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<noinclude>{|class="wikitable"
==Formula==
</noinclude>|-
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (<code>&lfloor;x&rfloor;</code> means to round down):
|{{#if:{{{name-ntsc|}}}{{{name-pal|}}}|{{{name-ntsc}}} {{Flag|NTSC}}<br/>{{{name-pal}}} {{Flag|PAL}}|{{{name}}}}}{{#if:{{{category|}}}|<br/>{{sb|{{{category}}}}}}}
*In ''[[Super Smash Bros.]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 4&rfloor; * e&rfloor; * c&rfloor;</code> in the Japanese version, and <code>&lfloor;&lfloor;&lfloor;d/3 + 5&rfloor; * e&rfloor; * c&rfloor;</code> in international versions.
|style="text-align:center;{{#if:{{{bg|}}}|background:{{{bg}}}}}"|{{#if:{{{image|}}}|[[File:{{{image}}}|{{{size|75px}}}]]}}{{#if:{{{imageleft|}}}{{{imageright|}}}|{{#if:{{{imageleft|}}}|[[File:{{{imageleft}}}|{{{size|75px}}}]]|&mdash;}}{{!!}}style="text-align:center;{{#if:{{{bg|}}}|background:{{{bg}}}}}"{{!}}{{#if:{{{imageright|}}}|[[File:{{{imageright}}}|{{{size|75px}}}]]|&mdash;}}}}<!--
*In ''[[Super Smash Bros. Melee]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 3&rfloor; * e&rfloor; * c&rfloor;</code>
-->{{#if:{{{ssb4-3ds-price|}}}{{{ssb4-wiiu-price|}}}|<!--If either exists, then create price cell
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>&lfloor;&lfloor;(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e&rfloor; * c&rfloor;</code>, where the last frame is interruptible.<!--See the Sm4sh calculator; the result is 1 frame less than what the formula gives-->
-->{{!!}}style="white-space:nowrap"{{!}}<!--if 3ds: \n if 3ds=="N/A": print(icon+"N/A") \n else: print(icon+price+ G;coinicon+coins)
*In ''[[Super Smash Bros. Ultimate]]'', it is more complicated. Number of frames is assigned to '''f''' for simplicity:
3DS-->{{#if:{{{ssb4-3ds-price|}}} |{{#ifeq:{{{ssb4-3ds-price|}}}|N/A|{{GameIcon|SSB4-3}} N/A|{{GameIcon|SSB4-3}} {{{ssb4-3ds-price|?}}} G; [[File:Play Coin.png|16px|link=Play Coin]] {{#switch:{{{ssb4-3ds-price}}}|300=5|500=10|800=20|1000=30|1500=50|2500=100|#default=&mdash;}}}} }}<!--if wiiu: \n if wiiu=="N/A": print(icon+"N/A") \n else: print(icon+price+ G)
*#<code>f = &lfloor;(d * 0.65 + 6) * h * e * sh&rfloor; * sp&rfloor;</code>, '''f''' is capped at 30 frames after this step
WiiU-->
*#<code>f = &lfloor;&lfloor;f + ((p-1)/30)f^2&rfloor; * c&rfloor;</code>
{{#if:{{{ssb4-wiiu-price|}}} |{{#ifeq:{{{ssb4-wiiu-price|}}}|N/A|{{GameIcon|SSB4-U}} N/A| {{GameIcon|SSB4-U}} {{{ssb4-wiiu-price|?}}} G}}}}<!--
-->}}
|{{#if:{{{desc-ntsc|}}}{{{desc-pal|}}}|{{Flag|NTSC}} {{{desc-ntsc}}}
{{Flag|PAL}} {{{desc-pal}}}|{{{desc}}}}}<noinclude>
|}


