Auto cancels on frame 1-5 and frame 35 onward. 2 Frame Startup. SH / FH / SHFF / FHFF Frames — 34 / 51 / 23 / 35, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Mobile-friendly Frame Data for Dr. Mario in Super Smash Bros. Aerial Attacks. Frame Data Notes. 3 Frame Startup. Stronger the longer it's out (opposite of most "sex kicks"). Charge hold is frame 6. Total frames includes 14 frames of hitlag. Neutral Air. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. 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). Head Invulnerability on frame 9-12. 15 Total Frames. Total frames includes 13 frames of hitlag. Entering charge state takes 19 frames and is shield cancellable on 20. Hits 2-6 rehit rate of 2. Active Frames 2-3. Charge hold is frame 6. Auto cancels on frame 1-4 and frame 33 onward. Auto cancels on frame 1-5 and frame 19 onward. 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 - 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 - 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. Armor on frame 5-9 but only on the ground. Ground Attacks Aerial Attacks Special Attacks Grabs Throws Dodges/Rolls. Ultimate. Auto cancels on frame 1-2 and frame 43 onward. MARIO. Ground Attacks. Active Frames 3-32. 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 Auto cancels on frame 1-5 and frame 19 onward. Startup is 2 from a charging state. Invulnerable on frame 3-6. Ultimate. Mobile-friendly Frame Data for Mario in Super Smash Bros. Autocancels on frame 1-2 and 34 onward. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. Jab. Head Invulnerability on frame 9-13. Auto cancels on frame 1-2 and frame 39 onward. ... Notes - front (strong) hit frames 5-6, weak (back) hit frame 14 with 7 frames shield stun, can also do 10% damage.

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