Fox's Frame Data/Hitboxes | 4.0BC (Updated 4/7/17)

ThePwnzr

THE Frame Data Guy
Minus Backroom
THE TRUTH IS HERE!
....Pretty much, at least.


UPDATE 4/7/17
Forgot some smash attack start-up numbers. Smash attack frame adjusted.


Frame Data for: Fox McCloud

Dictionary
  • Frame: 1/60 of a second.
  • ID System: Hitboxes with higher IDs have higher priority. 3 > 2 > 1 > 0.
    • As in, if hitbox 1 and 0 both hit on the same frame, 1 will hit and 0 does nothing.
  • IASA (Interruptable As Soon As): The first frame in which a move may be interrupted by any other move.
  • Out: The frames any hitboxes are deployed.
  • Hitbox: 3D circle that interacts with hurtboxes, and usually other hitboxes (known as a 'clash' or a 'clang').
    • Angle: Direction in which the player is sent from an attack, represented as a line from the center of the circle.
      • - The Autolink Angle will send the opponent the same direction as the player.
      • - The Sakurai Angle (represented as a star in the middle) will send all aerial opponents 45°.
      • A hitbox with a dotted outline is transcendent, which means it can not 'clash' like normal ones.
    • Base Knockback (BKB): The minimum knockback the move can deal.
    • Weight Dependent Set Knockback (WDSK): Value that override Base Knockback, and is scaled based on weight.
    • Knockback Growth (KBG): Multiplier that changes knockback based on the opponent's damage.
  • Hurtbox: Collision box that interacts with hitboxes, and generally defines the body of a character.
    • Invincibility: Hurtboxes can still be hit with hitboxes, but cannot receive damage or knockback.
    • Intangibility: Hurtboxes can't interact with hitboxes at all.
    • Armor: Hurtboxes can receive damage, but no knockback up to a certain point (Light, Medium, Heavy, Super).


s5yRLPP.png

Jab 1:

Out: Frame 2.
Duration (no 2nd jab): 25 Frames.
IASA: 16 onwards

ID = 0, Damage = 2, Angle = 50, BKB = 20, KBG = 20, Size = 2.5 (Elbow)
ID = 1-2, Damage = 2, Angle = 50, BKB = 20, KBG = 20, Size = 4 (Shoulder, Fist)
==============

Rcxqv87.png

Jab 2:

Out: Frame 2-3.
Duration: 30 Frames.
IASA: 12(?) onwards

ID = 0, Damage = 2, Angle = 45, BKB = 44, KBG = 92, Size = 2.8 (Elbow)
ID = 1, Damage = 2, Angle = 45, BKB = 44, KBG = 92, Size = 4.5 (Fist)
ID = 2, Damage = 2, Angle = 45, BKB = 44, KBG = 92, Size = 5 (Shoulder)
3ugpixU.gif


OqbRihy.gif

Dash Attack

Out: Frame 4-15.
Duration: 40 Frames.
IASA: 17 onwards (Attack), 24 onwards (Special, Jump).

Strong (4-7):
ID = 0, Damage = 7, Angle = 70, BKB = 35, KBG = 90, Size = 4.7 (Outer)
ID = 1, Damage = 7, Angle = 70, BKB = 35, KBG = 90, Size = 4.7 (Inner)
ID = 2, Damage = 7, Angle = 70, BKB = 35, KBG = 90, Size = 3.5 (Hip)

Weak (8-15):
ID = 0, Damage = 5, Angle = 70, BKB = 20, KBG = 90, Size = 3.8 (Outer)
ID = 1, Damage = 5, Angle = 70, BKB = 20, KBG = 90, Size = 3.8 (Inner)
ID = 2, Damage = 5, Angle = 70, BKB = 20, KBG = 90, Size = 3 (Hip)
afDja1q.gif

4SwmxBr.gif

Out: Frames 3-10.
Total Duration: 34 Frames.
IASA: 28 onwards.

ID = 0, Damage = 7, Angle = 84, BKB = 53, KBG = 125, Size = 6 (Outer)
ID = 1, Damage = 7, Angle = 84, BKB = 53, KBG = 125, Size = 5.5 (Inner)
ID = 2, Damage = 7, Angle = 80, BKB = 53, KBG = 125, Size = 5 (Leg)
ID = 3, Damage = 7, Angle = 80, BKB = 53, KBG = 125, Size = 4 (Hip)
XgXfz9U.gif


lN9mDCa.gif

Forward Tilt

Out: Frames 6-8.
Duration: 37 Frames.
IASA: 24 onwards.

