Fortunately there weren't many of those. Also, thanks to /u/mrissaoussama for making that post asking about taunt frame data, which convinced me to actually do this, Also Greninja's and Luigi's attacks in their taunt can already be found in KuroganeHammer so I won't include the hitbox stuff for those. As an Amazon Associate Smashboards earns from qualifying purchases. We use optional third-party analytics cookies to understand how you use GitHub.com so we can build better products. Smash 4. Ike's aether: "Landing hit on frame 1.

Other damage-able entities (like say DH Gunmen) take standard, non-increased damage.

Alternatively, this ad may have just failed to load. Honestly, Im just shocked at the upstart.

Total: 59 Lcanceled: 16

For Lucario's Jab 1, are you confident the upstart is 7? It appears that you are using ad block :'(. Fox/Frame Data.

Hey everyone, I decided to manually test and write up the frame data for all the characters in the game. IASA: 20 Hi, I noticed there are some numbers in Olimar's frame data that seem to contradict with the data that I have.

https://www.youtube.com/watch?v=ON7ZpkPWCB0, https://www.reddit.com/r/smashbros/comments/armmo6/ssbu_patch_200_every_autocancel_window_including/. From Liquipedia Smash Wiki. 2nd longest roll (thx M2K), Air time: 59 Olimar was kinda hard to do justice with since Pikmin affect damage, and I put Lucario to mid aura (95%) for his tests. I did what I could to get some data from footage of the E3 demo, but having the game in my hands allows me to get more data, and in more accurate ways. We have a frame advance tool in training for testing. Luigi has the best normal frame data by a decent amount?

--when it counters--

Window for attack 3: 17-33, Sword Dance (2, Up) These are the only 2 taunts that work this way. All 6 of these bytes together + the typecode for each byte make it so every subaction is 12 bytes long. Home; Ultimate; Smash 4; Rivals of Aether; Melee; Glossary; KH API; Ultimate; Smash 4; Rivals of Aether; Melee; ausmash.com.au; twitter

Lcanceled: 7

Auto cancel: <5 25> Hit: 7-11 Ignored multi-hitbox moves that can potentially hit many times but never will, such as many dsmashes that hit on two sides with different hitboxes, and I only counted the stronger hit. Frame data (hitbox coming out) averages for each character from fastest to slowest. Mobile-friendly Frame Data for Luigi in Super Smash Bros. IASA: 40

Comparing directly to Smash 4, shieldstun for grounded moves appears slightly higher than Smash 4. Community driven database of Smash videos and statistics for players, characters & matchups Sword Dance (1, Side) Megamans lemonshots were probably calculated with frame 2, which is an "error". [​IMG] Total: 35

[​IMG] We use essential cookies to perform essential website functions, e.g. Hit: 5-9

Hey everyone, I decided to manually test and write up the frame data.

Smash 4 taunt frame data. Ultimate Edition Pro Controller - Switch, Nintendo Switch Super Smash Bros.

Total: 49

Time to get to charging: 11 frames

Ultimate Edition, Nintendo Super Smash Bros.

I could swear it WAS frame 3, anyway. You must log in or register to reply here. And his damage output is bottom 5 to boot.

If there was no hitlag on Pichu's dthrow for example, he would have 7 frames more frame advantage which would mean he could combo off it longer.

This page was last edited on 31 August 2014, at 00:39. Total: 49 Total: 49 Hit: 4-7 Use shield to find your FAF. Learn more. Ultimate Edition Pro Controller - Switch, a Nintendo Switch Super Smash Bros. Forwardthrow: 4%, short ending lag, combos into fsmash at low percents on floaties, or fast-fallers with a missed tech.

You must log in or register to reply here. Added damage output averages (no specials). Total: 46

I didn't feel like doing the math to find the offset of each subaction, so I just opened a param file in a hex editor and found the address for subaction 423 (up taunt left). Total: 39

I thought there weren't any under 60, mfw Game & Watch has the best overall frame data. Hit: 6-8 IASA: 35

Low endlag and low landing lag are objectively good for frame data, but moves that linger for a long time aren't automatically.

