SuSa
Banned via Administration
Multi-Hit moves such as Jab "start counting" when the animation for the next part begins. (EG: Jab 2 starts after Jab 1, but does not include Jab 1 frames. Only the frames starting from the animation of Jab 2). This does not apply to moves such as Dair or Nairthe most awesome guy in the world said:Before reading, you MUST read this.
I can see whats happening.
And they don't have a clue.
They'll fall in love, and here's the bottom line
Our trio's down to two (Oh)
The sweet caress of twilight.
There's magic everywhere.
And with all this romantic atmosphere
Disasters in the air!
Pit Frame Data
Hey guys, I want to make 1 clear distinction. The knockback in the two sections, 1st and 4th, are no equal. This is because one is dealing with base knockback and the other is dealing with initial knockback. Initial knockback is the amount of launcher speed a move has on Mario at 0%, which is in my knockback guide. However, this is only useful for relationships on the character in questions because using only initial knockback, you cannot convert the knockback to another character. However, if you use base, which is very directly related to the initial (ask me if you want more complicated information), you can find the knockback for the entire roster.
Key Terms
Hits On
This is the first frame the attack starts to hit on.
Duration
This is the total number of frames the attack lasts until the first IASA frame.
Hitlag
This is the number of frames of freezeframe animation when an attack connects.
BlockHitStun
This is the number of frames of freezeframe on the animation of a shield when an attack hits it. The shielder does not slide during this time.
Blockstun
This is the number of frames after shield hitlag that the shielder cannot unshield in.
Base Damage
How much the attack does at 0% in a Versus Battle (%'s in parenthesis is when move is fully charged)
Knockback Angle
The angle which the opponent is sent before directional influence.
Other Knockback Stuff
Base is the speed at which the opponent is sent in a versus Battle. Growth is how this increases per % of damage.
EG:
Jab 1 hits on frame 6, but Jab 2 hits on frame 4. This means Jab 2 really hits on frame 10.
Multi-Hit moves such as Forward Smash are counted seperately from the beginning. (Hit 1 hits on 6-8, but when Hit 1 missed, hit 2 hits on 18-20)
Jab
Input: A
Hits on Frame: 5-6
Duration: 19
Hitlag: 6
Blockstun:
Blockhitlag: 6
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
2nd Jab
Input: A-->A
Hits on Frame: 21-
Duration: 36
Hitlag: 5
Blockstun:
Blockhitlag:
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
3rd Jab
Input: A-->A-->A
Hits on Frame:
Duration:
Hitlag:
Blockstun:
Blockhitlag:
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Rabid Jab
Input: A->A->A->A->A->ETC.
Hits on Frame:
Duration:
Hitlag:
Blockstun:
Blockhitlag:
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Forward Tilt
Input: Forward or Back --> A
Hits on Frame: 14-16
Duration: 39
Hitlag: 8
Blockstun: 0
Blockhitlag: 8
Base Damage: 12%
Knockback:
Angle (degrees above forward):
Base: 955.92
Growth Rate/ variance: 31.59
Up Tilt
Input: Up --> A
Hits on Frame:
First Hit: 2-8
Second Hit:
Third Hit:
Duration:
Hitlag:
First Hit: 8
Second Hit:
Third Hit:
Blockstun:
First Hit:
Second Hit:
Third Hit:
Blockhitlag:
First Hit: 8
Second Hit:
Third Hit:
Base Damage:
First Hit:
Second Hit:
Third Hit: 7%
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Down Tilt
Input: Down --> A
Hits on Frame: 6-8
Duration: 29
Hitlag: 8
Blockstun: 2
Blockhitlag: 8
Base Damage: 11%
Knockback:
Angle (degrees above forward):
Base: 2875.27
Growth Rate/ variance: 15.43
Forward Smash
Input: Forward/Back + A
Hits on Frame:
First Swing: 6-8
Second Swing: 18-20
Duration: 47
Hitlag:
First Swing: 7
Second Swing: 9
Blockstun:
First Swing:
Second Swing:
Blockhitlag:
First Swing:
Second Swing:
Base Damage:
First Swing: 7%
Second Swing: 12%
Knockback:
Angle (degrees above forward):
Base: 1619.68
Growth Rate/ variance: 35.86
Up Smash
Input: Up+A
Hits on Frame:
First Swing: 6-
Second Swing:
Third Swing:
Duration: 46
Hitlag:
First Swing:
Second Swing:
Third Swing:
Blockstun:
First Swing:
Second Swing:
Third Swing:
Blockhitlag:
First Swing:
Second Swing:
Third Swing:
Base Damage:
First Swing:
Second Swing:
Third Swing: 8%
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Down Smash
Input: Down+A
Hits on Frame:
First Swing: 6
Second Swing: 18-20
Duration: 40
Hitlag:
First Swing: 10
Second Swing: 8
Blockstun:
First Swing:
Second Swing:
Blockhitlag:
First Swing:
Second Swing:
Base Damage:
First Swing: 13%
Second Swing: 9%
Knockback:
First Swing:
Angle (degrees above forward):
Base: 1508.96
Growth Rate/ variance: 32.08
Second Swing:
Angle (degrees above forward):
Base: 1175.77
Growth Rate/ variance: 23.47
Neutral Air
Input: A while airborne
Hits on Frame: 4-
Duration: 51
Landing Lag:
Hitlag:
Blockstun:
Blockhitlag:
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Forward Air
Input: Forward+A while airborne
Hits on Frame: 12-15
Duration: 38
Landing Lag:
Hitlag: 10
Blockstun:
Blockhitlag:
Base Damage: 14%
Knockback:
Angle (degrees above forward):
Base: 855.18
Growth Rate/ variance: 28.63
Back Air
Input: Back+A while airborne
Hits on Frame: 9-25
Duration: 39
Landing Lag:
Hitlag:
Blockstun:
Blockhitlag:
Base Damage: 15%
Knockback:
Angle (degrees above forward):
Base: 2030.95
Growth Rate/ variance: 36.47
Up Air
Input: Up+A while airborne
Hits on Frame: 9
Duration: 45
Landing Lag:
Hitlag: 4
Blockstun:
Blockhitlag:
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Down Air
Input: Down+A while airborne
Hits on Frame: 10-12
Duration: 36
Landing Lag:
Hitlag: 9
Blockstun:
Blockhitlag:
Base Damage: 12%
Knockback:
Angle (degrees above forward):
Base: 2089.8
Growth Rate/ variance: 26.6
Dash Attack
Input: A or C-stick left/right/down while dashing
Hits on Frame:
Duration:
Hitlag:
Blockstun:
Blockhitlag:
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Neutral B
Move Name: Paletuna's Bow
Input: B
Hits on Frame: 20 to "Infinity" theoretically....
Duration: 43 (You can still control the arrow beyond this)
Hitlag: 0
Blockstun:
Blockhitlag:
Base Damage: 5%
Knockback:
Angle (degrees above forward):
Base: 733.35
Growth Rate/ variance: 10.73
Forward B
Move Name: Angel Ring
Input: Forward/Back+B
Hits on Frame:
Duration: 63
Hitlag: 0
Blockstun: #F
Blockhitlag: 0
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Up B
Move Name: Wings of Icarus
Input: Up+B
Hits on Frame: Windbox:
Invincibility: 1-4
Duration: 29
Hitlag: N/A
Blockstun: N/A
Blockhitlag: N/A
Base Damage: N/A
Knockback:
Angle (degrees above forward): N/A
Base: N/A
Growth Rate/ variance: N/A
Down B
Move Name: Mirror Shield
Input: Down+B
Reflects on Frame: 6-17
Super Armour: 4-5 (Grounded Only)
Duration: 41
Hitlag: N/A
Blockstun:N/A
Blockhitlag: N/A
Base Damage: N/A
Knockback:
Angle (degrees above forward): N/A
Base: N/A
Growth Rate/ variance: N/A
Forward Throw
Move Name:
Input: Forward during Grab
Duration: Varies by character
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Back Throw
Move Name:
Input: Back during Grab
Duration: Varies by character
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Up Throw
Move Name:
Input: Up during Grab
Duration: Varies by character
Base Damage:
Knockback:
Angle (degrees above forward):
Base:
Growth Rate/ variance:
Down Throw
Move Name:
Input: Down during Grab
Duration:
Base Damage:
Knockback:
Angle (degrees above forward): N/A
Base: 0
Growth Rate/ variance: 0
Pummel
Input: A during Grab
Duration: #F
Base Damage
Knockback:
Angle (degrees above forward): N/A
Base: 0
Growth Rate/ variance: 0
Glide Attack
Input: Attack while Gliding
Hits on Frame: 6-9
Duration: 34
Hitlag:
Blockstun:
Blockhitlag:
Base Damage: 12%
Knockback:
Angle (degrees above forward):
Base: 2572.68
Growth Rate/ variance: 26.61
Getups (Attacks+Rolls) from Ground
Getups (Attacks+Roll+Jump) from Ledge
Attack
Input: Attack while on Ledge
Hits on Frame:
Duration:
Invincible:
Roll
Input: Shield while on Ledge
Duration:
Invincible:
Jump
Input: Jump while on Ledge
Duration:
Invincible:
Dodges (Air, Roll, Side)
Air Dodge
Input: Shield while Airborne
Duration:
Invincible:
Roll Dodge Forward
Input: Forward while Shielding
Duration:
Invincible:
Roll Dodge Backward
Input: Back while Shielding
Duration:
Invincible:
Side Step
Input: Down while Shielding
Duration: 25
Invincible: 2-21
Taunts