ID = 0, Damage = 7, Angle = Sakurai, BKB = 10, KBG = 110, Size = 3.4 (Leg)
ID = 1, Damage = 7, Angle = Sakurai, BKB = 10, KBG = 110, Size = 2.8 (Hip)
ID = 2, Damage = 7, Angle = Sakurai, BKB = 10, KBG = 110, Size = 2.9 (Foot) (Transcendent)
fCG3rZS.gif


UUpQFCX.gif

Down Tilt

Out: Frames 7-9.
Duration: 30 Frames.
IASA: Can't.

ID = 0, Damage = 11, Angle = 45, BKB = 25, KBG = 100, Size = 3.3 (Base)
ID = 1, Damage = 10, Angle = 65, BKB = 25, KBG = 100, Size = 3.2 (Lower Tail)
ID = 2, Damage = 9, Angle = 80, BKB = 25, KBG = 100, Size = 3 (Upper Tail)
ID = 3, Damage = 7, Angle = 90, BKB = 25, KBG = 100, Size = 2 (Tip)
BR8Eg8M.gif


fCM3iz2.gif

Up Smash

Out: Frames 9-17.
Duration: 49 Frames.
IASA: Can't.

Head Intangible Frames 1-9. Not while charging.

Strong
ID = 0, Damage = 17, Angle = 80, BKB = 30, KBG = 96, Size = 5.7 (Foot)
ID = 1, Damage = 17, Angle = 80, BKB = 30, KBG = 96, Size = 4.09 (Leg)
ID = 2, Damage = 15, Angle = 80, BKB = 30, KBG = 96, Size = 2 (1 frame only)

Weak
ID = 0, Damage = 13, Angle = Sakurai, BKB = 10, KBG = 100, Size = 4.09 (Leg)
ID = 1, Damage = 13, Angle = Sakurai, BKB = 10, KBG = 100, Size = 4.7 (Foot)
sAUG2TO.gif

OQyHpBA.gif

Forward Smash

Out: Frames 14-20.
Duration: 51 Frames.
IASA: 42 onwards.

Strong
ID = 0, Damage = 15, Angle = Sakurai, BKB = 10, KBG = 96, Size = 4.32 (Foot)
ID = 1, Damage = 15, Angle = Sakurai, BKB = 10, KBG = 96, Size = 3.84 (Leg)
ID = 2, Damage = 15, Angle = Sakurai, BKB = 10, KBG = 96, Size = 2.88 (Hip)

Weak
ID = 0, Damage = 12, Angle = 291, BKB = 2, KBG = 100, Size = 4.32 (Foot)
ID = 1, Damage = 12, Angle = 291, BKB = 2, KBG = 100, Size = 3.84 (Leg)
ID = 2, Damage = 12, Angle = 306, BKB = 2, KBG = 100, Size = 2.88 (Hip)
ijeoBNM.gif


EFQZJPG.gif

Down Smash

Out: Frames 7-12.
Duration: 51 Frames.
IASA: Can't.

Legs Intangible Frames 7-8

Strong:
ID = 0-1, Damage = 14, Angle = 25, BKB = 50, KBG = 65, Size = 5.2

Weak:
ID = 2-3, Damage = 12, Angle = Sakurai, BKB = 50, KBG = 65, Size = 4
Vu9teXp.gif

jNLytTQ.gif

Nair

Out: Frames 4-25.
Duration: 50 Frames.
IASA: 42 onwards.

Strong
ID = 0, Damage = 11, Angle = 55, BKB = 20, KBG = 100, Size = 4.2 (Hip, Reverse Hit)
ID = 1, Damage = 11, Angle = 47, BKB = 20, KBG = 81, Size = 4 (Leg)
ID = 2, Damage = 11, Angle = 56, BKB = 20, KBG = 81, Size = 3 (Hip)

Weak
ID = 0, Damage = 6, Angle = Sakurai, BKB = 10, KBG = 100, Size = 3.8 (Hip)
ID = 1, Damage = 6, Angle = Sakurai, BKB = 10, KBG = 100, Size = 3.5 (Leg)
ID = 2, Damage = 6, Angle = Sakurai, BKB = 10, KBG = 100, Size = 2.6 (Hip)
r8cKp05.gif

9JEZhKw.gif

Up Air

Out: Frames 9-10, 12-14.
Duration: 40 Frames.
IASA: 34 onwards.

