Super Smash Bros. Ultimate Patch 4.0 Frame Data
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Link to previous versions:
https://docs.google.com/spreadsheets/d/1RGTq4KOdPaGqFn-nAfmDed-NoczEq28BbnEvqD4NQ7I/edit?usp=sharing
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Patch 1.1/1.2 ^includes comparisons to Smash 4.
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https://docs.google.com/spreadsheets/d/1_5VLxefRUv8UrMEdog3GuyfyB5uA3uvHBKmKJOUVZus/edit#gid=123650910
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Patch 2.0^
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https://docs.google.com/spreadsheets/d/1dtroo99roklwW6xxgcpOtFBWuq2O9YiYPAbZorO0vJM/edit#gid=123650910
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Patch 3.0^
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https://docs.google.com/spreadsheets/d/1ikT8djIm5j-95BK5QKKYErWH30TPOVjuArahh_yuKqE/edit#gid=123650910
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Patch 3.1^
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Special thanks to Smashboards user Masonomace for discovering each character's auto cancel windows
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as well as any discords or other users he corresponded with to confirm information
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He has also assisted in additional block stats for some of the characters
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Use this link if you have questions or need clarifications:
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https://smashboards.com/threads/smash-ultimate-frame-data-patch-3-0-complete.465028/
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This data is free to use or repurpose however you like. No need to ask me first.
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StartupThe amount of frames it takes for the first hitbox to become active.
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Total FramesThe total duration of a move before the character can begin a new move or movement.
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Landing lagThe unique duration of endlag a character suffers when landing during this attack.
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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"
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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
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Shieldlag
The unique amount of hitlag (freeze frames) when hitting a shield. Includes the frame that the shield is struck
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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
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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.
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InvulnerabilityCharacter cannot be hit by an attack on these frames.
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IntangibilityOne part of the character's body cannot be hit by an attack on these frames
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InvincibilityCharacter does not react to being attacked, but the attacker suffers hitlag
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Super Armor
Character suffers no knockback during these frames, but still suffers damage from being attacked.
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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.
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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.
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Block advantage stuffPutting down your shield after shieldstun has elapsed takes 11 frames.
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But Out of Shield options (dodges, jump, Up B, U-Smash, grab) do not require putting down your shield first.
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There is a 4 frame additional waiting period before you are allowed to shieldgrab after a block. So tack
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on 4 frames to a character's grab startup to know what they can shieldgrab
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No other action in shield has this sort of waiting period.
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Dodge stuffAll dodge values listed in the charts are the unstaled version of the dodge.
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Spot dodges have two separate values for total frames One if you perform an attack (normals and specials)
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and another for anything else (grab, shield, dodge, jump, movement, taunts)
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Dodge rolls have nothing special, but back rolls were made laggier, are affected more by dodge staling,
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and are usually invulnerable a frame later than forward rolls
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Neutral air dodges have consistent landing lag. Directional air dodges have variable landing lag
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depending on how early you land in the animation. 19 maximum if you move immediately into the ground
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Dodge staleness does not affect landing lag of either air dodge. But performing these dodges still contribute
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to dodge staleness in general
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Mario's max staled spot dodge is invulnerable on frame 6-17 with 27/33 total frames
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Mario's max staled forward roll is invulnerable on frame 8-14 with 38 total frames
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Mario's max staled back roll is invulnerable on frame 9-14 with 52 total frames
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Mario's max staled neutral air dodge has the same total frame count. But invulnerable on frame 6-27
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instead of 3-29
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Mario's max staled left or right directional air dodge has the same total frame count but is invulnerable
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on frame 6-20 instead of 3-21.
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