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Marth's Frame Data

Emblem Lord

The Legendary Lord
Joined
Aug 11, 2005
Messages
9,720
Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
Any legitimate fighting game community should have a post that shows a character's frame data. So here it is, copied and pasted from SuperDoodleMan's website.

Slash 1

Total: 27
Hit: 4-7
Window of the second slash: 3-27
Second slash starts: 20
IASA: 26
-------------------------------------
Slash 2

Total: 28
Hit: 5-9
IASA: 27
-------------------------------------
F Tilt

Total: 35
Hit: 7-10
-------------------------------------
D Tilt

Total: 49
Hit: 7-9
IASA: 20 (CAN'T INTERRUPT W/ SHIELD)
-------------------------------------
U Tilt

Total: 39
Hit: 6-12
IASA: 32
-------------------------------------
Dash attack

Total: 49
Hit: 12-15
IASA: 40
-------------------------------------
F Smash

Total: 49
Hit: 10-13
Charge frame: 3
IASA: 48
-------------------------------------
U Smash

Total: 54
Hit: 13-16
Charge frame: 7
IASA: 46
-------------------------------------
D Smash

Total: 64
Hit: 5-7, 20-22
Charge frame: 3
IASA: 62
-------------------------------------
N-Air

Total: 49
Hit: 6-7, 15-21
Auto cancel: <5 25>
Landlag: 15
Lcanceled: 7
-------------------------------------
U-Air

Total: 45
Hit: 5-8
Auto cancel: <4 27>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air

Total: 39
Hit: 7-11
IASA: 35
Auto cancel: 32>
Landlag: 24
Lcanceled: 12
-------------------------------------
D-Air

Total: 59
Hit: 6-9
Auto cancel: <5 48>
Landlag: 32
Lcanceled: 16
-------------------------------------
F-Air

Total: 33
Hit: 4-7
IASA: 30
Auto cancel: 27>
Landlag: 15
Lcanceled: 7
-------------------------------------
Ledge stand <100%

Total: 32
Invulnerable: 1-30
-------------------------------------
Ledge stand 100%>

Total: 58
Invulnerable: 1-55
-------------------------------------
Ledge Roll <100%

Total: 48
Invulnerable: 1-38
-------------------------------------
Ledge Roll 100%>

Total: 78
Invulnerable: 1-56
-------------------------------------
Ledge attack <100%

Total: 54
Hit: 24-27
Invulnerable: 1-20
-------------------------------------
Ledge attack 100%>

Total: 68
Hit: 38-41
Invulnerable: 1-34
-------------------------------------
Ledge jump <100%

Total: 50
Invulnerable: 1-11
Soonest FF: 42
-------------------------------------
Ledge Jump 100%>

Total: 57
Invulnerable: 1-18
Soonest FF: 49
-------------------------------------
Get up from the ground

Total: 30
Invulnerable: 1-22
-------------------------------------
Roll from the ground

Total: 35
Invulnerable: 1-19
-------------------------------------
Standup attack A from facedown

Total: 49
Hit: 22-23, 27-28
Invulnerable: 1-28
-------------------------------------
Standup attack A from face up

Total: 49
Hit: 20-23, 30-31
Invulnerable: 1-31
-------------------------------------
Grab

Total: 30
Grab: 7-8
-------------------------------------
Running Grab

Total: 40
Grab: 10-11
-------------------------------------
Counter

Total: 59
Counters: 5-29

--when it counters--
Total: 46
Hit: 14-20 (or 1 frame later for real
strong moves)
Invincible 1-16
-------------------------------------
Sword Dance

note: consecutive attacks start right
away when pressed in the window

--F1--
Total: 29
Hit: 6-8
Window for attack 2: 9-26

--F2--
Total: 40
Hit: 14-16
Window for attack 3: 17-33

--U2--
Total: 40
Hit: 12-15
Window for attack 3: 17-32

--F3--
Total: 46
Hit: 11-14
Window for attack 4: 16-37

--U3--
Total: 46
Hit: 13-17
Window for attack 4: 18-38

--D3--
Total: 46
Hit: 15-18
Window for attack 4: 19-35

--F4--
Total: 50
Hit: 23-26

--U4--
Total: 50
Hit: 20-25

--D4--
Total: 60
Hit: 13-15, 19-21, 25-27, 31-33,
37-38
-------------------------------------
Shield Breaker

time to get to charging: 11 frames
Hit (from release of B): 5-10
Max charge time: 121 frames
-------------------------------------
Dolphin Slash

