Hard data

Hard data is the measurable type of information related to a character's physics and action, such as their running speed, falling speed, and frame data. It may define a character's archetype, playstyle and character matchups. Each playable character's page possesses a section with a table containing various hard data statistics.
== In Super Smash Flash ==
The hard data table for Super Smash Flash characters possesses nineteen information fields. Below is an explanation as to what each field refers to.
=== Base info ===
Field name 	Description
Hitstun taken 	The amount of hitstun a character receives, in frames. Characters with a higher hitstun taken value will stay in their flinch animation for longer when attacked. It does not scale with the character's damage. Referred to as "recoveryrate" internally.
Number of jumps	The number of times a character can jump before having to return to the ground in order to jump again. Referred to as "jumptimes" internally.
Attack boost 	Upon performing an attack, this value will be set as the character's horizontal speed if their previous speed was 'closer to zero' than this value. Characters without this stat will not automatically move forwards or backwards when a move is inputted. Referred to as "attackboost" internally.
Attack length 	The maximum amount of time an attack can last, including the active frames, as well as startup and ending lag. Having an attack cooldown lower than this value allows glitch attacks to be performed.
Attack cooldown	The amount of time, in frames, that it takes after using an attack before one can attack again. It starts counting down from the attack's first frame. Referred to as "attackspace" internally.
Health division	The character's "weight". All knockback the character takes is divided by this value. Referred to as "healthdivision" internally.
=== Movement ===
Field name 	Description
Horizontal speed 	The character's maximum horizontal movement speed while said character is not in hitstun, in units per frame. Referred to as "maxmove" internally.
Acceleration 	While running, a character will accelerate by this value each frame, until their current speed reaches the "maxmove" value. Referred to as "speedup" internally.
Deceleration 	When a direction is not pressed, the character will slow down by this value in units per frame, until they stop moving. Referred to as "speeddown" internally.
Attack start speed 	Upon attacking, the player's current speed is multiplied by this value. Referred to as "slow" internally.
Turn around speed 	By properly timing a pivot, this value will be subtracted from the character's current speed when they turn around. This value is only used by player 1; other players will use "8" instead. Referred to as "turnaround" internally.
Jumping speed 	The speed applied to the character when the player presses the jump button. Referred to as "maxjump" and coded as a negative number internally.
Short hopping speed	The speed applied to the character upon executing a short hop. It does not have its own stat in-game, and always equals to "maxjump" subtracted by five.
=== Individual attack data ===
Field name 	Description
damage 	The damage per frame dealt by the character's neutral attack. Referred to as "normal" internally.
Side attack damage	The damage per frame dealt by the character's side attack. Referred to as "smash" internally.
Down attack damage	The damage per frame dealt by the character's down attack. Referred to as "revdamage" internally.
Instant-KO value 	The damage per frame dealt by the character's up attack and . Any move that deals damage equal to this value can instantly-KO opponents. Referred to as "air" internally.
Roll attack speed 	If a character possesses this stat, their speed during their down attack will be set to this value. Down attacks with this characteristic are called "roll attacks", and function differently from normal down attacks. Characters without roll attacks have a value of 0. Referred to as "revspeed" internally.
Jump attack damage	The damage per frame dealt by the character's jump attack. Characters without jump attacks have a value of 0. Referred to as "jumpdamage" internally.
== In Super Smash Flash 2 ==
== In Fraymakers ==
Category:Terms