Wait, don't run away!

When you think about frame data, the first thing that likely comes to mind is some sweaty tryhard reciting some move's shield safety at a local, or even just Colton swearing under his breath about Yoshi's frame 3 nair being the bane of his existence. At face value, it can definitely seem intimidating or outright unnecessary to learn, but even without memorizing most of the specifics there is a lot to be gained from understanding the basics. This page serves to provide the basic context necessary to understand what all the numbers and pictures below mean, and why you should care!


Quick vocab review

Part of what makes understanding frame data seem so intimidating is the prevelant use of jargon. However, most of these terms are simple shorthands that are easy to remember once you've been taught. Some simple ones that might help you get started are:


What you'll see

UltimateFrameData.com is the brain child of MetalMusicMan, a smasher from right here in STL! The site pulls together the animations for each character's moveset with highlighting to show how it works under the hood and values for when certain things occur. The images and numbers provided might not make sense at first, but at their core they really aren't that complicated. UltimateFrameData.com even has a help page to help you understand things, which we've taken and built onto a little more below.

Animation colors (hitbox) PalutenaDSmash.gif
Animation colors (hurtbox) BowserUSmash.gif
Frame advantage on shield

This is often where people get freaked out, but the scary jargon is all just describing some simple math meant to capture a very key aspect of the game: If I use this attack and it gets shielded, how much trouble am I in? In reality, this is a function of how much endlag I am stuck in after the attack, how much shield stun it inflicted on them, what their quickest option out of shield is, and how far from them I managed to stay. Instead of doing the math for every character at every distance, however, we just subtract the shield stun from the endlag and see what that leaves us with. As such, if a move is really quick and lets the attacker out of stun 2 frames before the defender, it is "+2 on shield." Meanwhile, if we hit a shield with a terribly laggy move that doesn't inflict much shield stun, it is like to be very negative on shield. See, that's not so scary! shield safety example

What you'll get

OK, so that might seem like a lot already, as the site is an amazing compilation of information, but unless you are theory crafting new combos you don't need to memorize most of the exact values. Here are some of the main things to look for as you dip your toes in:
How much startup is there?
Attacks with short startup can be helpful for getting out of combos or shield (especially if they are one of the special cases that ignore shield drop). Meanwhile trying to spam moves with slow startup while being juggled makes it all the more likely that you will get hit again!
How much endlag is there?
Moves with very little endlag are less of a commitment and generally safer to throw out liberally. Meanwhile moves with more endlag are risky as you are left helpless if they miss.
What are my out of shield (OOS) options?
Attacking and defending is at the core of this game, and no matter how good your movement is you will eventually find yourself having to shield an attack. Knowing what to do next is invaluable, and varies greatly from character to character. Since Up-smash and Up-B skip shield drop, those are often good places to start. Next best is generally aerials, since you can trade the 11 frames of shield drop for the 3 frames of jump squat you'll have to add to your move's startup! While we used to have to go find these ourselves, UltimateFrameData now actually lists every character's best OOS option on the Stats page, so make sure to stop in there too!
How safe is this attack on shield?
Again, this isn't about remembering exact values necessarily. This is about having enough understanding of your options and your opponent's options to pick the right moves for a situation. You don't need to know that Ganon's down b "Wizard foot" is -29 on shield and Fox can choose between a frame 7 Nair (4 frames startup + 3 frames of jumpsquat) and a frame 8 up smash, it's enough just to remember that you don't want to use that move on his shield!

Diving deeper

All of this has been a watered down intro to UltimateFrameData.com, and even as comprehensive as it is the site can't really capture the nuance underlying every interaction at every possible timing/spacing in the game. It is meant to be a jumping off point, and a great one at that. In addition to all the attack data, there is a lot of character information to be found in the "Stats" area besides just the aforementioned OOS options, so give it a look! At the end of the day, the takeaway is that this game is just a bunch of math rules that can be learned, internalized, and exploited.

If you've made it this far, you're definitely ready, so click on the link below and get schooled on some frame data!