Total: 39
Hit: 5-10
Invulnerable: 5
Landfallspeciallag: 34
-------------------------------------
Taunt

Total: 93
WTF HE SAY???: 2
-------------------------------------

Jump: airborne on frame 5

Air time: 59
Earliest FF: 31
FF air time: 45

SH air time: 38
Earliest FF: 20
SH FF air time: 26

2nd jump earliest FF: 26
-------------------------------------

Air dodge
Invulnerable 4-29 out of 49

Ground dodge
invulnerable 2-18 out of 27

Roll
invulnerable 4-19 out of 35 (forward)
invulnerable 4-23 out of 35 (back)

landing lag: 4 frames

Dash becomes run at frame 16
Turn-jump Threshold: 31
run turnaround: 51


In my next post I will copy and paste the terminology of frames from his site.
 

Emblem Lord

The Legendary Lord
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ShinEmblemLord
3DS FC
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Advantage: -10

This combines shield stun, hit lag,
and the remaining duration of the
attack into a number. It shows how
fast you can act after finishing your
attack as opposed to your opponent
acting after the shield stun. For
aerial attacks, this shows as if you
hit with the attack the very frame
before landing. Shown here, your
opponent can act 10 frames before you
can, albeit from a shield.

NOTE: not all Advantage numbers are
100% accurate. If you hit with an
attack 1 frame later, you will gain
1 frame advantage, there's no telling
exactly which frame you'll hit on for
every attack. I've tried to show both
ends of the possibility spectrum for
attacks that have a large hit window.

ANOTHER NOTE: Sometimes there are
attacks that can be quickly be done
in succession (mostly rapid A ones),
which have a different advantage
than waiting for the move to finish
and do a totally different move. In
this case, the advantage number
shows how fast your followup attack
will have a hitbox out.
-------------------------------------
Air time: 59

Total time your character is in the
air from their first jump, assuming
no attacks.
-------------------------------------
Auto cancel: <10 30>

Landing during an air attack such
that your character goes into their
standard landing animation instead of
the animation for whatever attack
they were doing.

In this case, landi
-------------------------------------
Charge frame: 5

When charging a smash attack, this is
the frame during which your character
flashes in place. When you release A,
your character holds the pose for 1
additional frame. You can charge for
60 frames max.
-------------------------------------
Earliest FF: 30

If you press down on or after this
frame, you will fast fall. There is
a short window (3 frames) before this
during which you may begin holding
down, and you will fastfall on this
frame when it arrives. In this case,
you could hold down as early as frame
27.
-------------------------------------
FF air time: 46

The time your character will be in
the air with immediate fast falling.
-------------------------------------
Hit: 12, 14-16

Frames during which there's a hitbox.
The same hitbox can't hit the same
opponent more than once. For B moves,
I may describe the hitboxes.
-------------------------------------
IASA: 28

Interruptible As Soon As. You can
do an attack, jump, dash, turn,
crouch, or shield on the IASA frame.
You can interrupt with B moves on the
ground only.
-------------------------------------
Jump: airborne on frame X

This is the first frame you are truly
in the air, and you can begin attacks
on this frame. To short hop, you must
be holding jump for no longer than
X-2 frames.
-------------------------------------
Landfallspeciallag: 4

After most up Bs and some other Bs,
you fall flashing black and can't do
anything. This number shows the real
lag you get upon landing.
-------------------------------------
Landlag: 15

For A air attacks, this shows the lag
time of that attack if you land while
doing it. For B attacks, it shows the
lag you get if you land while doing
it, but only if it actually gives you
a landing animation, as opposed to
some B attacks that simply continue
the animation on the ground.
-------------------------------------
Lcanceled: 7

