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Marth Frame Data

Tidal

Smash Apprentice
Joined
Jun 19, 2009
Messages
121
I don't see Marth's Dash attack on the list, could it be added?
 

Mr-R

Smash Champion
Joined
Dec 14, 2008
Messages
2,544
Is it possible for a marth to grab release>SH>DB1>nair( first hit)>fastfall>upsmash/uptilt against a metaknight ?

I've tested this on a cpu and it only seems to work around 110-150, anyway could someone test it out on a real player since I dont have anyone here with me,
 

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
Hi Mr-R.

Technically DB1 will true combo (if you hit with the RIGHT HITBOX [above his head] on frame 5) on MK at like 120%. This technically will combo into fast fall'd first hit nair... However~ if they are instantly on the ground after the db, they should always be able to shield the first hit nair.

First hit nair has a growth rate that I forget, but I'd say at 120% it would be approximately 20 frames of hitstun, 8 frame landing lag from nair (minimum), 12 frame start up of upsmash.

Yet again, HOWEVER
nair pokes them upwards, so unless they smash DI into the ground (creating a tech chase anyway), after that 20 frames MK will need another 3 frames for an air dodge... or dair.

It's a string that's stupidly close to reality. But as I said, it all depends on precision with hitting with DB1 at the right time. Btw, it has to be untippered db, tippered db won't start comboing on any of its frames until 250%.

Finally though, DB1 at every usage pushes you higher into the air, so if you do it on the rise of a jump you're less likely to be able to land straight after first hit nair.
 

Mr-R

Smash Champion
Joined
Dec 14, 2008
Messages
2,544
Hi Mr-R.

Technically DB1 will true combo (if you hit with the RIGHT HITBOX [above his head] on frame 5) on MK at like 120%. This technically will combo into fast fall'd first hit nair... However~ if they are instantly on the ground after the db, they should always be able to shield the first hit nair.

First hit nair has a growth rate that I forget, but I'd say at 120% it would be approximately 20 frames of hitstun, 8 frame landing lag from nair (minimum), 12 frame start up of upsmash.

Yet again, HOWEVER
nair pokes them upwards, so unless they smash DI into the ground (creating a tech chase anyway), after that 20 frames MK will need another 3 frames for an air dodge... or dair.

It's a string that's stupidly close to reality. But as I said, it all depends on precision with hitting with DB1 at the right time. Btw, it has to be untippered db, tippered db won't start comboing on any of its frames until 250%.

Finally though, DB1 at every usage pushes you higher into the air, so if you do it on the rise of a jump you're less likely to be able to land straight after first hit nair.


Okay than thanks for responding!
even if this might not be a true combo, it can work on someone who doesn't know bout this.
im just saying its not completely useless riiiiiight XD?
also im gonna post some more here from now on, it seems like a fun community,
 

feardragon64

Smash Champion
Joined
Apr 9, 2008
Messages
2,154
Location
San Francisco
Okay than thanks for responding!
even if this might not be a true combo, it can work on someone who doesn't know bout this.
im just saying its not completely useless riiiiiight XD?
also im gonna post some more here from now on, it seems like a fun community,
It works for people who understand the difference between a mixup and a combo. =]

And glad to hear it. More posts mean more info. =]
 

ChibixD

Smash Apprentice
Joined
Aug 26, 2009
Messages
100
Location
Brazil
How much frames to shield comes out and shield drop?
Beacause i wanna know whats more effective:
shield drop dancing blade
or
shield grab
 

Lord Chair

Smash Master
Joined
Apr 17, 2009
Messages
3,229
Location
Cheeseland, Europe
How much frames to shield comes out and shield drop?
Beacause i wanna know whats more effective:
shield drop dancing blade
or
shield grab
Shield comes out on frame 2, shield drop takes 7 frames.

As such, shield drop dancing blade takes 11 frames, shieldgrab takes 6.

DS OoS is frame 5, though.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Any possibility that you'll add Marth's ledge move frame data?
Code:
*************************
-------------------------
..........TECHS..........
-------------------------
*************************

* indicates an IASA is used for the listed total duration


****************
Stationary Tech
****************
[EVERYONE]
Total: 26
Invincible: 1-20


**********
Wall Tech
**********
--------------------------
Character        Default
                Tot  Inv
--------------------------
Ice Climbers    20   1-20
Captain Falcon  26   1-20
Charizard       26*  1-20
Diddy Kong      26   1-20
Falco           26   1-20
Fox             26   1-20
Game & Watch    26   1-20
Ike             26   1-20
Ivysaur         26   1-20
King Dedede     26   1-20
Kirby           26   1-20
Link            26   1-20
Lucario         26   1-20
Lucas           26   1-20
Luigi           26   1-20
Mario           26   1-20
Marth           26   1-20
Metaknight      26   1-20
Ness            26   1-20
Olimar          26   1-20
Pikachu         26   1-20
Pit             26   1-20
R.O.B           26   1-20
Snake           26   1-20
Sonic           26   1-20
Squirtle        26   1-20
Toon Link       26   1-20
Wario           26   1-20
Wolf            26   1-20
Zero Suit Samus 26   1-20
Ganondorf       26   1-14
Donkey Kong     25   NONE
Bowser          26   NONE
Jigglypuff      26   NONE
Peach           26   NONE
Samus           26   NONE
Sheik           26   NONE
Yoshi           26   NONE
Zelda           26   NONE