Ultimate, GameCube Controller Super Smash Bros. Charge frame: 7

[​IMG]

Well all the dodge stuff is finished. Dash Attack

Dodges also stale which forces you to wait and wonder if your test was late enough for it to be fresh again.

Like, if you wanted to confirm Mario's jab 1 still hits on frame 3, and had a character whose spot dodge invulnerability ends on 16, you'd need to time Mario's Jab input on frame 13 so you hit them on 16. As an Amazon Associate Smashboards earns from qualifying purchases. Thank you so much!

[​IMG] Fox F Air is listed as 43 total frames but the note says, "auto cancels on frame 46 onward" -- guessing that's a typo? Mobile-friendly Frame Data for Luigi in Super Smash Bros.

It appears that you are using ad block :'(.

The offset is 0x13E6. Backthrow: 4%, similar to downthrow, slightly higher trajectory and longer ending lag. Ultimate Edition, Nintendo Super Smash Bros.

Other than that you have to think almost all of his moves come out on frame 6-9. By frames is it total number of frames the move is active for, or is it the frame it hits on?

for Snake's Nikita missile, I could't find any I-frames on the move. For a better experience, please enable JavaScript in your browser before proceeding. Projectiles may also be slightly reduced but I only have one point of comparison. Counters: 5-29 Having these charts to refer back to should help quite a bit for confirming changes with precise numbers.

This site uses cookies. SH FF air time: 26, https://liquipedia.net/smash/index.php?title=Marth/Frame_Data&oldid=10610. Hit: 5-8 What is the reasoning behind the "base damage" being the damage with 4 people in the game? Damage: 13% (tip), 9% (base), D-Tilt Nothing. Auto cancel: 32> Use Smashboards links to get your gaming stuff and support the site, Super Smash Bros. Welcome to Smashboards, the world's largest Super Smash Brothers community!

they're used to log you in. (This was without endlag taken into account, right?).

Landlag: 32

[​IMG] [​IMG] I've wondered about this stuff forever, nice to actually have an answer. SideB, Quick Draw's attack, does not seem to have the reduced FAF if he does not touch the ground, such as when it's used offstage. Total: 46 topic page so that developers can more easily learn about it.

By continuing to use this site, you are agreeing to our use of cookies. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. [​IMG] Yoshi has a frame 3 nair, rob has a frame 3 dtilt, marths fastest move is jab 2, coming out on the 3rd frame but you have to jab 1 first, which is a frame 5 move. Earliest FF: 31 You must log in or register to reply here. I find it hilarious that Byleth’s tilt frame data is actually better than Young Link’s (up tilt and side tilt).

Window for attack 4: 19-35, Sword Dance (4, Side) Chrome extension to get to KH character pages and data more quickly. Every character's subaction has an ID that corresponds to a place on this list.

You can also view every subaction ID in Ruben's script viewer, and there's also a param viewer there. Midterms are rough. [​IMG] Up-Air Finally I understand why Ryu's Tauntyuken is so real, dtaunt has a FAF of 58! Damage: 6% (tip), 4% (base), Jab 2 Street Fighter 5 Dragon Ball FighterZ Super Smash Bros. But I'm afraid his Utilt hits on 5, not 3. Learn more.

Lcanceled: 12 There may be something special about certain attacks. I'm actually pleasantly surprised Zelda didn't end up lower! Looks way off from my testing. I understand not having staleness/freshness, but why doesn't "base damage" refer to 1v1? Add a description, image, and links to the

By jingo, it does. Earliest FF: 20

http://smashboards.com/threads/marth-frame-data.204825/page-8#post-9193171, http://smashboards.com/threads/complete-marth-hitboxes-and-frame-data.285324/. Invulnerable: 5