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Data Meta Knight: Hitboxes and Frame Data [3.6]

Chesstiger2612

Smash Lord
Joined
Jun 1, 2013
Messages
1,753
Location
Bonn, Germany
It is 37 frames of intangibility of which the first 8 are non-actionable, after that you can decide to ledgejump, ledgeroll, ledge attack or ledgedrop
 

victinivcreate1

Banned via Warnings
Joined
Dec 6, 2011
Messages
1,628
Location
New York City
NNID
Wiiu4ssb4
3DS FC
3007-8585-6950
I'm kinda confused

When are the hitboxes and cool down frames for

Drill Rush
Mach Tornado
Full DC (with slash) and IDC

Not particularly good at interpreting frame data, and I'm making a comprehensive guide, and I need the data for this.
 

Espi

Smash Journeyman
Joined
Jun 5, 2014
Messages
482
Location
Vancouver, BC
I'm kinda confused

When are the hitboxes and cool down frames for

Drill Rush
Mach Tornado
Full DC (with slash) and IDC

Not particularly good at interpreting frame data, and I'm making a comprehensive guide, and I need the data for this.
I think IDC's hitbox comes out on frame 7. Tornado's hitbox comes out on frame 8 I believe.
 

Chesstiger2612

Smash Lord
Joined
Jun 1, 2013
Messages
1,753
Location
Bonn, Germany
I'm kinda confused

When are the hitboxes and cool down frames for

Drill Rush
Mach Tornado
Full DC (with slash) and IDC

Not particularly good at interpreting frame data, and I'm making a comprehensive guide, and I need the data for this.
Drill Rush: frame 21
Mach tornado: frame 8 totally meant 9
IDC: frame 7 (view Sartron's post). Btw, the input window is a relatively new addition in the frame data thread and it might be that the frame 7 misinformation has spread somehow far already
Full DC: frame 37
 
Last edited:

TheGravyTrain

Smash Ace
Joined
Apr 5, 2014
Messages
866
Location
Ferndale, WA
NNID
Theboyingreen
@ Sartron Sartron
Can you double check down throw's angle? I guess it could be my controller (dolphin), but my opponents (just tested roy) reach the ground earlier with down and away then just away, which shouldn't be the case since its an angle of 50 (not 45).
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
@ Sartron Sartron
Can you double check down throw's angle? I guess it could be my controller (dolphin), but my opponents (just tested roy) reach the ground earlier with down and away then just away, which shouldn't be the case since its an angle of 50 (not 45).
I double checked it, and yes, it is 50 degrees.
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
Could I get a 3.5 Change-log I was certain his up smash used to be 3 frames.

Also I appreciate the work you put into this list. =D

EDIT It was never 3 frames. They literally have a changelog and I read it the day it came out >_<. I should really stay off the internet when I drink
 
Last edited:

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Could I get a 3.5 Change-log I was certain his up smash used to be 3 frames.

Also I appreciate the work you put into this list. =D
What do you mean changelog? 3.5 -> 3.6 beta changelog is on projectmgame.com
Up smash has never been 3 frames :p
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
What do you mean changelog? 3.5 -> 3.6 beta changelog is on projectmgame.com
Up smash has never been 3 frames :p
I shouldn't post when I drink whoops. I literally have no clue what I meant, I must have been smashed.

At least drunk me was courteous enough to thank you. My Canadian is showing
 
Last edited:

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
@ Sartron Sartron , do you have the glide attack frame data in here? I couldn't find it anywhere.
I've added Glide Attack inside of the Up Special section now.

Also, were both of MK's dimensional cape attacks homogenized, or do they simply have the same hitbox and frame data?
There's still a strong and quick down special. They share the same frame data, they just have different hitbox damages. Although technically the difference is that the strong one appears frame 37 and the weaker one is as early as frame 11.
 
Last edited:

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
Sorry, I should have been more explicit. As of 3.0, if MK was facing, say, right, and he ended his DC by pressing the C-stick right (so he flashes forwards), he would swing his sword in (and his ending pose would be holding the sword across his chest). However, if in this same scenario he ended his DC by pressing the stick left (so he flashes backwards), he would swing his sword outwards (his pose would have his sword arm outstretched). All of this assumes that he ended it facing right as well. Do you know what I'm talking about?
 

