This is WIP so it will get a better introducing sentence later:
b = Base Knockback
g = Knockback Growth
f = fixed Knockback
w = weight based Knockback
361° = Sakurai Angle
270° = Meteor
Transition on Grabs = no idea
15% (+10) = 10 additional shield damage
Shields have 50HP
Extracted Data from http://pastebin.com/PzTjdtx8
Duration Data and Moves not presented in the pastebin by me.
Custom Specials are not finished yet.
The Board messed-up my formatting so I'm sorry if it seems clustered at some points
Enjoy:
Frame 3- 4: 3% 30b/ 50g 50°
Frame 3- 4: 3% 30b/ 50g 60°
Frame 3- 4: 3% 30b/ 50g 90°
Duration: 17
Enables transition to next jab state on real frame 8
Jab2
Frame 3- 4: 4% 56b/ 70g 361°
Duration: 20
Dash Attack
Frame 10-12: 9% 90b/ 52g 5°
Frame 13-20: 6% 90b/ 52g 65°
Duration: 49
Forward Tilt / F-tilt / Ftilt (high)
Frame 6- 8: 8% 50b/ 80g 50°
Frame 6- 8: 8% 50b/ 80g 65°
Frame 6- 8: 8% 50b/ 80g 80°
Duration: 39 (to be verified)
Forward Tilt / F-Tilt / Ftilt (normal)
Frame 5- 7: 7% 50b/ 80g 50°
Frame 5- 7: 7% 50b/ 80g 65°
Frame 5- 7: 7% 50b/ 80g 80°
Duration: 38
Forward Tilt / F-Tilt / Ftilt (low)
Frame 6- 8: 8% 50b/ 80g 50°
Frame 6- 8: 8% 50b/ 80g 65°
Frame 6- 8: 8% 50b/ 80g 80°
Duration: 39 (to be verified)
Up Tilt / Up-Tilt / Uptilt / U-Tilt / Utilt
Frame 8-15: 7% 72b/45g 100°
Duration: 31
Down Tilt / D-Tilt / Dtilt
Frame 8-10: 5% 65b/30g 28° 0.3-Trip
Frame 8-10: 4.5% 65b/30g 28° 0.3-Trip
Frame 8-10: 4% 65b/30g 361° 0.4-Trip
Duration: 23
Forward Smash / F-Smash / FSmash / Side Smash (normal)
Smash charge window on frame 8
Frame 14-14: 15.5% 30b/ 98g 361°
Frame 14-14: 14% 30b/ 97g 361°
Frame 14-14: 13% 30b/ 97g 361°
Begins partial invincibility on frame 12
Begins partial invincibility on frame 12
Ends partial invincibility on frame 15
Ends partial invincibility on frame 15
Duration: 52
Up Smash / UpSmash / U-Smash / Usmash
Smash charge window on frame 8
Frame 11-13: 14% 37b/95g 75°
Frame 14-16: 12% 37b/95g 75°
Begins partial invincibility on frame 11
Ends partial invincibility on frame 14
Duration: 46
Down Smash / D-Smash / Dsmash
Smash charge window on frame 4
Frame 7- 8: 12% 40b/ 73g 30°
Frame 7- 8: 10% 42b/ 57g 30°
Frame 22-23: 12% 40b/ 81g 30°
Frame 22-23: 10% 42b/ 75g 30°
Duration: 49
Frame 3- 4: 10% 40b/ 86g 361°
Frame 5-11: 7% 30b/100g 361°
Frame 12-25: 5% 30b/100g 361°
TotalDamage: 10%
Enables transition to Nair landing state (landing lag) on real frame 3
Cancels transition to Nair landing state (landing lag) on real frame 38
Landing Lag: 11
Duration: 44
Forward Air / F-Air / Fair
Frame 16-20: 15% 0b/ 90g 361°
Frame 16-20: 14% 0b/ 90g 270°
Frame 16-20: 14% 0b/ 90g 361°
