Melee frame data. Ground Attacks. Transitions to Jab 2 as early as frame 10...

Melee Frame Data Discord Bot. Hey there, I've been working on th

Jab 1: Jab 2: Rapid 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack:An amazing compilation of frame data gathered without using any kind of special tools or AR. It mainly focuses on ranking each character’s options such as frames of jump squat, roll distance, shield size, jump height, etc.Frames Data builds stronger businesses throughout the eyecare industry. Our services help improve communication between buyers and sellers of eyecare products, strengthening relationships and contributing to a growing, successful marketplace. Frames Data provides standardized product information and imagery that power dozens of software applications, supply-chain and ERP systems, and mobile apps.Luigi Cyclone having frame 1 invincibility when used in the air Olimar's Whistle having frame 2 super armor Shulk's Shield Art being usable during hitstun Snake's frame 1 Grenade pull Duck Hunt's frame 1 Can Mii Brawler's Feint Jump having frame 2 invincibility Little Mac's Rising Uppercut having frame 1 invincibility ...Archived post. New comments cannot be posted and votes cannot be cast. Tech frame data (afaik this is universal) Tech in place: invul 1-20, faf of 27. Tech roll (either direction): invul 1-20, faf 41. I think the roll direction (forward vs back) has different distance, but the invul and FAF is universal.When it comes to installing a new door, one of the decisions you’ll need to make is whether to use jamb extensions or traditional door frames. While both options have their advanta...The data source mentioned in the info box is this website: http://melee-framedata.theshoemaker.de/ Which only has gifs/videos for Samus and Marth, but it …Melee Framedata. This website contains in-depth frame data for Super Smash Bros. Melee and is made by Joel Schumacher based on framedata JSON files generated by meleeFrameDataExtractor.The design is somewhat inspired by the move pages on SmashWiki.. Currently Ice Climbers are missing completely (since them being two characters introduces a couple of complications) and only Marth and Samus have ...Mobile-friendly Frame Data for Ness in Super Smash Bros. Ultimate. ness Menu. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another …SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the { { Trn }} template with the matching game specified.A multi shine (or double shine, triple shine, etc.) is the repeated use of Reflector as an attack by either Fox or Falco in Super Smash Bros. Melee. It is performed by jump-cancelling a Reflector and using a second Reflector just after leaving the ground, timed so that Fox or Falco will quickly land and allow the pattern to be repeated. It is a very difficult and technically demanding ...The latest update to the Melee Database was the addition of the frame-by-frame seeker! To use this tool, click on the GIF of the move you want to see, and you'll see a window pop up with the option to look at each frame of the move one by one ... So use your best judgement and cross check with the data I have listed in case you suspect the ...Mobile-friendly Frame Data for Chrom in Super Smash Bros. Ultimate. ... Landing hit on frame 1, Super armor on frame 10-30. Ending just before he ascendsComplete Marth Frame and Hitbox Data [1.1.0] Knowledge is power Table of Contents: Use CTRL-F and type a section's number to skip to it. Section 1: Formulae and Terms 1.1 Formulae 1.2 Terms Section 2: Basic Data 2.1 General Data 2.2 Basic Frame and Hitbox Data 2.2.1 Jabs and Tilts 2.2.2 Smashes...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.SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines for what should be included in these new parameters. When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the { { }} template with the matching game specified.SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines for what should be included in these new parameters. When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the { { }} template with the matching game specified.On hit, this 1 frame move has unreasonable amounts of hitstun, the perfect vertical knockback angle for combos, excellent frame data on shield and much more. The move can also be jump cancelled allowing a player to perform a wavedash immediately after shining; this technique is known as a Waveshine and it is Meta Defining , meaning it is …The latest update to the Melee Database was the addition of the frame-by-frame seeker! To use this tool, click on the GIF of the move you want to see, and you'll see a window pop up with the option to look at each frame of the move one by one ... So use your best judgement and cross check with the data I have listed in case you suspect the ...Neutral Special: Forward Special 1: Forward Special 2: Forward Special 2 (Up): Forward Special 3: Forward Special 3 (Up): Forward Special 3 (Down): Forward Special 4:Credits to SuperDoodleMan for most of the frame data. Images compiled and edited by Standardtoaster. "Hitbox System" format, method, and organization developed by Stratocaster. All animated GIF's are at 1/3rd game speed. Jab 1 Total: 19 Hit: 3-4 Window of the second punch: 3-25...Smash Master. This is the amount of time added to an attack when it hits a character. An attack which hits a character is slower than one which does not. For example, Mario's jab is 19 frames long. If Mario jabs a character the 'attacker hit lag' value is added to the attack duration. In this case it is 19 + 4 [attack duration + attacker hit ...For instance, ftilt is -18 on block in Melee, and her utilt is -10, but those same respective moves are listed as -27 and -20 here. Also, I'm fairly certain that Melee Samus' dsmash does come out on frame 6, but this is saying PM Samus' dsmash comes out on frame 9 (and is also much more negative on block).Super Smash Bros. Melee Character Data. P1. MELEE VS Character Frame Data! InfoMelee; Glossary; Pichu's Frame Data [1.1.0] Statistic Value/Rank Statistic Value/Rank; Weight: 62: Max Jumps: 2: Run Speed: 1.892: Wall Jump: Yes: Walk Speed ... 0.14: Hard Landing Lag: 3: SH Air Time: 31 frames: FH Air Time: 45 frames: Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB KBG; Jab 1: 2-3: ...What is Frame Data in Super Smash Ultimate? Each attack of the game characters continues for a specific amount of frames. This is a universal measure of time for performing your jabs, tilts, smashes, and in fact, everything else. Information on numbers of frames for every attack of every character has been obtained from the game code, so …Ground Attacks. Transitions to Jab 2 as early as frame 10. Arm intangibility on frame 7-8. Damage based heavy armor (4%) on frame 7-9. Arm intangibility on frame 10-14. Damage based heavy armor (4%) on frame 8-10. Arm intangibility on frame 11-16. Damage based heavy armor (4%) on frame 7-9. Arm intangibility on frame 10-12 and 15-17.Autocancels on frame 1-3 and 40 onward. Final hitbox has an inner and outer circle as of 7.0.0 -- inner circle only hits aerial opponents, outer circle only hits grounded opponents. Arm invinicibility on frame 7-10. Autocancels on frame 1-2 and 35 onward.SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the { { Trn }} template with the matching game specified.If you press forward and shield within 2 frames you will roll forward. If you shield 3 frames or more after holding forward, then you will shield. Here are the exact frame results for various timings of forward + shield. [collapse="Frame Data"] Forward roll. Frame 0 - forward + shield = roll. Frame 0 - forward.Nov 21, 2008. #1. For Techs and Getups data click: HERE. Throws Frame Data. This is a list of data for throws and how their speeds are affected by weight. If unaffected, the throw animations on all characters will be the same. With the throws that are affected, heavier characters will make the animation play through slower while lighter chars ...An easy place to find and study Melee frame data. Contribute to CampConn/melee-frame-data development by creating an account on GitHub.Melee Frame Data. Look up fighter frame data with frame-by-frame visualizations. Visit; Melee Calculator. I KneeData is a web app for Melee frame data including DI trajectory, knockdown, and more. Visit; Stick Coordinate Visualizer. Create diagrams of Melee's analog stick input logic. Visit; The Melee Cookbook. Character-specific content by top ...Melee Framedata. This website contains in-depth frame data for Super Smash Bros. Melee and is made by Joel Schumacher based on framedata JSON files generated by meleeFrameDataExtractor.The design is somewhat inspired by the move pages on SmashWiki.. Currently Ice Climbers are missing completely (since them being two characters introduces a couple of complications) and only Marth and Samus have ...Special Attacks. Windbox on 16–17. Takes 7 frames to cancel. Has a 100 Unit cap and fills by 0.3 Units per frame, so 18 Units a second (was 0.25 Pre-7.0.0.).Frame data: SuperDoodleMan. Image compiling: Stratocaster. Image Editing + Uploading: X1-12. All gifs are at 1/3 game speed, all aerials are while falling, and therefore the hitboxes stretch up. If you want to see a still image of any frame, post in this thread and I'll upload it for you. Jab. Total: 27. Hit: 4-7. Window of the second slash: 3-27.Shield Drop — 11 frames (universal) Jump Squat (pre-Jump frames) — 3 frames (universal) Ledge Grab. Normal Up B Apex Side B. Ledge Hang. Getup Attacks. Facing Up Facing Down Trip Ledge. Mobile-friendly Frame Data for Mythra in Super Smash Bros. Ultimate.Attacks Hitbox Active FAF Base