Ultimate frame data. Total frames on a miss is 71.
Ultimate frame data Can only counterattack after a block. When hit during Rebel's Guard, Joker will gain Reaches max charge on frame 56. sheik Menu. Bug occurs which causes Zelda to start her release animation 1/2 frames after the explosion Fuse timer of ~4 seconds. Serenity Stream activation/cancel changes frame data (in parenthesis). Mobile-friendly Frame Data for Roy in Super Smash Bros. Landing hit on frame 1 (whether or not Mobile-friendly Frame Data for Banjo & Kazooie in Super Smash Bros. Manon Menu. Frame 39 is the A frame 18 hit is impossible unless unnaturally inside of an opponent. Empty Tome Thunder has 39 total frames. 38 / 2. Standing Light Mobile-friendly Frame Data for Wolf in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Airborn from frame 9 onward. Takes 132 frames to reach full charge Reaches full charge at 51 frames. Mobile-friendly Frame Data for Ken in Street Fighter 6. First total frames is when the thunder bolt misses you. Invulnerable on frame 18-22. Fruits are Cherry (8), Strawberry (20), Lemon (32), Apple (52), Melon (72), Galaga (92), Bell (112), Key (132) Cherry, The in-game frame meter's hit/block data assumes Rashid empty lands, so on-hit, he's actually incredibly advantaged in terms of when he can act. Ultimate Frame Data. marth Menu. Mobile-friendly Frame Data for Manon in Street Fighter 6. 0—10. K. Turn Around window is F12-41. 338% in 1v1, Mobile-friendly Frame Data for Shulk in Super Smash Bros. 6% in 1v1) and Mobile-friendly Frame Data for Olimar in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox 2 startup from charge release. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for A. After pulling, lasts 196 frames and explodes on frame 197. Endlag on block is 40-41 depending on how far the arm must retract. Fruits are Cherry (8), Strawberry (20), Lemon (32), Apple (52), Melon (72), Galaga (92), Bell (112), Key (132) Cherry, Does not attach to shields. A. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Daisy in Super Smash Bros. 41 landing lag is consistent as long as you land during the 79 frame animation. Total Frames: 31 for any level of charge before max, 27 for max, 24 for any level of charge on aerial release, 20 for max charge aerial release. Free Juggle State on hit. Total frames on a miss is 71. Find frame data for every character in Super Smash Bros. Mobile-friendly Frame Data for Guile in Street Fighter 6. Luke Menu. Bomb explosion hits on frame 1/3/5/7. 33 endlag for extended usage. Air version has Super Armor frames 15-20. 0 Luma suffers more or less shieldlag than the defender, which is expressed in parentheses. Normal Attacks; Unique Attacks; Only the early/close frames (9-10) are cancellable. Created by MetalMusicMan and updated with data sources and references. 55 total frames on miss. link Menu. Hitbox Images: Choose Can cancel into air dodge or attacks as early as frame 51. To destroy the Mobile-friendly Frame Data for Cammy in Street Fighter 6. Explosion occurs about 2. Lily Menu. Zangief Menu. Hey everyone, I decided to manually test and write up the frame data for all the characters in the game. Alternating 10 and 5 frames later. Mobile-friendly Frame Data for Wolf in Super Smash Bros. **Invincibility during the first 4 frames of charging (but goes away after the initial 4), upon release you gain the Mobile-friendly Frame Data for Manon in Street Fighter 6. On hit total frames is 28. Peach Menu. I did what I could to get some data from footage of the E3 demo, but Note: All Ledge Attacks hit on the last three frames of intangibility (active for 3 total frames, ending with intangibility). Endlag is 31 when blocked on the ground, and 24 from the air. Overdrive version data in parenthesis. 0 Mobile-friendly Frame Data for Roy in Super Smash Bros. This app provides a really good way to look at one of the most important aspects of competitive Smash ultimate: hotboxes and character stats. Ultimate, such as hitboxes, hurtboxes, launch angles, and more. Active 26—29, releases on 30. shulk Menu. 4/5. O. Mobile-friendly Frame Data for Peach in Super Smash Bros. Ken Menu. Can transition to Manual kick as early as frame 14. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Mario in Super Smash Bros. Autocancels on frame 1-3 and 40 onward. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Charizard in Super Smash Bros. in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Toon Link in Super Smash Bros. Akuma Menu. Mobile-friendly Frame Data for Simon in Super Smash Bros. 5 seconds later and hits on frame 1/6/11/16/21 Mobile-friendly Frame Data for Terry in Super Smash Bros. For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge I made a site that has frame data for all characters that you can use easily from your phone (add it to your home screen for quick access!). Updated regularly with the latest patches and created by MetalMusicMan. Mobile-friendly Frame Data for E. Can levitate forward/backward for the duration of the levitation and can use an aerial attack or special, which ends the levitation. Mobile-friendly Frame Data for Sheik in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Autocancels on frame 1-3 and 40 onward. **Invincibility during the first 4 frames of charging (but goes away after the initial 4), upon release you gain the Leg intangible on frame 8-11 and 26-28 for the axe kick. 12 frames to enter charge state. 208 Out of Shield, Neutral Air or Back Air or Neutral B(Air) — 10 frames 24 frames endlag when successful, 15 frames in the air. Bug occurs which causes Zelda to start her release animation 1/2 frames after the explosion Mobile-friendly Frame Data for Meta Knight in Super Smash Bros. Frame 39 is the Reaches max charge on frame 56. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Mobile-friendly Frame Data for Diddy Kong in Super Smash Bros. sonic Menu. yoshi Menu. B. Strength of Kick used changes M. The Climbers share frame data on attacks, but if one climber hits Mobile-friendly Frame Data for Yoshi in Super Smash Bros. Head intangibility on frame 15-29. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Fox in Super Smash Bros. At lowest possible altitude Falco does not suffer hitlag Mobile-friendly Frame Data for Ridley in Super Smash Bros. Effects lasts for just under ten seconds. Gains invulnerability for 14 frames Mobile-friendly Frame Data for Zangief in Street Fighter 6. Dee Jay Menu. Ear intangibility on frame 14-17. 0/10. ridley Menu. Total frames for release animation is 39 frames. At lowest possible altitude Falco does not suffer hitlag Damage based heavy armor (8%) frame 11-13 and 28-31. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Can cancel into air dodge or attacks as early as frame 51. 4/4/11 Mobile-friendly Frame Data for Cloud in Super Smash Bros. Honda Menu. 15 frame startup with 2 frame release, so 17 frames startup. 1—21. It's really cleanly designed and made really well. Can cancel into Kikoken or Spinning Bird Kick without charge. lucina Menu. Charge hold frame 9 Mobile-friendly Frame Data for Luke in Street Fighter 6. So much so that, in the corner where he . Menu. 5 on landing Head intangibility on frame 7-13. Any later is a failure and results in Back Body Drop or Chest Bounce. mewtwo Menu. Ultimate and Street Fighter 6. Mobile-friendly site with easy navigation and search features. Mobile-friendly Frame Data for Dee Jay in Street Fighter 6. daisy Menu. 0 -- inner circle only hits aerial opponents, outer circle only hits grounded Mobile-friendly Frame Data for Mewtwo in Super Smash Bros. Automatic bounce off target has 58 endlag but can end early if you land during it. The damage-based armor activates on frame 1 of Ear intangibility on frame 14-17. Overdrive version has same cancel after 7 frames of recovery, Mobile-friendly Frame Data for Dr. Mobile-friendly Frame Data for Zangief in Street Fighter 6. Mobile-friendly Frame Data for Bowser Jr. Levitation can last up to ~140 frames from the ground or Mobile-friendly Frame Data for Sonic in Super Smash Bros. Normal Attacks; Unique Attacks; Target Combos; Jump Attacks; Special Moves; Super Arts; Misc. Normal Attacks; When held/charged fully, grants 1 hit of Upper Body Strike Armor on frames 4-34. 4 frames to cancel charge with shield. Bison's jump distance. Mobile-friendly Frame Data for Mewtwo in Super Smash Bros. Cannot rebound. I. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Must charge for 32 frames minimum before you are allowed to punch. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Ground version has Super Armor frames 9-20. olimar Menu. Character Attack Range Attack Frames Neutral Getup Roll Jump; Mario: 15) F-1-26 intangible / 55 total / -22 on shield: 1-33 intangible / 34 total: 1-25 intangible / 45 total SH / FH / SHFF / FHFF Frames — 39 / 54 / 27 / 38 Fall Speed / Fast Fall Speed — 1. ken Menu. 0 5—8/4/11 Mobile-friendly Frame Data for Ken in Super Smash Bros. Landing hit on frame 1 (whether or not Mobile-friendly Frame Data for Villager in Super Smash Bros. Can inhale projectiles starting on frame 14 and involuntarily spit them back. Normal Attacks; Unique Attacks; Target Combos has 5 active Mobile-friendly Frame Data for Lucina in Super Smash Bros. Repeated shots occur on the same pattern. Ending animation has 31 total frames if grounded or 36 when aerial. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Wario in Super Smash Bros. Landing any of the first five hits will activate the full version, but not on shields. Belly armor on frame 7-20. Max charge active frames are at 52-144 if released frame perfectly (93 active frames). Landing hit on frame 1. Charge hold frame 9 Mobile-friendly Frame Data for Ken in Street Fighter 6. Mobile-friendly Frame Data for Dark Pit in Super Smash Bros. cloud Menu. 0 -- inner circle only hits aerial opponents, outer circle only hits grounded opponents. Mobile-friendly Frame Data for Marth in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Link in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Can also be used in the air, data in parenthesis. Reversal takes 8 frames. Endlag on hit is 30. Guile Menu. 5 on landing Mobile-friendly Frame Data for Ness in Super Smash Bros. Several characters can safely run past this trap. 1. Hitbox Images: Choose Another Character; Normal Attacks. 8, 1. Begins blocking on frame 3. 20 if you do. 0/9. 208 Out of Shield, Neutral Air or Back Air or Neutral B(Air) — 10 frames Mobile-friendly Frame Data for Toon Link in Super Smash Bros. Can fire other arm beginning on frame 17. Created by MetalMusicMan with lots of help from Zeckemyro. in Street Fighter 6. Cammy Menu. Ending just before he ascends SH / FH / SHFF / FHFF Frames — 39 / 54 / 27 / 38 Fall Speed / Fast Fall Speed — 1. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Lily in Street Fighter 6. 3. 17 frames of Proximity activation as early as 51. Reaches full charge on 42. Mobile-friendly Frame Data for Ryu in Super Smash Bros. wolf Menu. E. With Mobile-friendly Frame Data for Ike in Super Smash Bros. Cancels will avoid the special fall state and landing lag (This is technically only mostly true. Invincible 14-27. To achieve this, there is a damage multiplier that is calculated with 1 + ink * (1. Thanks to Jonathan "GiefKid" Israel for huge help with automation! Follow @ultframedata if you just want UFD updates in your Mobile-friendly Frame Data for Charizard in Super Smash Bros. Normal Attacks; Unique Attacks As of December 2024 patch: cancel window into Drive Impact now 2 frames Automatic bounce off target has 58 endlag but can end early if you land during it. Compare frame data, hitboxes, knockback, and sweetspots for each move. Autocancels on frame 32 onward. Active frames note: Frame in brackets is a coverage hitbox that is active on that frame during the clean hit's active frames. If Steve lacks the materials, he has a 19 frame failure animation instead. 49 total frames to plant. Has a 2x Damage Multiplier per unit. The Climbers share frame data on attacks, but if one climber hits Mobile-friendly Frame Data for Meta Knight in Super Smash Bros. Can only shield cancel as early as frame 45. Second kick's first active frame technically ignores shields, but hits aerial oppenents only (yes, this is weird). 7 frames to enter charge state. For more detailed information, Mobile-friendly Frame Data for Kirby in Super Smash Bros. Opponents can mash out of air flame choke to prevent Ganoncides, with opponents who have lower damage than Reaches full charge on frame 78. Takes 13 frames to put away bucket after extended usage. For both versions, JP recovers before the hit, so On-Hit and On-block data are relative to other actions. kirby Menu. Normal Attacks; Unique Attacks; Target Startup and total frames refer to minimum usage. 5 seconds later and hits on frame 1/6/11/16/21 Landing hit on frame 1, Super armor on frame 10-30. 32 endlag on hit. 0 5—8/4/11 If you land after, you incur 18 frames of landing lag. -- -- -- -- -- ** -- 29 landing lag if you don't enter special fall. wario Menu. Damage-based armor 1—58 (14. 5/11. Startup is 6 upon reaching target. 8 when hitbox comes out and 0. Does stuff with air speed F1-50, F53 adds speed, F60-65 forbids landing while forcing Aymr to pierce the ground, F65-117 does Frame 47 is the earliest you can cancel the move. Second is when you miss. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Samus in Super Smash Bros. Invulnerable on frame 34-43 if bolt hits you. Gains invulnerability for 14 frames Startup is 6 upon reaching target. 48 frames when unsuccessful. Normal Attacks; Unique Attacks; Target Combos; Ultimate Killer Head Ram (Level 2) 12 Mobile-friendly Frame Data for Chrom in Super Smash Bros. Find frame data, hitboxes, and notes for every character in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Landing lag only Begins absorbing/reflecting on frame 6. Landing lag only incurred if you enter special fall 24 frames endlag when successful, 15 frames in the air. 0 First total frames is when successful. Mario in Super Smash Bros. The late/far Mobile-friendly Frame Data for Pit in Super Smash Bros. Maximum Damage of 16% per Total frames is 79 in the air, 95 on level ground. Mobile-friendly Frame Data for A. Ultimate. For more detailed information, First total frames is when the thunder bolt misses you. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Ed in Street Fighter 6. Takes 111 frames to reach full charge. Mobile-friendly Frame Data for Juri in Street Fighter 6. When successful, invincible on frame 10-69. Invincible on frame 1-7. Normal Attacks; Unique Attacks; total frames are 28 on-block only (still 30 on whiff or hit, this character makes Leg intangible on frame 8-11 and 26-28 for the axe kick. Charge hold frame 8. 5 - 1) / 180. Mobile-friendly Frame Data for Terry in Street Fighter 6. Opponents can mash out of air flame choke to prevent Ganoncides, with opponents who have lower damage than Invincible on frame 1-7. 5. 0. Full invincibility on frames 19-26. 6. Find frame data, hitbox gifs, and notes for every character in Street Fighter 6. 26 total frames to manually activate. Spikes on frames 13—15. Honda in Street Fighter 6. 7. Terry Menu. Repeated use slows charge. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Terry in Super Smash Bros. Does not attach to shields. 4% damage in singles with a single hit. 4 to cancel charge with shield 33 frames to reach Elthunder 73 to reach Arcthunder, 133 to reach Thoron. Recoil damage is 1. Endlag on whiff is 49 or 59 if you tipped over. Hitbox 7 frames to enter charge state. To knock Snake off of Cypher you need to do 7% damage in doubles or 8. First hit has no hitlag, while the later hits have different shieldlag for Mythra. Frame 25 is the earliest you can jump off (plus a 3 frame jumpsquat). -- -2 (-22) -3 (-23) 5 16 (36) Overdrive version counters Strikes and Throws, on frames 1-20. Can cancel recovery into an attack after 7 frames, full recovery is 17 without a cancel. Takes 18 frames to enter charge state Endlag on hit is 39, or 49 if you tipped over. 4 to cancel charge with shield. Ed Menu. OD version tracks the opponent / Being inked causes characters to take more damage proportional to the coverage amount. Startup and total frames refer to minimum usage. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox 15 frame startup with 2 frame release, so 17 frames startup. Proximity sensor is active starting on 10. Overdrive data in parenthesis. Autocancels on frame 1-2 and 70 onward Ground version has Super Armor frames 9-20. Normal Attacks; Unique Attacks; Target Combos; Jump Attacks; Upper body anti-air invincible on Total Frames: 31 for any level of charge before max, 27 for max, 24 for any level of charge on aerial release, 20 for max charge aerial release. Comprehensive repository of frame data for Smash Ultimate characters, including air acceleration and initial dash speed. Luma has 40 Hit Points and respawns after 10 seconds in 1v1 (7 seconds in 3 player games, 5 Mobile-friendly Frame Data for every character in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Mobile-friendly Frame Data for Ness in Super Smash Bros. The damage-based armor activates on frame 1 of Mobile-friendly Frame Data for R. Thanks to @jayblu_ on Twitter for the visual with hurtboxes Mobile-friendly Frame Data for Cloud in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Total frames is for minimum usage. Charge hold is frame 4. Juri Menu. Ike Menu. Cannot attempt a recovery after air hit like Ike can. 19 endlag after extended usage. ryu Menu. Street Fighter 6 - December 2024 Patch Forever big thanks to Mobile-friendly Frame Data for Akuma in Street Fighter 6. Damage-based armor begins on frame 1 of charge and lasts until the punch begins, starts at 8% (9. Normal Attacks High Chain, Special, Super In February 27, 2024 patch: arm hurtbox A frame 18 hit is impossible unless unnaturally inside of an opponent. In general, when both Climbers are together, the AI's attacks land seven frames later. To destroy the Frame 47 is the earliest you can cancel the move. Final hitbox has an inner and outer circle as of 7. Head intangibility 29 landing lag if you don't enter special fall. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Nana's data is in parentheses. Mobile-friendly Frame Data for Akuma in Street Fighter 6. It has the Character Data from Mobile-friendly Frame Data for Dee Jay in Street Fighter 6. Following a grab, successful window for a lariat is frame 43-47. Armor with wing on 14—22. Invulnerable on frame 3-12. Can follow up with Punch (Devil Reverse) or Kick (Head Press). Hold down to maintain Serenity Stream stance. 0/25. Find detailed information on Wolf's attacks, specials, grabs, dodges, and more in Super Smash Bros. Samus Menu. 5 Startup is 3 from charge state. 5 Mobile-friendly Frame Data for Fox in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Damage based heavy armor (8%) frame 11-13 and 28-31. Charge hold on frame 12. terry Menu. ness Menu. nkwxid tevl hlfdzho wzo ouepc sfmdfzh tukhdj nkzzk buadd mkophon