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Data Ness Hitboxes and Frame Data

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
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
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
Ness's grab is even more depressing when you can see its range...

That gif pretty much confirms that PK Flash is definitely the most bad *** video game visual on the planet, though. I wish I could make it my screen saver or something...
 

Mr.Jackpot

Smash Lord
Joined
Mar 30, 2011
Messages
1,727
Location
WA
It looks cool but it's hard to believe it's only that circle in the middle :(
 

Mr.Jackpot

Smash Lord
Joined
Mar 30, 2011
Messages
1,727
Location
WA
Oops, should've asked for this two months ago but an air PK fire any different from a ground PK Fire other than the angle?
 

PSI-Apocalypse

Smash Apprentice
Joined
Jul 8, 2013
Messages
82
Location
Mexico
I have some questions, what's auto cancel?, it's something like L-canceling?, another question what's IASA?
 

.K1

Smash Apprentice
Joined
Oct 23, 2013
Messages
89
Location
SoCal
So.....does anyone know Ness' frame advantage from DJC aerials? What are his "safest" DJC aerials? For example, if I do something like DJC fair / bair / nair, then I jab after my L cancel, can I be grabbed inbetween my aerial and my jab?
 

Oddyesy

Smash Ace
Joined
Jul 15, 2013
Messages
954
Location
Dallas, Texas
NNID
Oddyesy
I have some questions, what's auto cancel?, it's something like L-canceling?, another question what's IASA?
Autocancel is like L cancelling, but automatically, yeah. IASA stands for Interruptable As Soon As, and means that starting on that frame you can do another move to cancel the animation and do something else.

Oh man this reply was really punctual
 

Ganreizu

Smash Ace
Joined
Apr 22, 2010
Messages
670
Autocancel is like L cancelling, but automatically, yeah.
Not really. Auto cancels are a LOT less frames than a majority of L-cancels and has the same animation as landing normally so it doesn't mean that you never have to input L-cancel with that move, it just means you don't have to during the window that you're able to auto-cancel.
 

Oddyesy

Smash Ace
Joined
Jul 15, 2013
Messages
954
Location
Dallas, Texas
NNID
Oddyesy
Not really. Auto cancels are a LOT less frames than a majority of L-cancels and has the same animation as landing normally so it doesn't mean that you never have to input L-cancel with that move, it just means you don't have to during the window that you're able to auto-cancel.
Well I failed to get into the details, but yeah.
 

Peléo

Smash Rookie
Joined
Jun 13, 2013
Messages
11
Are Ness invincible frames on u-tilt useful in any way? I sometimes use WD utilt as a DJC bair mixup, but that is all.
 

Fenrikaz

Smash Rookie
Joined
Jan 22, 2014
Messages
13
Just ask for what ever help you need. We ness mains are in this together!
 

Baldrdash

Smash Rookie
Joined
Dec 5, 2015
Messages
15
Interesting note for spacing out his dash attack, the first hit of the dash attack (the one closest to his body) Spikes downward. the second hit (the middle point) does no knockback at low percents and at higher percents knocks away from Ness. The last hit (furthest away from him) launches upward and combos well into fair or nair. If someone wants to get the specific data on this, it would be great.
 

Ten of Nine

Smash Apprentice
Joined
Mar 6, 2016
Messages
172
Location
South
Something interesting and important to note about PK flash.

That middle hitbox gets much MUCH larger the longer you hold it, at max hold time it's about triple in size.

- Edit -
Also very much worth mentioning; Ness's Nair is in a rare group with Pichu and Pikachu's Nair - It's strong hit lasts 8 FRAMES! All other Nairs only last 2-4 frames on the strong hit before becoming weak.
 
Last edited:
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