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Peach's Frame Data

hotgarbage

Smash Lord
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First off a big thanks to NikoK and 3GOD for their work in the previous thread. :bee:


Index:
Ground Attacks
Grabs
Aerials
Specials
Defense
Ledge Options

- general
- under 100%
- over 100%
Turnips
- throws
- shield Stun
- hit stun
- point blank shield advantages
- point blank hit advantages (to come)
Glide Tossing Advantages
- shield advantage smash throw
- shield advantage normal throw
- hit advantage smash throw
- hit advantage normal throw
Various Other Hit Advantages
Advanced Techs
Misc




Ground Attacks

Jab 1:
Duration: 19
Hits on Frame: 2
Hitbox Duration: 2-3 (2)
Cooldown: 16
Frames Jab 1 can be cancelled into second jab: 8-30

Shield stun: 1
Shield Advantage: -16
Shield drop advantage: -9

Jab 2:
Duration: 22 (if used in tandem with 1st jab: 29)
Hits on frame: 9 at earliest (frame 2 on its own)
Hitbox duration: 2 frames
Cooldown: 19

Shield stun: 1
Shield advantage: -19
Shield drop advantage: -12


Dtilt:
Duration: 27
Hits on Frame: 12
Hitbox Duration: 12-13 (2)
Cooldown: 14

Shield Stun: 3
Shield Advantage: -13
Shield Drop advantage: -6


Ftilt
Duration:36
Hits on Frame: 6 (max range @ 7)
Hitbox Duration: 6-16 (11)
Cooldown: 20

Shield Stun: 4
Shield Advantage: -26
Shield Drop advantage: -19


Utilt
Duration: 37
Hits on Frame: 10
Hitbox Duration: 10-14 (5)
Cooldown: 23

Shield Stun: 4
Shield Advantage: -23
Shield Drop Advantage: -16


Fsmash; Golf club
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: hits on frame 5

Shield Stun: 5
Shield Advantage: -21
Shield Drop advantage: -14

Fsmash; Tennis Racket
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: 5

Shield Stun: 4
Shield Advantage: -21
Shield Drop advantage: -14

Fsmash; Pan
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: 5

Shield Stun: 6
Shield Advantage: -20
Shield Drop Advantage: -13


Dsmash
Duration: 44
Hits on Frame: 6, 11, 16, 21
Hitbox Duration: each hitbox lasts 2 frames
Cooldown: 22
Charge Release: 4

Shield Stun: 1
Shield Advantage: -23
Shield Drop Advantage: -16


Usmash
Duration: 44
Hits on Frame: 14
Strong Hitbox Duration: 14-16 (3)
Weak Hitbox Duration: 17-20 (4)
Cooldown: 23
Charge Release: hits on frame 5

Shield Stun: 6
Shield Advantage:-24
Shield Drop Advantage: -17


Dash attack
Duration: 37
Hits on Frame: 6, 17
Hitbox Duration: 6-9 (4); 17-19 (3)
Cooldown: 17

Shield Stun: 1, 1
Shield Advantage: -19
Shield Drop advantage: -12


Beamsword Neutral A
Duration: 23
Hits on Frame: 4

Shield Stun: 1
Shield Advantage: -14
Shield Drop Advantage: -7

Beamsword Tilt
Duration: 41
Hits on Frame: 9

Shield Stun: 2
Shield Advantage: -30
Shield Drop Advantage: -23

Beamsword Smash
Duration: 59
Hits on Frame: 18

Shield Stun: 4
Shield Advantage: -37
Shield Drop Advantage: -30



Grabs

Standing grab
Duration: 29
Hits on Frame: 6
Hitbox Duration: 6-7 (2)
Cooldown: 22

Dash Grab
Duration: 39
Hits on Frame: 6
Hitbox Duration: 6-7 (2)
Cooldown: 32

Pivot Grab
Duration: 39
Hits on Frame: 13
Hitbox Duration: 13-14 (2)
Cooldown: 24



Aerials

Nair
Duration: 49
Hits on Frame: 3
Strong Hitbox Duration: 3-6 (4)
Weak Hitbox Duration: 7-23 (17)
Aerial Cooldown: 26
Landing Lag: 11
Autocancels on Frame: 36

