing Blade // Lucina 2-U
  • Damage: 3.325%
  • BKB: 30
  • KBG: 60
  • Angle: 60/80/85°
  • 0%: 41.58 // 16
  • 50%: 53.35 // 21
  • 100%: 65.12 // 26
  • 150%: 76.90 // 30
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Lucina 2-F
  • Damage: 3.325%
  • BKB: 28
  • KBG: 70
  • Angle: 40/75/90°
  • 0%: 41.51 // 16
  • 50%: 55.25 // 22
  • 100%: 68.98 // 27
  • 150%: 82.71 // 33
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Lucina 3-U
  • Damage: 4.275%
  • BKB: 40
  • KBG: 50
  • Angle: 60/80/85°
  • 0%: 49.99 // 19
  • 50%: 61.55 // 24
  • 100%: 73.11 // 29
  • 150%: 84.67 // 33
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Lucina 3-F
  • Damage: 4.275%
  • BKB: 40
  • KBG: 43
  • Angle: 40/50/55°
  • 0%: 48.59 // 19
  • 50%: 58.53 // 23
  • 100%: 68.47 // 27
  • 150%: 78.41 // 31
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Lucina 3-D
  • Damage: 3.325%
  • BKB: 30
  • KBG: 50
  • Angle: 20°
  • 0%: 39.65 // 15
  • 50%: 49.46 // 19
  • 100%: 59.27 // 23
  • 150%: 69.08 // 27
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dancing Blade // Lucina 4-U
  • Damage: 6.65%
  • BKB: 60
  • KBG: 118
  • Angle: 80°
  • 0%: 86.24 // 34
  • 50%: 123.85 // 49
  • 100%: 161.45 // 64
  • 150%: 199.06 // 79
  • Hitlag: 7 // 7
  • Shield Stun: 2
Dancing Blade // Lucina 4-F
  • Damage: 5.7%
  • BKB: 60
  • KBG: 130
  • Angle: 361°
  • 0%: 87.60 // 35
  • 50%: 124.48 // 49
  • 100%: 161.36 // 64
  • 150%: 198.24 // 79
  • Hitlag: 7 // 7
  • Shield Stun: 2
Dancing Blade // Lucina 4-D Four Rapid Hits
  • Damage: 2%
  • BKB: 2
  • KBG: 40
  • Angle: 80°
  • 0%: 9.44 // 3
  • 50%: 15.33 // 6
  • 100%: 21.23 // 8
  • 150%: 27.12 // 10
  • Hitlag: 2 // 5
  • Shield Stun: 0
Dancing Blade // Lucina 4-D Final Hit
  • Damage: 4.75%
  • BKB: 70
  • KBG: 80
  • Angle: 361°
  • 0%: 86.29 // 34
  • 50%: 106.18 // 42
  • 100%: 126.08 // 50
  • 150%: 145.97 // 58
  • Hitlag: 6 // 6
  • Shield Stun: 1
Dolphin Slash // Initial Hit
  • Damage: 11%
  • BKB: 70
  • KBG: 74
  • Angle: 74/361°
  • 0%: 91.12 // 36
  • 50%: 126.56 // 50
  • 100%: 162.00 // 64
  • 150%: 197.44 // 78
  • Hitlag: 6 // 9
  • Shield Stun: 4
Dolphin Slash // Late Blade Hit
  • Damage: 7%
  • BKB: 20
  • KBG: 90
  • Angle: 74/361°
  • 0%: 40.38 // 16
  • 50%: 70.22 // 28
