B.A.M.
Smash Lord
Marth Frame Trap Compendium
I was thinking the other day that something that would help this community is if we compiled characters frame traps and the like in a single thread. I would definitely love to make a universal database for brawl frame traps (at least the common or strongest ones).
So I was wondering if we can all pitch in right now and start building a list of Marth's Frame Traps.
I will update the thread regularly continually adding in frame traps known/found.
So lets start off shall we?
Frame traps will be compiled under the primary action. Character dependent ones will be placed in an separate area. I will just write down the ones given to me, then when the project is somewhat complete a video will be made for these traps as well as the OP will be properly organized.
FRAME TRAPS
Frame Trap definition:
[COLLAPSE="Hide"]A set of two actions that due to the first action's cooldown, shield stun, range or a combination of these sorts punishes majority of defensive options present.[/COLLAPSE]
ff Uair:
ff Uair frame traps are some of the best frame traps in the game due to the mad disjoint of Marth Uair; not much can challenge it. Its basic traps also tend to reset the juggle situation.
[COLLAPSE="Hide"]Utilt: not only does it absolutely cover ADs, it also covers a wide area; making it harder for an opponent to try to DI away from the trap. It also places your opponent back in the air.
Usmash: Good damage, and covers more area that it seems. It also places your opponent back in the air.
dtilt: now this one is a little harder to time, due to dealing with fastfall speeds and the lack of area covered. However, it does net some good damage due to the dtilt strings possible when an opponent is caught before landing with a dtilt ( dtilt> buffer dash DB, dtilt> grab, dtilt> fsmash) [/COLLAPSE]
Fair:
Fair is an awesome primary for a frame trap; its range and safety make it easier to catch someone.
[COLLAPSE="Hide"]Fair: the classic frame trap that aids marth in many ways due to its range.
Nair: If you are coming at them from the side, its an excellent frame trap to use. its especially useful when coupled with a SH Fair because first hit nair strings into a myriad of things in which can rack up a good amount of damage.[/COLLAPSE]
Bair:
Bair has tons of range ( of course it does we're Marth) and due to its ability to change our facing direction, it allows to do some interesting things.
[COLLAPSE="Hide"]Fair: the basic juggle trap and very effective.
DS: this one is an odd ball of sorts but at times gains strength to the fact that people attempt to DI away from Marth due to his juggle traps. So if they are trying to DI away as you bair towards them in the air, Marth horizontal speed can catch up to quite a bit of characters, then DS abuse their DI. Can be used for a quick kill or just to simply get someone offstage.[/COLLAPSE]
Marth has some fantastic frame traps on shield due to how low the cool down is for his autocancel aerials as well as their range. Some some of his ground moves have this property as well, the major one being the dtilt trap that will be done in-depth.
ff tipper uair>dtilt
[COLLAPSE="Hide"]"uair's shield push is surprisingly huge so dtilt catches a lot of attempted punishes."
- C.J[/COLLAPSE]
Well spaced aerials> jab:
[COLLAPSE="Hide"]Because of the combination of shield stun, range and amazing autocancel abilities of aerials, marth is able to often jab without any fear of being punished due to its quick start and range for a jab. These are awesome in terms of allowing you to somewhat safely attack a shield vs most characters. Which allows a more solid approach and ultimately gives marth the ability to pressure.[/COLLAPSE]
untippered fair>DS
[COLLAPSE="Hide"]"Beats out grabs and other possible punishes OoS (such as someone trying to jab you)"
- C.J
Definitely can punished if one continues just to shield, but that is the whole point. The fact that you can DS anything thrown at you in that situation besides simple block makes people reluctant to use punishment options OoS, which can earn you some simple shield pressure off just the idea of this trap.
[/COLLAPSE]
Dtilt Trap:
Dtilt's range,shield stun,quickness give Marth the ability to basically punish anybody. C.J outlines it in this method."
[COLLAPSE="Hide"]- If they Spotdodge, React and DB
- If they roll behind you (they use an f-roll), the fastest roll is MK's at 23 frames. -7 for dtilt disadvantage. 16 frames to punish. Depending on the spacing of the roll, dsmash/fsmash if they roll through you. If tippered, -14 for dtilt leaving 9 frames. Dsmash/DB to punish
- If they roll away from you (back roll), the fastest is Lucario at 27 frames. -7 for dtilt disadvantage, 20 frames to punish. Dash DB to punish
- If they jump (jump data is averaged at about 6 frames), that leaves you with a 1 frame disadvantage. Jab beats/ties aerials that come out frame 5 (disjoint/range dependent) and beats aerials frames 6 or faster. Jab will end before an air dodge if the opponent chooses that, then you punish the AD for free.
- compliments of C.J
[/COLLAPSE]
Nair Trap
[COLLAPSE="Hide"]Nair's frame data
Nair:
Hit: 6, 15, 17 (behind), 19
End: 48
First Hit Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE (SHFF): -4
First Hit Tipper Shield Stun: 9
~Shield Hit Lag: 8
ADVANTAGE: (SHFF): -6
First Hit Regular Stun: 25
~Hit Lag: 4
ADVANTAGE (SHFF): +14
First Hit Regular Tipper Stun: 34
~Hit Lag: 8
ADVANTAGE (SHFF): +19
Strong Hit Shield Stun: 10
~Shield Hit Lag: 4
ADVANTAGE: -27
ADVANTAGE (SHFF): -4
Strong Hit Tipper Shield Stun: 12
~Shield Hit Lag: 12
ADVANTAGE: -33
ADVANTAGE (SHFF): -8
SHFF Nair Lag: 8
First hit nair lag: 8
SH Nair Fast Falled Lag: 3
Nair is amazing on shield, especially when you consider the range at which it would be spaced. seeing as VERY few characters have something OoS that can punish you at its range. combined with the fact you have quick long range tilts, places the majority of the cast in a terrible position. This move also at the appropriate range will punish forward rolls due to the hit box from behind. It is truly a staple of marth and a trap that can net greater punishes than a simple jab.
More testing needs to be done on the specifics of this move. [/COLLAPSE]
Marth throws do horrendous damage. However not much marth mains are complaining. Why? Cuz they are amazing when it comes to frame traps. Lets start listing all we've got on these things. Perhaps we can find better ways to rack up damage.
