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  1. Arm intangible on frame 8-11. Deals .5% less damage (13%) to airborne opponents. Invulnerable on frame 1-8. Intangible on 1-3 upper body, 4-8 full body, and 9-12 arm. When blocked, the opponent is forcibly pushed out of their shield, but takes no damage. Deals .5% less damage (14%) to airborne opponents.

  2. Mobile-friendly Frame Data for Ness in Super Smash Bros. Ultimate. ness Menu. Ground Attacks; Aerial Attacks; ... Out of Shield, Up Smash or Down B(Air) — 10 frames.

  3. Startup is 1 from a charging state with six I-frames. Stops on shields. Endlag for that is 28. Startup/charge cancelable starting f7 into: - vertical spin dash jump. - spin hops. After release cancels into: -Spin dash jump. -double jump (aerial only)

  4. Neutral B (Inhale) Minimum total frames is 67. Endlag is 19 frames upon release. Can eat projectiles. Projectile eat animation is 51 frames long. You can view most of Kirby's copy abilities on Google Drive via @theEyeDonutz.

  5. Counter window 3-27. Next attack's damage increased by " ( (3-x) + (Max KB Multiplier) * (x-1)) / 2" where x = current damage dealt multiplier. Stores up to 3x Revenges for total damage combined. Revenge store is lost when you are grabbed or take 36% damage. Lasts 60 seconds at base. Jab 1/2 and the rising hits of Cross Chop don't remove revenge.

  6. Neutral B (Water Shuriken) Hits on frames 6—41 (rehit:4)/42 on release. Total Frames: 31 for any level of charge before max, 27 for max, 24 for any level of charge on aerial release, 20 for max charge aerial release.

  7. Melee hitbox generated after projectile. Diddy does not suffer hitlag from melee attack. You can cancel charge into shield/air dodge as early as frame 14. First total frames is in the air, second is along level ground. Total frames is in the air. 11/29/59...

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