Shield Stun: 4, 3
Optimal Shield Advantage: -7
Optimal Shield Drop Advantage: 0


Dair
Duration: 39
Hits on Frame: 12, 18, 24, 30
Hitbox Duration: each hitbox lasts 2 frames
Aerial Cooldown: 8
Landing Lag: 9
Autocancels on Frame: 32

Shield Stun: 1
Optimal Shield Advadvantage: -9
Optimal Shield Drop Advantage: -2
Optimal Shield Advantage Autocanceled: -3 (-5 hard landing)
Optimal Shield Drop Advantage Autocanceled: +4, +2


Fair
Duration: 54
Hits on Frame: 16 (max range @ 17)
Hitbox Duration: 16-19 (4)
Aerial Cooldown: 35
Landing Lag: 22
Autocancels on Frame: 20

Shield stun: 5
Optimal Shield Advantage (assumes hitting with F17 hitbox): 0, -2
Optimal Shield Drop Advantage: +7, +5


Bair
Duration: 55
Hits on Frame: 6
Strong Hitbox Duration: 6-8 (3)
Weak Hitbox Duration: 9-19 (11)
Aerial Cooldown: 36
Landing Lag: 9
Autocancels on Frame: 20

Shield stun: 5, 2
Optimal Shield Advantage: -4 (hard hit then land)
Optimal Shield Drop Advantage: +3
Optimal Shield Advantage Autocanceled: 0 (weak hit bair -> ac landing)
Optimal Shield Drop Advantage Autocanceled: +7


Uair
Duration: 35
Hits on Frame: 8
Hitbox Duration: 8-12 (5)
Aerial Cooldown: 23
Landing Lag: 9
Autocancels on Frame: 23

Shield Stun: 3
Optimal Shield Advantage: -5
Optimal Shield Drop Advantage: +2



Specials

Toad
Duration: 64
Counters on Frame: 11
Counter Duration: 11-31 (21)
Cooldown: 31


Grounded Peach Bomber
Hits on Frame: 24
Hitbox Duration: 24-46 (23)
Duration: 73
Aerial Cooldown: 27
Landing lag: 33 - # of frames into aerial cooldown
Lag After Hit: 18

Aerial Peach Bomber
Hits on Frame: 34
Hitbox duration: 34-56 (23)
Duration: 83
Aerial Cooldown: 27
Landing lag: 33 - # of frames into cooldown
Lag After Hit: 18


Up-B
Hits on Frames: 7, 11, 19, 27, 32
Landing Lag: 39


Turnip Pull
Duration: 29




Defense


Shield
Comes out on frame: 1
Shield drop: 7

Spot Dodge
Total: 25
Invincible Frames 2 – 20

Roll Backward
Total: 31
Invincible Frames 4 – 20

Roll Forward
Total: 31
Invincible Frames 3 – 19

Air Dodge
Total: 49
Invincible Frames 4 – 19
Suck factor: very high

Get-up Roll Forward
Duration: 34
Invincibility: 1-19

Get-up Roll Backward
Duration: 35
Invincibility: 1-19

Get-up Stand
Duration: 29
Invincibility: 1-19

Get-up Attack
Duration: 55
Hits on Frames: 17, 25
Invincibility: 1-27




Ledge Options

General
Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum invincibility after ledge drop: 21

Notes:
- jump -> float gives a maximum of 10 frames invulnerability. If you decide to jump -> float -> land you'll have a max of 7 frames invincibility.
- ledge let-go cannot be buffered
- ledge let-go invincibility doesn't stack with action invincibility

Less than 100%
Attack
Duration: 54
Hits on frame: 10
Hitbox Duration: 10-16 (7)
Cooldown: 38
Invincibility: 1-8 (8)
Vulnerable Frames: 46