Enables transition to Fair landing state (landing lag) on real frame 4
Cancels transition to Fair landing state (landing lag) on real frame 40
Landing Lag: 17
Duration: 44
Back Air / B-Air / Bair
Frame 11-11: 2.5% 30b/200g 365° 2.0-Hitlag Aerial-Target-Only
Frame 11-11: 2.5% 50b/150g 361° 2.0-Hitlag Ground-Target-Only
Frame 17-17: 2.5% 30b/200g 365° 2.0-Hitlag Aerial-Target-Only
Frame 17-17: 2.5% 50b/150g 361° 2.0-Hitlag Ground-Target-Only
Frame 25-26: 5% 30b/184g 54° 2.0-Hitlag
TotalDamage: 10%
Enables transition to Bair landing state (landing lag) on real frame 11
Cancels transition to Bair landing state (landing lag) on real frame 44
Landing Lag: 19
Duration: 55
Up Air / Up-Air / U-Air / Uair
Frame 5- 6: 12% 25b/100g 90°
Enables transition to Uair landing state (landing lag) on real frame 5
Cancels transition to Uair landing state (landing lag) on real frame 33
Landing Lag: 14
Duration: 38
Down Air / D-Air / Dair
Frame 26-26: [3%]x6 5b/ 80g 270° 1.1-Hitlag 1.5-SDI
Frame 26-26: [2%]x6 5b/ 80g 260° 1.1-Hitlag 1.5-SDI
Frame 26-26: [2%]x6 5b/ 80g 280° 1.1-Hitlag 1.5-SDI
Frame 40-39: [2.2%]x7 5b/100g 270° 1.1-Hitlag 1.5-SDI
Frame 40-39: [1.5%]x7 5b/100g 260° 1.1-Hitlag 1.5-SDI
Frame 40-39: [1.5%]x7 5b/100g 280° 1.1-Hitlag 1.5-SDI
Frame 41-41: 1% 60b/200g 40° 1.1-Hitlag
Frame 41-41: 1% 60b/200g 80° 1.1-Hitlag
TotalDamage: 34.4%
Enables transition to Dair landing state (landing lag) on real frame 14
Cancels transition to Dair landing state (landing lag) on real frame 50
Landing Lag: 28
Duration: 56
Down Air Landing
Frame 2- 2: 1% 100f/ 40w 361° Ground-Target-Only
Frame 14-24: Grab
Enables state transition on real frame 45
Duration: 55
Dash Grab
Frame 11-21: Grab
Enables state transition on real frame 35
Duration: 67
Pivot Grab
Frame 10-19: Grab
Enables state transition on real frame 27
Duration: 64
Pummel
Frame 6- 6: 2% 100f/ 30w 361°
Enables state transition on real frame 16
Forward Throw / F-Throw / Fthrow
Frame 1-14: 7% 55b/ 66g 45°
Duration: 38
Back Throw / B-Throw / Bthrow
Frame 1- 2: 7% 55b/ 66g 45°
Duration: 42
Up Throw / Up-Throw / U-Throw / Uthrow
Frame 1-12: 5% 65b/ 43g 90°
Duration: 42
Down Throw / D-Throw / Dthrow
Frame 1-14: 4% 100b/ 25g 80°
Duration: 42
Item Ground Forward Throw
8 / 20
Item Ground Back Throw
7 / 20
Item Ground Up Throw
8 / 20
Item Groud Down Throw
7 / 18
Item Dash Throw
7 / 35
Item Air Forward Throw
8 / 20
Item Air Back Throw
7 / 20
Item Air Up Throw
8 / 20
Item Air Down Throw
8 / 18
Frame 21-24: Grab
Duration: 43
Opponent Break-Out Invincibility: 1-10
Egg Lay (throw attack)
Frame 1- 2: 7% 0b/100g (KO@ 276%) 361°
Neutral Special (2): Lick
Frame 14-19: 0% 100f/50w 45° Unblockable
