Melee frame data. Donkey Kong (ドンキーコング, Donkey Kong), shortened as DK on...

Pichu I'd say has some of the best frame data

Mobile-friendly Frame Data for Ness in Super Smash Bros. Ultimate. ness Menu. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab 1 3 19 -- Transitions to Jab 2 as early as frame 5 2.0 8 3 -- -13 3 16.A 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 ...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 dataMarth's maximum possible humanly-doable GALINT is, IMO, 8-9 frames, from the stage-independent Dolphin Dash. Credits to ShyPF and PracticalTAS. To perform a Dolphin Dash, sweetspot the ledge with up-b, then hold down to delay grabbing the ledge for 4-6 frames (3 frame window), with a preference for exactly 5 frames (for the most leniency).View Smash4 move animations and frame data in real-time or frame-by-frame. See hitboxes, hurtboxes, and accompanying move data as the move plays.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 …meleeFrameDataExtractor. meleeFrameDataExtractor is a program that utilizes meleeDat2Json, which dumps Super Smash Bros. Melee character files to JSON.The subactions/scrips that belong to character attack states are then parsed by this program to produce frame data, which previously had to be determined manually (by community assets such as superdoodleman).For anyone curious, the data for your character can be found using SDM's Frame Data Page on Angelfire. In his ledge options info, the total animation length will be the same as the ledge occupancy time, EXCEPT for ledge jump where it ~equals the invulnerability length instead.Dan’s EX DP, the Koryuken, is a potent attack that is completely invincible for the first six frames, which means that it will beat every other attack. However, it is -38 on block. You read that correctly. This means that your opponent will be able to hit you with their biggest, most damaging special moves.Fox, Ice Climbers And Kirby had to be reripped without the missing dae file and make a dae file with a rig with weight painting. This page does not work well in portrait mode on mobile. Please rotate your device. GameCube - Super Smash Bros. Melee - The #1 source for video game models on the internet!Hitting somebody with this move reduces its height gain for your climber. The AI is invulnerable frame 1-15 and invincible frame 16-33. The game randomly picks an angle between 60 and 115 for each shot and then flips to face in front of the Ice Climbers. The angles thus vary between -30 and 25.SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here 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 { { Trn }} template with the matching game specified.Created by MetalMusicMan.. Donate (PayPal) Donate (Ko-fi) Add to your phone's Home Screen! Chrome / Android — tap "⋮" and select "Add to Home Screen" or "Install App" if your phone supports Progressive Web Apps (recommended!). Safari / IOS — tap the Share Icon and select "Add to Home Screen" Frame Data Notes. Hitbox Colors: Red = Hitbox; Green = HurtboxPicture frames are an important part of any home décor. They can be used to showcase artwork, photographs, and other special memories. Finding the right store to purchase picture f...Substantial work remains on quite a few fronts in having clean, easy frame data that provides all useful information, but what Thinkaman does have here should be pretty handy. Do note tha a few moves have weak windboxes you wouldn't expect. Little Mac fsmash is a good case; it has a windbox on f6 that pushes opponents back a little bit (makes ...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 ...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 jump. - spin hops. After release cancels into: -Spin dash jump. -double jump (aerial only)Rolling frames in Melee . These lists show the intangibility and the total lag frames of the rolls, but not the distance travelled or the size of the character while rolling. ... The following list shows the frame data of rolls as of the latest version of the game. Characters Intangibility Frames Total Frames Duck Hunt: 4-15 26 Fox: 4-14 26 ...Fire149. 3DS FC. 2809-9924-8928. Oct 28, 2008. #1. This is all frame data on how fast each character's hitboxes come out. The frame speed is based on the ratio 1 frame: 1/60 a second. A few notes…. *The number of the frame is when the hitbox first appears, meaning that any attack that is set in an arcing motion will not necessarily be there ...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 ...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.That's a great video! Doesn't mention anything about the being able to fall 1 frame faster tho, but at least now we know the reason for it. being able to fast fall a frame earlier from aerial inputs on the first airborne frame should be included in all frame data guides.Melee Frame Data Website. Hello! Over the last month or so I've been working on a website that displays character frame data from Melee. You can find it here. I would appreciate if you took a look, and let me know what you think. If you like the site, please share! Currently the site is not very mobile friendly but I plan to change that in the ...Meter filled: (fully charged) 0.9, (fully charged, reversed) 0.84 arrows. 75 total frames in the air. Super armor on frame 8-9 but only on the ground. Unblockable on the ground. Mac is guaranteed KO Uppercut if he takes 100%. Mac is guaranteed KO Uppercut if he deals 333.33*%, as he has a 0.3x unit filling multiplier.If you love a stylish ride, you know your license plate frame is a great way to express your personality and turn a few heads on the road. From the sophisticated and stylish to the...Hitting somebody with this move reduces its height gain for your climber. The AI is invulnerable frame 1-15 and invincible frame 16-33. The game randomly picks an angle between 60 and 115 for each shot and then flips to face in front of the Ice Climbers. The angles thus vary between -30 and 25.For Super Smash Bros. Melee on the GameCube, a GameFAQs message board topic titled "List of frames for wavedashing with each character?".Special Attacks. 