Sartron

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Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Sorry, I should have been more explicit. As of 3.0, if MK was facing, say, right, and he ended his DC by pressing the C-stick right (so he flashes forwards), he would swing his sword in (and his ending pose would be holding the sword across his chest). However, if in this same scenario he ended his DC by pressing the stick left (so he flashes backwards), he would swing his sword outwards (his pose would have his sword arm outstretched). All of this assumes that he ended it facing right as well. Do you know what I'm talking about?
Ah, I know what you're talking about. Regardless of the animation you get, the hitboxes and frame data are the same.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Fixed, accidentally copy pasted the wrong thread to fix the thread now that collapse is broken by the smashboards update.
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
jab is +2 on shield?! jesus i need to use this!
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.

TLDR
Jab isn't safe on shield.
 
Last edited:

Taytertot

Smash Ace
Joined
Feb 7, 2014
Messages
658
Location
Seattle, WA
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.

TLDR
Jab isn't safe on shield.
oh then i misunderstood the info on there. that makes more sense.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Hold on there, you stop slicing at frame 25 but you're stuck in the animation until 36 since it has no ISA. So its still not safe on shield. Since they have 9+ frames to punish you. It's fairly easy to misinterpret the frame data without looking at the whole picture.

TLDR
Jab isn't safe on shield.
oh then i misunderstood the info on there. that makes more sense.
Those advantages are actually leftovers I seem to have skimmed over back when I used to organize data by subaction. I've updated it to be accurate now, my apologies and thanks for noticing.
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
• 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.
• All hitbox/throw calculations are done on the assumption of hitting/throwing a weight of 100 at 0 damage.
• 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.



Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Jab |36|7-8, 11-12, 15-16, 20-21, 24-25
Hitbox Data
Jab
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7-8| 1 |4.09|2/1.4|60°|25/0/40|1x|False|Slash|2|3| -27
7-8| 2 |4.099983|1/0.7|60°|25/0/40|1x|False|Slash|2|3| -27
11-12| 0 |4.099983|2/1.4|120°|25/0/40|1x|False|Slash|2|3| -23
11-12| 1 |4.099983|1/0.7|120°|25/0/40|1x|False|Slash|2|3| -23
15-16| 0 - 1 |4.099983|2/1.4|120°|25/0/40|1x|False|Slash|2|3| -19
15-16| 2 |4.099983|1/0.7|120°|25/0/40|1x|False|Slash|2|3| -19
20-21| 0 |4.099983|2/1.4|120°|25/0/40|1x|False|Slash|2|3| -14
20-21| 1 |4.099983|1/0.7|120°|25/0/40|1x|False|Slash|2|3| -14
24-25|[ 0 - 2 ]|[6, 7.5, 6]|3/2.1|361°|40/0/100|1x|False|Slash|3|4| -9
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Dash Attack |37|4-14
Hitbox Data
Dash Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4-7| 0 |3.444|8/5.6|60°|40/0/88|1x|True|Normal|5|5| -28
4-7| 1 |3.444|7/4.9|70°|40/0/88|1x|True|Normal|5|5| -28
4-7| 2 |3.444|6/4.2|80°|40/0/88|1x|True|Normal|4|5| -29
8-14| 0 |3.444|3/2.1|60°|20/0/88|1x|True|Normal|3|4| -26
8-14| 1 |3.444|3/2.1|70°|20/0/88|1x|True|Normal|3|4| -26
8-14| 2 |3.444|3/2.1|80°|20/0/88|1x|True|Normal|3|4| -26
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Next Forward Tilt
Forward Tilt 1 |23|3-4|9-23
Forward Tilt 2 |27|2-3|8-27
Forward Tilt 3 |34|3-4|-
Hitbox Data
Forward Tilt 1
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
3-4| [0-2] |[3.28, 4.25, 4.5]|4/2.8|70°|0/0/100|1x|False|Slash|3|4| -17
Forward Tilt 2
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
2-3| [0-2] |[3.28, 4.25, 4.5]|3/2.1|70°|0/0/100|1x|False|Slash|3|4| -22
Forward Tilt 3
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
3-4| 0 |6|5/3.5|70°|50/0/113|1x|False|Slash|4|4| -27
3-4| 1 |6|5/3.5|65°|50/0/113|1x|False|Slash|4|4| -27
3-4| 2 |6|4/2.8|50°|50/0/113|1x|False|Slash|3|4| -28
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Up Tilt |27|7-18
Hitbox Data
Up Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
7| 0 |5.74|7/4.9|85°|40/0/120|1x|False|Slash|5|5| -15
8-12| 0 |6.05|6/4.2|85°|35/0/120|1x|False|Slash|4|5| -15
8-18| 1 |4.92|7/4.9|85°|35/0/145|1x|False|Slash|5|5| -14
8-18| 2 |4.92|8/5.6|85°|35/0/130|1x|False|Slash|5|5| -14
13-18| 0 |4.92|6/4.2|85°|35/0/120|1x|False|Slash|4|5| -10
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Down Tilt |28|6-7|20
Hitbox Data
Down Tilt
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
6-7| [0-1] |[4.1, 3.5]|7/4.9|80°|64/0/60|1x|False|Slash|5|5| -8
6-7| [2-3] |[3.28, 2.5]|5/3.5|37°|20/0/116|1x|False|Slash|4|4| -9
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Forward Smash |48|24-25
Hitbox Data
Forward Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
24-25|[ 0 , 1-3 ]|[ 5.5 ], 4.92 ]|16/11.2|361°|30/0/110|1x|False|Slash|9|8| -15
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Up Smash |44|8-9, 12-13, 17-18
Hitbox Data
Up Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
8-9| 0 |4.099983|4/2.8|90°|0/80/100|0.8x|False|Slash|3|4| -33
8-9| 1-2 |6|4/2.8|115°|30/40/100|0.8x|False|Slash|3|4| -33
8-9| 3 |6|4/2.8|90°|30/0/100|0.8x|False|Slash|3|4| -33
12-13| 0 |4.099983|3/2.1|90°|0/90/100|0.8x|False|Slash|3|4| -29
12-13| 1-2 |6|3/2.1|115°|20/30/100|0.8x|False|Slash|3|4| -29
12-13| 3 |6|3/2.1|90°|20/0/100|0.8x|False|Slash|3|4| -29
