Melee 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. Head butt. Total: 21. Hit: 2 …

Melee frame data. Aug 10, 2021 ... Charles goes over every frame 1 option in the game and how you should use and ... Frame data explained. (Smash Ultimate) ... The Story of Melee's ...

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Created by MetalMusicMan.. Donate (PayPal) Donate (Ko-fi) Add to your phone's Home Screen! Chrome / Android — tap "⋮" and select "Add to Home Screen" or "Install App" if your phone supports Progressive Web Apps (recommended!). Safari / IOS — tap the Share Icon and select "Add to Home Screen" Frame Data Notes. Hitbox Colors: Red = Hitbox; Green = Hurtboxicon 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.Credits to SuperDoodleMan for most of the frame data. Images compiled and edited by Standardtoaster. "Hitbox System" format, method, and organization developed by Stratocaster. All animated GIF's are at 1/3rd game speed. Jab 1 Total: 19 Hit: 3-4 Window of the second punch: 3-25...#1. For Techs and Getups data click: HERE. Throws Frame Data. This is a list of data for throws and how their speeds are affected by weight. If unaffected, the …Donkey Kong - Kurogane Hammer. Donkey Kong's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 122 [2nd] Max Jumps.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 Character; Ground Attacks. Jab 1 3 19 -- Transitions to Jab 2 as early as frame 5 2.0 8 3 -- -13 3 16.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.

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.In Super Smash Bros., Rest is a powerful move that deals high damage and strong horizontal knockback.The move deals 20% and is capable of KOing most characters under 50% at the center of Dream Land.The move comes out instantly on frame 1 (although it is only active on this frame), has a reasonably sized hitbox, and provides 29 frames of intangibility during its startup.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 ...Aug 30, 2010. #1. Part of the on-going Stratocaster's Hitbox Project. Credits: Frame data: SuperDoodleMan. Image compiling: Stratocaster. Image Editing: X1-12. All gifs are at 1/3 game speed, all aerials are while falling, and therefore the hitboxes stretch up. If you want to see a still image of any frame, post in this thread and I'll upload ...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.

Neutral Special: Forward Special 1: Forward Special 2: Forward Special 2 (Up): Forward Special 3: Forward Special 3 (Up): Forward Special 3 (Down): Forward Special 4: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.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.).Jab 1: Jab 2: Jab 3: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:

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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.).Total frames is 62 on level ground when you miss. And 87 if you miss and go over an edge. Hit is 25 total frames. Startup is 2 upon reaching a target. 18 endlag on hit. 40 landing lag from special fall. Or 26 if still holding umbrella. Turnip damage depends both on the type and how it is thrown. Z-Drop damage depends on distance fallen. Turnip ...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 ...Technical data []. After grabbing the ledge, a perfect ledgedash (achieving maximum GALINT) requires the player to let go of the ledge using the Control Stick or C-Stick at frame 9 (the earliest frame possible), and instantly jump then air dodge diagonally into the stage; the 37 frames of ledge intangibility will continue to protect the user once they are back onstage.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.).

This is a guide to using Young Link in Super Smash Bros. Ultimate. Young Link bread and butter combos, how to unlock, frame data and moveset, alt costumes, as well as Young Link matchups, counters, and tier list placement can all be found here.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 ...The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents. Can block from frame 1. Attacks and forward dash available from frame 2. Other movement options available from frame 4. Added landing recovery.Melee Frame Data Discord Bot. Hey there, I've been working on this little project for a while and feel its finally time to share it with the rest of you all. This is the FightCore Discord bot, it contains information about different Melee characters and their frame data.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 ...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.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 ...Jab: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:

Fox McCloud is generally regarded as the best character in Smash Bros. Melee by the community. He is fast and powerful, but requires extremely good technical skill. His main downfall is that if the Fox player makes one mistake then his opponent can capitalize very hard. If you think you have the technical skill to play fox learn how in this guide!

