Melee frame data. SmashWiki needs help adding these new parameters to ...

Head invulnerable frames 1-9. Charge frame 2. Legs invulnerable

It was DMoogle who gave me the data, and ant-d who produced it. I have no clue as to which is correct. The 1st set claims that Kirby's Nair has 1 frame startup. The 2nd set claims that Kirby's Nair has 4 frame startup whilst Mario's Tornado, Luigi's Tornado, Fox' Shine and Jigglypuff's Rest all have 1 frame startup.In addition to the Melee frame and the ENVE wheels, the team will also run ENVE bars. Riders will choose the one-piece or two-piece ENVE SES Aero Road bar and SES AR bar. ... None of the "supposed" data was actually released and the real reason they most likely went with ENVE is the same exact reason other sponsored teams go with particular ...This is a guide to using Ganondorf in Super Smash Bros. Ultimate. Ganondorf's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Ganondorf's matchups, counters, and tier list placement can all be found here. List of Contents. Tier and Overview. Matchup Chart.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.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, …Luigi (ルイージ, Luigi) is an unlockable character in Super Smash Bros. Melee.Luigi is markedly similar to Mario, though his moveset and attributes (such as traction and aerial mobility) are different in many ways, making him a semi-clone.. As in Super Smash Bros., Charles Martinet portrayal of Mario from Super Mario 64 were re-purposed for Luigi's appearance in Melee, and are once again ...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 9.11. During Solid Puncher: PP (chargeless) or P (after Sonic Boom) **. 600 (1000) High. For the chargeless PP version, there is no difference in travel speed based on punch used. For the P followup to Sonic Boom, the travel speed does change based on the punch used. Overdrive Sonic Boom followup does 1000 damage. +2.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; Aerial Attacks ; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab 1 7 23 -- Transitions to Jab 2 as early …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)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 ...A spot dodge (その場回避, on-the-spot dodge) or spotdodge, also called a sidestep, officially known as a sidestep dodge in Super Smash Bros. Melee and Super Smash Bros. Brawl, and as an on-the-spot dodge in Super Smash Bros. Ultimate, named EscapeN by Melee's debug menu, and Brawl and Super Smash Bros. 4's internal character files, is a maneuver that renders the character intangible for a ...Brawl frame data spreadsheet. Brawl. Brawl might be a 12 year old game and one of the least popular games in the competitive Smash community however, one thing which I found underwhelming as someone who started playing the game after the release of Smash 4 was that it was very difficult to find a simple and accurate frame data resource.Total frames: 19. Hit frames: 2-3. IASA: 16. Window of the second jab: 3-25. Second jab starts: 10 (or later) Shield Advantage: -10. Shield Advantage with Double Slap: -6. Damage: 3% Does not stale Jab …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 ...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...An R tutorial on the concept of data frames in R. Using a build-in data set sample as example, discuss the topics of data frame columns and rows. Explain how to retrieve a data frame cell value with the square bracket operator. Plus a tips on how to take preview of a data frame.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.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 ...For Super Smash Bros. Melee on the GameCube, a GameFAQs message board topic titled "List of frames for wavedashing with each character?".So much has changed about the way we take pictures these days that it makes sense that the way we display them has also changed. Instead of having them printed and framed, you can ...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.In Brawl, the formula for shieldstun frames is , rounded down. As a result, shieldstun is even more drastically reduced than in Melee, with attacks that deal less than 2.9% damage inflicting no shieldstun at all. Combined with the lowered time to drop shield (taking 7 frames instead of 15), this puts attackers in a much more vulnerable position ...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.Jab 1: Jab 2: Jab 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Normal Attacks. In February 27, 2024 patch: arm hurtbox increased on frames 2-6 but decreased on frames 7-8. 20% damage scaling to followup combo hits.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.Apr 7, 2010 · Autocancels on frame 1-3 and 40 onward. Final hitbox has an inner and outer circle as of 7.0.0 -- inner circle only hits aerial opponents, outer circle only hits grounded opponents. Arm invinicibility on frame 7-10. Autocancels on frame 1-2 and 35 onward.Mobile-friendly Frame Data for Young Link in Super Smash Bros. Ultimate. Mobile-friendly Frame Data for Young Link in Super Smash Bros. Ultimate. young link ... Bomb explosion hits on frame 1/3/5/7. After pulling, lasts 196 frames and explodes on frame 197. -- -- -- -- -- ** -- Grabs / Throws Grab 12 51 -- -- -- 12—18 33. Dash Grab 14 60 ...