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Data Sheik Frame Data Thread [3.6]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.
*Values separated by comma (,) denotes multiple hits. [Data] in brackets denotes multiple hit bubbles with different attributes in one move.
*Values (+n) denotes shield damage



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

Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
Projectile Advantage = ((Hit/Block)Stun + Hitlag) - (Recovery - Projectile Start Up) - 1)

*All values are based on the target's damage percent being 0%.

Normals [NRM]
Move Name|Nickname|Damage|Startup|Active| Recovery|IASA|On Block|On Hit
Slicing Blade|Jab|4|1|2|19|15|-16|-14
Jab1 Window @ 8f|Jab 2|3|2|3|21|16|-19|-17
Jab2 Window @ 8f|Loop|1|7|*|9|---|-6|-3
Wheel Kick|F-Tilt|7|4|6|26|26|-26 |-7
Bow Form|U-Tilt|8, 4|4|6[8]6|20|25|-21|-11
Crouching Sweep|D-Tilt|8|4|4|22|27|-20|-5
Gale Form|Dash Attack|10(+1), 7(+1)|5|7|26|35|[-26, -27]|[-9, -18]
Double Snake|F-Smash|6, 9|13|2[12]3|30|39|-26| -2
Razor Wing| U-Smash|17(+4), 13|10|1[1]3|29|36|-24|-4
Windmill|D-Smash|13,10,10|4|5[6]4[2]3|31|43|-27|-12
Move Name| Nickname| Damage|Startup|Active|Recovery|Landing Recovery|IASA|Auto Cancel|On Block
Falling Leaves|N-Air|[14,10,9]|2|28|19|16/8/4| 41|<2, >24|-9/-1/3, -10/-2/2
Hatchet|F-Air|13|4|3|27|16/8/4| 33|<4, >10|-9/-1/3
Flying Swallow| B-Air| [8,10,14], [6,7,9,10]|3| 23| 17|16/8/4|---|<3, >24|[-11/-3/3]~[-9/-1/1]
Vortex Form|U-Air|12,9|4|16|18|24/12/4| 41|<3, >24|-18/-6/2
Butcher Bird| D-Air|11|4|19|13|20/10/4|---|<2|-14/-4
Specials [SPC]
Move Name| Nickname|Damage|Startup |Active|Recovery|IASA|On Block|On Hit
Needle Storm|Neutral-B|3(18 * )|8|---|41(8 ** )|---|5(25)|8(43)
Chain|Side-B|[3,3,3,5]|20|---| 39|34|-35| [-36,-35,-33,-27]
Vanish| Up-B |15|36|7|40|---|-39| -28
Transform|Down-B|---|37|---|33 * |8|---|---
Grabs [GRB]
Move Name|Nickname|Damage|Startup|Active|Recovery|IASA|On Block|On Hit
Grab |Z|N/A|6 |2|23|---|---|---
Dash Grab||N/A|6|2|38|39|---|---
Forearm|Pummel|3|8|1|15|---|---|---
Battering Ram|F-Throw| 8(+1), 2|19|1|20|---|---|6
Backlash |B-Throw| 5(+1), 2|14|1|16|---|---|9
Standing Crane |U-Throw|6(+1), 2|18|1|25|---|---|-2
Guillotine |D-Throw| 5(+1), 3|12|2|22|---|---|8
Wake Up & Ledge Attacks [LDG]

Move Name|Nickname|Damage|Startup|Active|Recovery|IASA|On Block|On Hit
Wake Up Attack A|F-Floor Attack|6(+1)|16|3[5]3|22|---|-27|3
Wake Up Attack B|B-Floor Attack|6(+1)|16|3[5]3|22|---|-27|3
Wake Up Attack C|Trip|6(+1)|15|2[3]4|27|---|-30|0
Edge Attack A|<100%|8(+1)|24|10|26|54|-30|-4
Edge Attack B|>100%|9(+1)|56|3|17|69|-13|12
Miscellaneous [MSC]
Move Name|Intangible|Recovery|IASA
Ledge Climb | 30 | 10 | 35
Ledge Climb Slow | 55 | 10 | 60
Ledge Roll | 39 | 16 | 50
Ledge Roll Slow | 71 | 18 | 80
Ledge Jump | 16 | 45 | ---
Ledge Jump Slow | 21 | 40 | ---
Move Name | Intangible | Recovery*
Trip | 6 | 24(+22)
Ground Trip | 6 | 34(+22)
Turning Trip | 7 | 29(+22)
Dashing Trip | 8 | 38(+22)
Trip Roll | 10 | 19
*The added (+22) frames is the animation of you getting up from being tripped