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.Mobile-friendly Frame Data for Zero Suit Samus in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Zero Suit Samus in Super Smash Bros. Ultimate. zero suit samus ... Landing lag only occurs if you land during 59 frame animation or during the bounce after a hit, which is a 49 frame animation 14.0 12 13 -- -36 9—12 47. Grabs / Throws ...Sheik retains her blinding attack speed from Melee, possessing some of the fastest movement, and frame data only rivaled by Meta Knight. Additionally, Sheik possesses a transcendent and fast projectile with high damage potential in her Needles , as well as great combo ability, most notably with her forward tilt that can rack up over 50% in ...We're excited to introduce SmashSight to the melee community!. Summary: SmashSight transforms videos of melee matches into frame-by-frame data for analysis Example Gif.Check out our first post and analysis on the website!. We think this has the potential to transform Melee analysis, allowing in-depth discussions of players' performances, characters' strengths and weaknesses, and much more.Archived post. New comments cannot be posted and votes cannot be cast. Tech frame data (afaik this is universal) Tech in place: invul 1-20, faf of 27. Tech roll (either direction): invul 1-20, faf 41. I think the roll direction (forward vs back) has different distance, but the invul and FAF is universal.Samus - Kurogane Hammer. Samus's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 108 [6-7th] Max Jumps.Ness - Kurogane Hammer. Ness's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 94 [33-36th] Max Jumps.Mewtwo's Frame Data. Statistic Value/Rank Statistic Value/Rank; Weight: 85 [17-19th] Max Jumps: 2: Run Speed: 1.4 [16-20th] Wall Jump: No: Walk Speed: 1 [16-17nd] Tether: No: Air Speed: 1.2 [2-3rd] Jumpsquat: 5 frames: Fall Speed: 1.5 [22-23rd] Soft Landing Lag: ... Melee; ausmash.com.au; twitter ...

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Frame data from SuperDoodleMan. Images compiled and created by standardtoaster. Slash 1 Total: 24 Hit: 6-8 IASA: 20 (not by shield) Shield Stun: 7 Shield hit lag: 3 Advantage: -9 2nd slash Advantage: +1 Window of the second slash: 3-25 Second slash starts: 10 Window of the illusion stab...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.Tutorials, frame data, and information. To help Melee Peach players from any skill level improve. r/ MeleePeachResources. Join. Hot. Hot New Top Rising. Hot New Top. Rising. card. card classic compact. 1. pinned by moderators. Posted by 6 years ago. Welcome to /r/MeleePeachResources! 1. 0 comments. share. save. 1. Posted by 6 years ago. Video ...Mobile-friendly Frame Data for Donkey Kong in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Donkey Kong in Super Smash Bros. Ultimate. donkey kong Menu. Ground Attacks; Aerial Attacks ; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab …Total frames is 62 on level ground when you miss. And 87 if you miss and go over an edge. Hit is 25 total frames. Startup is 2 upon reaching a target. 18 endlag on hit. 40 landing lag from special fall. Or 26 if still holding umbrella. Turnip damage depends both on the type and how it is thrown. Z-Drop damage depends on distance fallen. Turnip ...Changes from Super Smash Bros. []. Samus has been significantly buffed from Smash 64 to Melee, as she was considered to fare poorly in Smash 64 due to her poor approach and lack of reliable combos.She is often considered the most buffed character from Smash 64 to Melee along with Jigglypuff.Most of her attacks have received significantly better frame data, such as a faster neutral attack and ...Here is some example frame data: Done with jab one. Jab 1 Frame 0 -> Jab 1 Frame 3: A (Frame 3 is repeated 3 times because of hitlag, 3 frame window. This was released during the first frame of hitlag) Jab 1 Frame 4: A (After hitlag ends) Jab 2 Frame 1 -> Jab 3 Frame 21: A. Interrupt with anything.b = the amount of times the victim presses the buttons on the control stick to escape quicker (1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you'll be trapped by the move) d = damage of the victim that is in the ground. t = 0.7d + 99 - 6b. Jump startup: 5 frames, airborne on frame 6.The application created is used to rank all Characters from Super Smash Bros Melee on tier list when a specific character is clicked it brings up all information about their hitboxes and frame data. As of right now the project is deployed to heroku and will have example data with more being loaded in eventually.Dec 27, 2020 ... M2K, The King of frame data himself presents all of Sephiroth's frame data and hitboxes and breaks it down step-by-step in this ...Tutorials, frame data, and information. To help Melee Peach players from any skill level improve. r/ MeleePeachResources. Join. Hot. Hot New Top Rising. Hot New Top. Rising. card. card classic compact. 1. pinned by moderators. Posted by 6 years ago. Welcome to /r/MeleePeachResources! 1. 0 comments. share. save. 1. Posted by 6 years ago. Video ...Ledge Stats. Note: All Ledge Attacks hit on the last three frames of intangibility (active for 3 total frames, ending with intangibility). For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet. ….