17-18|[ 0 , 3 ]|[6.97, 6.5]|5/3.5|90°|40/0/185|1x|False|Slash|4|4| -23
17-18| 1-2 |6.5|5/3.5|70°|40/0/185|1x|False|Slash|4|4| -23
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes
Down Smash |43|5-6, 14-15
Hitbox Data
Down Smash
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
5-6| [0-3] |[4.51, 4.263967, 4.018, 3.772]|13/9.1|361°|50/0/80|1x|False|Slash|7|7| -31
14-15| [0-3] |[4.51, 4.263967, 4.018, 3.772]|13/9.1|361°|50/0/93|1x|False|Slash|7|7| -22
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Neutral Air |55|3-28|43|17/8/4|1-2, 36-55
Hitbox Data
Neutral Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
3-6| [0-2] |[3.5, 7, 3]|12/8.4|361°|30/0/100|1x|False|Slash|7|7| -10 / -1 / -26
7-15| [0-2] |[3.5, 5, 3]|9/6.3|361°|15/0/100|1x|False|Slash|6|6| -11 / -2 / -18
16-28| [0-2] |[3.5, 3, 0]|4/2.8|361°|10/0/100|1x|False|Slash|3|4| -14 / -5 / -8
*Format is: Normal/L-Cancel/Auto-cancel
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Forward Air |46|6-7, 10-11, 13-14|34|18/9/4|1-3, 31-46
Hitbox Data
Forward Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
6-7| 0 |3.28|3/2.1|361°|0/115/30|1x|False|Slash|3|4| -15 / -6 / -24
6-7| 1 |5.5|3/2.1|95°|0/115/30|1x|False|Slash|3|4| -15 / -6 / -24
6-7| 2 |3.28|3/2.1|75°|0/115/30|1x|False|Slash|3|4| -15 / -6 / -24
6-7| 3 |3.28|3/2.1|285°|0/115/30|1x|False|Slash|3|4| -15 / -6 / -24
10-11| 0 |3.28|3/2.1|361°|0/115/30|1x|False|Slash|3|4| -15 / -6 / -20
10-11| 1 |5.5|3/2.1|95°|0/115/30|1x|False|Slash|3|4| -15 / -6 / -20
10-11| 2 |3.28|3/2.1|75°|0/115/30|1x|False|Slash|3|4| -15 / -6 / -20
10-11| 3 |3.28|3/2.1|285°|0/115/30|1x|False|Slash|3|4| -15 / -6 / -20
13-14|[ 0 - 3 ]|[3.7, 6.15, 4.1, 4.1]|4/2.8|361°|30/0/130|1x|False|Slash|3|4| -15 / -6 / -17
*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 |38|10-11|36|16/8/4|1-5, 32-38
Hitbox Data
Back Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
10-11| 0-3 |5|14/9.8|361°|30/0/100|1x|False|Slash|8|7| -8 / ±0 / -16
*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 |39|5-6|23|15/7/4|1-4, 19-39
Hitbox Data
Up Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
5-6| 0-1 |5.5|8/5.6|78°|40/0/105|1x|False|Slash|5|5| -10 / -2 / -11
5-6| 2-3 |5|8/5.6|60°|40/0/105|1x|False|Slash|5|5| -10 / -2 / -11
*Format is: Normal/L-Cancel/Auto-cancel
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag * |Auto-cancel Window
Down Air |39|12-13|16/8/4|1-11, 37-39
Hitbox Data
Down Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage *
12-13| 0-2 |4.5|14/9.8|35°|30/0/80|1x|False|Slash|8|7| -8 / ±0 / -19
12-13| 3 |5.8|11/7.7|361°|20/0/90|1x|False|Slash|6|6| -10 / -2 / -21
*Format is: Normal/L-Cancel/Auto-cancel
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag
Mach Tornado |87-94|9-55, 1-4* |30
Hitbox Data
Tornado
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Target|Shieldstun|Hitlag|Rehit Rate
9-55| 0 |5|1/0.7|110°|40/0/0|1x|False|Slash|Aerial|-|3|4
9-55| 1-2 |7|1/0.7|110°|40/0/0|1x|False|Slash|Aerial|-|3|5
9-55| 3 |8|1/0.7|90°|30/0/0|1x|False|Slash|-|2|3|5
Endlag: Ground
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
1-4* |1|9.02|5/3.5|90°|50/0/128|1x|False|Slash|4|4
Endlag: Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
1-4* |1|9.02|5/3.5|70°|50/0/140|1x|False|Slash|4|4
*Endlag hitbox occurs 1 frame after Tornado ends
Animation
State|1x|0.5x
Ground|
|

