Smash 4 runs at 60 frames per second (1 frame = 1/60th of a second). Basically, this means that everything you do happens within X frames after pressing buttons. Every action takes a certain amount of time to happen, which can be measured in frames.
Attacking frames are in yellow, total frames in are in purple, invincibility frames are in green, super armor frames are in blue, and windboxes are in orange.
Active frames tell you when the move does it's job. If a move hits multiple times, each hit will be separated by a comma.
The number in total frames essentially tells you how long it takes to complete the move. You can act freely starting from the next frame.
If you see an xx, it's just a placeholder value to be filled in later. Any number marked with a question mark I haven't tested too thoroughly or at all.
Move | Active Frames | Total Frames | Shieldstun | Notes
Jab1 | 5-6 | 24 | 4
Jab2 | 6-7 | 34 | 5
Jab Combo | 5-6, 16-17 | 44 | 4, 5 | Fastest possible timing
Grab | 8-9 | 30 | Unblockable |
Move | Active Frames | Total Frames | Shieldstun | Notes
Dash Atk | 9-24 | 41 | 7/6 | Weak hit on frames 13-24
Dash Grab | 10-11 | 38 | Unblockable |
Pivot Grab | 11-12 | 36 | Unblockable |
Move | Active Frames | Total Frames | Shieldstun | Notes
Ftilt-Up | 9-11 | 37 | 8 | Intangible arm on frames 7-11
Ftilt-Side | 9-11 | 37 | 7 | Intangible arm/shoulder on frames 1-25
Ftilt-Down | 9-11 | 37 | 7 | Intangible arm/shoulder on frames 1-25 ... 15% trip chance
Utilt | 5-11 | 38 | 8/7/7 | Intangible arm on frames 5-25
Dtilt | 7-9 | 22 | 6/5 | Intangible arm on frames 1-9 ... 40% trip chance
Move | Active Frames | Total Frames | Shieldstun | Notes
Fsmash | 22-23 | 54 | 13 | Charges on frame 15 ... Intangible head/arms on frames 20-26
Usmash | 14-15 | 49 | 12 | Charges on frame 7 ... Intangible head/arms on frames 12-15
Dsmash | 11-14 | 55 | 11/12/10 | Charges on frame 3 ... Intangible arms on frames 11-14
Move | Active Frames | Total Frames | Landing Lag | Auto-Cancel Frames | Shieldstun | Notes
Nair | 10-26 | 38 | 17 | 1-9, 27+ | 8/6 | Weak hit on frames 14-26
Fair | 18-22 | 55 | 29 | Never AC's/still bugged lol | 11/10 | Spikes on frames 21-22
Bair | 7-16 | 31 | 18 | 1-6, 31+ | 9/6 | Weak hit on frames 9-16
Uair | 6-10 | 37 | 25 | 1-5, 26+ | 9 | Intangible head on frames 1-10
Dair | 14-16 | 54 | 24 | 1-2, 50+ | 11/9 |
Move | Pre-Charge Lag | Wind-Up Frames | *Charge Cancel Lag | *Full Charge
Giant Punch | 7 | 13.33 | 8-21 | 140-153
Lightning Punch | 7 | 7.5 | 8-15 | 46-52
Storm Punch | 7 | 15 | 8-22 | 83-97
Move | Active Frames | Total Frames | Free Fall Lag | Shieldstun | Notes
*Giant Punch (Uncharged) | 18-20 | 62 | 30 | 5-19 | Sweetspot hits behind you on frame 18 ... Intangible arm on frames 4-20
Giant Punch (Charged/Ground) | 19-20 | 47 | 30 | 18 | 11-20
Giant Punch (Charged/Air) | 18-20 | 62? | 30 | 16/10 | 17-20 ... Weak hit behind you on frame 18 ... Changes to the ground version upon landing ... Landing on frames 12-17 causes you to never get super armor
*Lightning Punch (Uncharged) | 15-16 | 47 | 30 | 5-11 | Sweetspot hits on frame 15 in front of you (hand only)
Lightning Punch (Charged) | 16 | 36 | 30 | 10/9 |
*Storm Punch (Uncharged) | 19-20 , 21-27 | 83 | 30 | 5-11 | Intangible arm on frames 4-19 on ground, 4-20 in air
Storm Punch (Charged) | 19-20 , 19-31 | 70 | 30 | 12 | 19-27 in air
