Jak and Daxter Frame Data Guide
8 years ago
Florida, USA

Hello everyone in the Jak community, Hustlie here :) in this thread, you will read about the different movement options as well as insight on data from the game. Most notably, this thread will focus on the number of frames needed to complete a move from the moment you physically press an input to visually seeing the animation come to a complete end on screen.

Please consider reviewing this thread with the game at hand or you will most likely be confused and have a lot of questions.

Game FPS: 60.002 Recording FPS: 60 Video Editing Software FPS: 30

Roll: Earliest possible Roll input after Forward Movement: Frame 3

       11 Ground Roll Frames
       14 Total Frames

Note: Ground Roll Frames do not merge on slanted ground or raised platforms or cut animation frames in any way.

Punch: 7 Frames

Spin-kick: 15 Frames

Note: If you are in movement during this move, the animation will be 4 Frames shorter. See "Spin-kick (with movement)"

Short Hop: Earliest possible Jump input: Frame 1

       9 Frames Total

Animation: 3 Cooldown Frames back to Neutral

Super Short Hop: Earliest possible Jump input: Frame 1

       8 Frames Total

Animation: 4 Cooldown Frames back to Neutral Note: This one is deceptive because Jak's Body is more curled during this jump than the Short Hop so while it may seem faster at first, it's actually the same just with a different faster-looking animation. Note #2: This Jump with momentum travels the exact same distance as a regular Short Hop

Regular Hop: 14-19 Frames Peaks at around Frames 7-12 7 Landing Frames 14 Frames at Best 19 Frames at Worst

Note: While Short Hop and Super Short Hop have set distances, Regular Hop is dependent on how long 'X' button is pressed. Note #2: Hopping onto any platform will merge landing frames to platforms or in most cases eliminate them completely. (Not limited to 'Regular Hop')

Roll Jump: Earliest possible Roll input after Forward Movement: Frame 3

       11  Ground Roll Frames
       20  Launch Frames
       34  Total Frames

Animation: 10 Cooldown Frames back to Neutral Note: Roll Jumping into upward or downward slant on ground will merge Cooldown Animation and landing from Launch frames. Note #2: Roll Jumping into a wall will auto-cancel the animation if Jak's forehead is hit.

Punch (with movement): Earliest possible Punch Input after Forward Movement: Frame 2 7 Frames Launch 9 Frames Total

Uppercut: Earliest possible Jump input after Punch input: Frame 8 (See "Punch") 7 Punch Launch Frames 10-12 Jump Launch Frames Peaks at Frame 17-19 8 Landing Frames 25 Total Frames at Best 27 Total Frames at worst

Animation: 2 Cooldown Frames back to Neutral Note: This double-input landing animation do not merge frames on slanted grounds. Note #2: Uppercut is Jump-dependent on how long you hold down 'X'button, this means Jak will have more rotation frames at his peak before coming down. Note #3: This double-input can be done with movement (See "Punch (with movement)")

Dive Attack: Earliest possible Dive Input after Jump: Frame 6 X Jump Frames depending on Jump

Note: You can do this double-input from Regular,Short and even Super Short Hop distance. Note #2: Dive Launch Frames are dependent on Jump Frames, requires more testing.

Crouch: Fastest possible Crouch animation: 3 Frames 6 Frames Crouch X Frames on Ground 5 Frames Get-up 11 Frames Total (IASA)

Note: This input has IASA Frames which means "interruptible as soon as possible", what this means is that even though Jak is still in his animation he can act out immediately if another input interrupts the crouch input. (Not limited to Punch, Jumps and Spins)

Spin-kick (with movement): Earliest possible input after Forward Movement: Frame 2 11 Frames Spin 13 Frames Total

Note: This move will not suffer Cooldown if movement is held during and up until spin has ended. Note #2: This move will merge frames on slanted or raised platforms.

Zoom: Earliest possible Zoom input: Frame 1 4 Frames Fade-in X Frames Standby 5 Frames Fade-out Note: This Input can be auto-cancelled at any time by pressing the same input twice. It also cannot be interrupted by other inputs besides movement inputs.

High Jump: Earliest possible Jump input: Frame 3 6 Frames Crouch 6 Frames Prep 13 Frames Launch Peaks at Frame 25 12 Landing Frames

Animation: 10 Cooldown frames back to Neutral Note: High Jump frames can be cut by inputting a jump before Jak fully crouches on the floor.

Progress Totals (L2/R2): Earliest possible input: Frame 1 6 Frames Fade-in 50 Frames standby 11 Frames Fade-out 67 Frames Total

Note: Fair estimates but requires more testing.

Punch (From Crouch): Untested/No Data yet

Extended Uppercut: Earliest possible Punch input from ledge: Frame 1 6 Punch Frames 7 Jump Frames Peaks at Frame 13 5 Momentum carrier Frames 6 Landing Frames 24 Frames Total

Note: Movement is not required for this multi-input but is possible. Note #2: Uppercut extending onto any platform will merge landing frames to platforms or in most cases eliminate them completely. Note #3: Both Punch and Jump inputs are dependent on how long input is held, but these are the averages from 8 tests.

Misty Island Boosted Extended Uppercut: Earliest possible punch input from ledge: Frame 1 3 Punch Frames 3 Jump Frames 4 Momentum Carrier Frames 28 Spin Frames (All carrying momentum) 38 Frames Total Note: Movement not required but possible. Note #2: Spin animation and landing frames will merge once Jak reaches the platform. Note #3: All three inputs are dependent on how long input is held, but these are the averages from 8 tests.

Flut flut Jump: Earliest possible input from Neutral: Frame 1

        20 frames Total
              Earliest possible 2nd Jump Input: Frame 20

Note: If you are not frame-perfect you will lose the amount of frames equal to when input is pressed. (x+20) Note #2: If you input a 2nd Jump at Frame 20 (Frame-perfect) the 2nd Jump will be 25 Frames Total on it's own.

Hope you were able to learn a thing or two :) and big thank you to the runners who helped me out during this project and to the community as a whole. You can follow me on Twitch @ http://www.twitch.tv/hustlie Questions regarding this thread will be answered here or on my Ask- http://ask.fm/Hustlie Also, if any runners have knowledge about frame-data not mentioned in this thread, please contribute and feel free to contact me.

SPOILER: -The data represented in this thread is only an accurate estimation and requires more testing for further results. -Intentionally left a Work-In-Progress, will continue more research if this topic interests or helps the community in any way during speedruns.

Edited by the author 6 years ago
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