Air|
|
Overview
Name/Label|Duration|Active Hitboxes|Landing Lag
Drill Rush |69|21-40, [41-42, 41-45] |30
Hitbox Data
Drill
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Rehit Rate
21-40| 0 |3.5|1/0.7|365°|60/0/50|1x|False|Slash|2|3|4
21-40| 1 |3.5|1/0.7|35°|60/0/50|1x|False|Slash|2|3|4
21-40| 2 |4.5|1/0.7|365°|40/0/50|1x|False|Slash|2|3|4
21-40| 3 |3|1/0.7|15°|70/0/50|1x|False|Slash|2|3|4
Endlag: Ground
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
41-42| 0 |4|6/4.2|97°|30/0/115|1x|False|Slash|4|5| -24
41-42| 1 |5.75|6/4.2|97°|30/0/115|1x|False|Slash|4|5| -24
Endlag: Air
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
41-45| 0 |5.5|6/4.2|93°|30/0/115|1x|False|Slash|4|5
41-45| 1 |6|6/4.2|93°|30/0/115|1x|False|Slash|4|5
*Format is: [Grounded, Aerial]
Animation
State|1x|0.5x
Ground|
|

Air|
|

-|
|
Grounded Overview
Name/Label|Duration|Active Hitboxes
Grounded Shuttle Loop |31|8-12, 22-31
Aerial Overview
Name/Label|Duration|Active Hitboxes
Aerial Shuttle Loop |37|8-37
Other
Name/Label|Duration|Active Hitboxes|Landing Lag
Edge Slide |30|-|-
Glide Attack |24|5-6|30
Hitbox Data
Grounded Shuttle Loop
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
8-9| 0 |5.576|9/6.3|75°|85/0/90|1x|False|Slash|6|6
8-9| 1 |5.576|9/6.3|70°|85/0/90|1x|False|Slash|6|6
10-12| 0 - 1 |4.92|6/4.2|70°|70/0/30|1x|False|Slash|4|5
21-31| 0 |4.1|6/4.2|110°|70/0/100|1x|False|Slash|4|5
Aerial Shuttle Loop
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
8-9| 0 |5.74|9/6.3|80°|90/0/90|1x|False|Slash|6|6
10-37| 0 |5.74|5/3.5|361°|30/0/80|1x|False|Slash|4|4
Glide Attack
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
5-6| [0-2] |[4.92, 4.92, 7.4]|13/9.1|70°|40/0/105|1x|False|Slash|7|7
Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|Intangibility|IASA|Sword Slash Window|Landing Lag
Startup |31|-|23-31|-|5-31|-
Sword Slash |55|6-7|-|-|-|20
No Slash |35|-|-|15 * |-|20
Hitbox Data
Sword Slash
:GCA:|Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
|6-7|[ 0 - 1 ]|[6.5, 5.2]|14/9.8|361°|40/0/103|1x|False|Slash|8|11| -46
:GCB:| Duration | ID | Size | Damage (Hit/Shield) | Angle | BKB/WDSK/KBG | SDI Multiplier | Clang | Effect | Shieldstun | Hitlag | Shield Advantage
|6-7|[ 0 - 1 ]|[6.5, 5.2]|16/11.2|361°|50/0/100|1x|False|Darkness|9|13| -44
*Grounded only
Animation
Name/Label|1x|0.5x
Standing Grab |
|
Dash Grab |
|
Pivot Grab |
|
Grab Pummel |
|
Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes
Standing Grab |30|-|7-8
Dash Grab |39|-|8-9
Pivot Grab |35|-|9-10
Grab Pummel |23|4|-
Hitbox Data
Grab Pummel
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
4| 0 |5.5|3/2.1|80°|0/30/100|1x|False|Slash|3|4| -16
Overview
Name/Label|Duration|Active Hitboxes|Thrown
Back Throw |34|14|17
Forward Throw |27|4|5
Up Throw |72|-|44
Down Throw |69|11-13, 17-19, 23-25, 29-31, 35-37, 49|50
Hitbox & Throw Data
Back Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
14| [0-1] |[6, 4]|7/4.9|361°|10/0/100|1x|False|Slash|5|5
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
17|3|45°|60/0/140|True
Forward Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
4| [0-1] |[6, 5]|6/4.2|361°|10/0/100|1x|False|Normal|4|5
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
5|3|65°|50/0/140|False
Up Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
44|12|90°|70/0/60|False
Down Throw
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
11-13, 17-19, 23-25, 29-31, 35-37| 0 |5|1/0.7|270°|0/10/100|0x|False|Normal|2|3
49| 0 |7|3/2.1|90°|50/0/200|1x|False|Normal|3|4
Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
50|1|50°|30/0/200|False
Animation
1x|0.5x
|
Overview
Name/Label|Duration|IASA
Up Taunt |119|101
Meta Knight's hurtboxes get insanely disjointed above him. Try having Peach down smash them to test it out. :cheep:
Overview
Name/Label|Duration|Intangibility|IASA|Landing Lag
Spot Dodge |31|2-18|28|-
Roll Dodge |31|4-19|-|-
Air Dodge |39|4-29|-|10

Tech |26|1-20|-|-
Tech Roll |40|1-20|-|-
Overview
Name/Label|Duration|Intangibility|Occupancy|Hitboxes
Ledge Stand (<100%) |34|1-30|1-34|-
Ledge Stand (>100%) |59|1-55|1-44|-
Ledge Roll (<100%) |49|1-31|1-40|-
Ledge Roll (>100%) |79|1-62|1-54|-
Ledge Attack (<100%) |55|1-23|1-42|25-28
Ledge Attack (>100%) |69|1-42|1-50|39-42
Ledge Jump (<100%) |15|1-15|1-15|-
Ledge Jump (>100%) |19|1-19|1-19|-
Hitbox Data
Ledge Attack (<100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
25-28| 0-1 |5|9/7|361°|70/0/50|1x|False|Slash|6|6| -24
25-28| 2-3 |5|7/5.6|361°|70/0/50|1x|False|Slash|5|5| -25
Ledge Attack (>100%)
Duration|ID|Size|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag|Shield Advantage
39-42| 0-1 |5|10/7.7|361°|70/0/50|1x|False|Slash|6|6| -24
39-42| 2-3 |5|9/7|361°|70/0/50|1x|False|Slash|6|6| -24
Code:
Hitbox Data Overhaul 2 [11/28/15]
- Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage

Hitbox Data Overhaul 1 [9/16/15]
- 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.

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

Glide Attack Update [8/2/15]
- Added Glide Attack in the Up Special section.

Misc. Update [7/31/15]
- Edge slide added to up special section.

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 the Gifs are broken atm. Not sure why.
 
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