**** If anyone can find the advantage given by our throws that would be VERY much appreciated. Ph1lny3?
Dthrow trap
[COLLAPSE="Dthrow Trap Details"]Dthrow in itself: Even after CG%, dthrow automatically puts in a situation where u have to either AD immediately or get hit. due to this, it offers as solid of a 50/50 as u can get in brawl ( fthrow pretty much does this as well). So I would love to start an open discussion regarding how to maximize our damage output depending on the option chosen.
Im going to start off with one Mike has used on me before with I thought was kinda cool.
Dthrow>buffered turnaround jab: after CG%, he would every now and then do this. I think the jab in only escapeable with DI ( someone clarify for me). Then of course if you get the jab you can dtilt which allows u to either trap the opponent again due to the knockback of hitting an aerial opponent with dtilt ( at some % u can literally walk up and dtilt trap) or if theyre off stage the dtilt sets up an edgeguarding/gimping opportunity.
[/COLLAPSE]
Ledge Traps:
Emblem Lord's post in regards to Ledge Traps:
[COLLAPSE="Hide"]Ledge traps are also very common and very easy to do. When an opponent is on the ledge they have several options. They have roll get up, ledge hop into an aerial, ledge attack, normal get up and ledge jump. If you space yourself so that their get up attack would miss you if they tried, you have effectively covered most of their options. If they roll get up you can just throw them back out or get a free attack[/COLLAPSE]
While fair is a reliable tool for Ledge traps there is one better; Nair. Nairs multiple hitboxes cover virtually every option available at the ledge. SH FF Nair> react to option present. Ledge traps are very strong for Marth , so lets start filling this one up as well.
***Note: at proper spacing nair takes out ledge hops, roll, and get up attack. Even regular getup can be thrwarted by dtilting on reaction either pushing them off the edge or them rolling which is a free punish either way.
Character Specific:
Ground Release> buffered dtilt on Lucario
[COLLAPSE="Hide"]Due to Lucario's quickest ground option being 6 frames, Marth can buffer a dtilt on their shield without fearing any punishment. Once they are stuck in the dtilt trap they are forced to use a defensive option to get away; all of them being punishable by Marth.[/COLLAPSE]
[COLLAPSE="Definition"]An Option Select is a joystick or button input which functions as multiple possible actions simultaneously, letting the game engine decide the best counter to a situation. Specific instances allow only certain moves to come out, so you can worry less about your opponents options, and focus more on your own offense.[/COLLAPSE]
I am going to make a video later detailing what option selects are good for Marth and why. For now I will leave this video of SF detailing OS and my blog on AIB regarding them.
http://allisbrawl.com/blogpost.aspx?id=125939
Grab^Roll OS:
[COLLAPSE="Hide"]There are a multitude of grab^Roll OS. the ones we will discuss are:
ISSDI forward x 1 grab^Froll OS
ISSDI x 1 backwards grab^Broll OS
ISSDI forward x 2 grab^Froll OS
Inputs:
- cstick forward for ISSDI forward x 1 grab or Froll
- cstick backward for ISSDI x 1 backwards grab or Broll
- forward on the analog stick + cstick up (ISSDI forward x 2 grab or Froll)
Why they could be useful:
- Marth has an amazing grab range and game in general as well as good tilts to pressure an opponents you have rolled behind and to keep out those chasing your Broll (if they expected it)
- most people arent just going to stand there while in CQC meaning you are now behind your opponent and can punish a whiff attempt or spotdodge. Its also nice that Marth has AMAZING tilts + DS OoS, allowing him to be at a safe distance frame wise to use his quick tilts.
I would definitely love some of our Marth mains to do some in-depth testing on these and see what they find.[/COLLAPSE]
Aerial OoS^Roll OS:
[COLLAPSE="Hide"]I think these ones have some awesome potential for Marth as well. We have Aerial OoS^Broll OS, Aerial OoS^Froll OS, DS OoS^Froll OS, Usmash OoS^Froll OS and Usmash OoS^Broll OS.
Input:
-Aerial OoS^Broll OS: rotate the analog stick from back to up (this is if you have tap jump on, otherwise you have to input the back on the analog stick then a jump command afterwardos) then put in the aerial of your choosing. This must be done quickly.
- Aerial OoS^Froll: rotate the analog stick from forward to up (this is if you have tap jump on, otherwise you have to just input the forward and jump command right after) then put in the aerial of your choosing. This must be done quickly.
- DS OoS^Froll: rotate analog stick from forward to up + B (this is if you have tap jump on, otherwise you have to input the forward on the analog stick then a jump command afterwards + up +B)
- Usmash OoS^Froll: rotate the analog stick from forward to up +A (this is if you have tap jump on, otherwise you have to input the forward on the analog stick then a jump command afterwards + up +A)
- Usmash OoS^Broll: rotate the analog stick from back to up +A (this is if you have tap jump on, otherwise you have to input the back on the analog stick then a jump command afterwards + up +A)
Why they could be useful:
Marth has amazing quick aerials that cover a ton of options the aerial OS allow the ability to approach imo more.
the Usmash OoS^ Broll or Froll as well as the DS OoS^Froll OS allow for some of his stronger punishes to be even safer. The DS one especially safe way to get through walls without being baited foolishly. I also see these option selects being VERY strong along with grab OS in situations where you are in some sort of frame disadvantage and you arent sure what defensive option to use. Wiff an Fsmash and you dont know if you should just block and punish their punish or if they are going for a grab (basically coin flip scenarios) ? Use these to better your chances.
Please Check these out Marths in your friendlies and post back here detailing how they worked out for u etc.[/COLLAPSE]
These Option Selects use the hitstun and the buffer window to select the best option in a hit or wiff scenario so that you dont miss an opportunity to buffer something to continue a string or buffer another action to defend your wiff.
Will post some later. Do any of you have any you use? Let me know!!!
Miscellaneous:
Some Ground Grab Release stuff info courtesy of C.J
Out of grab releases:
[COLLAPSE="Info"]Lucario is a character I actually don't like to throw that much unless I know a very specific habit of theirs that I can punish. His quickest option is grab/jab at frame 6 each (Okay, well, technically, utilt if frame 5, but that hits behind him so idc) However you have a 1 frame advantage when you ground release someone putting his quickest, offensive, action at frame 7. As a result, you can always dtilt and hit him unless he chooses a defensive option. Shield, rolls, or spotdodge. With us being able to act on frame 22 out of out dtilt (assuming he chooses a defensive option other than shield), we can punish anything he chooses to do. This is the basic idea of this section. Dtilt is an amazing poke and allows up enough safety on shield, and ends quickly enough on whiff, that we can punish whatever action they take in theory. Usually on reaction unless it's a godtier defensive action (falco's spotdodge for example). Additionally, as our grab is 6 frames, we can input a grab with no fear of him being able to outspeed us.
