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marth frame data

Marth/Frame Data. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. Jab [ IMG] Total: 27 Hit: 4-7 Window to initiate second slash: 3-27 Second slash … lucina Menu. However, the shield values are in general of much higher importance.. b) How long until a SHIELD GRAB can start.

361: 40/40/40/50: 88: Grabs Hitbox Active FAF: Standing Grab: 6-7: 35: Dash Grab: 9-10: 43: Pivot Grab: 10-11: 38: Throws Base Dmg. Earliest/latest hit. You are currently viewing our boards as a visitor. Active Frames 5-29. smash lab is going to start providing official frame data sometime soon so i'm not going to do anything more for now, It's just a part of our agenda >_> There's no public link for it. I used the debug pause code to let me play the game frame by frame.

but yeah it's pretty bad. Are you trying to do some kind of formula based off of the BKB and KBG of the attacks?

Ultimate Edition - Switch. 4 Frame Startup. O.o Also, I'm sure this has been asked, but is Marth, i only just now realized i forgot to do dash attack. Now to find a great term for '(Shield hit lag + shield stun)', is it me or dose Mk's Fair Beats marths?

Durations were calculated by timing the attack to overlap the ending of DDD's spotdodge, which can be hit after frame 20 (so I'd time the attack to have a hitbox out on 21, then bump it backwards 1 frame until it no longer hits). IASA Frame 26 . Can cancel move on frame 10, resulting in 15 special landing lag. Ultimate Edition Pro Controller - Switch, a Nintendo Switch Super Smash Bros. Come on man...you know what hitlag IS right? and yes it's invincible on frame 1, No no, the first hitbox (my post said frame, but I edited it real quick just after posting which may explain the confusion here).

Ledge Stats. 361: 40/40/40/50: 88: Grabs Hitbox Active FAF: Standing Grab: 6-7: 35: Dash Grab: 9-10: 43: Pivot Grab: 10-11: 38: Throws Base Dmg.

You have the Invincibility frames listed as lasting from frames 1-5 and the first hitbox listed as coming out. Statistic Value/Rank Statistic Value/Rank; Weight: 87 [16th] Max Jumps: 2: Run Speed: 1.8 [3-5th] Wall Jump: No: Walk Speed: 1.6 [1-2nd] Tether: No: Air Speed: 0.9 [12-14th] Jumpsquat: 4 frames: Fall Speed: 2.2 [6th] Soft Landing Lag: 4 frames: Fast Fall Speed: 2.5 [11-12th] Hard Landing Lag? Ultimate. Final question, when the move actually hits the opponent, am I to presume that the hit lag (marth)/hit lag(opponent) aren't actually the same? Marth's Frame Data. Base Damage: 8.0/12.0/12.0/17.0: Frames Shield Lag: 7/13/9/15: Frames Shield Stun: 6/8/8/11: Which hit box: Close/tipper, close/tipper His frame data is overall above-average, with many attacks having a low startup and wide range all-around, allowing him to space efficiently. Wow, thanks for all this stuff :D Just absolutely great and helpful! However, the move having different hit lag values for whether it hits a shield or not is of much higher importance, but I've not noticed such discrepencies doing Marth's frame data as of yet. The opponent's Shield Hitlag would already be listed on its own.

JavaScript is disabled. Why do people write Shield Hitlag+Shield Stun as "Shield Stun"? Shieldhitlag functions the same as hitlag (even though the values are different). 48 frames when unsuccessful.

You're now saying this data, which would simply show how many frames after a hit on shield will it take for Marth to be able to do another action is.... wrong? Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts! Ground Attacks Aerial Attacks Special Attacks Grabs Throws Dodges/Rolls. Effects lasts for just under ten seconds.

Woops! Base Damage: 8.0/12.0/12.0/17.0: Frames Shield Lag: 7/13/9/15: Frames Shield Stun: 6/8/8/11: Which hit box: Close/tipper, close/tipper Total frames includes 13 frames of hitlag, SH / FH / SHFF / FHFF Frames — 39 / 57 / 29 / 41, Fall Speed / Fast Fall Speed — 1.3 / 2.08, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). At least you can ledge cancel Fortress, so in that respect it's better at least. It appears that you are using ad block :'(. Mobile-friendly Frame Data for Marth in Super Smash Bros. Because of this, Marth aims to fight a step away from danger, without leaving himself too open to punishment. Angle BKB/WBKB KBG Landing Lag Autocancel; Nair (Hit 1) 6-7: 50: 3.5/3.5/3.5/5: 80/75/65/90: 30: 50: 12: 47> Nair (Hit 2) 15-21-7/7/7/9.5 Marth; Frame Data; Overview; Moveset; Frame Data; All information from the Stratocaster hitbox project. o.O.

