• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Data Lucas: Hitboxes and Frame Data [3.6]

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
• Up to date as of Project M 3.6.
• First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
• Hitboxes with the same ID replace older hitboxes of the same ID.
• Hitlag calculations include the hitlag multiplier, and are not included in animation times.
• Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
• Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.
• Images hosted on ssb.sartron.pro.

Dictionary said:
Frame: 1/60 of a second
Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang)
Angle: Direction in which the player is sent from an attack or throw
- A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player
- A 361° angle is the Sakurai Angle and will send all aerial opponents 45°
- Any angle between 260° and 280° is classified as a meteor.
- Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle.​
Base Knockback (BKB): Base value used in knockback calculations
Weight Dependent Set Knockback (WDSK): Value that affects knockback according to weight
Knockback Growth (KBG): Percentage multiplier that changes knockback in relation to the opponent's damage
Hitstun: Amount of frames that locks non-directional inputs after hitlag and when the shield is not hit (DI)
Shieldstun: Amount of frames that locks non-directional inputs after hitlag and if the shield is hit (ASDI)
Hitlag: Amount of frames that locks the attacker's inputs but only the victim's non-directional inputs upon hit (SDI)​
Hurtbox: Collision box that interacts with hitboxes and other hurtboxes, usually representative of the player
Invincibility: A state in which hurtboxes can still make contact with hitboxes, but cannot receive damage
Intangibility: A state in which hurtboxes can no longer make contact with hitboxes
Armor: A state in which the hurtboxes can receive damage but no knockback up to a certain threshold (Light, Medium, Heavy, Super)​
IASA: Interruptible As Soon As is the first frame in which an action may be interrupted by another action
Landing Lag: Uninterruptible frames that occur on landing
Auto-cancel Window: A designated amount of frames in which landing from an aerial will cause the player to suffer empty landing lag rather than aerial landing lag
Input Window: An amount of frames in which a specific input will trigger a designated action

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Next Jab Window
Jab1 |23|2-4|16|5-23
Jab2 |31|8-10|29|-
Hitbox Data
Jab1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-4| 1 |4|3/2.1|65°|0/20/100|1x|True|Normal|3|4| -10
3-4| 0 |4.5|3/2.1|65°|0/20/100|1x|True| Electric |3|4/ 6 | -9
Jab2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
8-10| 0 |3|3/6.3|51°|35/0/100|1x|True|Normal|3|4| -17
8-10| 1 |4|3/6.3|51°|35/0/100|1x|False| Electric |3|4/ 6 | -17

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Dash Attack |38|6-16
Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-8| 0 |5.8|10/7|83°|70/0/68|1x|True| Electric |6|6/ 9 | -26
6-8| 1 |3.5|10/7|83°|60/0/68|1x|True| Electric |6|6/ 9 | -26
9-16| 0 |4.8|7/4.9|361°|45/0/90|1x|True| Electric |5|5/ 7 | -24
9-16| 1 |3.4|7/4.9|361°|35/0/90|1x|True| Electric |5|5/ 7 | -24

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Tilt |39|6-9|29
Hitbox Data
Forward Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-9| 3 |3.28|11/7.7|361°|12/0/100|1x|False| Electric |6|6/ 9 | -16
6-9| 2 |3.28|11/7.7|361°|16/0/100|1x|True| Electric |6|6/ 9 | -16
6-9| 0-1 |2.87|9/6.3|361°|20/0/100|1x|True|Normal|6|6| -16

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Tilt |35|7-12|31
Hitbox Data
Up Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-8| [0-1] |[2.75, 2]|8/5.6|85°|30/0/120|1x|True|Normal|5|5| -18
7-8| 2 |3.5|11/7.7|95°|60/0/85|1x|False| Electric |6|6/ 9 | -17
9-12| [0-1] |[2.25, 2]|8/5.6|85°|30/0/100|1x|True|Normal|5|5| -16
9-12| 2 |4.1|9/6.3|85°|50/0/100|1x|False| Electric |6|6/ 9 | -15

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Tilt |29|3-4|15
Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
3-4| 0 |3.5|4/2.8|361°|0/40/100|1x|True|Normal|3|4| -8
3-4| 1 |3.4|6/4.2|361°|0/80/100|1x|True|Normal|4|5| -7

Animation
Name/Label|1x|0.5x
Normal|
|
Offense Up |
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Smash |60|14-16|47
Hitbox Data
Forward Smash (Up)
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|14-16| 3 |4|17/11.9|361°|60/0/85|1x|False|Normal|9|8| -23
|14-16| 2 |4|17/11.9|361°|55/0/85|1x|False|Normal|9|8| -23
|14-16| 1 |4|17/11.9|361°|50/0/85|1x|True|Normal|9|8| -23
|14-16| 0 |3.7|17/11.9|361°|45/0/85|1x|True|Normal|9|8| -23 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|14-16| 3 |4|25/29.4|361°|60/0/65|1x|False|Normal|13|16| -24
|14-16| 2 |4|25/29.4|361°|55/0/65|1x|False|Normal|13|16| -24
|14-16| 1 |4|25/29.4|361°|50/0/65|1x|True|Normal|13|16| -24
|14-16| 0 |4|25/29.4|361°|45/0/65|1x|True|Normal|13|16| -24
Forward Smash (Forward)
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|14-16| 3 |4|16/11.2|361°|60/0/85|1x|False|Normal|9|8| -23
|14-16| 2 |4|16/11.2|361°|55/0/85|1x|False|Normal|9|8| -23
|14-16| 1 |4|16/11.2|361°|50/0/85|1x|True|Normal|9|8| -23
|14-16| 0 |3.7|16/11.2|361°|45/0/85|1x|True|Normal|9|8| -23 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|14-16| 3 |4|24/28.7|361°|60/0/65|1x|False|Normal|12|16| -25
|14-16| 2 |4|24/28.7|361°|55/0/65|1x|False|Normal|12|16| -25
|14-16| 1 |4|24/28.7|361°|50/0/65|1x|True|Normal|12|16| -25
|14-16| 0 |4|24/28.7|361°|45/0/65|1x|True|Normal|12|16| -25
Forward Smash (Down)
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|14-16| 3 |4|15/10.5|361°|60/0/85|1x|False|Normal|8|8| -24
|14-16| 2 |4|15/10.5|361°|55/0/85|1x|False|Normal|8|8| -24
|14-16| 1 |4|15/10.5|361°|50/0/85|1x|True|Normal|8|8| -24
|14-16| 0 |3.7|15/10.5|361°|45/0/85|1x|True|Normal|8|8| -24 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|14-16| 3 |4|23/28|361°|60/0/65|1x|False|Normal|12|15| -25
|14-16| 2 |4|23/28|361°|55/0/65|1x|False|Normal|12|15| -25
|14-16| 1 |4|23/28|361°|50/0/65|1x|True|Normal|12|15| -25
|14-16| 0 |4|23/28|361°|45/0/65|1x|True|Normal|12|15| -25

