standardtoaster
Tubacabra
Credits to SuperDoodleMan for most of the frame data.
Images compiled and edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Jab 1
Total: 19
Hit: 3-4
Window of the second punch: 3-25
_____
Jab 2
Total: 20
Hit: 4-5
Window of the Kick: 2-25
_____
Jab 3
Total: 30
Hit: 7-10
_____
Forward Tilt
Total: 34
Hit: 7-11
_____
Up Tilt
Total: 39
Hit: 5-9
Head invincible: 5-6
IASA: 32
_____
Down Tilt
Total: 13
Hit: 3-5
IASA(dtilt into dtilt): 8
_____
Dash Attack
Total: 41
Hit: 8, 15, 22
IASA: 40
_____
Forward Smash
Total: 49
Charge frame: 10
Hit: 16-17
Reflects: 16-17
_____
NOTE ON YOYO SMASHES
If you hit your opponent while the
smash is charging, you may still hit
them with the smash when it releases.
Also, you cannot charge the yoyo
smashes if the yoyo is hanging too
far over an edge.
Also, the yoyo smashes continue
instantaneously upon the release of
A, whereas all other smashes delay 1
frame before continuing.
_____
Down Smash
Total: 61
Charge frame: 13
Hit: 12-31
IASA: 59
_____
Up Smash
Total: 49
Charge frame: 13
Hit: 12,13(if you charge), 14-31
--YOYO TRAP GLITCH--
If you hit your opponent with either
the first part or the charging part,
you can cause Ness to leave the
hitbox from the main yoyo swing in
the last place his yoyo was. It's
complicated, and I won't go into it.
Here's WHEN you need to release the
charging yoyo:
STRONG HIT
12 - hit
12 - stun 1
12 - stun 2
12 - stun 3
12 - stun 4
12 - stun 5
13
13 - charging 1
13 - charging 2
13 - charging 3
13 - charging 4
13 - charging 5
13 - charging 6 YES
13 - charging 7 YES
13 - charging 8 YES
13 - charging 9 YES
13 - charging 10 YES
13 - charging 11 YES
WEAK HIT
13 - hit
13 - charging 1
13 - charging 2
13 - charging 3
13 - charging 4
13 - charging 5
13 - charging 6
13 - charging 7
13 - charging 8
13 - charging 9
13 - charging 10 YES
13 - charging 11 YES
13 - charging 12 YES
13 - charging 13 YES
13 - charging 14 YES
13 - charging 15 YES
For more info, check out the topic
http://www.smashboards.com/
showthread.php?s=&threadid=48717
_____
Neutral Air
Total: 39
Hit: 5-23
IASA: 36
Auto Cancel: <4 27>
Landlg: 22
L-Cancelled: 11
_____
Up Air
Total: 45
Hit: 8-11
IASA: 42
Auto Cancel: <7 27>
Landlag: 18
L-Cancelled: 9
_____
Back Air
Total: 39
Hit: 10-19
IASA: 36
Auto Cancel: <9 25>
Landlag: 18
L-Cancelled: 9
_____
Down Air
Total: 59
Hit: 20-28
Auto Cancel: <19 29>
Landlag: 28
L-Cancelled: 14
_____
Forward Air
Total: 41
Hit: 8-10, 11-13, 14-16, 17-19, 20-21
IASA: 40
Auto Cancel: <7 30>
Landlag: 18
L-Cancelled: 9
_____
Ledge stand <100%
Total: 34
Invulnerable: 1-30
_____
Ledge stand 100%>
Total: 59
Invulnerable: 1-55
_____
Ledge roll <100%
Total: 49
Invulnerable: 1-27
_____
Ledge roll 100%>
Total: 79
Invulnerable: 1-56
_____
Ledge attack <100%
Total: 55
Hit: 24-36
Invulnerable: 1-20
_____
Ledge attack 100%>
Total: 69
Invulnerable: 1-36
Hit: 39-41
_____
Ledge jump <100%
Total: 37
Invulnerable: 1-14
Soonest FF: 44
_____
Ledge jump 100%>
Total: 47
Invulnerable: 1-18
Soonest FF: 48
_____
Down facing getup attack
Total: 49
Hit: 19-20, 25-26
_____
Up facing getup attack
Total: 49
Hit: 20-21, 24-25
_____
Grab
Total: 30
Grab: 8-9
_____
Running Grab
Total: 40
Grab: 10-11
_____
PSI Magnet
Total (minimum): 59
Absorbs: 10-39 (or release+1)
Absorb lag: 18
Release Lag: 21
_____
PK Thunder
Startup: 19
PK Thunder comes out: 20
PK Thunder lasts: 119
Recovery time once PKT is gone: 54
PK Thunder 2
Total: 70
Hit: 1-36
Invincible: 1-9
Landlag: 30
_____
PK Fire
Total: 69
Comes out: 20
Projectile lasts: 20 (19 on ground)
Burning fire hits
Hits: 1-101
Landlag: 30
_____
PK Flash
Total: 109(minimum), 217(maximum)
Upon release
Total: 65
Hit: 20-33
_____
Jump: airborne on frame 5
Air time: 58
Earliest FF: 30
FF air time: 45
SH air time: 34
Earliest FF: 19
SH FF air time: 24
_____
Air dodge
Invulnerable 4-29 out of 48
Ground dodge
invincible 2-18 out of 27
Roll
invulnerable 4-19 out of 31
Landing lag: 4 frames
Dash becomes run at frame 14
Turn-jump Threshold: 25
Run turnaround: 30-31
Images compiled and edited by Standardtoaster.