  • 100%: 100.06 // 40
  • 150%: 129.90 // 51
  • Hitlag: 7 // 7
  • Shield Stun: 2
Dolphin Slash // Late Hilt Hit
  • Damage: 6%
  • BKB: 20
  • KBG: 90
  • Angle: 74°
  • 0%: 39.38 // 15
  • 50%: 65.91 // 26
  • 100%: 92.44 // 36
  • 150%: 118.96 // 47
  • Hitlag: 7 // 7
  • Shield Stun: 2
Crescent Slash // Initial Hit
  • Damage: 7%
  • BKB: 60
  • KBG: 50
  • Angle: 30/35°
  • 0%: 71.32 // 28
  • 50%: 87.90 // 35
  • 100%: 104.48 // 41
  • 150%: 121.06 // 48
  • Hitlag: 6 // 7
  • Shield Stun: 2
Crescent Slash // Late Hit
  • Damage: 12%
  • BKB: 85
  • KBG: 60
  • Angle: 45/55°
  • 0%: 103.23 // 41
  • 50%: 134.17 // 53
  • 100%: 165.12 // 66
  • 150%: 196.07 // 78
  • Hitlag: 11 // 9
  • Shield Stun: 4
Crescent Slash // Late Hilt Hit
  • Damage: 6%
  • BKB: 40
  • KBG: 60
  • Angle: 55°
  • 0%: 52.92 // 21
  • 50%: 70.61 // 28
  • 100%: 88.29 // 35
  • 150%: 105.97 // 42
  • Hitlag: 8 // 7
  • Shield Stun: 2
Counter // Base
  • Damage: 8%
  • BKB: 90
  • KBG: 60
  • Angle: 361°
  • 0%: 104.34 // 41
  • 50%: 126.44 // 50
  • 100%: 148.55 // 59
  • 150%: 170.65 // 68
  • Hitlag: 9 // 8
  • Shield Stun: 3
Easy Counter // Base
  • Damage: 4%
  • BKB: 80
  • KBG: 60
  • Angle: 361°
  • 0%: 91.86 // 36
  • 50%: 105.12 // 42
  • 100%: 118.39 // 47
  • 150%: 131.65 // 52
  • Hitlag: 7 // 6
  • Shield Stun: 1
Iai Counter // Base
  • Damage: 6%
  • BKB: 90
  • KBG: 65
  • Angle: 140°
  • 0%: 104.00 // 41
  • 50%: 123.16 // 49
  • 100%: 142.31 // 56
  • 150%: 161.47 // 64
  • Hitlag: 16 // 7
  • Shield Stun: 2
F-Throw
  • Damage: 4%
  • BKB: 100
  • KBG: 50
  • Angle: 50°
  • 0%: 109.88 // 43
  • 50%: 120.94 // 48
  • 100%: 131.99 // 52
  • 150%: 143.04 // 57
  • Hitlag: 6 // 6
  • Shield Stun: 1
B-Throw
  • Damage: 4%
  • BKB: 80
  • KBG: 60
  • Angle: 140°
  • 0%: 91.86 // 36
  • 50%: 105.12 // 42
  • 100%: 118.39 // 47
  • 150%: 131.65 // 52
  • Hitlag: 6 // 6
  • Shield Stun: 1
U-Throw
  • Damage: 4%
  • BKB: 70
  • KBG: 120
  • Angle: 93°
  • 0%: 93.72 // 37
  • 50%: 120.25 // 48
  • 100%: 146.77 // 58
  • 150%: 173.30 // 69
  • Hitlag: 6 // 6
  • Shield Stun: 1
D-Throw
  • Damage: 5%
  • BKB: 95
  • KBG: 50
  • Angle: 100°
  • 0%: 105.29 // 42
  • 50%: 118.18 // 47
  • 100%: 131.08 // 52
  • 150%: 143.97 // 57
  • Hitlag: 6 // 6
  • Shield Stun: 1
 