{| class="wikitable sortable"
The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):
|style="width: 10%"|'''Name''' ||'''Picture''' {{GameIcon|ssb4-3ds}}||'''Picture''' {{GameIcon|ssb4-wiiu}}||'''Price'''||'''Description'''||style="width: 10%"|'''Trophy Box'''
*'''d''', the amount of [[damage]] an attack would deal (rounded up in ''Smash 64'')
{{User:CanvasK/Sandbox
**[[Stale move negation|Stale/fresh]] damage, [[equipment]], spirits, etc. are factored. The [[1v1 multiplier]] and [[shield damage]] are not factored.
|name={{Anchor|Mario}} {{SSB4|Mario}}
*'''e''', [[electric]] effect; 1.5× (for the victim only in ''Melee'', and for both the attacker and victim in every other game)
|category=Fighter
*'''c''', [[crouch cancel]]ing; 0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward (for the victim only in every game except ''Ultimate'', where it is applied to both the attacker and victim)
|imageleft=MarioTrophy3DS.png
*'''h''', hitlag multiplier; defined by every hitbox and defaults to 1×
|imageright=MarioTrophyWiiU.png
**For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise.
|ssb4-3ds-price=N/A
**Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in ''Brawl'' and ''Smash 4'', using a special parameter that disables hitlag when turned on. Examples of such moves are [[Bowser Bomb]] in ''Brawl'' and {{SSB4|Falco}}'s {{b|Reflector|Falco}} in ''Smash 4''.
|ssb4-wiiu-price=N/A
***In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
|desc-ntsc=As iconic as iconic gets, this gaming celebrity is known for saving the world from Bowser. He's got amazing jumping skills and makes use of a wide range of transformations. In his free time, he plays too many sports to count. In Smash Bros., he's a well-rounded fighter you can rely on. Say it with me: "It's-a me, Mario!"
****In ''Smash 4'', starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from [[1.1.1]] onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
|desc-pal=It's-a him! Maaario! Whether he's wearing one of his special outfits or just his normal blue dungarees, this running, jumping, Bowser-bashing, princess-saving hero is an all-round superstar. And in this game, he's got enough tricks up his sleeve to deal with anything. If you don't know which fighter to pick, Mario's a solid choice.
*'''sh''', shielding; 0.67×
{{Trophy games|console1=nes|game1=Donkey Kong Classics 09/1988|console2=nes|game2=Super Mario Bros. 10/1985}}
**Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual.
}}
*'''sp''', spirits; <code>* 0.3 + 10.5</code> if spirits are enabled, otherwise is ignored. This is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.
|Both N/A
*'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
{{User:CanvasK/Sandbox
**Does not affect fighters hit with projectiles.
|name={{Anchor|Mario (Alt.)}} Mario (Alt.)
**Based on the number of players at the start of the match.  
|category=Fighter
:{|class="wikitable"
|imageleft=MarioAltTrophy3DS.png
!Players||style="width:4em"|2||style="width:4em"|3||style="width:4em"|4||style="width:4em"|5||style="width:4em"|6||style="width:4em"|7||style="width:4em"|8
|imageright=MarioAltTrophyWiiU.png
|-
|ssb4-3ds-price=500
!''Ultimate''
|ssb4-wiiu-price=N/A
|1.0
|desc-ntsc={{GameIcon|ssb4-3ds}} [[Super Jump Punch]] is an up-special move that lets you leap high into the air, carrying any fighters you strike along with you. You'll be invincible for a moment after you launch this attack. The default side-special move, [[Cape]], will [[Reverse|flip a fighter around]]. Keep a foe from returning with this move!
|0.925
{{Flag|ntsc}} {{GameIcon|ssb4-wiiu}} [[Super Jump Punch]] is an up-special move that lets you leap high into the air, carrying any fighters you strike along with you. You'll be invincible for a moment after you launch this attack. The default side-special move, [[Cape]], will [[Reverse|flip a fighter around]], making it easy to send a foe who's trying to grab the edge of the stage to their doom!<br>
|0.862
|desc-pal=Mario's Super Jump Punch takes you high into the air, and if you catch an opponent with it, they'll go up with you. Try to hit them at the very start of the move to do the most damage. His default side special, Cape, can flip fighters around. If you're really crafty, you can even use it to keep someone from getting back on the stage!
|0.8116
{{Trophy games|console1=nes|game1=Donkey Kong Classics 09/1988|console2=nes|game2=Super Mario Bros. 10/1985}}
|0.77464
}}
|0.752464
|3DS price, WiiU N/A
|0.75
{{User:CanvasK/Sandbox
|name={{Anchor|Mario (Alt.)}} Mario (Alt.)
|category=Fighter
|imageleft=MarioAltTrophy3DS.png
|imageright=MarioAltTrophyWiiU.png
|ssb4-3ds-price=N/A
|ssb4-wiiu-price=50
|desc-ntsc={{GameIcon|ssb4-3ds}} [[Super Jump Punch]] is an up-special move that lets you leap high into the air, carrying any fighters you strike along with you. You'll be invincible for a moment after you launch this attack. The default side-special move, [[Cape]], will [[Reverse|flip a fighter around]]. Keep a foe from returning with this move!
{{Flag|ntsc}} {{GameIcon|ssb4-wiiu}} [[Super Jump Punch]] is an up-special move that lets you leap high into the air, carrying any fighters you strike along with you. You'll be invincible for a moment after you launch this attack. The default side-special move, [[Cape]], will [[Reverse|flip a fighter around]], making it easy to send a foe who's trying to grab the edge of the stage to their doom!<br>
|desc-pal=Mario's Super Jump Punch takes you high into the air, and if you catch an opponent with it, they'll go up with you. Try to hit them at the very start of the move to do the most damage. His default side special, Cape, can flip fighters around. If you're really crafty, you can even use it to keep someone from getting back on the stage!
{{Trophy games|console1=nes|game1=Donkey Kong Classics 09/1988|console2=nes|game2=Super Mario Bros. 10/1985}}
}}
|3DS N/A, WiiU price
{{User:CanvasK/Sandbox
|name={{Anchor|Luigi}} {{SSB4|Luigi}}
|category=Fighter
|imageleft=LuigiTrophy3DS.png
|imageright=LuigiTrophyWiiU.png
|ssb4-wiiu-price=50
|desc-ntsc={{GameIcon|ssb4-3ds}} Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros., Luigi takes a lot of cues from his brother in fighting style, adding flair to moves like Super Jump Punch. His [[taunt]]s, however, are truly unique.
{{Flag|ntsc}} {{GameIcon|ssb4-wiiu}} Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros. (as in life), Luigi tends to follow his brother's lead, but he adds his own flair to moves like Super Jump Punch. His taunts, however, are 100% Weegee.<br>
|desc-pal=With the Year of Luigi long gone now, it's up to you to prove to everyone that Mario's cowardly co-star is still awesome. He may share a lot of moves with [[Mario|his brother]], but he still puts his own spin on things. When you Super Jump Punch a foe just right, for example, the noise he makes is epic. His taunts are pretty funny too. Try them!
{{Trophy games|console1=none|game1=Mario Bros. 1983|console2=3DS|game2=Luigi's Mansion: Dark Moon 03/2013}}
}}
|Only WiiU price
{{User:CanvasK/Sandbox
|name={{Anchor|Luigi}} {{SSB4|Luigi}}
|category=Fighter
|imageleft=LuigiTrophy3DS.png
|imageright=LuigiTrophyWiiU.png
|ssb4-3ds-price=500
|desc-ntsc={{GameIcon|ssb4-3ds}} Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros., Luigi takes a lot of cues from his brother in fighting style, adding flair to moves like Super Jump Punch. His [[taunt]]s, however, are truly unique.
{{Flag|ntsc}} {{GameIcon|ssb4-wiiu}} Luigi recently celebrated his 30th anniversary with the Year of Luigi, but all that attention just made him even more shy and awkward. In Smash Bros. (as in life), Luigi tends to follow his brother's lead, but he adds his own flair to moves like Super Jump Punch. His taunts, however, are 100% Weegee.<br>
|desc-pal=With the Year of Luigi long gone now, it's up to you to prove to everyone that Mario's cowardly co-star is still awesome. He may share a lot of moves with [[Mario|his brother]], but he still puts his own spin on things. When you Super Jump Punch a foe just right, for example, the noise he makes is epic. His taunts are pretty funny too. Try them!
{{Trophy games|console1=none|game1=Mario Bros. 1983|console2=3DS|game2=Luigi's Mansion: Dark Moon 03/2013}}
}}
|Only 3DS price
|}
|}