Hit 1 (Lead-in):
ID = 0-3, Damage = 5, Angle = 92, WDSK = 30, KGB = 120, Size = 5.2

Hit 2 ("Come on!"):
ID = 0, Damage = 13, Angle = 85, BKB = 30, KGB = 100, Size = 7
Cs0nUZj.gif

G9w2a6G.gif

Fair

Out: Frames 7-8, 13-14, 19-20, 26-27, 32-33.
Length: 50 Frames.
IASA: Can't.

this was a pain

Hit 1:
ID = 0, Damage = 5, Angle = 75, BKB = 10, KBG = 50, Size = 6 (Knee)
ID = 1, Damage = 5, Angle = Autolink, BKB = 10, KBG = 50, Size = 6 (Foot)
ID = 2, Damage = 5, Angle = Autolink, BKB = 10, KBG = 50, Size = 4 (Hip)

Hit 2-3:

ID = 0-2, Damage = 3, Angle = Autolink, BKB = 10, KBG = 50, Size = 5.5

Hit 4:
ID = 0-1, Damage = 3, Angle = 100, BKB = 10, KBG = 50, Size = 5.5 (Knee, Foot)
ID = 2, Damage = 3, Angle = 100, BKB = 10, KBG = 50, Size = 3.5 (Hip)

Hit 5:
ID = 0, Damage = 3, Angle = 78, BKB = 60, KBG = 140, Size = 6.5 (Knee)
ID = 1, Damage = 3, Angle = 83, BKB = 60, KBG = 140, Size = 6.5 (Foot)
ID = 2, Damage = 3, Angle = 76, BKB = 60, KBG = 140, Size = 5.5 (Hip)
RLhVMCs.gif

HNw0nF7.gif

Dair

Out: Frames 5-6, 8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26-29 (final).
Duration: 50 Frames.
IASA: Can't.

Hits 1-7:
ID = 0, Damage = 2, Angle = 285, BKB = 35, KBG = 40, Size = 6.4

Hit 8:
ID = 0, Damage = 3, Angle = 285, BKB = 32, KBG = 63, Size = 6.4
yxllBdX.gif

Y6NDAjA.gif

Bair

Out: Frames 9-11.
Duration: 55 Frames.
IASA: 49 onwards.

Main Hit:
ID = 0-1, Damage = 14, Angle = 0, BKB = 20, KBG = 93, Size = 4 (Attacking Leg)

Sourspot:
ID = 2, Damage = 11, Angle = Sakurai, BKB = 20, KGB = 85, Size = 4 (Hip)
ID = 3, Damage = 11, Angle = Sakurai, BKB = 0, KGB = 100, Size = 3 (Non-Attacking Leg)
u6AT98O.gif


JUzoimw.gif


gYDEQoB.gif
9stknRN.gif

Backwards Roll

Intangible: Frames 4-19.
Duration: 32 Frames.
=======
Ud3KUNY.gif

Forward Roll

Intangible: Frames 4-19.
Duration: 32 Frames.
============

g93RJCa.gif

Spotdodge

Intangible: Frames 2-20.
Duration: 30 Frames.
IASA: 26 onwards.
=======
uNMyiAH.gif

Air Dodge

Intangible: Frames 4-29.
Duration: 50 Frames.
nnqWElZ.gif

UpB

Out: Frames 20-32 (Multi-Hit, hits 12 times), 44-74 (Main hit)
Duration: 103 Frames.

Multi-Hit:
ID = 0, Damage = 1, Angle = 90, BKB = 28, KGB = 30, Size = 8

Main Hit:
ID = 0, Damage = 11, Angle = Autolink, BKB = 60, KBG = 60, Size = 3
y4hf5fS.gif

SideB

Out: Frames 21-25.
Duration: 64 Frames.

Hit:
Unknown (Hitbox appears but seemingly no data).
Angle appears to be 0 or Autolink.
6VemR7Q.gif

Shine

Out: Frames 1-4.
Duration: Infinite (as long as B is held after initial DownB input)
Jump Cancellable: Frame 0.
Body Intangible Frames 1-4

Hit (Shine Spike):
ID = 0, Damage = 7, Angle = 0, BKB = 55, KGB = 0, Size = 6 (Straight angle, size slightly decreased for viewing purposes)
ID = 1, Damage = 9, Angle = 340, BKB = 55, WDSK = 64, KGB = 16, Size = 6 (Slightly angled down)
Credit would be appreciated!
 
Last edited:

AGentleStar

Video Editor
Wow. Thanks so much for doing this! Did you use Project M's Debug mode to achieve this? As someone who love to analyze frame data to help improve how I play, I very much appreciate you doing this. :nesmk:
 

ThePwnzr

THE Frame Data Guy
Minus Backroom
I'd wait on doing a Waluigi frame data guide, since he's likely to get some significant changes next version.
Yeah, I'm likely going to wait for the update before I do any more. I might do one or two more characters, but the major revision seems very close.
 
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