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 framesMelee; 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;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.Super Smash Bros. Melee. Melee Character Discussion. Peach. Data Peach Hitboxes and Frame Data Thread (REMASTERED) Thread starter Quetzalcoatl; Start date Dec 15, 2015 ... - Added frame data for Jump Squat, No Impact Land, Regular Land and Air Dodge Land - Added frame data for Dash, Smash Turn, Tilt Turn and Running Turn ...The Mii Brawler (Mii格闘タイプ, Mii Hand-to-Hand Fighting Type) is a playable character in Super Smash Bros. Ultimate.He was confirmed as a playable character on June 12th, 2018 along with the other Mii Fighter types, the Swordfighter, and the Gunner.Mii Brawler is classified as Fighter #51.. As with the other Mii Fighter types, …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 ...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.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.It is very similar to the actual Melee Ness' frame data, however as there are some unique or changed moves, I felt it necessary to create a new one, for P:M specifically. How to read this thread: . Total: Total amount of frames the animation takes. (additional information will be noted) Hit/Grab: On which frames the attack hits/Grabs an ...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 ...The explanation was that the grab button is actually a macro for shield + attack, but the shield was getting delayed by the pivot so the attack would come through. Curious about this, I loaded up training and tried hitting shield and attack on the same frame. This resulted in a frame 6 grab, when I thought it'd be 10.In this case, Giant Punch's power will increase by a given amount every 6.67 Frames. The charge duration lasts 110 Frames as of 6.0.0, and overall it will increase in power by 18% [1]. This means it will deal 28% maximum. As usual, an uncharged Giant Punch is more powerful than a maximum charged one.Jab 1: Jab 2: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack: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 …I was inspired by SSBB_Firefly's Yoshi Frame Data post on Twitter To give a shot at it myself for Melee Marth. It was actually a lot more work than I expected, but I think it turned out pretty good for a first draft. Here's the graphic itself! I'd love to hear feedback for if/when I attempt more of the Melee cast.Does anyone have a comprehensive list of short hop frame data times (ie, latest frame you can be holding jump for a short up) and jump squat times (ie. earliest frame where your character is off the ground and you can actually wavedash). My reasoning behind this is that learning to short hop with characters with really tight windows will help ...Stage 1: Can dash from frame 26 of entering charge or immediately after a successful hit. Stage 2: Focus armor begins on frame 1 and lasts until the 11 frames of the punch. Stage 3: This stage is unblockable. Damage-bsed armor notes: Armor starts at 16.8% and ends at 33.6% in Stage 3, going up 0.289% per frame held. 12.0, 10.0, 17.0.min stony time: 17 frames (b on 18) lag upon release or end: 31-----Taunt Total: 60 iiiIIIIIIIIiiiii!: 1-----jump airborne on frame 4 Air time: 51 Earliest FF: 27 FF air time: 38 SH air time: 38 Earliest FF: 21 SH FF air time: 27 Midair jumps are at least 28 frames apart i.e. if you press and hold Y on frame 1, you will do another jump on frame 29.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 ...Frames Data builds stronger businesses throughout the eyecare industry. Our services help improve communication between buyers and sellers of eyecare products, strengthening relationships and contributing to a growing, successful marketplace. Frames Data provides standardized product information and imagery that power dozens of software ...Explanation of basic frame data interactions in fighting games. Covers start up, active, recovery, block stun,. hit stun, counter hit and frame advantage/dis...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, …About This Site: Created by Carson Tucker. This site was made for players to have a complete compilation of frame data for Super Smash Bros. Melee. Currently, this website is not designed for mobile use; a mobile design may come in the future. Most of the frame data was retreived from "Stratocaster's Hitbox System on Smashboards," and Mitchell ...Using metal studs for framing costs less than wood studs, according to Cost Owl. Metal stud framing prices reduce house-building costs by about three percent when compared to the c...42 (Uncharged)-84 (Charged) Active Hitbox: 25 Frames Total After Release. Total Frames: 45. Active Hitbox: 27-168. Total Frames: 39.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 ...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.Mobile-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. 6.0/8.0/15.0Fire 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.*.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.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 …Details. A data frame is a list of variables of the same number of rows with unique row names, given class "data.frame". If no variables are included, the row names determine the number of rows. The column names should be non-empty, and attempts to use empty names will have unsupported results. Duplicate column names are allowed, but you need ...Melee; Glossary; Pichu's Frame Data [1.1.0] Statistic Value/Rank Statistic Value/Rank; Weight: 62: Max Jumps: 2: Run Speed: 1.892: Wall Jump: Yes: Walk Speed ... 