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fightcore.gg

Complete Super Smash Bros. Melee frame data with interactive hitbox visualizations, crouch cancel calculator, and detailed move analysis for every character.

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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

  1. Open the calculator and select the attacking character and the move you expect to get hit by.
  2. Enter the defending character and the current damage percentage.
  3. 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.

Related questions

More questions →
What Is Frame Data in Smash Bros. and How Do You Use It in a Match?

Frame data in Smash Bros. is the frame-by-frame timing of every move: when it becomes active, how long it stays active, and how long you're stuck before you can act again. You use it to compare options, judge whether a move is safe, and decide what can punish what. This applies to Super Smash Bros. Melee specifically here, since the frame data referenced comes from FightCore's Melee dataset — the same reading method carries over to other Smash titles, but the numbers don't.

The three numbers that matter most

Every move entry on a frame data site is built from the same core values:

  • First active frame — the frame the hitbox appears. A move with "first active 5" hits on frame 5.
  • Last active frame — the last frame the hitbox is out. "First active 5, last active 27" means the hitbox exists for frames 5 through 27.
  • Total frames — how long the entire animation lasts before you regain control.

From these you get the practical numbers: startup (frames before the hitbox appears) and recovery/endlag (frames after the last active frame until you can act).

FightCore's listings show exactly this format. For example, one character's down air is listed as first active 5, last active 27, total frames 49 — a slow-starting, long-lasting move with heavy endlag. A forward air listed as first active 4, last active 7, total frames 33 is a fast, short-lived poke.

How to judge whether a move is safe

The key comparison is between your move's recovery and your opponent's fastest punish option.

If a move has 20 frames of endlag after it hits a shield, and your opponent's fastest out-of-shield option starts on frame 8, they can hit you before you can act. That move is unsafe on shield. If your endlag is shorter than their fastest option, the move is safe — or at least safe enough to keep pressure.

This is why frame data matters more than "this move feels fast." Two moves can both look quick, but one leaves you actionable 10 frames sooner, which changes whether you get punished.

Combining frame data with hitbox data

Frame data tells you when a move hits. Hitbox data tells you where. You need both to make real decisions.

A move with a fast startup but a tiny hitbox is only good at close range. A move with slow startup but a large, disjointed hitbox can be thrown out preemptively because it covers space your opponent has to respect. FightCore pairs its frame listings with interactive hitbox visualizations for this reason — reading "first active 7" without seeing the hitbox shape only tells you half the story.

Using frame data in an actual match

Frame data is a decision tool, not a combo video. In practice you use it to answer specific questions:

  1. Can I punish this? After blocking an opponent's move, count their endlag against your fastest option's startup.
  2. Is my approach safe? Check your move's recovery against their likely out-of-shield response.
  3. Should I contest this space? Compare your move's active frames and hitbox reach against theirs.
  4. Why did I get hit there? Look up both moves and compare startup — the faster one usually wins the exchange.

For example, if you keep getting beaten when you both attack at the same time, the frame data will show which move starts earlier. That's not a reaction problem; it's a numbers problem, and you fix it by picking a faster option or spacing differently.

Common mistakes when reading frame data

  • Treating frame advantage as the whole answer. A move can be frame-safe but still lose because of range or positioning.
  • Ignoring the last active frame. A move with a long active window can catch opponents who try to move through it, even if the startup is slow.
  • Assuming all hits of a multi-hit move share one timing. Multi-hit moves have separate active windows you need to read individually.
  • Forgetting that these are base values. Stale move negation, hitlag, and shieldstun all shift the real numbers in a live match.

Frame data gives you the baseline. Distance, timing, and your opponent's habits decide what actually happens.

How to Read Super Smash Bros. Melee Frame Data

Frame data tells you when a move hits and how long it lasts, measured in frames at 60 frames per second. On FightCore, a move entry shows three core numbers — first active frame, last active frame, and total frames — and reading them correctly lets you compare startup speed, judge how long a hitbox stays out, and understand why some moves feel safer than others. This applies to any character lookup; the interpretation is the same across the roster.

What the numbers mean

Melee runs at a fixed 60 FPS, so one frame is about 1/60 of a second (roughly 16.7 ms). Every move's timeline is counted in these frames.

  • First active frame: the first frame the hitbox can connect. This is the move's startup — a lower number means a faster move.
  • Last active frame: the final frame the hitbox is out. The window between first and last active is how long the move can actually hit.
  • Total frames: the full duration of the move animation, including startup, active frames, and recovery.