Move | Active Frames | Total Frames | Shieldstun | Notes
Headbutt | 20-21 | 63 | 7 | Buries for 96 + D - 14 x B frames
Jumping Headbutt | 23-26/31/33/37 | 78 | 7/6 | Hitbox duration depends on when you land
Stubborn Headbutt | 44-46 | 95 | 9 | 1-55
Move | Active Frames | Total Frames | Free Fall Lag | Ledge Grabs | Effective Shieldstun | Notes
Spinning Kong | 19, *25-58, 62 | 92 | | | 6, xx, 4 | 8-17 ... Intangible arm on frames 19-24
Spinning Kong (Air) | 4-6, *12-43, *44-67 | 92 | 40 | 20+ | 7, 4/4, xx | 3-6 ... Intangible arms on frames 12-43 ... Flexing Lag = 30
Chopper Kong | N/A | xx | 30 | xx | N/A | Goes higher than air version
Chopper Kong (Air) | N/A | xx | 30 | 4+? | N/A | 2-3? ... Intangible arms on frames 2-23?
Kong Cyclone | 19 , 20-46? , 49 | 71 | | | 4, 10 | 20-45
Kong Cyclone (Air) | 3-6 , 15-39? , 41 | 67 | 40 | 23+? | xx, 8 | 3-6 ... 15-35 ... Transitions to the ground version if you land early
Move | Active Frames | Total Frames | Shieldstun | Notes
Hand Slap | 19-20, 30-31, 46-47, 57-58, … | Add 43 to the last active frame | 10, 10 | If you stop at 2 slaps it ends on frame 74
Hand Slap (Air) | 19-21, 28-30 | 61 | 4, 5 | Landing Lag = 30
Focused Slap | 17-18, 28-29, 44-45, 55-56, ... | Add 43 to the last active frame | 6, 10 | If you stop at 2 slaps it ends on frame 72
Focused Slap (Air) | 16-18, 26-28 | 58 | 6, 10 | Landing Lag = 30
Hot Slap | 13-14, 24-25, 40-41, 51-52, ... | Add 50 to the last active frame | 4, 8 | If you stop at 2 slaps it ends on frame 75
Hot Slap (Air) | 11-13, 21-23 | 53 | 4, 4 | Landing Lag = 30
Move | Active Frames | Total Frames | Notes
Spot Dodge | 4-19 | 28 | Goes into Z-axis
Front Roll | 4-16 | 29 | Can cancel into item toss
Back Roll | 4-16 | 29 | Can cancel into item toss
Air Dodge | 4-29 | 34 | Landing Lag = 21
Move | Active Frames | Total Frames | Notes
Ground Tech | 1-20 | 26 |
Tech Roll | 1-20 | 40 |
Trip Get Up | 1-16 | 21 |
Trip Forward Roll | 1-9 | 28 |
Trip Back Roll | 1-9 | 28 |
Move | Active Frames | Total Frames | Notes
Ledge Grab | 3-24?+ | *24 | Air time before grabbing the ledge and damage affect how long your intangibility lasts
Ledge Climb | 1-33 | 34 | Can't be buffered during Ledge Grab
Ledge Roll | 1-30 | 49
Ledge Jump | 1-12 | 12 | Can't buffer actions during jump
Ledge Atk | 23-25 | 55 | 1-20
Move | Active Frames | Total Frames | Notes
Get Up Atk on Back | 18-19, 23-24 | 45 | 1-24 ... 8 Bonus shield damage per hit
Get Up Atk on Stomach | 18-19, 23-24 | 45 | 1-24 ... 8 Bonus shield damage per hit
Trip Atk | 19-20, 24-25 | 49 | 1-7 ... 8 Bonus shield damage per hit
Pummel | 9-10 | 19 | Total includes hitlag (stale pummels may have 1 or 2 less frames of hitlag)
Cargo Hold Throws
Weight does not affect the speed or lag of these throws
Move | Throwing Frame | Total Frames | Notes
Cargo Hold | N/A | 19 + N | 1-18 ... Has Heavy Armor until you start a throw ... N = extra holding time
Ftoss | 15 | 45 | Angle = 60 ... Can regrab the opponent (no grab immunity)
Btoss | 16 | 42 | Angle = 72 ... Can regrab the opponent (no grab immunity)
Utoss | 15 | 29 | Angle = 92 ... Can regrab the opponent (no grab immunity)
Dtoss | 17 | 44 | Angle = 48 ... Can regrab the opponent (no grab immunity) ... Floats and stalls your momentum after tossing them
Regular Throws
Throw startup and cooldown are affected by weight. Values shown are default values (100 weight?)
