I recently made a neat thing! You can use https://ultimateframedata.com to check frame data for every character in Super Smash Bros. Ultimate! And guess what? It’s extremely mobile-friendly!

I was tired of there not being a single source for all of the available data, and I was even more tired of dealing with non-mobile-friendly sites and spreadsheets. I wanted something that I could easily check during tournament or while commentating, so I made this! And now, thanks to me spending a grueling four days parsing spreadsheets of data into HTML, you can use it too!

Super Smash Bros. Ultimate — Frame Data Notes

  • Dropping your shield (Shield Drop) takes 11 frames
  • Up B and Up Smash happen instantly out of shield and do not incur Shield Drop
  • Jumping out of shield takes 3 frames and does not incur Shield Drop
  • Grab out of shield takes an additional 4 frames and does not incur Shield Drop
  • About On Shield data: The +/- refers to who can act first after an attack hits a shield. Negative meaning the defender can act before the attacker. In most games, being negative means you can’t apply pressure since the defending opponent would be able to act before you as the attacker. However, in Smash there is Shield Drop which takes 11 frames in Ultimate. So if all else was equal, you could be as disadvantaged as -11 on an attack and still be “neutral”…
    HUGE EXCEPTION: Jump, Up B, and Up Smash out of shield ignore Shield Drop frames. So, since some characters have a 3 frame Up B, -3 would be unsafe against those characters. Aerials have +3 frames added to them because it takes 3 frames to leave the ground, so a 3 frame aerial would be 6 frames out of shield. Grabs used to happen instantly out of shield as well, but Ultimate added +4 frames to Grabs done after a hit connects with a shield. So a 6 frame grab would be 10 frames out of shield.
  • On Shield advantage/disadvantage data assumes the move hits on its first Active Frame (hitting on a later active frame would be a meaty and can gain additional advantage relative to the later active frames). This includes projectiles which are active for a very long time and thus become much more advantaged the later they hit.
  • Stale Moves affect advantage/disadvantage and occur when hitting a character as well as when hitting a shield