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mario frame data

Notes - 12 hitboxes, first 5% damage, then ten 1% damage, then a final 3% damage hitbox. 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). Entering charge state takes 19 frames and is shield cancellable on 20. ... Notes - front (strong) hit frames 5-6, weak (back) hit frame 14 with 7 frames shield stun, can also do 10% damage. Ground Attacks. Auto cancels on frame 1-5 and frame 19 onward. Frame Data Notes. Jab. Charge hold is frame 6. Head Invulnerability on frame 9-12. 15 Total Frames. Startup is 2 from a charging state. Autocancels on frame 1-2 and 34 onward. Auto cancels on frame 1-5 and frame 19 onward. Ultimate. SH / FH / SHFF / FHFF Frames — 40 / 56 / 28 / 39, 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. Auto cancels on frame 1-2 and frame 43 onward. 2 Frame Startup. 3 Frame Startup. Mobile-friendly Frame Data for Mario in Super Smash Bros. Aerial Attacks. Ultimate. Auto cancels on frame 1-5 and frame 35 onward. Armor on frame 5-9 but only on the ground. Stronger the longer it's out (opposite of most "sex kicks"). Active Frames 2-3. 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 - 9 hitboxes, first does 2%, next seven do 1%, last one is the strong hit. Charge hold is frame 6. Invulnerable on frame 3-6. Total frames includes 13 frames of hitlag. Auto cancels on frame 1-2 and frame 43 onward. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. Ground Attacks Aerial Attacks Special Attacks Grabs Throws Dodges/Rolls. Neutral Air. Total frames includes 14 frames of hitlag. Head Invulnerability on frame 9-13. Hits 2-6 rehit rate of 2. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. Auto cancels on frame 1-4 and frame 33 onward. 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 MARIO. Auto cancels on frame 1-2 and frame 39 onward. SH / FH / SHFF / FHFF Frames — 34 / 51 / 23 / 35, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Active Frames 3-32.

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