{| class="wikitable sortable"
As shown by the formulas, the general amount of hitlag on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most hitlag. In all games, hitlag is higher the more damage a move deals; weak attacks such as [[Mario]]'s [[jab]] have minimal hitlag, but the hitlag of strong or {{b|sweetspot|hitbox}}ted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in ''Smash 64'' (9 in the Japanese version), 8 frames in ''Melee'', 9 frames in ''Brawl'' and ''Smash 4'', and 15 frames in ''Ultimate''. In addition, ''Brawl'' introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to ''Melee'' and ''Smash 64'', where the duration of hitlag was predictable.
|style="width: 10%"|'''Name''' ||'''Picture''' {{GameIcon|ssb4-3ds}}||'''Picture''' {{GameIcon|ssb4-wiiu}}||'''Description'''||style="width: 10%"|'''Trophy Box'''
{{User:CanvasK/Sandbox
|name={{Anchor|Mario}} {{SSB4|Mario}}
|category=Fighter
|imageleft=MarioTrophy3DS.png
|imageright=MarioTrophyWiiU.png
|desc-ntsc=As iconic as iconic gets, this gaming celebrity is known for saving the world from Bowser. He's got amazing jumping skills and makes use of a wide range of transformations. In his free time, he plays too many sports to count. In Smash Bros., he's a well-rounded fighter you can rely on. Say it with me: "It's-a me, Mario!"
|desc-pal=It's-a him! Maaario! Whether he's wearing one of his special outfits or just his normal blue dungarees, this running, jumping, Bowser-bashing, princess-saving hero is an all-round superstar. And in this game, he's got enough tricks up his sleeve to deal with anything. If you don't know which fighter to pick, Mario's a solid choice.
{{Trophy games|console1=nes|game1=Donkey Kong Classics 09/1988|console2=nes|game2=Super Mario Bros. 10/1985}}
}}
|No prices listed
|}

