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What is FightCore?
FightCore is a reference site for Super Smash Bros. Melee frame data. It documents when each character's moves become active, how long they last, and their total duration, with interactive hitbox visualizations attached to individual moves. It also provides a crouch cancel calculator and ASDI down percentages — the numbers players use to judge whether a given hit can be survived by crouch cancelling or by holding down.
Who it is for
- Competitive Melee players who want to verify punish windows, out-of-shield options or crouch cancel thresholds before or after a set.
- Coaches and analysts comparing move speeds across the roster or explaining why a trade went a particular way.
- Modders and tool developers who need a quick lookup rather than digging through raw game files.
What you actually do with it
A practical example: you keep losing to a Fox player's up smash as Marth. Look up the move's first active frame and total frames, then compare it against your character's fastest punish option. If your best out-of-shield move starts later than the opponent's recovery window, you know to roll or reposition instead of attacking. The crouch cancel calculator answers the related question of whether holding down at a specific percent lets you act before the opponent's follow-up.
Trade-offs
FightCore is a lookup tool, not a tutorial. It tells you the frame numbers but not the strategy behind them, so it works best alongside match footage or a broader guide. The hitbox visualizations are helpful for understanding range, but reading them takes some familiarity with how Melee represents collision bubbles. If you want general Melee learning material rather than raw data, SmashWiki covers terminology and character overviews, while Melee Frame Index is another frame data reference worth comparing when a value looks unusual.
Start with the search bar: type a character and move, such as "fox upsmash," and read the active frames alongside the animation before drawing conclusions about a matchup.
How can I use FightCore to find the frame data for a specific move like Fox's up smash?
Search for the move directly: type "fox upsmash" into FightCore's search bar (the page shows a ⌘K shortcut and "fox upsmash" as a suggested query), then open the result to see the move's hitbox visualization and its frame breakdown.
What you get on a move page
- First active / last active frames — the window when the hitbox is out. Fox's up smash, for example, is listed as first active 7, last active 17, total 41 frames.
- Total frames — the full length of the animation, which tells you how long you're committed.
- Interactive hitbox visualization — animated frames showing where the hitboxes sit, credited on the page to animator Emi House.
- Related tools — the site also offers a crouch cancel calculator and ASDI-down percentages, which matter when you're checking whether a move is punishable or whether you can crouch-cancel a hit.
A practical example
Say you're labbing Fox's up smash as an out-of-shield punish. You look up the move and read the active window and total frames, then compare those numbers against the shield stun and landing lag of whatever move you're trying to punish. If the opponent's move leaves them actionable before frame 7, your up smash won't connect; if they're still in lag, it will. The hitbox animation tells you whether the move reaches a crouching or short-hopping opponent, which raw numbers alone won't.
Who this suits
- Competitive Melee players doing punish, DI and crouch-cancel math.
- Coaches and commentators who want exact active frames rather than remembered approximations.
- Modders and tool developers checking whether their changes match the original data.
If you mainly play casually or a different Smash title, the depth here is more than you need. For general Melee discussion and tournament context, Smashboards is the long-running community forum, and start.gg handles tournament brackets if you want to test what you lab.
Next step
Run the same lookup for the move you're trying to punish, and compare its last active frame plus its recovery frames against Fox's first active frame of 7. That single comparison settles most "can I punish this?" questions.
What does the crouch cancel calculator on FightCore do and how do I use it?
The crouch cancel calculator on FightCore works out the percentage thresholds at which crouch canceling stops being effective against a given move. Crouch canceling (holding down while in a crouch to reduce knockback) only works below a certain damage level; past that threshold, the move sends you anyway. The calculator takes the move's data and the opposing character's weight and tells you roughly where that cutoff sits, so you know whether your defensive option will actually hold.
How to use it
- Open the calculator and select the attacking character and the move you expect to get hit by.
- Enter the defending character and the current damage percentage.
- Read the result as a threshold: below it, crouch canceling reduces knockback enough to act out; above it, expect to be launched.
A practical scenario: you are a Fox player being pressured by Marth's forward smash. Before committing to holding down, check the threshold for that move at your current percent. If you are already past it, crouch canceling will not save you and you should look for a different escape, such as buffering a roll or shielding instead.
What it does and does not cover
The calculator is a lookup and comparison tool, not a training mode. It gives you the numbers to reason with, but the timing and spacing still come from practice. It is most useful for:
- Deciding when to crouch cancel versus when to abandon the option
- Comparing how different weights shift the threshold for the same move
- Checking ASDI-down interactions alongside the crouch cancel figure
FightCore pairs this with per-move frame data and hitbox visualizations, so you can cross-reference the first active frame of a move against your defensive window. For general Melee mechanics beyond this tool, SmashWiki documents crouch canceling and ASDI in more conceptual terms.
Decision criterion
Use the calculator when the question is "will this work at this percent?" Skip it when the question is "how do I time this?" — that belongs in practice, not in a table.
How can I use FightCore's hitbox visualizations to understand a move's range and timing?
FightCore's hitbox visualizations turn a move's frame data into something you can see, which makes two questions much easier to answer: how far does this move actually reach, and when during the animation does it threaten the opponent?
Reading range from the visualization
The animation shows the hitbox as it appears on each active frame, so you can compare the reach of a move against the character's own body and against a known stage position. Practical uses:
- Check whether a move reaches past a shield or a crouch-cancel position you care about.
- Compare a move's horizontal reach to its vertical reach — many aerials cover more space below and in front than above.
- Judge spacing for a move you want to land on the last active frame, where the hitbox is often furthest from the character.
Reading timing from the visualization
Each move lists its first active frame, last active frame and total frames. Those three numbers tell you the window in which the move can connect, and how much of the animation is commitment before and after that window. A move with a late first active frame and a short total frame count is a different kind of tool than one that becomes active early and lingers.
The interactive crouch cancel and ASDI down calculators complement this: once you know a move's timing and reach, those tools help you judge whether a defender can escape it.
A concrete way to use it
Suppose you are deciding whether to challenge a landing opponent with an aerial. Look up the aerial, note its first and last active frames, and watch where the hitbox sits on those frames. If the hitbox only covers space directly in front and below, you know the move rewards approaching from that angle and punishes you for drifting past it. Then check the total frame count to see how long you are committed after the active window.
Decision criteria
- Use the visualization when the question is spatial: does this hit, at this distance, on this frame?
- Use the numeric frame data when the question is timing: can I act before they can?
- Use the calculators when the question is defensive: can they crouch cancel or ASDI down out of this?
For a second reference on move properties, SmashWiki covers general move descriptions, though it is not a frame-by-frame visualizer.
What do the first active, last active, and total frames numbers mean for a move on FightCore?
On FightCore, those three numbers describe the timing of a move in Super Smash Bros. Melee frames, where the game runs at 60 frames per second.
- First active: the first frame on which the move's hitbox can connect. Before this frame, the move is in startup and cannot hit anyone.
- Last active: the last frame on which the hitbox is still out. After this, the move is in recovery and will not hit.
- Total frames: the full length of the move, from the first frame of the animation until your character is actionable again (interruptible by another action).
The gap between first active and last active is the move's active window — how long the hitbox is actually dangerous. The gap from frame 1 to first active is startup. The gap from last active to total frames is recovery (though landing or other interrupts can cut this short in practice).
A concrete example
Take a move listed as first active 7, last active 17, total frames 41. It becomes dangerous on frame 7, stays out for 11 frames, then spends the remaining 24 frames in recovery. If you whiff it, that long tail is the punish window your opponent gets.
How to use these numbers
- Comparing speed: a move with first active 4 is a much faster option than one with first active 14, even if both have similar total frames.
- Judging safety: a short active window with a long recovery is a commitment; a long active window is more forgiving to throw out.
- Timing punishes: if you know a move's last active frame and total frames, you can count the frames until your opponent is actionable and time your punish.
For deeper context on how these values fit into matchups and option coverage, general Melee resources such as Smashboards and SmashWiki discuss frame data concepts, while FightCore's own hitbox visualizations let you see the active frames in motion.
How can I compare frame data between different characters or moves on FightCore?
FightCore is built for exactly this kind of comparison, but it does it in two separate ways: browsing a character's move list, or searching for a specific move directly. Which one you use depends on whether you already know what you're comparing.
Comparing moves within a character
Open a character's page and you get a list of their moves with the core numbers already visible — first active frame, last active frame, and total frames. That three-number summary is enough to rank a character's own options against each other: a move that becomes active on frame 4 is a different kind of tool from one that starts on frame 14, even if both look similar in animation.
The listed move data follows this pattern:
| Field | What it tells you |
|---|---|
| First active | When the hitbox appears — your main "how fast is this" number |
| Last active | When the hitbox disappears — how long the move threatens |
| Total frames | Full duration, including recovery — how punishable it is |
Comparing across characters
Use the search bar (the page shows a ⌘K shortcut) and type a move the way you'd say it out loud: "fox upsmash", "marth fsmash", "peach dsmash", "rest". This pulls up the specific move rather than a whole character, which is the fastest route when you're asking a targeted question like "whose forward smash comes out first" or "how many frames does this counterattack actually cover".
Where the real comparison happens
Frame counts alone won't settle most debates. FightCore's interactive hitbox visualizations are the part that changes decisions, because two moves with the same startup can have completely different reach, and reach determines whether a move is safe on shield or beats a specific approach. The crouch cancel and ASDI down calculators address a related question: at what percent does crouch cancelling stop working against a given move. That's a percentage comparison, not a frame comparison, and it's the one players most often get wrong from memory.
A practical workflow
If you're deciding between two options for a matchup, don't start with the move lists. Start with the question: "can I crouch cancel this and punish?" Then check the calculator for that move. If the answer is no, go back to the frame data and compare your character's fastest out-of-shield or out-of-crouch option against the move's total frames. That sequence — survivability first, then speed — mirrors how the decision actually plays out in a match.
For general Melee reference material beyond frame data, SmashWiki covers move descriptions and matchup context, and start.gg is where tournament results and brackets live if you want to see how top players actually use the options you're comparing.
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