Melee frame data

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.

Melee frame data. Takes 132 frames to reach full charge. Eruption hits: 1/9/17/25/33. Will not erupt on shields. Startup is 5 from release. Invulnerable on frames 5—7 on the ground. Reflects on 4. Total frames is the minimum usage. Endlag is 15 frames otherwise.

This is a guide to using Young Link in Super Smash Bros. Ultimate. Young Link bread and butter combos, how to unlock, frame data and moveset, alt costumes, as well as Young Link matchups, counters, and tier list placement can all be found here.

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 ...Jab 1: Jab 2: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack: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.).Mobile-friendly Frame Data for Donkey Kong in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Donkey Kong in Super Smash Bros. Ultimate. donkey kong Menu. Ground Attacks; Aerial Attacks ; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab 1 5 24 -- …Saryn is a really great melee frame with her toxic lash ability providing toxin damage to melees and synergizing really well with her spores Mirage Prime, provides tons of additional damage with her doppelgangers that each wield a copy of your melee for five total, including your own. And eclipse for damage boost.In Super Smash Bros., Rest is a powerful move that deals high damage and strong horizontal knockback.The move deals 20% and is capable of KOing most characters under 50% at the center of Dream Land.The move comes out instantly on frame 1 (although it is only active on this frame), has a reasonably sized hitbox, and provides 29 frames of intangibility during its startup.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 ...

Are you in the market for a new bed frame? Look no further than the Thuma bed frame. With its sleek design, quality craftsmanship, and eco-friendly materials, it’s no wonder why th...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.Special Attacks. Fireball disappears on frame 88. Reflects on frame 9-20. 3... Invulnerable on frame 3-6. Hits 2-6 rehit rate of 2. Startup is 2 from a charging state. Entering charge state takes 19 frames and is shield cancellable on 20. Takes 100 frames to reach full charge.74. --. Startup and total frames refer to minimum usage. 19 endlag after extended usage. Can inhale projectiles starting on frame 14 and involuntarily spit them back. Gains invulnerability for 14 frames after the 4th frame of inhaling a character/item out. For example, if a character gets grabbed as soon as inhale comes out, (f14) the i-frames ...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 totalJab 1: Jab 2: Jab 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:M2K, The King of frame data himself presents all of Sephiroth's frame data and hitboxes and breaks it down step-by-step in this Comprehensive Guide Featured ...

Tutorials, frame data, and information. To help Melee Peach players from any skill level improve. r/ MeleePeachResources. Join. Hot. Hot New Top Rising. Hot New Top. Rising. card. card classic compact. 1. pinned by moderators. Posted by 6 years ago. Welcome to /r/MeleePeachResources! 1. 0 comments. share. save. 1. Posted by 6 years ago. Video ...Fsmash 1 - 49 frames. Fsmash 2 - 39 frames. Side b has no data on it for some reason, the boomerang is produced on frame 27 and the animation lasts 45 frames. Aerial up b's hitbox data is also wrong on hit 2, it hits on frames 8-13, 16-20, 22-27, 31-37, 46-50 (2nd hitbox is listed as 16-21).Sh > bair > dj can turn any bair into a bait or a wl. It adds a desperately needed mix-up while significantly increasing DK's mobility. While the bair is a frame perfect input, the timing is consistent and something that can be practiced. Note that bair is input on the second frame DK is airborne. If bair is input on the first frame DK is ...Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. It now has a hitbox on the sword when not fully charged, has greater minimum damage (6% → 9%) but scales slower (5% per stage → 4% per stage), is faster (earliest frame 23 → 17) and has 1 more active frame.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.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 ...

Madison square garden box office hours.

