Mobile-friendly Frame Data for Dr. Mario in Super Smash Bros. Jab. Frame Data Notes. Ground Attacks. Notes - 9 hitboxes, first does 2%, next seven do 1%, last one is the strong hit. Character Attack Range Attack Frames Neutral Getup Roll Jump; Mario: 15) F-1-26 intangible / 55 total / -22 on shield: 1-33 intangible / 34 total: 1-25 intangible / 45 total ... Notes - front (strong) hit frames 5-6, weak (back) hit frame 14 with 7 frames shield stun, can also do 10% damage. 3 Frame Startup. Auto cancels on frame 1-5 and frame 35 onward. Mobile-friendly Frame Data for Mario in Super Smash Bros. Charge hold is frame 6. Ground Attacks Aerial Attacks Special Attacks Grabs Throws Dodges/Rolls. Armor on frame 5-9 but only on the ground. Head Invulnerability on frame 9-12. Startup is 2 from a charging state. SH / FH / SHFF / FHFF Frames — 40 / 56 / 28 / 39, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Notes - weak hit can also do 10% damage, has 6 frames shield stun, Notes - front (strong) hit frames 5-6, weak (back) hit frame 14 with 7 frames shield stun, can also do 10% damage, Notes - weak hit frames 7-32 with 5 frames shield stun, Notes - 8 hits each dealing 2% damage (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32). Auto cancels on frame 1-5 and frame 19 onward. 15 Total Frames. Neutral Air. Auto cancels on frame 1-4 and frame 33 onward. Head Invulnerability on frame 9-13. SH / FH / SHFF / FHFF Frames — 34 / 51 / 23 / 35, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. Ultimate. Total frames includes 13 frames of hitlag. MARIO. Notes - 12 hitboxes, first 5% damage, then ten 1% damage, then a final 3% damage hitbox. Auto cancels on frame 1-2 and frame 43 onward. Aerial Attacks. Total frames includes 14 frames of hitlag. Stronger the longer it's out (opposite of most "sex kicks"). Charge hold is frame 6. Entering charge state takes 19 frames and is shield cancellable on 20. Auto cancels on frame 1-5 and frame 19 onward. Hits 2-6 rehit rate of 2. Active Frames 3-32. Active Frames 2-3. Auto cancels on frame 1-2 and frame 39 onward. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. Notes - front hit frames 5-6, back hit frames 14-15. weak hit is the second frame of each, 17% for front hit 13% for back Invulnerable on frame 3-6. Auto cancels on frame 1-2 and frame 43 onward. Ultimate. 2 Frame Startup. Autocancels on frame 1-2 and 34 onward.

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