Frame 21-23: 10% 50b/90g 30° 2.2-Hitlag
Duration: TBD
Neutral Special (3): Egg Launch
Frame 20-23: Grab
Duration: TBD
Egg Launch (throw attack)
Frame 1- 2: 10% 0b/100g (KO@ 202%) 361°
Egg Launch (ground)
Enables state transition on real frame 4
Side Special (1): Egg Roll (ground)
Frame 1- 2: 4% 50b/70g (KO@ 484%) 80° Ground-Target-Only
Frame 1- 2: 4% 50b/70g (KO@ 484%) 80° Aerial-Target-Only
Egg Roll (aerial)
Frame 1- 2: 4% 43b/70g (KO@ 508%) 80° Ground-Target-Only
Frame 1- 2: 4% 43b/70g (KO@ 508%) 80° Aerial-Target-Only
Side Special (2): Heavy Egg Roll (ground/aerial)
Frame 1- 2: 4%(+5) 60b/85g (KO@ 417%) 60° 1.5-Hitlag Ground-Target-Only
Frame 1- 2: 4%(+5) 60b/85g (KO@ 417%) 60° 1.5-Hitlag Aerial-Target-Only
Begins super armor on real frame 1
Side Special (3)
Light Egg Roll (ground/aerial)
Frame 1- 2: 4% 65b/70g (KO@ 433%) 80° 2.0-Hitlag
Up Special (1): Egg Throw
Enables state transition on real frame 4
Frame 15: Angle determined
Duration: 53
Latest Explosion: 60
Egg Throw (egg hit)
Frame 1- 2: 1% 20b/55g 70° 0.3-Hitlag
Egg Throw (explosion)
Frame 1- 3: 5% 60b/50g (KO@ 566%) 70° 0.3-Hitlag
Up Special (2): High Jump (ground)
Enables forward ledge grabs on real frame 8
Enables all ledge grabs on real frame 16
High Jump (aerial)
Enables forward ledge grabs on real frame 8
Enables all ledge grabs on real frame 16
UpSpecial(3): Timed Egg Throw (egg hit)
Frame 1- 2: 0% 0b/50g 361° 0.3-Hitlag Unblockable
Timed Egg Throw (explosion)
Frame 1- 4: 9% 60b/70g (KO@ 250%) 70° 1.5-Hitlag Fire
Down Special(1): Yoshi Bomb (ground)
Frame 7- 7: 4% 100f/80w 80° 0.5-Hitlag Ground-Target-Only
Frame 27-28: 15%(+10) 60b/72g 80° 0.7-Hitlag
Total Damage: 19%
Enables state transition on real frame 9
Duration: 73
Yoshi Bomb (aerial)
Frame 20-21: 12%(+10) 70b/68g 80° 0.7-Hitlag
Max Damage: 12%
Enables state transition on real frame 15
Yoshi Bomb Star
Frame 3-12: 4%(+6) 50b/40g 50°
DownSpecial(2) Star Bomb (ground)
Frame 7- 7: 3% 100f/80w 80° 0.5-Hitlag Ground-Target-Only
Frame 27-28: 4%(+10) 60b/72g 80° 0.7-Hitlag
Max Damage: 7%
Enables state transition on real frame 9
Frame 3- 9: 8%(+6) 50b/50g 40° 1.5-Hitlag Magic
Frame 10-19: 6%(+6) 50b/50g 40° 1.5-Hitlag Magic
Frame 20-27: 4%(+6) 50b/50g 40° 1.5-Hitlag Magic
DownSpecial(3) Crushing Bomb (ground)
Frame 19-20: 5% 100f/105w 95° 0.5-Hitlag Ground-Target-Only
Frame 51-52: 18%(+10) 84b/65g (KO@ 97%) 80° 0.7-Hitlag
Enables state transition on real frame 22
Star Bomb (aerial)
Frame 20-21: 4%(+10) 70b/68g (KO@ 429%) 80° 0.7-Hitlag
Max Damage: 4%
Enables state transition on real frame 15
Crushing Bomb (aerial)
Frame 34-35: 18%(+10) 84b/65g (KO@ 102%) 80° 0.7-Hitlag
