What? I'm responding to the guy saying he can reaction tipper fsmash something like a 7 frame window. No he can't. The pivoting in the game can't be done that precisely that quickly. Rolls are extremely safe against characters without a hitbox that stays out for a while.
And this is the second time but you're not rolling into a character who has no projectiles lol. And what stage control does Marth have in a game where most of the cast can hit him with a projectile from across the map in the first place?
And give it up guys lol we all saw KTAR right? Half the game was rolling around as Diddy trying to bait the other character into getting grabbed.
Rolls are more like an 11-15 frame window
A roll in Smash 4 has less vulnerable frames than a wavedash does in Melee (which is 10).
Try again.
Nice edit, but "fighting game concepts" loses to "welp here's frame data".
I'll quote Shaya.
Just done a little bit of testing on several characters.
The average roll is 30 frames.
The cool down of every roll I've seen is 10 frames. In other words, for 10 frames they're completely vulnerable.
All rolls have 4 frame start ups it looks like, and otherwise shielding is 2 frames in this game instead of 1.
So for every roll you see, there will be 13 frames of vulnerability between another roll, or 11 between a roll into shield.
Rolls are on average 1 frame less cool down than in Brawl
Rolls are on average 1 frame more invincibility than in Brawl.
Now these comparisons are against the best rolls in Brawl. Half the cast were shafted with rolls in Brawl, having much larger cool downs and vulnerability than the other half. Most rolls seem homogenised a bit to NOT BE SO HORRENDOUS ON OVER HALF THE CAST.
Spot dodges and shield frames have been nerfed across the board, with 7 frames of invincibility cool down for nearly everyone it seems. Some characters used to only have TWO.
Shields must be held for 10 frames, up from 7.
tl;dr The best rolls in Brawl are now available to everyone, while every other defensive option has been [seemingly] universally nerfed
Lets take Shaya's data as accurate.
10 Frame CD, 4 Frame start up.
You have a 14 frame window between rolls, and rolls are 30 frames.
If you subtract 4 frames from startup and 10 frames frames from the end, it's 16 frames of invulnerability on a roll, if I interpret this correctly. So unless they shield (1-2 frames) If you have even a 20 Frame reaction time. Then you still have 11-14 Frames (depending on their next defensive action) to counter.
Given that Shielding is stopped by grabs, if you turn-around grab, or have a fast attack (like a jab and many dtilts).
You'll punish the roll reliably.
However this isn't taking into consideration what else they may do out of a roll.
If their attack out of their roll is 14 frames, they had 10 frames of Cooldown, then you really have 24 frames of which you could do something, and had 20 frames before that to react.
While I think rolls are a tad goofy, It's a mistake to think Marth (and other characters in general) don't have options to fit within 11-24+ frames given a 20 frame buffer.
Basically what character can't land a grab from neutral given that window of opportunity on reaction?
Edit: Snap Thinkaman says reaction should really be between 15 and 10. And here I am using 20 frame reaction as a base.