Move | Throwing Frame | Total Frames | Notes
Bthrow | 15 | 39 | 1-18
Uthrow | 14 | 43 | 1-18
Dthrow | 24 | 59 | 1-18
Item Data
Move | *Active Frames | Total Frames | Notes
Small Item Fthrow | 10+ | 38 |
Small Item Bthrow | 14+ | 38 |
Small Item Uthrow | 15+ | 38 |
Small Item Dthrow | 8+ | 30 |
Small Item Dash Throw | 6+ | 39 |
Move | Active Frames | Total Frames | Notes
Small Item Fthrow (Air) | 10+ | 37* |
Small Item Bthrow (Air) | 14+ | 34* |
Small Item Uthrow (Air) | 15+ | 36* |
Small Item Dthrow (Air) | 8+ | 28* |
Z-Drop | 1+ | 1 |
Move | *Active Frames | Total Frames | Notes
Large Item Fthrow | 14+ | 30 | Same data in air ... Can't move freely while airborne
Large Item Bthrow | 16+ | 30 | Same data in air ... Can't move freely while airborne
Large Item Uthrow | 12+ | 22 | Same data in air ... Can't move freely while airborne
Large Item Dthrow | 11+ | 26 | Same data in air ... Can't move freely while airborne
Move | *Active Frames | Total Frames | Notes
Item Jab | 4-5 | 25 |
Item Discard | 7+ | 27 | Done by pressing Shield + A without holding a direction
Item Ftilt | 8-9 | 37 |
Item Fsmash | 15-16 | 51 | Charges on frame 7
Home-Run Bat Fsmash | 51-52 | 80 | SA on frames 41-50 ... Instant shield break
Item Dash Atk | 7-13 | 44 | Weak hit on frames 10-13
Extra Stuff
Short Hop 27-40 Airborne frames (27 with earliest fast fall timing)
Full Hop 42-58 Airborne frames (42 with earliest fast fall timing)
Jump Squat 6 Frames before airborne (How long your jump takes to go from the ground to the air)
Soft Landing Lag 2 Frames (SH landing w/o an aerial)
AC/Hard Landing Lag 5 Frames (Landing at high fall speed or with an AC'd aerial)
Shield 1-11 + N / 18 + N (N = extra time due to holding shield ... Powershield = 1-3)
Initial Dash 1-15 / 29 (Can transition to run after frame 15, allowing you to block as soon as frame 16)
Dash Dance/Pivot Window 5 (First 5 frames of Initial Dash can be canceled into a pivot/dash in the opposite direction)
Turn Skid 16-31 (Can cancel into Ftilt, Fsmash, Back Roll, or Jump ... Lag based on momentum)
Run Stop 22 (Lag after stopping from a run .. Can cancel into Jump or Back Roll)
Ledge Trump Lag 28 Frames
Attacking frames are in yellow, total frames in are in purple, invincibility frames are in green, super armor frames are in blue, and windboxes are in orange.
