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terry frame data

Charge hold is frame 7, Landing hit generates on frame 1. Still a work in progress! Impossible d'ouvrir ce fichier car JavaScript n'est pas activé dans votre navigateur. Mobile-friendly Frame Data for Yoshi in Super Smash Bros. They may not be 100% accurate, but they should not be more than one frame off. Mistakes can happen, if you spot any then drop me a message on: Steam: http://steamcommunity.com/id/atmadp, If a piece of frame data has a red box like this then it's acknowledged that it may be incorrect and that I'll be getting to checking it again, If a piece of frame data has a green box like this to the left of it then it's been checked once again and even though it may be different from the existing frame data, is 100% correct, If any normal doesn't add up(frame advantage vs active+recovery) when taking into account these values please inform me ASAP because I've probably made an error when typing it up, Hitstun: 15 Blockstun: 13 on all grounded A and B normals in the game, Hitstun: 21 Blockstun: 19 on all grounded C and D normals in the game, Blockstun: 23 on all grounded CD attacks in the game, Hitstun: 13 Blockstun: 13 on all hop and jump A and B normals in the game, Hitstun: 13 Blockstun: 16 on all hop and jump C and D normals in the game, Blockstun: 19 on all hop CD attacks in the game, Blockstun: 23 on all jump CD attacks in the game, Furthermore; if you find this isn't true for an attack, again inform me and I'll have another look at it. Updated: 1/Nov/2019 17:33. Mobile-friendly Frame Data for Terry in Super Smash Bros. If a piece of frame data has a red box like this then it's acknowledged that it may be incorrect and that I'll be getting to checking it again 6 If a piece of frame data has a green box like this to the left of it then it's been checked once again and even though it may be different from the existing frame data… Ultimate. Charge hold is frame 7, Leg intangibility on frame 11-13. On the active frame section any number in brackets denotes a gap between active frames, this number does not include the first frame of when it goes active again(so the formula for total frames stays the same). Follow @ultframedata if you just want UFD updates in your feed. Les cours des actions ne couvrent pas toutes les places boursières et peuvent être différés d'une durée allant jusqu'à 20 minutes. The term "fixed frames" is referring to a set amount of frames that will happen regardless of the situation. If this is evidence of Terry arriving sooner, rather than later next month Passes through platforms, voluntarily if you fall long enough. The release date for Super Smash Bros. Hope Terry is ready by then. Total frames includes 14 frames of hitlag, SH / FH / SHFF / FHFF Frames — 38 / 60 / 26 / 42, Fall Speed / Fast Fall Speed — 1.29 / 2.064, Shield Grab (Grab, post-Shieldstun) — 18 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Edit (March 7th 2014): added shield stun and advantage values. Created by MetalMusicMan.Please Tweet me with any requests or corrections. Ultimate. Activez-le, puis rechargez la page. Hitstun and Blockstun include the hitting frame. Mobile-friendly Frame Data for every character in Super Smash Bros. Stars appear on frame 4 of landing. Egg appears on frame 33 when successful. Une erreur s'est produite sur le navigateur. Specific data I may have missed/forgotten about. Certaines fonctionnalités d'Excel ne sont pas compatibles avec Google Sheets et seront ignorées si vous faites des modifications, Modifications non enregistrées dans Drive. Fixed recovery frames cancel out any remaining active frames a move has. Stars appear on frame 4 of landing. This should be true but I could have always overlooked something somewhere that acts unique. Total frames when successful is 62. Total frames is 41 on whiff. Les chiffres sont fournis "en l'état", à titre d'information uniquement, et non à des fins commerciales ou de conseils. Passes through platforms, voluntarily if you fall long enough. Autocancels on frame 50 onward. Under the hop and jump data, Duration = Time spent airbourne and does not include prejump or the landing frames. Hopefully Fixed PKT2 frame data, odd due to frame speed modifiers. Please inform me of ANY differences between the current frame data and what is noted here, it would be a huge help and I will double check any differences and will tag the ones that have been checked: Startup includes the 1st active frame, for the total frames of a move you have to do: "startup + active + recovery - 1"(may include total frames column in the future). Total frames assumes level ground. Head intangibility on frame 12-16. Total frames assumes level ground.

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