A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | ||||||||||||||||||||||||||
2 | Link to previous versions: | https://docs.google.com/spreadsheets/d/1RGTq4KOdPaGqFn-nAfmDed-NoczEq28BbnEvqD4NQ7I/edit?usp=sharing | ||||||||||||||||||||||||
3 | Patch 1.1/1.2 ^includes comparisons to Smash 4. | |||||||||||||||||||||||||
4 | ||||||||||||||||||||||||||
5 | https://docs.google.com/spreadsheets/d/1_5VLxefRUv8UrMEdog3GuyfyB5uA3uvHBKmKJOUVZus/edit#gid=123650910 | |||||||||||||||||||||||||
6 | Patch 2.0^ | |||||||||||||||||||||||||
7 | ||||||||||||||||||||||||||
8 | https://docs.google.com/spreadsheets/d/1dtroo99roklwW6xxgcpOtFBWuq2O9YiYPAbZorO0vJM/edit#gid=123650910 | |||||||||||||||||||||||||
9 | Patch 3.0^ | |||||||||||||||||||||||||
10 | ||||||||||||||||||||||||||
11 | https://docs.google.com/spreadsheets/d/1ikT8djIm5j-95BK5QKKYErWH30TPOVjuArahh_yuKqE/edit#gid=123650910 | |||||||||||||||||||||||||
12 | Patch 3.1^ | |||||||||||||||||||||||||
13 | ||||||||||||||||||||||||||
14 | https://docs.google.com/spreadsheets/d/1oTy_OQqNgQgRgFR5hQ9wkWeBeBH9zQPUakSb9j_rqN8/edit?usp=sharing | |||||||||||||||||||||||||
15 | Patch 4.0/5.0^ | |||||||||||||||||||||||||
16 | ||||||||||||||||||||||||||
17 | https://docs.google.com/spreadsheets/d/1-rEACMycOcvCLsvKc7EY57N1XTCvyo2-CxaBQenMuaE/edit?usp=sharing | |||||||||||||||||||||||||
18 | Patch 6.0^ | |||||||||||||||||||||||||
19 | ||||||||||||||||||||||||||
20 | https://docs.google.com/spreadsheets/d/1RAUtbIWCXw5Xwn2EcvmofTA8EE2PN1CX_QQBpWIPHZY/edit?usp=sharing | |||||||||||||||||||||||||
21 | Patch 7.0^ | |||||||||||||||||||||||||
22 | ||||||||||||||||||||||||||
23 | https://docs.google.com/spreadsheets/d/1phComlRhnjgYIteVW5UN1z4L_7yqeecnyGwCyzvJdI4/edit#gid=123650910 | |||||||||||||||||||||||||
24 | Patch 8.0^ | |||||||||||||||||||||||||
25 | ||||||||||||||||||||||||||
26 | https://docs.google.com/spreadsheets/d/1qEiWhGWf8y8LDgDVQCklfyMgUVbi5S-fO8_zdpwzhwg/edit?usp=sharing | |||||||||||||||||||||||||
27 | Patch 9.0/10.0/10.1^ | |||||||||||||||||||||||||
28 | ||||||||||||||||||||||||||
29 | https://docs.google.com/spreadsheets/d/1jrUWye64uC5dBMivsA2f9NF0T1BWkG9PGO_Z30I883Y/edit?usp=sharing | |||||||||||||||||||||||||
30 | Patch 11.0.1^ | |||||||||||||||||||||||||
31 | ||||||||||||||||||||||||||
32 | https://docs.google.com/spreadsheets/d/1lr_Dw-7ZcY6dSB5u2uWS_PFv7cMpAt7Mc4crjMY_mNs/edit?usp=sharing | |||||||||||||||||||||||||
33 | Patch 12.0^ | |||||||||||||||||||||||||
34 | ||||||||||||||||||||||||||
35 | https://docs.google.com/spreadsheets/d/1aloeBnIihz-WY-KM4AowTRTVTi9jIG44I7zhrNmlPoQ/edit?usp=sharing | |||||||||||||||||||||||||
36 | Patch 13.0^ | |||||||||||||||||||||||||
37 | ||||||||||||||||||||||||||
38 | Special thanks to Smashboards user Masonomace for discovering each character's auto cancel windows | |||||||||||||||||||||||||
39 | as well as any discords or other users he corresponded with to confirm information | |||||||||||||||||||||||||
40 | He has also assisted in additional block stats for some of the characters and ledge snap windows | |||||||||||||||||||||||||
41 | ||||||||||||||||||||||||||
42 | Use this link if you have questions or need clarifications: | |||||||||||||||||||||||||
43 | https://smashboards.com/threads/smash-ultimate-frame-data-patch-3-0-complete.465028/ | |||||||||||||||||||||||||
44 | This data is free to use or repurpose however you like. No need to ask me first. | |||||||||||||||||||||||||
45 | ||||||||||||||||||||||||||
46 | ||||||||||||||||||||||||||
47 | Startup | The amount of frames it takes for the first hitbox to become active. | ||||||||||||||||||||||||
48 | Total Frames | The total duration of a move before the character can begin a new move or movement. | ||||||||||||||||||||||||
49 | Landing lag | The unique duration of endlag a character suffers when landing during this attack. | ||||||||||||||||||||||||
50 | Changes from Smash 4 | For veteran characters from Smash 4, notes about how a move has changed in terms of frame data. In patch updates, this field will be "Changes from previous version" | ||||||||||||||||||||||||
51 | Base Damage | Damage dealt without 1v1 damage multiplier, or move staleness/freshness bonus. Note that the 1v1 damage multiplier has no impact on knockback or shieldlag/shieldstun | ||||||||||||||||||||||||
52 | Shieldlag | The unique amount of hitlag (freeze frames) when hitting a shield. Includes the frame that the shield is struck | ||||||||||||||||||||||||
