Melee frame data. It was DMoogle who gave me the data, and ant-d who ...

Falco. Falco is a “Clone Character”. His basic moves are

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.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.Kirby - Kurogane Hammer. Kirby's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 79 [51-54th] Max Jumps.Jab 1: Jab 2: Rapid 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Frame 4 best jumpsquat. Melee Marth, Falcon, Mario. PM Diddy, Lucas, Wolf, Squirtle, ZSS, Charizard, Roy, and Melee characters. Smash 4 Cloud, Sheik, ZSS, Fox. It just feels right. Not too fast but not too slow. Rivals all has 5 frame jumpsquat which just feels too slow sometimes.Mobile-friendly Frame Data for Marth in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Marth in Super Smash Bros. Ultimate. marth Menu. Ground Attacks; Aerial Attacks; ... Intangible on frame 1-7 in addition to counter freeze frames. 8% Minimum base damage, x1.2 enemy's attack. -- -- -- -- -- 4—6 34. Grabs / Throws Grab 6 ...Special Attacks. Fireball disappears on frame 88. Reflects on frame 9-20. 3... Invulnerable on frame 3-6. Hits 2-6 rehit rate of 2. Startup is 2 from a charging state. Entering charge state takes 19 frames and is shield cancellable on 20. Takes 100 frames to reach full charge.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.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; Marth's Frame Data [2.0.0] Statistic Value/Rank Statistic Value/Rank; Weight: 90: Max Jumps: 2: Run Speed: 1.964: Wall Jump: No: Walk Speed: 1.575: Wall Cling ... 0.075: Hard Landing Lag: 4: SH Air Time: 41 frames: FH Air Time: 55 frames: Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB ...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. Currently Ice Climbers are missing completely (since them being two characters introduces a couple of ...Still far better than what you could do in Smash 4, at least. While I'm used to these restrictions in place, I have to admit for a new player who's interested in movement these inconsistent limitations during initial dash/dash/run is just convoluted. 14. UnquenchableVibes.This is a guide to using Marth in Super Smash Bros. Ultimate. Marth's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Marth's matchups, counters, and tier list placement can all be found here. List of Contents. Tier Tier and Overview. Matchup Chart.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.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 ...Mobile-friendly Frame Data for Sonic in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Sonic in Super Smash Bros. Ultimate. sonic Menu. Ground Attacks; Aerial Attacks ... Startup 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 ...Jul 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 ...Hitting somebody with this move reduces its height gain for your climber. The AI is invulnerable frame 1-15 and invincible frame 16-33. The game randomly picks an angle between 60 and 115 for each shot and then flips to face in front of the Ice Climbers. The angles thus vary between -30 and 25.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...Regarding Super Smash Bros. Melee. Learn with flashcards, games, and more — for free.Autocancels on frame 1 and 30 onward. Autocancels on frame 1-2 and 39 onward. Autocancels on frame 1-4 and 46 onward. Autocancels on frame 1-4 and 52 onward. Autocancels on frame 1-4 and 55 onward. Landing hit on frame 1 of landing, but falling and landing hits cannot seem to hit the same target.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.Special Attacks. Startup is 10 on release. On hit endlag is 21 frames. On level ground, total frames is 96, 74 in the air. Total frames assumes you end on the ground. First total frames is when the thunder bolt misses you. Invulnerable on frame 34-43 if bolt hits you. Spikes on frames 13—15.Neutral Special: Forward Special: Down Special: Down Special Aerial: Up Special: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.Main article: List of trophies by unlock criteria (SSBM) For an image list and description guide on Super Smash Bros. Melee trophies, see Trophies here . Number. Trophy. How to Unlock. 1. Mario. Complete Classic Mode or play 100 vs. battles with Mario. 