Max Damage: 18%
Enables state transition on real frame 22
Final Smash:
Final Smash Tackle:
Frame 1- 2: 3% 90b/40g (KO@ 784%) 70° 0.5-Hitlag Unblockable
Final Smash Fire Cannon:
Frame 1-15: 18%(+10) 50b/87g (KO@ 108%) 55° Fire
Frame 16-35: 14%(+10) 50b/87g (KO@ 143%) 55° Fire
Frame 36-37: 12%(+10) 50b/85g (KO@ 173%) 65° Fire
Final Smash Fire Breath:
Frame 1- 5: 6% 15b/50g (KO@ 580%) 361° Fire
Frame 6-11: 4% 10b/50g (KO@ 801%) 361° Fire
Frame 12-13: 3% 5b/50g (KO@ 992%) 361° Fire
Move's Name
Invincibility / Duration
Air Dodge
3-28 / 33
Landing Lag: 21
Spot Dodge
3-19 / 27
Forward Roll
4-23 / 43
Back Roll
4-23 / 43
Ledge Get-up
1-32 / 33
Ledge Attack
1-17 /62 55
Hit: 20-21
Ledge Roll
1-21 / 49
14 (Shield: 15)
Foxtrot:
16 (Next Dash: 17)
Ground Jump:
6 (in Air: 7)
Double Jump Super Armor: 1-69
Air Time Short Hop: 42
Air Time Full Hop: 66
Air Time Perfect Full Hop Fast Fall: 48
Air Time Perfect Short Hop Fast Fall: 31
Earliest Fast Fall Short Hop: 22
Earliest Fast Fall Full Hop: 31
Soft Landing: 2
Hard Landing: 4
Air Dodge Landing: 21
COMING SOON:
- Get-up Options
- Techs
- Tripping
- Item Throws
- Specials
- Whatever you want
b = Base Knockback
g = Knockback Growth
f = fixed Knockback
w = weight based Knockback
361° = Sakurai Angle
270° = Meteor
Transition on Grabs = no idea
15% (+10) = 10 additional shield damage
Shields have 50HP
Extracted Data from http://pastebin.com/PzTjdtx8
Duration Data and Moves not presented in the pastebin by me.
Custom Specials are not finished yet.
The Board messed-up my formatting so I'm sorry if it seems clustered at some points
Enjoy:
>>>>>Standard Attacks<<<<<
Jab1Frame 3- 4: 3% 30b/ 50g 50°
Frame 3- 4: 3% 30b/ 50g 60°
Frame 3- 4: 3% 30b/ 50g 90°
Duration: 17
Enables transition to next jab state on real frame 8
Jab2
Frame 3- 4: 4% 56b/ 70g 361°
Duration: 20
Dash Attack
Frame 10-12: 9% 90b/ 52g 5°
Frame 13-20: 6% 90b/ 52g 65°
Duration: 49
Forward Tilt / F-tilt / Ftilt (high)
Frame 6- 8: 8% 50b/ 80g 50°
Frame 6- 8: 8% 50b/ 80g 65°
Frame 6- 8: 8% 50b/ 80g 80°
Duration: 39 (to be verified)
Forward Tilt / F-Tilt / Ftilt (normal)
Frame 5- 7: 7% 50b/ 80g 50°
Frame 5- 7: 7% 50b/ 80g 65°
Frame 5- 7: 7% 50b/ 80g 80°
Duration: 38
Forward Tilt / F-Tilt / Ftilt (low)
Frame 6- 8: 8% 50b/ 80g 50°
Frame 6- 8: 8% 50b/ 80g 65°
Frame 6- 8: 8% 50b/ 80g 80°
Duration: 39 (to be verified)
Up Tilt / Up-Tilt / Uptilt / U-Tilt / Utilt
Frame 8-15: 7% 72b/45g 100°
Duration: 31
Down Tilt / D-Tilt / Dtilt
Frame 8-10: 5% 65b/30g 28° 0.3-Trip
Frame 8-10: 4.5% 65b/30g 28° 0.3-Trip
Frame 8-10: 4% 65b/30g 361° 0.4-Trip
Duration: 23
Forward Smash / F-Smash / FSmash / Side Smash (normal)