*************
Ceiling Tech
*************
--------------------------
Character        Default
                Tot  Inv
--------------------------
Kirby           25   1-20
Captain Falcon  26   1-20
Falco           26   1-20
Fox             26   1-20
Ice Climbers    26   1-20
Ike             26   1-20
King Dedede     26   1-20
Link            26   1-20
Metaknight      26   1-20
Olimar          26   1-20
Pikachu         26   1-20
Pit             26   1-20
R.O.B           26   1-20
Snake           26   1-20
Toon Link       26   1-20
Wario           26   1-20
Wolf            26   1-20
Zero Suit Samus 26   1-20
Bowser          26   1-18
Jigglypuff      25   1-17
Charizard       26   1-17
Diddy Kong      26   1-17
Game & Watch    26   1-17
Ivysaur         26   1-17
Lucario         26   1-17
Lucas           26   1-17
Luigi           26   1-17
Mario           26   1-17
Marth           26   1-17
Ness            26   1-17
Sheik           26   1-17
Sonic           26   1-17
Squirtle        26   1-17
Donkey Kong     25   1-15
Yoshi           26   1-14
Samus           26   1-12
Ganondorf       26   1-11
Peach           26   NONE
Zelda           26   NONE



*****************
Tech Roll (both)
*****************
-Default-
[EVERYONE ELSE] Total: 40; Invincible: 1-20
Zelda           Total: 40; Invincible: 1-19

******************
Tech Roll Forward
******************
---------------------------------------
Character            -Distance-
             Length to   Raw   Hurtbox
              Hurtbox   Length  Width
---------------------------------------
Lucario         22.02 / 25.98 /  3.96
Game & Watch    24.99 / 30.00 /  5.01
Jigglypuff      26.30 / 31.58 /  5.28
Ganondorf       27.74 / 34.99 /  7.25
Olimar          28.35 / 31.96 /  3.61
R.O.B           28.60 / 34.99 /  6.39
Wario           29.07 / 34.99 /  5.92
Captain Falcon  30.30 / 36.05 /  5.75
Snake           30.46 / 36.05 /  5.59
Diddy Kong      30.53 / 35.09 /  4.56
Sonic           30.68 / 34.37 /  3.69
Pikachu         30.71 / 35.99 /  5.28
Kirby           31.13 / 34.99 /  3.86
Ice Climbers    31.28 / 34.64 /  3.36
Bowser          31.51 / 41.40 /  9.89
Toon Link       31.83 / 35.02 /  3.19
Wolf            32.18 / 38.71 /  6.53
Lucas           32.26 / 35.09 /  2.83
Ness            32.50 / 35.07 /  2.57
Mario           32.93 / 36.99 /  4.06
Fox             33.71 / 38.71 /  5.00
Squirtle        33.77 / 40.55 /  6.78
Luigi           34.27 / 38.99 /  4.72
Metaknight      34.29 / 39.99 /  5.70
Pit             34.29 / 39.99 /  5.70
Zero Suit Samus 34.69 / 37.54 /  2.85
Charizard       34.71 / 39.99 /  5.28
Ivysaur         34.71 / 39.99 /  5.28
Yoshi           34.96 / 41.99 /  7.03
Samus           35.65 / 39.99 /  4.34
Sheik           35.84 / 40.00 /  4.16
Marth           37.17 / 41.99 /  4.82
Donkey Kong     38.23 / 45.68 /  7.45
Falco           38.42 / 43.99 /  5.57
Peach           41.86 / 44.79 /  2.93
King Dedede     42.09 / 50.00 /  7.91
Link            42.84 / 48.26 /  5.42
Ike             44.52 / 49.00 /  4.48
Zelda           46.68 / 48.79 /  2.11

*******************
Tech Roll Backward
*******************
---------------------------------------
Character            -Distance-
             Length to   Raw   Hurtbox
              Hurtbox   Length  Width
---------------------------------------
Game & Watch    24.72 / 30.00 /  5.28
Bowser          25.00 / 41.48 / 16.48
Ganondorf       26.43 / 35.00 /  8.57
Lucario         26.44 / 30.66 /  4.22
R.O.B           27.97 / 35.00 /  7.03
Pikachu         28.89 / 32.41 /  3.52
Ice Climbers    29.25 / 34.53 /  5.28
Charizard       29.76 / 40.00 / 10.24
Kirby           30.11 / 35.00 /  4.89
Wario           30.63 / 35.00 /  4.37
Captain Falcon  30.73 / 36.48 /  5.75
Diddy Kong      30.78 / 35.10 /  4.32
Jigglypuff      30.78 / 35.00 /  4.22
Sonic           31.16 / 34.85 /  3.69
Olimar          31.21 / 35.10 /  3.89
Lucas           31.50 / 35.10 /  3.60
Toon Link       31.83 / 35.51 /  3.68
Ness            31.98 / 35.07 /  3.09
Squirtle        32.38 / 38.16 /  5.78
Ivysaur         33.47 / 40.00 /  6.53
Wolf            33.63 / 38.40 /  4.77
Snake           33.69 / 36.48 /  2.79
Mario           33.75 / 37.00 /  3.25
Zero Suit Samus 33.93 / 37.35 /  3.42
Fox             34.24 / 38.40 /  4.16
Luigi           34.56 / 39.00 /  4.44
Metaknight      34.58 / 40.00 /  5.42
Samus           34.71 / 39.99 /  5.28
Pit             34.87 / 40.00 /  5.13
Donkey Kong     35.17 / 45.41 / 10.24
Ike             36.04 / 42.11 /  6.07
Sheik           36.39 / 40.00 /  3.61
Marth           37.78 / 42.00 /  4.22
Yoshi           38.49 / 42.01 /  3.52
Peach           41.58 / 44.80 /  3.22
Falco           42.24 / 44.00 /  1.76
King Dedede     42.38 / 50.00 /  7.62
Link            44.99 / 48.41 /  3.42
Zelda           45.48 / 48.80 /  3.32