Dmg. Angle BKB/WBKB KBG; Needle Storm: Generates Needles on: 1, 26, 44, 62, 80, 98-----Needle Storm (6 Needles, Thrown On)Credits to SuperDoodleMan for most of the frame data. Images compiled and edited by Standardtoaster. "Hitbox System" format, method, and organization developed by Stratocaster. All animated GIF's are at 1/3rd game speed. Jab 1 Total: 19 Hit: 3-4 Window of the second punch: 3-25...Melee Frame Data Website. Hello! Over the last month or so I've been working on a website that displays character frame data from Melee. You can find it here. I would appreciate if you took a look, and let me know what you think. If you like the site, please share! Currently the site is not very mobile friendly but I plan to change that in the ...Brawl has the same hitstun multiplier Melee has. However, when hit by an attack that causes tumbling (or reeling), characters can now air dodge after 13 frames of hitstun, or use an aerial attack after 25 frames, regardless of the actual amount of hitstun they sustained. This new mechanic, known as hitstun canceling, drastically reduces the …Apr 28, 2020 ... This video explains how to read and understand the basics of frame data in Smash Ultimate in a simple way. If you don't understand how to ...Falco's hitbox and intangibility can be seen on frame 1. Widely considered Falco's principal move, Falco's Reflector (informally known as a shine) is the crux of his entire metagame and is among his greatest strengths as a character. The potency of the shine is attributed to two things. One, the initial hit of shine comes out without any delay ...Attributes []. Giga Bowser is the heaviest character in Melee, with zero contest.Thus, he is the best beneficiary of crouch canceling, and this allows him to make use of his frame 1 intangible Whirling Fortress with relative impunity. This makes numerous combos fail against him while giving him supreme out of shield game. It's even boosted by his 20 units of knockback-based armor, making weak ...Mobile-friendly Frame Data for Mr. Game & Watch in Super Smash Bros. Ultimate. ... Projectile and melee attack generate on same frame. Generates new sausage every 32 frames 5.0/13.0 6/7 3/8 Sausage/Pan -28 ... Takes 13 frames to put away bucket after extended usage. Has a 2x Damage Multiplier per unit.Although metal framing studs are available in many different sizes, there are five sizes that are most commonly used: 1 5/8 inches, 2 1/2 inches, 3 5/8 inches, 4 inches and 6 inche...For Railjack weapons, go to Clan Dojo 's or Relay 's Dry Dock. Outside of the game (without the need to launch the game): Public Export 's ExportWeapons manifest. https://overframe.gg/, go create a "New Build" and F12 to HTML source to find some internal JSON data on weapon.An amazing compilation of frame data gathered without using any kind of special tools or AR. It mainly focuses on ranking each character’s options such as frames of jump squat, roll distance, shield size, jump height, etc.Smash Ultimate Frame Data Repository - Kurogane Hammer. OWO WHATS THIS? KH API. Ultimate. Smash 4. Rivals of Aether. Melee. ausmash.com.au. twitter.Melee Frame Data. P1. MELEE VS Character Frame Data! Info. Dr. Mario. Mario. Luigi. Bowser. Peach. Yoshi. D K. C.Falcon. Ganondorf. Falco. Fox. Ness. Ice Climbers. Kirby. …The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents. Can block from frame 1. Attacks and forward dash available from frame 2. Other movement options available from frame 4. Added landing recovery.Aug 30, 2010. #1. Part of the on-going Stratocaster's Hitbox Project. Credits: Frame data: SuperDoodleMan. Image compiling: Stratocaster. Image Editing: X1-12. All gifs are at 1/3 game speed, all aerials are while falling, and therefore the hitboxes stretch up. If you want to see a still image of any frame, post in this thread and I'll upload ...Super Smash Bros. Melee. Melee Character Discussion. Peach. Data Peach Hitboxes and Frame Data Thread (REMASTERED) Thread starter Quetzalcoatl; Start date Dec 15, 2015 ... - Added frame data for Jump Squat, No Impact Land, Regular Land and Air Dodge Land - Added frame data for Dash, Smash Turn, Tilt Turn and Running Turn ...Aug 30, 2010. #1. Part of the on-going Stratocaster's Hitbox Project. Credits: Frame data: SuperDoodleMan. Image compiling: Stratocaster. Image Editing: X1-12. All gifs are at 1/3 game speed, all aerials are while falling, and therefore the hitboxes stretch up. If you want to see a still image of any frame, post in this thread and I'll upload ...59. 18. Frame 25 is the earliest you can jump off (plus a 3 frame jumpsquat). If Steve lacks the materials, he has a 19 frame failure animation instead. Landing hit on frame 1 (whether or not Steve is still standing on it). Landing lag and advantage assumes Steve still is standing on it. 18.0/10.0. --. --.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 totalStartup 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. Startup is 2 upon reaching a target. 18 endlag on hit. 40 landing lag from special fall. Or 26 if still holding umbrella.This data is based on a relatively fresh shine. If shine's move staling multiplier¹ is below 0.85, shield stun will last 1 frame less. This means frames 10 and 22 would be red, signifying the opponent is out of stun, instead of green. At maximum staleness, hitlag is 4 instead of 5 and shield stun 3 instead of 5.This provides a way to create custom animations from motion-capture data. Motion capture data can be accessed using LiveLinkHub and the new Performer Component and …Mobile-friendly Frame Data for Yoshi in Super Smash Bros. Ultimate. yoshi Menu. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Hitbox Type: Choose Another Character; Ground Attacks. Jab 1 3 17 -- Transitions to Jab 2 as early as frame 6 3.0 7 4 -- -10 3 14. Jab 2 3 19 ...The frame before landing counts as grounded, for high/low blocking and for attacks that have different properties on grounded vs airborne opponents. Can block from frame 1. Attacks and forward dash available from frame 2. Other movement options available from frame 4. Added landing recovery.Transitions to Vacuum on frame 50. K Rool can pass under platforms during any stage of this attack. 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).Special Attacks. Startup is 10 on release. On hit endlag is 21 frames. On level ground, total frames is 96, 74 in the air. Total frames assumes you end on the ground. First total frames is when the thunder bolt misses you. Invulnerable on frame 34-43 if bolt hits you. Spikes on frames 13—15.Melee; Glossary; Mythra's Frame Data [11.0.0] Statistic Value/Rank Statistic Value/Rank; Weight: 92: Max Jumps: 2: Run Speed: 2.41: Wall Jump: ... Soft Landing Lag: 2: Gravity: 0.137: Hard Landing Lag: 4: SH Air Time: 30 frames: FH Air Time: 41 frames: Section 1 / Frame Data. 1.1 Ground Moves. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB ...It's frame 1, but Melee's engine (and probably the other games by extension) causes 2-3 frames of input lag, meaning you'll probably have instances where you press the shield button but still get hit by whatever it is. (There might be weird cognitive stuff that makes that effect seem more dramatic. I wouldn't know.)Egg appears on frame 33 when successful. Total frames when successful is 62. Total frames is 41 on whiff. Takes 39 frames to emerge. Eggs explode automatically on frame 60. Total frames assumes level ground. Passes through platforms, voluntarily if you fall long enough. Stars appear on frame 4 of landing.Mobile-friendly Frame Data for Meta Knight in Super Smash Bros. Ultimate. meta knight ... Invulnerable on frame 12-32. Landing lag only occurs if you enter special fall.Changes from Super Smash Bros. []. Samus has been significantly buffed from Smash 64 to Melee, as she was considered to fare poorly in Smash 64 due to her poor approach and lack of reliable combos.She is often considered the most buffed character from Smash 64 to Melee along with Jigglypuff.Most of her attacks have received significantly better frame data, such as a faster neutral attack and ...Marth Hitboxes and Frame Data by X1-12; Signia's Melee Marth Theory; TheCrimsonBlur's Tech List; The Melee Library; ... For me personally the greatest difficulty when I was first learning Melee was a lack of centralized and accessible resources. As I learned new techniques etc. I started to write notes and descriptions to serve as my own ...Jigglypuff has 49 frames of immobility after an air release, so you will have a 1 frame advantage over other players. As with all characters, a ground release occurs if no buttons are pressed. An air release occurs if you jump at the right time (or spam ). When grabbing. Jigglypuff will suffer 30 frames of immobility if performing a ground release.Mobile-friendly Frame Data for Guile in Street Fighter 6. Guile Menu. Normal Attacks; Unique Attacks; Target Combos; Jump Attacks; Special Moves; Super Arts; Misc. Hitbox Images: Choose Another Character; Normal Attacks. Standing Light Punch 5 14 300 High Chain, Special, Super -- -- +4 -2 3 7 Standing Medium Punch 7 24 600 ...Luigi ranks at 12th on the 2021 Melee tier list, right at the top of B- tier, placing him in the dead center. Luigi is notable for having a very long wavedash due to his low traction. ... Advanced Frame Data. This table shows the frame data for all of Luigi's non-special moves. Including shield advantage at different timings and cancels. Shield ...Reflects on frame 13-60. Invulnerable on frame 2-4 on the ground. Ungrabbable on frames 1-24. Can act on frame 25. Fuel lasts up to 143 frames. 3 startup from charging state. 