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Super Smash Bros. Ultimate eGuide
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Contents

  • Super Smash!
    • Overview
    • About This Guide
    • Smash Modes
    • Options
    • Classic Mode
    • Training
    • Mob Smash
    • Adventure Mode
  • Ultimate Glossary of Terms and Mechanics
    • Active
    • Advantage
    • Air Dodge (Neutral/Normal)
    • Air Attack
    • Anti-Air
    • Bair
    • Blast Zone
    • Break Fall
    • Buffer
    • Cancel
    • Catch
    • Charge
    • Charge Cancel
    • Combo
    • Conditioning
    • Counterattack
    • Crouch
    • Crouch Walk
    • Dair
    • Damage
    • Dash
    • Dash Attack
    • Dash Dance
    • Dash Flip
    • Defense
    • Directional Air Dodge
    • Directional Influence
    • Disadvantage
    • Disjointed
    • Dodge
    • Drag
    • Edge
    • Edge-Guarding
    • Empty Jump
    • Fair
    • Fast Fall
    • Final Smash
    • Footstool Jump
    • Frame
    • Frame Data
    • Grab
    • Grab Attack
    • Grab Parry
    • Guaranteed
    • Hitbox
    • Hit-Confirm
    • Hitstop
    • Hitstun
    • Hitstun Shuffle
    • Hop
    • Hurtbox
    • Intangible
    • Invincible
    • Item
    • Jab-Canceling
    • Juggle
    • Jump
    • Knockback
    • Lag
    • Land
    • Launch
    • Ledge
    • Ledge-Hanging
    • Meteor Smash
    • Movement
    • Nair
    • Neutral
    • Offense
    • On-the-Spot Dodge
    • Out-of-Shield
    • Perfect Shield
    • Pivot
    • Poke
    • Poké Ball
    • Pre-Jump Frames
    • Priority
    • Projectile
    • Punish
    • Rage
    • Range/Reach
    • Recovery
    • Reflect
    • Reverse Rush
    • Roll
    • Run
    • Shield
    • Shield Break
    • Shield Grab
    • Shield Shift
    • Shield-Stun
    • Shield-Stun Shuffle
    • Short Hop
    • Short Hop Attack
    • Shot
    • Side
    • Sidestep
    • Slide
    • Smash Attack
    • Special Moves
    • Special Reverse
    • Spike
    • Spot Dodge
    • Stage
    • Stale
    • Stall-Then-Fall Attack
    • Stock
    • Super Armor
    • Sweet Spot
    • Takeoff
    • Taunt
    • Tech
    • Tether
    • Throw (Foe)
    • Throw (Item)
    • Tilt Attack
    • Tumbling
    • Two-Frame Punish
    • Wake-Up
    • Wall Cling
    • Wall Jump
    • Walling
    • Weight
    • Whiff
    • Zair
  • Bayonetta
    • Overview
    • Costumes
    • Brawler Arsenal
  • Bowser
    • Overview
    • Costumes
    • Brawler Arsenal
  • Bowser Jr.
    • Overview
    • Costumes
    • Brawler Arsenal
  • Captain Falcon
    • Overview
    • Costumes
    • Brawler Arsenal
  • Cloud
    • Overview
    • Costumes
    • Brawler Arsenal
  • Corrin
    • Overview
    • Costumes
    • Brawler Arsenal
  • Diddy Kong
    • Overview
    • Costumes
    • Brawler Arsenal
  • Donkey Kong
    • Overview
    • Costumes
    • Brawler Arsenal
  • Dr. Mario
    • Overview
    • Costumes
    • Brawler Arsenal
  • Duck Hunt
    • Overview
    • Costumes
    • Brawler Arsenal
  • Falco
    • Overview
    • Costumes
    • Brawler Arsenal
  • Fox
    • Overview
    • Costumes
    • Brawler Arsenal
  • Ganondorf
    • Overview
    • Costumes
    • Brawler Arsenal
  • Greninja
    • Overview
    • Costumes
    • Brawler Arsenal
  • Ice Climbers
    • Overview
    • Costumes
    • Brawler Arsenal
  • Ike
    • Overview
    • Costumes
    • Brawler Arsenal
  • Incineroar
    • Overview
    • Costumes
    • Brawler Arsenal
  • Inkling
    • Overview
    • Costumes
    • Brawler Arsenal
  • Isabelle
    • Overview
    • Costumes
    • Brawler Arsenal
  • Jigglypuff
    • Overview
    • Costumes
    • Brawler Arsenal
  • Ken
    • Overview
    • Costumes
    • Brawler Arsenal
  • King Dedede
    • Overview
    • Costumes
    • Brawler Arsenal
  • King K. Rool
    • Overview
    • Costumes
    • Brawler Arsenal
  • Kirby
    • Overview
    • Costumes
    • Brawler Arsenal
  • Link
    • Overview
    • Costumes
    • Brawler Arsenal
  • Little Mac
    • Overview
    • Costumes
    • Brawler Arsenal
  • Lucario
    • Overview
    • Costumes
    • Brawler Arsenal
  • Lucas
    • Overview
    • Costumes
    • Brawler Arsenal
  • Luigi
    • Overview
    • Costumes
    • Brawler Arsenal
  • Mario
    • Overview
    • Costumes
    • Brawler Arsenal
  • Marth / Lucina
    • Overview
    • Marth Costumes
    • Lucina Costumes
    • Brawler Arsenal
  • Mega Man
    • Overview
    • Costumes
    • Brawler Arsenal
  • Meta Knight
    • Overview
    • Costumes
    • Brawler Arsenal
  • Mewtwo
    • Overview
    • Costumes
    • Brawler Arsenal
  • Mii Fighters: Brawler
    • Mii Brawler Overview
    • Brawler Arsenal
  • Mii Fighters: Swordfighter
