Ultimate frame data

Invulnerable on frame 1-8. Intangible on 1-3 upper body, 4-8 full body, and 9-12 arm. When blocked, the opponent is forcibly pushed out of their shield, but takes no damage. Deals .5% less damage (14%) to airborne opponents. 14.5. Damage-based armor on frame 7—94. Frame 47 is the earliest you can cancel the move. To knock Snake off of Cypher you need to do 7% damage in doubles or 8.4% damage in singles with a single hit. To destroy the Cypher with multiple hits, it takes 13% in doubles and 15.6% in singles. 6.0.The latest tweets from @ultframedata 18/25/32/39/46/54. 100. 18 (see notes) If you land before the animation has finished, the remaining total frames elapse. If you land after, you incur 18 frames of landing lag. First hit has no hitlag, while the later hits have different shieldlag for Mythra. Thanks to @jayblu_ on Twitter for the visual with hurtboxes visible and for creating ...3 (+12) 39. --. Startup is 3 from charge state. 12 frames to enter charge state. 4 to cancel charge with shield. Takes 132 frames to reach full charge. 4.0—26.0.Begins absorbing/reflecting on frame 6. Takes 13 frames to put away bucket after extended usage. Has a 2x Damage Multiplier per unit. Maximum Damage of 16% per unit, this is also the minimum damage output.May 11, 2017 · Begins absorbing/reflecting on frame 6. Takes 13 frames to put away bucket after extended usage. Has a 2x Damage Multiplier per unit. Maximum Damage of 16% per unit, this is also the minimum damage output. Mobile-friendly Frame Data for Toon Link in Super Smash Bros. Ultimate.Ledge Stats. Note: All Ledge Attacks hit on the last three frames of intangibility (active for 3 total frames, ending with intangibility). For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet. Invulnerable on frame 6. Counters on 7-41 when fresh. No data on Activated/Reversal Vision at this time. Vision Forward hit has 79 total frames (active 37-39).Mobile-friendly Frame Data for Fox in Super Smash Bros. Ultimate. fox Menu. Ground Attacks; Aerial Attacks; ... (pre-Jump frames) — 3 frames (universal) Ledge Grab 9 startup from charge.Takes 8 frames to enter charge state and 4 frames to cancel charge with shield. Charging sphere becomes hitbox on 9 and hits every six frames 4.5 -11.3 | 6.0 - 17.2 | 11.0 - 27.6 39. On hit endlag is 18 or 32 total if you landed during that 18 frame animation. Total frames is 79 in the air, 95 on level ground. 41 landing lag is consistent as long as you land during the 79 frame animation. Invulnerable on frame 18-22. 6.1—21.0/25.0. Damage-based armor on frame 7—94. Frame 47 is the earliest you can cancel the move. To knock Snake off of Cypher you need to do 7% damage in doubles or 8.4% damage in singles with a single hit. To destroy the Cypher with multiple hits, it takes 13% in doubles and 15.6% in singles. 6.0.29 landing lag if you don't enter special fall. 20 if you do. Opponents can mash out of air flame choke to prevent Ganoncides, with opponents who have lower damage than Ganondorf being able to break out more quickly.55 ground, 50 air. --. Pyra has a hitbox on startup from 14—15 before throwing the sword. Sword catch animation is 14 frames, but can be avoided by dodging, in shield, etc. The sword exerperiences its own hitlag at irregular intervals. There are technically as many startup values on the way to the final hit as there are ways to hit somebody. 18. 45. --. Lands on level ground at frame 32 if nothing is in the way. Explodes on contact with the ground or a wall. Bottle will explode if it takes 6% or more damage. When it hits a shield it takes 0% damage but when it hits a character it takes 3%. Touching the ground loses all 6% damage. Click here for more information. Damage based heavy armor (8%) frame 11-13 and 28-31. Invincible 14-27. Charge hold frame 9Will not erupt on shields. The flame pillar has a rehit rate of 7 and lasts about 100 frames. 