Smash Master. This is the amount of time added to an attack when it hits a character. An attack which hits a character is slower than one which does not. For example, Mario's jab is 19 frames long. If Mario jabs a character the 'attacker hit lag' value is added to the attack duration. In this case it is 19 + 4 [attack duration + attacker hit ...When frame data resources state the frame advantage a move has on shield, it makes certain assumptions. For grounded moves, they assume that the move is landed on the first possible frame. ... Bowser's Whirling Fortress, which has 5 frames of startup in Melee and 6 frames startup in all future titles, possesses adequate horizontal reach with ...Sephiroth One-Winged Angel Super Smash Bros Ultimate. Sephiroth's comeback mechanic grants him a 30% boost in speed, mobility and power, as well as an extra jump and super armor on his smash attacks, turning the already fearsome swordsman into a force to be reckoned with. These buffs should turn his playstyle into a more aggressive Sephiroth ...A resident of a totally flat world, Mr. Game & Watch's frame-by-frame movement is distinctive. His image is known far and wide, and respected by gamers everywhere. In Super Smash Bros. Melee, he hurls sausages with his Chef technique. The random strength of his Judgment is determined by the number displayed; food appears on lucky 7. B: Chef

Luigi Cyclone having frame 1 invincibility when used in the air Olimar's Whistle having frame 2 super armor Shulk's Shield Art being usable during hitstun Snake's frame 1 Grenade pull Duck Hunt's frame 1 Can Mii Brawler's Feint Jump having frame 2 invincibility Little Mac's Rising Uppercut having frame 1 invincibility ...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.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 …If you’re in the market for a split adjustable bed frame, you know how important it is to find one that meets all your needs. A split adjustable bed frame not only provides comfort...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.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, …FAF 27 makes sense, my Greninja numbers were 1 higher than the end numbers given for this frame data because it's "total frames" rather than the FAF (26 frames spotdodging, act frame 27). I will look into when the intangibility ends later I guess, but I'm confident that "3-xx / 26" is accurate at the very least.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 ...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.

Here's pretty much every bit of Jigglypuff's frame data, much of it with illustrations. Raw image data courtesy of Stratocaster. Numerical data courtesy of SuperDoodleMan. ... The Meteor Cancel window in Melee is 8 frames. Massive Smash Champion. Joined Aug 11, 2006 Messages 2,833 Location Kansas City, MO. May 10, 2011 #6

Apr 20, 2022 ... ... Framedata https://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/ SSBM Tutorials Video https://www.youtube.com ...Super Smash Bros. Melee; Frame data for Falco? shehehe11 13 years ago #1. Does anybody have the list of start-up frames for falco's moves? I can't seem to find it on swf. FC: Seacows 5086-5196-3209.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.#1. Frame data from SuperDoodleMan. Images compiled and created by standardtoaster. Slash 1. Total: 24. Hit: 6-8. IASA: 20 (not by shield) Shield Stun: 7. …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)Sheik retains her blinding attack speed from Melee, possessing some of the fastest movement, and frame data only rivaled by Meta Knight. Additionally, Sheik possesses a transcendent and fast projectile with high damage potential in her Needles , as well as great combo ability, most notably with her forward tilt that can rack up over 50% in ...Jab 1: Jab 2: Rapid 3: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Credits to SuperDoodleMan for most of the frame data. Images compiled and edited by Standardtoaster. "Hitbox System" format, method, and organization developed by Stratocaster. All animated GIF's are at 1/3rd game speed. Jab 1 Total: 19 Hit: 3-4 Window of the second punch: 3-25...

Fire stick optimizing system storage and applications loop.

Edible arrangements valdosta ga.

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 total33. 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.ICs Frame Data -- Ground Moves, Grabs, Throws COMPLETE; Specials & Grab Pummel WIP I'm about to head out for the night, but I'll finish this sometime tomorrow (unless Prime wants to do it tonight). Note #1: On average, Nana is ~5 frames behind Popo when they're fully synced. Note #2: IASA frame is the last cooldown frame +1. Ground Moves Jab ...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.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.The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents. Can block from frame 1. Attacks and forward dash available from frame 2. Other movement options available from frame 4. Added landing recovery.A resident of a totally flat world, Mr. Game & Watch's frame-by-frame movement is distinctive. His image is known far and wide, and respected by gamers everywhere. In Super Smash Bros. Melee, he hurls sausages with his Chef technique. The random strength of his Judgment is determined by the number displayed; food appears on lucky 7. B: ChefTransitions to second swing as early as frame 22. Sword Sword Beam is active 17-48 when at minimum charge and 17-56 when at maximum charge (only when Link is at 0%). Beam does 5.0%.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.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.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. ….