Also I guess if they mash out quicker than you expected this would be helpful if you for some reason memorized it.
Oh god this took way too long Hide
*Disclaimer, most of these characters you should just throw most of the time. However, if you want to try a frame trap on them out of a grab release, by all means try away.*
Diddy: Bananas, jab, dtilt... ugh. Just throw him unless you think you can get GR-> fair.
Snake: Jab (3). Jab clashes. Ftilt (4). Jab wins. Grenades make me not want to grab release him. Uthrow forever!
Falco: Not even going to try. He'll jab. He'll always jab. Just... no.
Marth: I don't care, just throw him.
Wario: You should be GRing him anyway, but, if there's a platform above you then oh well. Dtilt and stage 2 waft (58 seconds to 1:50) both hit on frame 5.
IC: Jab (4). Jab wins. If both are there pummel once then throw. If it's just Popo, then ground releasing is viable.
Olimar: Jab (4). Jab wins. Whistle (2super armor). Grab wins.
Pikachu: Jab (2). Spot Dodge, Shield. Dash attack (5) ftilt (5). Jab wins.
DDD: UpB (1-4invincible before super armor kicks in). Nothing else faster than frame 6. I'd feel so much better about grab releasing him if he has a not-z-axis-heavy spotdodge. Although his rolls are very meh frame wise so it's not that bad.
ZSS: Jab (1). Shield and spotdodge win. Utilt (3). Jab clashes. Dtilt (4) Jab wins. FlipKick (1-12invincible). Frame one jab and frame 3 move that sets up juggles? Don't bother, just throw.
G&W: Jab (4). Jab wins. UpB (5-13invincible). Jab wins. Grab release -> fair is still the best though.
Tink: Nothing faster than frame 6.
Fox: Jab (2). Shield, spot dodge. Dash attack (4). Jab wins. Shine (3. Invincible what appears to be 1-4). See Falco.
Wolf: Jab (3). Out jab will clash. Dtilt (5). Our jab wins. Shine (1-9invincible)
Peach: Jab (2). Spot dodge, shield. Nothing else faster than frame 6. However, jab will be seen a LOT in this situation (and on the reverse you being grab released). Just throw her.
DK: You have a -9 frame advantage when you release him. ALWAYS ALWAYS ALWAYS thow this monkey.
Kirby: Jab (3). Jab clashes. Dtilt (4) ftilt (5). Jab wins. Don't risk the trip from dtilt. Just throw him.
ROB: Jab (3) Dtilt (3 really now?). Our Jab clashes. Utilt (4) Dsmash (4 wtf, stupid move). Jab wins. Sidespecial (2 I think. Rob is a dumb character). UpB (1-4invincible). I hate this character. Just throw him.
Pit: Why is his moveset so fast? o_O Jab (5) and dsmash (5). Jab beats them. Utilt (2). Shield, Spotdodge beat it. WoI (1-5invincible). Mirror Shield (4-5Super armor on the ground. 6-17 acts as a normal shield),
Sonic: Jab (3). Can use jab to clash with it. Spring (1-10invincible). Jab is fast enough to beat it. No other options faster than frame 6. Dtilt/grab works just like Lucario outside of those two moves. UpB is a common use though. Jab may be your best option here.
Ike: Jab (3). Jab clashes.
Luigi: Jab (2). Shield, spotdodge. Dtilt (5), Ftilt (5), dsmash (5). Jab wins.
Sheik: Her frame data rivals/is faster than MK's... Just throw.
Ness: You have a +11 frame advantage on this child. There's next to no reason to ever throw this character. Ever. ALWAYS ALWAYS ALWAYS grab release.
Yoshi: Jab (3). Jab clashes. Yoshi is interesting. He won't shield or roll in this situation so he'll jab or spotdodge. If he jabs, jab will clash. However, it's a 27 frame jab vs Yoshi's 22 frame spotdodge. 50-50 shot. Just throw.
Charizard: Jab (4). Jab wins. Fly (3-? Super Armor). Jab will hit him but you'll get sucked in. Probably. idk. Just throw. Not worth the risk.
Squirtle: His ground moveset is really fast. Plus you have GR-> ****. Just air release.
Ivysaur: Dash Attack (4) Dtilt (4). Jab wins. Bullet Seed. (4. Invincible 1-3).
Lucas: You have a +11 frame advantage on this child. There's next to no reason to ever throw this character. Ever. ALWAYS ALWAYS ALWAYS grab release.
Mario: See Luigi. Add in: Super Jump Punch (3. 1-5invincible).
Bowser: UpB (1-5invincible). Jab clashes. Hitbox isn't out till frame 6 so dtilt will clash with Bowser's upB. Because Marth's throws are more laggy the heavier the character, they're super laggy on Bowser. I grab release a lot vs Bowser.
Samus: Jab (3). Jab clashes.
Falcon: Jab (3). Jab clashes.
Link: Nothing faster than frame 6. See Lucario.
Puff: Jab (5) Dash attack (5). Jab wins. I guess technically Rest hits frame 2 but w/e. She'll probably jump anyway. Jab is probably your best option.
Zelda: Dsmash (4). Jab wins. Dtilt (5). Jab wins. NeutralB (5-11invincible). Jab wins.
Ganon: Nothing faster than frame 6.
