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Landing Lag/Generalized Frame Data Thread (Training Mode Tested// All 76 chars)

Ryu_Ken

Ace Adventurer and Truth Seeker
Joined
Jan 14, 2013
Messages
3,281
Location
Texas
NNID
Sorastar9
3DS FC
4725-8061-1333
Alright, so:

:ultlink: In Smash 4, when Link hits an opponent with an aerial Up B backwards, it sucked them into the move, hitting around 7-9 times. It's commonly used when an opponent is up on a platform or when Link is off stage and they're near the ledge. Does that still happen in Ultimate? And can you get footage of Link getting hit out of aerial Up B and double-jumping afterwards?

:ultsimon:/:ultrichter: Does Dair only spike, or does it also pop enemies up in the air at late frames (like Greninja)?
 

Justin Allen Goldschmidt

Smash Journeyman
Joined
Sep 20, 2015
Messages
309
That's *exactly* what I wanted to know. Thank you very much for being thorough.
Downward toss is centered, the explosion and resulting blast direction you could probably SDI or you could microspace just beforehand. The Zdrop drops the bomb exactly where it is in space currently, so if you're in neutral fall its infront of you, if you're in double jump, its centered. If you're moving forward and zdrop it, you'll most likely end up with it inside or behind you, but just falling straight down, the bomb will zdrop ahead of you because Link holds it a bit ahead of him.
 

Bakasama

Smash Apprentice
Joined
Feb 10, 2013
Messages
120
Location
Massachusetts
As he well should be.....if TOs weren't terrified of banning characters, anyways. Small joke. What exactly is broken about Mewtwo? And more importantly, am I the only one hoping M2K (Mew2king) mains it now?
I did a writeup. Basically confusion is now an unblockable that sets up for fair 100% of the time, and if the opponent doesn't have a 4 frame attack they have to airdodge. If you space it over them they can't jump out to escape, so if you confusion them and they airdodge (which they have to basically unless they have a quick move) you are now at frame advantage when they airdodge your fair near the ground. It's just free frame advantage every time and its braindead. Once you both land, if you did fair you could try for a tilt or a jab if they have slower moves, or if you 'train them' to airdodge, you can just not go for fair, land and do something else for super frame advantage (You could Abadango disable them at this point). But even whiffing fair leaves some frames of advantage.

Edit: they have to airdodge away, but even then Mewtwo can follow them down and confirm a tilt. And god forbid you hit them midair with confusion, they'd have to directional airdodge to avoid your second fair which means if they're offstage that always have to airdodge toward the stage, and at that point you know they're gonna do that so you just input confusion > fair > retreat to stage and you're already tracing where they're going as they lag allllll the way down.
 
Last edited:

-Xeroskia.

Octoling Wizard
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46
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Laurel, MD
NNID
ColeXero
Switch FC
3334-3736-0319
Truly appreciate the efforts, friend. All I can say is just feel free to take your time with Robin. It's probably a lot.

I look forward to everything. Love the way you handled the character comments.
 

Moosh

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For Belmonts - side b (Cross) also has adjustable distances. smash cross and light/normal cross as i've been referring to it. Smash stick hard left/right + b and it goes far. Lightly press left/right + b and the distance is shortened.

thought i'd share to help spread the knowledge.

VERY GOOD POST!! KEEP IT UP!!!!!
 

**Gilgamesh**

Smash Ace
Joined
Apr 10, 2015
Messages
649
Link's bomb will never send you upward at a 90 degree angle. You can DI the blast to gain height but you really have to be on your A game. With good DI you can really start gaining height at around 80%. Without good DI you will go mostly sideways at a 33~ degree angle

@MrGameguycolor
I'll do Doc next. His downB is nasty strong in this game (first impression).
I demand that you analyze the Runspeed and Weight speed changes from Smash 4 -> Ultimate.
Kuroganehammer has the info on his site now. !!!!
Sorry if this sound demanding .....KeK.
 

B!ggad

Smash Apprentice
Joined
Jun 24, 2006
Messages
166
Location
Germany
Dude, this is so good. Thank you so much.