The lag time of an air attack when L
cancelled.
-------------------------------------
Ledge Thingies

For ledge jumps, the character
leaving the ledge and the
invincibility running out coincide.
For other ledge thingies, the
character uses the ledge for the
duration of the animation, unless it
is interrupted.
-------------------------------------
Run turnaround: 20

The time your character takes to turn
around while running. You can jump
out of this, but nothing else can
cancel it. It can vary, depending on
your momentum. The number given is
according to the character's maximum
running speed, and is assuming you
keep holding the stick in the
direction of the turn.
-------------------------------------
SAF: 30

Soonest Actionable Frame. The first
frame of any move during which you
can do anything else. Like IASA, only
also applicable to noninterruptible
moves. This might be replacing IASA.
-------------------------------------
Shield hit lag: 3

This is how many frames your attack
freezes in place while hitting your
opponent's shield (or them).
-------------------------------------
Shield Stun: 6

If your opponent shields this attack,
this is how many frames they are in
shield stun. The first frame of their
shield getting hit doesn't count,
because they could have jumped or
dodged or rolled on that frame, so
they can't really be said to be in
stun.
-------------------------------------
Total: 30

The total duration of the attack. If
the total is 30, you are stuck doing
that attack for 30 frames. Frame 1 is
the frame you pushed the button(s)
on that caused you to do the attack.
-------------------------------------
Turn-jump threshold: XX

When a character is running and they
turn around to dash in the other
direction, they can interrupt the
turning animation with a jump. The
turn-jump threshold frame is the
first frame of the turn in which the
character will be facing the way they
came.
 

bGoss

Smash Rookie
Joined
Mar 11, 2007
Messages
12
His quote is mina, miteite kure. (みんな、見ていてくれ)
 

Emblem Lord

The Legendary Lord
Joined
Aug 11, 2005
Messages
9,720
Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
I'm not. Don't insult me.

Those kinds of insults are completely uncalled for.

"Acting like M2K". I have no words for this kind of mud slinging.

lmao
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
Thanks for the frame data dude. Highly appreciated. And EL's trying to help us out by giving us this info...Appreciate it.
 

LaserBust

Smash Journeyman
Joined
May 21, 2007
Messages
308
Location
NewportNewZ,Va
Kool, good post. Its allways good to understand your character. Now I'll just be that more knowledgable with my Marth. All their is now is to remember this info. and put it into good use. Thx.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
I was wondering if someone could post the amount of Shield Stun that each of Marth's attacks cause. This is a topic about Marth's frame data, so I think it's an apropriate request here.
 

Emblem Lord

The Legendary Lord
Joined
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Messages
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Location
Scotch Plains, NJ
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ShinEmblemLord
3DS FC
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Switch FC
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Someone should really pm scotu.

This kind of stuff is really up his alley. Although anyone could do it with AR, I guess.
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
Alright. I busted out my AR, and here's what i got:

I found that it's impractical to really hit a shield w/ the non-tip part of the following move (or the not tip part has no effect on shield stun, i can't really tell).

Move: # of frames shielder is rendered unable to do anything
Fair: 13
Nair (2nd hit): 11
Dair: 15
Dtitlt: 15
side-b (first hit): 7
jab (swipe): 7

This should cover most issues. PM me if you really need something else done. Monetary donations are welcome... but i'll probably never see any of you in real life, and if i did, you wouldn't really pay me anyway. +rep is therefore accepted instead.
 

Emblem Lord

The Legendary Lord
Joined
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Messages
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Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
Can you do non tipped for fair and d-tilt?

I think those are two moves that lot of Marth's will often hit with the non-sweetspot.

I know I do.
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
Yeah, i'll try to aim for that next time, it's just really hard to hit a shield w/o hitting w/ the tip. I think the non-tip fair has 12 frames of shield stun, not sure though. And the dtilt is near impossible to hit a shield with the non-tip, cause the tip comes first. Like, while testing this stuff, i had the hitbox display on, and it was really hard (i couldn't within a few minutes) space a fair so that the tip didn't hit. And the dtilt looked impossible to have the non-tip hit.
 