Yeah, this is mostly useless, but, oh well.[/COLLAPSE]
Courtesy of C.J
Relevant frame data for all frame traps (as Marth):
[COLLAPSE="Our Primary Attacks for the first part of a frame trap"]
Nair ends: 49 Autocancels starting: 24 And is -25/-28 on shield -4/-8 When landing
Fair ends: 33 Autocancels starting: 26 And is -25/-28 on shield -4/-8 When landing
Uair ends: 45 Autocancels starting: 26 And is -4/-7 on shield
Bair ends: 39 Autocancels starting: 31 And is -15/-19 on shield
Dtilt ends: 21 And is -7 or -11 on shield
Jab ends: 27 And is -20 or -23 on shield
By "end" I actually mean "first actionable frame" so I'm using the IASA data[/COLLAPSE]
[COLLAPSE="Primary for punishing when you frame trap"]Dancing Blade hits on frame 4
Dsmash hits on frame 6
Fsmash hits on frame 10
Utilt hits on frame 6 (for the first kind) and 10 (for the second kind)[/COLLAPSE]
[COLLAPSE="Spot Dodges"]2-20 / 22 Link
2-20 / 22 Pikachu
2-20 / 22 Falco
2-20 / 22 Yoshi
2-20 / 22 Toon Link
2-20 / 24 Marth
2-20 / 25 Mario
2-20 / 25 Samus
2-20 / 25 Zero Suit Samus
2-20 / 25 Kirby
2-20 / 25 Fox
2-20 / 25 Game & Watch
2-20 / 25 Luigi
2-20 / 25 Diddy
2-20 / 25 Zelda
2-20 / 25 Sheik
2-20 / 25 Pit
2-20 / 25 Metaknight
2-20 / 25 Squirtle
2-20 / 25 Ivysaur
2-20 / 25 Charizard
2-20 / 25 Ike
2-20 / 25 Snake
2-20 / 25 Peach
2-20 / 25 Ganondorf
2-20 / 25 Ice Climbers
2-20 / 25 Wolf
2-20 / 25 Lucario
2-20 / 25 Ness
2-20 / 25 Sonic
2-20 / 25 Wario
2-20 / 25 R.O.B
2-20 / 25 Captain Falcon
2-20 / 25 Lucas
3-20 / 25 Olimar
3-16 / 25 Jigglypuff
2-20 / 27 King Dedede
2-23 / 30 Donkey Kong
3-24 / 32 Bowser[/COLLAPSE]
[COLLAPSE="Air Dodges"]3-29 / 39 Metaknight
4-29 / 39 Zero Suit Samus
4-29 / 39 Diddy
4-29 / 39 Pit
4-29 / 39 Squirtle
4-29 / 39 Ivysaur
4-29 / 39 Charizard
4-29 / 39 Ike
4-29 / 39 Snake
4-29 / 39 King Dedede
4-29 / 39 Lucario
4-29 / 39 Wario
4-29 / 39 R.O.B
4-29 / 39 Olimar
4-29 / 48 Ice Climbers
4-29 / 48 Ness
4-29 / 48 Sonic
4-29 / 48 Lucas
4-30 / 49 Bowser
4-29 / 49 Mario
4-29 / 49 Donkey Kong
4-29 / 49 Link
4-29 / 49 Samus
4-29 / 49 Kirby
4-29 / 49 Fox
4-29 / 49 Pikachu
4-29 / 49 G&W
4-29 / 49 Luigi
4-29 / 49 Zelda
4-29 / 49 Sheik
4-29 / 49 Falco
4-29 / 49 Yoshi
4-29 / 49 Ganondorf
4-29 / 49 Wolf
4-29 / 49 Toon Link
4-29 / 49 Captain Falcon
4-29 / 49 Jigglypuff
5-30 / 49 Marth
4-19 / 49 Peach[/COLLAPSE]
[COLLAPSE="Forward Rolls"]5-12 / 23 Metaknight
4-19 / 27 Lucario
4-17 / 27 Pit
4-15 / 27 Zero Suit Samus
4-19 / 29 Diddy
4-19 / 29 Squirtle
4-20 / 31 Kirby
4-19 / 31 Donkey Kong
4-19 / 31 Fox
4-19 / 31 Pikachu
4-19 / 31 Luigi
4-19 / 31 Zelda
4-19 / 31 Sheik
4-19 / 31 Falco
4-19 / 31 Peach
4-19 / 31 Ganondorf
4-19 / 31 Ice Climbers
4-19 / 31 Wolf
4-19 / 31 Ness
4-19 / 31 Sonic
4-19 / 31 Captain Falcon
4-19 / 31 Lucas
3-19 / 32 Jigglypuff
4-19 / 32 Mario
4-19 / 32 Ivysaur
4-19 / 32 King Dedede
4-19 / 32 Olimar
4-19 / 33 Ike
4-21 / 34 R.O.B
4-19 / 34 Yoshi
4-19 / 35 Charizard
4-19 / 35 Marth
4-19 / 35 G&W
4-17 / 35 Snake
4-21 / 37 Wario
4-19 / 37 Link
4-19 / 37 Toon Link
5-20 / 39 Bowser
4-23 / 44 Samus[/COLLAPSE]
[COLLAPSE="Back Rolls"]4-19 / 27 Lucario
4-19 / 29 Diddy
4-19 / 29 Squirtle
4-20 / 31 Kirby
4-19 / 31 Donkey Kong
4-19 / 31 Fox
4-19 / 31 Pikachu
4-19 / 31 Luigi
4-19 / 31 Zelda
4-19 / 31 Sheik
4-19 / 31 Falco
4-19 / 31 Lucas
4-19 / 31 Wolf
4-19 / 31 Ness
4-19 / 31 Sonic
4-19 / 31 Ganondorf
4-19 / 31 Ice Climbers
4-19 / 31 Captain Falcon
5-20 / 31 Peach
4-19 / 32 Jigglypuff
4-19 / 32 Mario
4-19 / 32 King Dedede
4-19 / 32 Ivysaur
4-19 / 32 Olimar
4-17 / 32 Pit
4-19 / 33 Snake
4-12 / 33 Metaknight
4-21 / 34 R.O.B
4-23 / 35 Marth
4-19 / 35 G&W
4-19 / 36 Charizard
4-21 / 37 Wario
4-19 / 37 Ike
4-19 / 37 Link
4-19 / 37 Zero Suit Samus
4-19 / 37 Yoshi
4-19 / 37 Toon Link
5-20 / 39 Bowser
4-23 / 44 Samus[/COLLAPSE]
Feel free to go through and see which frame traps are most effective on which characters.
[COLLAPSE="Jump Data"]Falcon- 6
DDD- 5
Diddy- 5
DK - 7
Falco - 5
Fox - 5
G&W - 6
Ganon - 6
Ike - 8
Kirby - 5
Bowser - 9
Link - 8
Lucario - 6
Lucas - 6
Luigi - 6
Mario - 6
Marth - 6
Metaknight - 5
Ness - 6
Peach - 6
Pikachu - 5
Olimar- 6
Pit - 6
ivysaur- 6
Charizard - 8
Squirtle - 5
IC - 5
Jiggly - 6
Rob - 6
Samus - 5
Sheik - 5
Snake - 10
Sonic - 8
ZSS - 5
Toonlink - 8
Wario - 7
Wolf - 7
Yoshi - 7
Zelda - 7
[/COLLAPSE]
__________________
I was thinking the other day that something that would help this community is if we compiled characters frame traps and the like in a single thread. I would definitely love to make a universal database for brawl frame traps (at least the common or strongest ones).