2.Melee Frame Data. P1. MELEE VS Character Frame Data! Info. Dr. Mario. Mario. Luigi. Bowser. Peach. Yoshi. D K. C.Falcon. Ganondorf. Falco. Fox. Ness. Ice Climbers. Kirby. Samus. Zelda. Link. YoungLink. Pichu. Pikachu. Jiggly-Puff. Mewtwo. Mr. Game & Watch. Marth. Roy. HMN. Website dedicated to SSBM Frame Data!Marth - Kurogane Hammer. Marth's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 90 [41-42nd] Max Jumps.5-40 (After Release) Landing Lag: 30. Total Frames: 78. Active Hitbox: 20-49. Total Frames: 71 (1 Dash), 87 (2 Dashes)In Melee only, items thrown by Mr. Game & Watch and Pichu have their base damage reduced by 0.9×, whereas in Melee, Smash 4, and Ultimate, items thrown by Jigglypuff have their base damage reduced by 0.95×. It is unknown why Jigglypuff is the only character to have reduced damage for item throws in later games. Frame dataArm 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.In this case, Giant Punch's power will increase by a given amount every 6.67 Frames. The charge duration lasts 110 Frames as of 6.0.0, and overall it will increase in power by 18% [1]. This means it will deal 28% maximum. As usual, an uncharged Giant Punch is more powerful than a maximum charged one.Peach - Kurogane Hammer. Peach's Frame Data [1.1.0] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 89 [54-55th] Max Jumps.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.).Reaches full charge at about frame 60. Partial charge at about 40. Endlag on hit is 52 on level ground. Jigglypuff is helpless if she does not land or grab an edge after a hit, but she will pass through shields. 10.0—20.0. 9—12. 11—18. --. **.Players Discover New Invincible Techniques For Peach. Super Smash Bros. Melee may be sixteen years old, but frame data analysts are still tearing the game apart to find new techniques to use in ...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 ...Timber Axe. 6. 47/54. --. Second total frames is hitting a tree, and includes 13 frames of hitlag for Villager. 14.0. 10. 13.Jun 9, 2011. #11. IASA = Interruptible As Soon As: you'll notice on the first jab, which has a total animation frame count of 17 frames, and its IASA frame on frame 16, which means during the 17 frame animation you can Interrupt (jab) As Soon As frame 16 to start doing another move.Total frames: 19. Hit frames: 2-3. IASA: 16. Window of the second jab: 3-25. Second jab starts: 10 (or later) Shield Advantage: -10. Shield Advantage with Double Slap: -6. Damage: 3% Does not stale Jab …Super Smash Bros. Melee Character Data. P1. MELEE VS Character Frame Data! InfoSelect an attack on the left panel. Click on the display to unfreeze/freeze the trajectory pointer.Reversal takes 8 frames. Does stuff with air speed F1-50, F53 adds speed, F60-65 forbids landing while forcing Aymr to pierce the ground, F65-117 does more stuff with air speed, F96 goes back to normal fall speed. Damage-based armor on frames 34—63, but it does not apply when used from the air unless landing on frame 34 or earlier. Damage ...Double Edge Dance frame data now matches Melee. Sword Swing sounds now match Melee (using 3.5's revamp of Roy's previous Melee swings). v3.6 . Beta AI is now more intelligent when using Roy. Down tilt's tip's base knockback was reduced (90 → 70). Down aerial deals less knockback (40 (base)/70 (growth) → 30/60). FullFalco - Kurogane Hammer. Falco's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 82 [44-45th] Max Jumps.Frame data for all characters from Tekken 8 with guides for playstyle, combos and more. Frame data for all characters from Tekken 8 with guides for playstyle, combos and more. frames.gg. frames.gg. Welcome to frames.gg. This web-site was created to help you learn about the moves of each Tekken character and serve as a reference for reviewing ...The Mii Brawler (Mii格闘タイプ, Mii Hand-to-Hand Fighting Type) is a playable character in Super Smash Bros. Ultimate.He was confirmed as a playable character on June 12th, 2018 along with the other Mii Fighter types, the Swordfighter, and the Gunner.Mii Brawler is classified as Fighter #51.. As with the other Mii Fighter types, …Jumping out of shield is 3 frames, so a frame 3 nair would be 6 frames in total. Grabbing is delayed by 4 frames when done after shielding an attack, so a frame 6 grab would be 10 frames. It means frame advantage, after nair hits shield gw has 4-5 frames that he can be punished. So jump, spot dodge, and roll will always work, while up b or fast ...Startup 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)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 ...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.Most frame data collections I can find only have frame data on attacks, grabs, rolls, and jumps... which I guess is pretty much everything but ground movement, but I still want to find out this sort of data. If you can instead find a collection of frame data on Falco that includes dashing data, that would also be very helpful. This thread is ...42 (Uncharged)-84 (Charged) Active Hitbox: 25 Frames Total After Release. Total Frames: 45. Active Hitbox: 27-168. Total Frames: 39.Special Attacks. Fireball disappears on frame 88. Reflects on frame 9-20. 