|Glossary||Startup||The amount of frames before and including the one where the move hits. Moves with multiple hits are ordered from first to last hit|
The amount of frames after the move hits before the attacker can perform a new action. Specifically does not include the frame the move hits. For moves with multiple hits, the final hit's lag is
displayed. For aerials, this field is for Landing lag.
Interruptable As Soon As. This field only concerns moves with time frames for initiating other, specific actions, like jab transitions. Jab transition IASA frame refers to the frame a second or third jab
can start in terms of that move's animation.
The total amount of frames for the move. A simple addition of Startup and Lag for most moves. For aerials, this does not concern landing lag, but instead the character remaining airborne.
Note that Total Frames = FAF -1
|Block Freeze||Shield hitlag. The amount of frames before shield hitstun begins. Defender does not lose periodic shield health during Shieldlag.|
|Block Freeze (self)|
Shield hitlag for the attacker. A less relevant field after Patch 1.11, where Block Freeze was homogenized between attacker and defender. Attacker does not suffer Block Freeze for projectile attacks.
Shield hitstun. Defender does not lose periodic shield health during Blockstun. They must wait for this many frames before they can put down their shield or do any Out of Shield actions.
Literal block advantage. Most moves are unsafe on block and have a negative number of frames telling you how much time the defender can act before you can with Out of Shield actions.
A positive number indicates how much quicker the attacker can act before the defender.
|Advantage (drop)||Block advantage +7. It takes 7 frames to put down shield, so this is the Block advantage when the defender wants to do something he can't from a shielding position.|
Smash 4 attacks (mainly special moves) are complicated by design, so use these notes to the right of advantage as guidelines for what multiple startup, lag, Block, and advantage values are referring
to. We try to be as comprehensive as possible.
|Calculations||Normal moves||-(lag – blockstun) = Advantage (OoS). The attacker enters lag for their move on the same frame the defender enters Blockstun. Our charts are set up for this easy calculation.|
We consider a scenario where the attack is blocked just one frame before the attacker lands. The attacker thus enters landing lag on the same frame the defender enters blockstun. If the attacker still
had, for example, 4 frames of air time before they landed, you would add that (-4) directly to the advantage.
You add Block Freeze to Blockstun, as the attacker does not experience this. But we assume a scenario where the projectile is blocked on its first active frame in order to maintain the lag – blockstun
framework. This is the worst case scenario. Refer to late hit for more info on how safe the projectile potentially can be.
We should have block numbers for any late hit of an attack. To use Ganondorf's dash attack as an example, the late hit has three less blockstun, but comes out later in the move, so there's less lag.
If Ganon's dash attack was blocked on the very last hit frame (startup 19), then that means he has 18 frames of lag rather than 27 for the initial, first active frame. With this information: -(18 -7) =
-11 (OoS) and -4 (drop). Projectiles are no different, just remember to add block freeze to blockstun
Very few aerials are safer when auto cancelled from a short hop in terms of frame data, but calculating these scenarios is no less important. For this, you need to know your character's short hop air
time, hard landing lag (usually 4 frames but can be 5 or 6), and the aerial's auto cancel window. Hard landing lag is the landing lag you experience upon landing during an autocancel window. To use
Yoshi's F-air as an example, Yoshi's Short Hop air time is 42 frames, F-air has 16 startup and auto cancels on frame 40, and yoshi's hard landing lag is 4. Yoshi will be in the air for 26 frames after he's
blocked before landing. Add 4 hard landing lag to the 26 air time to get 30 frames of “lag” before Yoshi can act again on the ground. F-air deals 10 shieldstun, so the block advantage is -20 (OoS).
Other factors to consider are fast falling the aerial and purposely delaying the attack in order to have less air time before landing. If we look at Yoshi's F-air autocancel, he needs to experience 40
frames of the animation or else he'll suffer landing lag. So the attacker can only delay the attack as long as two frames in a short hop in order for the move to autocancel, so delaying is risky and not
much help. Fast falling toward the end of a move can shave off a few frames of air time, but again, the best you can hope for is +2 better advantage on this specific move. Regarding auto cancelled
aerials, their main advantage is the ability to move yourself far away from the defender to avoid typical punishes, because it takes the defender time to put down their shield and close that distance
chasing you. And always be aware of the potential to double jump before landing or perform another action to further cover yourself from punishes.
Jab transitions and
To use Cloud's jab 1 to Jab 2 as an example, Jab 1's startup is 4 and IASA is 9 – That's the first animation frame for jab 2 if it's been input. Counting from 9 with 5 startup, that means jab 2 comes
out on frame 13 (not 14). There are 8 frames of animation between Jab 1 and 2's hits, and Jab 1 deals 3 blockstun. Thus the defender has 5 frames in which they can act. With this information you know that
shield grabs as fast as frame 6 won't work on cloud since they connect on the same frame and Smash 4 has no grab armor. But dodge rolls are possible because they need just four frames before
the defender becomes invulnerable.
|Shieldstun formula||These charts have proven that the post patch 1.11 shieldstun formula is Damage/1.72 + 2 rounded down. For projectiles, it is Damage/3.44 + 2 rounded down.|
|Exceptions to formula|
The game does not allow the defender to sit in shield for less than four frames against projectiles with a 0.0 hitlag modifier. This is evident with Falco's blaster. However, his reflector suggests that
these attacks follow some unique formula all their own, likely Damage/3.44 + 4 rounded down.
|Previous charts||Patch 1.10||https://docs.google.com/spreadsheets/d/1vw-lQktgLoE6tspDhOwju2Vq5a4irDPLvwfxuOKVGxk/edit#gid=2083239375|
|Good for Damage, Knockback, active frames, autocancel windows, and character attributes|
Sixriver data (translated)
|In-game animation data. Great source for anything that's not an attack|