*************************
-------------------------
......LEDGE GETUPS.......
-------------------------
*************************

* indicates an IASA is used for the listed total duration


*********************
Ledge Getup (Attack)
*********************
       --QUICK (ATTACK)--
--------------------------------
Character           Default
                Tot  Inv   Hit
--------------------------------
Bowser          54   1-4   8-17
Captain Falcon  54*  1-22 24-28
Charizard       55*  1-23 25-26
Diddy Kong      55   1-26 28-30
Donkey Kong     54   1-7   9-16
Falco           54   1-23 25-32
Fox             54*  1-23 25-32
Game & Watch    55   1-21 24-28
Ganondorf       54   1-22 24-28
Ice Climbers    54   1-25 27-30
Ike             55   1-21 23-25
Ivysaur         55   1-22 24-26
Jigglypuff      55   1-19 21-25
King Dedede     55   1-22 24-26
Kirby           55   1-18 20-23
Link            55   1-25 27-29
Lucario         55   1-15 17-19
Lucas           55   1-26 24-26
Luigi           55   1-20 24-26
Mario           55   1-20 24-26
Marth           54   1-24 24-27
Metaknight      55   1-23 25-28
Ness            55   1-22 24-26
Olimar          55   1-15 17-23
Peach           54   1-8  10-16
Pikachu         53   1-20 22-24
Pit             55   1-23 25-29
R.O.B           55   1-23 25-27
Samus           55   1-23 25-28
Sheik           54*  1-23 25-34
Snake           55   1-21 25-27
Sonic           55*  1-22 24-32
Squirtle        55   1-26 28-30
Toon Link       55   1-25 27-29
Wario           55   1-29 31-33
Wolf            54*  1-23 25-32
Yoshi           55   1-18 20-24
Zelda           53   1-25 27-32
Zero Suit Samus 55   1-17 19-21

        --SLOW (ATTACK)--
--------------------------------
Character           Default
                Tot  Inv   Hit
--------------------------------
Bowser          69   1-50 46-50
Captain Falcon  68   1-42 39-42
Charizard       69   1-32 30-32
Diddy Kong      69   1-54 50-54
Donkey Kong     69   1-41 38-41
Falco           69   1-58 56-58
Fox             69*  1-58 56-58
Game & Watch    69   1-59 55-59
Ganondorf       68   1-40 37-40
Ice Climbers    69   1-42 39-42
Ike             69   1-43 41-43
Ivysaur         59   1-32 29-39
Jigglypuff      69   1-49 43-49
King Dedede     69   1-51 47-51
Kirby           69   1-47 43-52
Link            69   1-54 51-54
Lucario         69   1-38 35-38
Lucas           69   1-41 40-44
Luigi           69   1-44 40-44
Mario           69   1-44 40-44
Marth           69*  1-47 44-47
Metaknight      69   1-42 39-42
Ness            69   1-43 39-43
Olimar          69   1-43 39-43
Peach           69   1-47 44-47
Pikachu         69   1-59 55-59
Pit             69   1-42 38-42
R.O.B           69   1-44 40-44
Samus           68   1-41 38-41
Sheik           69*  1-59 57-59
Snake           69   1-43 41-43
Sonic           69   1-44 Note1
Squirtle        69   1-44 40-44
Toon Link       69   1-54 51-54
Wario           69   1-55 53-55
Wolf            69*  1-58 56-58
Yoshi           69   1-38 34-38
Zelda           69   1-37 34-37
Zero Suit Samus 69   1-57 53-57

Note 1: Hits on 41-44; 50-51



********************
Ledge Getup (Stand)
********************
     --QUICK (STAND)--
--------------------------
Character        Default
                Tot  Inv
--------------------------
Bowser          32   1-30
Captain Falcon  32*  1-22
Charizard       34*  1-30
Diddy Kong      34   1-30
Donkey Kong     34   1-30
Falco           34   1-30
Fox             34   1-30
Game & Watch    34   1-30
Ganondorf       33   1-22
Ice Climbers    34   1-30
Ike             34   1-30
Ivysaur         34   1-30
Jigglypuff      34   1-31
King Dedede     34   1-30
Kirby           33   1-31
Link            34   1-30
Lucario         34   1-30
Lucas           34   1-30
Luigi           34   1-30
Mario           34   1-30
Marth           32*  1-30
Metaknight      34   1-30
Ness            34   1-30
Olimar          34   1-30
Peach           32   1-30
Pikachu         32   1-30
Pit             34   1-26
R.O.B           34   1-30
Samus           32   1-30
Sheik           34*  1-30
Snake           34   1-30
Sonic           34*  1-30
Squirtle        34   1-30
Toon Link       34   1-31
Wario           34   1-30
Wolf            34   1-30
Yoshi           33   1-30
Zelda           33*  1-30
Zero Suit Samus 34   1-30