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.For petite women, finding the perfect dress can be a challenge. With so many styles and cuts to choose from, it can be overwhelming to know where to start. However, with a few simp...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 ...The data source mentioned in the info box is this website: http://melee-framedata.theshoemaker.de/ Which only has gifs/videos for Samus and Marth, but it …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 ...Special Attacks. 9 startup from charge state. 12 to enter charge state. Takes 4 frames to cancel charge with shield. 133 frames to reach full charge. Grab is on frame 10, the following hits are when successful. 44 total frames when you miss. Reflector active 10-33. Total frames is if you end on the ground.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 …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.This is a guide to Fox in the game Super Smash Bros. Ultimate. Everything about Fox, including how to unlock them, bread and butter combos, frame data, alt costumes and skins, as well as Fox matchups and counters, can be found here. List of Contents. Tier and Overview. Matchup Chart.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 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) ...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 ...Super Smash Bros. Melee. Melee Character Discussion. Fox. Shield Pressure Frame Data. Thread starter KirbyKaze; Start date Jun 23, 2010; KirbyKaze Smash Legend. Joined Nov 18, 2007 ... and the frame data, thanks Kirbykaze . Lovage Smash Hero. Joined Apr 15, 2007 Messages 6,746 Location STANKONIA CA. Jun 24, 2010 #8Samus Aran is a space bounty hunter. She uses a variety of missiles so keep her opponent at bay. Once she rakes up the percent she can kill her opponent with either a full charge shot, or a smack…In the frame data on this site, we use the time-to-hit convention: Startup will list when the move hits, a point in time, which is different from Active and Recovery, which is a duration. If a move is said to have 5 frames of startup, it actually has 4 frames of startup and hits on frame 5.9—**. 35. --. Hits every 11 frames. Leaves do not disappear after hitting something. Hold the button to move with the shield. Can delay 40 frames before an automatic throw. 1.5.Super Smash Bros Melee frame data app made using React.js and Reactify Components - GitHub - AnthonyAmaral/frame-data: Super Smash Bros Melee frame data app made ...Frame data for Zelda from Super Smash Bros. Melee. person Characters compare_arrows Compare Characters dashboard Moves . light_mode Switch theme . Zelda. ... strong hit frames 6-8 and can also do 9% damage, weak hit frames 9-13 and can also do 8% damage with 5 frames shield stun. Source. View . Down Smash dsmash. Name Value; Start: 4: End: 16: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, …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 Angle and will send ...Head invulnerable frames 1-9. Charge frame 2. Legs invulnerable frame 6. Special fall landing lag 3. Press b to stop on frame 20-24. Can grab ledge frame 29. Reflects for first 19 frames of recovery. Can prolong reflection period to 1 frame after b is released. Jump cancelable while reflecting.Jigglypuff doesn't play Melee, she plays Jigglypuff. Many players find Jigglypuff to be the lamest character in the game and are likely to camp you out at every chance they get. Thus, it's important to have an iron will when playing Jigglypuff. ... Frame Data. move templates go here Advanced Frame Data. This table shows the frame data for all ...What's New. The latest update to the Melee Database was the addition of the frame-by-frame seeker! To use this tool, click on the GIF of the move you want to see, and you'll see a window pop up with the option to look at each frame of the move one by one. Important: I downloaded these GIFs from multiple different sources.Startup is 2 upon reaching a target. 18 endlag on hit. Total frames is 62 on level ground when you miss. And 87 if you miss and go over an edge. Hit is 25 total frames. Startup is 2 upon reaching a target. 18 endlag on hit. 40 landing lag from special fall. Or 26 if still holding umbrella.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.Are you in search of the perfect picture frame to display your cherished memories or artwork? Look no further than ArtToFrame.com. With their wide selection of high-quality frames ...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 ...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.Jigglypuff has 49 frames of immobility after an air release, so you will have a 1 frame advantage over other players. As with all characters, a ground release occurs if no buttons are pressed. An air release occurs if you jump at the right time (or spam ). When grabbing. Jigglypuff will suffer 30 frames of immobility if performing a ground release.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)Down, Down-Forward, Forward + P. 71 (71) (...110) 1000 (800, 400) (800, 400) Low. Punch Strength changes arc and distance travelled, but other data stays the same. Light and Medium versions will swap sides if close to opponent, Heavy and Charged Heavy versions will not. Heavy and Charged Heavy version damage in parenthesis. Knockdown +48.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.