min stony time: 17 frames (b on 18) lag upon release or end: 31-----Taunt Total: 60 iiiIIIIIIIIiiiii!: 1-----jump airborne on frame 4 Air time: 51 Earliest FF: 27 FF air time: 38 SH air time: 38 Earliest FF: 21 SH FF air time: 27 Midair jumps are at least 28 frames apart i.e. if you press and hold Y on frame 1, you will do another jump on frame 29.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 …In order to activate Foresight, Mythra must perform a dodge right before an opponent lands an attack. If done correctly between frame 2 and the last frame before the dodge starts becoming intangible (frames 2-6 on her spot dodge and forward roll, frames 2-7 on her back roll, and frames 2-5 on her neutral and directional air dodges; note that these values assume fresh dodges rather than ...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.Toon Link - Kurogane Hammer. Toon Link's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 93 [37-38th] Max Jumps.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.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 ...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.If you press forward and shield within 2 frames you will roll forward. If you shield 3 frames or more after holding forward, then you will shield. Here are the exact frame results for various timings of forward + shield. [collapse="Frame Data"] Forward roll. Frame 0 - forward + shield = roll. Frame 0 - forward. Melee frame data, Samus is Melee's quintessential projectile zoner. She possesses two projectiles, Missile and Charge Shot, that allow her to control the pace of the match from fullscreen. ... Advanced Frame Data. This table shows the frame data for all of Samus's non-special moves. Including shield advantage at different timings and cancels. Shield Advantage move, 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 ..., 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., 59. 18. Frame 25 is the earliest you can jump off (plus a 3 frame jumpsquat). If Steve lacks the materials, he has a 19 frame failure animation instead. Landing hit on frame 1 (whether or not Steve is still standing on it). Landing lag and advantage assumes Steve still is standing on it. 18.0/10.0. --. --., 2 (+7) 55. 29. 2 startup from charge release. 55 total frames on miss. 32 endlag on hit. Cannot attempt a recovery after air hit like Ike can. Landing lag only incurred if you enter special fall. 8.0—18.5. 7—12. 8—16., Nov 28, 2022: Upgrade eval.interpolator_cli for high resolution frame interpolation.--block_height and --block_width determine the total number of patches (block_height*block_width) to subdivide the input images.By default, both arguments are set to 1, and so no subdivision will be done. Mar 12, 2022: Support for Windows, see WINDOWS_INSTALLATION.md. ..., This is all data that I've collected so far by poring over footage frame-by-frame for the past couple of days, with help from the Jigglypuff S4 Discord. ... Speaks for itself. 15 frames makes it Melee L-Cancel tier, and while the move works differently than in Melee it suggests you might be able to short hop it now at least. Bair also turns you ..., Mobile-friendly Frame Data for Ivysaur in Super Smash Bros. Ultimate. Pokemon Trainer: Ivysaur Menu. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab 1 7 27 -- Transitions to Jab 2 as early as frame 10. 2.0 6 3 -- -17, May 11, 2021 ... Turndownforwalt made an entire frame data analysis of when I fainted on stream ... #Hungrybox #SmashBros #SuperSmashBros #SmashMelee # ..., Mobile-friendly Frame Data for Luigi in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Luigi in Super Smash Bros. Ultimate. luigi Menu. Ground Attacks; Aerial Attacks; Special Attacks ; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab 1 2 18 -- Transitions to Jab 2 as early …, Regarding Super Smash Bros. Melee. Learn with flashcards, games, and more — for free., 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. Important: I downloaded these GIFs from multiple different sources., Mobile-friendly Frame Data for Mr. Game & Watch