Doval
Smash Lord
Mega Buster
Arm cannon hit*: 7
First buster shot: 8
Second buster shot: 20
Third buster shot: 32
IASA with 1 shot: 36
IASA with 2 shots: 48
IASA with 3 shots: 60
* While idle and grounded.
It's probable that the arm cannon has a hit box on frames 19 and 31, will test further. The buster shots are clearly 12 frames apart, and there's 29/28 frames of recovery (depending on whether you count the arm hit or not) regardless of the number of shots fired.
Mega Upper (Strong Up Attack a.k.a. Up Tilt)
Invincibility: 5-8
Hit: 6
Airborne on: 9
Land on*: 50
Landing lag: 20
IASA*: 71
* Assumes it was done on a flat surface.
Slide (Strong Down Attack a.k.a. Down Tilt)
Lowest height*: 3
Hit: 4
IASA: 47
* Although the slide reaches its lowest point on frame 3, he already starts in a sliding position from frame 1. His head is a few pixels higher during frames 1 and 2.
Charge Shot (Side Smash Attack)
Hit: 19
IASA: 70
Spark Shock (Up Smash Attack)
Side hits: 9
Top hit: 11
IASA: 71
Flame Blast (Down Smash Attack)
Hit: 19
IASA: 79
Top Spin (Dash Attack)
First hit: 8
IASA: 60
Flame Sword (Forward Air Attack)
Hit: 9
IASA: 41
Slash Claw (Back Air Attack)
First Hit: 4
Second Hit: 7
Third Hit: 10
IASA: 43
Landing Lag: 19
Air Shooter (Up Air Attack)
Hit: 11
IASA: 54
Hard Knuckle (Down Air Attack)
Hit: 23
IASA: 65
Landing Lag: 24
Metal Blade (Standard Special 1)
Hit: 16
IASA: 43
Rush Coil (Up Special 1)
Rush appears on: 1
Invincibility: 6-11
Movement starts on: 7
Rush begins to leave on: 117
IASA: 41
Landing lag:
Crash Bomber (Side Special 1)
Hit: 20
IASA: 46
Detonation: 119 frames after sticking (2 seconds)
Leaf Shield (Down Special 1)
Leaves appear on*: 13
Leaves rotate on: 50
Leaves hit on: 52
Act on**: 60
IASA/Leaves disappear on: 146
Total leaf active time: 94 frames (1.73333... seconds)
Total actionable time***: 86 frames (1.56666... seconds)
* If the action is interrupted after the leaves appear (e.g. by landing or Rush or getting hit), they'll still become solid and begin to rotate.
** Can shield/move/jump/grab/throw on this frame.
*** Assumes the action isn't interrupted.
Jump
Crouch duration: 4
Airborne on: 5
Air Dodge:
Invincibility: 2-29
The Fine Print
The data is collected by recording videos at 60 FPS, splitting them into individual frames and manually inspecting the images. Due to camera motion, blur, and synchronization/ghosting issues, there may be slight (1 frame) errors here and there.
Hit data shows the first frame of the hit only. It's difficult to determine on which frame an attack ends.
IASA (Interruptible As Soon As) frames were collected by holding shield (on the ground) or rapidly pressing the jump button (in the air) during each move and observing when the action occurred. That's the first frame in which you're able to act, which is often slightly sooner than the move's animation ends.
Invincibility frames are based on the character flashing with the same white tint that's visible during rolls.
Arm cannon hit*: 7
First buster shot: 8
Second buster shot: 20
Third buster shot: 32
IASA with 1 shot: 36
IASA with 2 shots: 48
IASA with 3 shots: 60
* While idle and grounded.
It's probable that the arm cannon has a hit box on frames 19 and 31, will test further. The buster shots are clearly 12 frames apart, and there's 29/28 frames of recovery (depending on whether you count the arm hit or not) regardless of the number of shots fired.
Mega Upper (Strong Up Attack a.k.a. Up Tilt)
Invincibility: 5-8
Hit: 6
Airborne on: 9
Land on*: 50
Landing lag: 20
IASA*: 71
* Assumes it was done on a flat surface.
Slide (Strong Down Attack a.k.a. Down Tilt)
Lowest height*: 3
Hit: 4
IASA: 47
* Although the slide reaches its lowest point on frame 3, he already starts in a sliding position from frame 1. His head is a few pixels higher during frames 1 and 2.
Charge Shot (Side Smash Attack)
Hit: 19
IASA: 70
Spark Shock (Up Smash Attack)
Side hits: 9
Top hit: 11
IASA: 71
Flame Blast (Down Smash Attack)
Hit: 19
IASA: 79
Top Spin (Dash Attack)
First hit: 8
IASA: 60
Flame Sword (Forward Air Attack)
Hit: 9
IASA: 41
Slash Claw (Back Air Attack)
First Hit: 4
Second Hit: 7
Third Hit: 10
IASA: 43
Landing Lag: 19
Air Shooter (Up Air Attack)
Hit: 11
IASA: 54
Hard Knuckle (Down Air Attack)
Hit: 23
IASA: 65
Landing Lag: 24
Metal Blade (Standard Special 1)
Hit: 16
IASA: 43
Rush Coil (Up Special 1)
Rush appears on: 1
Invincibility: 6-11
Movement starts on: 7
Rush begins to leave on: 117
IASA: 41
Landing lag:
Crash Bomber (Side Special 1)
Hit: 20
IASA: 46
Detonation: 119 frames after sticking (2 seconds)
Leaf Shield (Down Special 1)
Leaves appear on*: 13
Leaves rotate on: 50
Leaves hit on: 52
Act on**: 60
IASA/Leaves disappear on: 146
Total leaf active time: 94 frames (1.73333... seconds)
Total actionable time***: 86 frames (1.56666... seconds)
* If the action is interrupted after the leaves appear (e.g. by landing or Rush or getting hit), they'll still become solid and begin to rotate.
** Can shield/move/jump/grab/throw on this frame.
*** Assumes the action isn't interrupted.
Jump
Crouch duration: 4
Airborne on: 5
Air Dodge:
Invincibility: 2-29
The Fine Print
The data is collected by recording videos at 60 FPS, splitting them into individual frames and manually inspecting the images. Due to camera motion, blur, and synchronization/ghosting issues, there may be slight (1 frame) errors here and there.
Hit data shows the first frame of the hit only. It's difficult to determine on which frame an attack ends.
IASA (Interruptible As Soon As) frames were collected by holding shield (on the ground) or rapidly pressing the jump button (in the air) during each move and observing when the action occurred. That's the first frame in which you're able to act, which is often slightly sooner than the move's animation ends.
Invincibility frames are based on the character flashing with the same white tint that's visible during rolls.
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