Reflector
5 Frames Start Up Lag
Frames 6-7 Hitbox Active
Frames 6-Infinite Reflection Active
If attack stops, there is 34 Frames of ending lag.
1.4x Damage of Reflected Attack
2% Hitbox Damage with Set Knockback
Ground Knockback makes opponent slide, Air Knockback sends opponent more vertical.
Knockback and damage, as well as edge-guarding capability is abysmal and negligible.
Covers his entire body.
Abysmal CC capabilities.
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Cape and Super Sheet
12 Frames Start Up Lag for Hitbox, 6 for Reflection
Frames 12-14 Hitbox Active
Mario Reflects on Frames 6-20, but Doctor Mario Reflects on Frames 6-22
Ending lag of the attack is 16 for Mario, 14 for Doctor Mario.
1.5x Damage of Reflected Attack
7% Hitbox Damage for Mario, 7.8% for Doctor Mario
Both of them are capable of flipping opponents around.
Mario's is capable to aid his recovery, but Doc's doesn't.
Attacks can disrupt recovery attempts and can lead into or even edge-guard.
Knockback is none.
Both attacks cover in front of their bodies with some decent range.
Amazing CC capabilities.
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Guardian Orbiters
9 Frames Start Up Lag
Reflection can last from Frame 9-30 Minimum to 9-90 Maximum
If attack stops, there are 34 Frames of ending lag.
1.5x Damage of Reflected Attack
Attack deals no damage nor knockback.
Pit and Dark Pit can get grabbed out of the attack.
The attack can break from physical attacks.
Pit and Dark Pit are only protected on the sides, not above, not below.
CC is not usable.
Pocket
8 Frames Start Up Lag
Grabs on Frame 8 and lasts between Frames 8-23
Villager is intangible between Frames 5-23
After frame 23, there are 28 Frames of Ending Lag
1.9x Damage of Pocketed and Reflected Attack
The attack itself deals no damage nor knockback.
Attack negates reflection damage of previously reflected projectiles.
Reflectors do not break at 50% due to projectile reflection damage negation.
Villager cannot be grabbed or hit during his intangibility frames.
Attack covers in front of him.
Damage and knockback are truly extraordinary and makes the attack amazing for edge-guarding and KO setups.
CC is amazing should the pocketed projectile not be an item (like Bomb or Vegetable)
Nayru's Love
13 Frames Start Up Lag for Hitbox, 5 for Reflection
Reflects between Frames 5-43
Hitbox active on Frames 13-24
Intangibility active on Frames 5-12
Ending Lag of the attack is 17 Frames
Final hit comes on Frame 28
1.5x Damage of Reflected Attack
Attack cover's Zelda's body.
Looping attacks deal 1-2% damage while the final attack deals 4% (back) or 5% (front)
Total damage is 4-8% on looping hits and 12-13% with the last hits added in, raw power.
BKB is 50 while KBG is 100 and the angle is 361 degrees.
Good for CC and edge-guarding, retreating and ability to stop momentum when falling.
Attack links into each other and has decent shield poking capability.
However, Zelda can still get hit and grabbed by disjointed attacks and truly only disjointed attacks and grabs. Physical attacks and grabs without disjoints could cause opponent to be caught in the attack.
Reflect Barrier
8 Frames Start Up Lag
Reflecting starts at Frame 10
Total FAF is 56
1.17x Damage of Reflected Attack
Hitbox deals 5% damage and 10 BKB with 70 KBG at a 25 degree angle
Barrier goes in front of Palutena and is over the size of her body.
Can lightly disrupt recoveries and moderately disrupts CC from other opponents, making them need to rush into Palutena.
Slower characters may not be able to get to Palutena.
Bad CC and edge-guarding usability.
(Someone please tell me the end lag of the attack and the frames of the hitbox)
Reflector
5 Frames Start Up Lag
Hitbox Lasts on Frames 5-14
Ending lag on hitbox is 37 frames.
Reflecting lasts until the bitter end of the attack.
1.2x Damage of Reflected Attack
Hitbox deals 5% damage and 35 BKB, as well as 30 KBG with 361 degrees of knockback.
Attack has the longest range of any reflectors.
Attack can trip opponents.
Good CC and yet abysmal edge-guarding usability unless it reflects a projectile and hits opponent.
Amazing at hitting opponents who use projectiles.
Amazing at rushing in and retreating against projectiles, good at rushing opponents.
Safe ability to get back up on the stage, though unsafe if opponent blocks.
Echo Reflector
3 Frames Start Up Lag
Hitbox Lasts on Frames 3-4
Can be held infinitely after starting up.
Ending lag on reflection is present, but unknown.
1.4x Damage of Reflected Attack
Hitbox deals 2% damage and 60 BKB as well as 30 KBG with 10/60 (ground/air) degrees of knockback.
Surrounds the Mii Gunner (but better than Fox's).
Acts similarly to Fox's Reflector otherwise, thus having the same negligibility for CC and edge-guarding.
Reversal Slash (The Rainbow Bling)
12 Frames Start Up Lag for hitbox, 6 frames for reflection
Hitbox Active on Frames 12-14.
Reflecting lasts between Frames 6-22
Ending lag is 16 Frames when you calculate the end of the reflecting hitbox.
1.5x Damage of Reflected Attack
Hitbox deals 6% damage and can flip opponents around like Mario's Cape.
Gives Sword Fighter some recovery in the air via lift.
Acts similarly to Mario's Cape attack, thus having good CC and edge-guarding capabilities and disrupts recoveries.
Arm Rotor (Mach Tornado 2.0)
16 Frames Start Up Lag
Hitbox and Reflecting Active between Frames 16-55 Minimum, 16-83 Maximum
Last Hit hits on Frames 62 or 90 (minimum to maximum)
Ending Lag is 44 Frames | FAF total is between 106 or 134 (minimum to maximum mashing)
1.5x Damage of Reflected Attack
Minimum Loop Damage is 3% (3 hits), Maximum is 6% (6 hits) with 20 BKB/WBKB and 60 KBG and 361/361/145/120 degrees of angle
Final Hit Damage is 3% damage with 40 BKB and 210 KBG with 45 degree angle
Traps opponents in the attack.
Gives ROB a little lift but is not advised for recovery.
Can allow ROB to move and lift his arms up and down to be able to reflect projectiles at various angles.
Good ground CC, but not good with edge-guarding or going against shields.
Covers both sides of ROB at various angles at a good range.
Confusion
12 Frames Start Up Lag on Hitbox
Hitbox Active between Frames 12-15
Possible Start Up and Active Frames of Reflecting is between Frames 6-38 | Keyword: POSSIBLE
Ending Lag is possibly unknown, but is possibly 13 Frames.
1.4x Damage of Reflected Attack
Damage is 1% x9 hits
Traps opponent in the attack and leads into other attacks.
Only Reflecting attack that also acts like a command grab.
Gives Mewtwo the best lift of the reflectors and aids his recovery since it doesn't stop his horizontal momentum.
Has deceptively long range and reflect hitboxes.
Great for CC but bad for edge-guarding.
Covers in front of Mewtwo and just a bit smaller than his size.