Vipermoon
King Marth's most trusted advisor.
Using YouTube's frame by frame tool (<>) on Marth and Lucina footage, I counted frames with videos set to HD (60 fps). Allow for an uncertainty of ±1 frame using a method like this.
DB1 frame 9, total 12 (before next input)
DB2 frame 4, total 6
DB3 frame 4, total 6
DB4 frame 7, total 55
DB1 frame 9, total 12
DB2 frame 4, total 6
DB3-D frame 5, total 6
DB4-D frame 7 10 13 16 19, total 75(?)
DB1 frame 9, total 12
DB2-U frame 3, total 6
DB3-U frame 5, total 7
DB4-U frame 6, total ???
Counter frame 6, freeze 21, Attack 4-6
Fsmash frame 10
SB angled upwards, frame 19 (8 frame release)
Jab frame 5, less vertical range (likely to differentiate from Ftilt/Utilt), total 14 (before next input); Jab 2 frame 4 (3 possible), total 28
Uair frame 5
Usmash frame 14, total 59
Go to kuroganehammer.com for Smash 4 Marth's complete frame data.
For Smash 4 Move and Hitbox viewer, go here: https://struz.github.io/smash-move-viewer/#/v1/
Comparison summary:
Update with aerial/jump/jumpsquat info... (also added to OP)
Comparison to Smash 4
DB1 frame 9, total 12 (before next input)
DB2 frame 4, total 6
DB3 frame 4, total 6
DB4 frame 7, total 55
DB1 frame 9, total 12
DB2 frame 4, total 6
DB3-D frame 5, total 6
DB4-D frame 7 10 13 16 19, total 75(?)
DB1 frame 9, total 12
DB2-U frame 3, total 6
DB3-U frame 5, total 7
DB4-U frame 6, total ???
Counter frame 6, freeze 21, Attack 4-6
Fsmash frame 10
SB angled upwards, frame 19 (8 frame release)
Jab frame 5, less vertical range (likely to differentiate from Ftilt/Utilt), total 14 (before next input); Jab 2 frame 4 (3 possible), total 28
Uair frame 5
Usmash frame 14, total 59
Go to kuroganehammer.com for Smash 4 Marth's complete frame data.
For Smash 4 Move and Hitbox viewer, go here: https://struz.github.io/smash-move-viewer/#/v1/
Comparison summary:
- DB1 slower startup (+3). Huge nerf, as this is a pivotal out of shield and out of dash option.
- DB2,3,4 much faster startup for remaining DB; but really DB1's startup is all that matters
- DB4-All more end lag due to the faster startup
- DB4-D less frames between hits (-3)
- DB all new animations
- Counter startup same (±0)
- Counter success freeze frame longer (+5)
- Counter's Attack faster startup (-1)
- Fsmash startup same (±0)
- SB startup including charge point and release time same (±0)
- Jab 1 startup same (±0), total before next input faster (-2 vs S4 Marth; -3 vs S4 Lucina)
- Jab 2 startup slower or same (+1 or ±0), total same (+0)
- Uair startup same
- Usmash startup and therefore total laggier (+1)
Update with aerial/jump/jumpsquat info... (also added to OP)
- Jumpsquat: in the air on frame 4
- Short up air time: 41 frames
- Nair: same animation speed; frame 6 and frame 15; cannot short hop autocancel
- Fair: same animation speed; frame 6; autocancels in short hop; takes soft landing (animation ends before landing)
- Uair: same animation speed; frame 5; autocancels in short hop; takes hard landing (animation still active, landing within autocancel window)
Comparison to Smash 4
- Jumpsquat is two frames faster (even faster than Melee Marth). All characters seem to have a faster jumpsquat in this game.
- Short hop same air time
- Nair, Fair, Uair: no perceived differences (not including damage)
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