Melee frame data

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 ....

Sheik is a starter character in Super Smash Bros. Melee. Announced at E3 2001, she transforms from Zelda by using her down special move, and can transform back. ... Sheik possesses a fast dashing speed and great frame data on her attacks, with many extended hitboxes on moves such as her down smash, up tilt, and back aerial, which make her ...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.Additionally, Fox the proud owner of possibly melee's most notorious attack, the shine. Fox's shine is unparalleled in speed, with an active hitbox on frame one, full intangibility on frame one, and the ability to immediately jump out of it after 4 frames. His shine also has a fixed knockback which means it is a reliable combo setup at any ...

Did you know?

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.An expansive technical guide on a bunch of advanced Zelda tech. 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.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.Invulnerable on frame 5-23. Pockets projectiles on frame 8-23. 20 landing lag if you land inside the swing. 30 if you land from special fall. Has a "fuel" mechanic. Proximity activation as early as 51. 49 total frames to plant. 26 total frames to manually activate. Several characters can safely run past this trap.

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 ... Bomb explosion hits on frame 1/3/5/7. After pulling, lasts 196 frames and explodes on frame 197. -- -- -- -- -- ** -- Grabs / Throws Grab 12 51 -- -- -- 12—18 33. Dash Grab 14 60 ...mumkinz. • 5 yr. ago. Generally speaking, having a good handle on frame data means you'll have a good idea of what is safe and unsafe on block for both you and your opponent. Being "plus" on shield means you'll be able to act sooner than your opponent after the attack finishes.Jab 1: Jab 2: Rapid 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Select an attack on the left panel. Click on the display to unfreeze/freeze the trajectory pointer.Falco's hitbox and intangibility can be seen on frame 1. Widely considered Falco's principal move, Falco's Reflector (informally known as a shine) is the crux of his entire metagame and is among his greatest strengths as a character. The potency of the shine is attributed to two things. One, the initial hit of shine comes out without any delay ...

Jab 1: Jab 2: Rapid 3: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:5-40 (After Release) Landing Lag: 30. Total Frames: 78. Active Hitbox: 20-49. Total Frames: 71 (1 Dash), 87 (2 Dashes)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 ….

Reader Q&A - also see RECOMMENDED ARTICLES & FAQs. Melee frame data. Possible cause: Not clear melee frame data.

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.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.Spoiler: Falco 1.0.8 Uair. Fair also has a frame speed multiplier, 0.75, but it seems like they made the entire animation faster. So, 12 * 0.75 is 9 which becomes the windup, 10 is the startup, the first active frame, and everything is sped up until its recovery after all its hitboxes are removed.

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.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.).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).

grand junction sentinel obits Nov 21, 2008. #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 throw animations on all characters will be the same. With the throws that are affected, heavier characters will make the animation play through slower while lighter chars ... frank errico obituary njwhy did kate springer leave wdrb Charging Frames: 16 (Min), 45 (Max) Active Hitbox: 1-106 (After Charging) Total Frames: 45. Active Hitbox: 12-27. Total Frames: ucsf job postings 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. multiplication two digit by one digit worksheetsjames gang ct motorcycle clubup faith and family app on smart tv 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 ...icon 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. pee smells like corn chips 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 ...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 ... terraria calamity mage progressionorganic remedies dispensary mcknight roadnetcost market circular Button mashing reduces grab time by 6 frames per input in Melee, and 8 frames per input from Brawl onward (14.4 for buttons in Smash 4 and Ultimate, but they cannot be inputted as quickly as stick inputs). ... as just looking at the hitbox size data is misleading when positioning matters a lot for how far grabs actually reach from a character.