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Frame Data Notes
- Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends.
- Dropping your shield (Shield Drop) takes 11 frames
- Up B and Up Smash happen instantly out of shield and do not incur Shield Drop
- Jumping out of shield takes 3 frames and does not incur Shield Drop
- Grab after an attack hits your shield takes an additional 4 frames and does not incur Shield Drop
- About On Shield data: The +/- refers to who can act first after an attack hits a shield. Negative meaning the defender can act before the attacker. In most games, being negative means you can't apply pressure since the defending opponent would be able to act before you as the attacker. However, in Smash there is Shield Drop which takes 11 frames in Ultimate. So if all else was equal, you could be as disadvantaged as -11 on an attack and still be "neutral"...
HUGE EXCEPTION: Jump, Up B, and Up Smash out of shield ignore Shield Drop frames. So, since some characters have a 3 frame Up B, -3 would be unsafe against those characters. Aerials have 3 frames added to them because it takes 3 frames to leave the ground, so a 3 frame aerial would be 6 frames out of shield. Grabs used to happen instantly out of shield as well, but Ultimate added 4 frames to Grabs done after a hit connects with a shield. So a 6 frame grab would be 10 frames out of shield.
- On Shield advantage/disadvantage data assumes the move hits on its first Active Frame (hitting on a later active frame would be a meaty and can gain additional advantage relative to the later active frames). This includes projectiles which are active for a very long time and thus become much more advantaged the later they hit. Read more about meaties here!
- Stale Moves affect advantage/disadvantage and occur when hitting a character as well as when hitting a shield
- Check out this video, "Understanding Frame Data," from Izaw. It goes over a lot of these concepts!
Hitbox Image Notes
- Red = strong
- Pink = weak
- Blue = wind
- Purple = Grab
- Blue = intangible
- Green = invincible
Hitbox Colors by ID:
- Hitbox ID 0
- Hitbox ID 1
- Hitbox ID 2
- Hitbox ID 3
- Hitbox ID 4
- Hitbox ID 5
- Hitbox ID 6
- Hitbox ID 7
- Hitbox ID 8
- Lower ID = Higher Priority
- Higher ID = Lower Priority
- If two or more hitboxes from the same move connect at once, the lowest ID connects. The exception being hitboxes with different part values, which can hit at the same time (i.e., Joker and Arsene).
FOR ANGLES — 0 is horizontal, 90 is vertical. X is one of the autolinks. '+' is the sakurai angle. 270 is down. The regular lines indicate the angles like they are.
Zapp Branniglenn's Google Sheet, Zeckemyro, Ruben_dal, Smash Wiki, and Kurogane Hammer. Hitbox images from Zeckemyro and EyeDonuts. Thanks to Drafix570, Gengar6tomo, and Meshima for this spreadsheet source where most of the active frames came from—and thanks to Yikarur for translating. Ledge Stats from Meshima. Out of Shield options are from this Google Sheet. Dash Turnaround stats from Kazeh728. Landing frames from Simpleton. Additional data/information thanks to Struggleton, Lattie, EyeDonuts, Invy, Foxyjoe, Plague von Karma, aaronlink127, and Zeckemyro. DLC Jump Duration frames from MrWhYYZ. Spot Dodges on stats page and additional automation thanks to GiefKid!
I farmed no data myself, so be sure to thank those folks for all their hard work!