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Nice find. I’ve added it to the table. Don’t think it’ll be too useful considering how ledgedash yields 4 gaint and is both easier and more variable, though.@ Kadano found an aerial interrupt with marth.
gives +3 gaint.
FF for 3 frames
jump for 19 frames
then dair
agreed. although i still have hope that there's a faster AI (something involving holding away / not FFing on the first frame). also did you add the pikachu one?Nice find. I’ve added it to the table. Don’t think it’ll be too useful considering how ledgedash yields 4 gaint and is both easier and more variable, though.
your eyesWhere can i find the ledge attack frame data?
Kadano, how is this optimal ledgedash achieved/what are the inputs? And are you aware of marth players incorporating it at all in their play already?Nice find. I’ve added it to the table. Don’t think it’ll be too useful considering how ledgedash yields 4 gaint and is both easier and more variable, though.
It’s pretty straight-forward. Drop, jump forward, waveland. Sure, but it’s one of the worst ledgedashes, so it’s nowhere near as useful as Fox’ or Dr. Mario’s ledgedash.Kadano, how is this optimal ledgedash achieved/what are the inputs? And are you aware of marth players incorporating it at all in their play already?
Marth can’t do horizontal airdodge ledgedashes like Ganondorf. You need to hold at least slightly (197° / 343°) downward. The earliest frame you can input your airdodge on is JumpAerialF 13.So to get the 4 frames of invincibility, would I need to be frame perfect? As in, drop on frame on frame 8, DJ on frame 9, and ledgedash purely horizontally ASAP? Do you know if the angle of the ledgedash differ on different stages? Also regarding the direction of the double jump, it seems that jumping forward and jumping straight up don't make the input for the perfect waveland any faster.
Yeah, in terms of closing up to an opponent as quickly as possible, dash grab is no worse than JC grab. It’s sometimes useful when chaingrabbing spacies that DI away from a platform; JC shine might make you slide off during kneebend, this can’t happen with dash grab.Just looking to confirm a theory. Since Marth's dash grab has that lunge animation that makes the grab come out at the 10th frame, would dashing and then doing a JC grab not only make the grab come out 3 frames faster, but would it still have almost the same/the same range going forward? Not concerned about losing the grab range of the dash grab that is behind Marth, only in front.
What flag indicates this at all? I assume its in Master Hand tool.No, up special and up aerial do that as well.
https://www.youtube.com/watch?v=MOlQv-9S1zE&t=6m13sWhat flag indicates this at all? I assume its in Master Hand tool.
I though his grab range was longer lolPart of the on-going Stratocaster's Hitbox Project
Credits:
Frame data: SuperDoodleMan
Image compiling: Stratocaster
Image Editing + Uploading: X1-12
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: 27
Hit: 4-7
Window of the second slash: 3-27
Second slash starts: 20
IASA: 26
Jab 2
Total: 28
Hit: 5-9
IASA: 27
F-Tilt
Total: 35
Hit: 7-10
D-Tilt
Total: 49
Hit: 7-9
IASA: 20
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
Up-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
Up-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
Grab
Total: 30
Grab: 7-8
Dash 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 (1, Side)
Total: 29
Hit: 6-8
Window for attack 2: 9-26
Sword Dance (2, Neutral/Side/Down)
Total: 40
Hit: 14-16
Window for attack 3: 17-33
Sword Dance (2, Up)
Total: 40
Hit: 12-15
Window for attack 3: 17-32
Sword Dance (3, Side/Neutral)
Total: 46
Hit: 11-14
Window for attack 4: 16-37
Sword Dance (3, Up)
Total: 46
Hit: 13-17
Window for attack 4: 18-38
Sword Dance (3, Down)
Total: 46
Hit: 15-18
Window for attack 4: 19-35
Sword Dance (4, Side/Neutral)
Total: 50
Hit: 23-26
Sword Dance (4, Up)
Total: 50
Hit: 20-25
Sword Dance (4, Down)
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
Air Dodge
Invulnerable 4-29 out of 49
Spot-Dodge
invulnerable 2-18 out of 27
Roll Forward
invulnerable 4-19 out of 35
Roll Back
invulnerable 4-23 out of 35
2nd longest roll (thx M2K)
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
---------------------------------------------------------------------
Alright thats all for now, tell me what other moves you would like to see (techs, techrolls, missed techs, get-up attacks, etc) as well as what is good and what should be better about this (gif speed, other stuff...)
all of gifs are free for anyone to use as well as the images (to be uploaded and posted here soon)
part of a series for every character hopefully - Stratocaster's Hitbox Project
Marth's grab range is very long, it's just hard to tell from that capture alone. If you look at it frame by frame in game and move the camera around, you can see how long it is. One thing that is hard to notice without slower framerate is that the grab box is still there when Marth pulls his arm back toward his body, giving it a very large disjoint on the last few active frames. Also, given Marth's wide dash dance and ability to slide through wavedashes with his traction, the effective range of his grab becomes even more formidable.I though his grab range was longer lol
Where did you get these?
Two rules to remember that will answer these types of questions for you:for the auto cancel nair is it any frame in between 5 and 25 or is after the 25th frame?