      --SLOW (STAND)--
--------------------------
Character        Default
                Tot  Inv
--------------------------
Bowser          59   1-55
Captain Falcon  58   1-49
Charizard       59   1-55
Diddy Kong      59   1-55
Donkey Kong     59   1-55
Falco           59   1-55
Fox             59   1-55
Game & Watch    59   1-55
Ganondorf       58   1-49
Ice Climbers    59   1-55
Ike             59   1-55
Ivysaur         59   1-55
Jigglypuff      59   1-56
King Dedede     59   1-55
Kirby           59   1-56
Link            59   1-55
Lucario         59   1-55
Lucas           59   1-55
Luigi           59   1-55
Mario           59   1-55
Marth           59*  1-55
Metaknight      59   1-55
Ness            59   1-55
Olimar          59   1-55
Peach           59   1-55
Pikachu         59   1-56
Pit             59   1-55
R.O.B           59   1-55
Samus           59   1-55
Sheik           59*  1-55
Snake           59   1-55
Sonic           59   1-55
Squirtle        59   1-55
Toon Link       59   1-55
Wario           59   1-55
Wolf            59   1-55
Yoshi           59   1-55
Zelda           59   1-55
Zero Suit Samus 59   1-55



*******************
Ledge Getup (Roll)
*******************
         --QUICK (ROLL)--
---------------------------------
Character           Default
                Tot  Inv  Length
---------------------------------
Bowser          49   1-18 xx.xx
Captain Falcon  48*  1-23 xx.xx
Charizard       49   1-25 xx.xx
Diddy Kong      49   1-31 xx.xx
Donkey Kong     49   1-18 xx.xx
Falco           49   1-36 xx.xx
Fox             49*  1-35 xx.xx
Game & Watch    49   1-27 xx.xx
Ganondorf       48   1-25 xx.xx
Ice Climbers    49   1-30 xx.xx
Ike             49   1-30 xx.xx
Ivysaur         49   1-29 xx.xx
Jigglypuff      49   1-32 xx.xx
King Dedede     49   1-33 xx.xx
Kirby           59   1-32 xx.xx
Link            49   1-25 xx.xx
Lucario         49*  1-30 xx.xx
Lucas           49   1-26 xx.xx
Luigi           49   1-30 xx.xx
Mario           49   1-30 xx.xx
Marth           49   1-26 xx.xx
Metaknight      49   1-31 xx.xx
Ness            49   1-27 xx.xx
Olimar          49   1-29 xx.xx
Peach           50   1-31 xx.xx
Pikachu         49   1-24 xx.xx
Pit             49   1-27 xx.xx
R.O.B           49   1-29 xx.xx
Samus           48   1-22 xx.xx
Sheik           49*  1-37 xx.xx
Snake           49   1-27 xx.xx
Sonic           49   1-31 xx.xx
Squirtle        49   1-29 xx.xx
Toon Link       49   1-27 xx.xx
Wario           49   1-27 xx.xx
Wolf            49*  1-34 xx.xx
Yoshi           49   1-22 xx.xx
Zelda           50   1-29 xx.xx
Zero Suit Samus 49   1-23 xx.xx

          --SLOW (ROLL)--
---------------------------------
Character           Default
                Tot  Inv  Length
---------------------------------
Bowser          79   1-50 xx.xx
Captain Falcon  78   1-50 xx.xx
Charizard       79   1-49 xx.xx
Diddy Kong      79   1-65 xx.xx
Donkey Kong     79   1-51 xx.xx
Falco           79   1-63 xx.xx
Fox             79   1-62 xx.xx
Game & Watch    79   1-60 xx.xx
Ganondorf       78   1-60 xx.xx
Ice Climbers    79   1-52 xx.xx
Ike             79   1-56 xx.xx
Ivysaur         79   1-61 xx.xx
Jigglypuff      79   1-51 xx.xx
King Dedede     79   1-64 xx.xx
Kirby           79   1-50 xx.xx
Link            79   1-63 xx.xx
Lucario         79   1-65 xx.xx
Lucas           79   1-57 xx.xx
Luigi           79   1-54 xx.xx
Mario           79   1-54 xx.xx
Marth           79*  1-57 xx.xx
Metaknight      79   1-62 xx.xx
Ness            79   1-56 xx.xx
Olimar          79   1-65 xx.xx
Peach           79   1-57 xx.xx
Pikachu         79   1-60 xx.xx
Pit             79   1-50 xx.xx
R.O.B           79   1-58 xx.xx
Samus           78   1-46 xx.xx
Sheik           79*  1-70 xx.xx
Snake           79   1-56 xx.xx
Sonic           79   1-59 xx.xx
Squirtle        79   1-62 xx.xx
Toon Link       79   1-62 xx.xx
Wario           79   1-56 xx.xx
Wolf            79   1-61 xx.xx
Yoshi           79   1-60 xx.xx
Zelda           79   1-52 xx.xx
Zero Suit Samus 79   1-66 xx.xx
 

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
IASA on Ledge get ups into -anything-?
Shield, Spot dodge, jumps?

