Melee frame data. Double Edge Dance frame data now matches Melee. Swor...

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Reflects on frame 11-19. Charge hold is frame 7. Invincible on frame 1-7. Head intangibility on frame 15-29. Charge hold is frame 4. **Invincibility during the first 4 frames of charging (but goes away after the initial 4), upon release you gain the other 3 frames immediately. Charge hold is frame 5. Shield damage: -10.0/-8.0/-6.0.Arm intangible on frame 8-11. Deals .5% less damage (13%) to airborne opponents. Invulnerable on frame 1-8. Intangible on 1-3 upper body, 4-8 full body, and 9-12 arm. When blocked, the opponent is forcibly pushed out of their shield, but takes no damage. Deals .5% less damage (14%) to airborne opponents.Here's is the taunt frame data for Melee, brought to you by Mew2king: Taunt Total Time - measures how long each characters taunt is in frames. For example, if a taunt has a time of 100 frames, then it means that it lasts for 1 2/3 or 1.66666..... seconds and you can block or attack on the 101st frame, since that's the frame after the last frame ...Fox - Kurogane Hammer. Fox's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 79 [51-54th] Max Jumps.Melee; Glossary; Peach's Frame Data. Section 1 / Frame Data. Attacks Hitbox Active FAF Base Dmg. Angle BKB/WBKB KBG; Dsmash 5-6, 9-10, 13-14, 17-18, 21-22 (Legs Intangible: 3-24) 40: 14/14/12/12: 140: 40/40/35/35: 80: KH API; Ultimate; Smash 4; Rivals of Aether; Melee; ausmash.com.au;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.Sep 7, 2018 ... ... the Targets - SSB Melee Princess Zelda - LOZ MC Hyrule Castle Courtyard - LOZ OOT Dreams of Love and Literature - Doki Doki Literature Club.Transitions to second swing as early as frame 22. Sword Sword Beam is active 17-48 when at minimum charge and 17-56 when at maximum charge (only when Link is at 0%). Beam does 5.0%.Pichu (ピチュー, Pichū) is a Pokémon character in Super Smash Bros. Melee.Pichu is the "baby" form of Pikachu, and it is also recognized as being a smaller, lighter, and faster clone of Pikachu in Melee.. Pichu is currently ranked 22nd in the tier list, the lowest ranked clone character.This is due to the fact that it has poor range, most people can easily chain throw it despite it being ...Landfallspeciallag: 34. Damage: 10% (grounded base), 13% (grounded tip), 7% (aerial sword), 6% (aerial base. Note: The first hitbox of this attack has much more knockback than the rest of the attack. If you initiate the attack in one direction, you can reverse it during the first few frames of the attack.43. --. Begins absorbing/reflecting on frame 6. Takes 13 frames to put away bucket after extended usage. Has a 2x Damage Multiplier per unit. Maximum Damage of 16% per unit, this is also the minimum damage output. If an attack deals more than 10% it fills 2 Units, 20% for 3. Takes 6F to turn around. --.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.Neutral Air: Forward Air: Back Air: Down Air: Up Air: Total Frames: 39: Active Hitbox: 3-28: Landing Lag: 15: Total Frames: 39: Active Hitbox: 10-12, 14-16, 18-20, 22-24Startup is 1 from a charging state with six I-frames. Stops on shields. Endlag for that is 28. Startup/charge cancelable starting f7 into: - vertical spin dash jump. - spin hops. After release cancels into: -Spin dash jump. -double jump (aerial only)The explanation was that the grab button is actually a macro for shield + attack, but the shield was getting delayed by the pivot so the attack would come through. Curious about this, I loaded up training and tried hitting shield and attack on the same frame. This resulted in a frame 6 grab, when I thought it'd be 10.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.Apr 18, 2017 ... Shielding is a huge part of competitive play. Although using your shield properly seems like a simple concept, there are many intricate ...May 27, 2020 ... ... Melee experience. You are guaranteed to learn something new about Melee ... Mew2King Analyzes Sora's Hitboxes and Frame Data In Smash Ultimate!Mobile-friendly Frame Data for Ness in Super Smash Bros. Ultimate. ness Menu. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another …May 3, 2022 ... Diet Melee is an amazing tweak that makes playing smash online possible on even more computers. Check it out here and consider supporting ...A-frame cabins and houses have a charming retro look, and they’re also structurally sound without being too complicated to build. This makes them appealing to do-it-yourselfers. If...Roy - Kurogane Hammer. Roy's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 95 [29-32nd] Max Jumps.Jab 1: Jab 2: Jab 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Here's is the taunt frame data for Melee, brought to you by Mew2king: Taunt Total Time - measures how long each characters taunt is in frames. For example, if a taunt has a time of 100 frames, then it means that it lasts for 1 2/3 or 1.66666..... seconds and you can block or attack on the 101st frame, since that's the frame after the last frame ...Fox is not too bad either. 