53 | Shieldstun | The amount of frames the defender is stuck in shield after shieldlag is over. These values do not take into account move staling/freshness bonus, and instead pertain to Training Mode | ||||||||||||||||||||||||
54 | Advantage | The amount of endlag the attacker suffers compared to the defender. It's -(endlag minus shieldstun) for grounded melee attacks. Add shieldlag for projectiles, and subsitute endlag for landing lag for aerials Advantage assumes a hit on first active hit frame - the same frame displayed in Startup. | ||||||||||||||||||||||||
55 | Invulnerability | Character cannot be hit by an attack on these frames. | ||||||||||||||||||||||||
56 | Intangibility | One part of the character's body cannot be hit by an attack on these frames | ||||||||||||||||||||||||
57 | Invincibility | Character does not react to being attacked, but the attacker suffers hitlag | ||||||||||||||||||||||||
58 | Super Armor | Character suffers no knockback during these frames, but still suffers damage from being attacked. | ||||||||||||||||||||||||
59 | Charge Hold | The frame of animation on a smash attack that gets repeated when you charge the move. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. | ||||||||||||||||||||||||
60 | Autocancel | On what frames of an aerial's animation where you can land and not suffer landing lag. Instead you will suffer that character's generic landing lag, which is usually 4 but sometimes 5 and very rarely 6 frames. | ||||||||||||||||||||||||
61 | ||||||||||||||||||||||||||
62 | Block advantage stuff | Putting down your shield after shieldstun has elapsed takes 11 frames. | ||||||||||||||||||||||||
63 | But Out of Shield options (dodges, jump, Up B, U-Smash, grab) do not require putting down your shield first. | |||||||||||||||||||||||||
64 | ||||||||||||||||||||||||||
65 | There is a 4 frame additional waiting period before you are allowed to shieldgrab after a block. So tack | |||||||||||||||||||||||||
66 | on 4 frames to a character's grab startup to know what they can shieldgrab | |||||||||||||||||||||||||
67 | ||||||||||||||||||||||||||
68 | No other action in shield has this sort of waiting period. | |||||||||||||||||||||||||
69 | ||||||||||||||||||||||||||
70 | ||||||||||||||||||||||||||
71 | Dodge stuff | All dodge values listed in the charts are the unstaled version of the dodge. | ||||||||||||||||||||||||
72 | ||||||||||||||||||||||||||
73 | Spot dodges have two separate values for total frames One if you perform an attack (normals and specials) | |||||||||||||||||||||||||
74 | and another for anything else (grab, shield, dodge, jump, movement, taunts) | |||||||||||||||||||||||||
75 | ||||||||||||||||||||||||||
76 | Dodge rolls have nothing special, but back rolls were made laggier, are affected more by dodge staling, | |||||||||||||||||||||||||
77 | and are usually invulnerable a frame later than forward rolls | |||||||||||||||||||||||||
78 | ||||||||||||||||||||||||||
79 | Neutral air dodges have consistent landing lag. Directional air dodges have variable landing lag | |||||||||||||||||||||||||
80 | depending on how early you land in the animation. 19 maximum if you move immediately into the ground | |||||||||||||||||||||||||
81 | Dodge staleness does not affect landing lag of either air dodge. But performing these dodges still contribute | |||||||||||||||||||||||||
82 | to dodge staleness in general | |||||||||||||||||||||||||
83 | ||||||||||||||||||||||||||
84 | Mario's max staled spot dodge is invulnerable on frame 6-17 with 27/33 total frames | |||||||||||||||||||||||||
85 | ||||||||||||||||||||||||||
86 | Mario's max staled forward roll is invulnerable on frame 8-14 with 38 total frames | |||||||||||||||||||||||||
87 | ||||||||||||||||||||||||||
88 | Mario's max staled back roll is invulnerable on frame 9-14 with 52 total frames | |||||||||||||||||||||||||
89 | ||||||||||||||||||||||||||
90 | Mario's max staled neutral air dodge has the same total frame count. But invulnerable on frame 6-27 | |||||||||||||||||||||||||
91 | instead of 3-29 | |||||||||||||||||||||||||
92 | Mario's max staled left or right directional air dodge has the same total frame count but is invulnerable | |||||||||||||||||||||||||
93 | on frame 6-20 instead of 3-21. | |||||||||||||||||||||||||
94 | ||||||||||||||||||||||||||
95 | ||||||||||||||||||||||||||
96 | ||||||||||||||||||||||||||
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99 | ||||||||||||||||||||||||||
100 |