6.0/1.0. 6. 3. Spark/Pillar. -28. 18—37. 18.74. --. Startup and total frames refer to minimum usage. 19 endlag after extended usage. Can inhale projectiles starting on frame 14 and involuntarily spit them back. Gains invulnerability for 14 frames after the 4th frame of inhaling a character/item out. For example, if a character gets grabbed as soon as inhale comes out, (f14) the i-frames ... 29 landing lag if you don't enter special fall. 20 if you do. Opponents can mash out of air flame choke to prevent Ganoncides, with opponents who have lower damage than Ganondorf being able to break out more quickly.On hit endlag is 21 frames. On level ground, total frames is 96, 74 in the air. 10.0—21.4. 8—13. 10—19. Ground/Air. -11 to -2.Damage based heavy armor (8%) frame 11-13 and 28-31. Invincible 14-27. Charge hold frame 9Ultimate Frame Data SF6 Stats page now available! September 2, 2023 The SF6 Stats page is ready, thanks to Giefkid for gathering the data with automation wizardry! Anti-Air Special Move Animations are Trickling In! August 15, 2023 Air version has Super Armor frames 15-20. Takes 111 frames to reach full charge. Cannot rebound. Grounded: 28.0%/18.0% | Aerial: 25.0. 15.Reversal takes 8 frames. Does stuff with air speed F1-50, F53 adds speed, F60-65 forbids landing while forcing Aymr to pierce the ground, F65-117 does more stuff with air speed, F96 goes back to normal fall speed. Damage-based armor on frames 34—63, but it does not apply when used from the air unless landing on frame 34 or earlier. Damage ...Mobile-friendly Frame Data for Pit in Super Smash Bros. Ultimate. Pit Menu. Ground Attacks; Aerial Attacks ... Super Armor begins on frame 11 and ends on the frame he ... 30. Reaches max charge around 85. Startup is 2 upon reaching a target. Swing total frames is 34, or 44 from the air. Landing lag only occurs after entering special fall. Can continue recovery options after an air swing on frame 44. 6.0—13.0. thesabrinabanks leaked
Mobile-friendly Frame Data for Roy in Super Smash Bros. Ultimate. roy Menu. Ground Attacks; Aerial Attacks ... Can transition to next slash as early as frame 12. 3.0 ...Takes 24 frames of down-input to charge, stores charge for 10 frames after releasing down for up input (more info here). Invulnerable on frame 5-16 (5-11 air). Invulnerable on frame 5-16 (5-11 air). Leg intangible frame 17-24.30. Reaches max charge around 85. Startup is 2 upon reaching a target. Swing total frames is 34, or 44 from the air. Landing lag only occurs after entering special fall. Can continue recovery options after an air swing on frame 44. 6.0—13.0. Neutral B (Water Shuriken) Hits on frames 6—41 (rehit:4)/42 on release. Total Frames: 31 for any level of charge before max, 27 for max, 24 for any level of charge on aerial release, 20 for max charge aerial release.Neutral B (Inhale) 10. 67. --. Minimum total frames is 67. Endlag is 19 frames upon release. Can eat projectiles. Projectile eat animation is 51 frames long. --.Mobile-friendly Frame Data for Mario in Super Smash Bros. Ultimate. Mario Menu. Ground Attacks; Aerial Attacks; ... (pre-Jump frames) — 3 frames (universal) Ledge GrabTotal frames refers to minimum usage. 12 endlag from extended usage. Invulnerable on frame 5-8. Reflects on frame 9. Automatic bounce off target has 58 endlag but can end early if you land during it. Invulnerable on frame 3-12. Can transition to Manual kick as early as frame 14. 