Melee frame data

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 ...

11. During Solid Puncher: PP (chargeless) or P (after Sonic Boom) **. 600 (1000) High. For the chargeless PP version, there is no difference in travel speed based on punch used. For the P followup to Sonic Boom, the travel speed does change based on the punch used. Overdrive Sonic Boom followup does 1000 damage. +2.55. --. 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.

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The frame data is extremely useful, especially if you're of the camp of people who believe that understanding WHY something works is more important than knowing IF something DOES work. Unless you mean that melee frame date doesn't translate to ultimate frame data, then I understand.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: 2-3. Consecutive head butts start as early. as frame 5.A colection of interactive SSBM frame data. Contribute to iLoftis/Melee-Frame-Data development by creating an account on GitHub.Its initial purpose was so that I could identify when I could shield grab or shine oos vs falco aerials, not the other way around. Gotcha, didn't know that. Your next framedata analysis should be on the true central pillar of Falco's neutral game: Roll -> Shine. Nah I'm probably gonna do fox aerials on fox shield.

Mobile-friendly Frame Data for Kirby in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Kirby in Super Smash Bros. Ultimate. kirby Menu. Ground Attacks; Aerial Attacks; ... Active frames can be longer depending on release timing. On Shield data assumes release immediately after hit. 18.0 11 16 -- -17 29—47 (**) -- Grabs / Throws ...For Railjack weapons, go to Clan Dojo 's or Relay 's Dry Dock. Outside of the game (without the need to launch the game): Public Export 's ExportWeapons manifest. https://overframe.gg/, go create a "New Build" and F12 to HTML source to find some internal JSON data on weapon.Jan 24, 2018 ... Below you'll find the CC percents and frame data I used to research this video. Check it out! SPREADSHEET: https://docs.google.com ...Ness - Kurogane Hammer. Ness's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 94 [33-36th] Max Jumps.

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 ascendsA frame is the primary unit of time in the Super Smash Bros. series. Every frame, the game reads controller input, performs calculations, and renders an image on the screen. In all the series' games so far, one frame is 1/60th of a second, meaning the game runs at 60 frames per second. The vast majority of timing-based elements on the Smash ... ….

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The user also has a very low chance of pulling certain other items from the ground, including Mr. Saturns, Bob-ombs, and (prior to Super Smash Bros. 4) Beam Swords.The chance of this occurring is very low (around 1% depending on the game) and each item has their own probability of being pulled, with Mr. Saturns being the most common, Bob-ombs being rarer and Beam Swords being the rarest (with ...Mobile-friendly Frame Data for Dr. Mario in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Dr. Mario in Super Smash Bros. Ultimate. Dr. Mario Menu. Ground Attacks; ... Autocancels on frame 1-2 and 34 onward. Stronger the longer it's out (opposite of most "sex kicks"). 5.9/11.7 6/8 3/4 Early/Late -4/-3 3—10/11—27 -- FH. 18 * Does ...

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.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. --. **.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.

illinois lottery taxes calculator 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. wapadmisryan beasley fox 5 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 …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. defiance obituaries 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 ... sorcadin baldurs gate 3ace outdoors juneauap statistics free response answers 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.r/SSBM. A competitive Melee focused extension of the reddit Super Smash Brothers community. MembersOnline. •. Mitchhit234. ADMIN MOD. Brand New Melee Frame Data Web App. I've just launched a brand new web application for the Melee Community! If you're at all familiar with Ultimate Frame Data, this is basically the same thing but for Melee. glock 43x mos suppressor 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; ... Past frame 12, this move hits once every 1, 2, or 3 frames, seems inconsistent. Arm intangibility from frame 10-38. 5.0/1.0/2.0 6/4/4 6/2/3 unblocked piano tilesjay alvarrez leakwho is the girl in the bluechew commercial 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.Peach (ピーチ, Peach) is a starter character in Super Smash Bros. Melee.Announced at E3 2001, it is her first appearance in the Super Smash Bros. series.. Jen Taylor, who portrayed Peach in Mario Party 3 and Super Mario Advance, reprises her role in Melee with new voice clips.. Currently, Peach is 7th in the A tier in NTSC version and 6th in the PAL version.