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Melee frame data - First off, you should call it Run-cancelling. Dash and Run are very different states.

That's it for the misc. section, but item specifi

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.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.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 ...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.A frame is a unit of time in Super Smash Bros. Melee. One frame is 1/60th of a second. Between each frame, the controller input is measured, processed, and then the output is displayed to the player. This means that the game is presented to the player at 60 frames per second. Nearly all actions in the game can be measured precisely using frames, which is why each character has frame data.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.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 ...In Melee, like Link's arrows, the needles have hurtboxes and can be attacked; this can be used to block other projectiles. ... Advanced Frame Data. This table shows the frame data for all of Sheik's non-special moves. Including shield advantage at different timings and cancels. Shield Advantage move start end lcancelledLandingLagSpecial 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.).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.Joined. Feb 9, 2014. Messages. 1,349. Jun 29, 2016. #2. According to this post by @Magus420 , staled damage should be floored for shield stun calculation. When you apply analog input 1.0 to the formula in the post, stun = floor {0.45*floor [damage] + 2} is the result. The formula used in the spreadsheet looks a bit different because it was ...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.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.).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 ascendsFire rate of one shot per 26 frames (23 frames in the air). A frame 18 hit is impossible unless unnaturally inside of an opponent. Endlag is 31 when blocked on the ground, and 24 from the air. At lowest possible altitude Falco does not suffer hitlag from this attack. *Hitboxes actually trail behind the character and are not actually on Falco.*.Location. Australia. May 27, 2014. #1. Marth Project M 3.6 Frame Data . This thread has been requested in these boards a bit recently. So I teamed up with @ KuroganeHammer and we proudly present Marth's Project M Frame Data. Please note that all animations run at 1/3 game speed (20 fps). There is a lot of information in this post, so to make it ...Bowser - Kurogane Hammer. Bowser's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 130 [1st] Max Jumps.When it comes to bedroom furniture, one of the most important pieces is the bed frame. A sturdy and stylish bed frame can make all the difference in your sleep experience and overa...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. --. --.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 ...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.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 ...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 ...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 ...To associate your repository with the smash-bros-ultimate-frame-data topic, visit your repo's landing page and select "manage topics." GitHub is where people build software. More than 100 million people use GitHub to discover, fork, and contribute to over 420 million projects.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)Hits directly above Shulk at frame 22. Total frames is for level ground. Landing hit deals 1.0 less from the back. Block stats are for landing hit. Invulnerable on frame 6. Counters on 7-41 when fresh. No data on Activated/Reversal Vision at this time. Vision Forward hit has 79 total frames (active 37-39).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.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, include each tournament's entrant number in addition to the player's placement, and use the { { }} template with the matching game specified.Fire rate of one shot per 26 frames (23 frames in the air). A frame 18 hit is impossible unless unnaturally inside of an opponent. Endlag is 31 when blocked on the ground, and 24 from the air. At lowest possible altitude Falco does not suffer hitlag from this attack. *Hitboxes actually trail behind the character and are not actually on Falco.*.Neutral Special: Forward Special: Down Special: Down Special Aerial: Up Special: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 ...Apr 19, 2020 ... My man Hax could've cured cancer by now but he instead chooses to have a PhD in melee calculus. 14:10. Go to channel ...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 it for you. Jab. Total: 17. Hit: 2-3. IASA: 16. Window of the second punch: 3-31. Second punch starts: 6 (orlater) Jab 2.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 Ganondorf in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Ganondorf in Super Smash Bros. Ultimate. ganondorf Menu. Ground Attacks; ... Super armor on frame 11-67 (reversed version has super armor 21-75). 30.0/37.0 15/16 26/31 Forward/Reversed -20/-14 70—73/80—83 34. Normal ...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 ...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.Dictionary said: Frame: 1/60 of a second. Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang) • Angle: Direction in which the player is sent from an attack or throw. - A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. - A 361° angle is the Sakurai ...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.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.fox has the best frame data in the game. shiek and the M bros come soon after. but one thign the frame does nto account for is auto-cancelled aerials, landing in certain frames will leave you with no lag. some specials have this property too, Meta knight benefits form this heavily (lagless tornado or cape, yummy)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. --.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.Mobile-friendly Frame Data for Ryu in Street Fighter 6. ... Strike invincible on frames 1-11. Breaks armor. Denjin Charge damage in parenthesis. --This is a guide to using Mr. Game & Watch in Super Smash Bros. Ultimate. Mr. Game & Watch's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Mr. Game & Watch's matchups, counters, and tier list placement can all be found here.Apr 20, 2022 ... ... Framedata https://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/ SSBM Tutorials Video https://www.youtube.com ...Melee; Glossary; Zelda's Frame Data [1.1.6] Statistic Value/Rank Statistic Value/Rank; Weight: 85 [44th] Max Jumps: 2: Run Speed: 1.3 [53-54th] Wall Jump: No: Walk Speed: 0.87 [49th] ... Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB/WBKB KBG; Jab (Hits 1-2) 11, 13: 24: 3: 361/140/140: W: 40/40/30: 100 ...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 ...When it comes to getting a good night’s sleep, having the right bed frame can make all the difference. A split adjustable bed frame is a type of bed frame that allows each side of ...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 ...Measuring the frame dimensions of a vehicle is an important part of maintaining its safety and performance. Knowing the exact measurements of your vehicle’s frame can help you make...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 ...Edit: The gifs have somewhere down the line been a tad messed up. They are still accurate but the initial wait frame is shown 3 times before the first frame of the up-b starts, and the ending wait frame has gone. Where it says LANDINGFALLSPECIAL 28.13 in the top right, that is the very last frame of lag, and the next is a wait frame. Out of Shield: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.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, …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 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 ...Dr. Mario (ドクターマリオ, Doctor Mario) is a playable character in Super Smash Bros. Ultimate.He was officially revealed on June 12th, 2018 alongside R.O.B., Duck Hunt, and the rest of the returning roster.While Dr. Mario remains a close clone of Mario, he is not classified as an Echo Fighter.As such, Dr. Mario is classified as Fighter #18.. As in …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.. Currently Ice Climbers are missing completely (since them being two characters introduces a couple of complications) and only Marth and Samus have ...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.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 dataOn 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 ...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.A frame is the smallest unit of time measurement in Smash. In addition, yellow hitboxes are vulnerable hurtboxes (hurt by red and grabbed by yellow), red hitboxes are damaging hitboxes (hurt yellow, clank with most other reds), purple hitboxes are grabboxes (grab yellow), and blue hitboxes are invincible areas.Reflects on frame 13-60. Invulnerable on frame 2-4 on the ground. Ungrabbable on frames 1-24. Can act on frame 25. Fuel lasts up to 143 frames. 3 startup from charging state. 6 frames to enter charging state. Reaches full charge on frame 98. Damage depends on current item velocity.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.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 ...Kirby - Kurogane Hammer. Kirby's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 79 [51-54th] Max Jumps.This is a guide to using Falco in Super Smash Bros. Ultimate. Falco's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Falco's matchups, counters, and tier list placement can all be found here.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 ...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;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.A frame is the smallest unit of time measurement in Smash. In addition, yellow hitboxes are vulnerable hurtboxes (hurt by red and grabbed by yellow), red hitboxes are damaging hitboxes (hurt yellow, clank with most other reds), purple hitboxes are grabboxes (grab yellow), and blue hitboxes are invincible areas.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.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 ...Welcome to class everyone. This video is required material, should you watch WOOD's in-depth analysis videos. Here is the syllabus for what will be covered t...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.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 6.0.8 base recoil damage. Grounded has a life of 84 frames, aerial 100. 25 on hit endlag. Second total frames is from the air. Startup is 5 from charge release. 2.1 base recoil damage. Total frames is for one/two dashes ending on the ground. 0.9 base recoil damage on first dash, and 1.4 on second. Can grab ledges as early as frame 14.Mobile-friendly Frame Data for Mewtwo in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Mewtwo in Super Smash Bros. Ultimate. mewtwo Menu. Ground Attacks; Aerial Attacks; ... Grab is on frame 10, the following hits are when successful. 44 total frames when you miss. Reflector active 10-33. -- -- -- -- -- 10—13 26. Up B (Teleport) ...0.8 base recoil damage. Grounded has a life of 84 frames, aerial 100. 25 on hit endlag. Second total frames is from the air. Startup is 5 from charge release. 2.1 base recoil damage. Total frames is for one/two dashes ending on the ground. 0.9 base recoil damage on first dash, and 1.4 on second. Can grab ledges as early as frame 14.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.Complete Marth Frame and Hitbox Data [1.1.0] Knowledge is power Table of Contents: Use CTRL-F and type a section's number to skip to it. Section 1: Formulae and Terms 1.1 Formulae 1.2 Terms Section 2: Basic Data 2.1 General Data 2.2 Basic Frame and Hitbox Data 2.2.1 Jabs and Tilts 2.2.2 Smashes...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.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 ...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, include each tournament's entrant number in addition to the player's placement, and use the { { }} template with the matching game specified.Hitlag (also known as hitstop or freeze frames, and officially known as hitstun in Super Smash Bros. Ultimate) is a , That's it for the misc. section, but item specific frame data would be amazing, such as glide toss fram, icon at the top of each game's landing page. It has frame data notes and descriptions and such! Create, Jigglypuff (プリン, Purin) is an unlockable character in Super Smash Bros. Melee from the Pokémon series, making a return , Link's roll data was one of the few that wasn&#x, 33. 47/44/48. --. Bomb is generated on frame 11. Explosion occurs one frame after touching a target. Bomb e, Neutral Air: Forward Air: Back Air: Down Air: Up Air: Total Frames: 39: Active , Reaches full charge at about frame 60. Partial charge at ab, meleeFrameDataExtractor. meleeFrameDataExtractor is a p, The frame before landing counts as grounded, for high, Arm intangible on frame 8-11. Deals .5% less damage (13%) to airb, Without influencing your fall (which. you can only do once th, Brawl has the same hitstun multiplier Melee has. H, Hitbox. From SmashWiki, the Super Smash Bros. wiki. For the websi, Damage-based armor on frame 7—94. Frame 47 is the earliest you can ca, Mobile-friendly Frame Data for Mewtwo in Super Smash Bros. Ulti, In Super Smash Bros., Rest is a powerful move that deals high dama, System Data Glossary Defense: The amount of damage that characters t.