Latest revision as of 07:24, January 10, 2024

Formula[edit]

The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (⌊x⌋ means to round down):

  • In Super Smash Bros., it is ⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋ in the Japanese version, and ⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋ in international versions.
  • In Super Smash Bros. Melee, it is ⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋
  • In Super Smash Bros. Brawl and Super Smash Bros. 4, it is ⌊⌊(d * 0.3846154 + 5) * h * e⌋ * c⌋, where the last frame is interruptible.
  • In Super Smash Bros. Ultimate, it is more complicated. Number of frames is assigned to f for simplicity:
    1. f = ⌊(d * 0.65 + 6) * h * e * sh⌋ * sp⌋, f is capped at 30 frames after this step
    2. f = ⌊⌊f + ((p-1)/30)f^2⌋ * c⌋

The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):

  • d, the amount of damage an attack would deal (rounded up in Smash 64)
  • e, electric effect; 1.5× (for the victim only in Melee, and for both the attacker and victim in every other game)
  • c, crouch canceling; 0.666667× in Melee and 0.67× in Brawl onward (for the victim only in every game except Ultimate, where it is applied to both the attacker and victim)
  • h, hitlag multiplier; defined by every hitbox and defaults to 1×
    • For example, the majority of Marth's attacks have a hitlag multiplier of 1.25× if the tipper connects, and 0.7× otherwise.
    • Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in Brawl and Smash 4, using a special parameter that disables hitlag when turned on. Examples of such moves are Bowser Bomb in Brawl and Falco's Reflector in Smash 4.
      • In Brawl and Smash 4 prior to version 1.1.0, shielding opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of Smash 4, shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
        • In Smash 4, starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from 1.1.1 onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period.
  • sh, shielding; 0.67×
    • Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as Cloud's Limit Cross Slash, which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as Thunder Jolt to be safer on shield than usual.
  • sp, spirits; * 0.3 + 10.5 if spirits are enabled, otherwise is ignored. This is used even if no spirits are used. In Training Mode, after version 3.0.0, this formula is only applied when a spirit is used.
  • p, based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
    • Does not affect fighters hit with projectiles.
    • Based on the number of players at the start of the match.
Players 2 3 4 5 6 7 8
Ultimate 1.0 0.925 0.862 0.8116 0.77464 0.752464 0.75

As shown by the formulas, the general amount of hitlag on moves is at its lowest in Melee, and has since increased throughout the series, with Ultimate having the most hitlag. In all games, hitlag is higher the more damage a move deals; weak attacks such as Mario's jab have minimal hitlag, but the hitlag of strong or sweetspotted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in Smash 64 (9 in the Japanese version), 8 frames in Melee, 9 frames in Brawl and Smash 4, and 15 frames in Ultimate. In addition, Brawl introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to Melee and Smash 64, where the duration of hitlag was predictable.