6 frames to enter charging state. Reaches full charge on frame 98. Damage depends on current item velocity.Here's pretty much every bit of Jigglypuff's frame data, much of it with illustrations. Raw image data courtesy of Stratocaster. Numerical data courtesy of SuperDoodleMan. ... The Meteor Cancel window in Melee is 8 frames. Massive Smash Champion. Joined Aug 11, 2006 Messages 2,833 Location Kansas City, MO. May 10, 2011 #6Total (ends in the air): 69. If you hit a wall, 60 frame animation. Aerial Wizard's Foot. Total: 58. Hit: 15-29. Landing hit: 2-3. Landing animation: 57. The large foot hitbox on grounded wizard foot can only hit stage hurtboxes, so it actually only hits a bit past his knee leaving his foot/shin exposed like the aerial version.5-40 (After Release) Landing Lag: 30. Total Frames: 78. Active Hitbox: 20-49. Total Frames: 71 (1 Dash), 87 (2 Dashes)Normal Attacks. In February 27, 2024 patch: arm hurtbox increased on frames 2-6 but decreased on frames 7-8. 20% damage scaling to followup combo hits.Special Attacks. Startup is 10 on release. On hit endlag is 21 frames. On level ground, total frames is 96, 74 in the air. Total frames assumes you end on the ground. First total frames is when the thunder bolt misses you. Invulnerable on frame 34-43 if bolt hits you. Spikes on frames 13—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 ...IOS App. It costs $100 a year for the privilege to post an app on the Apple Store. A mac is required to make the app. RIP. Frame Data Notes. 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.; Dropping your shield (Shield Drop) takes 11 framesA resident of a totally flat world, Mr. Game & Watch's frame-by-frame movement is distinctive. His image is known far and wide, and respected by gamers everywhere. In Super Smash Bros. Melee, he hurls sausages with his Chef technique. The random strength of his Judgment is determined by the number displayed; food appears on lucky 7. B: ChefWhat the heck is frame data and how do I use it? In this detailed guide, I go over how to use the concept of frame data to pick apart and analyze different ...Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. It now has a hitbox on the sword when not fully charged, has greater minimum damage (6% → 9%) but scales slower (5% per stage → 4% per stage), is faster (earliest frame 23 → 17) and has 1 more active frame.Mobile-friendly Frame Data for Wolf in Super Smash Bros. Ultimate. wolf Menu. Ground Attacks; Aerial Attacks; Special Attacks; ... (Melee) / 6.0 (Early shot) / 8.0 (Mid shot) / 7.0 (Late shot) 10/9 -/3 ... Total frames refers to minimum usage. 12 endlag from extended usage. Invulnerable on frame 5-8. Reflects on frame 9.Jesus m2k. Some of the stuff he says is gold. "Sheik is the best overall but I rule with Falco (proceeds to talk about short hop laser approaches)" and the fact that he tested weight by using the Mushroom Kingdom 2 scales. Some things he says are pretty funny in retrospect, but other things are incredibly accurate for 2003.It is very similar to the actual Melee Ness' frame data, however as there are some unique or changed moves, I felt it necessary to create a new one, for P:M specifically. How to read this thread: . Total: Total amount of frames the animation takes. (additional information will be noted) Hit/Grab: On which frames the attack hits/Grabs an ...Fire rate of one shot per 26 frames (23 frames in the air). 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.*.Measuring the frame dimensions of a vehicle is an important part of maintaining its safety and performance. Knowing the exact measurements of your vehicle’s frame can help you make.... What is Frame Data in Super Smash Ultimate? Each attack of the gMobile-friendly Frame Data for Link in Super Smash Bros. Ground Attacks. Transitions to Jab 2 as early as frame 10. Arm intangibility on frame 7-8. Damage based heavy armor (4%) on frame 7-9. Arm intangibility on frame 10-14. Damage based heavy armor (4%) on frame 8-10. Arm intangibility on frame 11-16. Damage based heavy armor (4%) on frame 7-9. Arm intangibility on frame 10-12 and 15-17.Super Smash Bros. Melee. Melee Discussion. Out of Shield Options frame data. Thread starter Wiseman. Start date Dec 25, 2010; Wiseman. Smash Rookie. Joined Dec 11, 2010 ... Now we need a thread with frame data for shield hitstun for moves . Jekyll Smash Ace. Joined Aug 3, 2005 Messages 997 Location Redwood City, CA. Nov … Jab 1: Jab 2: Jab 3: Forward Tilt: Down Tilt: Up Tilt: Dash Attack: Frame: 1/60 of a second. Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang) • Angle: Direction in which the player is sent from an attack or throw. - A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. - A 361° angle is the Sakurai Angle and will send ... Brawl has the same hitstun multiplier Mele...

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