Also, I remember recently people on twitter saying that initial dash speed was homogenized. So initial dash speed is now the same across the board, but initial dash length isn’t?
 

AcePikachu

Smash Cadet
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UltimaPikachu
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:ultduckhunt:

Think we can find out if Duck Hunt's duck is a hurt box during attacks when you come around to him? Thanks a bunch in advance!!
 

Kaffei

Smash Hero
Joined
Feb 8, 2008
Messages
7,048
> Fair: 8 frames // landing at the end incurs 5 frames

What do you mean by this for Mewtwo's aerials?
 

HeroShade09

Smash Rookie
Joined
Nov 29, 2018
Messages
1
Chars done 51/76
I'll try to finish this tomorrow (11/29)

* I am updating this live because I figure people will be interested while I do the research. Feel free to request characters or specific pieces of info about characters. Eventually all landing lag data will be here, but extra specific info i can just reply to you in the thread. Check the bottom of the post for proof and what a 'stage unit' is.

I have the game early and am posting frame data for landing here. I don't have every character yet, but am testing in training mode frame by frame. I will also note some small other things about characters in the air here. I won't be doing iasa or anything like that, just exact landing lag (mid-move) and other small observations. Any time I say the word 'combo' i mean true combo, not a string.

:GCLT: Dodging
Airdodge (Neutral) Landing Lag: 12 frames
Airdodge (Directional) Landing Lag: 18 frames

Airdodge invincibility data is character dependant
Airdodge (Neutral) Duration: 50~ frames. Invincible from frame 3-30~
Airdodge (Directional) Duration: 60~108 frames depending on direction? The more upward it is, the longer the duration. Invincible from frame 3-21.

You only get one airdodge per airtime until you get hit.
You can only interrupt frames 1 and 2 of neutral airdodge with zair. You cannot interrupt directional airdodges with zair.

Rolls still aren't homogenized but they're about 30 frames forward and 35 frames back. You're invincible from frame 4-16ish.
(For reference, I compared Link, Samus, and Bowser for this data to get a decent idea. Even Samus's isn't that bad.)

Airdodges and rolls do get worse when you spam them. I don't have statistics for that, these are just the fresh stats.

:GCRT:Shielding
Shield comes out on frame 1 (bubble visual on frame 2, but effect is active frame 1)
Shield can be released as soon as frame 3
You can perfect shield for 5 (or 6?) frames after releasing the shield.
Shields last (untouched) for 5 and a half seconds.
Shields regenerate from pea-sized to full in 10 seconds.
Having your shield broken fully regenerates your shield the moment it breaks.
There is no 'inbetween state' of perfect shielding: IE you cannot release your shield on the frame a move connects to get a perfect-shield 'parry'.
Perfect shielding does not reflect projectiles. (There is a spirit that enables this feature, however.)

:GCZ: Grabs
Boost grabbing is still in the game. (Dash attack cancelled grab)
The grab timer is still the same it seems
Just like every other move, you can standing grab out of run instead of dash grab if you want

:GCUR::metaknight: Ledge Behavior
You have a variable amount of frames of invincibility on the ledgegrab number 1 (based on airtime and %. Higher airtime = longer, Higher % = shorter)
You have NO invincibility upon regrab at all
You can grab the ledge 6 times without being struck inbetween or landing, at which point all ledges become disabled to you for your 7th attempt.
Some characters lose 2 frames of invincibility when snapping ledge from below. Some lose 1 from pratfall or from snapping from below. Some lose none.
You can tether a ledge 3 times before it is untetherable. You do not get tethers back until you get back on stage. (This includes Ivysaur.)

:GCCN:Smash Attacks / The C-Stick
Smash Attacks can be 'primed' for 3 seconds.
Smash Attacks do not increase in power or knockback after their "maximum charge", which occurs 1 second into the charge.
IE: You can charge smash attacks for 2 extra seconds, but that's just to delay the release, not to increase their strength or knockback.
SMASH STICK: A single directional input comes with your smash attack input, you can visually see the character shift midair doing this. You can accidentally fast fall your downairs really easily with this unless you're super gentle with the stick input.
TILT STICK: This is an extremely gentle directional input, you barely shift midair at all doing it. You CANNOT CSTICK BUFFER ROLL OR DODGE? with the tilt stick.