11 frames of landing lag on his Nair put him right in the middle in comparison to a non L-Canceled Nair and a L-Canceled Nair in Melee (15 and 7 respectively). Everything with 12 frames of landing lag or so felt pretty great to use while I was testing all the characters, which is roughly the speed of Marth's L ...Credits to SuperDoodleMan for most of the frame data. Images compiled by Stratocaster. Images edited by standardtoaster. "Hitbox System" format, method, and organization developed by Stratocaster. All animated GIF's are at 1/3rd game speed. Punch Total: 17 Hit: 3-4 Hit lag: 3 Shield stun: 6...Data - Falco Frame Data [3.6β] | 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.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.Credits to SuperDoodleMan for most of the frame data. Images compiled and edited by Stratocaster and standardtoaster. "Hitbox System" format, method, and organization developed by Stratocaster. All animated GIF's are at 1/3rd game speed. Kick 1 Total: 17 Hit: 3-5 Window of Kick 2: 3-25 Kick...melee-framedata is a website with in-depth frame data for Super Smash Bros. Melee, inspired by the move pages on SmashWiki and based on framedata JSON files generated by meleeFrameDataExtractor.Normal Attacks. In February 27, 2024 patch: arm hurtbox increased on frames 2-6 but decreased on frames 7-8. 20% damage scaling to followup combo hits.Melee; Glossary; Young Link's Frame Data [6.1.0] Statistic Value/Rank Statistic Value/Rank; Weight: 88: Max Jumps: 2: Run Speed: 1.749 ... 0.06: Soft Landing Lag: 2: Gravity: 0.096: Hard Landing Lag: 4: SH Air Time: 36 frames: FH Air Time: 49 frames: Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB KBG ...Perhaps your 24 frame finding is more accurate since you counted frames though. Good point about getup attacks invincibility lasting after the hitbox comes out, strangely enough I have actually hit someone's getup attack with little mac's downsmash, the armor on it absorbed their getup attack and the hitbox must have lasted just enough to get ...Smash Journeyman. • Up to date as of Project M 3.6. • First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps. • Hitboxes with the same ID replace older hitboxes of the same ID. • Hitlag calculations include the hitlag multiplier, and are not included in animation times. • Hurtboxes in the BrawlBox ...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 ...Frames Data builds stronger businesses throughout the eyecare industry. Our services help improve communication between buyers and sellers of eyecare products, strengthening relationships and contributing to a growing, successful marketplace. Frames Data provides standardized product information and imagery that power dozens of software ...Mobile-friendly Frame Data for Ness in Super Smash Bros. Ultimate. ... Charge hold on frame 12 and also creates a hitbox hitting every 6 frames 1.0/10.0Jab 1: Jab 2: Jab 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Mobile-friendly Frame Data for Chrom in Super Smash Bros. Ultimate. ... Landing hit on frame 1, Super armor on frame 10-30. Ending just before he ascendsJab 1: Jab 2: Rapid 3: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:In Super Smash Bros. 4 []. In Smash 4, air dodges have significantly less ending lag, now lasting from 28 to 34 frames (depending on the character, with only Bayonetta's air dodge lasting a longer time of 36 frames), compared to the previous games' 39 to 49 frames. This allows characters to execute many air dodges in quick succession to avoid attacks, as well as safely use attacks out of them ...System Data Glossary Defense: The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections. Guts: The amount of damage that characters take decreases as their life lowers. For more info, …Falco. Falco is a "Clone Character". His basic moves are very similar in looks to Fox's, however the moves themselves work differently. Falco is also a very technical character. Falco has extremely good offensive power, and a very strong combo game to boot. Falco has the worst recovery in the game however. So while he is a monster on the ...Frame Window: frames 2-11 of her turn around animation Glide Toss Frame Window: frames 