Get Up
Duration: 32
Invincibility:1-30
Vulnerable Frames: 2

Jump
Duration: 10
Invincibility: 1-10
Vulnerable Frames: 0

Roll
Duration: 50
Invincibility: 1- 32
Vulnerable frames: 18


100% and Greater
Attack
Duration: 69
Hits on frame: 44
Hitbox duration: 44-47 (5)
Cooldown: 22
Invincibility: 1-48
Vulnerable frames: 21

Get Up
Duration: 59
Invincibility: 1-55
Vulnerable frames: 4

Jump
Duration: 20
Invincibility: 1-20
Vulnerable frames: 0

Roll
Duration: 79
Invincibility: 1-57
Vulnerable frames: 22



Turnips

Ground Throws
Forward Throw
Duration: 26
Hits on Frame: 8

Back Throw:
Duration: 26
Hits on Frame: 11

Up throw
Duration: 25
Hits on Frame: 11

Down Throw:
Duration: 21
(the hitbox never has the chance to come out with this one)

Aerial Throws
Forward Throw
Duration: 24
Hits on Frame: 8

Back Throw
Duration: 24
Hits on Frame: 11

Up Throw
Duration: 23
Hits on Frame: 12

Down Throw
Duration: 19
Hits on Frame: 7


Turnip Shield Stun
Point Blank Smash Throw
Normal: 14
Winking: 16
Dot: 21
Stitch: 35
Mr. Saturn: 10

Smash Throw
Normal: 9
Winking: 12
Dot: 17
Stitch: 30
Mr. Saturn: 9

Point Blank Normal Throw
Normal: 11
Winking: 16
Dot: 19
Stitch: 33
Mr. Saturn: 9

Normal Throw
Normal: 7
Winking: 11
Dot: 15
Stitch: 30
Mr. Saturn: 7

Point Blank Turnip Shield Advantages
Smash throw point blank
Normal: -5
Winking: -3
Dot: +2
Stitch: +16
Mr. Saturn: -9

Normal throw point blank
Normal: -8
Wink: -3
Dot: 0
Stitch: +14
Mr. Saturn: -10


Turnip Hitstun
Mario @ 0%
Normal: 21
Wink: 22
Mr Saturn: 13
Dot: 24
Stitch: 38

Point Blank Turnip Hit Advantages
0%
Normal: +2
Wink: +5
Dot: +9
Stitch: attack can be DI'd, thus no setup. Deals 42% though.
Mr. Saturn: -4
Beamsword: +10

20%
Normal: +7
Wink: +9
Dot: +14
Mr. Saturn: -1
Beamsword: +24

40%
norm: +10
wink: +13
dot:
saturn: +2
beam: attack can be DI'd

60%
Normal: +13
Wink: +17
Dot: attack can be DI'd
Mr. Saturn: +5

80%
Normal: +16
wink: attack can be DI'd
Mr. Saturn: +8

100%
Normal: +19
Mr. Saturn: +11

120%
Normal: Attack can be DI'd
Mr. Saturn: +14

140%
Mr. Saturn: +18

160%
Mr. Saturn: attack can be DI'd. Note that the trajectory is a great setup though.



Glide Toss Advantages
Put simply this section will detail frame advantages from a glide toss when used from specific locations. This info will be useful in letting you know when glide tossing can best be used as an approach.

....I just realized that the images are a bit confusing. Ignore Mario. The advantages listed assume that the turnip hits the opponent's shield at the point shown in the image.

Shield Advantages
Smash Throw

Shield advantage:
Normal: -9
Winking: -6
Dot: -1
Stitch: +12



Shield advantage:
Normal: 0
Winking: +3
Dot: +8
Stitch: +21



Shield advantage:
Normal: +6
Winking: +9
Dot: +14
Stitch: +27



Shield advantage:
Normal: +9
Winking: +12
Dot: +17
Stitch: +30



Shield advantage:
Normal: +9
Winking: +12
Dot: +17
Stitch: +30



Normal Throw

Shield advantage:
Normal: -12
Winking: -7
Dot: -3
Stitch: +12



Shield advantage:
Normal: 0
Winking: +4
Dot: +8
Stitch: +23



Shield advantage:
Normal: +7
Winking: +11
Dot: +15
Stitch: +30



Shield advantage:
Normal: +7
Winking: +11
Dot: +15
Stitch: +30



Various Other Hit Advantages

Jab1 advantages
-1 adv: Diddy, Shiek, Falco, Wolf, CF,
0 adv: Bowser, Wario, Link, Ganon, MK, Fox, Pika, Squirtle, Ike, Sonic, zss
+1 adv: Mario, Yoshi, IC, Charizard, Lucas, Snake, DK
+2 adv: TL, DDD, Ivy, Ness, G&W, ROB
+3 adv: Luigi, Peach, Zelda, Samus, Lucario, Marth
+4 adv: Kirby, Olimar,
+7 adv: jigglypuff