Smash charge window on frame 8
Frame 14-14: 15.5% 30b/ 98g 361°
Frame 14-14: 14% 30b/ 97g 361°
Frame 14-14: 13% 30b/ 97g 361°
Begins partial invincibility on frame 12
Begins partial invincibility on frame 12
Ends partial invincibility on frame 15
Ends partial invincibility on frame 15
Duration: 52
Up Smash / UpSmash / U-Smash / Usmash
Smash charge window on frame 8
Frame 11-13: 14% 37b/95g 75°
Frame 14-16: 12% 37b/95g 75°
Begins partial invincibility on frame 11
Ends partial invincibility on frame 14
Duration: 46
Down Smash / D-Smash / Dsmash
Smash charge window on frame 4
Frame 7- 8: 12% 40b/ 73g 30°
Frame 7- 8: 10% 42b/ 57g 30°
Frame 22-23: 12% 40b/ 81g 30°
Frame 22-23: 10% 42b/ 75g 30°
Duration: 49
>
>>>> Air Moves / Aerials <<<<<
Neutral Air / N-Air / Nair>>>> Air Moves / Aerials <<<<<
Frame 3- 4: 10% 40b/ 86g 361°
Frame 5-11: 7% 30b/100g 361°
Frame 12-25: 5% 30b/100g 361°
TotalDamage: 10%
Enables transition to Nair landing state (landing lag) on real frame 3
Cancels transition to Nair landing state (landing lag) on real frame 38
Landing Lag: 11
Duration: 44
Forward Air / F-Air / Fair
Frame 16-20: 15% 0b/ 90g 361°
Frame 16-20: 14% 0b/ 90g 270°
Frame 16-20: 14% 0b/ 90g 361°
Enables transition to Fair landing state (landing lag) on real frame 4
Cancels transition to Fair landing state (landing lag) on real frame 40
Landing Lag: 17
Duration: 44
Back Air / B-Air / Bair
Frame 11-11: 2.5% 30b/200g 365° 2.0-Hitlag Aerial-Target-Only
Frame 11-11: 2.5% 50b/150g 361° 2.0-Hitlag Ground-Target-Only
Frame 17-17: 2.5% 30b/200g 365° 2.0-Hitlag Aerial-Target-Only
Frame 17-17: 2.5% 50b/150g 361° 2.0-Hitlag Ground-Target-Only
Frame 25-26: 5% 30b/184g 54° 2.0-Hitlag
TotalDamage: 10%
Enables transition to Bair landing state (landing lag) on real frame 11
Cancels transition to Bair landing state (landing lag) on real frame 44
Landing Lag: 19
Duration: 55
Up Air / Up-Air / U-Air / Uair
Frame 5- 6: 12% 25b/100g 90°
Enables transition to Uair landing state (landing lag) on real frame 5
Cancels transition to Uair landing state (landing lag) on real frame 33
Landing Lag: 14
Duration: 38
Down Air / D-Air / Dair
Frame 26-26: [3%]x6 5b/ 80g 270° 1.1-Hitlag 1.5-SDI
Frame 26-26: [2%]x6 5b/ 80g 260° 1.1-Hitlag 1.5-SDI
Frame 26-26: [2%]x6 5b/ 80g 280° 1.1-Hitlag 1.5-SDI
Frame 40-39: [2.2%]x7 5b/100g 270° 1.1-Hitlag 1.5-SDI
Frame 40-39: [1.5%]x7 5b/100g 260° 1.1-Hitlag 1.5-SDI
Frame 40-39: [1.5%]x7 5b/100g 280° 1.1-Hitlag 1.5-SDI
Frame 41-41: 1% 60b/200g 40° 1.1-Hitlag
Frame 41-41: 1% 60b/200g 80° 1.1-Hitlag
TotalDamage: 34.4%
Enables transition to Dair landing state (landing lag) on real frame 14
