Bones0
Smash Legend
Credits to SuperDoodleMan for move frame data.
Images compiled and edited by Seikend.
Multishine frame data provided by Kadano.
Throw, tech, and get-up frame data provided by Magus420.
All gifs are at 1/3 of the actual game speed.
All aerials are performed while falling, therefore the hitboxes stretch upwards.
To view the individual frames for each move's GIF, copy the image's URL and paste it into www.gif-explode.com. If you use Google Chrome, I highly recommend using the GIF Scrubber extension.
Interruptible As Soon As (IASA): During these frames, you can only interrupt the attack with an A-button attack, walk, dash, jump, or crouch (one exception is crouch cannot interrupt down tilt).
Auto cancelled moves have 4 frames of landing lag.
Shortcut to this thread:
https://tinyurl.com/FalcoHitboxThread
Shortcut to the imgur album:
https://tinyurl.com/FalcoHitboxes
Table of Contents:
- Jabs
- Dash Attack
- Tilts
- Aerials
- Smash Attacks
- Specials
- Grabs
- Throws
- Dodges
- Tech and Get-Up Frame Data
- Ledge Options
- Miscellaneous
- Combos
Multishine Frame Data:
1 Shine (hit), Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6 Shine (2nd frame)
7 Shine (3rd frame)
8 Start Jump
9
10
11
12
13 Airborne, Shine(hit), Hitlag
14 Hitlag
15 Hitlag
16 Hitlag
17 Hitlag
18(2nd frame)
19(3rd frame)
20
21 Land
22 Start Jump
23
24
25
26
27 Airborne, Shine(hit), Hitlag
Repeat from frame 14.
Opponents have a greater window to escape multishines after the second shine because you spend frames waiting to land on the ground before you are able to jump again. This data is based on a relatively fresh shine. If shine's move staling multiplier¹ is below 0.85, shield stun will last 1 frame less. This means frames 10 and 22 would be red, signifying the opponent is out of stun, instead of green. At maximum staleness, hitlag is 4 instead of 5 and shield stun 3 instead of 5.
¹There are 9 stale spots. Whenever you deal damage with an attack, that attack gets written to the first spot and all previous entries shift down by 1. The first spot decreases the damage dealt by subsequent use of that attack by 9%, the second spot by 8% and so on. If all stale spots contain the same attack, the next use of it will only do 55% of unstaled damage.
SOURCE
SOURCE
SOURCE
Images compiled and edited by Seikend.
Multishine frame data provided by Kadano.
Throw, tech, and get-up frame data provided by Magus420.
All gifs are at 1/3 of the actual game speed.
All aerials are performed while falling, therefore the hitboxes stretch upwards.
To view the individual frames for each move's GIF, copy the image's URL and paste it into www.gif-explode.com. If you use Google Chrome, I highly recommend using the GIF Scrubber extension.
Interruptible As Soon As (IASA): During these frames, you can only interrupt the attack with an A-button attack, walk, dash, jump, or crouch (one exception is crouch cannot interrupt down tilt).
Auto cancelled moves have 4 frames of landing lag.
Shortcut to this thread:
https://tinyurl.com/FalcoHitboxThread
Shortcut to the imgur album:
https://tinyurl.com/FalcoHitboxes
Table of Contents:
- Jabs
- Dash Attack
- Tilts
- Aerials
- Smash Attacks
- Specials
- Grabs
- Throws
- Dodges
- Tech and Get-Up Frame Data
- Ledge Options
- Miscellaneous
- Combos
Jab [Jab 1]
Hit: 2-3
IASA: 16
Total: 17
Window for Next Jab: 3-31
Next Jab Starts: 6 (or later)
Hit: 2-3
IASA: 16
Total: 17
Window for Next Jab: 3-31
Next Jab Starts: 6 (or later)
Straight [Jab 2]
Hit: 3-4
IASA: 19
Total: 20
Window for Jab 3: 1-20
Jab 3 Starts: 7
Rapid Kick [Jab 3]
Hits: 3-4, 10-11, 17-18, 24-25, 31-32 (6 frames between each kick)
A full cycle: 36 frames
Hit: 3-4
IASA: 19
Total: 20
Window for Jab 3: 1-20
Jab 3 Starts: 7
Rapid Kick [Jab 3]
Hits: 3-4, 10-11, 17-18, 24-25, 31-32 (6 frames between each kick)
A full cycle: 36 frames
Dash Attack [DA]
Hit: 4-17
IASA: 36
Total: 39
Hit: 4-17
IASA: 36
Total: 39
Forward Tilt
Hit: 5-9
Total: 26
Hit: 5-9
Total: 26
Forward Tilt (upward angled) [UAFT]
Hit: 5-9
Total: 26
Hit: 5-9
Total: 26
Forward Tilt (downward angled) [DAFT]
Hit: 5-9
Total: 26
Hit: 5-9
Total: 26
Up Tilt [Utilt]
Hit: 5-11
IASA: 23
Total: 23
Shield Hit Lag: 5
Shield Stun: 11
Hit: 5-11
IASA: 23
Total: 23
Shield Hit Lag: 5
Shield Stun: 11
Down Tilt [Dtilt]
Hit: 7-9
IASA: 28
Total: 29
Hit: 7-9
IASA: 28
Total: 29
Neutral Air [Nair]
Hit: 4-31
IASA: 42
Total: 49
Auto cancel: <3 37>
L-Canceled: 7
Landlag: 15
Hit: 4-31
IASA: 42
Total: 49
Auto cancel: <3 37>
L-Canceled: 7
Landlag: 15
Forward Air [Fair]
Hit: 6-8, 16-18, 24-26, 33-35, 43-45
IASA: 53
Total: 59
Auto cancel: <5 49>
Landlag: 22
Lcanceled: 11
Hit: 6-8, 16-18, 24-26, 33-35, 43-45
IASA: 53
Total: 59
Auto cancel: <5 49>
Landlag: 22
Lcanceled: 11
Back Air [Bair]
Hit: 4-19
IASA: 38
Total: 39
Auto cancel: <3 23>
Lcanceled: 10
Landlag: 20
Hit: 4-19
IASA: 38
Total: 39
Auto cancel: <3 23>
Lcanceled: 10
Landlag: 20
Up Air [Uair]
Hit: 8-9, 11-14
IASA: 36
Total: 39
Auto cancel: <7 26>
Lcanceled: 9
Landlag: 18
Hit: 8-9, 11-14
IASA: 36
Total: 39
Auto cancel: <7 26>
Lcanceled: 9
Landlag: 18
Down Air [Dair]
Hit: 5-24
Total: 49
Auto cancel: <4 30>
Lcanceled: 9
Landlag: 18
Hit: 5-24
Total: 49
Auto cancel: <4 30>
Lcanceled: 9
Landlag: 18
Forward Smash [Fsmash]
Hit: 12-21
Total: 39
Charge frame: 7
Hit: 12-21
Total: 39
Charge frame: 7
Up Smash [Usmash]
Hit: 7-15
Total: 43
Head intangible (but not beak): 1-10
Charge frame: 2
Hit: 7-15
Total: 43
Head intangible (but not beak): 1-10
Charge frame: 2
Down Smash [Dsmash]
Hit: 6-10
IASA: 46
Total: 49
Legs intangible: 1-6
Charge frame: 2
Hit: 6-10
IASA: 46
Total: 49
Legs intangible: 1-6
Charge frame: 2
Neutral B: Blaster (grounded) [Laser]
Shot comes out: 23
Total (single shot): 57
Repeated shots, every 24 frames
Laser lasts 99 frames
Shot comes out: 23
Total (single shot): 57
Repeated shots, every 24 frames
Laser lasts 99 frames
Neutral B: Blaster (airborne) [SHL]
Shot comes out: 13
Total (single shot): 42
Repeated shots, every 16 frames
Auto cancels upon landing
Laser lasts 99 frames
Shot comes out: 13
Total (single shot): 42
Repeated shots, every 16 frames
Auto cancels upon landing
Laser lasts 99 frames
Phantasm (grounded) [Side-B]
Falco starts moving away: 17
Hit: 18-21
Total: 59
Can grab edge as early as 25
Shortened Phantasm Frames
Shortest: 16-17
Middle: 18
Longest: 19
Falco starts moving away: 17
Hit: 18-21
Total: 59
Can grab edge as early as 25
Shortened Phantasm Frames
Shortest: 16-17
Middle: 18
Longest: 19
Phantasm (airborne) [Side-B]
Falco starts moving away: 17
Hit: 18-21
Total: 59 Can grab edge as early as 25
Shortened Phantasm Frames
Shortest: 16-17
Middle: 18
Longest: 19
Landlag: 20 (when side-B ends near a surface)
Landfallspeciallag: 3 (when falling from high up)
Falco starts moving away: 17
Hit: 18-21
Total: 59 Can grab edge as early as 25
Shortened Phantasm Frames
Shortest: 16-17
Middle: 18
Longest: 19
Landlag: 20 (when side-B ends near a surface)
Landfallspeciallag: 3 (when falling from high up)
Firebird [Up-B]
Trajectory determined: 42
Hit: 43-64
Total: 84
Grabs edges starting on frame 16.
Grabs edges during moving part as early as 65 (going straight into wall).
Turns you around if make contact with a wall when going straight up.
Landlag: 6 (when up-B ends near a surface)
Landfallspeciallag: 3 (when falling from high up)
Trajectory determined: 42
Hit: 43-64
Total: 84
Grabs edges starting on frame 16.
Grabs edges during moving part as early as 65 (going straight into wall).
Turns you around if make contact with a wall when going straight up.
Landlag: 6 (when up-B ends near a surface)
Landfallspeciallag: 3 (when falling from high up)
Reflector (Hitbox) [Down-B/Shine]
Hits: 1
Intangible: 1
Inactionable: 2-3
Damage: 8%
Hit Lag: 5
Shield Stun: 5
Reflector (Reflect box) [Down-B/Shine]
Reflects: 4-21 or release+1
Lag Upon Release: 19
Total: 39 (or more)
Can only be jump cancelled on reflect frames.
Hits: 1
Intangible: 1
Inactionable: 2-3
Damage: 8%
Hit Lag: 5
Shield Stun: 5
Reflector (Reflect box) [Down-B/Shine]
Reflects: 4-21 or release+1
Lag Upon Release: 19
Total: 39 (or more)
Can only be jump cancelled on reflect frames.
Multishine Frame Data:
1 Shine (hit), Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6 Shine (2nd frame)
7 Shine (3rd frame)
8 Start Jump
9
10
11
12
13 Airborne, Shine(hit), Hitlag
14 Hitlag
15 Hitlag
16 Hitlag
17 Hitlag
18(2nd frame)
19(3rd frame)
20
21 Land
22 Start Jump
23
24
25
26
27 Airborne, Shine(hit), Hitlag
Repeat from frame 14.
Opponents have a greater window to escape multishines after the second shine because you spend frames waiting to land on the ground before you are able to jump again. This data is based on a relatively fresh shine. If shine's move staling multiplier¹ is below 0.85, shield stun will last 1 frame less. This means frames 10 and 22 would be red, signifying the opponent is out of stun, instead of green. At maximum staleness, hitlag is 4 instead of 5 and shield stun 3 instead of 5.
¹There are 9 stale spots. Whenever you deal damage with an attack, that attack gets written to the first spot and all previous entries shift down by 1. The first spot decreases the damage dealt by subsequent use of that attack by 9%, the second spot by 8% and so on. If all stale spots contain the same attack, the next use of it will only do 55% of unstaled damage.
SOURCE
Grab (Standing/Jump Cancelled)
Grab: 7-8
Total: 30
Grab: 7-8
Total: 30
Dash Grab
Grab: 12-13
Total: 40
Grab: 12-13
Total: 40
Throws
{Throw}: {Affected by weight?}
{Released Frame}, {1st Actionable Frame} [{1stAF - Released}]
({Hitbox/es on throw animation if any}; {Other notable info})
The release/total times include hitlag affecting the thrower, so if the animation were to release on 30 but has 3 additional freeze frames during it it'd be listed as 33.
D-Throw: YES
45, 56 [11]
(Lasers on 23, 25, 28, 31;
3 added freeze frames on each when the lasers connect, except for Fox only the first 3 lasers add freeze frames for Falco;
Fox can A/S/DI the last laser hit with 4 frames of hitlag;
hitboxes on lasers disappear upon hitting opponent)
U-Throw: YES
7, 39 [32]
(Lasers on 18, 20, 24;
Lasers are A/S/DI-able with 4 frames of hitlag;
hitboxes on lasers disappear upon hitting opponent;
opponent no longer a hitbox after release if hit by lasers)
F-Throw: YES
14, 37 [23]
(Hitbox on left arm 10-13; 10-13 hitlag)
B-Throw: YES
9, 39 [30]
(Lasers on 15, 18, 21;
Lasers are A/S/DI-able with 4 frames of hitlag;
hitboxes on lasers disappear upon hitting opponent;
opponent no longer a hitbox after release if hit by lasers)
{Throw}: {Affected by weight?}
{Released Frame}, {1st Actionable Frame} [{1stAF - Released}]
({Hitbox/es on throw animation if any}; {Other notable info})
The release/total times include hitlag affecting the thrower, so if the animation were to release on 30 but has 3 additional freeze frames during it it'd be listed as 33.
D-Throw: YES
45, 56 [11]
(Lasers on 23, 25, 28, 31;
3 added freeze frames on each when the lasers connect, except for Fox only the first 3 lasers add freeze frames for Falco;
Fox can A/S/DI the last laser hit with 4 frames of hitlag;
hitboxes on lasers disappear upon hitting opponent)
U-Throw: YES
7, 39 [32]
(Lasers on 18, 20, 24;
Lasers are A/S/DI-able with 4 frames of hitlag;
hitboxes on lasers disappear upon hitting opponent;
opponent no longer a hitbox after release if hit by lasers)
F-Throw: YES
14, 37 [23]
(Hitbox on left arm 10-13; 10-13 hitlag)
B-Throw: YES
9, 39 [30]
(Lasers on 15, 18, 21;
Lasers are A/S/DI-able with 4 frames of hitlag;
hitboxes on lasers disappear upon hitting opponent;
opponent no longer a hitbox after release if hit by lasers)
SOURCE
Roll (forward)
Invulnerable: 4-19
Total: 31
Invulnerable: 4-19
Total: 31
Roll (backward)
Invulnerable: 4-19
Total: 31
Invulnerable: 4-19
Total: 31
Sidestep [Spot Dodge]
Invulnerable: 2-15
Total: 22
Invulnerable: 2-15
Total: 22
Air Dodge
Invulnerable: 4-29
Total: 49
Invulnerable: 4-29
Total: 49
Jumps
First Jump (Full Hop)
Airborne on: 6
Air Time: 51
Earliest FF: 27
FF air time: 41
First Jump (Short Hop)
Airborne on: 6
SH Air Time: 25
Earliest FF: 14
SH FF air time: 17
Second Jump
Earliest FF: 24
First Jump (Full Hop)
Airborne on: 6
Air Time: 51
Earliest FF: 27
FF air time: 41
First Jump (Short Hop)
Airborne on: 6
SH Air Time: 25
Earliest FF: 14
SH FF air time: 17
Second Jump
Earliest FF: 24
Tech and Get-Up Frame Data
Tech-Neutral
Total: 26
Invincible: 1-20
Tech-Wall
Total: 31
IASA: 6
(Input an upwards direction anywhere on 1-4 for walljump tech on 6)
Invincible: 1-14
Tech-Wall Jump
Total: 40
IASA: 1
Tech-Ceiling
Total: 26
Invincible: 1-14
Non-Teched Floor (Back & Stomach)
Total: 26
Non-Teched Ceiling/Wall
Invincible: 1-15
Getup-Neutral (Back)
Total: 30
Invincible: 1-23
Getup-Neutral (Stomach)
Total: 30
Invincible: 1-23
Tech-Roll Forward
Total: 40
Horizontal Movement At: 9
Distance: 14.4 ft
Invincible: 1-20
Tech-Roll Backward
Total: 40
Horizontal Movement At: 6
Distance: 14.4 ft
Invincible: 1-20
Getup-Attack (Back)
Total: 49
Hit: 17-19 (Front), 24-26 (Behind)
Invincible: 1-26
Getup-Attack (Stomach)
Total: 49
Hit: 19-20 (Behind), 25-26 (Front)
Invincible: 1-26
Getup-Roll Forward (Back)
Total: 35
Horizontal Movement At: 6
Distance: 12.4 ft
Invincible: 1-19
Getup-Roll Forward (Stomach)
Total: 35
Horizontal Movement At: 8
Distance: 12.6 ft
Invincible: 1-19
Getup-Roll Backward (Back)
Total: 35
Horizontal Movement At: 12
Distance: 12.8 ft
Invincible: 12-29
(Not a typo. If the roll takes you to an edge you will slip off unless an attack is timed on that exact frame)
Getup-Roll Backward (Stomach)
Total: 35
Horizontal Movement At: 5
Distance: 12.6 ft
Invincible: 1-24
Tech-Neutral
Total: 26
Invincible: 1-20
Tech-Wall
Total: 31
IASA: 6
(Input an upwards direction anywhere on 1-4 for walljump tech on 6)
Invincible: 1-14
Tech-Wall Jump
Total: 40
IASA: 1
Tech-Ceiling
Total: 26
Invincible: 1-14
Non-Teched Floor (Back & Stomach)
Total: 26
Non-Teched Ceiling/Wall
Invincible: 1-15
Getup-Neutral (Back)
Total: 30
Invincible: 1-23
Getup-Neutral (Stomach)
Total: 30
Invincible: 1-23
Tech-Roll Forward
Total: 40
Horizontal Movement At: 9
Distance: 14.4 ft
Invincible: 1-20
Tech-Roll Backward
Total: 40
Horizontal Movement At: 6
Distance: 14.4 ft
Invincible: 1-20
Getup-Attack (Back)
Total: 49
Hit: 17-19 (Front), 24-26 (Behind)
Invincible: 1-26
Getup-Attack (Stomach)
Total: 49
Hit: 19-20 (Behind), 25-26 (Front)
Invincible: 1-26
Getup-Roll Forward (Back)
Total: 35
Horizontal Movement At: 6
Distance: 12.4 ft
Invincible: 1-19
Getup-Roll Forward (Stomach)
Total: 35
Horizontal Movement At: 8
Distance: 12.6 ft
Invincible: 1-19
Getup-Roll Backward (Back)
Total: 35
Horizontal Movement At: 12
Distance: 12.8 ft
Invincible: 12-29
(Not a typo. If the roll takes you to an edge you will slip off unless an attack is timed on that exact frame)
Getup-Roll Backward (Stomach)
Total: 35
Horizontal Movement At: 5
Distance: 12.6 ft
Invincible: 1-24
SOURCE
Ledge Options
Ledge Stand (<100%)
Total: 34
Invinvible: 1-30
Ledge Stand (>100%)
Total: 59
Invincible: 1-55
Ledge Stand (<100%)
Total: 34
Invinvible: 1-30
Ledge Stand (>100%)
Total: 59
Invincible: 1-55
Ledge Roll (<100%)
Total: 49
Invincible: 1-34
Ledge Roll (>100%)
Total: 79
Invincible: 1-62
Ledge Attack (<100%)
Total: 54
Invulnerable: 1-21
Hit: 25-34
Ledge Attack (>100%)
Total: 69
Invincible: 1-53
Hit: 57-59
Total: 49
Invincible: 1-34
Ledge Roll (>100%)
Total: 79
Invincible: 1-62
Ledge Attack (<100%)
Total: 54
Invulnerable: 1-21
Hit: 25-34
Ledge Attack (>100%)
Total: 69
Invincible: 1-53
Hit: 57-59
Ledge Jump (<100%)
Total: 57
Invincible: 1-14
Soonest FF: 39
Ledge Jump (>100%)
Total: 57
Invincible: 1-19
Soonest FF: 44
Total: 57
Invincible: 1-14
Soonest FF: 39
Ledge Jump (>100%)
Total: 57
Invincible: 1-19
Soonest FF: 44
Miscellaneous
Dash becomes Run: 12
Turn-jump Threshold: 14
Run turnaround: 24
Landing Lag: 4
Taunt
Total: 114
Heh!: 2
Whoosh 1: 18
Whoosh 2: 76
Dash becomes Run: 12
Turn-jump Threshold: 14
Run turnaround: 24
Landing Lag: 4
Taunt
Total: 114
Heh!: 2
Whoosh 1: 18
Whoosh 2: 76
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