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quickest interupter?

j3ly

Smash Champion
Joined
Mar 19, 2009
Messages
2,001
Location
London
Marth will frequently fair, and interrupt combos if they are not tight enough.

Anyone know which aerial the hitbox comes out quickest if the opponent is infront/ontop/below/beside mario? Im thinking upair.
 

Dogysamich

The Designated Hype Man!
BRoomer
Joined
Jul 3, 2002
Messages
6,140
Location
Warner Robins, Georgia
nair comes out the fastest.

by SuperDoodleMan

If you don't understand a term, look
it up in the Terminology txt
-------------------------------------
Punch 1

Total: 15
Hit: 2-3

Shield stun: 6
Shield hit lag: 3
Advantage: -10
Punch 2 advantage: 0

Window of the second punch: 3-25
Second punch starts: 6 (or later)
-------------------------------------
Punch 2

Total: 18
Hit: 3-4

Shield stun: 4
Shield hit lag: 2
Advantage: -13
Kick advantage: -1

Window of the kick: 3-25
Kick starts: 7
-------------------------------------
Kick

Total: 22
Hit: 5-9

Shield stun: 7
Shield hit lag: 3
Advantage: -12
-------------------------------------
F Tilt

Total: 32
Hit: 5-7
-------------------------------------
D Tilt

Total: 34
Hit: 5-8
-------------------------------------
U Tilt

Total: 29
Hit: 4-12
-------------------------------------
Dash attack

Total: 48
Hit: 6-25
IASA: 38
-------------------------------------
F Smash

Total: 41
Hit: 12-16
Charge frame: 5
-------------------------------------
U Smash

Total: 39
Hit: 9-11
Head invulnerable: 9-11
Charge frame: 7
-------------------------------------
D Smash

Total: 37
Hit: 5-6, 14
Charge frame: 3
-------------------------------------
N-Air

Total: 45
Hit: 3-32
Auto cancel: <2 36>
Landlag: 16
Lcanceled: 8
-------------------------------------
U-Air

Total: 33
Hit: 4-9
IASA: 30
Auto cancel: 16>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air

Total: 28
Hit: 6-17
Auto cancel: <5 19>
Landlag: 15
Lcanceled: 7
-------------------------------------
D-Air

Total: 38
Hit: 10-11, 13-14, 16-17, 19-20,
22-23, 25-26
IASA: 38
Auto cancel: <5 33>

----ground hit----
Hit: 1-2
Landlag: 23
Lcanceled: 11
-------------------------------------
F-Air

Total: 74
Hit: 18-22
IASA: 60
Auto cancel: <2 28>
Landlag: 21
Lcanceled: 10
-------------------------------------
Ledge stand <100%

Total: 34
Invincible: 1-30
-------------------------------------
Ledge stand 100%>

Total: 59
Invincible: 1-55
-------------------------------------
Ledge roll <100%

Total: 49
Invincible: 1-27
-------------------------------------
Ledge roll 100%>

Total: 79
Invincible: 1-56
-------------------------------------
Ledge attack <100%

Total: 55
Hit: 24-36
Invulnerable: 1-20
-------------------------------------
Ledge attack 100%>

Total: 69
Invincible: 1-36
Hit: 40-44
-------------------------------------
Ledge jump <100%

Total: 38
Invulnerable: 1-15
Soonest FF: 42
-------------------------------------
Ledge jump 100%>

Total: 48
Invincible: 1-19
Soonest FF: 46
-------------------------------------
Grab

Total: 30
Grab: 7-8
-------------------------------------
Running grab

Total: 40
Grab: 11-12
-------------------------------------
Mario Tornado

Total: 79
Hit: 8-9, 12-13, 15-16, 18-19, 21-22,
24-25, 27-28, 38-39
Last chance to become airborne if
started on the ground: 10
Last chance to get a midair boost: 37
NOTE: On the ground, 2nd-7th hits by
arms, in the air by head and feet as
well.

When used in the air, Pressing B at a
rate of once every 8 frames breaks
even in height.
-------------------------------------
Fireball

Total: 43
Fireball comes out: 14
Fireball lasts: 75 frames
fastfall anytime
-------------------------------------
Cape

Total: 35
Hit: 12-14
Reflects: 6-33
-------------------------------------
Super Jump Punch

Total: 37
Hit: 3-24
Invincible: 3-6
landfallspeciallag: 30
-------------------------------------
Taunt

Total: 180
Bigger sounds: 11
Smaller sounds: 126
-------------------------------------

Jump: airborne on frame 5

Air time: 52
Earliest FF: 27
FF air time: 40

SH air time: 32
Earliest FF: 17
SH FF air time: 22

2nd jump earliest FF: 26
-------------------------------------

Air dodge
invulnerable 4-29 out of 48

Ground dodge
invulnerable 2-15 out of 22

Roll
Invulnerable 4-19 out of 31

landing lag: 4 frames

Dash becomes run at frame 11
turn-jump threshold: 20
run turnaround: 23











______________
final line
 

j3ly

Smash Champion
Joined
Mar 19, 2009
Messages
2,001
Location
London
wow thanks man, i looked up the full version - this superb doddle guy is insane
 

condemned_soul

Smash Champion
Joined
May 10, 2007
Messages
2,100
Location
detroit MI
Lol wow I was going to say UP+B cause i saw a kirby get caught while doing a combo on mario but hey that works to lol
 

j3ly

Smash Champion
Joined
Mar 19, 2009
Messages
2,001
Location
London
yes upB is excellent because your invincible for the first 3 frames - upB > Falco dair
headbutt gives invincibility frames too.

after testing, nair works the best (when upB cant be used) cause its got **** good priority :)
 
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