Because I've always felt marth's get ups were terrible after 100%, but according to the data he has quite a respectable ledge get up after 100% (4 frames vulnerability, near same with everyone else).
 

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
Shield Breaker:
Non Changed BKB: 64 - KBG: 1E/32
Damage: 8 / 9 (4/1 hit bubbles)
Fully Charged: BKB 64 - KBG: 32/32
Damage: 18, 20, 22, 24 (2/1/1/1 hit bubbles)

~Phase One:
Start: 1-3 (Pivot time)
4-12/X: Minimum Charge/Maximum Charge
-> Phase Two

~Phase Two:
Start: 1-6
Hit: 7-11
End: 12-41

-

Dancing Blade:

One (Forward):
BKB: 19 - KBG: 23/32
Damage: 3 / 4 (3/1 hit bubbles)
*tip hitbox is not the 32 KBG.

Start: 1-3
Hit: 4-6
Input: 6-26
End: 29

Two (Forward):
BKB: 1E - KGB: 16
Damage: 3 / 4 (3/1 hit bubbles)

Start: 1-7
Hit: 8-10
Input: 12-32
End: 40

Two (Up):
BKB: 1E - KGB: 14
Damage: 3 / 4 (3/1 hit bubbles)

Start: 1-5
Hit: 6-10
Input: 11-31
End: 40

Three (Forward):
BKB: 64 - KGB: 0
Damage: 4 / 5 (3/1 hit bubbles)

Start: 1-4
Hit: 5-8
Input: 11-36
End: 46

Three (Up):
BKB: 3C - KGB: 1E
Damage: 4 / 5 (3/1 hit bubbles)

Start: 1-6
Hit: 7-10
Input: 16-37
End: 46

Three (Down):
BKB: 50 - KGB: 1E
Damage: 4 / 5 (3/1 hit bubbles)

Start: 1-6
Hit: 7-10
Input: 12-34
End: 46

Four (Forward):
BKB: 7D - KGB: 32
Damage: 6 / 8 (3/1 hit bubbles)

Start: 1-11
Hit: 12-15
End: 55

Four (Up):
BKB: 82 - KGB: 3C
Damage: 6 / 8 (3/1 hit bubbles)

Start: 1-9
Hit: 10-15
End: 50

Four (Down):
~Hit One:
BKB: 28 - KGB: 2
Damage: 2 (4 hit bubbles)
~Hit Two:
BKB: 78 - KGB: 3C
Damage: 3 / 5 (4 hit bubbles)

Start Up: 1-11
Hit One: 12-13, 16-17, 20-21, 24-25
Hit Two: 36-38
End: 65

Dolphin Slash:
~Hit One (Sweet spot):
BKB: 44 - KGB: 46
Damage: 13
~Hit Two (sour spot):
BKB: 5A - KGB: 14
Damage: 6 / 7
*tip varies angle, not knockback.
Almost purely horizontal for tip.
74 Degrees for non-tip.

Start: 1-5 (Invincible)
Hit One: 5-7
Hit Two: 6-11
Can grab the ledge from frame 8.

Counter:

Counter Start:
Start: 1-4
Counter: 5-29
End: 59

Counter Hit:
Invincibility: 1-8
Hit: 5-9
End: 36

Dash:
1-17

Jab One:
BKB: 32 / 46 - KBK: 14/1E
Damage: 4 / 6 (3/1 hit bubbles)

Hit: 4-7
Input: 19-27
IASA: 27

Jab Two:
BKB: 32 / 46 - KBG: 14/1E
Damage: 4 / 6 (3/1 hit bubbles)

Hit: 4-8
Input: 19-27
End: 27

Dash Attack:
BKB: 37, 3C - KBG: 23, 46, 50
Damage: 9, 10, 12 (2/1/1 hitbubbles)

Hit: 13-17
End: 49

Forward Tilt:
BKB: 46, 50 - KBG: 1E, 28
Damage: 9, 12 (3/1 hitbubbles)
*Hits in Z axis

Hit: 8-12
End: 35

Up Tilt:
~Hit Type One:
BKB: 5A, 74, 76, 78 - KBG: 28
Damage: 8, 9, 12 (1/2/1 hitbubbles)
*tip has lower base knockback.
~Hit Type Two:
BKB: 5A, 74, 76, 78 - KBG: 28
Damage: 9, 10, 12 (2/1/1 hitbubbles)
*tip has lower base knockback. 10 damage (behind head) best one.

Hit: 6-8 (type one)
Hit: 10-12 (type two)
End: 40

Down Tilt:
BKB: 28, KBG: 14, 19, 28, 32
Damage: 8, 9, 10 (2/1/1 hitbubbles)
*has Z-axis properties?

Hit: 7-9
End: 21

Forward Smash:
BKB: 46 - KGB: 3C, 50
Damage: 14, 19 (4/1 hitbubbles)

Charge: 2-X

Hit: 10-13
End: 49

Up Smash:
BKB: 46, 50, 64 (feet) - KGB: 0 (feet), 2D, 28
Damage: 4, 14, 17

Charge: 4-X
Hit: 12-13 (feet), 12-17 (blade)
End: 49

Down Smash:
~Hit One:
BKB: 46, 50 - KGB: 32, 46
Damage: 14, 17 (3/1 hit bubbles)
*'body' hitbox base 46, but kgb 46. Rest, including tip is 50/32
~Hit Two:
BKB: 46, 50 - KGB: 32, 46
Damage: 13, 16 (3/1 hit bubbles)
*all hits bar tip base 46. knockback 32 except body hitbox.

