Sometimes, with projectile moves, this number will be lower than the active end. Ultimate support is now available for testing! 388k members in the SmashBrosUltimate community. The approximate formula for frames of shieldstun in Brawl is d * 0.375 rounded down (shield damage dealt by the move is not factored into this formula). But with Smash Stick, he moves left or right for 4 frames, yet the direction with Up or Down on the Smash Stick lasts longer than 4 frames, as Lucario adjusts his angle for more than just 4 frames … For most of my frame data, I used Lucario's Extreme Speed (UpB) at max aura in the air, and held C-stick in a direction and you'll watch how Lucario moves towards that direction for 3 frames with Tilt Stick. Out of Shield, Up Smash or Down B (Air) — 10 frames. Smash ultimates frame data is almost as close to melees frame data with l cancelling. Ultimate is armed with a frame-by-frame function in the training mode and replays, checking the frame data on the … For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet. Info/Resource. But Smash Stick has some weird jank too... For most of my frame data, I used Lucario's Extreme Speed (UpB) at max aura in the air, and held C-stick in a direction and you'll watch how Lucario moves towards that direction for 3 frames with Tilt Stick. While I'm convinced shieldstun is overall less than in Smash 4, that Ike N-air example I found earlier supports my other theory that shieldstun simply doesn't work in that demo build and you can jump out of it. In smash 4 he goes half the distance during a dash as he does in smash ultimate, this allows him to move double the speed he normally goes even though his run and walk speed are exactly the same. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit, with a ping sound being heard. Most other data, as well as character GIFs, were taken from this SmashBoards post from Stratocaster. Meaning you have to press Jump 1-3 frames before Tilt Stick to get the desired short hop aerial your want. 2. Grab is relatively straight forward. Ultimate Edition Pro Controller - Switch, a Nintendo Switch Super Smash Bros. This attack is nearly infamously known for having high knockback, zero startup lag (as it hits on frame 1), very small range, and a long vulnerability period. Complete one of the following: 1. And Attack will not be let go until C-Stick is released or a Smash Attack is performed and release, in which case Attack is now free, and holding C-Stick any longer has zero function, since it inputs nothing. Part of the on-going Stratocaster's Hitbox Project Credits: Frame data: SuperDoodleMan Image compiling: Stratocaster Image Editing: X1-12 All gifs are at 1/3 game speed, all aerials are while falling, and therefore the hitboxes stretch up. And the fact that Short Hop Aerials are based on what direction you pressing on frame 4, you can't do Short Hop Aerials with Tilt Stick unless you press Jump 1-3 frames earlier, or with Smash Stick unless you press Jump 1-4 frames earlier. And this also explains why if you do a command input (Ryu, Ken, Terry) and press Grab, you always get the Light Variant of the move, since the reads you as pressing Attack for 1 frame, which gives you the Light variant of their command input moves. Arrows travel for 46 frames after being fired. Although Super Smash Bros. Play VS. matches, with Jigglypuff being the 15th character to be unlocked. Reaches full charge on frame 52. Pressing Tilt Stick at angle θ for χ frames is the same as pressing medium walking speed at angle θ on your movement stick for 3 frames and Attack for χ frames.
2020 smash ultimate frame data explained