Last edited:

Vipermoon

King Marth's most trusted advisor.
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I think I might just add the frame data to this thread then. Probably in tables separate from the other data, since the format used for that isn't good for frame data. Or rework it entirely and move the existing data in to tables. I'll have to think about how best to do it. I'll definitely have it all in this thread.

About the shield stun, it's purely based on the damage that a move does, and extra shield damage doesn't matter. Since CS, SB, and DB4 all do similar amounts of damage, they do similar amounts of shield stun. Specifically, shieldstun is damage divided by 2.56.
Sounds good. I can't wait to see what you come up with but take your time regardless.

And oh I see. That really sucks it doesn't factor in the extra shield damage. It would make shield breaker almost safe on shield (if they have to drop shield I doubt most characters would even be able to punish). Which should be the case, I mean, it's freakin shield breaker, how should you be allowed to shield and punish it lol?
Edit: And wow just realized the extra shield stun can be the difference in if a shield actually breaks. I'm pissed.

I guess I was thinking total shield damage/2.56.

Wow, looking amazing so far @ A_Kae A_Kae I noticed your mobility and weight rankings are off. Aerodome's Marth page isn't updated with the new rankings (that include DLC characters). You'll have to click on the links to the full chart where you'll get the current rankings.

I thought counter was frame 5? Also, Easy counter is active until frame 43 or 44. Not sure because https://docs.google.com/spreadsheet...Owju2Vq5a4irDPLvwfxuOKVGxk/edit#gid=120538987 he counted the frames by looking at when Marth flashed invincible. Everything he had started on 6, even Iai. So if may be the counter frames here for normal and easy just need to be -1, then it's 5-27 and 5-43. But idk. This is tough. About counter attack invincibility, I believe you have the freeze frames included in there. Like 1-23 when the attack is frame 5-7. In reality it's 16 freeze frames and invincible from 1-7 (total 23 inv. frames). Not sure how you want to convey that.

Another thing I noticed (and I'm not sure if it's just because you didn't finish it yet). But CS and DJ have more than 23 frames landing lag.
 
Last edited:

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
Wow, looking amazing so far @ A_Kae A_Kae I noticed your mobility and weight rankings are off. Aerodome's Marth page isn't updated with the new rankings (that include DLC characters). You'll have to click on the links to the full chart where you'll get the current rankings.

I thought counter was frame 5? Also, Easy counter is active until frame 43 or 44. Not sure because https://docs.google.com/spreadsheet...Owju2Vq5a4irDPLvwfxuOKVGxk/edit#gid=120538987 he counted the frames by looking at when Marth flashed invincible. Everything he had started on 6, even Iai. So if may be the counter frames here for normal and easy just need to be -1, then it's 5-27 and 5-43. But idk. This is tough. About counter attack invincibility, I believe you have the freeze frames included in there. Like 1-23 when the attack is frame 5-7. In reality it's 16 freeze frames and invincible from 1-7 (total 23 inv. frames). Not sure how you want to convey that.

Another thing I noticed (and I'm not sure if it's just because you didn't finish it yet). But CS and DJ have more than 23 frames landing lag.
Thanks for checking that, I'm going to fix the rankings and landing lag now.

Counters are a mess, to put it simply. Going to do some testing, and see what's going on. The data I've got now comes from mastercore for active frames. It's possible that it's off by a frame for when it ends.

Freeze frames and invincibility I have in a better format in my offline version of this. it's got some other fixes as well, meant to have that version up.

--

Edit: It's finally (almost) done. I'm going to add kill percents and hitbox position/size data sometime in the future. But the actual frame data is finished.

As far as I know, this all should be correct.

Probably.
 
Last edited:

Admiral_Dante

Smash Apprentice
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So now we just add a couple more frames of advantage on dair, uair, bair, fair and DB1 right? :)
 
Last edited:

A_Kae

Smash Ace
Joined
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Messages
748
So now we just add a couple more frames of advantage on dair, uair, fair and DB1 right? :)
Well, dair, uair, and fair it only applies when you land, but yes. They all got 2 frames safer on landing. DB1 didn't get buffed, unfortunately.

Anyways, I'm going to be updating this to 1.1.0 very soon.
 

Admiral_Dante

Smash Apprentice
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Well, dair, uair, and fair it only applies when you land, but yes. They all got 2 frames safer on landing. DB1 didn't get buffed, unfortunately.

Anyways, I'm going to be updating this to 1.1.0 very soon.
DB1 didn't get buffed? :( Guess I was lied too...

Maybe they were thinking of SB...
 

Vipermoon

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You're totally right. It's not that we didn't think of it worthy, it's probably because everyone forgot.
 

XDaDePsak

BRoomer
BRoomer
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Messages
10,074
Does anyone have clips that show Marth's hitboxes in action? Let me know if that question isn't clear enough
 

Vipermoon

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Yeah look up in google Lucina hitbox visualization
 

DariusM27

Smash Ace
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Messages
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I have a somewhat urgent question.

This is something I noticed a while back, but forgot about it.

How many frames does it take before Marth can fastfall after his 2nd jump?

I know it's less frames than his 1st jump.
 

Vipermoon

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I don't think we know that one. We do know that Marth is in the air for about 55 frames if he double jumps from the ground though.
 

Vipermoon

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So a doublejump to fastfall is 55 frames?
No. I'm saying double jump - no fastfall - will leave Marth airborne for about 55 frames (if he double jumps right off the ground).

Sorry; it's not that helpful for what you're looking for.
 
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DariusM27

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No. I'm saying double jump - no fastfall - will leave Marth airborne for about 55 frames (if he double jumps right off the ground).

Sorry; it's not that helpful for what you're looking for.
So full hop is 61 frames and jump to instant 2nd jump is 55, is that correct?
 
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