Charge: 3-X

Hit: 6-8 (One), 21-23 (Two)
End: 64

-

Neutral Air:
*hits in the Z axis
~Hit One:
BKB: 28 - KGB: 1E
Damage: 3, 6 (3/1 hitbubbles)
~Hit Two:
BKB: 50, 5A, 64 - KBG: 32
Damage: 9, 12 (3/1 hitbubbles)
*The super sweetspot found at 'frame 19' that kills a lot earlier
isn't in this PSA data... !?

Hit: 6-7, 14-21
Auto Cancel: 1-5, 24-48
End: 49

Forward Air:
BKB: 46, 50 - KGB: 28
Damage: 10, 13 (2/1 hitbubbles)

Hit: 4-7
Auto cancel: 26-32
End: 33

Back Air:
BKB: 55, 5A - KGB: 1E
Damage: 11, 14 (2/1 hitbubbles)

Hit: 7-11
Auto Cancel: 1-6, 31-38
End: 39

Up Air:
BKB: 46, 50 - KGB: 28
Damage: 10, 13 (3/1 hitbubbles)

Hit: 5-9
Auto Cancel: 1-4, 26-44
End: 45

Down Air:
BKB: 46, 50 - KGB: 1E, 28
Damage: 12, 14 (2/2 hitbubbles)

*A temporary 'pure' spike (270 degrees) occurs on frame 7
that is 40% larger than the other hitboxes.

Hit: 6-9
Auto Cancel: 1-5, 47-58
End: 59

Standing Grab: 6-7
End:

Dash Grab: 9-10
End:

Pivot Grab: 9-10
End: 35

Pummel:
Hit: 6
End: 15

Back Throw:
Hit: 8
End: 44

Forward Throw:
Hit: 14
End: 31

Up Throw:
Hit: 12

Down Throw:
Hit: 15

Tech Stand:
Invincible: 1-21

Tech Attack:
BKB: 32, KGB: 50
Damage: 6

Invincible: 1-31
Hit: 20-23, 30-31

Tech Roll Forward:
Invincible: 6-19
End: 35

Tech Roll Backward:
Invincible: 1-19
End: 35

Ledge Attack (<100%):
BKB: 64. Damage: 6 / 8
Invincible: 1-24
Hit: 24-27
End: 54

Ledge Get Up (<100%):
Invincible: 1-30
IASA: 32
End: 37

Ledge ? (<?):
Invincible: 1-26

Ledge Attack (>=100%):
BKB: 64. Damage: 10
Invincible: 1-47
Hit: 44-47
End: 69

Ledge Get Up (>=100%)
Invincible: 1-55
End: 59

Ledge ? (?):
Invincible: 1-57
End: 79

Trip (banana):
Invincible: 1-6
End: 29

Trip 'turn'/Dash:
Invincible: 1-7
End: 45

Trip Stand:
Invincible: 1-17
End: 21

Trip Attack:
BGB: 32. KBG: 3C. Damage: 5

Invincible: 1-8
Hit: 20-21, 29-30
End: 49

Trip Roll Forward/Backward:
Invincible: 1-10
End: 28

Throw Light Item Forward:
Thrown: 10
End: 29

Throw Light Item Backward:
Thrown: 14
End: 29

Throw Light Item Upward:
Thrown: 15
End: 29

Throw Light Item Downward:
Thrown: 8
End: 21

Throw Light Item Dash:
Thrown: 6
End: 39


Up Taunt:
End: 84

Side Taunt:
End: 114

Down Taunt:
End: 79
 

Rad

Smash Ace
Joined
Nov 18, 2009
Messages
555
Location
Gosford, NSW
How do you read this?
Is this clearer?

Jab One:
Hit: 4-7
Input Jab Two: 19-27
IASA: 27

End: 35


[ Head / Arm / Sword / Tip ]
Damage: [ 4 / 4 / 4 / 6 ]
Trajectory: [ -- / -- / -- / -- ]
Base Knockback: [ 32 / 32 / 32 / 46 ]
Knockback Growth: [ 14 / 14 / 14 / 30 ]
Shield Stun: [ 6 / 6 / 6 / 8 ]
Shield Hit-lag: [ 3 / 3 / 3 / 8 ]
Advantage: [ -20 / -20 / -20 / -23 ]

 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
Can we get Shaya's stuff on the front page since it's correct?
 

C.J.

Smash Master
Joined
Nov 30, 2008
Messages
4,102
Location
Florida
Ignore this. Wrong thread. Was using the thread for info and I derped.

/necro bump from hell.
 

Solutionme

Smash Journeyman
Joined
Feb 21, 2015
Messages
411
Location
Hialeah, Florida
NNID
SolutionMe
So if I am reading this right, actually hitting with the tip on a shield puts you at more frame disadvantages? The **** Sakurai?!
 