Move Name|Startup |Intangible|Recovery|IASA
Spot Dodge | 1 | 13 | 8 | ---
Air Dodge | 3 | 26 | 21 | ---
Foward Roll | 3 | 16 | 23 | 32
Back Roll | 3 | 16 | 22 | 32
Shield | 8 | --- | 16 | ---

References & Resources [RFR]
Aerodrome
Sartron
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
Project Smash Attacks
Brawl Box
 
Last edited:

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Hitbox Data

Normals [NRM2]
Animation
1x|0.5x
|
Slicing Blade

Jab 1
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|On Hit|On Block
2-3|R-Arm|3.91|4|70|19 / 63|0/0/100|1x|True|Slash|6 / 24|4|4|-14/4| -16
2-3|R-Shoulder|3.52|4|70|19 / 63|0/0/100|1x|True|Slash|6 / 24|4|4|-14/4| -16
2-3|L-Shoulder|1.95|4|70|19 / 63|0/0/100|1x|True|Slash|6 / 24|4|4|-14/4| -16

Jab 2
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
3-5|R-Arm|3.91|3|70|19 / 55|0/0/100|1x|True|Slash|6 / 21|4|4| -17 / -2 | -19
3-5|R-Shoulder|3.52|3|70|19 / 55|0/0/100|1x|True|Slash|6 / 21|4|4| -17 / -2 | -19
3-5|L-Shoulder|1.95|3|70|19 / 55|0/0/100|1x|True|Slash|6 / 21|4|4| -17 / -2 | -19
Jab Loop
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG| SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
8~|R-Arm|4.5|1|70|18 / 40|0/0/100|0.7x|True|Slash|6 / 15|3|3| -3 / 6 |-6
8~|R-Shoulder|3.25|1|70|18 / 40|0/0/100|0.7x|True|Slash|6 / 15|3|3| -3 / 6 |-6
8~|L-Shoulder|2.75|1|70|18 / 40|0/0/100|0.7x|True|Slash|6 / 15|3|3| -3 / 6 |-6
Animation
1x|0.5x
|
Wheel Kick

F-Tilt
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
5-10|R-Leg|3.52|7|74|62.6/128.9|40/0/100|1x|True|Normal|24/50|5|5|-7/19|-26
5-10|R-Knee|1.95|7|74|62.6/128.9|40/0/100|1x|True|Normal|24/50|5|5|-7/19|-26
5-10|R-Knee|3.91|7|74|62.6/128.9|40/0/100|1x|True|Normal|24/50|5|5|-7/19|-26
Animation
1x|0.5x
|
Bow Form

U-Tilt
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
5-10|R-Leg|3.66|8|80|38.6/127|10/0/120|1x|True|Normal|14/49|5|5|-25/10|-34
5-10|R-Knee|5.47|8|80|38.6/127|10/0/120|1x|True|Normal|14/49|5|5|-25/10|-34
18-24|R-Leg|3.13|4|80|37.6/99.5|10/0/140|1x|True|Normal|14/38|4|4|-11/13|-21
18-24|R-Knee|4.69|4|80|37.6/99.5|10/0/140|1x|True|Normal|14/38|4|4|-11/13|-21
Animation
1x|0.5x
|
Crouching Sweep

Down Tilt
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
5-8|R-Leg|3.66|8|70|54.1/113|35/0/80|1x|True|Normal|20/44|5|5|-5/19|-20
5-8|R-Knee|4.69|8|90|54.1/113|35/0/80|1x|True|Normal|20/44|5|5|-5/19|-20
Animation
1x|0.5x
|
Gale Form

Dash Attack
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
6|TopN|3.91|10(+1)|80|60.8/149|34/0/100|1x|True|Slash|23/58|6|6|-9/26|-26
6|TopN|3.13|10(+1)|80|60.8/149|34/0/100|1x|True|Slash|23/58|6|6|-9/26|-26
7-12|TopN|3.13|7(+1)|361|37.6/103.9|15/0/100|1x|True|Normal|14/40|5|5|-18/8|-27
Animation
1x|0.5x
|
Double Snake

Forward Smash
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
6|TopN|3.91|10(+1)|80|60.8/149|34/0/100|1x|True|Slash|23/58|6|6|-9/26|-26
6|TopN|3.13|10(+1)|80|60.8/149|34/0/100|1x|True|Slash|23/58|6|6|-9/26|-26
7-12|TopN|3.13|7(+1)|361|37.6/103.9|15/0/100|1x|True|Normal|14/40|5|5|-18/8|-27
Animation
1x|0.5x
|
Razor Wing

Up Smash
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
11|R-Arm|3.52|16(+4)|90|93.8|50/0/102|1x|True|Slash|35/89|8|8|2/56|-25
11|L-Arm|3.52|16(+4)|90|93.8|50/0/102|↓|↓|Slash|35/89|8|8|2/56|-25
13-15|R-Arm|3.13|13|88|70.3/180.8|38/0/100|||Normal|27/71|7|7|-4/40|-24
13-15|L-Arm|3.13|13|88|70.3/180.8|38/0/100|||Normal|27/71|7|7|-4/40|-24
13-15|R-Arm|3.91|13|78|70.3/180.8|38/0/100|||Normal|27/71|7|7|-4/40|-24
13-15|L-Arm|3.91|13|78|70.3/180.8|38/0/100|||Normal|27/71|7|7|-4/40|-24
Note: Invulnerable during start up
Animation
1x|0.5x
|
Windmill

Down Smash
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
5-8|Hip|3.91|13|40|60/149.3|35/0/80|1x|True|Normal|23/58|7|7|-27/8|-43
5-8|L-Knee|4.32|13|↓|60/149.3|↓|↓|↓|↓|23/58|7|7|-27/8|-43
5-8|L-Knee|4.32|13||60/149.3|||||23/58|7|7|-27/8|-43
14-17|R-Knee|4.32|10||59/127|||||21/49|6|6|-18/10|-33
14-17|L-Knee|4.32|10||59/127|||||21/49|6|6|-18/10|-33
20-22|R-Knee|4.32|10||59/127|||||21/49|6|6|-12/16|-27
20-22|L-Knee|4.32|10||59/127|||||21/49|6|6|-12/16|-27
Note: Invulnerable during start up
Animation
1x|0.5x
|
Falling Leaves

Neutral Air
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
3-6|Hip|3.5|14|361|34.5/152.3|0/0/100|1x|True|Normal|12/59|7|7|-9/-1
3-6|L-Knee|3.5|14|↓|34.5/152.3|↓|↓|↓|↓|12/59|7|7|-9/-1
3-6|L-Knee|2.34|14||34.5/152.3|||||12/59|7|7|-9/-1
3-6|R-Knee|2.99|10||26.8/115.2|||||9/45|6|6|-9/-2
7-30|Hip|3.5|9||25.2/106.3|||||9/41|6|6|-10/-2/2
7-30|L-Knee|3.5|9||25.2/106.3|||||9/41|6|6|-10/-2/2
7-30|L-Knee|2.34|9||25.2/106.3|||||9/41|6|6|-10/-2/2
7-30|R-Knee|2.99|9||25.2/106.3|||||9/41|6|6|-10/-2/2
Animation
1x|0.5x
|
Hatchet

Forward Air
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
5-7|L-Arm|5.47|13|25|32.3/142.8|0/0/100|1x|True|Normal|11/56|7|7|-9/-1/3
Animation
1x|0.5x
|
Flying Swallow

Back Air

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
4-7|Hip|3.13|8|361|23.8/97.5|0/0/100|1x|True|Normal|8/38|5|5|-11/-3
4-7|L-Knee|3.32|8|↓|23.8/97.5|0/0/100|↓|↓|↓|8/38|5|5|-11/-3
4-7|R-Knee|2.73|10||38.1/120.2|5/0/100||||11/47|6|6|-10/-2
4-7|R-Knee|4.99|14||46.5/164.3|12/0/100||||17/64|7|7|-9/-1
8-19|Hip|3.33|6||21.5/80.4|0/0/100||||7/31|5|5|-11/-3
8-19|L-Knee|3.33|7||22.6/88.9|0/0/100||||8/34|5|5|-11/-3
8-19|R-Knee|2.73|9||29.9/110.3|4/0/100||||10/43|6|6|-10/-2
8-19|R-Knee|3.99|10||34.8/123.3|8/0/100||||12/48|6|6|-10/-2
Animation
1x|0.5x
|
Vortex Form

Up Air

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
3-5|R-Knee|3.66|12|80|51.4/175.2|15/0/120|1x|True|Normal|19/69|7|7|-18/-6
3-5|R-Foot|4.16|12|80|51.4/175.2|15/0/120|↓|↓|↓|19/69|7|7|-18/-6
6-18|R-Knee|3.66|9|70|40.3/137.6|10/0/120||||15/54|6|6|-18/-6
6-18|R-Foot|4.16|9|70|40.3/137.6|10/0/120||||15/54|6|6|-18/-6
Animation
1x|0.5x
|
Butcher Bird

Down Air

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
15-33|L-Knee|5.16|11|80|55.6/141.8|30/0/90|1x|True|Normal|21/55|6|6|-14/-4
15-33|L-Leg|5.99|11|80|55.6/141.8|30/0/90|1x|True|Normal|21/55|6|6|-14/-4

Specials [SPC2]​
Animation
1x|0.5x
|
Needle Storm

Neutral B

Thrown|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
9|1.95|3|46|22.2 / 30.3|18/0/22|1x|False|Electric|7 / 11|4|4|8 / 12|5
2~ secs@ 6 Needles||18|||||||42 / 66|24||43 / 67|25
1x|0.5x
|
Chain

Side B

Thrown|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
21|1.56|3|361|11.7/22.7|6/0/30|1.2x|True|Normal|3/8|4|4|-36 / -31|-35
↓|↓|3|60|13.7 / 24.7|8/0/30|1.2x|True|Normal|4/8|↓|↓|-35 / -31|↓
||3|70|19.7 / 30.7|14/0/30|1.2x|True|Normal|6/11|||-33 / -28
||5|80|46.1 / 61.6|40/0/30|1x|True|Normal|17/23|||-22 / -16
Animation
1x|0.5x
|
|
Vanish

Up B

Duration|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
37-43|7|15|60|50.3 / 113|32/0/50|1x|True|Normal|19 / 44|8|8|-27 / -2|-39
Animation
1x|0.5x
|

| Note: Invulnerable for frames 18~36
Transform

Down B

Startup|Active|Recovery|IASA
37|---|33*|8

Grabs & Throws
Animation
1x|0.5x
|
|
|
|
Forearm

Pummel

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Hitlag
9|L-Arn|3.91|3|80|41.5|0/30/100|1x|False|Slash|15|4
F-Throw
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Effect|Hitstun|Hitlag
20|L-Shoulder|4.69|8(+1)|361|0|0/80/0|1x|Slash|0|5
Thrown|Damage|Angle|KB Units|BKB/WDSK/KBG|Weight Dependent|Hitstun|Hitlag
20|2|45|69.7 / 116.9|40/0/160|False|26 / 45|3
B-Throw
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Effect|Hitstun|Hitlag
15|R-Knee|3.13|6(+1)|361|0|0/80/0|1x|Slash|0|0
15|R-Foot|4.69|6(+1)|361|0|0/80/0|1x||0|0
Thrown|Damage|Angle|KB Units|BKB/WDSK/KBG|Weight Dependent|Hitstun|Hitlag
15|2|62|83 / 103.6|70/0/75|False|32 / 40|3

U-Throw
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Effect|Hitstun|Hitlag
19|R,L-Foot|5.08|6(+1)|361|0|0/90/0|1x|Slash|0|0
Thrown|Damage|Angle|KB Units|BKB/WDSK/KBG|Weight Dependent|Hitstun|Hitlag
19|2|88|97.4 / 109.2|90/0/40|False|37/42|3

D-Throw
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Effect|Hitstun|Hitlag
13|R-Knee|3.91|5(+1)|361|0|0/90/0|1x|Slash|0|0
13|R-Foot|5.08|5(+1)|361|0|0/90/0|1x|Slash|0|0
Thrown|Damage|Angle|KB Units|BKB/WDSK/KBG|Weight Dependent|Hitstun|Hitlag
14|3|62|82.4 / 106.3|70/0/65|False|31 / 41|4

Wake Up & Ledge Options
Wake Up Attack (Facing Up)
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
18-20|R-Hand|4.69|6(+1)|361|90.7/120.2|80/0/50|1x|False|Normal|35/47|5|5|3/15|-27
18-20|R-Shoulder/Hip|3.91|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|3/15|-27
25-27|L-Hand|4.69|||||||||||11/23|-19
26-28|L-Shoulder/Hip|3.91|||||||||||11/23|-19
Notes |Intangible for 27f

Wake Up Attack (Facing Down)
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
18-20|L-Foot|4.69|6(+1)|361|90.7/120.2|80/0/50|1x|False|Normal|35/47|5|5|3/15|-27
18-20|L-Knee/Hip|3.91|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|3/15|-27
26-28|L-Foot|4.69|||||||||||11/23|-19
26-28|L-Knee/Hip|3.91|||||||||||11/23|-19
Notes |Intangible for 24f

Trip Attack
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
18-20|N/A|4.69|5(+1)|361|90.7/120.2|80/0/50|1x|True|Normal|35/47|5|5|0/12|-30
26-28|N/A|4.69|5(+1)|361|90.7/120.2|80/0/50|1x|True|Normal|35/47|5|5|5/17|-25
Notes |Intangible for 20F

Edge Attack
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
25-34|L/R-Foot|4.69|8(+1)|361|81.9/118.7|70/0/50|1x|True|Normal|31/46|5|5|-4/11|-30
Notes |Intangible for 21f


Edge Attack
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
57-59|L-Arm/Shoulder|3.13|9(+1)|361|82.6/123.7|70/0/50|1x|True|Normal|32/48|6|6|13|-13
57-59|Hip|3.91|8(+1)|361|81.9/118.7|7 0/0/50|1x|True|Normal|31/46|5|5|12|-14
Notes | Intangible for 53f
 
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AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Changelog
1|10

Updated data for Aerial Moves
Added Landing Recovery column
Added Auto Cancel Window column
Corrected Frame Advantage On Block, accounts for Normal Landing/L-Cancel/Auto-Cancel
Updated data for Grab & Throws
Added Hit Stun values and Frame Advantage on Hit
1|15
Updated data for Ground based Moves
Corrected Frame Advantage On Block and Hit (Thanks @ InfinityCollision InfinityCollision )
Added Missing Angle in Jab Loop.
4|12
Updated data for Frame Speed Modifiers
for B,U,D Aerials and Throws
5|20
Corrected Empty Jump Recovery value, adjusted frame advantage
6|24
Updated Grab Section to 3.6β​
8|24
Overhauuulll
Various Corrections made, moved hit bubble data to second post
Hit Bubble Post currently WIP
 
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InfinityCollision

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Messages
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Your frame advantage numbers on normals look wonky, I see some things like block disadvantages larger than the total move duration. I'd also suggest revising presentation for startup/active/recovery frames to using frame ranges (ie startup 1-4, active 5-7, recovery 8-25) rather than total values for each.
 
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AuraMaudeGone

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Your frame advantage numbers on normals look wonky, I see some things like block disadvantages larger than the total move duration. I'd also suggest revising presentation for startup/active/recovery frames to using frame ranges (ie startup 1-4, active 5-7, recovery 8-25) rather than total values for each.
Good thing you replied when I was looking this over. Which frame advantages specifically? Also, any specific reason why you prefer the range over the total value?
 
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InfinityCollision

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Ranges better convey the information imo, both in ease of use and understanding. Wouldn't fault you for keeping the current presentation, but that's my preference.

Pretty sure all the normals are off, unfortunately. Dtilt for example should be -17 on block. Pretty sure DA is -20. Everything else is clearly wrong because the given disadvantage is worse than the total duration of the move from startup to IASA. Aerials look okay at a quick glance, but I didn't check specific numbers.

EDIT: Specials and wakeup/ledge attacks may be off as well.
 
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AuraMaudeGone

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Ranges better convey the information imo, both in ease of use and understanding.

Pretty sure all the normals are off, unfortunately. Dtilt for example should be -17 on block. Pretty sure DA is -20. Everything else is clearly wrong because the given disadvantage is worse than the total duration of the move from startup to IASA. Aerials look okay at a quick glance, but I didn't check specific numbers.

EDIT: Specials and wakeup/ledge attacks may be off as well.
How are you calculating this?
 

InfinityCollision

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I used frame advance to double check, but there's a spreadsheet that should be fine to use provided Sheik doesn't have any hitlag modifiers (pretty sure no?).
 

AuraMaudeGone

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I used frame advance to double check, but there's a spreadsheet that should be fine to use provided Sheik doesn't have any hitlag modifiers (pretty sure no?).
Great tool. Everything adds up for the hitstun/blockstun, but it's impossible for D-Tilt to have that advantage with that recovery on shield. I dunno how they calculated shield advantage where there isn't anywhere that takes a specific move's active+recovery into consideration, because as far as ground moves go, the formula I presented is correct. Though, I will admit I did miss calculating Freeze Frames in my other threads.
 

InfinityCollision

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Should've opened that spoiler before, that would've revealed the problem sooner... Your formula's actually incorrect. You shouldn't add in active frames like that. Test it in frame advance if you like, that's what I used.
 
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AuraMaudeGone

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Should've opened that spoiler before, that would've revealed the problem sooner... Your formula's actually incorrect. You shouldn't add in active frames like that. Test it in frame advance if you like, that's what I used.
In what fighting game ever, is frame advantage calculated differently?
 

InfinityCollision

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Frame advance doesn't lie.

Here's your problem: your startup + active + recovery values > your IASA value because there's overlap between your active and recovery frame values. On Dtilt, you're basically calculating it as if there are 26 frames of recovery after the hit on shield (which for dtilt will consistently happen on frame 5; I'll also note that you're incorrectly including the hitting frame in your equation). IASA is on frame 27 though, so there's 22. Factor in 5 frames of blockstun: 22-5=17... hey, we've seen that number somewhere before.

Now here's why you can't just take the first active frame and run with it: you won't always hit shield on the first active frame. For Sheik's ground moves it's often safe to assume you will (adjusting for multihits as appropriate), but for attacks that hit in an arc you might hit on a different frame (Marth fsmash or utilt for example). Something to bear in mind when making your data.

This is another reason to reformat your numbers, because my suggested manner of presentation probably would have (mostly) solved this issue before it ever became a problem.
 
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AuraMaudeGone

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Frame advance doesn't lie.

Here's your problem: your startup + active + recovery values > your IASA value because there's overlap between your active and recovery frame values. On Dtilt, you're basically calculating it as if there are 26 frames of recovery after the hit on shield (which for dtilt will consistently happen on frame 5; I'll also note that you're incorrectly including the hitting frame in your equation). IASA is on frame 27 though, so there's 22. Factor in 5 frames of blockstun: 22-5=17... hey, we've seen that number somewhere before.
Here's the miscommunication. First, I never calculated IASA at all, I'll take that into consideration in the future. D-Tilt is (4+4+22) = 30, and IASA starts on frame 27. I apologize for not presenting this well enough (This does add a point to posting ranges than the total value). You're also correct on not counting the hitting frame, I'll correct that also.

For your other points, I can't determine that. You'll just have to adjust for yourself whether or not it's an early hit or a late hit.
 
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D

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hey guys

im goin to paragon

see you in cali i guess

find me if you play this char so we can talk about it irl
 

Cheeri-Oats

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@ AuraMaudeGone AuraMaudeGone

If I'm reading this correctly for forward rolls, you're saying that..

On frame 4, Sheik is intangible for 16 frames, Meaning on frame 20 she is tangible again. Then you added recovery, meaning that for 23 frames (20 -> 42) she is still doing the roll? But we can interrupt starting on frame 32? 42 frames for a roll sounds excessive
 

AuraMaudeGone

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@ AuraMaudeGone AuraMaudeGone

If I'm reading this correctly for forward rolls, you're saying that..

On frame 4, Sheik is intangible for 16 frames, Meaning on frame 20 she is tangible again. Then you added recovery, meaning that for 23 frames (20 -> 42) she is still doing the roll? But we can interrupt starting on frame 32? 42 frames for a roll sounds excessive
I haven't applied updates yet, but yes. She's still rolling during the recovery (her vulnerable frames), but you can interrupt it.
 
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