Active frames tell you when the move does it's job. If a move hits multiple times, each hit will be separated by a comma.
The number in total frames essentially tells you how long it takes to complete the move. You can act freely starting from the next frame.
If you see an xx, it's just a placeholder value to be filled in later. Any number marked with a question mark I haven't tested too thoroughly or at all.
Ground Moves
Jab1 | 5-6 | 24 | 4
Jab2 | 6-7 | 34 | 5
Jab Combo | 5-6, 16-17 | 44 | 4, 5 | Fastest possible timing
Grab | 8-9 | 30 | Unblockable |
Dash Atk | 9-24 | 41 | 7/6 | Weak hit on frames 13-24
Dash Grab | 10-11 | 38 | Unblockable |
Pivot Grab | 11-12 | 36 | Unblockable |
Ftilt-Up | 9-11 | 37 | 8 | Intangible arm on frames 7-11
Ftilt-Side | 9-11 | 37 | 7 | Intangible arm/shoulder on frames 1-25
Ftilt-Down | 9-11 | 37 | 7 | Intangible arm/shoulder on frames 1-25 ... 15% trip chance
Utilt | 5-11 | 38 | 8/7/7 | Intangible arm on frames 5-25
Dtilt | 7-9 | 22 | 6/5 | Intangible arm on frames 1-9 ... 40% trip chance
Fsmash | 22-23 | 54 | 13 | Charges on frame 15 ... Intangible head/arms on frames 20-26
Usmash | 14-15 | 49 | 12 | Charges on frame 7 ... Intangible head/arms on frames 12-15
Dsmash | 11-14 | 55 | 11/12/10 | Charges on frame 3 ... Intangible arms on frames 11-14
Aerials
Nair | 10-26 | 38 | 17 | 1-9, 27+ | 8/6 | Weak hit on frames 14-26
Fair | 18-22 | 55 | 29 | Never AC's/still bugged lol | 11/10 | Spikes on frames 21-22
Bair | 7-16 | 31 | 18 | 1-6, 31+ | 9/6 | Weak hit on frames 9-16
Uair | 6-10 | 37 | 25 | 1-5, 26+ | 9 | Intangible head on frames 1-10
Dair | 14-16 | 54 | 24 | 1-2, 50+ | 11/9 |
Neutral B
*The current wind-up must finish before you can cancel
*You technically have the full charge, but still are locked into the buggy final wind-up animation
*The current wind-up must finish before you can cancel
*You technically have the full charge, but still are locked into the buggy final wind-up animation
Giant Punch | 7 | 13.33 | 8-21 | 140-153
Lightning Punch | 7 | 7.5 | 8-15 | 46-52
Storm Punch | 7 | 15 | 8-22 | 83-97
*There is an extra 7 frame pre-charge lag before you can punch if you aren't already charging for all uncharged punches
*Giant Punch (Uncharged) | 18-20 | 62 | 30 | 5-19 | Sweetspot hits behind you on frame 18 ... Intangible arm on frames 4-20
Giant Punch (Charged/Ground) | 19-20 | 47 | 30 | 18 | 11-20
Giant Punch (Charged/Air) | 18-20 | 62? | 30 | 16/10 | 17-20 ... Weak hit behind you on frame 18 ... Changes to the ground version upon landing ... Landing on frames 12-17 causes you to never get super armor
*Lightning Punch (Uncharged) | 15-16 | 47 | 30 | 5-11 | Sweetspot hits on frame 15 in front of you (hand only)
Lightning Punch (Charged) | 16 | 36 | 30 | 10/9 |
*Storm Punch (Uncharged) | 19-20 , 21-27 | 83 | 30 | 5-11 | Intangible arm on frames 4-19 on ground, 4-20 in air
Storm Punch (Charged) | 19-20 , 19-31 | 70 | 30 | 12 | 19-27 in air
Side B
All Side B's are able to grab the ledge during any part of the move and do 25 bonus shield damage
D = Damage after the attack hits, B = Buttons pressed while buried
All Side B's are able to grab the ledge during any part of the move and do 25 bonus shield damage
D = Damage after the attack hits, B = Buttons pressed while buried
Headbutt | 20-21 | 63 | 7 | Buries for 96 + D - 14 x B frames
Jumping Headbutt | 23-26/31/33/37 | 78 | 7/6 | Hitbox duration depends on when you land