Vipermoon

King Marth's most trusted advisor.
Joined
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Messages
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Location
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Switch FC
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Shield Breaker:
Non Changed BKB: 64 - KBG: 1E/32
Damage: 8 / 9 (4/1 hit bubbles)
Fully Charged: BKB 64 - KBG: 32/32
Damage: 18, 20, 22, 24 (2/1/1/1 hit bubbles)

~Phase One:
Start: 1-3 (Pivot time)
4-12/X: Minimum Charge/Maximum Charge
-> Phase Two

~Phase Two:
Start: 1-6
Hit: 7-11
End: 12-41

-

Dancing Blade:

One (Forward):
BKB: 19 - KBG: 23/32
Damage: 3 / 4 (3/1 hit bubbles)
*tip hitbox is not the 32 KBG.

Start: 1-3
Hit: 4-6
Input: 6-26
End: 29

Two (Forward):
BKB: 1E - KGB: 16
Damage: 3 / 4 (3/1 hit bubbles)

Start: 1-7
Hit: 8-10
Input: 12-32
End: 40

Two (Up):
BKB: 1E - KGB: 14
Damage: 3 / 4 (3/1 hit bubbles)

Start: 1-5
Hit: 6-10
Input: 11-31
End: 40

Three (Forward):
BKB: 64 - KGB: 0
Damage: 4 / 5 (3/1 hit bubbles)

Start: 1-4
Hit: 5-8
Input: 11-36
End: 46

Three (Up):
BKB: 3C - KGB: 1E
Damage: 4 / 5 (3/1 hit bubbles)

Start: 1-6
Hit: 7-10
Input: 16-37
End: 46

Three (Down):
BKB: 50 - KGB: 1E
Damage: 4 / 5 (3/1 hit bubbles)

Start: 1-6
Hit: 7-10
Input: 12-34
End: 46

Four (Forward):
BKB: 7D - KGB: 32
Damage: 6 / 8 (3/1 hit bubbles)

Start: 1-11
Hit: 12-15
End: 55

Four (Up):
BKB: 82 - KGB: 3C
Damage: 6 / 8 (3/1 hit bubbles)

Start: 1-9
Hit: 10-15
End: 50

Four (Down):
~Hit One:
BKB: 28 - KGB: 2
Damage: 2 (4 hit bubbles)
~Hit Two:
BKB: 78 - KGB: 3C
Damage: 3 / 5 (4 hit bubbles)

Start Up: 1-11
Hit One: 12-13, 16-17, 20-21, 24-25
Hit Two: 36-38
End: 65

Dolphin Slash:
~Hit One (Sweet spot):
BKB: 44 - KGB: 46
Damage: 13
~Hit Two (sour spot):
BKB: 5A - KGB: 14
Damage: 6 / 7
*tip varies angle, not knockback.
Almost purely horizontal for tip.
74 Degrees for non-tip.

Start: 1-5 (Invincible)
Hit One: 5-7
Hit Two: 6-11
Can grab the ledge from frame 8.

Counter:

Counter Start:
Start: 1-4
Counter: 5-29
End: 59

Counter Hit:
Invincibility: 1-8
Hit: 5-9
End: 36

Dash:
1-17

Jab One:
BKB: 32 / 46 - KBK: 14/1E
Damage: 4 / 6 (3/1 hit bubbles)

Hit: 4-7
Input: 19-27
IASA: 27

Jab Two:
BKB: 32 / 46 - KBG: 14/1E
Damage: 4 / 6 (3/1 hit bubbles)

Hit: 4-8
Input: 19-27
End: 27

Dash Attack:
BKB: 37, 3C - KBG: 23, 46, 50
Damage: 9, 10, 12 (2/1/1 hitbubbles)

Hit: 13-17
End: 49

Forward Tilt:
BKB: 46, 50 - KBG: 1E, 28
Damage: 9, 12 (3/1 hitbubbles)
*Hits in Z axis

Hit: 8-12
End: 35

Up Tilt:
~Hit Type One:
BKB: 5A, 74, 76, 78 - KBG: 28
Damage: 8, 9, 12 (1/2/1 hitbubbles)
*tip has lower base knockback.
~Hit Type Two:
BKB: 5A, 74, 76, 78 - KBG: 28
Damage: 9, 10, 12 (2/1/1 hitbubbles)
*tip has lower base knockback. 10 damage (behind head) best one.

Hit: 6-8 (type one)
Hit: 10-12 (type two)
End: 40

Down Tilt:
BKB: 28, KBG: 14, 19, 28, 32
Damage: 8, 9, 10 (2/1/1 hitbubbles)
*has Z-axis properties?

Hit: 7-9
End: 21

Forward Smash:
BKB: 46 - KGB: 3C, 50
Damage: 14, 19 (4/1 hitbubbles)

Charge: 2-X

Hit: 10-13
End: 49

Up Smash:
BKB: 46, 50, 64 (feet) - KGB: 0 (feet), 2D, 28
Damage: 4, 14, 17

Charge: 4-X
Hit: 12-13 (feet), 12-17 (blade)
End: 49

Down Smash:
~Hit One:
BKB: 46, 50 - KGB: 32, 46
Damage: 14, 17 (3/1 hit bubbles)
*'body' hitbox base 46, but kgb 46. Rest, including tip is 50/32
~Hit Two:
BKB: 46, 50 - KGB: 32, 46
Damage: 13, 16 (3/1 hit bubbles)
*all hits bar tip base 46. knockback 32 except body hitbox.

Charge: 3-X

Hit: 6-8 (One), 21-23 (Two)
End: 64

-

Neutral Air:
*hits in the Z axis
~Hit One:
BKB: 28 - KGB: 1E
Damage: 3, 6 (3/1 hitbubbles)
~Hit Two:
BKB: 50, 5A, 64 - KBG: 32
Damage: 9, 12 (3/1 hitbubbles)
*The super sweetspot found at 'frame 19' that kills a lot earlier
isn't in this PSA data... !?

Hit: 6-7, 14-21
Auto Cancel: 1-5, 24-48
End: 49

Forward Air:
BKB: 46, 50 - KGB: 28
Damage: 10, 13 (2/1 hitbubbles)

Hit: 4-7
Auto cancel: 26-32
End: 33

Back Air:
BKB: 55, 5A - KGB: 1E
Damage: 11, 14 (2/1 hitbubbles)

Hit: 7-11
Auto Cancel: 1-6, 31-38
End: 39

Up Air:
BKB: 46, 50 - KGB: 28
Damage: 10, 13 (3/1 hitbubbles)

Hit: 5-9
Auto Cancel: 1-4, 26-44
End: 45

Down Air:
BKB: 46, 50 - KGB: 1E, 28
Damage: 12, 14 (2/2 hitbubbles)

*A temporary 'pure' spike (270 degrees) occurs on frame 7
that is 40% larger than the other hitboxes.

Hit: 6-9
Auto Cancel: 1-5, 47-58
End: 59

Standing Grab: 6-7
End:

Dash Grab: 9-10
End:

Pivot Grab: 9-10
End: 35

Pummel:
Hit: 6
End: 15

Back Throw:
Hit: 8
End: 44

Forward Throw:
Hit: 14
End: 31

Up Throw:
Hit: 12

Down Throw:
Hit: 15

Tech Stand:
Invincible: 1-21

Tech Attack:
BKB: 32, KGB: 50
Damage: 6

Invincible: 1-31
Hit: 20-23, 30-31

Tech Roll Forward:
Invincible: 6-19
End: 35

Tech Roll Backward:
Invincible: 1-19
End: 35

Ledge Attack (<100%):
BKB: 64. Damage: 6 / 8
Invincible: 1-24
Hit: 24-27
End: 54

Ledge Get Up (<100%):
Invincible: 1-30
IASA: 32
End: 37

Ledge ? (<?):
Invincible: 1-26

Ledge Attack (>=100%):
BKB: 64. Damage: 10
Invincible: 1-47
Hit: 44-47
End: 69

Ledge Get Up (>=100%)
Invincible: 1-55
End: 59

Ledge ? (?):
Invincible: 1-57
End: 79

Trip (banana):
Invincible: 1-6
End: 29

Trip 'turn'/Dash:
Invincible: 1-7
End: 45

Trip Stand:
Invincible: 1-17
End: 21

Trip Attack:
BGB: 32. KBG: 3C. Damage: 5

Invincible: 1-8
Hit: 20-21, 29-30
End: 49

Trip Roll Forward/Backward:
Invincible: 1-10
End: 28

Throw Light Item Forward:
Thrown: 10
End: 29

Throw Light Item Backward:
Thrown: 14
End: 29

Throw Light Item Upward:
Thrown: 15
End: 29

Throw Light Item Downward:
Thrown: 8
End: 21

Throw Light Item Dash:
Thrown: 6
End: 39


Up Taunt:
End: 84

Side Taunt:
End: 114

Down Taunt:
End: 79
Hey Shaya. I didn't check all of them, but it looks like the BKB and KBG values should switch places.
 

Bowserboy3

Asking mum how to talk to a lady
Joined
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Messages
1,842
Location
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NNID
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Up Air:
BKB: 46, 50 - KGB: 28
Damage: 10, 13
Are these really the BKB and KBG values for Up Air? I just thought they seem quite low, especially the KBG. Am I not understanding something (which is entirely possible)?
 

Vipermoon

King Marth's most trusted advisor.
Joined
Jan 4, 2015
Messages
2,661
Location
PNW
Switch FC
SW-3371-7457-0227
Are these really the BKB and KBG values for Up Air? I just thought they seem quite low, especially the KBG. Am I not understanding something (which is entirely possible)?
These are hexadecimal. You can convert from hexadecimal to decimal here.
 

Bowserboy3

Asking mum how to talk to a lady
Joined
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Messages
1,842
Location
United Kingdom
NNID
Bowserboy3
These are hexadecimal. You can convert from hexadecimal to decimal here.
Oh right, thanks for that!

However... are the BKB and the KBG accidentally switched around? The KBG is coming up as 40... Pretty sure it's at least 80 on the tip, which is what I am getting from the supposed 2nd BKB value.
 

Vipermoon

King Marth's most trusted advisor.
Joined
Jan 4, 2015
Messages
2,661
Location
PNW
Switch FC
SW-3371-7457-0227
Oh right, thanks for that!

However... are the BKB and the KBG accidentally switched around? The KBG is coming up as 40... Pretty sure it's at least 80 on the tip, which is what I am getting from the supposed 2nd BKB value.
Yes, look at my my post that's right above your first one.
 
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