Cancels transition to Dair landing state (landing lag) on real frame 50
Landing Lag: 28
Duration: 56
Down Air Landing
Frame 2- 2: 1% 100f/ 40w 361° Ground-Target-Only
>>>>>Grab and (Item) Throws <<<<<
Standing GrabFrame 14-24: Grab
Enables state transition on real frame 45
Duration: 55
Dash Grab
Frame 11-21: Grab
Enables state transition on real frame 35
Duration: 67
Pivot Grab
Frame 10-19: Grab
Enables state transition on real frame 27
Duration: 64
Pummel
Frame 6- 6: 2% 100f/ 30w 361°
Enables state transition on real frame 16
Forward Throw / F-Throw / Fthrow
Frame 1-14: 7% 55b/ 66g 45°
Duration: 38
Back Throw / B-Throw / Bthrow
Frame 1- 2: 7% 55b/ 66g 45°
Duration: 42
Up Throw / Up-Throw / U-Throw / Uthrow
Frame 1-12: 5% 65b/ 43g 90°
Duration: 42
Down Throw / D-Throw / Dthrow
Frame 1-14: 4% 100b/ 25g 80°
Duration: 42
Item Ground Forward Throw
8 / 20
Item Ground Back Throw
7 / 20
Item Ground Up Throw
8 / 20
Item Groud Down Throw
7 / 18
Item Dash Throw
7 / 35
Item Air Forward Throw
8 / 20
Item Air Back Throw
7 / 20
Item Air Up Throw
8 / 20
Item Air Down Throw
8 / 18
>>>>>Special Moves<<<<<
Neutral Special (1): Egg LayFrame 21-24: Grab
Duration: 43
Opponent Break-Out Invincibility: 1-10
Egg Lay (throw attack)
Frame 1- 2: 7% 0b/100g (KO@ 276%) 361°
Neutral Special (2): Lick
Frame 14-19: 0% 100f/50w 45° Unblockable
Frame 21-23: 10% 50b/90g 30° 2.2-Hitlag
Duration: TBD
Neutral Special (3): Egg Launch
Frame 20-23: Grab
Duration: TBD
Egg Launch (throw attack)
Frame 1- 2: 10% 0b/100g (KO@ 202%) 361°
Egg Launch (ground)
Enables state transition on real frame 4
Side Special (1): Egg Roll (ground)
Frame 1- 2: 4% 50b/70g (KO@ 484%) 80° Ground-Target-Only
Frame 1- 2: 4% 50b/70g (KO@ 484%) 80° Aerial-Target-Only
Egg Roll (aerial)
Frame 1- 2: 4% 43b/70g (KO@ 508%) 80° Ground-Target-Only
Frame 1- 2: 4% 43b/70g (KO@ 508%) 80° Aerial-Target-Only
Side Special (2): Heavy Egg Roll (ground/aerial)
Frame 1- 2: 4%(+5) 60b/85g (KO@ 417%) 60° 1.5-Hitlag Ground-Target-Only
Frame 1- 2: 4%(+5) 60b/85g (KO@ 417%) 60° 1.5-Hitlag Aerial-Target-Only
Begins super armor on real frame 1
Side Special (3)
Light Egg Roll (ground/aerial)
Frame 1- 2: 4% 65b/70g (KO@ 433%) 80° 2.0-Hitlag
Up Special (1): Egg Throw
Enables state transition on real frame 4
Frame 15: Angle determined
Duration: 53
Latest Explosion: 60
Egg Throw (egg hit)
Frame 1- 2: 1% 20b/55g 70° 0.3-Hitlag
Egg Throw (explosion)
Frame 1- 3: 5% 60b/50g (KO@ 566%) 70° 0.3-Hitlag
Up Special (2): High Jump (ground)
Enables forward ledge grabs on real frame 8
Enables all ledge grabs on real frame 16
High Jump (aerial)
Enables forward ledge grabs on real frame 8