2-5 of her roll animation **Frame 2 gives a very short glide toss. Frame 3 gives a longer one. Frames 4 and 5 give maximum sliding distance. Miscellaneous Data Jump airborne on frame: 6 Short Hop Duration: 51 Short Hop Fast Fall Duration: 43 Full Hop Duration:66Ness - Kurogane Hammer. Ness's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 94 [33-36th] Max Jumps.I used to play Ultra Street Fighter IV (poorly) but early on I spent a lot of time learning frame data. For melee, its pretty easy to find resources about frame data on moves/ hitboxes but there its much harder to find stuff about advantage on shield. This link is sort of what I'm looking for where it has adv on block, etc.In Melee, Fox can also jump out of his reflector, like with regular shields, which is what allows waveshine combos. The reflector multiplies a projectile's damage and knockback by 1.5 when reflected. ... Frame data . Note that frames given assume that inputs are given during the first frame of every range (i.e. all inputs are frame-perfect).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 behind the character and are not actually on Fox.*. Total frames is when traveling along the ground. Invulnerable on frame 2-3 Reflects as early as frame 4.Mobile-friendly Frame Data for Wolf in Super Smash Bros. Ultimate. wolf Menu. Ground Attacks; Aerial Attacks; Special Attacks; ... (Melee) / 6.0 (Early shot) / 8.0 (Mid shot) / 7.0 (Late shot) 10/9 -/3 ... Total frames refers to minimum usage. 12 endlag from extended usage. Invulnerable on frame 5-8. Reflects on frame 9.Counter window 3-27. Next attack's damage increased by " ( (3-x) + (Max KB Multiplier) * (x-1)) / 2" where x = current damage dealt multiplier. Stores up to 3x Revenges for total damage combined. Revenge store is lost when you are grabbed or take 36% damage. Lasts 60 seconds at base. Jab 1/2 and the rising hits of Cross Chop don't remove revenge.Each stage of construction becomes available for manual launch in order 15-19 (Stage 1), 20-27 (Stage 2), 28-37 (Stage 3), 38-44 (Stage 4 shieldless), 45-49, (Stage 4), 50-120 (Stage 5). Manual release lag is 39 frames. Once full charge is reached, Zelda can act as early as frame 67. Any attack/special input initiated on frame 66 results in a ...Aug 17, 2010. #1. Credits to SuperDoodleMan for the frame data. Images Compiled and Edited by Me. All gifs are at 1/3 game speed, all aerials are while falling, and therefore the hitboxes stretch up. Big Shoutout to Tacel for remaking the gifs (from the same source images) with different speeds and frame numbers and uploading them and the ...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.Zelda (ゼルダ, Zelda) is one of the more unique characters in the lineup for Super Smash Bros. Melee.Zelda's most notable traits are her array of powerful magical attacks and her unique ability to transform herself into her alter ego, Sheik.This alternate form is very different from Zelda, and each was intended to help balance the other's weaknesses, so that ideally one would change between ...Super Smash Bros. Melee. Melee Character Discussion. Fox. Shield Pressure Frame Data. Thread starter KirbyKaze; Start date Jun 23, 2010; KirbyKaze Smash Legend. Joined Nov 18, 2007 ... and the frame data, thanks Kirbykaze . Lovage Smash Hero. Joined Apr 15, 2007 Messages 6,746 Location STANKONIA CA. Jun 24, 2010 #8*These characters' jumpsquat values are defined as 6 in fighter_param.bin, though they actually end up being 7. Jump squats in Super Smash Bros. Ultimate []. Every character has a 3-frame jump squat, with the exception of Kazuya (who has a 7-frame jump squat, though the value is defined as 6 in fighter_param.prc) and Giga Bowser (who has a 15-frame jump squat).The most valuable collection of Super Smash Bros. Melee guides, technical data, and resources in the world. The best place for a player to learn and improve. ... Kadano applies intensive frame data analysis to optimize Marth play. Most of the information is indexed in the main post, but the second post, below the indexing, also includes more ...The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. 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 ...Animation for eating a projectile is 25 frames. 