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Marth Frame Data

Zankoku

Never Knows Best
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I made it because the formula is derived from common sense. >_>
 

ZHMT

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Dash grab and pivot grab should be added? unless they are just the exact same as normal grabbing
Range goes in this order...

Dash grab = Shortest and Laggier.

Standing grab = Good.

Pivot grab = Best.

I dont know the actual measurements, but they definitely arent the same.
 

IDK

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I was too lazy to read this before, but I just did. Amazing info. Thanks for the research.
 

Levitas

the moon
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Not really >>
It hardly has any impact. 3 frame difference in frame advantage between completely fresh and completely stale(that's using it 9 times). That's about how much we give for the best of the best human reaction time. Actually still less.
Besides, that has always been there. It doesn't change much >>
One frame can and does make a difference consistently. DDD vs DK.

Also, marth is one of the best at taking advantage of this. DS.
 

3GOD

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Roll Forward
Invulnerable: 9-19
End: 36

Roll Backward
Invulnerable: 9-24
End: 35

Spot-Dodge
Invulnerable: 6-21
End: 24
I guess you just looked at when Marth blinked to determine this?

You really need to test invincibility with hitboxes (use ZSS' jab to test the front end and G&W's Fsmash to test the back end). Here is the correct data...

Spot Dodge:
Total: 24
Invincible frames 2 – 20

Roll Backward:
Total: 35
Invincible frames 4 – 23

Roll Forward:
Total: 35
Invincible frames 4 – 19

Air Dodge:
Total: 49
Invincible frames 5 – 30
 

ZHMT

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I guess you just looked at when Marth blinked to determine this?

You really need to test invincibility with hitboxes (use ZSS' jab to test the front end and G&W's Fsmash to test the back end). Here is the correct data...

Spot Dodge:
Total: 24
Invincible frames 2 – 20

Roll Backward:
Total: 35
Invincible frames 4 – 23

Roll Forward:
Total: 35
Invincible frames 4 – 19

Air Dodge:
Total: 49
Invincible frames 5 – 30
Im hoping your right, cause I want a better spot dodge lmao.
 

Steel

Where's my Jameson?
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I guess you just looked at when Marth blinked to determine this?

You really need to test invincibility with hitboxes (use ZSS' jab to test the front end and G&W's Fsmash to test the back end). Here is the correct data...

Spot Dodge:
Total: 24
Invincible frames 2 – 20

Roll Backward:
Total: 35
Invincible frames 4 – 23

Roll Forward:
Total: 35
Invincible frames 4 – 19

Air Dodge:
Total: 49
Invincible frames 5 – 30
Thank you sir.
 

phi1ny3

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1st: Steel, ur so lucky, I wish I had the cyan (it would fit with my name)
2nd: Good work, It's always nice to see this stuff. I like the formulas as well.
 

Steel

Where's my Jameson?
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The cyan looks so sexy on me though.

And I'd imagine you will get in in the next wave or two.
 

IDK

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Has anyone done MK frame data? Wouldn't the advantage part be like... positive?
lol...
 

Villi

Smash Lord
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Jab
Hit: 4
End: 35
IASA: 27
Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE: -20
Tipper Shield Stun: 8
~Shield Hit Lag: 8
ADVANTAGE: -23

Jab lasts for 27 frames before you can act again. A non-tipper jab hits a shield on frame 4. There are 23 frames left of uninterruptable animation left for Marth's jab. The person in the shield suffers from 6 frames of shield stun while Marth suffers from 3 frames of shield hit lag. The shielder is stunned for 6 frames, while Marth lags for 3 frames, so that adds up to + 3 for Marth's advantage. After this, Marth's jab has 20 frames of uninterruptable animation left (during shield hit-lag, Marth is frozen in place for 3 frames). Marth ends up with a -20 advantage after jabbing a shield, meaning the opponent has 20 frames (1/3 of a second)to react while Marth waits out his jab lag.
 

Pr0phetic

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Thanks for explaining advantage and the general summary, even though i think we knew that (i should hope 0.o)

Its a very nice format though =]
 

phi1ny3

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Jab
Hit: 4
End: 35
IASA: 27
Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE: -20
Tipper Shield Stun: 8
~Shield Hit Lag: 8
ADVANTAGE: -23

Jab lasts for 27 frames before you can act again. A non-tipper jab hits a shield on frame 4. There are 23 frames left of uninterruptable animation left for Marth's jab. The person in the shield suffers from 6 frames of shield stun while Marth suffers from 3 frames of shield hit lag. The shielder is stunned for 6 frames, while Marth lags for 3 frames, so that adds up to + 3 for Marth's advantage. After this, Marth's jab has 20 frames of uninterruptable animation left (during shield hit-lag, Marth is frozen in place for 3 frames). Marth ends up with a -20 advantage after jabbing a shield, meaning the opponent has 20 frames (1/3 of a second)to react while Marth waits out his jab lag.
this is helpful, to clarify what it looks like when it transitions to practice.
 

Shaya

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A lot of your frame data is ambiguous/wrong...

If IASA of Dtilt is frame 21 (i.e. frame 1 of any other action is 22), then why do you have end frames of many moves 1 frame later? Unless this was an error in your data collection, in this case, there are quite a few holes.

i.e. DB1 'IASA' is 29, frame 1 of any other action can be 30. Fair is 33. etc etc.


Also,
Marth's bair has "Zero lag" from frame 31.

Marth's dair has "Zero Lag" from I presume frame 45/46 (getting people to land on the ground at the right times are irritating).

Marth has 2 frames of landing lag from a short hop.
Marth has 4 frames of landing lag from a full hop.


Marth's jump has 5 frame start up.
Input on frame 5 is ignored.
From frame 1-4:
Any up smash or up b cancels the jump.
Any aerial can be buffered.

Also (lol)
Dolphin Slash has 3 frames hit lag, 10 frames shield stun.
You have frames 1-3 of dolphin slash to do a turn around.


Also, I've already told you that untippered dtilt's frame advantage is -9
 

Shaya

   「chase you」 
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Then you interpretated data in one way for most things, and interpretated it another for IASA frames.
IASA and "END" pretty much mean the same thing... (In brawl at least).
 

phi1ny3

Not the Mama
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people are saying that fair starts in 3 frames.
You might want to clarify those who come your way in that (lol dispute over 1 frame difference).
 
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