:GCDpad: Taunts
Taunts can cancel after 49 frames. This is universal it seems with few exceptions.

:ultmario: Mario
Nair: 6 frames
Fair: 17 frames
Bair: 6 frames
Uair: 7 frames
Dair: 15 frames
Fullhop height: 3.5 stage units
Shorthop height: 1.6 stage units
Interesting Notes: Mario can still get out two bairs or two uairs in one shorthop. Mario's dash dance is terrible because his required dash length to turn around is really long. Mario's head is still invincible during active upsmash.

:ultdoc: Doctor Mario
Nair: 7 frames
Fair: 17 frames
Bair: 10 frames
Uair: 8 frames
Dair: 13 frames
Fullhop height: 3 stage units
Shorthop height: 1.3 stage units
Interesting Notes: Head still invincible during active upsmash. Can shorthop autocancel bair, nair, dair, uair. Can shorthop uair into nair or uair. Can double jump before hitting the ground on bair (just barely). Downthrow combos into different things until about 110%. Upthrow combos early on. Nair is still a reverse sex kick. Downthrow combos into downB until about 85%. DownB is really strong, Doc doesn't lose any height off of it when mashed correctly, but he only gains like .3 units overall. Still, that makes it somewhat safe to use offstage as a finisher. Doc can still snap to ledge at the very first frame or two of super jump punch.

:ultluigi: Luigi
Nair: 8 frames
Fair: 13 frames
Bair: 10 frames
Uair: 7 frames
Dair: 12 frames
"Zair": 20 frames
New grab frame data:
Standing grab: 46 frame duration. Active 14-20. Reaches 2 units.
Dash grab: 51 frame duration. Active 16-23. Reach is the same effectively.
Pivot grab: 49 frame duration. Active 16-23. I am dubious about my ability to accurately measure this one.
Fullhop height: 4 stage units (just barely misses BF top platform)
Shorthop height: 2 stage units (just barely misses BF side platform)
Interesting Notes: Zair isn't a Zair at all. It's a sucker on the vaccuum that detaches and falls down, dealing 6 damage. It can still to walls, not that it matters because Luigi will never use it to tether. DownB doesn't go anywhere midair but it has gained some new effects. Now tornado pulls enemies in, and it has intangible (green) invincibility for frames 4-8 grounded and from FRAME 1-7 airborn. Luigi has a frame1 stuffing move wow. You can only do one bair or nair per shorthop, but uair, dair, and fair are still quick and snappy. Downthrow is still really good and the vaccuum grab is actually pretty quick to come out. Downthrow combos into UpB up until about 110%. Luigi's sad kick taunt is always a true combo into upB among other things, and it's still a spike as well. Pretty sure tornado can't gimp the same way it used to, if it even can at all. Upsmash still has invincibility while active, and Green Missile has invincibility for frames 1-5 of release. Luigi's sad kick taunt is not cancellable, even after 49 frames.

:ultwario: Wario
Nair: 7 frames
Fair: 10 frames // landing near the end of the move is 4 frames of landing lag
Bair: 16 frames // landing near the end of the move is 4 frames of landing lag
Uair: 7 frames
Dair: 18 frames
Fullhop height: 2.2 stage units
Shorthop height: 1.2 stage units
Interesting Notes: You can shorthop autocancel fair and bair. Nair combos into dash attack for awhile, stops by 100%. New dash attack is from Wario Land (shoulder bash), its pretty cool looking and active until he stops moving. Fastfall upair can combo into upair even at 100%. Wario's bike doesn't become available to him even if its eaten or destroyed, instead he has to wait about 8 seconds after this point. Wario's bike can be thrown around pretty much indefinitely, it doesn't lose health when its tossed, even if its tossed straight down or up. Wario's bike has HP that determines if it will explode (as per usual). Wario can still do the thing where he sprints off of battlefield and then smashes the bike into the ledge to 'drop it' on-stage. Fart takes like 1 minute 50 seconds to charge. Full fart from center stage will kill at like 70% unless your DI is really good probably. Wario dies first when he bite-suicides (atleast against Mario), I tested in VS and it does register as a win for opponent. Dtilt combos into dash attack at higher percents (near 100%) Overall Wario is speedier and atleast has a few combos and tricks for Wario fans. He'd be better with a fixed knockback aerial, but of course everyone in this game would be.


