Idon
Smash Legend
- Joined
- May 24, 2018
- Messages
- 17,774
- Location
- Waxing Moon Ritual
- NNID
- Miyamoto Iori
- Switch FC
- SW-4826-9581-3305
I'll update this with pro players to look out for, VODs to watch, patches, etc, as time goes on, however if you'd like to contribute or if you think I've missed anything, feel free to post stuff in the comments and I'll include them!
All Frame Data With Hitboxes
Weight — 97 (34th/Average)
Walk Speed — 0.8 (76th/Very Bad)
Run Speed — 1.43 (75th/Very Bad)
Air Speed — 0.89 (75th/Very Bad)
Fall Speed —1.6 (39th/Average)
Walk Speed — 0.8 (76th/Very Bad)
Run Speed — 1.43 (75th/Very Bad)
Air Speed — 0.89 (75th/Very Bad)
Fall Speed —1.6 (39th/Average)
NORMALS
SMASHES
SPECIALS
AERIALS
THROWS
- Jab: Chop -> Roundhouse Kick -> Whip Flurry -> Sword Slash
- Jab (held): Chop -> Roundhouse Kick -> Donkey Kick
- Jab 1 Startup: 4
- Jab 2 Startup: 4
- Jab 3 Startup: 5
- Jab loop Startup: 11
- Jab finisher Startup: 7
- Dash Attack: Inward Slash
- Startup: 9
- Down Tilt: Whip Lash
- Startup: 13
- Forward Tilt: Outward Slice
- Startup: 8
- Upwards Tilt: Arcing Cut
- Startup: 9
- Down Smash: Axe Spin
- Startup: 19 + 10 (29) (second hit)
- Forward Smash: Spear Stab
- Startup: 23
- Up Smash: Whip Hurricane
- Startup: 13
- Neutral Special: Failnaught
- Startup: 45 + 69 (114) (max charge)
- Shield cancel-able: 21-44
- Turn around-able: 28-44
- Down Special: Aymr
- Startup: 64
- Side Special: Areadbhar
- Startup: 21 (ground), 20 (air)
- Up Special: Sword of the Creator
- Startup: 11
- Neutral Air: Bow Spin
- Startup: 6
- Down Air: Axe Chop
- Startup: 22
- Forward Air: Lance Slap Forwards
- Startup: 12
- Up Air: Whip Tornado
- Startup: 10
- Back Air: Lance Slap Backwards
- Startup: 13
- Grab: Off-hand Grapple
- 6 (stationary), 10 (dashing)
- Down Throw: Descending whip slap
- Forward Throw: Rising whip slap
- Up Throw: Sword Bunt
- Back Throw: Spin Throw
NORMALS
SMASHES
SPECIALS
AERIALS
THROWS
- Jab: Chop -> Roundhouse Kick -> Whip Flurry -> Sword Slash
- Jab (held): Chop -> Roundhouse Kick -> Donkey Kick
-
- Dash Attack: Inward Slash
-
- Down Tilt: Whip Lash
-
- Forward Tilt: Outward Slice
-
- Upwards Tilt: Arcing Cut
-
- Down Smash: Axe Spin
-
- Forward Smash: Spear Stab
-
- Up Smash: Whip Hurricane
-
- Neutral Special: Failnaught
- Down Special: Aymr
-
- Side Special: Areadbhar
-
- Up Special: Sword of the Creator
- Neutral Air: Bow Spin
-
- Down Air: Axe Chop
-
- Forward Air: Lance Slap Forwards
-
- Up Air: Whip Tornado
-
- Back Air: Lance Slap Backwards
-
- Grab: Off-hand Grapple
-
- Down Throw: Descending whip slap
- Forward Throw: Rising whip slap
- Up Throw: Sword Bunt
- Back Throw: Spin Throw
1/20
HAT 98 - Demise | Nicko (Byleth) Vs. Charliedaking (Wolf)