Reading a real entry

FightCore lists moves with exactly this structure. Take a Down Air entry from the site:

Field Value
First active 5
Last active 27
Total frames 49

Read it as: the hitbox appears on frame 5, stays active through frame 27 (a 23-frame active window), and the whole animation runs 49 frames. So there are 4 frames of startup before it can hit, and 22 frames after the last active frame before the animation ends.

Compare that to a Forward Air entry on the same page:

Field Value
First active 4
Last active 7
Total frames 33

Here the hitbox is only active for frames 4–7 (a 4-frame window) but the move runs 33 frames total. Same three numbers, very different feel: quick to come out, brief to connect, with a long tail.

Why this matters in practice

The gap between last active frame and total frames is where most practical decisions live.

  • Startup (first active) tells you whether a move can beat or trade with an opponent's option. Lower first-active numbers win more interactions when both players commit at the same time.
  • Active window (last minus first active) tells you how forgiving the move is to time. A wide window is easier to land; a narrow one demands precision.
  • Total frames tells you the commitment. A move with a late last-active frame and a long total is a big commitment — you're locked in for the full duration.

For example, if you want to know whether a move is safe to throw out in neutral, compare its total frames against how fast a typical punish comes out. A move that ends quickly gives you less recovery to be punished; one with a long tail after its active frames is a bigger risk.

Where to look up per-character data

FightCore (fightcore.gg) is built for this lookup. The site provides:

  • Frame data for every character, with each move's first active, last active, and total frames.
  • Interactive hitbox visualizations, so you can see where a hitbox actually sits rather than just its timing.
  • A crouch cancel calculator and ASDI down percentages, which relate to how moves interact with a defending character.
  • A search shortcut (⌘ K) for jumping straight to a move — the site's own examples include fox upsmash, marth fsmash, peach dsmash, and rest.

The site also surfaces popular moves by view count, which is a reasonable starting point if you're new and want to see which moves players look up most.

Common pitfalls

  • Confusing active frames with total duration. A move active on frames 5–27 does not end on frame 27. It runs for 49 frames. The recovery after the last active frame is often the part that gets you punished.
  • Ignoring IASA and landing lag. Total frames describe the animation, but a move may be interruptible as soon as IASA (interruptible as soon as) frames, and aerials have separate landing lag when you touch the ground. The listed total is not always the full commitment in practice.
  • Treating startup as the whole story. A fast first-active frame with a tiny active window can be harder to land than a slower move with a wide window. Read all three numbers together.
  • Assuming frame data alone decides safety. Whether a move is safe depends on spacing, shield, and what the opponent can do out of their own state — frame data is the input to that judgment, not the answer by itself.

Once you can read first active, last active, and total frames, you can compare any two moves on the same terms and make faster decisions about what to use and when.

What Is Melee Frame Data and How Do You Use It?

Melee frame data is the frame-by-frame timing of every move in Super Smash Bros. Melee, measured at 60 frames per second (so one frame is about 16.7 ms). You use it to answer concrete questions: when a move becomes dangerous, when it stops being dangerous, how long you're stuck, and whether you can act before your opponent can. FightCore (fightcore.gg) is a practical lookup source, offering per-move frame charts plus interactive hitbox visualizations and crouch cancel / ASDI down percentages.

The core numbers on a move chart

Every move entry is built from the same handful of values. Using the FightCore listings as the reference format:

Field What it tells you Example (from FightCore listings)
First active The first frame a hitbox exists 5
Last active The last frame a hitbox exists 27
Total frames Full duration of the move, start to finish 49

From these you derive the rest:

  • Startup = first active frame − 1. A move with first active 5 has 4 frames of startup before it can hit.
  • Active window = last active − first active + 1. First active 5, last active 27 means 23 frames where the hitbox is out.
  • Recovery = total frames − last active. This is the vulnerable tail after the hitbox disappears.
  • IASA (interruptible as soon as) — the frame from which you can cancel the move into another action. When a chart lists it, it's often earlier than total frames, which is why some moves "end" before the animation finishes.

The FightCore excerpts show how differently moves are shaped even within one character: a Down Air with first active 5 and last active 27 across 49 total frames is a long, lingering hitbox, while a Forward Air with first active 4 and last active 7 across 33 total frames is a short, precise poke with a long commitment. Same character, opposite risk profiles.

Reading a chart step by step

  1. Find first active. This is your earliest hit opportunity. If your opponent is actionable before this frame, they can beat you.
  2. Check the active window. A wide window (many active frames) is forgiving for spacing and catching approaches; a narrow one demands precision.
  3. Subtract to get recovery. Long recovery after a short active window is the classic "whiff and get punished" move.
  4. Look for IASA if listed. It tells you the real end of your commitment, not the animation length.
  5. Compare against your opponent's options. Frame data only matters relative to another character's startup, shield drop, or grab.

