Mobile-friendly Frame Data for Mii Gunner in Super Smash Bros. From SmashWiki, the Super Smash Bros. wiki < Mii Brawler (SSBU) Jump to:navigation, search. Second landing lag is if you don't hit. 12 frames to enter charge state. Landing lag only incurred if you enter special fall. mii brawler Menu. Dropping your shield (Shield Drop) takes 11 frames

pichu Menu. Has detection on frames 27-42, transitions to Auto Kick which spikes. Autocancels on frame 1-4 and 50 onward, Startup is 6 from charge release.

Stops at an edge with 44 frame endlag animation. Mii Brawler: 13) E-1-25 intangible / 55 total / -23 on shield: 1-33 intangible / 34 total: 1-25 intangible / 45 total: 1-12 intangible / 14 total: Mii Swordfighter: 08) C: 1-24 intangible / 55 total / -24 on shield: 1-33 intangible / 34 total: 1-25 intangible / 45 total: 1-12 intangible / 14 total: Mii Gunner: 06) B: 1-22 intangible / … Total frames is the minimum usage. 4 to cancel charge with shield. Mobile-friendly Frame Data for Mii Brawler in Super Smash Bros. Invulnerable on frame 5-12. Cannot attempt a recovery after air hit like Ike can. Counters frame 6-23, Invulnerable on frame 1-2. As a Mii Fighter, their specials are determinant on the player's choice. Total frames is if you don't land during the animation. Ultimate. 32 endlag on hit. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. Stops on shields. Ultimate. Charge hold is frame 9. Ultimate.

Charge hold is frame 3 Landing any of the first five hits will activate the full version, but not on shields. When successful, invincible on frame 10-69. Strong throw hits just once.

Landing hit on frame 1. 8f startup is only the front hit. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. Absorbs on frame 7, Total frames includes 13 frames of hitlag, SH / FH / SHFF / FHFF Frames — 34 / 49 / 24 / 35, Fall Speed / Fast Fall Speed — 1.45 / 2.32, Out of Shield, Up B(#2) or Echo Reflector (Air) — 6 frames, Out of Shield, Absorbing Vortex (Air) — 10 frames, Out of Shield, Neutral Air or Up Smash — 11 frames, Out of Shield, Back Air or Up B(#1) — 12 frames, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Landing hit on frame 1. Intangible on frame 5-6. Total frames is the minimum use.

Second is when you miss. Auto detonates on 134.

Mobile-friendly Frame Data for Pichu in Super Smash Bros. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. Counters on frame 6-25.

34 endlag on hit. Being the "up close and personal" Mii Fighter, the Brawler now possesses a good walking/dashing speed (tied with Toon Link and Mewtwo for walk speed and the 25th fastest dash speed) and the ability to wall jump in exchange for now being a middleweight fighter (sharing the same weight as Inkling, Ness, and Lucas) with a fast falling speed and subpar air acceleration.

Reflects on frame 5-24.

Weak throw has rehit rate of 9 but will bounce off shields. Throw invincibility on frame 3-15, Total frames includes 13 frames of hitlag, SH / FH / SHFF / FHFF Frames — 28 / 41 / 20 / 30, Fall Speed / Fast Fall Speed — 1.7 / 2.72, Out of Shield, Up Smash or Up B(#2) — 8 frames, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal).

Like the other two Mii Fighters, they have access to 12 different spe… Stops on shields, First total frames is in the air, second is on level ground. Takes 132 frames to reach full charge, Eruption hits: 1/9/17/25/33. Second kick is voluntary, second landing lag pertains to that. Shield Stunis the amount of frames that the defender is stuck after Shield Lag ends. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. Up Smash; Frame Startup: 8: On Shield:-29: Active on: 8-12 (13-14) Total frames: 47: Frames Landing Lag:--Note: Legs intangibile on frame 8-11. Ultimate.

Total frames assumes you end on the ground. Earliest you can begin kick is frame 17 of jump, Invulnerable on frame 5. Reflects on 4. Ultimate. Frame Data Notes Shield Lagis just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. Jab 2 16 -- Transitions to next Jab as early as frame 7. Second total frames is if you don't hit. mii swordfighter Menu. Endlag is 15 frames otherwise. Begins on frame 1 of reaching a target. Mobile-friendly Frame Data for Mii Gunner in Super Smash Bros. Body hitbox hits every three frames.

When blocked, endlag equates to remaining total frames, Begins on frame 1 of reaching a target. 2 startup from charge release. mii gunner Menu.

Charge hold is frame 3, 10/14/17/20/23 (25/27/29/31/33/35/37/39/41/43/45/47/49/51/53/55/65. Front/low hit is the 11f startup hit. 55 total frames on miss. Transitions to rapid jab as early as frame 7, Legs intangibile on frame 8-11.

Endlag on hit is 52 on level ground, 48 in the air.

Will not erupt on shields. Can be charged for an additional 60 frames. Startup is 2 upon reaching a target. Or six frames after contact, Endlag from extended use is 9. Ultimate. Transitions to jab 3 as early as frame 11, Startup is 3 from charge state. Mobile-friendly Frame Data for Mii Swordfighter in Super Smash Bros. Mii Brawler (SSBU)/Hitboxes. Landing hit on frame 1. Can be charged for 50 addittional frames for more damage. Mobile-friendly Frame Data for Mii Swordfighter in Super Smash Bros. First total frames is when successful. Invulnerable on frame 17-26 if you hit somebody or reflect something, Total frames includes 13 frames of hitlag, SH / FH / SHFF / FHFF Frames — 30 / 45 / 20 / 32, Fall Speed / Fast Fall Speed — 1.55 / 2.48, Out of Shield, Up B(#3) — 8 frames (front only), Out of Shield, Up Smash — 11 frames (front/low only), Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal).