Darxmarth23
Smash Champion
Thats nice.
Steel made a formula.
Steel made a formula.
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Greatest profile name ever. Bowyer sucks lol. And does anybody have a 60 fps camera??I made it because the formula is derived from common sense. >_>
no waii measure frames with my eyes only
Range goes in this order...Dash grab and pivot grab should be added? unless they are just the exact same as normal grabbing
One frame can and does make a difference consistently. DDD vs DK.Not really >>
It hardly has any impact. 3 frame difference in frame advantage between completely fresh and completely stale(that's using it 9 times). That's about how much we give for the best of the best human reaction time. Actually still less.
Besides, that has always been there. It doesn't change much >>
I guess you just looked at when Marth blinked to determine this?Roll Forward
Invulnerable: 9-19
End: 36
Roll Backward
Invulnerable: 9-24
End: 35
Spot-Dodge
Invulnerable: 6-21
End: 24
Im hoping your right, cause I want a better spot dodge lmao.I guess you just looked at when Marth blinked to determine this?
You really need to test invincibility with hitboxes (use ZSS' jab to test the front end and G&W's Fsmash to test the back end). Here is the correct data...
Spot Dodge:
Total: 24
Invincible frames 2 – 20
Roll Backward:
Total: 35
Invincible frames 4 – 23
Roll Forward:
Total: 35
Invincible frames 4 – 19
Air Dodge:
Total: 49
Invincible frames 5 – 30
Thank you sir.I guess you just looked at when Marth blinked to determine this?
You really need to test invincibility with hitboxes (use ZSS' jab to test the front end and G&W's Fsmash to test the back end). Here is the correct data...
Spot Dodge:
Total: 24
Invincible frames 2 – 20
Roll Backward:
Total: 35
Invincible frames 4 – 23
Roll Forward:
Total: 35
Invincible frames 4 – 19
Air Dodge:
Total: 49
Invincible frames 5 – 30
this is helpful, to clarify what it looks like when it transitions to practice.Jab
Hit: 4
End: 35
IASA: 27
Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE: -20
Tipper Shield Stun: 8
~Shield Hit Lag: 8
ADVANTAGE: -23
Jab lasts for 27 frames before you can act again. A non-tipper jab hits a shield on frame 4. There are 23 frames left of uninterruptable animation left for Marth's jab. The person in the shield suffers from 6 frames of shield stun while Marth suffers from 3 frames of shield hit lag. The shielder is stunned for 6 frames, while Marth lags for 3 frames, so that adds up to + 3 for Marth's advantage. After this, Marth's jab has 20 frames of uninterruptable animation left (during shield hit-lag, Marth is frozen in place for 3 frames). Marth ends up with a -20 advantage after jabbing a shield, meaning the opponent has 20 frames (1/3 of a second)to react while Marth waits out his jab lag.