55 for the Bike. Startup is 24 if mounting a bike laying on the ground. Frame 20 is the earliest you can jump, turnaround, wheelie. Wario seems to suffer more shieldlag than the defender on any hit. Bike armor on frame 10.Reflects on frame 11-19. Charge hold is frame 7. Invincible on frame 1-7. Head intangibility on frame 15-29. Charge hold is frame 4. **Invincibility during the first 4 frames of charging (but goes away after the initial 4), upon release you gain the other 3 frames immediately. Charge hold is frame 5. Shield damage: -10.0/-8.0/-6.0.Mewtwo - Kurogane Hammer. Mewtwo's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 74 [57th] Max Jumps.Mobile-friendly Frame Data for Roy in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Roy in Super Smash Bros. Ultimate. roy Menu. Ground Attacks; Aerial Attacks; ... Autocancels on frame 47 onward. The second hit uses a fixed weight for all characters. Every character will experience the same knockback at the same %. 6.0/4.0/8.5/5.0icon at the top of each game's landing page. It has frame data notes and descriptions and such! Created by MetalMusicMan. Follow @ultframedata if you just want UFD updates in your feed. Forever big thanks to Zeckemyro for Smash Ultimate hitboxes, frame data, and more! Thanks to Giefkid for being an automation wizard.Find the most comprehensive and updated frame data for Smash Ultimate characters, stages, dash speed, reflectors and more.System Data Glossary Defense: The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections. Guts: The amount of damage that characters take decreases as their life lowers. For more info, …Autocancels on frame 1-3 and 40 onward. Final hitbox has an inner and outer circle as of 7.0.0 -- inner circle only hits aerial opponents, outer circle only hits grounded opponents. Arm invinicibility on frame 7-10. Autocancels on frame 1-2 and 35 onward.Melee Framedata. This website contains in-depth frame data for Super Smash Bros. Melee and is made by Joel Schumacher based on framedata JSON files generated by meleeFrameDataExtractor. The design is somewhat inspired by the move pages on SmashWiki.Joker gains 0.00925 Units per frame, or 0.555 a second. Arsene, as a result, is guaranteed to appear after 3 minutes. If Joker takes damage, he will gain units equivalent to 1.3x the damage. Thus, taking exactly 76.92% will make Arsene appear guaranteed. If Joker is hit while Arsene is active, the timer will drop by 16*Damage in Frames (this ...Samus - Kurogane Hammer. Samus's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 108 [6-7th] Max Jumps.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 11 frames of the punch. 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.Fsmash 1 - 49 frames. Fsmash 2 - 39 frames. Side b has no data on it for some reason, the boomerang is produced on frame 27 and the animation lasts 45 frames. Aerial up b's hitbox data is also wrong on hit 2, it hits on frames 8-13, 16-20, 22-27, 31-37, 46-50 (2nd hitbox is listed as 16-21).What is Frame Data in Super Smash Ultimate? Each attack of the game characters continues for a specific amount of frames. This is a universal measure of time for performing your jabs, tilts, smashes, and in fact, everything else. Information on numbers of frames for every attack of every character has been obtained from the game code, so …*These characters' jumpsquat values are defined as 6 in fighter_param.bin, though they actually end up being 7. Jump squats in Super Smash Bros. Ultimate []. Every character has a 3-frame jump squat, with the exception of Kazuya (who has a 7-frame jump squat, though the value is defined as 6 in fighter_param.prc) and Giga Bowser (who has …Down, Down-Forward, Forward + P. 71 (71) (...110) 1000 (800, 400) (800, 400) Low. Punch Strength changes arc and distance travelled, but other data stays the same. Light and Medium versions will swap sides if close to opponent, Heavy and Charged Heavy versions will not. Heavy and Charged Heavy version damage in parenthesis. Knockdown +48.The debug menu is an element of development that was left in Super Smash Bros. Melee.Within the menu, the player has control over almost all aspects of the game, including non-playable characters, non-playable stages, single player stages, special CPU behaviors, and more.In order to get to the debug menu on the GameCube, an Action Replay device must be used.. Joined. Feb 9, 2014. Messages. 1,349. Jun 29, 2016. #2.Mobile-friendly Frame Data for Ness in S On hit, this 1 frame move has unreasonable amounts of hitstun, the perfect vertical knockback angle for combos, excellent frame data on shield and much more. The move can also be jump cancelled allowing a player to perform a wavedash immediately after shining; this technique is known as a Waveshine and it is Meta Defining , meaning it is ... Marth Frame Data | Smashboards. Welcome t Select an attack on the left panel. Click on the display to unfreeze/freeze the trajectory pointer. Created by MetalMusicMan.. Donate (PayPal) Do...

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