HEAD TO HEAD. "Hitbox System" format, method, and organization developed by Stratocaster. Angle BKB/WBKB KBG Landing Lag Autocancel; Nair (Hit 1-7) 4, 7, 10, 13, 16, 19, 22: 55: 0.7: 65/125/25/160: W: 70/70/20/20: 100 Fox/Frame Data. If you want to see a still image of any frame, post in this thread and I'll upload it for you. Mobile-friendly Frame Data for Wario in Super Smash Bros. Mobile-friendly Frame Data for Falco in Super Smash Bros. The regular lines indicate the angles like they are. Mario's spotdodge according to this is 6 whole frames faster than donkey kongs. Up Smash; Frame Startup: 11: On Shield:-24: Active on: 11-13/14-16: Total frames: 46: Frames Landing Lag:--Note: Leg intangibility on frame 11-13. Inspired by MetalMusicMan's Ultimate Frame Data. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws ; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. Yoshi and Samus use unique special animations for it: Yoshi rolls while in his Egg, and Samus goes into Morph Ball mode, though both rolls are considerably slow. Due to the rolls' unique trait of moving the character while dodging attacks, most casual players tend to overrely on them attempting to keep themselves safe from attacks, even using them over their regular shields. PLAYER. Ultimate. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. IOS App. Ultimate. For other uses, see, https://www.ssbwiki.com/index.php?title=Roll&oldid=1471057. Now includes hitbox images! Ledge Stats from Meshima. KH API; Ultimate; Smash 4; Rivals of Aether; Melee; ausmash.com.au ; Dropping your shield (Shield Drop) takes 11 frames The frame of animation on a smash attack that gets repeated when you charge the move. Thanks to DigitalNinjaGraphics for the Shulk Monado Art and Pokemon Trainer and Mii Character Images. Here's an explanation on how to apply it! Up Smash; Frame Startup: 15/19: On Shield:-37/-38 | -34/-36 | -30/-31: Active on: 15-17/19-20/21-23: Total frames: 63: Frames Landing Lag:--Note: Charge hold is frame 11 She was suggested to appear on the then-unnamed Ultimate's announcement trailer, and officially confirmed in the gameplay trailer on June 12, 2018 during E3 2018. Moderator. Additional data/information thanks to Struggleton, Lattie, EyeDonuts, Invy, Foxyjoe, Plague von Karma, aaronlink127, and Zeckemyro. Many casual players believe that rolling and wavedashing play the same role and that the wavedash is just a superior version of the roll. The "Horizontal Movement At" number is my best judgement of the frame you'd be reading and reacting to for the roll in that direction when techchasing. Thanks to Drafix570, Gengar6tomo, and Meshima for this spreadsheet source where most of the active frames came from—and thanks to Yikarur for translating. 2019 MPGR Top 10. Ultimate. wario Menu. 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. Ultimate. Up Smash; Frame Startup: 12/13/15/17/19/22: On Shield:-29: Active on: 12/13/15/17/19/22-23: Total frames: 58: Frames Landing Lag:--Note: Forearm intangibility on frame 10-23. In addition to the direct changes to characters' rolls, a staleness mechanic has been introduced, which reduces their intangibility frames and lengthens their duration if they are performed repeatedly, gradually leaving the user more vulnerable. From SmashWiki, the Super Smash Bros. wiki < Palutena (SSBU) Jump to navigation Jump to search. 270 is down. Bury frames: 60 + (0.75×Damage before throw) Miscellaneous Intangibility FAF Notes: Spotdodge: 3-18: 29: Forward Roll: 4-16: 33: Back Roll: 5-17: 38: Airdodge: 4-30: 47: Directional Airdodge (F/B) 4-22: 79: Directional Airdodge (U) 4-22: 103: Directional Airdodge (D) 4-22: 65 Visit https://ultimateframedata.com for the web version (IOS users can add to home screen). Up Smash; Frame Startup: 5/12/19: On Shield:-29: Active on: 5 (6-8)/12-14 (15)/19-23: Total frames: 53: Frames Landing Lag:--Note: Charge hold is frame 1: Base Damage: Let's see what he found! Ever wanted to understand frame data in Super Smash Bros Ultimate? Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws ; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. You are currently viewing our boards as a visitor. Every action takes a … 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. Most characters use a rolling, somersaulting or spinning animation for this technique, hence the name, though others without a very acrobatic physique (such as Zelda or Mewtwo) will instead step back, slide or even teleport (the latter being the case for Palutena and Rosalina) into the direction the Control Stick is flicked, while others such as Kirby and Mr. Game & Watch use a cartwheeling animation. MELEE SMASH 4 ULTIMATE. Rolling frames in Ultimate In Ultimate, the effectiveness of rolls has been reduced overall. Ultimate is armed with a frame-by-frame function in the training mode and replays, checking the frame data on the moves of … The penalty is reset per each roll used every time the player spends roughly one second without using any kind of dodge. Let's see what he found! Hitbox images from Zeckemyro and EyeDonuts. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws ; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. GAME. This was added in to force players to use rolls more strategically and to punish players that used rolls superfluously. ABOUT. RIP. In this episode of VoiD Guides, VoiD Goes over 2 framing and how to abuse it to your advantage in Super Smash Bros Ultimate! Mobile-friendly Frame Data for Sonic in Super Smash Bros. This allows rolling through a character to then execute attacks with more ease, but can disrupt them when trying to dodge and approach the opponent at the same time. It costs $100 a year for the privilege to post an app on the Apple Store. Angle BKB/WBKB KBG; Monado Arts Activation: Intangible: 1-14: 6----Monado Arts Duration: 960 Frames (16 seconds)-----Monado Arts Cooldown Falco Menu. Ultimate. See something that needs fixing? Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws ; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks *Does not include model scaling* Jab 8 29 -- Transitions to Jab 2 as early as frame 10. A mac is required to make the app. In fact, rolling and wavedashing play very different roles: rolling provides intangibility and generally more distance than a wavedash, but has a determined length and is more easily punished; it is generally used to get behind an attacking opponent or avoid attacks that cannot be wavedashed away from. It's an advantage to have quick and long rolls because if it's slow and short, the roll is more predictable and the character is generally more vulnerable to attacks. Up Smash; Frame Startup: 16/37: On Shield:-27/-30/-12: Active on: 16-23/37: Total frames: 57: Frames Landing Lag:--Note: Damage based heavy armor (8%) frame 11-13 and 28-31. 42 If an attack hits you during these frames, your shield will take no damage. Credits to SuperDoodleMan for most of the frame data. That is, characters that roll backwards will remain facing the same way, while characters that roll forwards will turn around. Up Smash; Frame Startup: 11: On Shield:-24: Active on: 11-13/14-16: Total frames: 46: Frames Landing Lag:--Note: Leg intangibility on frame 11-13. This article is in need of additional images. player. Mobile-friendly Frame Data for Sonic in Super Smash Bros. Welcome to Smashboards, the world's largest Super Smash Brothers community! My theory on why D3's dodge seems so good is that during frames 21-27, D3's hurtbox is still far in the background so attacks with little "background range" will still miss him, like Wario's bite and grabs. Melee Ultimate Smash 4. The Player Database has up-to-date placings and head to head data of all PGR tournaments. From Liquipedia Smash Wiki. While forward rolls keep the same overall speed as in Smash 4, back rolls have received more ending lag by five frames on average, and grant intangibility one frame later for most characters. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws ; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. Here's an explanation on how to apply it! Charge hold is frame 7 Home; Ultimate; Smash 4; Rivals of Aether; Melee; Glossary; OWO WHATS THIS? ABOUT. I farmed no data myself, so be sure to thank those folks for all their hard work! While forward rolls keep the same overall speed as in Smash 4, back rolls have received more ending lag by five frames on average, and grant intangibility one frame later for most characters. See something that needs fixing? A tech, officially referred to as a breakfall in Super Smash Bros., absorbing damage in Super Smash Bros. Melee, an ukemi in Super Smash Bros. Brawl, breaking your fall in Super Smash Bros. 4, and a fall break in Super Smash Bros. Charge hold is frame 3: Base Damage: 4.0/15.0/10.0: Frames Shield Lag: 5/10/8: Frames Shield Stun: 4/10/7: Which hit box: First/Close/Far Ultimate. This mechanic is shared with spot dodges and air dodges. On the other hand, wavedashing allows a character to act faster and attack while moving sideways at the expense of intangibility; it is generally used to quickly alter spacing or move towards an opponent while standing without turning around (like a forward roll would cause). Hungrybox; Leffen; Mang0; Axe; Wizzrobe; Zain; aMSa; … Computer players often use rolls to evade attacks, especially at high levels. The frame speed is based on the ratio 1 frame: 1/60 a second. Although Super Smash Bros. 361: 60: 90: Grabs Hitbox Active FAF: Standing Grab: 7-8: 37: Dash Grab: 10-11: 45: Pivot Grab: 11-12: 40: Throws Base Dmg. Startup, Active, On Shield advantage/disadvantage, Out of Shield Options, and more! Navigation menu via Smart Fixed Nav. Attacks Hitbox Active FAF Base Dmg. From SmashWiki, the Super Smash Bros. wiki, This article is about the defensive maneuver. Samus is a playable character in Super Smash Bros. Data DK Frame Data - Ultimate Edition. PLAYER HEAD ABOUT. Although Super Smash Bros. Home; Ultimate; Smash 4; Rivals of Aether; Melee; Glossary; KH API; Ultimate; Smash 4; Rivals of Aether; Melee; ausmash.com.au; twitter ... Jump Canceling refers to inputting an up smash, up special, grab, or item throw during a character's jump squat animation to cancel the jump and perform said move. Ultimate Direct.King K. Rool is classified as fighter #67. Angle BKB/WBKB KBG; Eruption (Charging) Starts Charging: Frame 20: Max Charge: Frames 180-189----Eruption: 30-34: 79: 9: 80/80/ 270 / 85 40 Mobile-friendly Frame Data for Wario in Super Smash Bros. This list shows the overall rankings for how far the characters roll in Melee, taken from Mew2King's Melee information dump. Tweet me @MetalMusicMan_ You can follow @ultframedata if you only want UFD updates. Attacks Hitbox Active FAF Base Dmg. Images compiled and edited by Standardtoaster. PLAYER HEAD ABOUT. This was added in to force players to use rolls more strategically and to punish players that used rolls superfluously. Frame Data Notes. Ultimate. Angle BKB/FKB KBG Landing Lag Autocancel; Nair (Hit 1) Home; Ultimate; Smash 4; Rivals of Aether; Melee; Glossary; KH API; Ultimate; Smash 4; Rivals of Aether; Melee; ausmash.com.au; twitter X is one of the autolinks. FAF 27 makes sense, my Greninja numbers were 1 higher than the end numbers given for this frame data because it's "total frames" rather than the FAF (26 frames spotdodging, act frame 27). Mobile-friendly Frame Data for Hero in Super Smash Bros. The following list shows the frame data of rolls as of the latest version of the game. It costs $100 a year for the privilege to post an app on the Apple Store. Joker's Frame Data shown frame by frame. Ultimate, a mechanic was added that made overuse of rolls result in a decrease in speed and intangibility frames for rolls. I used the debug code to get this data. PLAYER. Be sure to subscribe for even more smash content like this! Follow @ultframedata if you just want UFD updates in your feed. Jab 1 2 22 -- Transitions to Jab 2 as early as frame 5. 