    • Mii Swordfighter Overview
    • Swordfighter Arsenal
  • Mii Fighters: Gunner
    • Mii Gunner Overview
    • Gunner Arsenal
  • Mr. Game & Watch
    • Overview
    • Costumes
    • Brawler Arsenal
  • Ness
    • Overview
    • Costumes
    • Brawler Arsenal
  • Olimar
    • Overview
    • Costumes
    • Brawler Arsenal
  • PAC-MAN
    • Overview
    • Costumes
    • Brawler Arsenal
  • Palutena
    • Overview
    • Costumes
    • Brawler Arsenal
  • Peach / Daisy
    • Overview
    • Peach Costumes
    • Daisy Costumes
    • Brawler Arsenal
  • Pichu
    • Overview
    • Costumes
    • Brawler Arsenal
  • Pikachu
    • Overview
    • Costumes
    • Brawler Arsenal
  • Pit / Dark Pit
    • Overview
    • Pit Costumes
    • Dark Pit Costumes
    • Brawler Arsenal
  • Pokémon Trainer
    • Overview
    • Costumes
    • Common Moves
    • Squirtle Arsenal
    • Ivysaur Arsenal
    • Charizard Arsenal
  • Ridley
    • Overview
    • Costumes
    • Brawler Arsenal
  • R.O.B.
    • Overview
    • Costumes
    • Brawler Arsenal
  • Robin
    • Overview
    • Costumes
    • Brawler Arsenal
  • Rosalina & Luma
    • Overview
    • Costumes
    • Brawler Arsenal
  • Roy / Chrom
    • Overview
    • Roy Costumes
    • Chrom Costumes
    • Brawler Arsenal
  • Ryu
    • Overview
    • Costumes
    • Brawler Arsenal
  • Samus / Dark Samus
    • Overview
    • Samus Costumes
    • Dark Samus Costumes
    • Brawler Arsenal
  • Sheik
    • Overview
    • Costumes
    • Brawler Arsenal
  • Shulk
    • Overview
    • Costumes
    • Brawler Arsenal
  • Simon / Richter
    • Overview
    • Simon Costumes
    • Richter Costumes
    • Brawler Arsenal
  • Snake
    • Overview
    • Costumes
    • Brawler Arsenal
  • Sonic
    • Overview
    • Costumes
    • Brawler Arsenal
  • Toon Link
    • Overview
    • Costumes
    • Brawler Arsenal
  • Villager
    • Overview
    • Costumes
    • Brawler Arsenal
  • Wario
    • Overview
    • Costumes
    • Brawler Arsenal
  • Wii Fit Trainer
    • Overview
    • Costumes
    • Brawler Arsenal
  • Wolf
    • Overview
    • Costumes
    • Brawler Arsenal
  • Yoshi
    • Overview
    • Costumes
    • Brawler Arsenal
  • Young Link
    • Overview
    • Costumes
    • Brawler Arsenal
  • Zelda
    • Overview
    • Costumes
    • Brawler Arsenal
  • Zero Suit Samus
    • Overview
    • Costumes
    • Brawler Arsenal
  • Items
    • Items
    • Assist Trophies
    • Poké Ball
    • Master Ball
  • Stages
    • Training
    • Battlefield
    • Big Battlefield
    • Final Destination
    • Peach’s Castle
    • Kongo Jungle
    • Hyrule Castle
    • Super Happy Tree
    • Dream Land
    • Saffron City
    • Mushroom Kingdom
    • Princess Peach’s Castle
    • Rainbow Cruise
    • Kongo Falls
    • Jungle Japes
    • Great Bay
    • Temple
    • Brinstar
    • Yoshi’s Island (Melee)
    • Yoshi’s Story
    • Fountain of Dreams
    • Green Greens
    • Corneria
    • Venom
    • Pokémon Stadium
    • Onett
    • Mushroom Kingdom II
    • Brinstar Depths
    • Big Blue
    • Fourside
    • Delfino Plaza
    • Mushroomy Kingdom
    • Figure-8 Circuit
    • WarioWare, Inc.
    • Bridge of Eldin
    • Norfair
    • Frigate Orpheon
    • Yoshi’s Island
    • Halberd
    • Lylat Cruise
    • Pokémon Stadium 2
    • Port Town Aero Drive
    • Castle Siege
    • Distant Planet
    • Smashville
    • New Pork City
    • Summit
    • Skyworld
    • Shadow Moses Island
    • Luigi’s Mansion
    • Pirate Ship
    • Spear Pillar
    • 75 M
    • Mario Bros.
    • Hanenbow
    • Green Hill Zone
    • 3D Land
    • Golden Plains
    • Paper Mario
    • Gerudo Valley
    • Spirit Train
    • Dream Land GB
    • Unova Pokémon League
    • Prism Tower
    • Mute City SNES
    • Magicant
    • Arena Ferox
    • Reset Bomb Forest
    • Tortimer Island
    • Balloon Fight
    • Living Room
    • Find Mii
    • Tomodachi Life
    • PictoChat 2
    • Mushroom Kingdom U
    • Mario Galaxy
    • Mario Circuit
    • Skyloft
    • The Great Cave Offensive
    • Kalos Pokémon League
    • Coliseum
    • Flat Zone X
    • Palutena’s Temple
    • Gamer
    • Garden of Hope
    • Town and City
    • Wii Fit Studio
    • Boxing Ring
    • Gaur Plain
    • Duck Hunt
    • Wrecking Crew
    • Pilotwings
    • Wuhu Island
    • Windy Hill Zone
    • Wily Castle
    • PAC-LAND
    • Super Mario Maker
    • Suzaku Castle
    • Midgar
    • Umbra Clock Tower
    • New Donk City Hall
    • Great Plateau Tower
    • Moray Towers
    • Dracula’s Castle
  • Challenges
    • Overview
    • Smash
    • Adventure
    • Spirit Board
    • Spirits
    • Classic Mode
    • Games & More
    • Other
  • List of Spirits
    • Spirits

