What Is Hitbox Data in Super Smash Bros. Melee and How Do You Read It?
Updated
Hitbox data is the part of Melee frame data that tells you when a move's damaging or knockback-dealing area exists, and where that area sits relative to the character. On FightCore, each move is summarized with three numbers — First active, Last active, and Total frames — plus an interactive visualization. If you want to know whether a move is punishable, whether it beats another move's startup, or how long an opponent's hitbox actually threatens a space, you read those three values together.
Hitbox data vs. general frame data
General frame data covers the whole lifecycle of a move: startup, active frames, recovery, landing lag, IASA (interruptible-as-soon-as) frames, and so on. Hitbox data is the subset that describes the hit window itself — the frames on which the move can actually connect.
That distinction matters because a move's animation can be long while its hitbox is short. A move with 49 total frames might only have a hitbox active for a handful of them, and the rest is recovery you can be punished in.
The three numbers you'll see on FightCore
FightCore's move summaries use a consistent format. Using the values shown on the site:
| Field | What it means |
|---|---|
| First active | The first frame the hitbox exists and can hit |
| Last active | The last frame the hitbox exists |
| Total frames | The full length of the move's animation |
The gap between First active and Last active is your hit window — the number of frames the move is actually dangerous. The gap between Last active and Total frames is the tail of the move, where the hitbox is gone but the animation (and often your vulnerability) continues.
Worked examples from FightCore
These are real entries listed on the site:
- Down Air — First active 5, Last active 27, Total frames 49. Hit window: frames 5–27 (23 frames active). Long-lasting hitbox, long recovery tail.
- Forward Air — First active 4, Last active 7, Total frames 33. Hit window: frames 4–7 (4 frames active). Fast, tight hitbox, but 26 frames of animation after it ends.
- Back Air — First active 9, Last active 12, Total frames 39. Hit window: frames 9–12 (4 frames active).
- Up Smash — First active 7, Last active 17, Total frames 41. Hit window: frames 7–17 (11 frames active).
- Forward Smash — First active 10, Last active 13, Total frames 49. Hit window: frames 10–13 (4 frames active).
Notice how differently these behave. The Down Air stays out for 23 frames, so it covers a lot of time and is hard to simply wait out. The Forward Smash is only active for 4 frames but doesn't start until frame 10, so it's slow to come out and easy to react to if you're watching for it.
How to compare moves using hitbox data
When you're comparing two moves — yours versus your opponent's, or two options you're choosing between — line up the same three values:
- Compare First active. The move with the lower First active number hits sooner. If your move starts on frame 4 and theirs starts on frame 10, yours wins the race if both are thrown at the same time from the same range.
- Compare the hit window (Last active − First active). A wider window means the move covers more time and is more forgiving to land, but often comes with more commitment.
- Compare Total frames against Last active. A large gap means a long recovery tail — that's your punish window if the move whiffs or gets shielded.
A practical example: if you're trying to punish a Forward Smash that ends its hitbox on frame 13 but runs to frame 49, you have roughly 36 frames of animation after the hitbox disappears. Whether you can actually punish in that time depends on your own move's First active and your position — which is exactly why you check both moves' data rather than just one.
Using the interactive hitbox visualizations
Numbers tell you when a move hits; the visualization tells you where. FightCore pairs the frame values with interactive hitbox visualizations, so you can see the actual area a move covers relative to the character's body.
This is what separates hitbox data from raw frame counts. Two moves can have identical active frames but completely different reach, height, and coverage. The visualization lets you check:
- Whether a hitbox extends in front of, above, or behind the character
- How far the hitbox reaches, so you can judge spacing
- Whether a move covers a platform, a ledge, or a specific approach angle
Use the frame numbers to know when to expect the hit, and the visualization to know where you need to be to avoid or land it.
Applying hitbox data to real decisions
Punishing
Find the move your opponent used, note its Last active frame, then note its Total frames. The difference is the window where the hitbox is gone but they're still committed. Compare that window to your fastest option's First active. If your move starts sooner than their recovery ends, you have a punish.
Spacing
Use the visualization to see the outer edge of a move's hitbox. If you can position yourself just outside that edge, the move whiffs and you get the recovery frames as a punish window. This is the core of spacing — you're playing against the hitbox's reach, not the character's body.
Trading and beating options
When two moves collide, the one with the earlier First active generally connects first. If the frames are close, the hitbox positions decide who actually overlaps whom. Checking both moves' First active and their visualized coverage tells you which option wins in a given situation.
Choosing your own options
If you're deciding between two of your own moves, compare their First active (how fast), hit window (how forgiving), and Total frames (how punishable). A move with a fast First active and short Total frames is a low-commitment poke; a move with a wide hit window and long Total frames is a commitment you use when you're confident.
Quick reference workflow
- Look up the move on FightCore.
- Read First active — when it starts hitting.
- Read Last active — when it stops hitting.
- Subtract to get the hit window.
- Subtract Last active from Total frames to get the recovery tail.
- Open the visualization to see where the hitbox actually reaches.
- Compare against your opponent's or your own options using the same values.
Once you're used to reading these three numbers together, you can evaluate any move in the game — yours or your opponent's — without needing to memorize it, because the data tells you the timing and the visualization tells you the space.