Note: All Ledge Attacks hit on the last three frames of intangibility (active for 3 total frames, ending with intangibility). Usmash hits on both sides all the time (silly me, at least I can now do pivot JC Usmashes relatively fast) Zelda's body is a hitbox for the last hit of nair - wonder whether it takes the damage of the back or front hit. Zelda is a tall, floaty lightweight with largely slow mobility. Arrows will stick into the ground for 3 seconds and can be picked up to either item-throw or fire two arrows. value Date 2014-03-13 10000.000 2014-03-21 2000.000 2014-03-27 2000.000 Ultimate. Mobile-friendly Frame Data for Zelda in Super Smash Bros. This game suffer from frame skippping issue whenever it attempts to create a save file data for the 1st time. Zelda's playstyle is largely defensive, and benefits from her strong out of shield options and punishment potential. When firing two arrows at once, the second one generates three frames after the first. Intangible on frame 17-34. Autocancels on frame 1-3 and 54 onward. Active Frames 11-17. Manual release total frames is 39. You guessed it: black. Also has a blindspot in front of zelda. The most common zelda picture frame material is plastic. Reflects on 4-40. There are 76 zelda picture frame for sale on Etsy, and they cost $32.14 on average. The most popular color? ZELDA. Fully constructed phantom activates automatically on frame 120. Total frames is when landing on the ground. On release, startup is 14 and total frames is 39. Startup for each stage of construction in order is 11, 8, 8, 8, 7. Nayru's Love has surprising horizontal reach. Fully constructed phantom activates automatically on frame 120. For a list of Ledge Grab windows for all characters based on each move they have, check out Masonomace's Ledge Grab Window sheet. zelda Menu. Total frames includes 13 frames of hitlag, SH / FH / SHFF / FHFF Frames — 41 / 56 / 29 / 39, Fall Speed / Fast Fall Speed — 1.35 / 2.16, Out of Shield, Neutral Air or Forward Air or Back Air or Up Smash — 9 frames, Out of Shield, Neutral B(Air) — 14 frames, Shield Grab (Grab, post-Shieldstun) — 14 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Forward Smash. Well you're in luck, because here they come. IOS App. RIP. Mobile-friendly Frame Data for Zelda in Super Smash Bros. This effect is permanent until the game is reloaded. ... Notes - strong hit frames 6-8 and can also do 9% damage, weak hit frames 9-13 and can also do 8% damage with 5 frames shield stun. Based on her moveset from Super Smash Bros. for Wii U, Zelda retains the same moves as before but with massive frame data improvements. A mac is required to make the app. Arrows travel for 46 frames after being fired. Ground Attacks Aerial Attacks Special Attacks Grabs Throws Dodges/Rolls. As a result of her attributes, Zelda's endurance, neutral game and approachare sub-par. So I noticed your frame data says that teleport from air to ground is always 30 frames of endlag whether cancelled or not. Although her traction is average and her air speed is slightly above-average, her walking, dashing and falling speeds; gravity; air acceleration; and jump and double jump are each below-average. Ultimate. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage.Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. IASA Frame 27 . I was under the impression that it was supposed to be different. Ledge Stats. Jab. ; Dropping your shield (Shield Drop) takes 11 frames How do I get the min and max Dates from a dataframe's major axis? 11 Frame Startup. Sweetspot position data! Frame Data Notes. It costs $100 a year for the privilege to post an app on the Apple Store. By extension, her special moveset supplements her defensive … Advantage is for manual release". Intangible on frame 4-13. Transitions to rapid jab as early as frame 9. Reaches full charge on frame 52. Advantage is for manual release". Startup values correspond to different stages of construction. The most valuable collection of Super Smash Bros. Melee guides, technical data, and resources in the world. Takes 66 frames to reach final form. Even in actual gameplay itself, the animation will stay choppy. Ultimate. The best place for a player to learn and improve. can be detonated as late as frame 98. upon detonation, hitbox comes out frames 23-26. hitbox is larger the longer its charged, Notes - invulnerable frames 33-53. aim at frame 33, Notes - invulnerable frames 34-43, shiek comes out frame 44. Ground Attacks. Did you scroll all this way to get facts about zelda picture frame? 29 Total Frames. When 3.5 dropped Magus made a post which this is directly quoted from: In the current release it's: Ground Startup: Hit: 6-7; Total: 24 Mobile-friendly Frame Data for Mega Man in Super Smash Bros. 7 hitboxes first 6 doing 1% or 2%, last hit doing 4% or 5%, Notes - listed is the fastest din's fuire can be activated. Frame data: 1) 24 -> 22 2) 24 -> 12 3) and 4) 24 -> 61 frames of endlag -> special fall -> 4 frames of landing lag 5) 24 -> 30 frames of landing lag, not including time spent falling towards the ground while in the ending animation 6) and 7) 32 -> 61 frames of endlag -> special fall -> 4 frames … Notes - 4 hits lasting 1 frame each doing 2% damage each, Notes - strong hit frames 6-8 and can also do 9% damage, weak hit frames 9-13 and can also do 8% damage with 5 frames shield stun, Notes - 5 weak hits lasting one frame each, then final strong hit, Notes - 13 weak hits lasting one frame each, followed by the strong hit, Notes - front hit active frames 4-7, back hit frames 13-16, Notes - 6 weak hits 2 frames each (can also do 3% damage), and one final strong hit, Notes - weak hit has 6 frames shield stun, Notes - invulnerable frames 4-11, reflects frames 4-41. Late hit added in 7.0.0 that does 12.0%. 20/361: 20: 96: Grabs Hitbox Active FAF: Standing Grab: 10-11: 40: Dash Grab: 13-14: 48: …

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