in Super Smash Bros. Ultimate. ... Projectile and melee attack generate on same frame. Generates new sausage every 32 frames 5.0/13.0 6/7 3/8 Sausage/Pan -28 ... Takes 13 frames to put away bucket after extended usage. Has a 2x Damage Multiplier per unit., Brawl has the same hitstun multiplier Melee has. However, when hit by an attack that causes tumbling (or reeling), characters can now air dodge after 13 frames of hitstun, or use an aerial attack after 25 frames, regardless of the actual amount of hitstun they sustained. This new mechanic, known as hitstun canceling, drastically reduces the effective hit advantage granted to the attacker ..., 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., 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 ..., 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 ..., Jab 1: Jab 2: Jab 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:, 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), Mobile-friendly Frame Data for Pikachu in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Pikachu in Super Smash Bros. Ultimate. pikachu Menu. Ground Attacks; ... First total frames is when the thunder bolt misses you. Invulnerable on frame 34-43 if bolt hits you. Spikes on frames 13—15. 6.0/8.0/15.0, Smash throw damage: side 13.5 max, up 13.5 max, down 14.5. Tilt throw: up 13.5 ,forward 12.5, back 12, down 14.5, aerial drop 4.5. For usage, it's a huge disjointed sword, the attacks aren't particularly slow for their size or strength. It's also an excellent projectile for throwing, and hitting someone offstage more or less means a successful ..., Super Smash Bros. Melee Character Data. P1. MELEE VS Character Frame Data! Info, Total frames is 62 on level ground when you miss. And 87 if you miss and go over an edge. Hit is 25 total frames. Startup is 2 upon reaching a target. 18 endlag on hit. 40 landing lag from special fall. Or 26 if still holding umbrella. Turnip damage depends both on the type and how it is thrown. Z-Drop damage depends on distance fallen. Turnip ..., 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 ..., 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., This is a guide to using Samus in Super Smash Bros. Ultimate. Samus's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Samus's matchups, counters, and tier list placement can all be found here., 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 data, Melee; Glossary; Zelda's Frame Data [3.0.0] Statistic Value/Rank Statistic Value/Rank; Weight: 85: Max Jumps: 2: Run Speed: 1.43: Wall Jump ... 0.071: Hard Landing Lag: 4: SH Air Time: 41 frames: FH Air Time: 56 frames: Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB KBG; Jab 1 (Hit 1) 4-5: 25: 2.5 ..., Forward smash startup slower by one frame to match Melee's forward smash frame data (though it no longer hits on frame 12 like it did in Melee, now hitting on frame 13). Fire Fox landing lag: 6 frames → 20 frames Landing lag after special fall: 3 frames → 7 frames; Fox Illusion landing lag after special fall: 3 frames → 7 frames, Aug 13, 2020 · 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 this ..., Without influencing your fall (which. you can only do once the Bomber is. done) you can wallbomb from 29-35 of. the hit (1 being the first frame of. hit, and the explosion sound). If you do influence your fall, you. must return the stick to neutral so. you can smash it to the side again. 1 frame of neutral: 29--->., Damage-based armor on frame 7—94. Frame 47 is the earliest you can cancel the move. To knock Snake off of Cypher you need to do 7% damage in doubles or 8.4% damage in singles with a single hit. To destroy the Cypher with multiple hits, it takes 13% in doubles and 15.6% in singles. 6.0., Marth Hitboxes and Frame Data by X1-12; Signia's Melee Marth Theory; TheCrimsonBlur's Tech List; The Melee Library; ... For me personally the greatest difficulty when I was first learning Melee was a lack of centralized and accessible resources. As I learned new techniques etc. I started to write notes and descriptions to serve as my own ...