:ultbowser: Bowser
Nair: 15 frames
Fair: 14 frames
Bair: 23 frames
Uair: 17 frames
Dair: 34 frames
Fullhop height: 3.5 stage units
Shorthop height: 1.6 stage units
Koopa Klaw: Grabs on frame 6, the move altogether is a 52 frame move if you whiff.
Interesting Notes: Bowsers arms are invincible when his tilts and jabs are active. Bowser's head is invincible while his upsmash is active. Bowser's shell is some sort of special invincible (green instead of blue) while upsmash is active. This might be intangibility? Bowser's feet are green-invincible while fsmash is active. Bowser's stomach is invincible for the entirety of down air, and while you're in freefall after up B. Bowser can still upthrow upair up until around 60%. It'll kill on a platform, but not from ground anymore. Bowser's upB will always snap to ledge from below instantly, even at the beginning or the end. Erroneously, Bowser's head is invincible on frame 1 of shield activate, and his arm is invincible on frame 1 of shield up. You can still grab the ledge with downB, even backwards.


:ultdk: Donkey Kong
Nair: 11 frames
Fair: 17 frames
Bair: 11 frames
Uair: 15 frames
Dair: 14 frames
Fullhop height: 3.2 stage units
Shorthop height: 1.6 stage units
Interesting Notes: DK's arms and nose are invincible during the active parts of aerial Spinning Kong and Upsmash. DK's arm is invincible during the active part of all his tilts. DK's head is fully invincible for upair. DK's windup punch has his arm invincible if its NOT fully charged, if it is it's apparently not invincible? DK can still ding-dong, but you'll only ever get a kill off of it on a platform, otherwise the opponent is out of reach at kill %

:ultdiddy:Diddy Kong
Nair: 8 frames
Fair: 16 frames
Bair: 7 frames
Uair: 13 frames
Dair: 17 frames
Fullhop height: 3.6 stage units
Shorthop height: 1.6 stage units
Interesting Notes: He is faster but a bit weaker. Dtilt clap stops comboing into upsmash longer before upsmash would kill. His dash length feels really good, it feels good to sprint and turnaround dtilt or uptilt. Diddy can still hoo-hah but upair is really weak. Diddy can still cancel his popgun without initiating an airdodge by holding one shield button ahead of time and then pressing the other to cancel. Diddy's flip kick is less laggy, but the kick part will consume upB. Flip kick and flip jump can be edge cancelled. Diddy's banana doesn't disappear when it strikes the opponent the first time. Think of the banana as having 3 counters. Hitting an opponent or picking up the banana reduces the counter (so you can effectively only hit an opponent twice.)


:ultlink: Link
Nair: 6 frames
Fair: 11 frames
Bair: 6 frames
Uair: 14 frames
Dair: 19 frames
Fullhop height: 3 stage units
Shorthop height: 1.5 stage units
Bomb stats: Pull takes 39 frames. Detonation takes 11 frames. Throw takes 23 frames. Bombs have 60~ HP.
Interesting Notes: Link can infinitely recover with bombs it seems. Throw them down and blow them up, that's all it takes, you can also zdrop-detonate. Bombs can take roughly 60 damage before exploding on their own. Bombs can't be blown up in someone else's hands. Link's dtilt can't meteor anymore (dunno if it could in 4, could in melee). Link can shorthop bair and double jump, but cannot shorthop nair and double jump. Link can true combo almost anything off of bair1, even at 999%. Link can get most moves to combo off of fair1, even at 200%.