Weak hit Bair Hitstun
0%: 9
20%: 13
40%: 16
60%: 20
70%: 22
80%: 28
90%: 30
100%: 31
110%: 33
120%: attack can now be DI'd, thus ruining the setup.



Advanced Techs

Dtilt Slide
Frame window: Action performed on 28-29 of dtilt = small slide. Action performed on 30-31 = large slide.

Dash free-pull
Frame Window: frames 22-34 of her short foxtrot
(foxtrot lasts 21 frames)

Free-pull
Frame Window: frames 2-11 of her turn around animation

Glide Toss
Frame Window: frames 2-5 of her roll animation

**Frame 2 gives a very short glide toss. Frame 3 gives a longer one. Frames 4 and 5 give maximum sliding distance.


Miscellaneous Data
Jump airborne on frame: 6

Short Hop Duration: 51

Short Hop Fast Fall Duration: 43

Full Hop Duration:66

Full Hop Fast Fall Duration:77

Dash stop: 14

"Peachdash": 9

Hard landing lag: 4

Soft Landing lag: 2
 

hotgarbage

Smash Lord
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Messages
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Reserved just in case. And a to-do list:
- finish up various loose ends/add some missed sections
- pictures for every move?!?!
- make the formatting a bit less eye ****** D:

Oh yeah, and if anyone has any specific requests on things I may have missed shoot

Guess I'll add a changelog here:
8/24/09:
- added invincibility frames to get-up options
- "basic movement" section scrapped in favor for a "miscellaneous data" section
8/25/09:
- fixed free-pull frame window
- fixed bair shield adv
- added stitchface and dot turnip's hitstun
- added turnip hitstun for 0%
- cleaned up glide tossing advantages section
- added point-blank turnip hit advantages
9/2/09:
- added aerial peach bomber hitbox duration
9/3/09:
- completed aerial peach bomber data
- completed grounded peach bomber data
- fixed some terminology
10/16/09
- added dtilt slide data
11/1/09:
- added <100% ledge attack duration... not sure how I left it out
 

Frown

poekmon
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Wow... well done!

2-5 for glide toss, eh? I never took time to learn that.

I could actually help you with pictures for every move... Not at the moment though.

Edit: Actually, Excel_Zero has pictures of most moves in the guide...
 

hotgarbage

Smash Lord
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Wow... well done!

2-5 for glide toss, eh? I never took time to learn that.

I could actually help you with pictures for every move... Not at the moment though.

Edit: Actually, Excel_Zero has pictures of most moves in the guide...
Thanks a lot for that offer! I may just take you up on that. Hm, yeah Excel does have some good pictures... I don't know, I don't really want to deal with it now either :p.

This is NICE. I'm gonna sticky this thread instead.
Thanks!
 

EdreesesPieces

Smash Bros Before Hos
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No, thank YOU. Frame data is sooo important. It's how M2K came to be the player he is today. He knows the exact option to take in each scenario because he knows whether its gauranteed or not. That's critical for a character like Peach who is mid tier, so this should be very easily referenced.
 

choknater

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ahhh for some reason i think if peach's jab was 3 frames instead of 2... sheik would have a better time fighting her...

LOL
 

Excel_Zero

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Beautiful. I was looking forward to an improved frame data thread for Peach. I will read it later. Thanks a lot hotgarbage.

And yeah, you could use the pics from my guide if you feel like it.
 