Animation
Name/Label|1x|0.5x
Normal|
|
Offense Up |
|
Overview
Name/Label|Duration|Active Hitboxes|Head Intangibility
Up Smash |76|21-32|11-20
Hitbox Data
Up Smash
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|21-26| [0-1] |[5, 9]|20/14|95°|50/0/84|1x|True| Electric |10|9/ 13 | -45
|27-32| [0-1] |[5, 10]|16/11.2|95°|48/0/80|1x|True| Electric |9|8/ 12 | -46 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|21-26| [0-1] |[7, 14]|30/31.5|95°|48/0/61|1x|True| Electric |15|19/ 29 | -46
|27-32| 0 |7|24/27.3|95°|48/0/57|1x|True| Electric |12|16/ 24 | -48
|27-32| 1 |15|24/27.3|95°|42/0/57|1x|True| Electric |12|16/ 24 | -48

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Next Down Smash
Down Smash 1 |42|20-25|38|26-34
Down Smash 2 |25|4-8|22|-
Hitbox Data
Down Smash 1
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|20-25| 0 |6|17/11.9|361°|40/0/90|1x|False| Electric |9|8/ 12 | -8 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|20-25| 0 |6|26/28.7|361°|40/0/63|1x|False| Electric |13|16/ 24 | -9
Down Smash 2
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|4-8| 0 |6|14/9.8|361°|30/0/90|1x|False| Electric |8|7/ 10 | -9 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|4-8| 0 |6|21/25.2|361°|30/0/63|1x|False| Electric |11|15/ 22 | -11

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Neutral Air |48|4-5, 7-8, 10-11, 13-14, 16-19|44|16/8/4|1-3, 33-48
Landing |16/8 ** |1-2/1 ** |-|-|-
Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
4-5, 7-8, 10-11, 13-14| 0, 2 |3.75|2/1.4|110°|0/20/130|1x|False|Normal|2|3| -14 / -6 / -20
4-5, 7-8, 10-11, 13-14| 1, 4 |3.75|2/1.4|210°|0/20/100|1x|False|Normal|2|3| -14 / -6 / -20
16-19|[ 0 - 1 ]|[2.5, 7.5]|6/4.2|35°|10/0/143|1x|False| Electric |4|5/ 7 | -12 / -4 / -13
Landing
Duration ** |ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage **
1-2/1|0-2|3.5|4/2.8|361°|40/0/100|1x|False| Electric |3|4/ 6 | -12 / -4
*Format is: Normal/L-Cancel/Auto-cancel
**Format is: Normal/L-Cancel


Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Forward Air |47|5-10|33|15/7/4|32-47
Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-6| [0-1] |[4.1, 3.69]|8/5.6|55°|36/0/93|1x|True|Normal|5|5| -10 / -2 / -24
5-6| 2 |3.5|12/8.4|55°|36/0/95|1x|False| Electric |7|7/ 10 | -8 / ±0 / -22
7-10| 0-1 |3|7/4.9|55°|36/0/94|1x|True|Normal|5|5| -10 / -2 / -20
7-10| 2 |2.75|8/5.6|55°|36/0/93|1x|False| Electric |5|5/ 7 | -10 / -2 / -20
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Back Air |49|12-16|48|20/10/4|1-2, 36-49
Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
12-16| 0 |3|12/8.4|361°|20/0/100|1x|True|Normal|7|7| -13 / -3 / -16
12| 1 |3|15/10.5|361°|20/0/100|1x|True| Electric |8|8/ 12 | -12 / -2 / -19
13-16| 1 |3|15/10.5|300°|20/0/80|1x|True| Electric |8|8/ 12 | -12 / -2 / -15
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Up Air |45|5-9|28|15/7/4|1-3, 28-45
Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-9| [0-1] |[2.8, 5.74]|10/7|70°|20/0/100|1x|True|Normal|6|6| -9 / -1 / -16
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Down Air |43|4-6, 11-13, 19-21|43|18/9/4|1-3, 30-43
Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage *
4-6| [0-1] |[3.25, 4.5]|5/3.5|270°|35/0/35|1x|True|Normal|Grounded|4|4| -14 / -5 / -23
4-6| [2-3] |[3.25, 4.5]|5/3.5|365°|0/30/100|1x|True|Normal|Aerial|-|4|-
11-13| [0-1] |[3.25, 4.5]|5/3.5|270°|35/0/35|1x|True|Normal|Grounded|4|4| -14 / -5 / -16
11-13| [2-3] |[3.25, 4.5]|5/3.5|365°|0/30/100|1x|True|Normal|Aerial|-|4|-
19-21| [0-1] |[4.5, 5.5]|5/3.5|270°|35/0/150|1x|True| Electric |-|4|4/ 6 | -14 / -5 / -8
*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag
Zair |59|8-11|15
Hitbox Data
Zair
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
8-11| 0 |4|8/6.3|70°|30/0/70|1x|True|Normal|5|5

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Charge |16-135|14-15|-
Full Charge Endlag |39|-|-
Interrupted Charge Endlag |25|-|22
Burst |39|2-3|-
Hitbox Data
Charge
Duration|ID|Size|Damage|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
14-15| 0 |15|0|10°|65/11/0|0x|False|Normal|1|0
Burst
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-3| 0 |7|10/7|60°|50/0/100|1x|False| Electric |6|6/ 9 | -31

Image
Article
Overview
Name/Label|Duration|Active Hitboxes|IASA|PK Freeze Thrown|Landing Lag
Grounded PK Freeze (Animation) |77|-|43|24|-
Aerial PK Freeze (Animation) |45|-|35|14|13
PK Freeze (Article) |22|2-22|-|-
Hitbox Data
PK Freeze (Article)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
2-22| 0 |2.099983|5/3.5|70°|45/0/29|0.5x|True|None|4|8

Animation
1x|0.5x
|
Grounded Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Landing Lag
Startup |19|-|-|-
Control |108|-|-|-
Hit Self |38|1-23, 25|1-2|30
Hit Nothing |40|-|-|-
Aerial Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Landing Lag
Startup |10|-|-|-
Control |108|-|-|-
Hit Self |38|1-23, 25|1-2|30
Hit Nothing |24|-|-|30
Hitbox Data
Thunder
Part|Duration|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
Head |1-108|5.5|10/7|75°|70/0/45|1.5x|True| Electric |6|1/ 2 |48
Tail |1-108|2.46|1/0.7|80°|4/0/40|1.5x|False| Electric |2|1/ 2 |48
Hit Self
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
1-2| 0-1 |8.2|8/5.6|365°|0/50/130|0.7x|True| Electric |5|5/ 7 |-
3-23| [0-1] |[4.5, 6.25]|3/2.1|365°|0/50/130|0.7x|True|Normal|3|4|4
25| [0-1] |[6, 7.5]|8/5.6|361°|40/0/135|1x|True| Electric |5|10/ 15 |-

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Releasable|Jump Cancel
PSI Magnet |26|5-6 * , 8 ** |7|9 ** Absorb |20|-|-|-
Hitbox Data
PSI Magnet: Grounded Loop
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-6 * | [0-1] |[3.8, 4.1]|2/1.4|80°|0/30/80|1x|False|Normal|2|3| -19
PSI Magnet: Aerial Loop
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
5-6 * | [0-1] |[3.8, 4.1]|2/1.4|80°|0/30/80|1x|False|Normal|Grounded|2|3| -19
5-6 * | [2-3] |[3.8, 4.1]|2/1.4|240°|0/30/80|1x|False|Normal|Aerial|-|3|-
PSI Magnet: Release
Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Shield Advantage| Jump Cancel Shield Advantage
8| [0-1] |[3.8, 4.1]|6/4.2|127°|92.816/126.416|80/0/60|1x|False| Electric |37/50|4|5/ 7 | -14 | +4
*Loops every 10 frames
**Release hitbox occurs after 1 frame, jump cancelable after 2 frames


Animation
Name/Label|1x|0.5x
Standing Grab |
|
Dash Grab |
|
Pivot Grab |
|
Grab Pummel |
|
Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes|IASA
Standing Grab |57|-|11-14|56
Dash Grab |79|-|15-23|-
Pivot Grab |49|-|13-16|-
Grab Pummel |24|10|-|-
Hitbox Data
Grab Pummel
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
10| 0 |4|3/2.1|361°|0/40/100|1x|False|Normal|3|4| -11

Overview
Name/Label|Duration|Active Hitboxes|Thrown
Back Throw |50|-|20
Forward Throw |37|-|17
Up Throw |63|9-10, 17-18, 25-26, 33-34|40
Down Throw |42|-|21
Hitbox & Throw Data
Back Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
20|10|45°|70/0/75|True
Forward Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
17|10|45°|65/0/50|True
Up Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
9-10, 17-18, 25-26, 33-34| 0 |4.5|1/0.7|90°|0/0/0|0x|False|None|2|0
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
40|8|90°|75/0/110|True
Down Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
21|7|75°|85/0/50|True

Animation
1x
Overview
Name/Label|Duration|Active Hitboxes|Wess Dance Window
Down Taunt |69|-|3
Wess Dance |1507|1373-1375|-
Hitbox Data
Wess Dance
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
1373-1375| 0 |30|50/77|75°|100/0/100|0x|False|Paralyze|24|2| -93

Overview
Name/Label|Duration|Intangibility|IASA|Landing Lag
Spot Dodge |30|2-18|28|-
Roll Dodge |31|4-19|-|-
Air Dodge |49|4-29|-|10

Tech |26|-|1-20|-
Tech Roll |40|-|1-20|-

Overview
Name/Label|Duration|Intangibility|Occupancy|Active Hitboxes
Ledge Stand (<100%) |34|1-30|1-34|-
Ledge Stand (>100%) |59|1-55|1-44|-
Ledge Roll (<100%) |49|1-26|1-40|-
Ledge Roll (>100%) |79|1-57|1-54|-
Ledge Attack (<100%) |55|1-21|1-42|24-26
Ledge Attack (>100%) |69|1-36|1-50|40-44
Ledge Jump (<100%) |14|1-14|1-14|-
Ledge Jump (>100%) |18|1-18|1-18|-
Hitbox Data
Ledge Attack (<100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
24-26| [0-1] |[3.5, 4.1]|8/6.3|361°|70/0/50|1x|False|Normal|5|5| -26
24-26| [2-3] |[3.28, 2.8]|6/4.9|361°|70/0/50|1x|False|Normal|4|5| -27
Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
40-44| [0-3] |[3, 3.5, 3.28, 2.8]|10/7.7|361°|70/0/50|1x|False|Normal|6|6| -23
Jump Squat
Frame Total: 4 frames
Empty Landing
Frame Total: 4 frames
Short Hop
Air Time: 28 frames
Earliest Fast fall: Frame 15
FF Air Time: 20 frames
Full Hop
Air Time: 58 frames
Earliest Fast fall: Frame 29
FF Air Time: 47 frames
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.

Hitbox Data Overhaul 2 [11/27/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage

Hitbox Data Overhaul 1 [8/23/15]
- Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
- Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
- Added the full hitbox duration for hitboxes that just had an ellipses instead.

3.6 Update! [8/16/15]
- Includes all 3.6 changes.

Zair Update [8/2/15]
- Added a section for Zair underneath Down Air.

3.6 Beta Update! [6/24/15]
- Includes all 3.6 Beta changes.
- Subactions merged together when possible to greatly improve ease of reading.
- All Grab GIFs have been updated to share the same camera angle.
 