So I was wondering if we can all pitch in right now and start building a list of Marth's Frame Traps.
I will update the thread regularly continually adding in frame traps known/found.
So lets start off shall we?
Frame traps will be compiled under the primary action. Character dependent ones will be placed in an separate area. I will just write down the ones given to me, then when the project is somewhat complete a video will be made for these traps as well as the OP will be properly organized.
FRAME TRAPS
Frame Trap definition:
[COLLAPSE="Hide"]A set of two actions that due to the first action's cooldown, shield stun, range or a combination of these sorts punishes majority of defensive options present.[/COLLAPSE]
ff Uair:
ff Uair frame traps are some of the best frame traps in the game due to the mad disjoint of Marth Uair; not much can challenge it. Its basic traps also tend to reset the juggle situation.
[COLLAPSE="Hide"]Utilt: not only does it absolutely cover ADs, it also covers a wide area; making it harder for an opponent to try to DI away from the trap. It also places your opponent back in the air.
Usmash: Good damage, and covers more area that it seems. It also places your opponent back in the air.
dtilt: now this one is a little harder to time, due to dealing with fastfall speeds and the lack of area covered. However, it does net some good damage due to the dtilt strings possible when an opponent is caught before landing with a dtilt ( dtilt> buffer dash DB, dtilt> grab, dtilt> fsmash) [/COLLAPSE]
Fair:
Fair is an awesome primary for a frame trap; its range and safety make it easier to catch someone.
[COLLAPSE="Hide"]Fair: the classic frame trap that aids marth in many ways due to its range.
Nair: If you are coming at them from the side, its an excellent frame trap to use. its especially useful when coupled with a SH Fair because first hit nair strings into a myriad of things in which can rack up a good amount of damage.[/COLLAPSE]
Bair:
Bair has tons of range ( of course it does we're Marth) and due to its ability to change our facing direction, it allows to do some interesting things.
[COLLAPSE="Hide"]Fair: the basic juggle trap and very effective.
DS: this one is an odd ball of sorts but at times gains strength to the fact that people attempt to DI away from Marth due to his juggle traps. So if they are trying to DI away as you bair towards them in the air, Marth horizontal speed can catch up to quite a bit of characters, then DS abuse their DI. Can be used for a quick kill or just to simply get someone offstage.[/COLLAPSE]
Frame traps on shield
Marth has some fantastic frame traps on shield due to how low the cool down is for his autocancel aerials as well as their range. Some some of his ground moves have this property as well, the major one being the dtilt trap that will be done in-depth.
ff tipper uair>dtilt
[COLLAPSE="Hide"]"uair's shield push is surprisingly huge so dtilt catches a lot of attempted punishes."
- C.J[/COLLAPSE]
Well spaced aerials> jab:
[COLLAPSE="Hide"]Because of the combination of shield stun, range and amazing autocancel abilities of aerials, marth is able to often jab without any fear of being punished due to its quick start and range for a jab. These are awesome in terms of allowing you to somewhat safely attack a shield vs most characters. Which allows a more solid approach and ultimately gives marth the ability to pressure.[/COLLAPSE]
untippered fair>DS
[COLLAPSE="Hide"]"Beats out grabs and other possible punishes OoS (such as someone trying to jab you)"
- C.J
Definitely can punished if one continues just to shield, but that is the whole point. The fact that you can DS anything thrown at you in that situation besides simple block makes people reluctant to use punishment options OoS, which can earn you some simple shield pressure off just the idea of this trap.
[/COLLAPSE]
Dtilt Trap:
Dtilt's range,shield stun,quickness give Marth the ability to basically punish anybody. C.J outlines it in this method."
[COLLAPSE="Hide"]- If they Spotdodge, React and DB
- If they roll behind you (they use an f-roll), the fastest roll is MK's at 23 frames. -7 for dtilt disadvantage. 16 frames to punish. Depending on the spacing of the roll, dsmash/fsmash if they roll through you. If tippered, -14 for dtilt leaving 9 frames. Dsmash/DB to punish
- If they roll away from you (back roll), the fastest is Lucario at 27 frames. -7 for dtilt disadvantage, 20 frames to punish. Dash DB to punish
- If they jump (jump data is averaged at about 6 frames), that leaves you with a 1 frame disadvantage. Jab beats/ties aerials that come out frame 5 (disjoint/range dependent) and beats aerials frames 6 or faster. Jab will end before an air dodge if the opponent chooses that, then you punish the AD for free.
- compliments of C.J
[/COLLAPSE]
Nair Trap
[COLLAPSE="Hide"]Nair's frame data
Nair:
Hit: 6, 15, 17 (behind), 19
End: 48
First Hit Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE (SHFF): -4
First Hit Tipper Shield Stun: 9
~Shield Hit Lag: 8
ADVANTAGE: (SHFF): -6
First Hit Regular Stun: 25
~Hit Lag: 4
ADVANTAGE (SHFF): +14
First Hit Regular Tipper Stun: 34
~Hit Lag: 8
ADVANTAGE (SHFF): +19
Strong Hit Shield Stun: 10
~Shield Hit Lag: 4
ADVANTAGE: -27
ADVANTAGE (SHFF): -4
Strong Hit Tipper Shield Stun: 12
~Shield Hit Lag: 12
ADVANTAGE: -33
ADVANTAGE (SHFF): -8
SHFF Nair Lag: 8
First hit nair lag: 8
SH Nair Fast Falled Lag: 3
Nair is amazing on shield, especially when you consider the range at which it would be spaced. seeing as VERY few characters have something OoS that can punish you at its range. combined with the fact you have quick long range tilts, places the majority of the cast in a terrible position. This move also at the appropriate range will punish forward rolls due to the hit box from behind. It is truly a staple of marth and a trap that can net greater punishes than a simple jab.
More testing needs to be done on the specifics of this move. [/COLLAPSE]
Throw Traps
Marth throws do horrendous damage. However not much marth mains are complaining. Why? Cuz they are amazing when it comes to frame traps. Lets start listing all we've got on these things. Perhaps we can find better ways to rack up damage.
**** If anyone can find the advantage given by our throws that would be VERY much appreciated. Ph1lny3?
Dthrow trap
[COLLAPSE="Dthrow Trap Details"]Dthrow in itself: Even after CG%, dthrow automatically puts in a situation where u have to either AD immediately or get hit. due to this, it offers as solid of a 50/50 as u can get in brawl ( fthrow pretty much does this as well). So I would love to start an open discussion regarding how to maximize our damage output depending on the option chosen.
