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Marth Frame Data - WIP

Zankoku

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Just getting some numbers while I work. I'll do more when I feel like it.

Here's how the format looks:
Name
ACTION: when something useful happens
HIT: hitframes
END: when the animation ends <IASA frames> {autocancel frames}
LAND: Aerial landing lag. You get this animation if you land from an aerial before its autocancel frames or before it ends.

Shield
ACTION: 2

Roll Forward
INVULNERABLE: 9-19
END: 36

Roll Backward
INVULNERABLE: 9-24
END: 35

Spot-Dodge/Sidestep
INVULNERABLE: 6-21
END: 24

Unshield
END: 7

Jump
ACTION: 5 (airborne on frame 6)
To do a shorthop, simply release the jump input before frame 6.
For comparison, Melee Marth's jump was 4 frames, airborne on frame 5.

Hard Landing
END: 28 <4>

Soft Landing
END: 16 <2>

Air-Dodge
INVULNERABLE: 9-30
END: 44
Keep in mind that landing will immediately end your invulnerability. You'll also most likely get a hard landing, meaning you'll be completely vulnerable for 4 frames when landing from an air-dodge.

Jab
HIT: 4
END: 35 <27>

Second Jab
ACTION: 21
HIT: 25
END: 54 <47>

Forward Tilt
HIT: 7
END: 39 <35>

Up Tilt
HIT: 6
END: 39

Down Tilt
HIT: 7
END: 47 <21>

Forward Smash
HIT: 10
END: 49

Up Smash
HIT: 12
END: 54 <49>

Down Smash
HIT: 6, 21
END: 64
 

BarDulL

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Nice work. Just curious, but what are you using to find this data? Is your Wii un-updated so that you can use an action replay, or something?
 

Zankoku

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I'm playing the game in training mode and pinpointing the frames with my eyes because I have frame-vision.
 

VietGeek

Smash Hero
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Mar 19, 2008
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8,133
Nice. This should be very useful. But yeah...

what Emblem Lord said.

<3? >_>

Ah, and what dictates whether you'll do a soft or hard landing. I remember you said we'll get a hard landing from using Dolphin Slash period, unless if it's from a ledge and you recover onto the stage via a grounded method, and now the airdodge...

anything else?
 

YagamiLight

Smash Champion
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Very nice and useful! Do grabs frames differ from character to character? If so, know his dash and regular grab would be quite useful as well!

How did you pinpoint these, Framevision aside?
 

Ulevo

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I'm playing the game in training mode and pinpointing the frames with my eyes because I have frame-vision.
Ankoku won his own thread hands down. I would also love to quote this (the frame data, I mean) and put it in my thread if you took the time to do his specials too. I'll give you an oreo.
 

Magus420

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The flashing actually doesn't work for seeing invincibility in Brawl like it did in Melee because either there's some kind of set delay before they start to flash, or it flat out begins whenever they felt like programming it to start for that move. I got 9 for the flash on Dedede's roll as well, but I also had an attack pass right through him well before that. I also got 7 for everything that's generally known to be instant invincibility like grabbing the edge and ground getups, so if it's a set delay I'm guessing it's delayed by 6.
 

Zankoku

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Shiiiiit. Do they stop flashing when their invincibility is gone, at least? And by delayed by 6, do you mean roll invincibility starts on frame 3?

I'm gonna be out a lot today, so I'm not sure how much frame data I'll be gathering, but... yeah.
 

Magus420

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I don't know if it does and I also don't have a wii to recheck since I figured that out, so you'd need to take a look and see if it ends with the flashing. Yeah roll would be 3, but that's just a guess based off the fact it started 2 later from what should be on 1. The flashing could very well just be for show though and not be directly linked to the invincibility in a consistent manner at all.
 

Zankoku

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-_- gg Brawl.

All the more reason we need some form of debug menu to really verify things now.

EDIT: Dolphin Slash landing is a special kind of landing, not hard landing. Using Dolphin Slash to grab a ledge and then doing either a soft or hard landing will make you unable to use the IASA frames. I'm not sure of the exact guidelines, but basically falling from a fullhop distance at most will give you a soft landing, fastfalling will ALWAYS give you a hard landing, and falling from any distance greater than fullhop height will give you a hard landing.
 
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