Emblem Lord

The Legendary Lord
Joined
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Messages
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Location
Scotch Plains, NJ
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ShinEmblemLord
3DS FC
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Switch FC
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Fair would be easy I think. Just stand right next to them and do it and there you go. Non-tipped fair.

The thing about d-tilt is interesting. But When Marth actually hit's someone it's plain to see that sometimes it makes a stabbing sound and other times it makes a more blunt sound signifying that Marth is or is not hitting with the sweet spot of his sword.
 

SCOTU

Smash Hero
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Messages
6,636
Location
Northville, MI
yeah, but shields are big. I tried standing right against them, then shffling a fair, but the tip still hit first. The only thing i could think of maybe is if you stood next to them facing away. it's way easier to hit someone w/ a tipped fair or dtilt, than it is a shield (since shields are significantly larger when relatively full).

What i thought was a non tipped fair registered 12 frames of shield stun, while a definite tip yielded 13 frames. So i wasn't too sure if it was really a non-tip. if it was, then there's not really any difference. I'll look at more stuff when i get home. But look at Seansons' hitbox system, and try to imagine a large circle not being hit by the tip of a fair.
 

Randizzle

Smash Ace
Joined
Aug 9, 2004
Messages
744
Location
Ann Arbor, Michigan
even if the tip also hits first when you're performing the fair right next to him, i'm pretty sure that the stun is different from the spaced fair. for all purposes, i think we can consider what you're describing as a non-tip fair. same goes with dtilt. Because even if the tip makes contact first, there's clearly a differernce between a dtilt right in front and a tipper spaced dtilt.

btw, i have a few things AR things i'd like you to try out when you get home. i'll IM you later. and no, i'm not giving you any money for this... but i'll give you some falcon dittos XD
 

Emblem Lord

The Legendary Lord
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Messages
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Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
I think the shield stun is defintely different for tipped and non tipped moves, but maybe I'm arong. It would be interesting to find that all of Marth's attack are tipped when they hit the shield.

Please experiment a little bit more you guys. I really appreciate what you are doing.
 

uremog

Smash Ace
Joined
May 2, 2005
Messages
665
Location
Hawaii
heh, now that i think of it, i'm actually amazed this wasn't on here before. good job.
 

thebluedeath1000

Smash Champion
Joined
Aug 14, 2006
Messages
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Location
N.C, Bladenboro
Thanks alot scotu and randizzle.

Sidenote: Emblem lord, look! my guideline board dropped to the second page and for this, we had a topic made asking about double fairs...the horror...
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
OK. I investigated a bit farther:

Move: # of frames shielder is rendered unable to do anything, Hit stun on marth
Fair: 13 (no tip 12), 7
Nair (2nd hit): 11, 3
Dair: 15
Uair: 13: 7
Dtitlt: 12 (no tip 10), 7
side-b (first hit): 7
jab (swipe): 7
 

Emblem Lord

The Legendary Lord
Joined
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Messages
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Location
Scotch Plains, NJ
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ShinEmblemLord
3DS FC
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Switch FC
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Ok, can you elaborate on that data a little bit? Like I see data for a tip hit and non tip hit then what is the third piece of data?

Like the d-tilt for instance. Explain all the data for it so I know for sure what's going on.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
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Location
Orlando Florida
I guess that third data is Marth's lag. I'm guessing that 3 frames of lag on the nair is the auto cancelled version. Doesn't the nair have a non-sweetspot area at the hilt? I think that it would be easier for you to get the non sweetspot versions of the nair, uair, and dair if you just make sure Marth's body is overlapping the opponent's shield when you attack.
 

Emblem Lord

The Legendary Lord
Joined
Aug 11, 2005
Messages
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Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
Yeah, I was actually thinking of that as soon as I wrote my post. I was going to edit it, but then smashboards went all ****** last night and I couldn't.
 

FrostByte

Smash Lord
Joined
Nov 15, 2006
Messages
1,075
Location
London, England
Hmm, Marth's counter comes out on frame 5. What is that in comparison to say, Fox or Falco's Shine? I never considered using a jc counter out of shield on agressive opponents since I use Shine out of shield with spacies.
 
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