:ultyounglink: Young Link
Nair: 7 frames
Fair: 7 frames
Bair: 7 frames
Uair: 15 frames
Dair: 17 frames
Zair: 9 frames
Fullhop height: 3.1 stage units
Shorthop height: 1.4 stage units
Interesting Notes: YLink can shorthop arrow. YLink can almost shorthop boomerang. YLink can shorthop nair double jump (barely). YLink can shorthop bair doublejump (easily). YLink can shorthop fair and get both hits out. YLink no longer has any meteors (no dair, no dtilt). Dash attack is still really strong. Can still leave bombs on platforms.

:ultzelda: Zelda
Nair: 15 frames
Fair: 15 frames
Bair: 16 frames
Uair: 12 frames
Dair: 12 frames
Fullhop height: 2.7 stage units
Shorthop height: 1.2 stage units
Interesting Notes: Downthrow combos into backair for a really long time. Nair can still drag the opponent with you. Nair combos into jab for a long time, but if you fast fall and land only 1 hit of nair, the opponent will fall out, so landing 2 hits of nair is required to drag them down at higher percents. You still can't shorthop autocancel fair or bair. Neutral B (Nayru's) is fully invincible from frame 4 to 13, this move is 54 frames long. Spirit Knight takes 70 frames to charge fully, at which point he will wait 53 frames to strike on his own. You can tell him to attack at any point, either while charging, or while he's waiting. Calling him to attack while charging will cause him to not form fully and initiate a weaker attack. UpB still combos into itself, and you could potentially land nair1,2,upB as a true combo.

:ultsheik: Sheik
Nair: 6 frames
Fair: 4 frames (this is the fastest landing lag in the game, predictably)
Bair: 7 frames
Uair: 13 frames
Dair: 22 frames
Fullhop height: 3.8 stage units
Shorthop height: 1.8 stage units
Interesting Notes: Sheik still can't grab the ledge after fair lmao Sakurai why. When Sheik stores needles midair she dodges, but you can also store them by double jumping ( You can jump out of needle charge). Sheik's hands are invincible during active upsmash. Sheik's head is invincible during shield activate. Sheik's up air still drags down. Uair1 isn't fixed knockback, but falling uair1 true comboes into a ton of things (even upsmash) well into 200%. SideB no longer causes freefall, and it can still grab the ledge. Aerial full needle toss still can true combo into bouncing fish. Downthrow still comboes like it did. I saw people saying Sheik was worse, I don't think she's worse. With the uair landing lag change atleast she can finish her food in a more normal way sheesh.


:ultganondorf: Ganondorf
Nair: 10 frames
Fair: 13 frames
Bair: 11 frames
Uair: 11 frames
Dair: 16 frames
Fullhop height: 2.7 stage units
Shorthop height: 1.4 stage units
Interesting Notes: First hit nair can combo into jab at certain percents. It can probably confirm a grab, or maybe even a sideb or upb. Upb is a lot stronger now, and if you whiff at the top its a strong hit. Erroneously, Ganon's head is invincible for shield activate, and his arm is invincible for frames 3-5 of shield release. Uptilt has a stupid amount of armor while its charging now. You can still edge cancel grounded downB. Reverse up air can trip, and can also set up into ftilt or instant dash attack. It has an extremely weak hitbox and can't semi-spike like in melee, but it'll definitely send the opponent down and away slightly.