3... Invulnerable on frame 3-6. Hits 2-6 rehit rate of 2. Startup is 2 from a charging state. Entering charge state takes 19 frames and is shield cancellable on 20. Takes 100 frames to reach full charge.Link - Kurogane Hammer. Link's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 104 [11-13th] Max Jumps.*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 …Neutral Special: Neutral Special Charged: Forward Special: Forward Special: Forward Special: Forward Special: Down Special: Up Special: Up Special Aerial: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 …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.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.Startup 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)Normal Misfire. Side B (Green Missile) 22. 79/95. 39. On hit endlag is 18 or 32 total if you landed during that 18 frame animation. Total frames is 79 in the air, 95 on level ground. 41 landing lag is consistent as long as you land during the 79 frame animation. Invulnerable on frame 18-22. 6.1—21.0/25.0.5-40 (After Release) Landing Lag: 30. Total Frames: 78. Active Hitbox: 20-49. Total Frames: 71 (1 Dash), 87 (2 Dashes)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 see a window pop up with the option to look at each frame of the move one by one ... So use your best judgement and cross check with the data I have listed in case you suspect the ...Startup 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)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.Bair: 10 frames // landing at the end incurs 5 frames Uair: 8 frames // landing at the end incurs 5 frames Dair: 11 frames // landing at the end incurs 5 frames Fullhop height: 2.5 stage units Shorthop height: 1.6 stage units Interesting Notes: So Confusion makes you go totally even with the opponent now frame-wise. If they don't have an aerial ...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 …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 ...Mobile-friendly Frame Data for Pichu in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Pichu in Super Smash Bros. Ultimate. pichu Menu. Ground Attacks; Aerial Attacks; Special Attacks ; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab 2 16 -- Transitions to next Jab as …This data is based on a relatively fresh shine. If shine's move staling multiplier¹ is below 0.85, shield stun will last 1 frame less. This means frames 10 and 22 would be red, signifying the opponent is out of stun, instead of green. At maximum staleness, hitlag is 4 instead of 5 and shield stun 3 instead of 5.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.This is a guide to using Ganondorf in Super Smash Bros. Ultimate. Ganondorf's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Ganondorf's matchups, counters, and tier list placement can all be found here. List of Contents. Tier and Overview. Matchup Chart.Fire149. 3DS FC. 2809-9924-8928. Oct 28, 2008. #1. This is all frame data on how fast each character's hitboxes come out. The frame speed is based on the ratio 1 frame: 1/60 a second. A few notes…. *The number of the frame is when the hitbox first appears, meaning that any attack that is set in an arcing motion will not necessarily be there ...Diving DEEP into the code of super smash bros ultimate to have a look at the FRAME DATA.Website used: https://ultimateframedata.com/Subscribe for smash bros ...Luigi ranks at 12th on the 2021 Melee tier list, right at the top of B- tier, placing him in the dead center. Luigi is notable for having a very long wavedash due to his low traction. ... Advanced Frame Data. This table shows the frame data for all of Luigi's non-special moves. Including shield advantage at different timings and cancels. Shield .... The amount of frames the game runs at per second iFalco - Kurogane Hammer. Falco's Frame Dat 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.meleeFrameDataExtractor is a program that utilizes meleeDat2Json, which dumps Super Smash Bros. Melee character files to JSON. The subactions/scrips that belong to … May 27, 2020 ... ... Melee experience. You are guaranteed to learn som 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.Here's pretty much every bit of Jigglypuff's frame data, much of it with illustrations. Raw image data courtesy of Stratocaster. Numerical data courtesy of SuperDoodleMan. ... The Meteor Cancel window in Melee is 8 frames. Massive Smash Champion. Joined Aug 11, 2006 Messages 2,833 Location Kansas City, MO. May 10, 2011 #6 Perfect Parrying projectiles puts you in...

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