Melee frame data. Most frame data collections I can find only have f...

Animation for eating a projectile is 25 frames. 55 for the Bike. Sta

Marth Frame Data | Smashboards. Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts! You are currently viewing our boards as a visitor.Melee; Glossary; Mythra's Frame Data [11.0.0] Statistic Value/Rank Statistic Value/Rank; Weight: 92: Max Jumps: 2: Run Speed: 2.41: Wall Jump: ... Soft Landing Lag: 2: Gravity: 0.137: Hard Landing Lag: 4: SH Air Time: 30 frames: FH Air Time: 41 frames: Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB ...Frame Data Notes. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. Dropping your shield (Shield Drop) takes 11 frames; Up B and Up Smash happen instantly out of shield and do not incur ...I went ahead and plugged these numbers into a median calculator. Here is a tier list based on median frame data, rather than mean.. I also went ahead and took the values for Pokemon Trainer and Pyra/Mythra as combined characters to see where they average out in addition to their individual components. So you can look at just Squirtle, or just …For instance, ftilt is -18 on block in Melee, and her utilt is -10, but those same respective moves are listed as -27 and -20 here. Also, I'm fairly certain that Melee Samus' dsmash does come out on frame 6, but this is saying PM Samus' dsmash comes out on frame 9 (and is also much more negative on block).Just like we have a database of all the frame data from Melee, is there anything similar to that, except measuring the hitstun frames? I understand this is different from just the frame data because each character has a different weight and each move has different effects for certain percents.Sephiroth One-Winged Angel Super Smash Bros Ultimate. Sephiroth's comeback mechanic grants him a 30% boost in speed, mobility and power, as well as an extra jump and super armor on his smash attacks, turning the already fearsome swordsman into a force to be reckoned with. These buffs should turn his playstyle into a more aggressive Sephiroth ...This page was last edited on 26 December 2014, at 00:02. Text/code is available under CC-BY-SA.Licenses for other media varies.SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines for what should be included in these new parameters. When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the { { }} template with the matching game specified.Frame data from SuperDoodleMan. Images compiled and created by standardtoaster. All gifs are 1/3 game speed. Punch 1. Total: 15. Hit: 2-3. Window of the second punch: 3-25. Second punch starts: 6 (or later)SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines for what should be included in these new parameters. When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the { { }} template with the matching game specified.To put in simply, every one of fox's matchups are considered at least very close to 50-50. Some people say fox loses slightly to marth/ falco but the majority of people think fox is even or beats every other character in the cast. Outside of the top 4 fox starts winning every matchup at a high level, and among the top 4 he has the best overall ...Side special 16 frames 12 damage. Down special 12 frames 16.8 damage Two hits. Up special 11 frames 6 damage 1 hit 19.2 no DI. Side smash 18 frames 26.4 damage. Down smash 10 frames 21 damage. Up smash 12 frame 24.5 damage. N-air 5 frame 13.2 damage. F-air 7 frames to come out 9 sweet spot 18 damage. B-air 6 frames 9.6 damage.Hit: 12-27. When to aim: 12. Earliest FF: 42. Sing. Total: 179. Hit: 28-35, 69-76, 113-125. Jigglypuff's hitbox changes size completely depending on when it's singing. Sing has no left/right animation and therefore can grab the ledge from any orientation. Other cool info I don't have gifs for.When it comes to getting a good night’s sleep, having the right bed frame can make all the difference. A split adjustable bed frame is a type of bed frame that allows each side of ...Special Attacks. Windbox on 16–17. Takes 7 frames to cancel. Has a 100 Unit cap and fills by 0.3 Units per frame, so 18 Units a second (was 0.25 Pre-7.0.0.).Mobile-friendly Frame Data for Young Link in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Young Link in Super Smash Bros. Ultimate. young link Menu. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab 1 4 17 -- …Down, Down-Forward, Forward + PP. 60. 200, 1300 / 200, 1450 / 200, 1600 / 200, 1750 / 200, 1900. High. Projectile and upper body invincible on frames 3-24. Medal level changes damage, listed as: Level 1 / Level 2 / Level 3 / Level 4 / Level 5. Hold Punch to feint, has 34 total frames with projectile invincibility on frames 3-14. Knockdown +15.The data source mentioned in the info box is this website: http://melee-framedata.theshoemaker.de/ Which only has gifs/videos for Samus and Marth, but it has a lot more detailed frame data (because it's extracted directly from the game). It also has data for each hitbox. I made that site a good while ago, but never bothered to post it anywhere.Special Attacks. Windbox on 16–17. Takes 7 frames to cancel. Has a 100 Unit cap and fills by 0.3 Units per frame, so 18 Units a second (was 0.25 Pre-7.0.0.).Frame data from SuperDoodleMan. Images compiled and created by standardtoaster. All gifs are 1/3 game speed. Punch 1. Total: 15. Hit: 2-3. Window of the second punch: 3-25. Second punch starts: 6 (or later)Hey guys, I've never been able to find a spreadsheet with all move frame data. I was thinking about combining all the old smashboards frame data found here into a big google sheet, similar to how Ultimate uses this sheet. Let me know if this has already been done somewhere so I don't repeat the effort.Character Attack Range Attack Frames Neutral Getup Roll Jump; Mario: 15) F-1-26 intangible / 55 total / -22 on shield: 1-33 intangible / 34 total: 1-25 intangible / 45 totalJul 21, 2021 ... Ness's inclusion of the character in Super Smash Bros Melee, has always been a low tier character. Never really succeeding that well in the ...The data source mentioned in the info box is this website: http://melee-framedata.theshoemaker.de/ Which only has gifs/videos for Samus and Marth, but it has a lot more detailed frame data (because it's extracted directly from the game). It also has data for each hitbox. I made that site a good while ago, but never bothered to post it anywhere.Super Smash Bros. Melee. Melee Character Discussion. Peach. Data Peach Hitboxes and Frame Data Thread (REMASTERED) Thread starter Quetzalcoatl; Start date Dec 15, 2015 ... - Added frame data for Jump Squat, No Impact Land, Regular Land and Air Dodge Land - Added frame data for Dash, Smash Turn, Tilt Turn and Running Turn ...Smash Master. This is the amount of time added to an attack when it hits a character. An attack which hits a character is slower than one which does not. For example, Mario's jab is 19 frames long. If Mario jabs a character the 'attacker hit lag' value is added to the attack duration. In this case it is 19 + 4 [attack duration + attacker hit ...Ground Attacks. Transitions to Jab 2 as early as frame 10. Arm intangibility on frame 7-8. Damage based heavy armor (4%) on frame 7-9. Arm intangibility on frame 10-14. Damage based heavy armor (4%) on frame 8-10. Arm intangibility on frame 11-16. Damage based heavy armor (4%) on frame 7-9. Arm intangibility on frame 10-12 and 15-17.The blade is only hitting directly above at frame 5. Transitions to jab 2 as early as frame 19. Lower leg intangibility on 7-18. Extra hurtbox between Sora's legs on 22-39. Charge hold on frame 5. Charge hold on frame 6. Fully intangible on frame 3-6. Lower body intangibility on frame 7-10. Charge hold on frame 2.Mobile-friendly Frame Data for Mii Brawler in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Mii Brawler in Super Smash Bros. Ultimate. mii brawler Menu. Ground Attacks; ... Total frames is if you don't land during the animation. Has detection on frames 27-42, transitions to Auto Kick which spikes. -- -- -- -- -- ** -- Kick Auto ...If those two fundamentals are not established, all the engineering wizardry won't save your ride. You need a sound fit and refined geometry to give you the confidence and comfort needed to tap into your bike's performance. Offered in seven sizes with five fork rakes, the Melee has your ideal fit in mind - like no other race bike on the ...Dan’s EX DP, the Koryuken, is a potent attack that is completely invincible for the first six frames, which means that it will beat every other attack. However, it is -38 on block. You read that correctly. This means that your opponent will be able to hit you with their biggest, most damaging special moves.Images Compiled by Emma Watson's Boyfriend and Edited by Me. All gifs are at 1/3 game speed, all aerials are while falling, and therefore the hitboxes stretch up. Shield stun and Advantage data corrected by flagitious (one of only characters SDM had this data for) Slap 1. Total frames: 19. Hit frames: 2-3.Reflects on frame 13-60. Invulnerable on frame 2-4 on the ground. Ungrabbable on frames 1-24. Can act on frame 25. Fuel lasts up to 143 frames. 