Enables all ledge grabs on real frame 16
UpSpecial(3): Timed Egg Throw (egg hit)
Frame 1- 2: 0% 0b/50g 361° 0.3-Hitlag Unblockable
Timed Egg Throw (explosion)
Frame 1- 4: 9% 60b/70g (KO@ 250%) 70° 1.5-Hitlag Fire
Down Special(1): Yoshi Bomb (ground)
Frame 7- 7: 4% 100f/80w 80° 0.5-Hitlag Ground-Target-Only
Frame 27-28: 15%(+10) 60b/72g 80° 0.7-Hitlag
Total Damage: 19%
Enables state transition on real frame 9
Duration: 73
Yoshi Bomb (aerial)
Frame 20-21: 12%(+10) 70b/68g 80° 0.7-Hitlag
Max Damage: 12%
Enables state transition on real frame 15
Yoshi Bomb Star
Frame 3-12: 4%(+6) 50b/40g 50°
DownSpecial(2) Star Bomb (ground)
Frame 7- 7: 3% 100f/80w 80° 0.5-Hitlag Ground-Target-Only
Frame 27-28: 4%(+10) 60b/72g 80° 0.7-Hitlag
Max Damage: 7%
Enables state transition on real frame 9
Frame 3- 9: 8%(+6) 50b/50g 40° 1.5-Hitlag Magic
Frame 10-19: 6%(+6) 50b/50g 40° 1.5-Hitlag Magic
Frame 20-27: 4%(+6) 50b/50g 40° 1.5-Hitlag Magic
DownSpecial(3) Crushing Bomb (ground)
Frame 19-20: 5% 100f/105w 95° 0.5-Hitlag Ground-Target-Only
Frame 51-52: 18%(+10) 84b/65g (KO@ 97%) 80° 0.7-Hitlag
Enables state transition on real frame 22
Star Bomb (aerial)
Frame 20-21: 4%(+10) 70b/68g (KO@ 429%) 80° 0.7-Hitlag
Max Damage: 4%
Enables state transition on real frame 15
Crushing Bomb (aerial)
Frame 34-35: 18%(+10) 84b/65g (KO@ 102%) 80° 0.7-Hitlag
Max Damage: 18%
Enables state transition on real frame 22
Final Smash:
Final Smash Tackle:
Frame 1- 2: 3% 90b/40g (KO@ 784%) 70° 0.5-Hitlag Unblockable
Final Smash Fire Cannon:
Frame 1-15: 18%(+10) 50b/87g (KO@ 108%) 55° Fire
Frame 16-35: 14%(+10) 50b/87g (KO@ 143%) 55° Fire
Frame 36-37: 12%(+10) 50b/85g (KO@ 173%) 65° Fire
Final Smash Fire Breath:
Frame 1- 5: 6% 15b/50g (KO@ 580%) 361° Fire
Frame 6-11: 4% 10b/50g (KO@ 801%) 361° Fire
Frame 12-13: 3% 5b/50g (KO@ 992%) 361° Fire
>>>>>Defensive Options<<<<<<
How to read:Move's Name
Invincibility / Duration
Air Dodge
3-28 / 33
Landing Lag: 21
Spot Dodge
3-19 / 27
Forward Roll
4-23 / 43
Back Roll
4-23 / 43
Ledge Get-up
1-32 / 33
Ledge Attack
1-17 /
Hit: 20-21
Ledge Roll
1-21 / 49
>>>>Techs<<<<
Ground Tech
1-20 / 26
Tech Roll
1-20 / 40
1-20 / 26
Tech Roll
1-20 / 40
>>>>Misc. Data<<<<
Dash: 14 (Shield: 15)
Foxtrot:
16 (Next Dash: 17)
Ground Jump:
6 (in Air: 7)
Double Jump Super Armor: 1-69
Air Time Short Hop: 42
Air Time Full Hop: 66
Air Time Perfect Full Hop Fast Fall: 48
Air Time Perfect Short Hop Fast Fall: 31
Earliest Fast Fall Short Hop: 22
Earliest Fast Fall Full Hop: 31
Soft Landing: 2
Hard Landing: 4
Air Dodge Landing: 21
COMING SOON:
- Get-up Options
- Techs
- Tripping
- Item Throws
- Specials
- Whatever you want
Last edited: