M(0)=M(1)=1. It mainly focuses on ranking each character’s options such as frames of … 6) Falco - 115 frames, or 1.9166666 seconds. In all the series' games so far, one frame is 1/60th of a second, meaning the game runs at 60 frames per second. In general character archetypes, Pikachu generally stands as a small fighter with good speed; Pikachu has medium falling speed, very good dashing speed (fourth highest in the game), high traction and below average air speed. Melee Framedata. Dr. Mario Mario Luigi Bowser Peach Yoshi D.K. This information can be used to push the very edges of a character and push them to max potental. Doctor Mario Melee Chaingrab Guide - … Its average falling speed and high traction gives it a short wavedash; average falling speed, however, also gives Pikachu decent SHFFL potential. 9% damage Back throw- Mario spins around three times and throws his opponent backward. He is extremely balanced. Ends on frame 45. Active Frames 5-14. Out of Shield, Down B, Air — 6 frames. 2) Mario - 180 frames, or 3 seconds. Captain Falcon Ganondorf Falco Fox Ness Ice Climbers Kirby Samus Zelda Link Young Link Pichu Pikachu Jigglypuff Mewtwo G&W Marth Roy Melee Frame Data … 3. Default Keyboard Controls ^ Keyboard Controls. 1) Young Link - 200 frames, or 3.33333 seconds. Up smashes and up specials suffer no penalties from being used after shielding an attack. Great mobility on both ground and air, notably having the 9th highest air speed in the game. 2-3% Forward throw- Mario spins around once, and throws his opponent forward, with decent knockback. The 1st set claims that Kirby's Nair has 1 frame startup. 4-5) Mewtwo / Roy - 120 frames, or 2 seconds. 6. Here's the list, from longest to slowest (not that it really matters how long a taunt is). These files are stored in the .ssf format, a compressed form of the .swf format, and each is labeled with a unique numerical ID. Doc's neutral air starts out larger than mario's, both feet have a hitbox of size 800. Mac. 16.0 / 12.0 % Base Damage. Out of Shield, Down Air or Up Smash — 8 frames. Factor Xa Inhibitor Reversal Mario's neutral air starts out smaller than doc's. Due to its small size, Pikachu is also rather resistant to shield st… The frame of animation on a smash attack that gets repeated when you charge the move. Click on the display to unfreeze/freeze the trajectory pointer. A frame is the primary unit of time in the Super Smash Bros. series. Select an attack on the left panel. Ultimate. One of Mario's strengths is his rather good combo ability. About; Faculty; Journal Club. As a character, Mario falls under the archetype of being of an all-rounder character, with no particularly strong or weak traits; indeed, in terms of weight, falling speed, air speed, size, and dashspeed, Mario tends to fall in the middle of these attributes. In fact Mario’s biggest disadvantage is his lack of any major advantage. Attack Total frames Hit frames Shield stun Shield hitlag Advantage IASA Charge frame Other details F Smash: 47: 15-18: 16: 7-14/-11: 40: 8: U Smash: 44: 13-22: Regular: 16 Many people say Mario isn’t too great, because he is just too balanced in every stat. Good variety of … Pummel- A Clutch Headbutt: Mario headbutts his grabbed opponent. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. Mario is an Italian plumber from the Mushroom Kingdom. Every frame, the game reads controller input, performs calculations, and renders an image on the screen. Notes - front hit frames 5-6, back hit frames 14-15. weak hit is the second frame of each, 17% for front hit 13% for back. Remappable from the ingame menu Options > Keyboard Controls. Mario's neutral air lasts from frames 3-32. Has an incredibly low learning curve, and is easy to pick up. Out of Shield, Neutral Air — 7 frames. 48 Currently Super Sheet lowers his grvarity during active frames but doesnt have a set vertical boost. He doesn’t excel in anything, but he doesn’t have any major disadvantages. 12% damage 4. hits with less than 3 seconds interval inbetween, and provides you a damage multiplier based on those hits according to the following formula: M(h) = floor ( 2 * log9 ( h * 27/5 ) ) / 2 - defined for h greater than or equal to 2. Has no big flaws or crippling weaknesses. Doc's neutral air lasts from frames 3-31. Both feet have hitboxes of size 700 to start. Shield Grab (Grab, post-Shieldstun) — 10 frames. Surprisingly high knockback, can hit enemies mid swing. Notes - front (strong) hit frames 5-6, weak (back) hit frame 14 with 7 frames shield stun, can also do 10% damage. Fox/Frame Data. This attack is almost the same as Mario's Cape attack - the differences are that Super Sheet is longer and does slightly more damage than the Cape (up to 12% rather than 10%); but has less lag and moves Dr. Mario up only once, making it less useful for recoveries. DAT is a form of files used by many applications to store data. This means it can actually stall him very slightly when used during the start of a jump. Shield Drop — 11 frames (universal) Jump Squat (pre-Jump frames) — 3 … Fox; Frame Data; Overview; Moveset; Frame Data; Attack Damage Base knockback Knockback scaling Knockback angle Startup Active Recover Landing lag Auto cancel Notes Jab 1: 2-4: 0: 100: 70: 1: 2: 12--Jab 2: 4: 0: 100: 70: 2: 2: 14--can do frames 3 - 31 of jab 1 Rapid Jab: 5 frames: Air Acceleration: 0.07: Soft Landing Lag: 2 frames: Gravity: 0.08715: Hard Landing … 3) Bowser - 140 frames, or 2.33333 seconds. The "Melee" in his name is actually a reference to the original Melee Mario mod made by xArtix32. From Liquipedia Smash Wiki. Notes - 12 hitboxes, first 5% damage, then ten 1% damage, then a final 3% damage hitbox. Windows. MayFlash 2-Port. Empowering stroke prevention. 5. Shield Stun 10 Frames. Autocancels on <2 36>. Shield Stun 9 Frames. Balanced on most attributes. 37 Total Frames. Super Sheet is a move used by Dr. Mario in Super Smash Bros. Melee. This is called a characters frame data. Notes - 9 hitboxes, first does 2%, next seven do 1%, last one is the strong hit. Attacks Hitbox Active FAF Base Dmg. 2. An amazing compilation of frame data gathered without using any kind of special tools or AR. Notes - weak hit can also do 10% damage, has 6 frames shield stun, Notes - front (strong) hit frames 5-6, weak (back) hit frame 14 with 7 frames shield stun, can also do 10% damage, Notes - weak hit frames 7-32 with 5 frames shield stun, Notes - 8 hits each dealing 2% damage (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32). Notes - front hit frames 5-6, back hit frames 14-15. weak hit is the second frame of each, 17% for front hit 13% for back, Notes - Move active in frame windows 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32, Notes - not a typo, pill last for 75 frames, but endlag ends at frame 43, Notes - may start fast falling at frame 10, Notes - Strong hitbox (and invincible_ frame 3, followed bt 6 hitboxes 2% damage each, and one final hitbox of 3% damage, Notes - Cancel info listed here (also applies for grounded up-b): https://smashboards.com/threads/up-b-cancel-frame-and-hitbox-data-complete-with-gifs-and-now-oos-data.378468/, Notes - 6 hits, one 3%, three 2%, another 3%, then one last 4% hit. @Watchdogg This Doc is more our own interpretation of him. The current melee combo system counts your current number of consecutive melee hits, i.e. I made this video as an easy way for players to find information on characters' hitbox/hurtboxes and frame data. Based on this, would it be better to assume that the 2nd set of frame data … 37 Total Frames. 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. Currently Ice Climbers are missing completely (since them being two characters introduces a couple of complications) and only Marth and Samus … Fall Speed / Fast Fall Speed — 2.1 / 3.36. Mario Frame Data Smash Boards the home of the Melee Communitity for so long has a list comprised of every characters moveset in Super Smash Bros. Melee broken down frame by frame. 18.0 / 15.0 % Base Damage. Mobile-friendly Frame Data for Mario in Super Smash Bros. 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.. Super Smash Flash 2 in particular has made use of DAT files since v0.8a of the demo; prior to this, most of this data would be contained within the application itself. Browser version. Ends on frame 45. You should be aware of the frame data for a character's aerials, up smash, up special, and grab. While not having an extremely high air or falling speed, Mario can easily and efficiently combo most other characters in the air; Mario ha… Mobile-friendly Frame Data for Bowser Jr. in Super Smash Bros. Bowser, is a character in Super Smash Bros. Melee and is available from the start. Autocancels on <2 36>. For Super Smash Bros. Melee on the GameCube, a GameFAQs message board topic titled "Frame data question". 1. Linux. Download Melee Light. A moveset that can adapt him to any situation. 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