8.0.Reversal takes 8 frames. Does stuff with air speed F1-50, F53 adds speed, F60-65 forbids landing while forcing Aymr to pierce the ground, F65-117 does more stuff with air speed, F96 goes back to normal fall speed. Damage-based armor on frames 34—63, but it does not apply when used from the air unless landing on frame 34 or earlier. Damage ...Invulnerable on frame 6. Counters on 7-41 when fresh. No data on Activated/Reversal Vision at this time. Vision Forward hit has 79 total frames (active 37-39). Automatic bounce off target has 58 endlag but can end early if you land during it. Invulnerable on frame 3-12. Can transition to Manual kick as early as frame 14. 8.0.Damage-based armor on frame 7—94. Frame 47 is the earliest you can cancel the move. To knock Snake off of Cypher you need to do 7% damage in doubles or 8.4% damage in singles with a single hit. To destroy the Cypher with multiple hits, it takes 13% in doubles and 15.6% in singles. 6.0. textnow phone number
7 frames to enter charge state. 4 frames to cancel charge with shield. Fruits are Cherry (8), Strawberry (20), Lemon (32), Apple (52), Melon (72), Galaga (92), Bell (112), Key (132) Cherry, Strawberry, Lemon, Apple, and Melon linger for 32 frames after bouncing off somebody Deals 1.0 more damage when angled up, 1.0 less when angled down. Charge hold frame is 3.39. On hit endlag is 18 or 32 total if you landed during that 18 frame animation. Total frames is 79 in the air, 95 on level ground. 41 landing lag is consistent as long as you land during the 79 frame animation. Invulnerable on frame 18-22. 6.1—21.0/25.0.3 (+12) 39. --. Startup is 3 from charge state. 12 frames to enter charge state. 4 to cancel charge with shield. Takes 132 frames to reach full charge. 4.0—26.0. Ultimate Frame Data SF6 Stats page now available! September 2, 2023 The SF6 Stats page is ready, thanks to Giefkid for gathering the data with automation wizardry! Anti-Air Special Move Animations are Trickling In! August 15, 2023 Air Speed — 0.924. Total Air Acceleration — 0.05. SH / FH / SHFF / FHFF Frames — 36 / 51 / 26 / 36. Fall Speed / Fast Fall Speed — 1.75 / 2.8. Out of Shield, Z-Drop Banana — 4 frames. Out of Shield, Up Smash — 5 frames. Out of Shield, Up B or Back Air — 8 frames. Out of Shield, Forward Air — 9 frames. Shield Grab (Grab, post ...Ultimate Frame Data SF6 Stats page now available! September 2, 2023 The SF6 Stats page is ready, thanks to Giefkid for gathering the data with automation wizardry! Anti-Air Special Move Animations are Trickling In! August 15, 2023 39. On hit endlag is 18 or 32 total if you landed during that 18 frame animation. Total frames is 79 in the air, 95 on level ground. 41 landing lag is consistent as long as you land during the 79 frame animation. Invulnerable on frame 18-22. 6.1—21.0/25.0.Must charge for 32 frames minimum before you are allowed to punch. Damage-based armor begins on frame 1 of charge and lasts until the punch begins, starts at 8% (9.6% in 1v1) and builds to 14% (16.8% in 1v1) on max charge release. Meter filled: (uncharge, sweet) 0.036, (early uncharged) 0.3, (late uncharged) 0.24 arrows.On hit endlag is 21 frames. On level ground, total frames is 96, 74 in the air. 10.0—21.4. 8—13. 10—19. Ground/Air. -11 to -2.race with the devil
Hitbox animation note: The blades are relative to Robin's position when he shoots them. In-game, Robin will move after each blade is shot, so they are not relative to each other at all. Visual is default angle. Empty Tome Elwind has 51 total frames.Mobile-friendly Frame Data for Roy in Super Smash Bros. Ultimate. roy Menu. Ground Attacks; Aerial Attacks ... Can transition to next slash as early as frame 12. 3.0 ...17 frame animation of catching the crown. Armor on frame 6-63 (12.0% / 14.4% in 1v1) . If picked up as an item, Crown pickup is 27 frames (as a Projectile, 17 frames). Air version has Super Armor frames 15-20. Takes 111 frames to reach full charge. Cannot rebound. Grounded: 28.0%/18.0% | Aerial: 25.0. 15.SH / FH / SHFF / FHFF Frames — 39 / 54 / 27 / 38 Fall Speed / Fast Fall Speed — 1.38 / 2.208 Out of Shield, Neutral Air or Back Air or Neutral B(Air) — 10 frames 2 (+7) 55. 29. 2 startup from charge release. 55 total frames on miss. 32 endlag on hit. Cannot attempt a recovery after air hit like Ike can. Landing lag only incurred if you enter special fall. 8.0—18.5. 7—12. 8—16. Jab 1 6 22 -- Transitions to Jab 2 as early as frame 9 if it doesn't connect 3.0 5 5 -- -11 6—7 15 Jab 2 7 26 -- Transitions to Jab 3 as early as frame 9 if it doesn't connect 3.0 5 4 ** -15 7—8 18 Jab 3 7 30 -- Transitions to jab 4 as early as frame 8 if it doesn't connect 2.0 4 3 -- -20 7 23 30. Reaches max charge around 85. Startup is 2 upon reaching a target. Swing total frames is 34, or 44 from the air. Landing lag only occurs after entering special fall. Can continue recovery options after an air swing on frame 44. 6.0—13.0. 55 ground, 50 air. --. Pyra has a hitbox on startup from 14—15 before throwing the sword. Sword catch animation is 14 frames, but can be avoided by dodging, in shield, etc. The sword exerperiences its own hitlag at irregular intervals. There are technically as many startup values on the way to the final hit as there are ways to hit somebody.Jab 1 6 22 -- Transitions to Jab 2 as early as frame 9 if it doesn't connect 3.0 5 5 -- -11 6—7 15 Jab 2 7 26 -- Transitions to Jab 3 as early as frame 9 if it doesn't connect 3.0 5 4 ** -15 7—8 18 Jab 3 7 30 -- Transitions to jab 4 as early as frame 8 if it doesn't connect 2.0 4 3 -- -20 7 23 Ledge Stats. Note: All Ledge Attacks hit on the last three frames of intangibility (active for 3 total frames, ending with intangibility). For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet. Total frames refers to minimum usage. 12 endlag from extended usage. Invulnerable on frame 5-8. Reflects on frame 9. 13/18. 50/66. 16. A frame 18 hit is impossible unless unnaturally inside of an opponent. Endlag is 31 when blocked on the ground, and 24 from the air. At lowest possible altitude Falco does not suffer hitlag from this attack. *Hitboxes actually trail behind the character and are not actually on Falco.*. 7.0.Mobile-friendly Frame Data for Meta Knight in Super Smash Bros. Ultimate.Joker gains 0.00925 Units per frame, or 0.555 a second. Arsene, as a result, is guaranteed to appear after 3 minutes. If Joker takes damage, he will gain units equivalent to 1.3x the damage. Thus, taking exactly 76.92% will make Arsene appear guaranteed. If Joker is hit while Arsene is active, the timer will drop by 16*Damage in Frames (this ...First total frames is when successful. Second is when you miss. When successful, invincible on frame 10-69. Landing any of the first five hits will activate the full version, but not on shields. First total frames is when successful. Second is when you miss. When successful, invincible on frame 10-69. Landing any of the first five hits will activate the full version, but not on shields.golang archlinux
Deals 1.0 more damage when angled up, 1.0 less when angled down. Charge hold frame is 3.Air version has Super Armor frames 15-20. Takes 111 frames to reach full charge. Cannot rebound. Grounded: 28.0%/18.0% | Aerial: 25.0. 15. SH / FH / SHFF / FHFF Frames — 39 / 54 / 27 / 38 Fall Speed / Fast Fall Speed — 1.38 / 2.208 Out of Shield, Neutral Air or Back Air or Neutral B(Air) — 10 frames Down B (Long Stem Strike) 2 (+18) 39/49. --. Startup is 2 upon reaching target. Reaches full charge on frame 78. Takes 18 frames to enter charge state Endlag on hit is 39, or 49 if you tipped over. Endlag on whiff is 49 or 59 if you tipped over. Head intangibility begins on frame 3 of travel or frame 1 of reaching a target, whichever comes first. Mobile-friendly Frame Data for R.O.B. in Super Smash Bros. Ultimate. Side B (Peach Bomber) 13. 62/87. --. Startup is 2 upon reaching a target. 18 endlag on hit. Total frames is 62 on level ground when you miss. And 87 if you miss and go over an edge. Hit is 25 total frames.Mobile-friendly Frame Data for Yoshi in Super Smash Bros. Ultimate. yoshi Menu. Ground Attacks; Aerial Attacks; ... Stars appear on frame 4 of landing. 4.0/15.0/4.0 ... 17 frame animation of catching the crown. Armor on frame 6-63 (12.0% / 14.4% in 1v1) . If picked up as an item, Crown pickup is 27 frames (as a Projectile, 17 frames). Stage 1: Can dash from frame 26 of entering charge or immediately after a successful hit. Stage 2: Focus armor begins on frame 1 and lasts until the 11 frames of the punch. Stage 3: This stage is unblockable. Damage-bsed armor notes: Armor starts at 16.8% and ends at 33.6% in Stage 3, going up 0.289% per frame held. 12.0, 10.0, 17.0. inkling. Being inked causes characters to take more damage proportional to the coverage amount. To achieve this, there is a damage multiplier that is calculated with 1 + ink * (1.5 - 1) / 180. With this equation, the maximum damage multiplier of 1.5× is reached when the character is covered by 180 units. Characters can be covered by up to 300 ...Mobile-friendly Frame Data for Pit in Super Smash Bros. Ultimate. Pit Menu. Ground Attacks; Aerial Attacks ... Super Armor begins on frame 11 and ends on the frame he ...Frame Data Notes. Hitbox Colors: Red = Hitbox; Green = Hurtbox; Teal = Hurtbox, Projectile Invincible; Dark Green = Hurtbox, Air Strike Invincible; Light Purple = Armor; SF6 attacks don't actually finish their recovery when the data says in-game, rather, they become cancellable at the listed ending frame.Damage based heavy armor (8%) frame 11-13 and 28-31. Invincible 14-27. Charge hold frame 9faith lianne leakProximity activation as early as 51. 49 total frames to plant. 26 total frames to manually activate. Several characters can safely run past this trap. 4/4/11Hitbox animation note: The blades are relative to Robin's position when he shoots them. In-game, Robin will move after each blade is shot, so they are not relative to each other at all. Visual is default angle. Empty Tome Elwind has 51 total frames. 7 frames to enter charge state. 4 frames to cancel charge with shield. Fruits are Cherry (8), Strawberry (20), Lemon (32), Apple (52), Melon (72), Galaga (92), Bell (112), Key (132) Cherry, Strawberry, Lemon, Apple, and Melon linger for 32 frames after bouncing off somebody Neutral B (Water Shuriken) Hits on frames 6—41 (rehit:4)/42 on release. Total Frames: 31 for any level of charge before max, 27 for max, 24 for any level of charge on aerial release, 20 for max charge aerial release.2 (+7) 55. 29. 2 startup from charge release. 55 total frames on miss. 32 endlag on hit. Cannot attempt a recovery after air hit like Ike can. Landing lag only incurred if you enter special fall. 8.0—18.5. 7—12. 