I can't help but notice that you didn't list dash grab, pivot grab, or dash attack. Makes it better than even Fortress OoS. Standard grounded attacks. Jab 1 5 25 -- Transitions to Jab 2 as early as frame 11. Hit lag and shieldstun are constant and don't really need any other specifics to be counted. Startup is 4 from charging state. Ground Attacks. Well I'm sorry, I have 500 years of Uni work to worry about. Is it me or is the advantage formula wrong? Frame Startup: 6/21: On Shield:-43/-41/-26/-23: Active on: 6-7/21-23: Total frames: 55: Frames Landing Lag:--Note: Charge hold is frame 3. go premium to hide all advertisements and this notice. Down B. Ultimate, GameCube Controller Super Smash Bros. Mobile-friendly Frame Data for Lucina in Super Smash Bros. Can you get the frame data for the actual strike by counter? Then I just counted. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. Charge hold is frame 4. hit - end + hitstun = 0), and it's based on Mario. For a better experience, please enable JavaScript in your browser before proceeding.

Ultimate.

For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet.

O.o Also, I'm sure this has been asked, but is Marth really invincible during the first hitbox of DS? The move can be reversed before frame 6, and despite the large amount of vertical distance it covers, its high landing lag and predictable path make it easy to edgeguard. Active Frames 4-7. 5 Frame Startup. Alternatively, this ad may have just failed to load. Marth's Frame Data. It's redundant and lends itself to confusion and errors (such as DS including Shield Hitlag twice by mistake when calculating the advantage). Mobile-friendly Frame Data for Wii Fit Trainer in Super Smash Bros. Ah well. Ultimate. Frame Data Notes. Is Marth's Dash Attack really so bad that you skipped it entirely? Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. While it seems our data differs slightly (probably the way we count, I have DA's hit lag at 5, shieldstun at 10), you saying that Marth's dash attack is only -22 or -25... is well, nothing close to what I have. This site uses cookies. There's no need to over complicate things with shieldhitstun(Marth) or shieldhitstun(opponent). Ultimate Edition Pro Controller - Switch, Nintendo Switch Super Smash Bros. Welcome to Smashboards, the world's largest Super Smash Brothers community! Is Marth's Dash Attack really so bad that you skipped it entirely? MARTH. Some characters are weird (I've noticed) but the general thing has shown that most character's hit stuns will never go above 30, and it reaches this cap at 2550 launch speed (from what I've seen so far). So I'll list them for you. By continuing to use this site, you are agreeing to our use of cookies.

... Notes - strong hit frame 5, can do 10 or 13% damage. The shieldstun on the untipped looks like it should be 3, and not 11.

From Liquipedia Smash Wiki. That's kinda stupid if it is. Frame 39 is the earliest you can succeed on fresh use. 27 Total Frames. The main point of hitlag is to calculate shield advantage (at this time, at least). x_x Here's an extremely easy way to see the significance. GameCube Controller Super Smash Bros. Attacks Hitbox Active FAF Base Dmg. And you should probably check shieldhitlag for both Marth and the opponent seperately, because apparently some moves cause different shieldhitlags for the attacker and the shielder. Marth's only tool for vertical recovery besides his double jump.

Ultimate Edition, Nintendo Super Smash Bros. 59 Total Frames. Ultimate Edition, Nintendo Super Smash Bros. Ultimate Edition - Switch or a Poké Ball Plus.

24 frames endlag when successful, 15 frames in the air. weak hit frames 6-11, does 7 or 6% damage. Total frames does not count 5 frames of hitlag from hitting the ball. Also Shaya I've been meaning to ask....how'd you get a negative number for hitstun? I was never aware of the differed hit lag values, but I'm still confused about their relevance. Click here to sign up right now and start on your path in the Smash community!

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