3 startup from charging state. 6 frames to enter charging state. Reaches full charge on frame 98. Damage depends on current item velocity.Regarding Super Smash Bros. Melee. Learn with flashcards, games, and more — for free.Are you in search of the perfect picture frame to display your cherished memories or artwork? Look no further than ArtToFrame.com. With their wide selection of high-quality frames ...meleeFrameDataExtractor is a program that utilizes meleeDat2Json, which dumps Super Smash Bros. Melee character files to JSON. The subactions/scrips that belong to …9 hammer (hitbox is smaller than 1-8) Total: 49. Hit: 16-29. The first hammer in a match cannot be a 1 or 2. The second hammer in a match cannot be a 2. Any number the hammer displays cannot be obtained again until after 2 more hammers. A death (fall or SD) will reset the rules currently applied to #3.Egg appears on frame 33 when successful. Total frames when successful is 62. Total frames is 41 on whiff. Takes 39 frames to emerge. Eggs explode automatically on frame 60. Total frames assumes level ground. Passes through platforms, voluntarily if you fall long enough. Stars appear on frame 4 of landing.Hey everyone, welcome to my new site I KneeData. This site aims to bring you interactive and unique learning tools to help visualise and better understand certain aspects of competitive smash. I have launched with top 8 melee characters outofshield heatmaps, but plan to release the entire cast. Then create new types of heatmaps, such as from ...9—**. 35. --. Hits every 11 frames. Leaves do not disappear after hitting something. Hold the button to move with the shield. Can delay 40 frames before an automatic throw. 1.5.55. --. Stage 1: Can dash from frame 26 of entering charge or immediately after a successful hit. Stage 2: Focus armor begins on frame 1 and lasts until the 12 frames of the kick. Stage 3: This stage is unblockable. Damage-bsed armor notes: Armor starts at 16.8% and ends at 33.6% in Stage 3, going up 0.289% per frame held. 12.0, 10.0, 17.0.What's New. The latest update to the Melee Database was the addition of the frame-by-frame seeker! To use this tool, click on the GIF of the move you want to see, and you'll …This is a guide to using Mr. Game & Watch in Super Smash Bros. Ultimate. Mr. Game & Watch's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Mr. Game & Watch's matchups, counters, and tier list placement can all be found here.Sonic - Kurogane Hammer. Sonic's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 94 [33-36th] Max Jumps.May 9, 2022 · Dan’s EX DP, the Koryuken, is a potent attack that is completely invincible for the first six frames, which means that it will beat every other attack. However, it is -38 on block. You read that correctly. This means that your opponent will be able to hit you with their biggest, most damaging special moves.When it comes to bedroom furniture, one of the most important pieces is the bed frame. A sturdy and stylish bed frame can make all the difference in your sleep experience and overa...Captain Falcon's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 104 [11-13th] Max Jumps. 2.Special Attacks. Fire rate is one shot per 10 frames. Fox does not suffer hitlag/shieldlag from this attack. Advantage assumes lowest altitude possible. *Hitboxes actually trail …55. --. Stage 1: Can dash from frame 26 of entering charge or immediately after a successful hit. Stage 2: Focus armor begins on frame 1 and lasts until the 12 frames of the kick. Stage 3: This stage is unblockable. Damage-bsed armor notes: Armor starts at 16.8% and ends at 33.6% in Stage 3, going up 0.289% per frame held. 12.0, 10.0, 17.0.Location. Australia. May 27, 2014. #1. Marth Project M 3.6 Frame Data . This thread has been requested in these boards a bit recently. So I teamed up with @ KuroganeHammer and we proudly present Marth's Project M Frame Data. Please note that all animations run at 1/3 game speed (20 fps). There is a lot of information in this post, so to make it ...33. 