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»   Smash World Forums » Super Smash Bros. Brawl » Brawl Character Discussion » Marth

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Old 11-11-2008, 11:37 PM   #1
§teel
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Marth Frame Data

ADVANTAGE FORMULA: SHIELDSTUN + HIT - SHIELDHITLAG - END (or IASA)


Grab
Comes out: 6
End: 29

Spot Dodge (3GOD)
Total: 24
Invincible frames 2 – 20

Roll Backward (3GOD)
Total: 35
Invincible frames 4 – 23

Roll Forward (3GOD)
Total: 35
Invincible frames 4 – 19

Air Dodge (3GOD)
Total: 49
Invincible frames 5 – 30

A Moves:


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

Second Jab
Action: 21
Hit:25
End: 54
IASA: 47
Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE: -19
Tipper Shield stun: 8
~Shield Hit Lag: 8
ADVANTAGE: -22

Forward Tilt
Hit: 7-11
End: 39
IASA: 35
Shield Stun: 10
~Shield Hit Lag: 4
ADVANTAGE: -22
Tipper Shield Stun: 12
~Shield Hit Lag: 11
ADVANTAGE: -27

Up Tilt
Hit: 6-13
End: 39
Shield Stun: 10
~Shield Hit Lag: 4
ADVANTAGE: -27
Tipper Shield Stun: 12
~Shield Hit Lag: 11
ADVANTAGE: -32

Down Tilt
Hit: 7-13
End: 47
IASA: 21
Shield Stun: 11
~Shield Hit Lag: 4
ADVANTAGE: -7
Tipper Shield Stun: 11
~Shield Hit Lag: 11
ADVANTAGE: -14

Forward Smash
Hit: 10
End: 49
Shield Stun: 13
~Shield Hit Lag: 6
ADVANTAGE: -32
Tipper Shield Stun: 16
~Shield Hit Lag: 17
ADVANTAGE: -40

Up Smash
Hit: 12
End: 54
IASA: 49
Shield Stun: 14
~Shield Hit Lag: 15
ADVANTAGE: -39
Tipper Shield Stun: 18
~Shield Hit Lag: 16
ADVANTAGE: -35

Down Smash
Hit: 6, 21
End: 64
Shield Stun Hit 1: 14
~Shield Hit Lag: 8
ADVANTAGE: -52
Shield Stun Hit 2: 7
~Shield Hit Lag: 7
ADVANTAGE: -43
Tipper Shield Stun 1: 16
~Shield Hit Lag: 16
ADVANTAGE: -58
Tipper Shield Stun 2: 15
~Shield Hit Lag: 15
ADVANTAGE: -43

Aerials:

Note: If there is no "(SHFF)" after "ADVANTAGE" then that means I am calculating the advantage you have while still in the air. Same formula will still apply: ADVANTAGE FORMULA: SHIELDSTUN + HIT - SHIELDHITLAG - END (or IASA)

SHFF will take into account landing lag:

ADVANTAGE FORMULA: SHIELDSTUN + HIT - SHIELDHITLAG - AIR TIME - LANDINGLAG

Also note: You have no choice but to suffer landing lag from a dair if you short hop it. SHFF will be placed after ADVANTAGE.

Some moves such as up air will probably have you hitting the ground anyway if you plan on hitting a shield with it, so there will be an ADVANTAGE on whether you fastfall it or don't fastfall it.

***Big note: Pretty much all of these are impossible to 100% accurately measure. These are educated guesses backed by data.


Nair
Hit: 6, 15, 17 (behind), 19
End: 48
First Hit Shield Stun: 6
~Shield Hit Lag: 3
ADVANTAGE (SHFF): -4
First Hit Tipper Shield Stun: 9
~Shield Hit Lag: 8
ADVANTAGE: (SHFF): -6
First Hit Regular Stun: 25
~Hit Lag: 4
ADVANTAGE (SHFF): +14
First Hit Regular Tipper Stun: 34
~Hit Lag: 8
ADVANTAGE (SHFF): +19
Strong Hit Shield Stun: 10
~Shield Hit Lag: 4
ADVANTAGE: -27
ADVANTAGE (SHFF): -4
Strong Hit Tipper Shield Stun: 12
~Shield Hit Lag: 12
ADVANTAGE: -33
ADVANTAGE (SHFF): -8
SHFF Nair Lag: 8
First hit nair lag: 8
SH Nair Fast Falled Lag: 3

Fair
Hit: 4-8
End: 34
Shield Stun: 10
~Shield Hit Lag: 5
ADVANTAGE: -25
ADVANTAGE (SHFF): -4
Tipper Shield Stun: 13
~Shield Hit Lag: 11
ADVANTAGE: -28
ADVANTAGE (SHFF): -8
SHFF Fair Lag: 8
SH Fair Fast Falled Lag: 3

(i put SHFF after the following advantages for bair because a retreating bair to avoid landing lag is very impractical)
Bair
Hit: 7-11
End: 40
Landing Lag: 21
Shield Stun: 11
~Shield Hit Lag: 5
ADVANTAGE (SHFF): -15
Tipper Shield Stun: 13
~Shield Hit Lag: 12
ADVANTAGE (SHFF): -19
SHFF Bair Lag: 21
SH Bair Fast Falled Lag: 21