"Hitbox System" format, method, and organization developed by Stratocaster.
All animated GIF's are at 1/3rd game speed.
Jab 1
Total: 19
Hit: 3-4
Window of the second punch: 3-25
_____
Jab 2
Total: 20
Hit: 4-5
Window of the Kick: 2-25
_____
Jab 3
Total: 30
Hit: 7-10
_____
Forward Tilt
Total: 34
Hit: 7-11
_____
Up Tilt
Total: 39
Hit: 5-9
Head invincible: 5-6
IASA: 32
_____
Down Tilt
Total: 13
Hit: 3-5
IASA(dtilt into dtilt): 8
_____
Dash Attack
Total: 41
Hit: 8, 15, 22
IASA: 40
_____
Forward Smash
Total: 49
Charge frame: 10
Hit: 16-17
Reflects: 16-17
_____
NOTE ON YOYO SMASHES
If you hit your opponent while the
smash is charging, you may still hit
them with the smash when it releases.
Also, you cannot charge the yoyo
smashes if the yoyo is hanging too
far over an edge.
Also, the yoyo smashes continue
instantaneously upon the release of
A, whereas all other smashes delay 1
frame before continuing.
_____
Down Smash
Total: 61
Charge frame: 13
Hit: 12-31
IASA: 59
_____
Up Smash
Total: 49
Charge frame: 13
Hit: 12,13(if you charge), 14-31
--YOYO TRAP GLITCH--
If you hit your opponent with either
the first part or the charging part,
you can cause Ness to leave the
hitbox from the main yoyo swing in
the last place his yoyo was. It's
complicated, and I won't go into it.
Here's WHEN you need to release the
charging yoyo:
STRONG HIT
12 - hit
12 - stun 1
12 - stun 2
12 - stun 3
12 - stun 4
12 - stun 5
13
13 - charging 1
13 - charging 2
13 - charging 3
13 - charging 4
13 - charging 5
13 - charging 6 YES
13 - charging 7 YES
13 - charging 8 YES
13 - charging 9 YES
13 - charging 10 YES
13 - charging 11 YES
WEAK HIT
13 - hit
13 - charging 1
13 - charging 2
13 - charging 3
13 - charging 4
13 - charging 5
13 - charging 6
13 - charging 7
13 - charging 8
13 - charging 9
13 - charging 10 YES
13 - charging 11 YES
13 - charging 12 YES
13 - charging 13 YES
13 - charging 14 YES
13 - charging 15 YES
For more info, check out the topic
http://www.smashboards.com/
showthread.php?s=&threadid=48717
_____
Neutral Air
Total: 39
Hit: 5-23
IASA: 36
Auto Cancel: <4 27>
Landlg: 22
L-Cancelled: 11
_____
Up Air
Total: 45
Hit: 8-11
IASA: 42
Auto Cancel: <7 27>
Landlag: 18
L-Cancelled: 9
_____
Back Air
Total: 39
Hit: 10-19
IASA: 36
Auto Cancel: <9 25>
Landlag: 18
L-Cancelled: 9
_____
Down Air
Total: 59
Hit: 20-28
Auto Cancel: <19 29>
Landlag: 28
L-Cancelled: 14
_____
Forward Air
Total: 41
Hit: 8-10, 11-13, 14-16, 17-19, 20-21
IASA: 40
Auto Cancel: <7 30>
Landlag: 18
L-Cancelled: 9
_____
Ledge stand <100%
Total: 34
Invulnerable: 1-30
_____
Ledge stand 100%>
Total: 59
Invulnerable: 1-55
_____
Ledge roll <100%
Total: 49
Invulnerable: 1-27
_____
Ledge roll 100%>
Total: 79
Invulnerable: 1-56
_____
Ledge attack <100%
Total: 55
Hit: 24-36
Invulnerable: 1-20
_____
Ledge attack 100%>
Total: 69
Invulnerable: 1-36
Hit: 39-41
_____
Ledge jump <100%
Total: 37
Invulnerable: 1-14
Soonest FF: 44
_____
Ledge jump 100%>
Total: 47
Invulnerable: 1-18
Soonest FF: 48
_____
Down facing getup attack
Total: 49
Hit: 19-20, 25-26
_____
Up facing getup attack
Total: 49
Hit: 20-21, 24-25
_____
Grab
Total: 30
Grab: 8-9
_____
Running Grab
Total: 40
Grab: 10-11
_____
PSI Magnet
Total (minimum): 59
Absorbs: 10-39 (or release+1)
Absorb lag: 18
Release Lag: 21
_____
PK Thunder
Startup: 19
PK Thunder comes out: 20
PK Thunder lasts: 119
Recovery time once PKT is gone: 54
PK Thunder 2
Total: 70
Hit: 1-36
Invincible: 1-9
Landlag: 30
_____
PK Fire
Total: 69
Comes out: 20
Projectile lasts: 20 (19 on ground)
Burning fire hits
Hits: 1-101
Landlag: 30
_____
PK Flash
Total: 109(minimum), 217(maximum)
Upon release
Total: 65
Hit: 20-33
_____
Jump: airborne on frame 5
Air time: 58
Earliest FF: 30
FF air time: 45
SH air time: 34
Earliest FF: 19
SH FF air time: 24
_____
Air dodge
Invulnerable 4-29 out of 48
Ground dodge
invincible 2-18 out of 27
Roll
invulnerable 4-19 out of 31
Landing lag: 4 frames
Dash becomes run at frame 14
Turn-jump Threshold: 25
Run turnaround: 30-31