47/44/48. --. Bomb is generated on frame 11. Explosion occurs one frame after touching a target. Bomb explodes automatically on frame 83. Total frames is 44 if the player is holding down. And 48 in the air with no way to reduce it. 4.0/5.0.Rolling frames in Melee . These lists show the intangibility and the total lag frames of the rolls, but not the distance travelled or the size of the character while rolling. ... The following list shows the frame data of rolls as of the latest version of the game. Characters Intangibility Frames Total Frames Duck Hunt: 4-15 26 Fox: 4-14 26 ...Apr 1, 2021 ... In this episode of Frame Data, we'll be ... FrameData #Hungrybox #turndownforwalt #tdfw #SSBM. ... Michael vs Bananas - The Only Reason We Play ...Jab 1: Jab 2: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the { { Trn }} template with the matching game specified.Mobile-friendly Frame Data for Ryu in Street Fighter 6. ... Strike invincible on frames 1-11. Breaks armor. Denjin Charge damage in parenthesis. --Melee; Glossary; Falco's Frame Data [3.1.0] Statistic Value/Rank Statistic Value/Rank; Weight: 82: Max Jumps: 2: Run Speed: 1.619: Wall Jump: ... Gravity: 0.13: Hard Landing Lag: 4: SH Air Time: 32 frames: FH Air Time: 57 frames: Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB KBG; Jab 1: 2 Adv: -17 ...Bowser - Kurogane Hammer. Bowser's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 130 [1st] Max Jumps.Jigglypuff has 49 frames of immobility after an air release, so you will have a 1 frame advantage over other players. As with all characters, a ground release occurs if no buttons are pressed. An air release occurs if you jump at the right time (or spam ). When grabbing. Jigglypuff will suffer 30 frames of immobility if performing a ground release.Cost: 8MP. Zapple: Takes 16 frames to reach this level of charge. Second hit does not occur on block. Cost: 18 MP. Kazap: Final hit does not occur on a blocking opponent. Cost: 42MP. Bolt generated on frame 37 (+7 charge). 15% heavy armor on frames 43—78. Psych Up only affects first hit (another 0.8%). Oomph affects all but the last hit ...Jab 1: Jab 2: Rapid 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Frame: 1/60 of a second. Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang) • Angle: Direction in which the player is sent from an attack or throw. - A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. - A 361° angle is the Sakurai Angle and will send ...Melee Frame Data Website. Hello! Over the last month or so I've been working on a website that displays character frame data from Melee. You can find it here. I would appreciate if you took a look, and let me know what you think. If you like the site, please share! Currently the site is not very mobile friendly but I plan to change that in the ...When it comes to constructing a building, one of the most critical decisions to make is choosing the right type of framing. Open floor joists and traditional framing are two popula...May 11, 2021 ... Turndownforwalt made an entire frame data analysis of when I fainted on stream ... #Hungrybox #SmashBros #SuperSmashBros #SmashMelee # ...Samus Aran is a space bounty hunter. She uses a variety of missiles so keep her opponent at bay. Once she rakes up the percent she can kill her opponent with either a full charge shot, or a smack…Dan’s EX DP, the Koryuken, is a potent attack that is completely invincible for the first six frames, which means that it will beat every other attack. However, it is -38 on block. You read that correctly. This means that your opponent will be able to hit you with their biggest, most damaging special moves.Smash Ultimate Frame Data Repository - Kurogane Hammer. OWO WHATS THIS? KH API. Ultimate. Smash 4. Rivals of Aether. Melee. ausmash.com.au. twitter.Hits directly above Shulk at frame 22. Total frames is for level