Last edited:

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Perfect DJC Aerials
This is assuming you do everything perfectly, it includes jumpsquat and landing lag.

GIFs available in 1/3x and 1x: ssb.sartron.pro/lucas/djc
|Duration|Hitboxes
Neutral Air|19|9-10, 12
Forward Air|17|10
Back Air|31|21
Up Air|17|10
Down Air|19|9-10
 
Last edited:

ilysm

sleepy
Joined
Jul 13, 2014
Messages
648
Location
Cleveland, OH/Providence, RI
@ TheNerdHero TheNerdHero Well, in its simplest form, frames are the way the game keeps time. Moves take a certain amount of frames to start up, are active for another number of frames, and then take a certain number of frames to cool down again. Knowledge of frame data translates to knowledge of how much breathing room you have to do a certain thing. Basically, if you can compare the amount of frames it takes a move to start up to the amount of frames your opponent has to perform their own action, you have a lot of information to optimize pressure and punishes so you're as safe as possible. Frame data also lets you know how soon you can act after certain moves, or how soon you can cancel them.

This is a pretty rudimentary explanation, but if you're ready to crack a book or two then this is probably the place to go! Welcome to Smashboards, friend!
 
Last edited:

D e l t a

That one guy who does the thing with a camera.
Joined
Oct 5, 2013
Messages
1,038
Location
Michigan
Adding on to what he said, basically frames tell you how safe or unsafe a move is and how long you have to punish them. Ie however many frames +/- on shield means that you have that many frames before your opponent can retaliate. Hitboxes allow you to properly see the size of a move and where it hits.

Take for example Roy: his Fair is -3 on shield and Dtilt has 8 frames of startup. Jumping OoS takes 4 frames for Lucas and 4-5 frames for his aerials to come out. That means if Roy is frame perfect and you act within 2-3 frames of Fair hitting on shield, you can either beat out or trade with Dtilt. 2-3 frames is a very difficult window to punish, thereby making Fair -> Dtilt mostly safe on shield. Conversely, some characters have moves with good disjoints despite poor frame advantage (fire emblem characters, Bowser, etc). Max range of these characters can be safe on shield due to the range your character needs to cover in order to punish.
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
Lucas's techroll is the stuff of Nightmares. Seems like teching in place or landing on your face and getup attacking is the best option against anyone with good tech chase.
 

D e l t a

That one guy who does the thing with a camera.
Joined
Oct 5, 2013
Messages
1,038
Location
Michigan
Lucas's techroll is the stuff of Nightmares. Seems like teching in place or landing on your face and getup attacking is the best option against anyone with good tech chase.
Even tech in place still feels terrible at times..
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
Even tech in place still feels terrible at times..
Clearly you need to style so hard the situation never comes up.

"Just don't get hit"

What are your thoughts on the removal of the DJC long range PK Freeze? My one friend was pretty sad about it but he was very reliant on it.
 
Last edited:

Kipcom

Smash Journeyman
Joined
Apr 16, 2014
Messages
409
Location
Georgia
NNID
Kipcom
3DS FC
4725-7977-1418
What are your thoughts on the removal of the DJC long range PK Freeze? My one friend was pretty sad about it but he was very reliant on it.
An unnecessary removal tbh. Even if it were never intended, it's not like PMDT hasn't kept in things that were unintentional before. It wasn't gamebreaking or anything either, so meh.
 

D e l t a

That one guy who does the thing with a camera.
Joined
Oct 5, 2013
Messages
1,038
Location
Michigan
Is lucas shield pressure safe on shield?
"Safe" being a relative term. Spacing, character matchup (Spacies have shine OoS vs Ike's Nair) vs opponent reaction (WD OoS, rolls, spot dodges, shield grabs, etc). All of these factors determine how safe his shield pressure can be. As for frame data, his attacks are less safe on shield compared to 3.0, but still better than a majority of the cast.

Shield Pressure: With the changes to magnet, the most optimal shield pressure is to use aerial magnet -> spaced out Fair or a magnet -> retreating WD back. If the enemy is less reluctant to punish OoS, magnet -> Nair/Dair can tack on some heavy shield damage.

Basic Shield Pressure written up by Badge.

move | hits on frame | max shield advantage | notes
Magnet | 5+ | +4 (into jump) | repeating hits hit 8 frames after end of shieldstun; second Magnet in rotation sh->airborn Magnet->DJ->landing Magnet hits on frame 7
FAir | 5 | +0/-2 (sweetspot/sourspot)
NAir | 4 | -4
DAir | 4 |-5 | hits 2&3 hit 3/4 frames after end of shieldstun respectively
UpAir |4 | -1 | takes 5 more frames to land on hit after perfect DJC -> essentially -6
BAir | 12+ | -2/-3 (sweetspot/sourspot)
Jab 1 | 2/3 (near/far) | -10/-9 | +0/+1 into Jab 2
Jab 2 | 8 | -17
DTilt | 3 | -9
Grab | 11 | - | ignores shields (duh!)
 
Last edited:

Badge

Smash Apprentice
Joined
Jan 3, 2013
Messages
186
With the changes to magnet, the most optimal shield pressure is to use aerial magnet -> spaced out Fair or a magnet -> retreating WD back. If the enemy is less reluctant to punish OoS, magnet -> Nair/Dair can tack on some heavy shield damage.
I notice you don't mention (grounded) multimagnets. Any particular reason why not? Just execution requirements? On paper they seems easily strong enough to be able to stay on shield with no window for shield grabs, disjoint and tons of mixups. (You also obviously read my shield pressure post, so you must have considered it.)
 

D e l t a

That one guy who does the thing with a camera.
Joined
Oct 5, 2013
Messages
1,038
Location
Michigan
Kinda just lumped it all together :p

Lucas has tons of options all situational and player/matchup dependent. On paper there's tons of things that come into effect.

I still need to revise the entire guide when I get time as most topics I covered that I considered optimal or such were partially based on what I saw in tourney rather than based on frame data. Currently I'm swamped in tests and homework, but I'll hopefully find time to sit down and make everything better :)
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Sartron Sartron
What does the red coloring on certain hitbox ID's mean? Such as ID 1 for Dash attack and ID 2 for up tilt.
The coloring doesn't mean anything gameplay-wise. It is just a way of identifying hitboxes IDs by color. I did it to make things a little easier to read, for example, a red hitbox ID will replace a red hitbox ID.
 

Pwii

Smash Apprentice
Joined
Mar 13, 2014
Messages
105
When it says plus four on shield with magnet jc, is that including jumpsquat? Are we really airborne 4 frames before shieldstun ends?
 

nimigoha

Smash Ace
Joined
Jan 31, 2014
Messages
877
But since jumping out of aerial magnet doesn't include jumpsquat... Aerial magnet is really really safe on shield.
 

D e l t a

That one guy who does the thing with a camera.
Joined
Oct 5, 2013
Messages
1,038
Location
Michigan
The (+) or (-) for frame data means the frames before you or your opponent can act

+4 for magnet means you have 4 frames to act before your opponent can.
Grounded magnets are +/- 0 since you jump out frame 4, and frame 5 you can perform an action at the same time your opponent can. Aerial magnets are +4 since there isn't a jumpsquat timing that will delay Lucas.

==

To put this into relative terms for other moves, Dair on shield is -6 and our fastest option is jab (frame 2). Opponent's can mash regular shield grab (frame 7) and grab us before jabs come out. This makes Nair safer on shield as it's -2. So you can do Nair -> Dtilt on shield and so long as you land the SHFFL Nair and do a frame perfect Dtilt after (I usually mash the A button here), you should never be shield grabbed in that situation.

We can also break that down into the following the way I like to think of it:
Nair hits opponent's shield (-2 frames)
Opponent can start a move for 2 frames: spot dodge, roll, jump, grab
2frames later, Lucas can do any move now.
*Opponent's buffered roll / spot dodge will come out right when Lucas can act​
Jab & Dtilt will beat out mashed grab. Reason being, grab is on frame 2 when Lucas can act. 2 frames later, Lucas can jab and interrupt the grab. Additionally, 3 frames later he can Dtilt and catch the opponent's grab now on frame 5. So for jabs against shield grab mashing players you have 2 frames of leniency before you can get shield grab armored and against Dtilt you have to be frame perfect otherwise you can get shield grabbed and they'll only take the damage, not knockback.

==

I hope this made some sense. Frame data is weird at times and hard to understand if you haven't studied or learned up on it much.
 
Last edited:

nimigoha

Smash Ace
Joined
Jan 31, 2014
Messages
877
I think it would be neat to have a series of 60 fps gfycats of common shield pressure with hitboxes showing the opponent try to grab Lucas out of it. Very informative.
 

Pwii

Smash Apprentice
Joined
Mar 13, 2014
Messages
105
The (+) or (-) for frame data means the frames before you or your opponent can act

+4 for magnet means you have 4 frames to act before your opponent can.
Grounded magnets are +/- 0 since you jump out frame 4, and frame 5 you can perform an action at the same time your opponent can. Aerial magnets are +4 since there isn't a jumpsquat timing that will delay Lucas.

==

To put this into relative terms for other moves, Dair on shield is -6 and our fastest option is jab (frame 2). Opponent's can mash regular shield grab (frame 7) and grab us before jabs come out. This makes Nair safer on shield as it's -2. So you can do Nair -> Dtilt on shield and so long as you land the SHFFL Nair and do a frame perfect Dtilt after (I usually mash the A button here), you should never be shield grabbed in that situation.

We can also break that down into the following the way I like to think of it:
Nair hits opponent's shield (-2 frames)
Opponent can start a move for 2 frames: spot dodge, roll, jump, grab
2frames later, Lucas can do any move now.
*Opponent's buffered roll / spot dodge will come out right when Lucas can act​
Jab & Dtilt will beat out mashed grab. Reason being, grab is on frame 2 when Lucas can act. 2 frames later, Lucas can jab and interrupt the grab. Additionally, 3 frames later he can Dtilt and catch the opponent's grab now on frame 5. So for jabs against shield grab mashing players you have 2 frames of leniency before you can get shield grab armored and against Dtilt you have to be frame perfect otherwise you can get shield grabbed and they'll only take the damage, not knockback.

==

I hope this made some sense. Frame data is weird at times and hard to understand if you haven't studied or learned up on it much.
Thanks. Both jabbing and dtilt lose to option select shield grab / cc grab though. I guess the rps would be nair into spotdodge. Grounded magnet into sh crossup dair seems really good.
 

nimigoha

Smash Ace
Joined
Jan 31, 2014
Messages
877
Thanks. Both jabbing and dtilt lose to option select shield grab / cc grab though. I guess the rps would be nair into spotdodge. Grounded magnet into sh crossup dair seems really good.
Nair into spotdodge seems decent enough, you just have to mix it up.

What do you mean jabbing and dtilt lost to option select shield grab?
 

D e l t a

That one guy who does the thing with a camera.
Joined
Oct 5, 2013
Messages
1,038
Location
Michigan
Thanks. Both jabbing and dtilt lose to option select shield grab / cc grab though. I guess the rps would be nair into spotdodge. Grounded magnet into sh crossup dair seems really good.
Jab and spot dodge are both frame 2.

I'll try to debug mode this later.
 

Pwii

Smash Apprentice
Joined
Mar 13, 2014
Messages
105
They're both frame 2, but they're both CC able. You can attempt to shield grab with R+A, then once your grab animation starts mash A while still holding R.

If you get the shield grab, you pummel once. If you get jabbed, you CC grab it. I do it all the time in Melee. It's not something that's really common, so a lot of people get away with using shield pressure while not spacing for CC in both games, but the meta will catch up to these bad philosophies.
 

D e l t a

That one guy who does the thing with a camera.
Joined
Oct 5, 2013
Messages
1,038
Location
Michigan
Are you saying jab then hold shield so Lucas can shield grab? Last I checked, Lucas' shield grab is garbo.

As for Dtilt, the only CC options that beat Lucas' Dtilt are ones that have a much greater range such as Mewtwo / Marth / Roy / GnW's Dtilts and sometimes Dsmashes like Wolf or Sheik. But those are characters you shouldn't be trying to Nair into in the first place.

They're both frame 2, but they're both CC able.
Dtilt is also frame 3 as I said. We're even in the thread for Lucas Frame Data.
 

Pwii

Smash Apprentice
Joined
Mar 13, 2014
Messages
105
Dude I was saying your opponent can hold down when they are shield grabbing to option select cc, which can be used to punish you trying to beat a shield grab with a jab.

But if you're saying dtilt beats most cc options than thats good. I would go for that over jabs if the opponent is smart about crouch cancelling.
 
Last edited:

Kipcom

Smash Journeyman
Joined
Apr 16, 2014
Messages
409
Location
Georgia
NNID
Kipcom
3DS FC
4725-7977-1418
So I was just looking at his grab data and was wondering why standing grab has an IASA frame on 56, when the animation lasts 57 frames.


What exactly is the point of being able to cancel something like his grab a single frame earlier? Kind of strange, wouldn't you say?
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
So I was just looking at his grab data and was wondering why standing grab has an IASA frame on 56, when the animation lasts 57 frames.


What exactly is the point of being able to cancel something like his grab a single frame earlier? Kind of strange, wouldn't you say?
No idea, it's a strange little property. For all we know it may just be an arbitrarily chosen number that isn't supposed to have any actual effect as it's only 1 frame.
 

ACO

Smash Rookie
Joined
Sep 6, 2016
Messages
2
• Up to date as of Project M 3.6.
• First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
• Hitboxes with the same ID replace older hitboxes of the same ID.
• Hitlag calculations include the hitlag multiplier, and are not included in animation times.
• Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
• Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.
• Images hosted on ssb.sartron.pro.




Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA|Next Jab Window
Jab1 |23|2-4|16|5-23
Jab2 |31|8-10|29|-

Hitbox Data
Jab1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-4| 1 |4|3/2.1|65°|0/20/100|1x|True|Normal|3|4| -10
3-4| 0 |4.5|3/2.1|65°|0/20/100|1x|True| Electric |3|4/ 6 | -9

Jab2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
8-10| 0 |3|3/6.3|51°|35/0/100|1x|True|Normal|3|4| -17
8-10| 1 |4|3/6.3|51°|35/0/100|1x|False| Electric |3|4/ 6 | -17

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes
Dash Attack |38|6-16

Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-8| 0 |5.8|10/7|83°|70/0/68|1x|True| Electric |6|6/ 9 | -26
6-8| 1 |3.5|10/7|83°|60/0/68|1x|True| Electric |6|6/ 9 | -26
9-16| 0 |4.8|7/4.9|361°|45/0/90|1x|True| Electric |5|5/ 7 | -24
9-16| 1 |3.4|7/4.9|361°|35/0/90|1x|True| Electric |5|5/ 7 | -24

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Tilt |39|6-9|29

Hitbox Data
Forward Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-9| 3 |3.28|11/7.7|361°|12/0/100|1x|False| Electric |6|6/ 9 | -16
6-9| 2 |3.28|11/7.7|361°|16/0/100|1x|True| Electric |6|6/ 9 | -16
6-9| 0-1 |2.87|9/6.3|361°|20/0/100|1x|True|Normal|6|6| -16

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Tilt |35|7-12|31

Hitbox Data
Up Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-8| [0-1] |[2.75, 2]|8/5.6|85°|30/0/120|1x|True|Normal|5|5| -18
7-8| 2 |3.5|11/7.7|95°|60/0/85|1x|False| Electric |6|6/ 9 | -17
9-12| [0-1] |[2.25, 2]|8/5.6|85°|30/0/100|1x|True|Normal|5|5| -16
9-12| 2 |4.1|9/6.3|85°|50/0/100|1x|False| Electric |6|6/ 9 | -15

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Tilt |29|3-4|15

Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
3-4| 0 |3.5|4/2.8|361°|0/40/100|1x|True|Normal|3|4| -8
3-4| 1 |3.4|6/4.2|361°|0/80/100|1x|True|Normal|4|5| -7

Animation
Name/Label|1x|0.5x
Normal|
|
Offense Up |
|


Overview
Name/Label|Duration|Active Hitboxes|IASA
Forward Smash |60|14-16|47

Hitbox Data
Forward Smash (Up)
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|14-16| 3 |4|17/11.9|361°|60/0/85|1x|False|Normal|9|8| -23
|14-16| 2 |4|17/11.9|361°|55/0/85|1x|False|Normal|9|8| -23
|14-16| 1 |4|17/11.9|361°|50/0/85|1x|True|Normal|9|8| -23
|14-16| 0 |3.7|17/11.9|361°|45/0/85|1x|True|Normal|9|8| -23 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|14-16| 3 |4|25/29.4|361°|60/0/65|1x|False|Normal|13|16| -24
|14-16| 2 |4|25/29.4|361°|55/0/65|1x|False|Normal|13|16| -24
|14-16| 1 |4|25/29.4|361°|50/0/65|1x|True|Normal|13|16| -24
|14-16| 0 |4|25/29.4|361°|45/0/65|1x|True|Normal|13|16| -24

Forward Smash (Forward)
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|14-16| 3 |4|16/11.2|361°|60/0/85|1x|False|Normal|9|8| -23
|14-16| 2 |4|16/11.2|361°|55/0/85|1x|False|Normal|9|8| -23
|14-16| 1 |4|16/11.2|361°|50/0/85|1x|True|Normal|9|8| -23
|14-16| 0 |3.7|16/11.2|361°|45/0/85|1x|True|Normal|9|8| -23 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|14-16| 3 |4|24/28.7|361°|60/0/65|1x|False|Normal|12|16| -25
|14-16| 2 |4|24/28.7|361°|55/0/65|1x|False|Normal|12|16| -25
|14-16| 1 |4|24/28.7|361°|50/0/65|1x|True|Normal|12|16| -25
|14-16| 0 |4|24/28.7|361°|45/0/65|1x|True|Normal|12|16| -25

Forward Smash (Down)
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|14-16| 3 |4|15/10.5|361°|60/0/85|1x|False|Normal|8|8| -24
|14-16| 2 |4|15/10.5|361°|55/0/85|1x|False|Normal|8|8| -24
|14-16| 1 |4|15/10.5|361°|50/0/85|1x|True|Normal|8|8| -24
|14-16| 0 |3.7|15/10.5|361°|45/0/85|1x|True|Normal|8|8| -24 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|14-16| 3 |4|23/28|361°|60/0/65|1x|False|Normal|12|15| -25
|14-16| 2 |4|23/28|361°|55/0/65|1x|False|Normal|12|15| -25
|14-16| 1 |4|23/28|361°|50/0/65|1x|True|Normal|12|15| -25
|14-16| 0 |4|23/28|361°|45/0/65|1x|True|Normal|12|15| -25

Animation
Name/Label|1x|0.5x
Normal|
|
Offense Up |
|


Overview
Name/Label|Duration|Active Hitboxes|Head Intangibility
Up Smash |76|21-32|11-20

Hitbox Data
Up Smash
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|21-26| [0-1] |[5, 9]|20/14|95°|50/0/84|1x|True| Electric |10|9/ 13 | -45
|27-32| [0-1] |[5, 10]|16/11.2|95°|48/0/80|1x|True| Electric |9|8/ 12 | -46 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|21-26| [0-1] |[7, 14]|30/31.5|95°|48/0/61|1x|True| Electric |15|19/ 29 | -46
|27-32| 0 |7|24/27.3|95°|48/0/57|1x|True| Electric |12|16/ 24 | -48
|27-32| 1 |15|24/27.3|95°|42/0/57|1x|True| Electric |12|16/ 24 | -48

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA|Next Down Smash
Down Smash 1 |42|20-25|38|26-34
Down Smash 2 |25|4-8|22|-

Hitbox Data
Down Smash 1
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|20-25| 0 |6|17/11.9|361°|40/0/90|1x|False| Electric |9|8/ 12 | -8 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|20-25| 0 |6|26/28.7|361°|40/0/63|1x|False| Electric |13|16/ 24 | -9

Down Smash 2
Normal|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|4-8| 0 |6|14/9.8|361°|30/0/90|1x|False| Electric |8|7/ 10 | -9 Offense Up | Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|4-8| 0 |6|21/25.2|361°|30/0/63|1x|False| Electric |11|15/ 22 | -11

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Neutral Air |48|4-5, 7-8, 10-11, 13-14, 16-19|44|16/8/4|1-3, 33-48
Landing |16/8 |1-2/1 |-|-|-

Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
4-5, 7-8, 10-11, 13-14| 0, 2 |3.75|2/1.4|110°|0/20/130|1x|False|Normal|2|3| -14 / -6 / -20
4-5, 7-8, 10-11, 13-14| 1, 4 |3.75|2/1.4|210°|0/20/100|1x|False|Normal|2|3| -14 / -6 / -20
16-19|[ 0 - 1 ]|[2.5, 7.5]|6/4.2|35°|10/0/143|1x|False| Electric |4|5/ 7 | -12 / -4 / -13

Landing
Duration |ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
1-2/1|0-2|3.5|4/2.8|361°|40/0/100|1x|False| Electric |3|4/ 6 | -12 / -4

*Format is: Normal/L-Cancel/Auto-cancel
**Format is: Normal/L-Cancel


Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Forward Air |47|5-10|33|15/7/4|32-47

Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-6| [0-1] |[4.1, 3.69]|8/5.6|55°|36/0/93|1x|True|Normal|5|5| -10 / -2 / -24
5-6| 2 |3.5|12/8.4|55°|36/0/95|1x|False| Electric |7|7/ 10 | -8 / ±0 / -22
7-10| 0-1 |3|7/4.9|55°|36/0/94|1x|True|Normal|5|5| -10 / -2 / -20
7-10| 2 |2.75|8/5.6|55°|36/0/93|1x|False| Electric |5|5/ 7 | -10 / -2 / -20

*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Back Air |49|12-16|48|20/10/4|1-2, 36-49

Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
12-16| 0 |3|12/8.4|361°|20/0/100|1x|True|Normal|7|7| -13 / -3 / -16
12| 1 |3|15/10.5|361°|20/0/100|1x|True| Electric |8|8/ 12 | -12 / -2 / -19
13-16| 1 |3|15/10.5|300°|20/0/80|1x|True| Electric |8|8/ 12 | -12 / -2 / -15

*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Up Air |45|5-9|28|15/7/4|1-3, 28-45

Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-9| [0-1] |[2.8, 5.74]|10/7|70°|20/0/100|1x|True|Normal|6|6| -9 / -1 / -16

*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Down Air |43|4-6, 11-13, 19-21|43|18/9/4|1-3, 30-43

Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage *
4-6| [0-1] |[3.25, 4.5]|5/3.5|270°|35/0/35|1x|True|Normal|Grounded|4|4| -14 / -5 / -23
4-6| [2-3] |[3.25, 4.5]|5/3.5|365°|0/30/100|1x|True|Normal|Aerial|-|4|-
11-13| [0-1] |[3.25, 4.5]|5/3.5|270°|35/0/35|1x|True|Normal|Grounded|4|4| -14 / -5 / -16
11-13| [2-3] |[3.25, 4.5]|5/3.5|365°|0/30/100|1x|True|Normal|Aerial|-|4|-
19-21| [0-1] |[4.5, 5.5]|5/3.5|270°|35/0/150|1x|True| Electric |-|4|4/ 6 | -14 / -5 / -8

*Format is: Normal/L-Cancel/Auto-cancel

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|Landing Lag
Zair |59|8-11|15

Hitbox Data
Zair
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
8-11| 0 |4|8/6.3|70°|30/0/70|1x|True|Normal|5|5

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|IASA
Charge |16-135|14-15|-
Full Charge Endlag |39|-|-
Interrupted Charge Endlag |25|-|22
Burst |39|2-3|-

Hitbox Data
Charge
Duration|ID|Size|Damage|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
14-15| 0 |15|0|10°|65/11/0|0x|False|Normal|1|0

Burst
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-3| 0 |7|10/7|60°|50/0/100|1x|False| Electric |6|6/ 9 | -31

Image
Article


Overview
Name/Label|Duration|Active Hitboxes|IASA|PK Freeze Thrown|Landing Lag
Grounded PK Freeze (Animation) |77|-|43|24|-
Aerial PK Freeze (Animation) |45|-|35|14|13
PK Freeze (Article) |22|2-22|-|-

Hitbox Data
PK Freeze (Article)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
2-22| 0 |2.099983|5/3.5|70°|45/0/29|0.5x|True|None|4|8

Animation
1x|0.5x
|


Grounded Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Landing Lag
Startup |19|-|-|-
Control |108|-|-|-
Hit Self |38|1-23, 25|1-2|30
Hit Nothing |40|-|-|-

Aerial Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Landing Lag
Startup |10|-|-|-
Control |108|-|-|-
Hit Self |38|1-23, 25|1-2|30
Hit Nothing |24|-|-|30

Hitbox Data
Thunder
Part|Duration|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
Head |1-108|5.5|10/7|75°|70/0/45|1.5x|True| Electric |6|1/ 2 |48
Tail |1-108|2.46|1/0.7|80°|4/0/40|1.5x|False| Electric |2|1/ 2 |48

Hit Self
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
1-2| 0-1 |8.2|8/5.6|365°|0/50/130|0.7x|True| Electric |5|5/ 7 |-
3-23| [0-1] |[4.5, 6.25]|3/2.1|365°|0/50/130|0.7x|True|Normal|3|4|4
25| [0-1] |[6, 7.5]|8/5.6|361°|40/0/135|1x|True| Electric |5|10/ 15 |-

Animation
1x|0.5x
|


Overview
Name/Label|Duration|Active Hitboxes|Releasable|Jump Cancel
PSI Magnet |26|5-6 , 8 * |7|9 ** Absorb |20|-|-|-

Hitbox Data
PSI Magnet: Grounded Loop
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-6 * | [0-1] |[3.8, 4.1]|2/1.4|80°|0/30/80|1x|False|Normal|2|3| -19

PSI Magnet: Aerial Loop
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Shield Advantage
5-6 * | [0-1] |[3.8, 4.1]|2/1.4|80°|0/30/80|1x|False|Normal|Grounded|2|3| -19
5-6 * | [2-3] |[3.8, 4.1]|2/1.4|240°|0/30/80|1x|False|Normal|Aerial|-|3|-

PSI Magnet: Release
Duration|ID|Size|Damage (Hit/Shield)|Angle|KB Units (0%/100%)|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun (0%/100%)|Shieldstun|Hitlag|Shield Advantage| Jump Cancel Shield Advantage
8| [0-1] |[3.8, 4.1]|6/4.2|127°|92.816/126.416|80/0/60|1x|False| Electric |37/50|4|5/ 7 | -14 | +4

*Loops every 10 frames
**Release hitbox occurs after 1 frame, jump cancelable after 2 frames


Animation
Name/Label|1x|0.5x
Standing Grab |
|
Dash Grab |
|
Pivot Grab |
|
Grab Pummel |
|


Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes|IASA
Standing Grab |57|-|11-14|56
Dash Grab |79|-|15-23|-
Pivot Grab |49|-|13-16|-
Grab Pummel |24|10|-|-

Hitbox Data
Grab Pummel
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
10| 0 |4|3/2.1|361°|0/40/100|1x|False|Normal|3|4| -11

Overview
Name/Label|Duration|Active Hitboxes|Thrown
Back Throw |50|-|20
Forward Throw |37|-|17
Up Throw |63|9-10, 17-18, 25-26, 33-34|40
Down Throw |42|-|21

Hitbox & Throw Data
Back Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
20|10|45°|70/0/75|True

Forward Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
17|10|45°|65/0/50|True

Up Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
9-10, 17-18, 25-26, 33-34| 0 |4.5|1/0.7|90°|0/0/0|0x|False|None|2|0
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
40|8|90°|75/0/110|True

Down Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
21|7|75°|85/0/50|True

Animation
1x


Overview
Name/Label|Duration|Active Hitboxes|Wess Dance Window
Down Taunt |69|-|3
Wess Dance |1507|1373-1375|-

Hitbox Data
Wess Dance
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
1373-1375| 0 |30|50/77|75°|100/0/100|0x|False|Paralyze|24|2| -93

Overview
Name/Label|Duration|Intangibility|IASA|Landing Lag
Spot Dodge |30|2-18|28|-
Roll Dodge |31|4-19|-|-
Air Dodge |49|4-29|-|10

Tech |26|-|1-20|-
Tech Roll |40|-|1-20|-

Overview
Name/Label|Duration|Intangibility|Occupancy|Active Hitboxes
Ledge Stand (<100%) |34|1-30|1-34|-
Ledge Stand (>100%) |59|1-55|1-44|-
Ledge Roll (<100%) |49|1-26|1-40|-
Ledge Roll (>100%) |79|1-57|1-54|-
Ledge Attack (<100%) |55|1-21|1-42|24-26
Ledge Attack (>100%) |69|1-36|1-50|40-44
Ledge Jump (<100%) |14|1-14|1-14|-
Ledge Jump (>100%) |18|1-18|1-18|-

Hitbox Data
Ledge Attack (<100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
24-26| [0-1] |[3.5, 4.1]|8/6.3|361°|70/0/50|1x|False|Normal|5|5| -26
24-26| [2-3] |[3.28, 2.8]|6/4.9|361°|70/0/50|1x|False|Normal|4|5| -27

Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
40-44| [0-3] |[3, 3.5, 3.28, 2.8]|10/7.7|361°|70/0/50|1x|False|Normal|6|6| -23
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.

Hitbox Data Overhaul 2 [11/27/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage

Hitbox Data Overhaul 1 [8/23/15]
- Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
- Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
- Added the full hitbox duration for hitboxes that just had an ellipses instead.

3.6 Update! [8/16/15]
- Includes all 3.6 changes.

Zair Update [8/2/15]
- Added a section for Zair underneath Down Air.

3.6 Beta Update! [6/24/15]
- Includes all 3.6 Beta changes.
- Subactions merged together when possible to greatly improve ease of reading.
- All Grab GIFs have been updated to share the same camera angle.
Are the Hitbox GIFs still active somewhere?
 
Top Bottom