Im going to start off with one Mike has used on me before with I thought was kinda cool.
Dthrow>buffered turnaround jab: after CG%, he would every now and then do this. I think the jab in only escapeable with DI ( someone clarify for me). Then of course if you get the jab you can dtilt which allows u to either trap the opponent again due to the knockback of hitting an aerial opponent with dtilt ( at some % u can literally walk up and dtilt trap) or if theyre off stage the dtilt sets up an edgeguarding/gimping opportunity.
[/COLLAPSE]
Ledge Traps:
Emblem Lord's post in regards to Ledge Traps:
[COLLAPSE="Hide"]Ledge traps are also very common and very easy to do. When an opponent is on the ledge they have several options. They have roll get up, ledge hop into an aerial, ledge attack, normal get up and ledge jump. If you space yourself so that their get up attack would miss you if they tried, you have effectively covered most of their options. If they roll get up you can just throw them back out or get a free attack[/COLLAPSE]
While fair is a reliable tool for Ledge traps there is one better; Nair. Nairs multiple hitboxes cover virtually every option available at the ledge. SH FF Nair> react to option present. Ledge traps are very strong for Marth , so lets start filling this one up as well.
***Note: at proper spacing nair takes out ledge hops, roll, and get up attack. Even regular getup can be thrwarted by dtilting on reaction either pushing them off the edge or them rolling which is a free punish either way.
Character Specific:
Ground Release> buffered dtilt on Lucario
[COLLAPSE="Hide"]Due to Lucario's quickest ground option being 6 frames, Marth can buffer a dtilt on their shield without fearing any punishment. Once they are stuck in the dtilt trap they are forced to use a defensive option to get away; all of them being punishable by Marth.[/COLLAPSE]
Option Selects
[COLLAPSE="Definition"]An Option Select is a joystick or button input which functions as multiple possible actions simultaneously, letting the game engine decide the best counter to a situation. Specific instances allow only certain moves to come out, so you can worry less about your opponents options, and focus more on your own offense.[/COLLAPSE]
I am going to make a video later detailing what option selects are good for Marth and why. For now I will leave this video of SF detailing OS and my blog on AIB regarding them.
http://allisbrawl.com/blogpost.aspx?id=125939
Shield Option Selects
Grab^Roll OS:
[COLLAPSE="Hide"]There are a multitude of grab^Roll OS. the ones we will discuss are:
ISSDI forward x 1 grab^Froll OS
ISSDI x 1 backwards grab^Broll OS
ISSDI forward x 2 grab^Froll OS
Inputs:
- cstick forward for ISSDI forward x 1 grab or Froll
- cstick backward for ISSDI x 1 backwards grab or Broll
- forward on the analog stick + cstick up (ISSDI forward x 2 grab or Froll)
Why they could be useful:
- Marth has an amazing grab range and game in general as well as good tilts to pressure an opponents you have rolled behind and to keep out those chasing your Broll (if they expected it)
- most people arent just going to stand there while in CQC meaning you are now behind your opponent and can punish a whiff attempt or spotdodge. Its also nice that Marth has AMAZING tilts + DS OoS, allowing him to be at a safe distance frame wise to use his quick tilts.
I would definitely love some of our Marth mains to do some in-depth testing on these and see what they find.[/COLLAPSE]
Aerial OoS^Roll OS:
[COLLAPSE="Hide"]I think these ones have some awesome potential for Marth as well. We have Aerial OoS^Broll OS, Aerial OoS^Froll OS, DS OoS^Froll OS, Usmash OoS^Froll OS and Usmash OoS^Broll OS.
Input:
-Aerial OoS^Broll OS: rotate the analog stick from back to up (this is if you have tap jump on, otherwise you have to input the back on the analog stick then a jump command afterwardos) then put in the aerial of your choosing. This must be done quickly.
- Aerial OoS^Froll: rotate the analog stick from forward to up (this is if you have tap jump on, otherwise you have to just input the forward and jump command right after) then put in the aerial of your choosing. This must be done quickly.
- DS OoS^Froll: rotate analog stick from forward to up + B (this is if you have tap jump on, otherwise you have to input the forward on the analog stick then a jump command afterwards + up +B)
- Usmash OoS^Froll: rotate the analog stick from forward to up +A (this is if you have tap jump on, otherwise you have to input the forward on the analog stick then a jump command afterwards + up +A)
- Usmash OoS^Broll: rotate the analog stick from back to up +A (this is if you have tap jump on, otherwise you have to input the back on the analog stick then a jump command afterwards + up +A)
Why they could be useful:
Marth has amazing quick aerials that cover a ton of options the aerial OS allow the ability to approach imo more.
the Usmash OoS^ Broll or Froll as well as the DS OoS^Froll OS allow for some of his stronger punishes to be even safer. The DS one especially safe way to get through walls without being baited foolishly. I also see these option selects being VERY strong along with grab OS in situations where you are in some sort of frame disadvantage and you arent sure what defensive option to use. Wiff an Fsmash and you dont know if you should just block and punish their punish or if they are going for a grab (basically coin flip scenarios) ? Use these to better your chances.
Please Check these out Marths in your friendlies and post back here detailing how they worked out for u etc.[/COLLAPSE]
Offensive Option Selects:
These Option Selects use the hitstun and the buffer window to select the best option in a hit or wiff scenario so that you dont miss an opportunity to buffer something to continue a string or buffer another action to defend your wiff.
Will post some later. Do any of you have any you use? Let me know!!!
Miscellaneous:
Some Ground Grab Release stuff info courtesy of C.J
Out of grab releases:
[COLLAPSE="Info"]Lucario is a character I actually don't like to throw that much unless I know a very specific habit of theirs that I can punish. His quickest option is grab/jab at frame 6 each (Okay, well, technically, utilt if frame 5, but that hits behind him so idc) However you have a 1 frame advantage when you ground release someone putting his quickest, offensive, action at frame 7. As a result, you can always dtilt and hit him unless he chooses a defensive option. Shield, rolls, or spotdodge. With us being able to act on frame 22 out of out dtilt (assuming he chooses a defensive option other than shield), we can punish anything he chooses to do. This is the basic idea of this section. Dtilt is an amazing poke and allows up enough safety on shield, and ends quickly enough on whiff, that we can punish whatever action they take in theory. Usually on reaction unless it's a godtier defensive action (falco's spotdodge for example). Additionally, as our grab is 6 frames, we can input a grab with no fear of him being able to outspeed us.
