I'm maining Lucario atm, so here's his frame data! I didn't see a better thread to post all of this, so I'll post it here.
Every spoiler tag contains a .gif animation, slowed to 10 FPS. Every .gif begins one frame before the animation for his attack/action begins and cuts out one frame
after he can shield/do something else, unless otherwise stated.
All shield data refers to the earliest you can shield after the action. If the action is an attack,
it assumes the attack hits, so it's including the hitstun from the strike.
All damage values are when Lucario is at 0%.
If you think I made a mistake somewhere, feel free to tell me I'm dumb and I'll look at it a little harder.
jab1:
hits on frame 6
shield on frame 39
does 2%
no kill potential
jab2:
hits on frame 22 (16 frames after jab1)
shield on frame 60
does 2%
no kill potential
jab3:
hits on frame 43 (21 frames after jab2)
shield on frame 81
does 2%
low kill potential
ftilt:
first hit on frame 12/second on frame 20
shield on frame 43
does 3%/4%/7% total
medium kill potential
utilt:
hits on frame 6
shield on frame 39
does 4%
low kill potential
dtilt:
hits on frame 9
shield on frame 31
does 4%
low kill potential
fsmash:
hits on frame 25 (may be faster by as many as four frames; my fastest input time still included some
of the charging animation)
shield on frame 59
sweetspot does 11%/sourspot does 9%
high kill potential
usmash:
first hit on frame 15/second on frame 24
shield on frame 77
does 3%/10%/13% total
high kill potential
dsmash:
hits on frame 22 (may be faster by as many as four frames)
shield on frame 61
does 10%
high kill potential
dash attack:
hits on frame 8
shield on frame 49
does 6%
low kill potential
grab:
hits on frame 6
no shield/shield on frame 30 if whiffed
variable damage
variable kill potential
dash grab:
hits on frame 7
no shield/shield on frame 37 if whiffed
variable damage
variable kill potential
pivot grab:
hits on frame 10
no shield/shield on frame 35 if whiffed
variable damage
variable kill potential
B (Aura Sphere):
"charging hitbox" begins on frame 12
fully charges in 104 frames
hits as early as frame 20 after firing
charging can be interrupted by shield starting frame 13
shield on frame 64 after firing
full charge does 12%
full charge has high kill potential
Side+B (Force Palm):
"flame" hits on frame 24
"grab" hits on frame 9
shield on frame 65 if whiffed
"flame" does 8%
"grab" does 9%
"flame" has medium-low kill potential
"grab" has high kill potential
Up+B (Extreme Speed):
hits on frame 46
helpless on frame 75
shield on frame 38 (after landing lag)
does 4%
low kill potential
Down+B (Double Team):
earliest activation on frame 4/latest on frame 36
hits on frame 26 (after activation)
shield on frame 76 (after activation)/shield on frame 81 if whiffed
does 9%
very high kill potential
nair:
hits on frame 8/latest hit on frame 26
shield on frame 11 (after landing lag)
sweetspot does 6%/sourspot does 4%
medium-low kill potential
fair:
hits on frame 8
shield on frame 19 (after landing lag)
does 4%
low kill potential
bair:
hits on frame 17
shield on frame 17 (after landing lag)
does 10%
high kill potential
dair:
first hit on frame 4/second on frame 16
shield on frame 11 (after landing lag)
does 4%/4%/8% total
medium kill potential
uair:
hits on frame 10
shield on frame 24 (after landing lag)
does 8%
high kill potential
helpless landing lag:
shield on frame 40 (after landing lag)
forward roll:
shield on frame 31
invincibility ends on frame 18
back roll:
shield on frame 31
invincibility ends on frame 18
spotdodge:
shield on frame 28
invincibility ends on frame 18
airdodge:
invincibility begins on frame 2
invincibility ends on frame 23
can act again on frame 31
shield on frame 24 (after landing lag)