361: 45: 88: Grabs Hitbox Active FAF: Standing Grab: 6-7: 35: Dash Grab: 9-10: 43: Pivot Grab: 10-11: 38: Throws Base Dmg. player. Ultimate. In Smash 4, rolls have been sped up slightly for the majority of the cast, making them safer for repositioning and getting away from attacks. Characters experience intangibility frames while rolling, though the amount, duration and timing of these frames varies from character to character. Created by MetalMusicMan. The Player Database has up-to-date placings and head to head data of all PGR tournaments. 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. The back six frames of a shield drop are all vulnerable, so a … Our services help improve communication between buyers and sellers of eyecare products, strengthening relationships and contributing to a growing, successful marketplace. You can also buy a T-Shirt. Attacks Hitbox Active FAF Base Dmg. A like and subscribe will really help me out! Mobile-friendly Frame Data for Squirtle in Super Smash Bros. After rolling, characters will always end up facing the direction they came from. All animated GIF's are at 1/3rd game speed. In this episode of VoiD Guides, VoiD Goes over 2 framing and how to abuse it to your advantage in Super Smash Bros Ultimate! Here's a frame data analysis for the king himself! This misconception exists because professional players wavedash in most situations in which casual players would roll. Chrome / Android — tap "⋮" and select "Add to Home Screen", Safari / IOS — tap the Share Icon and select "Add to Home Screen". In Ultimate, the effectiveness of rolls has been reduced overall. The diminishing effects would stack up to six times. Ultimate on the Nintendo Switch, a GameFAQs message board topic titled "Best frame data in Ultimate contest. Mobile-friendly Frame Data for Palutena in Super Smash Bros. Attacks Hitbox Active FAF Base Dmg. SMASHDATA.GG. Ultimate Edition - Switch or a Poké Ball Plus.As an Amazon Associate Smashboards earns from qualifying purchases. For Super Smash Bros. You have a five frame window to parry. The penalty value caps at 0.3 for forward rolls, and 0.5 for back rolls; as a result, five consecutive uses of either roll will fully stale them, and back rolls have their duration increased more than forward rolls. Donations are appreciated. In reality, due to its noticeable duration and vulnerability frames near the end, excessive rolling can leave the user more vulnerable against attacks, as the opponent can read their reaction and throw an attack into the direction they are going to roll into to punish them, or use attacks that hit at both sides and/or have long-lasting hitboxes, such as down smashes and neutral aerials. Thanks very much to Brad/Arma for helping with some Javascript things! Pokemon Trainer: Squirtle Menu. Ever wanted to understand frame data in Super Smash Bros Ultimate? Mobile-friendly Frame Data for Falco in Super Smash Bros. Startup, Active, On Shield advantage/disadvantage, Out of Shield Options, and more! This popup box via Prakash. As a result, back rolls are now different from forward rolls for every character, unlike in previous installments, and due to their higher lag, rolling away from opponents is generally more punishable. Visit https://ultimateframedata.com for the web version (IOS users can add to home screen). Dash Turnaround stats from Kazeh728. Thread starter Big O; Start date Dec 14, 2018; Big O Moderator. These lists show the intangibility and the total lag frames of the rolls, but not the distance travelled or the size of the character while rolling. In Super Smash Bros. Out of Shield options are from this Google Sheet. I'm surprised nobody has mentioned the fact that roll and dodge frame data appears to be changed across the board, but more importantly, the data is no longer identical for ever character. Frame Startup: 3: On Shield:-3/-4: Active on: 3-5 (6-9/10-19) Total frames: 51: Frames Landing Lag: 7: Note: Autocancels on frame 1-2 and 45 onward: Base Damage: 10.0/6.0: Frames Shield Lag: 8/6: Frames Shield Stun: 4/3: Which hit box: Early/Late Additionally, with the exception of Greninja, all characters have identical frame data between their forward and back roll. In Super Smash Bros. ... Jump Canceling refers to inputting an up smash, up special, grab, or item throw during a character's jump squat animation to cancel the jump and perform said move. Mobile-friendly Frame Data for Hero in Super Smash Bros. Ultimate, GameCube Controller Super Smash Bros. In smash 4 the highest variance in spotdodge frame data was 4 frames, (25-29). THE PLAYER DATABASE. Tweet me @MetalMusicMan_ You can follow @ultframedata if you only want UFD updates. This is all frame data on how fast each character’s hitboxes come out. Mobile-friendly Frame Data for Palutena in Super Smash Bros. All rolls have 3 vulnerable frames as soon as they start, then they're invulnerable until frame 19 (except for Samus, who is invulnerable until frame 23). From Liquipedia Smash Wiki. MELEE SMASH 4 ULTIMATE. Hungrybox; Leffen; Mang0; Axe; Wizzrobe; Zain; aMSa; … Click here to sign up right now and start on your path in the Smash community! Ultimate. 2019 MPGR Top 10. Up-to-date placings and head to head stats for Super Smash Bros. D3, Diddy, and Squirtle's dodge is 100% correct. Rolling Frames . Please Tweet me with any requests or corrections. Up Smash; Frame Startup: 9/18: On Shield:-44/-29/-32: Active on: 9-10/18-20: Total frames: 57: Frames Landing Lag:--Note: Gets weaker when out of ink. The diminishing effects would stack up to six times. She retains her modified Metroid: Other M design from Smash 4 and is classified as fighter #04. Ultimate is armed with a frame-by-frame function in the training mode and replays, checking the frame data on the moves of … ". A mac is required to make the app. The editor who added this tag suggests: Missing some of her moveset If you have a good image for this article, upload it here. Use Smashboards links to get your gaming stuff and support the site, Super Smash Bros. This trait also applies to spot dodges, in a way so overusing either dodge also affects the others. In Super Smash Bros. HEAD TO HEAD. 42 King K. Rool (キングクルール, King K. Rool) is a playable character in Super Smash Bros. Ultimate.He was announced as a newcomer during the August 8th, 2018 Super Smash Bros. This page was last edited on September 6, 2020, at 15:26. Up-to-date placings and head to head stats for Super Smash Bros. Charge hold is frame 7 Data Sources: Zapp Branniglenn's Google Sheet, Zeckemyro, Smash Wiki, and Kurogane Hammer. RIP. Ultimate, rolling repeatedly causes each subsequent roll to be executed slower (thus increasing its lag) and grant less intangibility frames, leaving the player far more open to punishment should they fail to use the technique sparingly. Melee Ultimate Smash 4. Releasing a shield takes 11 frames, and the first five frames of this window are parry frames. Now includes hitbox images! If the wavedash did not exist, upper-level smashers would replace the wavedash with a dash dance in most situations, not a roll. Down Smash; Frame Startup: 9/29: On Shield:-35/-15: Active on: 9 (10-11)/29 (30-31) Total frames: 49: Frames Landing Lag:--Note: Charge hold is frame 3: Base Damage: 6.0/3.0: Frames Shield Lag: 6/4: Frames Shield Stun: 5/0: Which hit box: Close/Far (+SD) Angle BKB/WBKB KBG Landing Lag Autocancel; Nair (Hit 1) 4: 50: 6.5: 40: 30: 100: 12: 1-3, 44> Nair (Hit 2) 15-38-4: 70: 65: 100--Fair Inspired by MetalMusicMan's Ultimate Frame Data. Hitbox pausing/framestep via Buzzfeed libgif-js and Featherlight. Up Smash; Frame Startup: 12/13/15/17/19/22: On Shield:-29: Active on: 12/13/15/17/19/22-23: Total frames: 58: Frames Landing Lag:--Note: Forearm intangibility on frame 10-23. Ground Attacks; Aerial Attacks; Special Attacks; Grabs / Throws ; Dodges / Rolls; Misc Info; Hitbox Images: Choose Another Character; Ground Attacks. When fully stale, all rolls grant intangibility four frames later, making them worse for escaping pressure. FOR ANGLES — 0 is horizontal, 90 is vertical. Additionally, simply faking a rush can threaten and condition such a player into rolling, allowing the rusher to punish them. Ultimate. SMASHDATA.GG. Search Filter via W3 Schools. The frame of animation on a smash attack that gets repeated when you charge the move. Jab The formula to determine a roll's duration before it can be interrupted is D * (1 + P), where D is the total duration of the roll when fresh, and P is a penalty value that increases by 0.06 for every forward roll, and 0.1 for every back roll. A Mii Brawler performing its backward roll in Super Smash Bros. for Wii U. Ultimate. Fox; Frame Data; Overview; Moveset; Frame Data; Attack Damage Base knockback Knockback scaling Knockback angle Startup Active Recover Landing lag Auto cancel Notes Jab 1: 2-4: 0: 100: 70: 1: 2: 12--Jab 2: 4: 0: 100: 70: 2: 2: 14--can do frames 3 - 31 of jab 1 Rapid Jab: 1x5??? The higher the number is the less time you'll have after reading it to punish before the roll … Frames Data provides standardized product information and imagery that power dozens of software applications, supply-chain and ERP systems, … Techs & Getups Frame Data Mostly self-explanatory. Ultimate, a mechanic was added that made overuse of rolls result in a decrease in speed and intangibility frames for rolls. Additionally, characters cannot roll off edges; they will instead perform the remainder of their rolling animation while staying in place at the edge. Hero Menu. Mobile-friendly Frame Data for Squirtle in Super Smash Bros. A rolling dodge, or simply roll (called EscapeF and EscapeB internally in Melee's debug menu and Brawl's files, depending on which direction the character is rolling) is a maneuver that moves the character left or right and allows them to dodge attacks for a short period of time. M2K gives us a Frame data analysis of Steve in Smash Ultimate using Sakurai's recent presentation! Discord: https://discord.gg/ekAaZTh Stalk us on social media! Ultimate. I'm getting 3 for the startup, it definitely starts sooner than her roll. Ultimate. Ultimate Edition, Nintendo Super Smash Bros. Ultimate Edition Pro Controller - Switch, a Nintendo Switch Super Smash Bros. Rolls have been slightly nerfed in updates, with both version 1.1.0 and 1.1.1 reducing their intangibility by one frame at the end. Angle BKB KBG Throw Release/FAF Notes; Fthrow Forward Smash; Frame Startup: 16: On Shield:-28/-30/-33: Active on: 16-17: Total frames: 54: Frames Landing Lag:--Note: Charge hold is frame 6: Base Damage: 15.0/11.5/6.0 sonic Menu. Fox/Frame Data. Parries are a new mechanic in Smash Ultimate which trigger when you release a shield right before an attack hits you. assumes the move hits on its first Active Frame. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. Neutral Air; Frame Startup: 6/13: On Shield:-3/-4: Active on: 6-7/13-14: Total frames: 41: Frames Landing Lag: 7: Note: Autocancels on frame 1-2 and 41 onward palutena Menu. Attacks Hitbox Active FAF Base Dmg. '+' is the sakurai angle. Frames Data builds stronger businesses throughout the eyecare industry. Joined Jun 13, 2008 Messages 1,397 Location California NNID BiiigOOO Dec 14, 2018 #1 Smash Ultimate runs at 60 frames per second (1 frame = 1/60th of a second). Zero Suit Samus rolls away from Snake's aerial attack in Brawl. GAME. It is performed by pressing the Control Stick left or right while holding a shield button. Both types of rolls also grant slightly less intangibility across the cast, though this is compensated for some characters with slightly reduced ending lag on their forward rolls. Fox; Frame Data; Overview; Moveset; Frame Data; Attack Damage Base knockback Knockback scaling Knockback angle Startup Active Recover Landing lag Auto cancel Notes Jab 1: 2-4: 0: 100: 70: 1: 2: 12--Jab 2: 4: 0: 100: 70: 2: 2: 14--can do frames 3 - 31 of jab 1 Rapid Jab: 1x5??? Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts! THE PLAYER DATABASE. Landing frames from Simpleton. Rolling Frames Angle BKB KBG Throw Release/FAF Notes; Fthrow Included is the text version if you don't like watching videos. Most notably, the rolls of Bayonetta, Samus and Yoshi, which were the slowest in Smash 4, have been sped up relative to other characters. Basically, this means that everything you do happens within X frames after pressing buttons. M2K gives us a Frame data analysis of Steve in Smash Ultimate using Sakurai's recent presentation!
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