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Data Sheik Hitboxes and Frame Data

Massive

Smash Champion
Joined
Aug 11, 2006
Messages
2,833
Location
Kansas City, MO
Credit for frame data goes to SuperDoodleMan.
The raw images were obtained from Stratocaster.
I made the gifs and compiled this thread.

Let me know if anything looks incorrect and I'll do my best to update/fix it.


Jab

Total: 17
Hit: 2-3
IASA: 16
Window for second jab: 3-25
Second slice begins: 10 (or later)

Jab 2

Total: 18
Hit: 3-5
IASA: 17
Window for jabs: 2-18
Rapid Jabs start: 10

Jab Rapid

Total: 55
Hit: 3-4, 7-8, etc.
IASA: Unknown
Jabs start: 10

Forward Tilt

Total: 29
Hit: 5-10
IASA: 27

Down Tilt

Total: 29
Hit: 5-8
IASA: 28

Up Tilt

Total: 33
Hit: 5-10, 19-24
IASA: 26

Forward Smash

Total: 50
Hit: 12, 27-29
Charge frame: 5
IASA: 46

Up Smash

Total: 47
Hit: 12, 14-16
Charge frame: 10
Head and forearms invincible: 12-16
IASA: 40

Down Smash

Total: 49
Hit: 5-9, 16-19, 22-24
Charge frame: 2
Legs invincible: 5
IASA: 46

Dash Attack

Total: 37
Hit: 6-12
IASA: 36

Neutral Aerial

Total: 48
Hit: 3-30
IASA: 42
Auto cancel: <2, >31
Landlag: 16
L canceled: 8

Up Aerial

Total: 39
Hit: 5-20
IASA: 37
Auto cancel: <4, >30
Landlag: 24
L canceled: 12

Back Aerial

Total: 37
Hit: 4-19
Auto cancel: <3, >25
Landlag: 16
L canceled: 8

Down Aerial

Total: 48
Hit: 15-33
Auto cancel: <2
Landlag: 20
L canceled: 10

Forward Air

Total: 33
Hit: 5-7
Auto cancel: <4, >11
Landlag: 16
L canceled: 8

Grab

Total: 30
Grab: 7-8

Running Grab

Total: 40
Grab: 8-9

Neutral B Charged

Holding 1st needle: 8
Set that frame as 1.
Another needle at 19
Set that as 1 (etc)
Releasing B at frame 1 counts with
new needle.

When you release B…
Needles released at 4, 7, 10, 13, 16,
19
Total: 40

Neutral B Aerial

Needles released at 11, 14, 17, 20,
23, 26
Auto cancels upon landing
Last frame: 39

Needles last 30 frames

Forward B

Comes out on 22
Fully extended at 34
Earliest retraction starts on 44

Upon B release…
Pullin hurt: 19-31 (sooner if
swingin)
Last frame: 41

Down B

Total: 62
Invulnerable: 27-36
First frame of Zelda: 37

(Zelda's Transform is not the same)

Up B

Total: 94
Hit: 36-42
Invincible: 18-55
The frame of choosing direction: 35
Landlag: 30
Landfallspeciallag: 4

Air Dodge

Invulnerable 4-29 out of 49

Spot Dodge

Invulnerable 2-15 out of 22

Roll Forward


Roll Back

Invulnerable 4-19 out of 31


Miscellaneous things with no images

Taunt

Total: 100
Hmm!: 23

Jump

Airborne on frame 4

Air time: 50
Earliest FF: 26
FF air time: 37

SH air time: 38
Earliest FF: 20
SH FF air time: 27

2nd jump earliest FF: 27

Ledge stand <100%

Total: 34
Invincible: 1-30

Ledge stand >100%

Total: 59
Invincible: 1-55

Ledge roll <100%

Total: 49
Invincible: 1-39

Ledge roll >100%

Total: 79
Invincible: 1-71

Ledge attack <100%

Total: 54
Invulnerable: 1-21
Hit: 25-34

Ledge attack >100%

Total: 69
Invulnerable: 1-53
Hit: 57-59

Ledge jump <100%

Total: 57
Invulnerable: 1-14
Soonest FF: 40

Ledge jump >100%

Total: 57
Invincible: 1-19
Soonest FF: 45

Landing lag: 4

Dash becomes run at frame 8

Turn-jump Threshold: 21

Run turnaround: 21
 

Awstintacious

Smash Apprentice
Joined
Mar 17, 2011
Messages
123
Location
Atlanta, Georgia
what does IASA mean, and in the standing grab, what is that almost orange color? Also, what is the speciallandinglag in the up-b part.
 

Walt

Smash Ace
Joined
Mar 31, 2007
Messages
894
Location
Concord, CA
IASA = Interruptible As Soon As: you'll notice on the first jab, which has a total animation frame count of 17 frames, and its IASA frame on frame 16, which means during the 17 frame animation you can Interrupt (jab) As Soon As frame 16 to start doing another move. It's basically saving you one frame in this case. 1 frame isn't very much but utilt, and usmash both have IASA frames start 7 frames before the total animation finishes, which is about as much lag as a fast aerial. So it really adds up and increases your combo chance by quite a bit.
 

Pikaville

Pikaville returns 10 years later.
Joined
Feb 16, 2006
Messages
10,897
Location
Kinsale, Ireland
Now I understand how those weird backwards fairs happen.

Look at that hitbox above and kinda behind her!
 

Nine

Smash Journeyman
Joined
Apr 12, 2011
Messages
253
Location
Laredo ,Texas
NNID
Philip
3DS FC
2294-4620-8242
OMG finally frame data for melee :D thanks i can already see this to improve my sheik even more! :)
 

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
This may be a bump, but I was wondering if the creator of this thread had any frame data on Sheik's techs and her wall jump.

Dang, why does that utilt have to cover a whole semicircle. It even hits BEHIND her on the ground a bit. O_O

As a Falcon main Uptilt disgusts me
Lolz, doesn't Falcon have a similar utilt w/ much better knockback and a better low hitbox that's great for gimping?
 

gm jack

Smash Lord
Joined
Mar 13, 2009
Messages
1,850
Location
Reading/Cambridge, UK
What are the frames on her throws? When is the first frame that the enemy can act after being dthrown?
The throw hitstun is going to be hugely character and percentage dependent. However, the uses and combo opportunities of them (esp NTSC dthrow) have been explored for years, so your options from it are well known.

KK has a really good post on what to do against Marth stickied, which should give you an idea of what can be done, although that changes between characters.
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,560
Throw hitstun is not character dependent, btw. Percentage dependent only.

Throw frame data is hard because a lot of throws take longer or shorter based on the opponent's weight. Try Fox's uthrow against Bowser and compare it to against G&W or Puff, for instance.
 

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
Don't know much about exact frame data (Strong Bad seems to be the expert in those), but I have a general idea for what Sheik can do off of dthrow on all the cast. On fast fallers, it's dthrow>tech chase. "Normals" (like herself), dthrow CG dependent on DI or dthrow>ftilt. Floaties, dthrow>fair/uair depending on DI
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,560
Every character's walljump is invincible frame 1-14.
 

Raish

Smash Rookie
Joined
Apr 1, 2012
Messages
13
Location
SoCal/Michigan
What are the invincibility frames on Up-B when it's used from the air when recovering? In my experience, it doesn't seem like I'm invincible after frame 18 like I am when I use it from the ground as shown in the gif.
 

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
Anyone got the frame data for jc grab and boost grab?
Uhhh, you seem to be new, so I'll clue you in. The frame data for a JC grab should be the same as a standing grab (+ 1 or 2 frames for the cancelled jumpsquat), since that's basically what a JC grab is......a regular standing grab.

can we get get up attack hitboxes added to this thread?
You too...
Wall jump: Invincible frame 1-14. IASA: 1
Tech data here.
It also has get-up frame data.
 

Vudujin

Smash Lord
Joined
Jan 27, 2008
Messages
1,777
Location
Butler, PA
This character is so broken.

I didn't know D smash didn't hit behind her on the first hit box.

That up-b frame data is really helpful. Now I know when to hit her in the face. . .
 
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