How frame data changes real decisions

Punish timing. If you know a move's total frames and recovery, you know how long you have to hit back after a whiff or a shielded attack. A move with 49 total frames and a last active of 27 leaves a large punish window; one with a last active of 7 out of 33 total frames leaves much less.

Out-of-shield options. To decide whether you can punish something out of shield, compare your character's fastest out-of-shield option (shield grab, up-B, aerial) against the attacker's recovery. If your option's startup is shorter than their recovery, the punish works.

Crouch cancel and ASDI down. FightCore provides crouch cancel percentages and ASDI down percentages. These tell you at what damage a crouch-cancelled or ASDI-down hit stops being survivable/escapable, which directly affects when you should stop relying on CC and start respecting the opponent's damage output.

Move selection. Comparing two of your own moves on startup, active window, and recovery tells you which is the safer poke and which is the committed kill option — the FightCore listings above are exactly this comparison, move against move.

Frame data vs. hitbox data

They answer different questions and you need both:

  • Frame data = when. Timing, windows, recovery, IASA.
  • Hitbox data = where and how. Hitbox size, position, and how it moves over the active frames.

A move can have great frame data and a tiny or badly placed hitbox, or a huge hitbox with terrible startup. FightCore pairs the frame charts with interactive hitbox visualizations so you can check both on the same move instead of guessing from one number.

Looking moves up on FightCore

FightCore's search supports direct move queries — the site's own examples are fox upsmash, marth fsmash, peach dsmash, and rest. Type a character plus a move, open the entry, and read first active, last active, and total frames, then expand to full data for the rest. The homepage also surfaces popular and most-viewed moves, which is a fast way to see the entries other players check most often.

Common mistakes when starting out

  • Reading total frames as commitment. If IASA is earlier, the animation length overstates how long you're locked in.
  • Ignoring the active window. Two moves with the same startup can behave completely differently if one stays active for 3 frames and the other for 20.
  • Treating frame data as absolute. It's a comparison tool. A "fast" move is only fast relative to what your opponent can do in the same window.
  • Skipping hitbox data. Frame advantage on a move that whiffs due to hitbox placement is worthless.
What Is Hitbox Data in Super Smash Bros. Melee and How Do You Read It?

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:

  1. 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.
  2. 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.
  3. 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

  1. Look up the move on FightCore.
  2. Read First active — when it starts hitting.
  3. Read Last active — when it stops hitting.
  4. Subtract to get the hit window.
  5. Subtract Last active from Total frames to get the recovery tail.
  6. Open the visualization to see where the hitbox actually reaches.
  7. 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.

What Are Move Stats in Super Smash Bros. Melee and How Do You Read Them?

Move stats are the frame-by-frame numbers attached to a single attack in Super Smash Bros. Melee: when its hitboxes first appear, when they disappear, and how long the whole animation lasts. You read them by matching three numbers — first active, last active, and total frames — to the situation you're in. On FightCore, each move is listed with exactly that set, for example a Down Air with "First active 5, Last active 27, Total frames 49," so you can judge a move's speed and commitment before you ever load the game.

The three numbers that define a move

Every move entry on FightCore is built from the same fields. Here is what each one tells you:

Field What it measures Why it matters
First active The first frame a hitbox exists How fast the move can hit after you input it
Last active The last frame a hitbox exists How long the move stays dangerous
Total frames The full length of the animation How long you're locked in the move before you can act again

The gap between the first active frame and the last active frame is the move's active window. The gap between the last active frame and the total frame count is the recovery portion, where the hitbox is gone but you still can't act.

Reading a move's timeline

Take the Down Air listed on FightCore with first active 5, last active 27, and total frames 49. Read it in three steps:

  1. Startup: frames 1–4 have no hitbox. If you input this move, nothing can connect for the first four frames.
  2. Active window: frames 5–27 can hit. This move stays out for 23 frames, which is unusually long — it covers a lot of time and space.
  3. Recovery: frames 28–49 have no hitbox but you're still committed. That's 22 frames where you can be punished if the move whiffs.

Now compare it to a Forward Air on the same site with first active 4, last active 7, total frames 33. Its startup is one frame faster, but its hitbox only exists for four frames, and it still locks you in for 33 total frames. Same character, very different risk profiles: the Down Air is a long-lasting coverage tool, the Forward Air is a quick poke with a long tail.

Comparing moves with the same dimensions

To compare moves fairly, hold the dimensions constant and change only one at a time:

  • Same startup, different total frames: the move with fewer total frames lets you act sooner, so it's safer on whiff.
  • Same total frames, different active windows: the move with the longer active window is more forgiving to time and covers more options.
  • Same active window, different startup: the faster-starting move wins in close-range scrambles.

A concrete example: if you're choosing between two aerials to throw out as a landing option, the one with first active 4 beats the one with first active 5 in a tie, because it can hit one frame earlier. But if the frame-4 move has 40 total frames and the frame-5 move has 30, the slower-starting move may still be the better choice when you expect to miss, since you recover ten frames sooner.

Common pitfalls when interpreting move stats

  • Confusing total frames with endlag. Total frames is the entire animation, including startup and active frames. Endlag is only the portion after the last active frame. A move with 49 total frames and last active 27 has 22 frames of recovery, not 49.
  • Assuming first active means "hits on frame X." First active is when the hitbox appears, not when it connects. Spacing, hurtbox position, and whether the opponent is in range all still decide the hit.
  • Ignoring the active window length. Two moves can share a first active frame but differ wildly in how long they threaten. A one-frame active window demands precise timing; a 20-frame window does not.
  • Reading one move in isolation. A move's stats only mean something relative to the rest of the kit and to the opponent's options. A slow move can still be correct if it covers a space nothing else does.

Where to look up move stats

FightCore (fightcore.gg) presents Melee frame data with interactive hitbox visualizations and a search bar — the page suggests queries like "fox upsmash," "marth fsmash," "peach dsmash," and "rest," and lists the most-viewed moves with their first active, last active, and total frame counts. Use the search to pull up a specific move, then read the three numbers against the situations above. The site also offers a crouch cancel calculator and ASDI down percentages, which matter once you start comparing how moves interact with defensive options rather than just how fast they are.

If you want to go from "this move is frame 5" to "this move is the right choice here," the workflow is: look up the move, note startup, active window, and recovery, then compare it to the alternatives you're actually choosing between in that moment.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An active inbound-mail setup with incomplete authentication may leave the domain more open to impersonation. Provider hosting alone does not close that gap.

Domain and Registration

The registrar is NameCheap, Inc (https://www.namecheap.com), a widely used domain service provider. The domain uses the common .gg extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by Namecheap, indicating managed DNS hosting. MX records point to the Namecheap Private Email email service. No CNAME was found; the observed records resolve directly to addresses. TXT records include verification markers for Google. Such markers may also remain after a service stops being used.

TLS and Certificates

The certificate issuer is Sectigo Limited, a commercial certificate authority. The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate is valid for about 198 days in total, with 61 days remaining.

HTTP and Browser Security

The Server header exposes the software version: nginx/1.27.5. This makes version-targeted checks easier, but is not proof of an exploitable vulnerability. The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies Next.js, nginx 1.27.5, with exact versions exposed for 1 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

The canonical URL points to another host: https://www.fightcore.gg. Search engines may consolidate indexing signals there. Twitter Card metadata is configured. The title has 46 characters, within a common display range. A meta description is present, with 157 characters. The observed directives allow indexing and link following.

Hosting and Email

DNSNamecheap
HostingContabo Inc.
EmailNamecheap Private Email
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagSt Louis, Missouri, United States Inferred 94.72.114.153

Registration details

RDAP / WHOIS

RegistrarNameCheap, Inc (https://www.namecheap.com)
RegisteredUnknown
ExpiresUnknown
Domain statusActive
NameserversUnknown
DNSSECunknown

DNS records

DNS

TypeNameValueTTLPriority
Afightcore.gg94.72.114.1531799—
MXfightcore.ggmx1.privateemail.com180010
MXfightcore.ggmx2.privateemail.com180010
NSfightcore.ggpdns1.registrar-servers.com1800—
NSfightcore.ggpdns2.registrar-servers.com1800—
TXTfightcore.gggoogle-site-verification=jQQamja2r4WPXimZt_x8PL9jHTVM172irMgJGkj7Bxo1799—
TXTfightcore.ggv=spf1 include:spf.privateemail.com ~all1799—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subject*.fightcore.gg
IssuerSectigo Limited
Valid until2026-12-09T23:59 · Remaining when checked: 61 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html
cache-controlpublic, max-age=3600
servernginx/1.27.5

Identified technologies

Next.jsnginx 1.27.5

Pages, Search and Sharing

Meta descriptionComplete Super Smash Bros. Melee frame data with interactive hitbox visualizations, crouch cancel calculator, and detailed move analysis for every character.
Canonical URLhttps://www.fightcore.gg
LanguageEnglish (default)
Twitter Cardsummary
All bots 1 allowed · 0 disallowed
  • Allow/

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