0.14: Hard Landing Lag: 3: SH Air Time: 31 frames: FH Air Time: 45 frames: Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB KBG; Jab 1: 2-3: ...Jab 1: Jab 2: Jab 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack: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 totalJul 5, 2011. #1. 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. Punch 1. Total: 15. Hit: 2-3.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.Jab 1: Jab 2: Rapid Jab: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:Mobile-friendly Frame Data for Ganondorf in Super Smash Bros. Ultimate. ... Super armor on frame 11-67 (reversed version has super armor 21-75). 30.0/37.0Select an attack on the left panel. Click on the display to unfreeze/freeze the trajectory pointer.Each stage of construction becomes available for manual launch in order 15-19 (Stage 1), 20-27 (Stage 2), 28-37 (Stage 3), 38-44 (Stage 4 shieldless), 45-49, (Stage 4), 50-120 (Stage 5). Manual release lag is 39 frames. Once full charge is reached, Zelda can act as early as frame 67. Any attack/special input initiated on frame 66 results in a ...min stony time: 17 frames (b on 18) lag upon release or end: 31-----Taunt Total: 60 iiiIIIIIIIIiiiii!: 1-----jump airborne on frame 4 Air time: 51 Earliest FF: 27 FF air time: 38 SH air time: 38 Earliest FF: 21 SH FF air time: 27 Midair jumps are at least 28 frames apart i.e. if you press and hold Y on frame 1, you will do another jump on frame 29.SDM's Frame Data. Yes. Here they are. You may request data I don't have yet, or ask for clarifications or whatever. If any of these doesn't work, please let me know right away. Move spreadsheets. 11.6.05 Terminology for frames Frames - Dash Attack Frames - Neutral Aerial Frames - Up Aerial Frames - Back Aerial Frames - Down Aerial Frames ...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 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.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 ...Here's is the taunt frame data for Melee, brought to you by Mew2king: Taunt Total Time - measures how long each characters taunt is in frames. For example, if a taunt has a time of 100 frames, then it means that it lasts for 1 2/3 or 1.66666..... seconds and you can block or attack on the 101st frame, since that's the frame after the last frame ...Super Smash Bros. Melee Character Data. P1. MELEE VS Character Frame Data! InfomeleeFrameDataExtractor is a program that utilizes meleeDat2Json, which dumps Super Smash Bros. Melee character files to JSON. The subactions/scrips that belong to …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 …Neutral Air: Forward Air: Back Air: Down Air: Up Air: Total Frames: 49: Active Hitbox: 6-23: IASA: 46: Landing Lag: Total Frames: 59: Active Hitbox: 19-22: IASA: 55 ...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 ...Here's is the taunt frame data for Melee, brought to you by Mew2king: Taunt Total Time - measures how long each characters taunt is in frames. For example, if a taunt has a time of 100 frames, then it means that it lasts for 1 2/3 or 1.66666..... seconds and you can block or attack on the 101st frame, since that's the frame after the last frame ...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 ...Frame rate is measured in frames per second, ie. the number of frames of animation that are displayed in a second. Movies and television usually run at one of three standard frame rates: 24 frames per second, 25 frames per second or 30 frames per second. Most modern fighting games run at 60 frames per second. This means that in a fighting game ...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...Luigi ranks at 12th on the 2021 Melee tier list, right at the top of B- tier, placing him in the dead center. Luigi is notable for having a very long wavedash due to his low traction. ... Advanced Frame Data. This table shows the frame data for all of Luigi's non-special moves. Including shield advantage at different timings and cancels. Shield ...Neutral Special: Neutral Special Charged: Forward Special: Down Special: Up Special: Up Special Aerial:Welcome to frames.gg. This web-site was created to help you learn about the moves of each Tekken character and serve as a reference for reviewing each moves’ properties as you improve your skills. Characters. Individual character pages feature more information, such as punisher moves and useful moves to useNormal 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.Super Smash Bros. Melee. Melee Discussion. Out of Shield Options frame data. Thread starter Wiseman. Start date Dec 25, 2010; Wiseman. Smash Rookie. Joined Dec 11, 2010 ... Now we need a thread with frame data for shield hitstun for moves . Jekyll Smash Ace. Joined Aug 3, 2005 Messages 997 Location Redwood City, CA. Nov 30, 2015. System Data Glossary Defense: The amount of damage that c49. Let df = data frame, sp = spatial polygon object and 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)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 ... Luigi - Kurogane Hammer. Luigi's Frame Data [1.1.6] Statistic. V 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. This is a guide to using Falco in Super Smash Bros. Ultimate. Falco&...

Continue Reading