The slowest grabs are Samus and Yoshi's standing grabs. The both come out in 18 frames and end in 94 and 79 frames, respectively. Both of their dash grabs are somewhat faster. Most characters have a standing grab that comes out in 7 frames and takes up 30 overall, but not everybody.Episode 3 of Smash 101 is all about moves. We'll talk about what moves you have in your moveset, the context of your inputs (such as being in the air vs on t...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.*.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 ... So use your best judgement and cross check with the data I have listed in case you suspect the ...Tutorials, frame data, and information. To help Melee Peach players from any skill level improve. r/ MeleePeachResources. Join. Hot. Hot New Top Rising. Hot New Top. Rising. card. card classic compact. 1. pinned by moderators. Posted by 6 years ago. Welcome to /r/MeleePeachResources! 1. 0 comments. share. save. 1. Posted by 6 years ago. Video ...Perfect shield. From SmashWiki, the Super Smash Bros. wiki. In Melee, during the first two frames of shield activation, powershielding will reflect any projectile, even ones that have already been powershielded. A perfect shield ( ジャストシールド, Just shield) (officially called the Power Shield in Melee) is a technique where one ...Mobile-friendly Frame Data for Link in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Link in Super Smash Bros. Ultimate. link Menu. Ground Attacks; ... When firing two arrows at once, the second one generates three frames after the first. 4.0—12.0 5—9 2—4 Uncharged—Full Charge -21 to -15 16—61 -- Side B (Boomerang) ...Fox McCloud is generally regarded as the best character in Smash Bros. Melee by the community. He is fast and powerful, but requires extremely good technical skill. His main downfall is that if the Fox player makes one mistake then his opponent can capitalize very hard. If you think you have the technical skill to play fox learn how in this guide! Melee frame data, Yeah, Magus's Throws Frame Data Throw Name: (effected by wait, YES/NO) * released frame, first actionable frame [lag/ difference between released and actionable] D-Throw: YES* 20, 40 [20] U-Throw: NO 18, 47 [29] *If the throw is effected by weight, then you multiply the first 2 numbers by the Weight Multiplier found at the link, …, 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., Aerial grab escape. Airdodge and freefall item grab. Side stick tap buffer (for forward and back tap item throws window extensions) Down stick tap buffer (for down smash and down tap item throw window extensions) Aerial stick tap buffer (aerial tap item throws window extensions) Slow getup and roll out of knockdown., Mobile-friendly Frame Data for Meta Knight in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Meta Knight in Super Smash Bros. Ultimate. meta knight Menu. Ground Attacks ... Invulnerable on frame 12-32. Landing lag only occurs if you enter special fall. 16.0 15 14 -- -44 34 58. Grabs / Throws Grab 7 36 -- -- -- 7—8 28. Dash Grab 11 ..., Even without using that and doing a normal low double jump regrab (completely intangible) he still has a 15 frame galint aerial interrupt, which is only 2 frames less, so it never is a good idea to opt for the up-B sweetspot to get more AI galint., Mobile-friendly Frame Data for Ken in Street Fighter 6. Mobile-friendly Frame Data for Ken in Street Fighter 6. Ken Menu. Normal Attacks ... High Chain, Special, Super In February 27, 2024 patch: arm hurtbox increased on frames 2-6 but decreased on frames 7-8. -- +4 -1 3 7 Standing Medium Punch 5 22 600 High Special, Super, Target Combo -- -- ..., Apr 1, 2021 ... In this episode of Frame Data, we'll be ... FrameData #Hungrybox #turndownforwalt #tdfw #SSBM. ... Michael vs Bananas - The Only Reason We Play ..., 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 ..., 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., 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)., 0-8% - 2-3 frame window for Sheik's jump escape timing (cannot be buffered) 12% - 2 frame window. 13% - 1 frame window. 17% - 2 frame window. 21% - 1 frame window. 