Also I guess if they mash out quicker than you expected this would be helpful if you for some reason memorized it.
Oh god this took way too long Hide
*Disclaimer, most of these characters you should just throw most of the time. However, if you want to try a frame trap on them out of a grab release, by all means try away.*
Diddy: Bananas, jab, dtilt... ugh. Just throw him unless you think you can get GR-> fair.
Snake: Jab (3). Jab clashes. Ftilt (4). Jab wins. Grenades make me not want to grab release him. Uthrow forever!
Falco: Not even going to try. He'll jab. He'll always jab. Just... no.
Marth: I don't care, just throw him.
Wario: You should be GRing him anyway, but, if there's a platform above you then oh well. Dtilt and stage 2 waft (58 seconds to 1:50) both hit on frame 5.
IC: Jab (4). Jab wins. If both are there pummel once then throw. If it's just Popo, then ground releasing is viable.
Olimar: Jab (4). Jab wins. Whistle (2super armor). Grab wins.
Pikachu: Jab (2). Spot Dodge, Shield. Dash attack (5) ftilt (5). Jab wins.
DDD: UpB (1-4invincible before super armor kicks in). Nothing else faster than frame 6. I'd feel so much better about grab releasing him if he has a not-z-axis-heavy spotdodge. Although his rolls are very meh frame wise so it's not that bad.
ZSS: Jab (1). Shield and spotdodge win. Utilt (3). Jab clashes. Dtilt (4) Jab wins. FlipKick (1-12invincible). Frame one jab and frame 3 move that sets up juggles? Don't bother, just throw.
G&W: Jab (4). Jab wins. UpB (5-13invincible). Jab wins. Grab release -> fair is still the best though.
Tink: Nothing faster than frame 6.
Fox: Jab (2). Shield, spot dodge. Dash attack (4). Jab wins. Shine (3. Invincible what appears to be 1-4). See Falco.
Wolf: Jab (3). Out jab will clash. Dtilt (5). Our jab wins. Shine (1-9invincible)
Peach: Jab (2). Spot dodge, shield. Nothing else faster than frame 6. However, jab will be seen a LOT in this situation (and on the reverse you being grab released). Just throw her.
DK: You have a -9 frame advantage when you release him. ALWAYS ALWAYS ALWAYS thow this monkey.
Kirby: Jab (3). Jab clashes. Dtilt (4) ftilt (5). Jab wins. Don't risk the trip from dtilt. Just throw him.
ROB: Jab (3) Dtilt (3 really now?). Our Jab clashes. Utilt (4) Dsmash (4 wtf, stupid move). Jab wins. Sidespecial (2 I think. Rob is a dumb character). UpB (1-4invincible). I hate this character. Just throw him.
Pit: Why is his moveset so fast? o_O Jab (5) and dsmash (5). Jab beats them. Utilt (2). Shield, Spotdodge beat it. WoI (1-5invincible). Mirror Shield (4-5Super armor on the ground. 6-17 acts as a normal shield),
Sonic: Jab (3). Can use jab to clash with it. Spring (1-10invincible). Jab is fast enough to beat it. No other options faster than frame 6. Dtilt/grab works just like Lucario outside of those two moves. UpB is a common use though. Jab may be your best option here.
Ike: Jab (3). Jab clashes.
Luigi: Jab (2). Shield, spotdodge. Dtilt (5), Ftilt (5), dsmash (5). Jab wins.
Sheik: Her frame data rivals/is faster than MK's... Just throw.
Ness: You have a +11 frame advantage on this child. There's next to no reason to ever throw this character. Ever. ALWAYS ALWAYS ALWAYS grab release.
Yoshi: Jab (3). Jab clashes. Yoshi is interesting. He won't shield or roll in this situation so he'll jab or spotdodge. If he jabs, jab will clash. However, it's a 27 frame jab vs Yoshi's 22 frame spotdodge. 50-50 shot. Just throw.
Charizard: Jab (4). Jab wins. Fly (3-? Super Armor). Jab will hit him but you'll get sucked in. Probably. idk. Just throw. Not worth the risk.
Squirtle: His ground moveset is really fast. Plus you have GR-> ****. Just air release.
Ivysaur: Dash Attack (4) Dtilt (4). Jab wins. Bullet Seed. (4. Invincible 1-3).
Lucas: You have a +11 frame advantage on this child. There's next to no reason to ever throw this character. Ever. ALWAYS ALWAYS ALWAYS grab release.
Mario: See Luigi. Add in: Super Jump Punch (3. 1-5invincible).
Bowser: UpB (1-5invincible). Jab clashes. Hitbox isn't out till frame 6 so dtilt will clash with Bowser's upB. Because Marth's throws are more laggy the heavier the character, they're super laggy on Bowser. I grab release a lot vs Bowser.
Samus: Jab (3). Jab clashes.
Falcon: Jab (3). Jab clashes.
Link: Nothing faster than frame 6. See Lucario.
Puff: Jab (5) Dash attack (5). Jab wins. I guess technically Rest hits frame 2 but w/e. She'll probably jump anyway. Jab is probably your best option.
Zelda: Dsmash (4). Jab wins. Dtilt (5). Jab wins. NeutralB (5-11invincible). Jab wins.
Ganon: Nothing faster than frame 6.