:ultsamus::ultdarksamus:Samus/Dark Samus
Nair: 9 frames
Fair: 14 frames
Bair: 14 frames
Uair: 18 frames
Dair: 12 frames
Zair: 8 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.5 stage units
Interesting Notes: Samus can shorthop bair/uair double jump. When recovering with bomb jumps, you stall out after you actually hit yourself with a bomb, slowing the time you can jump or bomb again out of it. This effectively halves the efficacy from Melee's perspective. You can act once you fall back down to the height the bomb hit you from. Dash attack no longer combos into screw attack, also the 'Shinespark' insta-kill doesn't appear to work anymore, as screw attack generally keeps the opponent in it, even at the top of its hitbox. Samus is invincible for frames 3-6 of grounded upB and frames 3-4 of aerial upB. Samus's shoulders and head are invincible during shield activate, and for part of shield release. Fair2 and 3 have fixed knockback and can combo into jab1 and potentially dtilt or upB. Upair can drag down but it doesn't have any true combos afaik

:ultyoshi: Yoshi
Nair: 7 frames
Fair: 12 frames
Bair: 12 frames
Uair: 8 frames
Dair: 17 frames
Fullhop height: 3.4 stage units
Shorthop height: 1.5 stage units
Interesting Notes: Yoshi's egg now can bounce once. It is able to bounce based on how long it has existed I believe. Yoshi's head is invincible during active forward smash. Yoshi's foot is invincible during active up smash.

:ultkirby: Kirby
Nair: 7 frames
Fair: 8 frames
Bair: 10 frames
Uair: 7 frames
Dair: 16 frames
Fullhop height: 2.4 stage units
Shorthop height: 1.2 stage units
Interesting Notes: Kirby's foot is invincible during active utilt, up smash, and downsmash. Kirby's hand is invincible during shield release? Downair and drag-down fair true combo into jab for quite awhile. This is the best incarnation of Kirby since 64 or PM 3.0, but nowhere near as good as either of those. Kirby can run super fast while he has an opponent in his mouth. Dash attack can kill at later %s.

:ultmetaknight: Metaknight
Nair: 7 frames
Fair: 10 frames
Bair: 11 frames
Uair: 9 frames
Dair: 9 frames
Fullhop height: 3 stage units
Shorthop height: 1.3 stage units
Interesting Notes: This is the best Metaknight since Brawl / PM. This Metaknight is considerably quicker and more effective than Smash 4. You can fastfall upair (its very precise) and it combos into shorthop upair. Metaknight can still ladder, and it still true combos into upB. Backair can still drag down and Forward air can drag down now (if you get hits 1 and 2). First hit fair combos into upB at kill %s, and both moves combo into tons of stuff at tons of %s as well as confirming grabs. Metaknight is invincible the frame before he disappears in dimensional cape, and he is invincible for 11 frames after coming back (with no attack) or 3 frames coming back with a sword swing. The only thing that could make metaknight better is giving him back his Brawl tornado lol


:ultkingdedede: King Dedede
Nair: 10 frames
Fair: 18 frames
Bair: 13 frames
Uair: 13 frames
Dair: 18 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.6? stage units
Interesting Notes: Dedede's initial dash is quite fast, so he can close a small gap for a grab pretty well. Backair is a totally new animation that is purely horizontal. Uptilt has invincibility on Dedede's head. Downthrow upair drag-down loop is still a thing. Dedede can still only manage to do shorthop backair or shorthop nair 'clean'. You can still run off the stage and stick a gordo to it. If you spit out the enemy near the apex of your jump, you can actually fox-trot and catch up with the star as they travel in it, causing a mixup where they have to jump, airdodge, or get hit by Fair.


:ultfox: Fox
Nair: 7 frames
Fair: 18 frames
Bair: 9 frames
Uair: 13 frames
Dair: 17 frames
Fullhop height: 3.7 stage units
Shorthop height: 1.8 stage units
Interesting Notes: Downsmash has his legs invincible while active. Shine comes out on frame 2 and is invincible for frame 2 and 3. Shine's hitbox is active on frame 3, obviously still can't jump out of it. First hit of upair is fixed knockback still and registers a combo with upsmash afterward (atleast in training mode). This works even at 999%, it really is fixed knockback. Fox fair no longer has dragging effect, striking with falling fair hit1 only will pop the opponent up and away. Jab 1 and 2 have fixed knockback, I don't think you can get anything off them other than jab3 though. Down air can still confirm into things like upsmash in certain situations, and it is a true combo.