22-30% - utilt is guaranteed, you need to turn if she DIs behind you. 35-41% - utilt is guaranteed on neutral DI only, otherwise it will whiff., 0-8% - 2-3 frame window for Sheik's jump escape timing (cannot be buffered) 12% - 2 frame window. 13% - 1 frame window. 17% - 2 frame window. 21% - 1 frame window. 22-30% - utilt is guaranteed, you need to turn if she DIs behind you. 35-41% - utilt is guaranteed on neutral DI only, otherwise it will whiff., 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., Hey guys, I've never been able to find a spreadsheet with all move frame data. I was thinking about combining all the old smashboards frame data found here into a big google sheet, similar to how Ultimate uses this sheet. Let me know if this has already been done somewhere so I don't repeat the effort., Select an attack on the left panel. Click on the display to unfreeze/freeze the trajectory pointer., 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 ..., In Super Smash Bros. Melee, the window to perform a short hop is one frame shorter than the length of the character's jumpsquat. Fox for example has a 3 frame jumpsquat, so the player must release the jump button before the 3rd frame of jumpsquat to achieve a short hop, giving the player a 2 frame window to jumpsquat., Charging Frames: 16 (Min), 45 (Max) Active Hitbox: 1-106 (After Charging) Total Frames: 45. Active Hitbox: 12-27. Total Frames:, 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., Marth - Kurogane Hammer. Marth's Frame Data [1.1.6] Statistic. Value/Rank. Statistic. Value/Rank. Weight. 90 [41-42nd] Max Jumps., Frame Data. Category : General. The frame data concerns the number of frames that are contained in an attack, knowing that there are 60 frames per second. There are several stages in an attack, the start of the attack or "Startup", the moment when the attack hits or "Hitbox" and finally the "Cooldown" or "Ending Lag" during ..., Pretty-Gear4225. •. Voruna is best "conventional" melee, especially with mecha set. Atlas has quite a lot of build requirements to come online, but he can plough through steel path by mashing 1 once he gets there. Baruuk is pretty good, but doesn't match voruna kps/dpm, especially as armour scales into higher levels., Forward smash startup slower by one frame to match Melee's forward smash frame data (though it no longer hits on frame 12 like it did in Melee, now hitting on frame 13). Fire Fox landing lag: 6 frames → 20 frames Landing lag after special fall: 3 frames → 7 frames; Fox Illusion landing lag after special fall: 3 frames → 7 frames, Recording. First turn on debug mode by pressing Pause and then D-Pad Right twice, then unpause with X + D-Pad Up. If you are using the --zerogravity version: To Toggle frame advance on to not accidentally jump or something press the Pause button. Open the player menu (D-Pad Down) Left Stick Right to switch to P2., Special Attacks. Startup is 5 from a charging state. 7 frames to enter charge state. Takes 4 frames to exit charge with shield. Second total frames is for the air. 86 frames to reach full charge. Second total frames is for the air. From release, startup is 29/32/35/38/41/44/50 and endlag is 39 frames., 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., 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 total, Mobile-friendly Frame Data for Meta Knight in Super Smash Bros. Ultimate. meta knight ... Invulnerable on frame 12-32. Landing lag only occurs if you enter special fall., 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:, 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., Neutral Special: Neutral Special Charged: Forward Special: Forward Special: Forward Special: Forward Special: Down Special: Up Special: Up Special Aerial:, Technical data []. After grabbing the ledge, a perfect ledgedash (achieving maximum GALINT) requires the player to let go of the ledge using the Control Stick or C-Stick at frame 9 (the earliest frame possible), and instantly jump then air dodge diagonally into the stage; the 37 frames of ledge intangibility will continue to protect the user once they are back onstage., 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.