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

Discussion in 'Fox McCloud' started by ThePwnzr, Jan 26, 2017.

  1. ThePwnzr

    ThePwnzr THE Frame Data Guy Minus Backroom

    Messages:
    19
    Location:
    Pennsylvania
    Main:
    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).


    [​IMG]
    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)
    ==============

    [​IMG]
    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)
    [​IMG]

    [​IMG]
    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)
    [​IMG]
    [​IMG]
    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)
    [​IMG]

    [​IMG]
    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)
    [​IMG]

    [​IMG]
    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)
    [​IMG]

    [​IMG]
    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)
    [​IMG]
    [​IMG]
    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)
    [​IMG]

    [​IMG]
    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
    [​IMG]
    [​IMG]
    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)
    [​IMG]
    [​IMG]
    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
    [​IMG]
    [​IMG]
    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)
    [​IMG]
    [​IMG]
    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
    [​IMG]
    [​IMG]
    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)
    [​IMG]

    [​IMG]

    [​IMG]
    [​IMG]
    Backwards Roll

    Intangible: Frames 4-19.
    Duration: 32 Frames.
    =======
    [​IMG]
    Forward Roll

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

    [​IMG]
    Spotdodge

    Intangible: Frames 2-20.
    Duration: 30 Frames.
    IASA: 26 onwards.
    =======
    [​IMG]
    Air Dodge

    Intangible: Frames 4-29.
    Duration: 50 Frames.
    [​IMG]
    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
    [​IMG]
    SideB

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

    Hit:
    Unknown (Hitbox appears but seemingly no data).
    Angle appears to be 0 or Autolink.
    [​IMG]
    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: Apr 7, 2017
  2. AGentleStar

    AGentleStar Video Editor

    Messages:
    127
    B- FC:
    1337-4418-6158
    Main:
    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:
     
  3. player_03

    player_03 P3

    Messages:
    262
    Main:
    This is backwards (source).
     
  4. ThePwnzr

    ThePwnzr THE Frame Data Guy Minus Backroom

    Messages:
    19
    Location:
    Pennsylvania
    Main:
    Oh, whoops. Intangible doesn't sound like the kind that's non-hittable to me... will fix.
     
  5. TheGameBoyUltimate

    TheGameBoyUltimate Resident Sleeper

    Messages:
    11
    Location:
    The middle of a corn field
    B- FC:
    Netplay FTW
    Main:
    Tell us about waluigi next
     
  6. Bent 00

    Bent 00 Longtime Limit Breaker

    Messages:
    1,586
    B- FC:
    1461-6025-1473
    I'd wait on doing a Waluigi frame data guide, since he's likely to get some significant changes next version.
     
  7. ThePwnzr

    ThePwnzr THE Frame Data Guy Minus Backroom

    Messages:
    19
    Location:
    Pennsylvania
    Main:
    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.
     
  8. MelonKeepR

    MelonKeepR Active Member

    Messages:
    111
    Location:
    United Kingdom
    Good.
    Great!
    Awesome!
    Outstandi-
    AMAZING!
     

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