Yeah, this is mostly useless, but, oh well.[/COLLAPSE]
DATA
Courtesy of C.J
Relevant frame data for all frame traps (as Marth):
[COLLAPSE="Our Primary Attacks for the first part of a frame trap"]
Nair ends: 49 Autocancels starting: 24 And is -25/-28 on shield -4/-8 When landing
Fair ends: 33 Autocancels starting: 26 And is -25/-28 on shield -4/-8 When landing
Uair ends: 45 Autocancels starting: 26 And is -4/-7 on shield
Bair ends: 39 Autocancels starting: 31 And is -15/-19 on shield
Dtilt ends: 21 And is -7 or -11 on shield
Jab ends: 27 And is -20 or -23 on shield
By "end" I actually mean "first actionable frame" so I'm using the IASA data[/COLLAPSE]
[COLLAPSE="Primary for punishing when you frame trap"]Dancing Blade hits on frame 4
Dsmash hits on frame 6
Fsmash hits on frame 10
Utilt hits on frame 6 (for the first kind) and 10 (for the second kind)[/COLLAPSE]
[COLLAPSE="Spot Dodges"]2-20 / 22 Link
2-20 / 22 Pikachu
2-20 / 22 Falco
2-20 / 22 Yoshi
2-20 / 22 Toon Link
2-20 / 24 Marth
2-20 / 25 Mario
2-20 / 25 Samus
2-20 / 25 Zero Suit Samus
2-20 / 25 Kirby
2-20 / 25 Fox
2-20 / 25 Game & Watch
2-20 / 25 Luigi
2-20 / 25 Diddy
2-20 / 25 Zelda
2-20 / 25 Sheik
2-20 / 25 Pit
2-20 / 25 Metaknight
2-20 / 25 Squirtle
2-20 / 25 Ivysaur
2-20 / 25 Charizard
2-20 / 25 Ike
2-20 / 25 Snake
2-20 / 25 Peach
2-20 / 25 Ganondorf
2-20 / 25 Ice Climbers
2-20 / 25 Wolf
2-20 / 25 Lucario
2-20 / 25 Ness
2-20 / 25 Sonic
2-20 / 25 Wario
2-20 / 25 R.O.B
2-20 / 25 Captain Falcon
2-20 / 25 Lucas
3-20 / 25 Olimar
3-16 / 25 Jigglypuff
2-20 / 27 King Dedede
2-23 / 30 Donkey Kong
3-24 / 32 Bowser[/COLLAPSE]
[COLLAPSE="Air Dodges"]3-29 / 39 Metaknight
4-29 / 39 Zero Suit Samus
4-29 / 39 Diddy
4-29 / 39 Pit
4-29 / 39 Squirtle
4-29 / 39 Ivysaur
4-29 / 39 Charizard
4-29 / 39 Ike
4-29 / 39 Snake
4-29 / 39 King Dedede
4-29 / 39 Lucario
4-29 / 39 Wario
4-29 / 39 R.O.B
4-29 / 39 Olimar
4-29 / 48 Ice Climbers
4-29 / 48 Ness
4-29 / 48 Sonic
4-29 / 48 Lucas
4-30 / 49 Bowser
4-29 / 49 Mario
4-29 / 49 Donkey Kong
4-29 / 49 Link
4-29 / 49 Samus
4-29 / 49 Kirby
4-29 / 49 Fox
4-29 / 49 Pikachu
4-29 / 49 G&W
4-29 / 49 Luigi
4-29 / 49 Zelda
4-29 / 49 Sheik
4-29 / 49 Falco
4-29 / 49 Yoshi
4-29 / 49 Ganondorf
4-29 / 49 Wolf
4-29 / 49 Toon Link
4-29 / 49 Captain Falcon
4-29 / 49 Jigglypuff
5-30 / 49 Marth
4-19 / 49 Peach[/COLLAPSE]
[COLLAPSE="Forward Rolls"]5-12 / 23 Metaknight
4-19 / 27 Lucario
4-17 / 27 Pit
4-15 / 27 Zero Suit Samus
4-19 / 29 Diddy
4-19 / 29 Squirtle
4-20 / 31 Kirby
4-19 / 31 Donkey Kong
4-19 / 31 Fox
4-19 / 31 Pikachu
4-19 / 31 Luigi
4-19 / 31 Zelda
4-19 / 31 Sheik
4-19 / 31 Falco
4-19 / 31 Peach
4-19 / 31 Ganondorf
4-19 / 31 Ice Climbers
4-19 / 31 Wolf
4-19 / 31 Ness
4-19 / 31 Sonic
4-19 / 31 Captain Falcon
4-19 / 31 Lucas
3-19 / 32 Jigglypuff
4-19 / 32 Mario
4-19 / 32 Ivysaur
4-19 / 32 King Dedede
4-19 / 32 Olimar
4-19 / 33 Ike
4-21 / 34 R.O.B
4-19 / 34 Yoshi
4-19 / 35 Charizard
4-19 / 35 Marth
4-19 / 35 G&W
4-17 / 35 Snake
4-21 / 37 Wario
4-19 / 37 Link
4-19 / 37 Toon Link
5-20 / 39 Bowser
4-23 / 44 Samus[/COLLAPSE]
[COLLAPSE="Back Rolls"]4-19 / 27 Lucario
4-19 / 29 Diddy
4-19 / 29 Squirtle
4-20 / 31 Kirby
4-19 / 31 Donkey Kong
4-19 / 31 Fox
4-19 / 31 Pikachu
4-19 / 31 Luigi
4-19 / 31 Zelda
4-19 / 31 Sheik
4-19 / 31 Falco
4-19 / 31 Lucas
4-19 / 31 Wolf
4-19 / 31 Ness
4-19 / 31 Sonic
4-19 / 31 Ganondorf
4-19 / 31 Ice Climbers
4-19 / 31 Captain Falcon
5-20 / 31 Peach
4-19 / 32 Jigglypuff
4-19 / 32 Mario
4-19 / 32 King Dedede
4-19 / 32 Ivysaur
4-19 / 32 Olimar
4-17 / 32 Pit
4-19 / 33 Snake
4-12 / 33 Metaknight
4-21 / 34 R.O.B
4-23 / 35 Marth
4-19 / 35 G&W
4-19 / 36 Charizard
4-21 / 37 Wario
4-19 / 37 Ike
4-19 / 37 Link
4-19 / 37 Zero Suit Samus
4-19 / 37 Yoshi
4-19 / 37 Toon Link
5-20 / 39 Bowser
4-23 / 44 Samus[/COLLAPSE]
Feel free to go through and see which frame traps are most effective on which characters.
[COLLAPSE="Jump Data"]Falcon- 6
DDD- 5
Diddy- 5
DK - 7
Falco - 5
Fox - 5
G&W - 6
Ganon - 6
Ike - 8
Kirby - 5
Bowser - 9
Link - 8
Lucario - 6
Lucas - 6
Luigi - 6
Mario - 6
Marth - 6
Metaknight - 5
Ness - 6
Peach - 6
Pikachu - 5
Olimar- 6
Pit - 6
ivysaur- 6
Charizard - 8
Squirtle - 5
IC - 5
Jiggly - 6
Rob - 6
Samus - 5
Sheik - 5
Snake - 10
Sonic - 8
ZSS - 5
Toonlink - 8
Wario - 7
Wolf - 7
Yoshi - 7
Zelda - 7
[/COLLAPSE]
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