Stubborn Headbutt | 44-46 | 95 | 9 | 1-55
Up B
*25-31, 32-38, 39-45, 46-52, 53-58 ... 5 Hits
*12-19, 20-27, 28-35, 36-43 ... 4 Hits
*44-51, 52-59, 60-67 ... 3 Hits
*25-31, 32-38, 39-45, 46-52, 53-58 ... 5 Hits
*12-19, 20-27, 28-35, 36-43 ... 4 Hits
*44-51, 52-59, 60-67 ... 3 Hits
Spinning Kong | 19, *25-58, 62 | 92 | | | 6, xx, 4 | 8-17 ... Intangible arm on frames 19-24
Spinning Kong (Air) | 4-6, *12-43, *44-67 | 92 | 40 | 20+ | 7, 4/4, xx | 3-6 ... Intangible arms on frames 12-43 ... Flexing Lag = 30
Chopper Kong | N/A | xx | 30 | xx | N/A | Goes higher than air version
Chopper Kong (Air) | N/A | xx | 30 | 4+? | N/A | 2-3? ... Intangible arms on frames 2-23?
Kong Cyclone | 19 , 20-46? , 49 | 71 | | | 4, 10 | 20-45
Kong Cyclone (Air) | 3-6 , 15-39? , 41 | 67 | 40 | 23+? | xx, 8 | 3-6 ... 15-35 ... Transitions to the ground version if you land early
Down B
Each pair of slaps is 27 frames apart for all grounded Down B's
All Down B's have transcendent priority except Focused Slap in the air
Each pair of slaps is 27 frames apart for all grounded Down B's
All Down B's have transcendent priority except Focused Slap in the air
Hand Slap | 19-20, 30-31, 46-47, 57-58, … | Add 43 to the last active frame | 10, 10 | If you stop at 2 slaps it ends on frame 74
Hand Slap (Air) | 19-21, 28-30 | 61 | 4, 5 | Landing Lag = 30
Focused Slap | 17-18, 28-29, 44-45, 55-56, ... | Add 43 to the last active frame | 6, 10 | If you stop at 2 slaps it ends on frame 72
Focused Slap (Air) | 16-18, 26-28 | 58 | 6, 10 | Landing Lag = 30
Hot Slap | 13-14, 24-25, 40-41, 51-52, ... | Add 50 to the last active frame | 4, 8 | If you stop at 2 slaps it ends on frame 75
Hot Slap (Air) | 11-13, 21-23 | 53 | 4, 4 | Landing Lag = 30
Dodge Data
Spot Dodge | 4-19 | 28 | Goes into Z-axis
Front Roll | 4-16 | 29 | Can cancel into item toss
Back Roll | 4-16 | 29 | Can cancel into item toss
Air Dodge | 4-29 | 34 | Landing Lag = 21
Ground Tech | 1-20 | 26 |
Tech Roll | 1-20 | 40 |
Trip Get Up | 1-16 | 21 |
Trip Forward Roll | 1-9 | 28 |
Trip Back Roll | 1-9 | 28 |
Ledge Data
*22 Frames when buffering Ledge Roll/Jump/Atk
Ledge Grab | 3-24?+ | *24 | Air time before grabbing the ledge and damage affect how long your intangibility lasts
Ledge Climb | 1-33 | 34 | Can't be buffered during Ledge Grab
Ledge Roll | 1-30 | 49
Ledge Jump | 1-12 | 12 | Can't buffer actions during jump
Ledge Atk | 23-25 | 55 | 1-20
Misc. Attacks
Get Up Atk on Back | 18-19, 23-24 | 45 | 1-24 ... 8 Bonus shield damage per hit
Get Up Atk on Stomach | 18-19, 23-24 | 45 | 1-24 ... 8 Bonus shield damage per hit
Trip Atk | 19-20, 24-25 | 49 | 1-7 ... 8 Bonus shield damage per hit
Pummel | 9-10 | 19 | Total includes hitlag (stale pummels may have 1 or 2 less frames of hitlag)
Cargo Hold Throws
Weight does not affect the speed or lag of these throws
Cargo Hold | N/A | 19 + N | 1-18 ... Has Heavy Armor until you start a throw ... N = extra holding time
Ftoss | 15 | 45 | Angle = 60 ... Can regrab the opponent (no grab immunity)
Btoss | 16 | 42 | Angle = 72 ... Can regrab the opponent (no grab immunity)
Utoss | 15 | 29 | Angle = 92 ... Can regrab the opponent (no grab immunity)
Dtoss | 17 | 44 | Angle = 48 ... Can regrab the opponent (no grab immunity) ... Floats and stalls your momentum after tossing them
Regular Throws
Throw startup and cooldown are affected by weight. Values shown are default values (100 weight?)