Super Smash Bros. Ultimate Guide › Ultimate Glossary of Terms and Mechanics

Frame Data

Frame data is sometimes used to describe move speeds and properties, and is neither required information for game enjoyment, nor as intimidating as it might seem before you get acquainted.

Testing Frame Data in Training Mode

When looking into frame data, the most important piece of information for a move is its active frames. When is the move a threat on-screen? After that, it can be helpful to know how long a move preoccupies a fighter—not when its attack or animation ends, but when it accepts different inputs.

Luckily, the Training Stage in Super Smash Bros. Ultimate offers a built-in frame counter, so you can accurately check anything you want! Check out the Speed setting in Training Mode options and put it on “1 frame.” Now, tapping ZL advances a single frame at a time. (You can play at normal speed by holding down ZL.) While the game’s frozen, holding any desired input and tapping ZL advances one frame while inputting that command. This is how you can test things accurately. For example, stand next to a CPU dummy, hold any attack command, and skip a single frame to start, then count single frames until the attack hits. That’s the start-up right there; a neutral attack that strikes three ZL taps after the initial input hits in four frames.

Pick “Control” under CPU Behavior and have another controller ready to test out interactions between two fighters using frame skip! For instance, you can check if certain things are safe in a given matchup by starting the attack with one fighter, then blocking with the other and holding down Attack or Grab to buffer, executing either as soon as possible out of shield-stun. Then, that command held (you might have to get creative with both hands or feet or friends), you can try to shield up or dodge or jump away with the original aggressor before the retaliation comes. In this way, you can minutely test out any interaction in the game, finding weaknesses or opportunities.

Attack Speed Generalizations

The very fastest attacks hit in a single frame after input, but that just covers neutral attack jabs from Little Mac and Zero Suit Samus.

Usually, a very fast neutral attack hits in two or three frames. A neutral attack hitting in four or five frames is usually heavyweight territory; slower than that is rare, typically on an unusual fighter. (Look for a faster reliable tilt or smash attack. There will be one or two.)

Most decent tilt attacks hit around seven frames, give or take a frame or two. For a burlier fighter this might be closer to 10 or 12, like they’re miniature smash attacks. The very fastest, like Snake’s side tilt, hit in four frames.

Smashes vary, with some as fast as five to eight frames uncharged (many up smashes especially have a brief hit directly in front or on both sides that’s relatively quick, before transitioning to a slower anti-air hit), but the majority clock in around 14-ish frames. Heavier fighters have smash attacks that edge into 20-to-30-frame territory, taking as long as a third of a second to half a second to hit.

Air attacks vary a lot. Some are as fast as good neutral attacks, active in two or three frames. Some are like flying smash attacks, taking 18 or more frames to hit (this is usually a down air attack with a spiking meteor smash effect on hit). It’s almost more important to be aware of how much lag an air attack has than how fast it hits to start. Moves with lots of aerial lag make it hard to recover if you use them in offstage airspace; air moves with extra landing lag when used low to the ground leave you vulnerable on touchdown while messing up potential combos or shield pressure.

A grab that pulls in defenders within five or six frames is very fast. There are nimble fighters who yet have seven-frame grabs, too. Eight-frame grabs are the beginning of heavyweight territory, considered slow. Slower than that usually involves a tether throw, which has extra range at the cost of added start-up.

Specials are all over the place and can’t be broadly generalized.

When this guide refers to various attacks as being fast, typical, or slow for their classes, it’s with these figures in mind.

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