GimR

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can I get a link to the Frame by Frame code?
 

deepseadiva

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This is fantastic. Great work Hot, nice to see everything done (and accurate).
 

hotgarbage

Smash Lord
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No, thank YOU. Frame data is sooo important. It's how M2K came to be the player he is today. He knows the exact option to take in each scenario because he knows whether its gauranteed or not. That's critical for a character like Peach who is mid tier, so this should be very easily referenced.
Glad to see someone appreciates it as much as I do :bee:

can I get a link to the Frame by Frame code?
I actually don't remember where I got it. You could PM me your email and I could send the .gct to you that way. Would that work?

This is fantastic. Great work Hot, nice to see everything done (and accurate).
There are actually some important things that have yet to be done..... like complete info on the weak-hit bair setup and turnip/glide tossing hit advantages. It'll come soon though :)
 

deepseadiva

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In which direction does the first hit of dsmash hit first? Front, back, or both?
 

demonictoonlink

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*studies to learn to Peach matchup and destroy Meno*
One day...
You should do one of these for Tink...Just sayin's all...
 

Morrigan

/!\<br>\¡/
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can I get a link to the Frame by Frame code?
Code:
Debug Pause:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Press Start to freeze the game(don't worry, the music and sounds are unaffected).
Press Z to step through frame by frame.
Press Start again to unfreeze the game.
(The new Start command is X+D^)

Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

Must be used with the Debug Pause Code.
 

Rickerdy-doo-da-day

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Oook I got some reaaally specific requests here

I'm wondering if someone could find me the frame data for these paticular things:

- The first frame that you actually see the Turnip appear in Peach's hands and I mean the whole item, its probably best to do this one on a ledge or something

- If possible, the first frame you see an item (Bob-omb, Beam Sword, Mr. Saturn) appear in Peach's hands, again I suggest doing this near a ledge so you know when the whole item has appeared

Thanks in advance <3
 

hotgarbage

Smash Lord
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Sorry for the late response; my wrist has been messed up and I've been avoiding Brawl in its entirety to let it heal :V.

Anyways, to answer your question: The whole turnip appears in Peach's hands on frame 14. Note however that she is considered to be holding the turnip from frame 1 of the move. Like, if Peach pulls a turnip and gets hit on the same frame she'll still have the turnip. There is a pretty funny graphical oversight here though xP. If she gets hit while the turnip is in the ground she'll end up holding the "in ground turnip" while in hitstun... which is just the top ~1/3 of the veggi.

I'll test items at a later time. I suspect they behave exactly the same though.
 

Corrupted

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It would be awesome if you could find out what advantage (or disadvantage) peach has when she hits with her dsmash (1/2/3/4th hit). It would be great if a dash grab were guarenteed at low percentages.
 

hotgarbage

Smash Lord
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First off: fresh dsmash doesn't send mk into tumble till about 51%.

Anyways, there's really not much advantage to speak of. If you somehow manage to hit with the 4th hit you should be able to land a dash attack/dash grab afterwards, but otherwise you'll have a very small advantage at best.
 

Corrupted

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Could you find out how small this disadvantage is? Maybe we have a disadvantage with only the 1st/2nd until it sends into tumble.
 

-Cross-

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" jump -> float gives a maximum of 10 frames invulnerability. If you decide to jump -> float -> land you'll have a max of 7 frames invincibility"

Does this statement only apply to Peach's under 100% jump>float or does it apply for both? If the former how many invincibility frames does she get from over 100% jump>float? Also is 7 frames enough time to hug the edge again? Peach would be the ultimate camper if she could.
 

Corrupted

Smash Journeyman
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The over 100% takes longer so you won't have as much, no.

I was thinking about that the other day maybe 100% invincible when done right?
 

-Cross-

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Even if none of the attacks will have invincibility, would ledge float>shield still be safe from over 100%?
 

Corrupted

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Even if none of the attacks will have invincibility, would ledge float>shield still be safe from over 100%?
3 vulnerability frames. so airdodge onto stage is faster + only 2 vulnerability frames
 

-Cross-

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What's the frame data like for Toad when you counter something? How punishable is it?
 

Corrupted

Smash Journeyman
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Could you please test the nair string

so that is

ground nair to drop asap to buffered dash ground float (reapeat).

It looks pretty legit and you can start it of with a bair too.

Just the stun of a non tumble strong nair and weak nair if possible. Bair will proberbly have the same (?).



OH and the advantage of a dash attack at low percentages (2nd hit). And if the 2nd hit doesn't hit, what kind of advantage are we left with.
 

Rickerdy-doo-da-day

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So I was reading through this the other day and I was wondering:
- Shield drop takes 7 frames, becoming airborne takes 6. Jab is frame 2 and Nair is frame 3...does this mean that both OoS Jab and OoS Nair take the same length of time to come out, even if you buffer turnaround the Jab?
- Does going into 'Floating' mode induce any extra frames?
- Is there something that tells you how far/fast a Turnip travels? Possibly unrelated to this but I'm interested all the same
- How does the ledge jump work? Frame data says that you aren't vunerable for any period of time, yet I've been smacked whilst jumping off the ledge and managed to get Up Smashes on people as they do a ledge jump...heck I once spiked someone with D Tilt whilst they did a ledge jump
 

hotgarbage

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So I was reading through this the other day and I was wondering:
- Shield drop takes 7 frames, becoming airborne takes 6. Jab is frame 2 and Nair is frame 3...does this mean that both OoS Jab and OoS Nair take the same length of time to come out, even if you buffer turnaround the Jab?
Nah, jab will hit on frame 9 OoS while nair will hit on frame 8. With proper buffering the nair should start on frame 6 after jumping

- Does going into 'Floating' mode induce any extra frames?
Nope!

- Is there something that tells you how far/fast a Turnip travels? Possibly unrelated to this but I'm interested all the same
Er, I don't get what you're asking :X

- How does the ledge jump work? Frame data says that you aren't vunerable for any period of time, yet I've been smacked whilst jumping off the ledge and managed to get Up Smashes on people as they do a ledge jump...heck I once spiked someone with D Tilt whilst they did a ledge jump
You're invincible while Peach is pulling herself up the ledge preparing to jump. As soon as you let go and are airborne you're fair game :p. Note however that if you do a <100% ledge jump as soon as you can after you grab the ledge you'll be invincible for an extra 11 frames... but only if you time it right, you can't buffer ledge actions after all. Also from what I've seen Peach has a very good (quick) ledge hop, so you should probably expect to get away with more stuff than your opponent.
 
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Hey, could you do the frame data for when Peach is put into a dthrow from snake? I am wondering what the frame data is for her in that situation. It's certainly different from her normal get-up frame data I believe.
 

-Cross-

Smash Ace
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lol if it had 0 lag you could hit them with jab right after fsmash hits which would be ridiculous. In Brawl, IASA frames do not exist to the extent of melee, actually they might not exist at all but don't hold me accountable on that one. Spamming the next action will automatically let you do it at the next possible moment as buffering gives you auto IASA and IASA is only evident by cutting down animation frames. So the ending frame that hotgarbage listed is the correct ending frame
 

Meru.

I like spicy food
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Merudi
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lol if it had 0 lag you could hit them with jab right after fsmash hits which would be ridiculous. In Brawl, IASA frames do not exist to the extent of melee, actually they might not exist at all but don't hold me accountable on that one. Spamming the next action will automatically let you do it at the next possible moment as buffering gives you auto IASA and IASA is only evident by cutting down animation frames. So the ending frame that hotgarbage listed is the correct ending frame

I know what IASA frames are, the IASA on 0 was a joke ;p. IASA frames do definitely exist in Brawl, and theyre even more useful since animations can be interrupted by nearly everything now, which wasnt the case in Melee.

I highly doubt that no attacks of Peach have IASA.

:052:
 

-Cross-

Smash Ace
Joined
Dec 12, 2008
Messages
777
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Well yeah. What I believe is that the duration is just up to the soonest cancelable frame. So f-smash with IASA ends at frame 40 and not sooner

And the dtilt slide is definitely in the OP
"Dtilt Slide
Frame window: Action performed on 28-29 of dtilt = small slide. Action performed on 30-31 = large slide."
 
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