ground. Landing hit deals 1.0 less from the back. Block stats are for landing hit. Invulnerable on frame 6. Counters on 7-41 when fresh. No data on Activated/Reversal Vision at this time. Vision Forward hit has 79 total frames (active 37-39).Depending on loadout and playstyle, nearly every frame has a viable pure melee build. Out of all of the frames so far, Wukong's kit is tailored as the most specifically pure melee skill set. His 1 is a melee poke. His 2 is invincibility when combined with a Rage mod. 3 is a melee range stun and a method of getting into and out of melee combat ...A frame is the smallest unit of time measurement in Smash. In addition, yellow hitboxes are vulnerable hurtboxes (hurt by red and grabbed by yellow), red hitboxes are damaging hitboxes (hurt yellow, clank with most other reds), purple hitboxes are grabboxes (grab yellow), and blue hitboxes are invincible areas.Jab 1: Jab 2: Jab 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Hey guys, I've never been able to find a spreadsheet with all move frame data. I was thinking about combining all the old smashboards frame data found here into a big google sheet, similar to how Ultimate uses this sheet. Let me know if this has already been done somewhere so I don't repeat the effort.Common large picture frame sizes include 11×14 inches, 11×17 inches, 24×36 inches, 27×40 inches and 27×41 inches. For poster frames, the dimensions are generally 18×24 inches, 24×3...0.8 base recoil damage. Grounded has a life of 84 frames, aerial 100. 25 on hit endlag. Second total frames is from the air. Startup is 5 from charge release. 2.1 base recoil damage. Total frames is for one/two dashes ending on the ground. 0.9 base recoil damage on first dash, and 1.4 on second. Can grab ledges as early as frame 14.Hit: 14-20 (or 1 frame later for real strong moves) Invincible 1-16. Damage: 7%, unlike roy's, does not scale with power of countered attack. Possible Directions for each sword dance swing: Swing 1: side. Swing 2: side, up. Swing 3: side, up, down (meteor smash) Swing 4: side, up, down (multiple hits)SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines for what should be included in these new parameters. When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the { { }} template with the matching game specified.Find the value, weight, gravity, walk speed, run speed, wavedash length, PLA intangibility frames, jump squat, can wall jump and more for each character in Super Smash Bros. …Hit details. 56. 15 (fall speed decreases instantly) 10. 30. 4. Fully invincible on frame 3. Being floaty lasts 944 frames max. Fastfalling is instantaneous.. Melee Frame Data. Look up fighter frame data with framThis hasn't changed in Ultimate. - The total duration for Hey guys, I've never been able to find a spreadsheet with all move frame data. I ... I think there’s smashboards threads with every characters frame data. I usually just google “____ melee frame data” and it comes up. Reply reply bigshady880 • i mean there is already a website with all the frame data but i guess if you felt better making this then cool Reply …It was DMoogle who gave me the data, and ant-d who produced it. I have no clue as to which is correct. The 1st set claims that Kirby's Nair has 1 frame startup. The 2nd set claims that Kirby's Nair has 4 frame startup whilst Mario's Tornado, Luigi's Tornado, Fox' Shine and Jigglypuff's Rest all have 1 frame startup. Mobile-friendly Frame Data for Roy in Super S That's it for the misc. section, but item specific frame data would be amazing, such as glide toss frame data and oos item throw frame data. Another thing that would be great is shield drop/power shield frame data. Is it the same for all characters, or is it unique to some? New request added to the list-Every single character's ledge frame data.Aerial grab escape. Airdodge and freefall item grab. Side stick tap buffer (for forward and back tap item throws window extensions) Down stick tap buffer (for down smash and down tap item throw window extensions) Aerial stick tap buffer (aerial tap item throws window extensions) Slow getup and roll out of knockdown. The Mii Brawler (Mii格闘タイプ, Mii Hand-to-Hand Fighting Type) is a play...

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