Up Air
Hit: 6-9
End: 45
Shield Stun: 10
~Shield Hit Lag: 5
ADVANTAGE (no FF): -4
ADVANTAGE (SHFF): -4 (a move finished before the auto cancel frames can come into play is calculated as a SHFF move.. or not-auto canceled)
Tipper Shield Stun: 13
~Shield Hit Lag: 11
ADVANTAGE (no FF): -7
ADVANTAGE (SHFF): -7
SHFF Uair Lag: 8
SH Uair Fast Falled Lag: 3

Dair
Hit: 6-10
End: 60
Lag: 32
Shield Stun: 12
~Shield Hit Lag: 5
ADVANTAGE (SHFF): -26
Tipper Shield Stun: 13
~Shield Hit Lag: 11
ADVANTAGE (SHFF): -31
SHFF Dair Lag: 32
SH Dair Fast Falled Lag: 32


B Moves:

Note: The (x)>> indicates when the dancing blade may continue into another attack of the combo

Forward b 1
Hit: 4-7
End: 30
(15) >>
Shield Stun: 1
~Shield Hit Lag: 0
ADVANTAGE: -25
Tipper Shield Stun: 1
~Shield Hit Lag: 0
ADVANTAGE: -25
Regular Stun: 21
~Hit Lag: 0
ADVANTAGE: -5
Regular Tipper Stun: 22
~Hit Lag: 0
ADVANTAGE: -4

Forward b 2:
Hit: 21-25
End: 55
(28) >>

Forward b 3:
33-37
End: 72
(39)>>

Forward b 4:
49-54
End: 92

---------------

(28)>>
Down b 3
Hit: 34-36
End: 72
(39)>>

Down b 4
Hit: 52 – 78
End: 103

---------------

(15) >>
Up b 2
Hit: 22-26
End: 53
(28)>>

Up b 3
Hit: 33-37
End: 71
(43)>>

Up b 4
Hit: 54-59
End: 92

Counter
Counter frames: 4-27
End: 59

Dolphin Slash
Invincible frames: 1-5
Hit: 5-11
Landing Lag: 34
Shield Stun: 13

Shield Breaker:
Hit: 19-22
End: 53
Shield Stun: 9
~Shield Hit Lag: 8
Tipper Shield Stun: 9
~Shield Hit Lag: 8
ADVANTAGE: -31



I know, I'm amazing.
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Last edited by §teel; 04-30-2009 at 09:12 AM.
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Old 11-11-2008, 11:42 PM   #2
3xSwords
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I <3 you Steel....

For DS isn't hit 5-11?
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Old 11-11-2008, 11:43 PM   #3
§teel
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i fixed it, dont think it can be cancelled as soon as it comes out lmao
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Old 11-11-2008, 11:45 PM   #4
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Yeah... for a second you had me going there....

**** you Steel, hyping me up for nothing
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Old 11-11-2008, 11:45 PM   #5
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This is amazing. Great work Steel. Can't wait to see the aerials.
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Old 11-11-2008, 11:46 PM   #6
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Well you obviously didn't see Steel's error on the IASA frames for it....

He had IASA at 27 >_> that's freakin' broken
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Old 11-11-2008, 11:47 PM   #7
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Thanks steel.
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Old 11-11-2008, 11:47 PM   #8
feardragon64
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Old 11-11-2008, 11:48 PM   #9
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Quote:
Originally Posted by 3xSwords View Post
Well you obviously didn't see Steel's error on the IASA frames for it....

He had IASA at 27 >_> that's freakin' broken
Haha! He must have already edited it when I came in, because I was looking and wondering why you'd think IASA on 47 would be a big deal.
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Old 11-11-2008, 11:48 PM   #10
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Yeah, I creamed myself when I thought Marth's second Jab had IASA at 27.

Considering it comes out at 25.

IT would literally mean two jabs together to a dtilt would be unbelievably broken.

ANyway, thanks steal, for ruining my day. I know you did it on purpose.
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Old 11-11-2008, 11:49 PM   #11
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Yeah I know >_>

Also Steel DS really does not hit on frame 5?
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Old 11-11-2008, 11:50 PM   #12
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i don't think so. frame 5 itself the sword was still behind marth so i don't think it's an actual hit frame. but i could be wrong
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Old 11-11-2008, 11:53 PM   #13
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Quote:
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Yeah I know >_>

Also Steel DS really does not hit on frame 5?
I was wondering the same thing when I looked at it. It doesn't make sense, right? Otherwise when you DS OoS, you'd have 5 frames of invincibility while you moved slightly up, followed by frame 6 where you're no longer invincible and both of you would hit each other at the same time in cases like R.O.B.'s dsmash. Basically, you both should have a hitbox and a hurtbox out at the same time on frame 6 so wouldn't that mean you both get hit? I think the hitbox comes out on frame 5.

...I think....
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Old 11-11-2008, 11:54 PM   #14
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the 5 frames of invincibility are all on the ground, you aren't moving anywhere unless you mean marth's crouching
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Old 11-11-2008, 11:55 PM   #15
Ankoku
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I'm beginning to wonder if there's even any meaning to IASA, since the frames seem to be interruptible by anything, unlike in Melee where it could only be interrupted by certain actions.
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