8—16. Mobile-friendly Frame Data for Toon Link in Super Smash Bros. Ultimate. Charge hold on frame 12. Armor with wing on 14—22. Active frames note: Frame in brackets is a coverage hitbox that is active on that frame during the clean hit's active frames.Mobile-friendly Frame Data for R.O.B. in Super Smash Bros. Ultimate.Down B (Long Stem Strike) 2 (+18) 39/49. --. Startup is 2 upon reaching target. Reaches full charge on frame 78. Takes 18 frames to enter charge state Endlag on hit is 39, or 49 if you tipped over. Endlag on whiff is 49 or 59 if you tipped over. Head intangibility begins on frame 3 of travel or frame 1 of reaching a target, whichever comes first.Each stage of construction becomes available for manual launch in order 15-19 (Stage 1), 20-27 (Stage 2), 28-37 (Stage 3), 38-44 (Stage 4 shieldless), 45-49, (Stage 4), 50-120 (Stage 5). Manual release lag is 39 frames. Once full charge is reached, Zelda can act as early as frame 67. Any attack/special input initiated on frame 66 results in a ...Neutral B (Inhale) 10. 67. --. Minimum total frames is 67. Endlag is 19 frames upon release. Can eat projectiles. Projectile eat animation is 51 frames long. --.five lakes
Ledge Stats. Note: All Ledge Attacks hit on the last three frames of intangibility (active for 3 total frames, ending with intangibility). For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet. Mobile-friendly Frame Data for Yoshi in Super Smash Bros. Ultimate. yoshi Menu. Ground Attacks; Aerial Attacks; ... Stars appear on frame 4 of landing. 4.0/15.0/4.0 ... Air version has Super Armor frames 15-20. Takes 111 frames to reach full charge. Cannot rebound. Grounded: 28.0%/18.0% | Aerial: 25.0. 15.40 frames endlag after a slam, but can be cancelled by landing on a platform. 23 frames of invulnerability after a successful grab. Whether Bowser or his opponent has more control over the direction of the slam is determined by whoever has less damage. Mobile-friendly Frame Data for Chrom in Super Smash Bros. Ultimate. Chrom Menu. Ground Attacks; ... Can transition to next slash as early as frame 12. 2.8 5 4 ... Hitbox animation note: The blades are relative to Robin's position when he shoots them. In-game, Robin will move after each blade is shot, so they are not relative to each other at all. Visual is default angle. Empty Tome Elwind has 51 total frames.Reaches max charge around 85. Startup is 2 upon reaching a target. Swing total frames is 34, or 44 from the air. Landing lag only occurs after entering special fall. Can continue recovery options after an air swing on frame 44. 6.0—13.0.Invulnerable on frame 1-8. Intangible on 1-3 upper body, 4-8 full body, and 9-12 arm. When blocked, the opponent is forcibly pushed out of their shield, but takes no damage. Deals .5% less damage (14%) to airborne opponents. 14.5. 29 landing lag if you don't enter special fall. 20 if you do. Opponents can mash out of air flame choke to prevent Ganoncides, with opponents who have lower damage than Ganondorf being able to break out more quickly.inkling. Being inked causes characters to take more damage proportional to the coverage amount. To achieve this, there is a damage multiplier that is calculated with 1 + ink * (1.5 - 1) / 180. With this equation, the maximum damage multiplier of 1.5× is reached when the character is covered by 180 units. Characters can be covered by up to 300 ... greenbelt metro station
Upper body intangible on frame 1-12. Fully intangible on frames 2-4. Does not stale other dodge options. Can be cancelled into both Wind God Fists, Dragon Uppercut, or Spinning Demon. You can cancel Crouch Dash with Jump on Frame 3 via a 6231 input, more information here.Mobile-friendly Frame Data for R.O.B. in Super Smash Bros. Ultimate.Neutral B (Inhale) 10. 67. --. Minimum total frames is 67. Endlag is 19 frames upon release. Can eat projectiles. Projectile eat animation is 51 frames long. --. Mobile-friendly Frame Data for Toon Link in Super Smash Bros. Ultimate.Mobile-friendly Frame Data for Lucina in Super Smash Bros. Ultimate. lucina Menu. Ground Attacks ... Intangible on frame 1-8 in addition to counter freeze frames. 8% ...