HAT 98 - Demise | Nicko (Byleth) Vs. LGCY | Sharpy (Incineroar)
HAT 98 - Demise | Nicko (Byleth) Vs. DCG WC | Ki (Ryu)
HAT 98 - Demise | Nicko (Byleth) Vs. NVR | Rival (Zero Suit Samus)
DNA S5:W5 - Liquid | Dabuz (Byleth) Vs. NGG | Sensei (Snake)
DNA S5:W5 - Liquid | Dabuz (Byleth) Vs. CS | FinallyRJ (Yoshi)
DNA S5:W5 - Liquid | Dabuz (Byleth) Vs. W2W | LemonTea (Fox)
DNA S5:W5 - Liquid | Dabuz (Byleth) Vs. Vivi (Hero, Lucario)
DNA S5:W5 - NGG | Sensei (Byleth, Snake) Vs. SK | Steezy (Lucina)
The Grind 112 - Pink Fresh (Byleth) Vs. ZD [L] (Wolf, Fox)
The Grind 112 - Pink Fresh (Byleth) Vs. Seagull Joe (Palutena, Young Link)
The Grind 112 - Pink Fresh (Byleth) Vs. ZD (Wolf)
The Grind 112 - Pink Fresh (Byleth) Vs. ColdWeatherr (Pit)
The Grind 112 - Miles (Byleth) Vs. Cupcake (ROB)
The Grind 112 - Pink Fresh (Byleth) Vs. LetItRain (Cloud)
2/20
MKSunday 62 - MKLeo (Byleth) vs Javi (Pokemon Trainer, Sheik, Hero)
MKSunday 62 - MKLeo (Byleth) vs Yariz (Bayonetta)
MKSunday 62 - MKLeo (Byleth) vs Jojoseph (Greninja, Snake)
HAT 98 - Demise | Nicko (Byleth) Vs. Charliedaking (Wolf)
HAT 98 - Demise | Nicko (Byleth) Vs. LGCY | Sharpy (Incineroar)
HAT 98 - Demise | Nicko (Byleth) Vs. DCG WC | Ki (Ryu)
HAT 98 - Demise | Nicko (Byleth) Vs. NVR | Rival (Zero Suit Samus)
DNA S5:W5 - Liquid | Dabuz (Byleth) Vs. NGG | Sensei (Snake)
DNA S5:W5 - Liquid | Dabuz (Byleth) Vs. CS | FinallyRJ (Yoshi)
DNA S5:W5 - Liquid | Dabuz (Byleth) Vs. W2W | LemonTea (Fox)
DNA S5:W5 - Liquid | Dabuz (Byleth) Vs. Vivi (Hero, Lucario)
DNA S5:W5 - NGG | Sensei (Byleth, Snake) Vs. SK | Steezy (Lucina)
The Grind 112 - Pink Fresh (Byleth) Vs. ZD [L] (Wolf, Fox)
The Grind 112 - Pink Fresh (Byleth) Vs. Seagull Joe (Palutena, Young Link)
The Grind 112 - Pink Fresh (Byleth) Vs. ZD (Wolf)
The Grind 112 - Pink Fresh (Byleth) Vs. ColdWeatherr (Pit)
The Grind 112 - Miles (Byleth) Vs. Cupcake (ROB)
The Grind 112 - Pink Fresh (Byleth) Vs. LetItRain (Cloud)
2/20
MKSunday 62 - MKLeo (Byleth) vs Javi (Pokemon Trainer, Sheik, Hero)
MKSunday 62 - MKLeo (Byleth) vs Yariz (Bayonetta)
MKSunday 62 - MKLeo (Byleth) vs Jojoseph (Greninja, Snake)
Pink Fresh
1/28: 7.0.0
-Officially Releases
-Officially Releases
Archived (aka Not In Use)
Now, let's begin with some good old-fashioned moveset overanalysis on an unreleased character with all their attributes subject to change! Try to generate discussion, but let's not to get too excited or too disappointed with them, considering this is early in both Byleth's development and his meta. Buying into anything too hard is a recipe for being embarrassed later on. As for the moves themselves, I will try to use general names as we don't know what any of them are actually called.
GENERAL ATTRIBUTES
NORMALS
SMASHES
SPECIALS
AERIALS
THROWS
CONCLUSION
Other Pros' Analyses:
Zer0
ESAM
Armada
Leffen (Warning, As much complaining about Byleth as a character choice as it is an actual analysis)
GENERAL ATTRIBUTES
- Tall, around Ike height
- Dash Speed is sluggish, better than Robin's and around the same speed as Ike.
- Aerial Speed is also sluggish, same as above.
- Jump Height is mediocre
- Fall Speed is floatier than average
- Basically his mobility is poor, on the level of Ike's and better than Robin's.
- Average roll speed and distance
- Jab: Chop -> Roundhouse Kick -> Whip Flurry
- Similar moves: Ike Jab combo
- Startup: 4
- Extremely fast for a swordsman, beating out Chrom/Roy's jab by one frame and tying with Ike's jab. Also has the benefit of a jab infinite that covers a huge area in front of them. Obviously isn't as good a combo starter and lacks the range of Chrom and Roy, but as one of Byleth's few fast moves, it'll probably be used often. The huge range of the jab infinite will definitely act as a free edgeguard for characters like Terry or Cloud, but that's not saying much.
- Dash Attack: Inward Slash
- Similar moves: Roy/Chrom DA, Young Link DA, Toon Link DA.
- Startup: 9
- A committal dash attack that doesn't crossup when used up close and appears to be very punishable. Relatively fast in comparison to say, Chrom and Roy beating it by 4 frames, but unfortunately doesn't appear to be a good burst option. Hypothetically, it'll kill at later percents and be good for tech chasing.
- Down Tilt: Whip Lash
- Similar moves: Ike Dtilt, Corrin Dtilt
- Startup: 13
- A long range disjointed poking tool that knocks the opponent straight upwards for further comboes. Seems like a great option in controlling space and starting comboes and considering how it directly touches the floor, it may even 2-frame some opponents. Issue is, it's very slow for a dtilt, so using this at max range is preferred. Expect this to be one of Byleth's good moves.
- Forward Tilt: Outward Slice
- Similar moves: Corrin Ftilt, Cloud Ftilt.
- Startup: 8
- A long range overhead slash outwards that seems to cover a large amount of space above and in front of Byleth. It's got a sluggish startup but relatively good range and probably decent killing power to compensate. Probably not as good as Chrom's Ftilt, but definitely an improvement over Corrin's Ftilt, so... around Cloud's presumably.
- Upwards Tilt: Arcing Cut
- Similar Moves: Link UTilt (from Smash 4)
- Startup: 10
- Covers an extremely large arc above Byleth, easily reaching platforms above and knocking people out of the sky, while also hitting in front and behind Byleth. Doesn't appear to kill until later, but the coverage alone will probably make this move a valuable cornerstone to Byleth's moveset. It's punishable however, so discretion must be used.
- Down Smash: Axe Spin
- Similar Moves: Joker DSmash, Shulk Dsmash
- Startup: 19
- An extremely slow high damaging spinning slash that deals a massive amount of damage and knockback. Will be extremely risky to pull out as a predicted punish, but it may have some use 2-framing or drag-down nair setups. Doubt either of those will happen, but fingers crossed.
- Forward Smash: Spear Stab
- Similar Moves: Corrin FSmash,
- Startup: 23
- A slow but powerful and long-range stab with the spear. The hitbox is especially narrow, but it can be angled up and down possibly letting it 2-frame and catch jump-ins or ledge-jumps. When angled upwards, the power is amplified, making it even stronger. However on smaller characters like Inkling or Pikachu/Pichu, this move may be too slow and too narrow and too far to consider using against them outside of ledge-trapping. Also has a tipper mechanic, where the shaft is a pathetic tap while the spearhead is a strong stab.
- Up Smash: Whip Hurricane
- Similar Moves: ZSS USmash
- Startup: 13
- A relatively fast (but most likely not OOS level) Usmash that hits on the ground and covers an absolutely ginormous hitbox above Byleth, lasting a long amount of time and racking up lots of damage. Very likely to be extremely useful given ZSS's almost idential USmash is one of the best USmashes in the game. The ability to hit low opponents makes it a better move to use in close-range punishes than FSmash. Scary move all around.
- Neutral Special: Charge Bow
- Similar Moves: Link NeutralB, Dark Pit NeutralB
- Startup: 45 + 74 (119) (max charge)
- A variant of the typical bow neutral special. Unable to let go of charge manually and must charge to 1 of 2 stages. Luckily has several features to balance out the large amount of drawbacks this entails. Being able to switch sides is a negligible one but is worth mentioning still, This move can be shield-cancelled before going past the first charge, making it less commital overall. The speed and damage of the arrow at charge 1 is higher than average, travels in a straight line at a high speed, and does a decent amount of knockback. At its 2nd and MUCH LONGER charge, the arrow becomes a beam of light that is not only fast, but instant and deal insane amounts of damage and knockback, almost equivalent to a smash. It should be obvious, but either of the arrows go through hitboxes entirely. The move seems far too slow to be used outside of attacking characters that are forced to recover horizontally like Ike. Otherwise, using this move leaves Byleth much too wide open against the top and high tier characters, especially since past the first charge Byleth has to wait a full second to get to charge 2.
- Down Special: Axe Slam
- Similar Moves: Roy/Chrom NeutralB, Ganondorf NeutralB, Ike NeutralB
- Startup: 64
- A memey "all or nothing" attack that will rarely, if ever, see actual use. Needless to say, it does an intense amount of damage and knockback, but those probably don't outweighs the negatives of being a committal ~64 frame attack. It has some benefits like being able to turn around once during the start up, having an arcing hitbox that hits behind, a shockwave that hits grounded opponents just out of reach, a nigh infinite amount of armor, and will probably break shields, but using this move is just asking to be grabbed or at worst dodged and optimally punished. If you do want to use it, I recommend it as a last-resort ledge trap option against a really predictable opponent.
- Side Special: Spear Carve
- Similar Moves: Zelda DownB (specifically the Phantom at max charge)
- Startup: 21 (ground), 20 (air)
- A very interesting rushing move that covers a ginormous amount of space in front and above him (even below if used in the air). It has a lot of power judging by its windup, and can be "smash" inputted to travel an even greater distance. While the move is risky if used up close, it will prove an invaluable whiff punish, anti-air, and an aerial move that serves to complement Byleth's narrow fair/bair. The aerial itself is also absolutely massive reaching in almost a 180 degree area in front of him, though it does leave him helpless afterward, making it that much riskier. Will probably see regular use as a punish and not thrown out raw.
- Up Special: Whip Grapple
- Similar Moves: Joker UpB, Ivysaur UpB
- Startup: 11
- An interesting move with a lot of moving parts. For one, the move is very fast (again, not OOS fast, but still quick relatively). It's "effective hitbox" is the entire diagonal space above him; anyone hit will be brought to the apex and spiked down or up and away depending on the amount of damage, ~50% seems to be when the spike starts happening. Seems to be a great callout move for those trying to float far above Byleth in a similar way to Joker, but it can also hit directly in front of Byleth and grapple effect also works mid-air. This move appears to be slower though, which makes it far worse as a recovery option. On the other hand though, it would be incredibly intimidating to edgeguard if you're at high percent considering getting hit by it means almost instant death. The lack of a horizontal recovery also will probably make recovery with this predictable and easy. It's hard to say where it lies in Byleth's quality of moves, polarizing as it is, but regardless it's the only option he has, and it serves its function pretty well.
- Neutral Air: Bow Spin
- Similar Moves: Pit Nair, Ivysaur Nair, Piranha Plant Nair
- Startup: 6
- An extremely fast startup multihitting spin move. It serves as combo filler and is Byleth's fastest (and one of his few) "get off me" buttons. Unfortunately, its hitbox is demonstrably puny which means hitting opponents will be quite difficult and getting them to stay in with Ultimate's janky multihitting moves moreso. It may be able to function as a desperate OOS option unlike most other Byleth's moves. It might string into Byleth's fair or itself, but otherwise it's a pretty good move albeit, not stellar. Probably autocancels too, which is nice.
- Down Air: Axe Chop
- Similar Moves: Ike Dair, Chrom/Roy Dair
- Startup: 22
- An extremely slow, risky, but disjointed spike. We've seen dozens of these types of moves and they're never good (Unless you're Arsene'd Joker or Palutena). At least this one does a ton of shield damage, but getting in position for it may be easier said than done. Obviously does not autocancel.
- Forward Air: Lance Slap Forwards
- Similar Moves: Greninja Fair, Mewtwo Fair
- Startup: 12
- A relatively fast and long range fair. Its disjoint is massive allowing for very safe pokes and shield pokes. Unfortunately it isn't all that powerful, doesn't combo into anything, and lacks verticality making it hard to hit small characters and mobile characters (unfortunately characters that mostly consist of top tier material). Still though, it's pretty good all things considered and probably going to be used for aerial air to air combat. Unfortunately, does not appear to auto-cancel.
- Up Air: Whip Tornado
- Similar Moves: Palutena Uair
- Startup: 9
- One of Byleth's scariest moves. It covers a ginormous amount of space above Byleth and also lasts a long time being a multi-hitting attack. Its endlag is very small allowing Byleth to repeatedly jump up and use it making it a strong and frustrating juggling tool. Its killing power is currently ambiguous, but regardless if used high up, it would probably kill regardless. Does not autocancel.
- Back Air: Lance Slap Backwards
- Similar Moves: Shulk Bair
- Startup: 13
- Extremely similar to fair in almost every regard, strengths and weaknesses all. It's slightly slower by a frame or two, but compensates by being slightly stronger and slightly longer.
Sakurai himself has stated that these are all nothing special, with the grab itself having low range.
- Grab: Off-hand Grapple
- Standard Grab; said to "lack range" and lead to unimpressive throws.
- Down Throw: ???
- Forward Throw: ???
- Up Throw: Sword Bunt
- Only seen in the trailer, doesn't appear to have a lot of power given the animation and the statements made by Sakurai on his throws.
- Back Throw: Spin Throw
- Comparisons: Mario
- Seems to be a pretty standard back-throw, with maybe slightly more knockback than the average weapon wielder, but otherwise it's nothing special.
Overall, Byleth seems to not be overly impressive. He contains a multitude of moves that are extraordinarily powerful and long-ranged and disjointed, however he lacks many tools that are almost required to be a top level character in Ultimate. A good amount of his moves are sluggish and he lacks potent "get-of-me" tools like Link's nair or Joker's everything. He excels in controlling the mid-range to long-range with absolutely massive hitboxes, but should someone get past that and put him in disadvantage, he may never get the chance to turn it around. Also the lack of a horizontal recovery really hurts and makes his recovery predictable, on top of the slow upB, low mobility, and floaty-ish fall speed it really makes him a target to be bullied offstage. All in all, he currently does not appear to be doing so hot, so hopefully the meta develops in a way Byleth carves out a niche or he gets some buffs along the way to his release.
Zer0
ESAM
Armada
Leffen (Warning, As much complaining about Byleth as a character choice as it is an actual analysis)
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