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
....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.
- Angle: Direction in which the player is sent from an attack, represented as a line from the center of the circle.
- 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).
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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
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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)
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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
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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)
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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
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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)
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Backwards Roll
Intangible: Frames 4-19.
Duration: 32 Frames.
=======
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Forward Roll
Intangible: Frames 4-19.
Duration: 32 Frames.
============
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Spotdodge
Intangible: Frames 2-20.
Duration: 30 Frames.
IASA: 26 onwards.
=======
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Air Dodge
Intangible: Frames 4-29.
Duration: 50 Frames.
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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
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SideB
Out: Frames 21-25.
Duration: 64 Frames.
Hit:
Unknown (Hitbox appears but seemingly no data).
Angle appears to be 0 or Autolink.
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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)
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