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.Jigglypuff has 49 frames of immobility after an air release, so you will have a 1 frame advantage over other players. As with all characters, a ground release occurs if no buttons are pressed. An air release occurs if you jump at the right time (or spam ). When grabbing. Jigglypuff will suffer 30 frames of immobility if performing a ground release.Melee Frame Data Discord Bot. Hey there, I've been working on this little project for a while and feel its finally time to share it with the rest of you all. This is the FightCore Discord bot, it contains information about different Melee characters and their frame data.melee-framedata. melee-framedata is a website with in-depth frame data for Super Smash Bros. Melee, inspired by the move pages on SmashWiki and based on framedata JSON files generated by meleeFrameDataExtractor.Jumping out of shield is 3 frames, so a frame 3 nair would be 6 frames in total. Grabbing is delayed by 4 frames when done after shielding an attack, so a frame 6 grab would be 10 frames. It means frame advantage, after nair hits shield gw has 4-5 frames that he can be punished. So jump, spot dodge, and roll will always work, while up b or fast ...Find the value, weight, gravity, walk speed, run speed, wavedash length, PLA intangibility frames, jump squat, can wall jump and more for each character in Super Smash Bros. Melee. Compare and view the frame data for all characters in a table or by clicking on their names.A Melee Library - Huge Compendium of Guides, Frame Data, Characters and more! Melee. docs.google.com. Archived post. New comments cannot be posted and votes cannot be cast. 299. 14 Share. Sort by: TheCyclops.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.Character Attack Range Attack Frames Neutral Getup Roll Jump; Mario: 15) F-1-26 intangible / 55 total / -22 on shield: 1-33 intangible / 34 total: 1-25 intangible / 45 totalFrame: 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 Angle and will send ...9 hammer (hitbox is smaller than 1-8) Total: 49. Hit: 16-29. The first hammer in a match cannot be a 1 or 2. The second hammer in a match cannot be a 2. Any number the hammer displays cannot be obtained again until after 2 more hammers. A death (fall or SD) will reset the rules currently applied to #3.Neutral Special: Forward Special 1: Forward Special 2: Forward Special 2 (Up): Forward Special 3: Forward Special 3 (Up): Forward Special 3 (Down): Forward Special 4:To apply frame data for precise situational analysis with Peach. This thread serves as a dumping ground for whatever things I discover, but you are also welcome and encouraged to ask questions about situations. ... Super Smash Brothers Melee for the Nintendo GameCube is a 14 character party game. In fact, some people say it is an eight ...Bowser (クッパ, Koopa), is a character in Super Smash Bros. Melee and is available from the start.Announced at E3 2001, Bowser was added to the game because he won the official poll of desired newcomers for a potential second Smash game with 169 votes, by a wide margin over the runner-up, Princess Peach. A stronger form of Bowser, named Giga Bowser, also appears as the true final boss of ...Dan’s EX DP, the Koryuken, is a potent attack that is completely invincible for the first six frames, which means that it will beat every other attack. However, it is -38 on block. You read that correctly. This means that your opponent will be able to hit you with their biggest, most damaging special moves.Buffer Mechanics in Melee | After over six months of work, Synnett has created a comprehensive and complete list of every single buffer present in melee, along with details about how each buffer works, frame data relating to the buffers, and more.Find the most comprehensive and updated frame data for Smash Ultimate characters, stages, dash speed, reflectors and more.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.Add this topic to your repo. To associate your repository with the smash-bros-4-frame-data topic, visit your repo's landing page and select "manage topics." Learn more. GitHub is where people build software. More than 100 million people use GitHub to discover, fork, and contribute to over 420 million projects.Smash Journeyman. • Up to date as of Project M 3.6. • First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps. • Hitboxes with the same ID replace older hitboxes of the same ID. • Hitlag calculations include the hitlag multiplier, and are not included in animation times. • Hurtboxes in the BrawlBox ...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 this ...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 ...Charging Frames: 16 (Min), 45 (Max) Active Hitbox: 1-106 (After Charging) Total Frames: 45. Active Hitbox: 12-27. Total Frames:Super Smash Bros. Melee Character Data. P1. MELEE VS Character Frame Data! InfoMobile-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. 6.0/8.0/15.0Ground 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.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.Falco (ファルコ, Falco) is an unlockable character character in Super Smash Bros. Melee.He is a clone of Fox, with many of the same moves.However, some of his moves have different properties, making their playstyles somewhat different. Falco is voiced by Hisao Egawa in-game and in Japanese Star Fox Smash Taunt and Adventure Mode scenes, reprising his role from Star Fox 64.Common large picture frame sizes include 11×14 inches, 11×17 inches, 24×36 inches, 27×40 inches and 27×41 inches. For poster frames, the dimensions are generally 18×24 inches, 24×3.... Mobile-friendly Frame Data for every character in Super Smash Bros.Neutral Air: Forward Air: Back Air: Down Air: Up Air: Total Jan 5, 2009. #1. The multishine is a chain of quick, precisely timed shines in between shines canceled by jumps and then shining the frame you leave the ground. This can be very useful for pressuring/breaking shields at an advanced level. More commonly though, its a high-level tech skilled used to show off your mastery of the game. In Melee only, items thrown by Mr. Game & Watch and P Ganondorf (ガノンドロフ, Ganondorf) appears as an unlockable playable character in Super Smash Bros. Melee.His design (and model) is directly taken from his appearance from the SpaceWorld 2000 GameCube tech demo, which is itself based on his appearance in his original Gerudo form from The Legend of Zelda: Ocarina of …Melee Frame Data Discord Bot. Hey there, I've been working on this little project for a while and feel its finally time to share it with the rest of you all. This is the FightCore Discord bot, it contains information about different Melee characters and their frame data. In 2004, he and SuperDoodleMan datamined hitb...

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