Bthrow | 15 | 39 | 1-18
Uthrow | 14 | 43 | 1-18
Dthrow | 24 | 59 | 1-18
Item Data
Tested using bananas for small items
*Hitbox is active as long as the item is airborne
*Hitbox is active as long as the item is airborne
Small Item Fthrow | 10+ | 38 |
Small Item Bthrow | 14+ | 38 |
Small Item Uthrow | 15+ | 38 |
Small Item Dthrow | 8+ | 30 |
Small Item Dash Throw | 6+ | 39 |
Can move freely while airborne
*Must end in the air, otherwise use the ground values
*Must end in the air, otherwise use the ground values
Small Item Fthrow (Air) | 10+ | 37* |
Small Item Bthrow (Air) | 14+ | 34* |
Small Item Uthrow (Air) | 15+ | 36* |
Small Item Dthrow (Air) | 8+ | 28* |
Z-Drop | 1+ | 1 |
Tested using crates for large items
Large Item Fthrow | 14+ | 30 | Same data in air ... Can't move freely while airborne
Large Item Bthrow | 16+ | 30 | Same data in air ... Can't move freely while airborne
Large Item Uthrow | 12+ | 22 | Same data in air ... Can't move freely while airborne
Large Item Dthrow | 11+ | 26 | Same data in air ... Can't move freely while airborne
Tested using beam sword and home-run bat
Item Jab | 4-5 | 25 |
Item Discard | 7+ | 27 | Done by pressing Shield + A without holding a direction
Item Ftilt | 8-9 | 37 |
Item Fsmash | 15-16 | 51 | Charges on frame 7
Home-Run Bat Fsmash | 51-52 | 80 | SA on frames 41-50 ... Instant shield break
Item Dash Atk | 7-13 | 44 | Weak hit on frames 10-13
Extra Stuff
Short Hop 27-40 Airborne frames (27 with earliest fast fall timing)
Full Hop 42-58 Airborne frames (42 with earliest fast fall timing)
Jump Squat 6 Frames before airborne (How long your jump takes to go from the ground to the air)
Soft Landing Lag 2 Frames (SH landing w/o an aerial)
AC/Hard Landing Lag 5 Frames (Landing at high fall speed or with an AC'd aerial)
Shield 1-11 + N / 18 + N (N = extra time due to holding shield ... Powershield = 1-3)
Initial Dash 1-15 / 29 (Can transition to run after frame 15, allowing you to block as soon as frame 16)
Dash Dance/Pivot Window 5 (First 5 frames of Initial Dash can be canceled into a pivot/dash in the opposite direction)
Turn Skid 16-31 (Can cancel into Ftilt, Fsmash, Back Roll, or Jump ... Lag based on momentum)
Run Stop 22 (Lag after stopping from a run .. Can cancel into Jump or Back Roll)
Ledge Trump Lag 28 Frames
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