:ultfalco: Falco
Nair: 9 frames
Fair: 15 frames
Bair: 13 frames
Uair: 9 frames
Dair: 14 frames
Fullhop height: 4.8 stage units
Shorthop height: 1.9 stage units
Interesting Notes: Falco's fastfall nair can combo into upsmash, jab, utilt, ftilt, and grab at any %, even 999%. Falco's landing uair can true combo into dair even at percents as high as 160% on some characters. Falco can true combo landing nair into jab, and probably can confirm a grab off of it. Falco's legs are invincible during active downsmash and upsmash. Falco can shorthop single laser, but it won't hit anyone normally, no one is 2 units tall in idle.

:ultwolf: Wolf
Nair: 9 frames
Fair: 10 frames //// landing at the end incurs 4 frames
Bair: 15 frames // landing at the end incurs 4 frames
Uair: 10 frames
Dair: 19 frames
Fullhop height: 3.4 stage units
Shorthop height: 1.2 stage units
Interesting Notes: You can shorthop autocancel fair and bair. Rising shorthop shine cancels by the time you land. It doesn't true combo into anything, I once at around 60% staggered the input barely after shorthopping and comboed it into fair, but realistically it just pops the enemy up and away, putting them at slight disadvantage. At %s under 100, nair and fair combo into things near the ground. At around 50%, upthrow stops comboing into aerials, and downthrow stops comboing into instant dash attack. Inner hitbox of dash attack sends straight up, outer hitbox sends out like a football kick. Inner hitbox of dash attack combos into stuff until about 85% but the timing is tight. There are extremely specific %s that nair and fair will set up into sweetspot illusion (on Mario atleast). Wolf is a powerhouse but his combo potential is lower than Falco and Fox's most likely. Still, his hits are devastating, and his initial dash length is pretty nice for step-back counter attacking. Also, for anyone curious, his upB is not the 'twist' custom move from Smash 4, it does not just completely destroy people (it sends mostly outward at the end)


:ultpikachu: Pikachu
Nair: 9 frames
Fair: 12 frames
Bair: 18 frames
Uair: 14 frames
Dair: 22 frames
Fullhop height: 3.4 stage units
Shorthop height: 1.6 stage units
Interesting Notes: Pikachu's fair retains the ability to drag down. Pikachu's new nair actually drags the opponent a lot more effectively. Landing nair true combos into upsmash even at 200% (atleast training mode thinks so). You can no longer ledge cancel or soft-platform cancel quick attack.

:ultpichu: Pichu
Nair: 7 frames
Fair: 12 frames
Bair: 18 frames
Uair: 11 frames
Dair: 22 frames
Fullhop height: 3.6? stage units
Shorthop height: 1.9? stage units
Interesting Notes: Pichu's ears are invincible during upsmash. Pichu is entirely invincible during the first 4 frames of downsmash. Pichu's ears are invincible during shield activate and for 5 frames of shield release. Pichu's ears are invincible for the first 3 frames of downair (the meteor part). Pichu no longer can avoid landing lag on his up B by finishing just above the ground. Pichu's upair is no longer fixed-knockback. Pichu's dragdown fair always true combos into jab, probably confirms a grab. Pichu falls faster than Pikachu, but runs the same speed. Pichu can crawl.

:ultjigglypuff: Jigglypuff
Nair: 9 frames
Fair: 9 frames
Bair: 11 frames
Uair: 9 frames
Dair: 15 frames
Fullhop height: 1.8 stage units
Shorthop height: .9 stage units
Interesting Notes: Bair turns Jiggs around which as far as I'm concerned is an insult. I have tried many ways to try to prevent the turnaround and the only way to do so is to land before the moves is halfway over :( Fast fall upair is a true combo into rest until about 45% (on Mario). Fair combos into rest at pretty much exactly 40%. Rest starts to kill from ground level at about 70%, and it sends the opponent straight up with no DI. Rest (with the flower included) does 38 damage minimum. The flower wears off as the victim runs around, so to reduce the damage from rest they have to keep moving. The maximum damage the rest can do (with the flower) is 80%, but the opponent would have to be asleep at the wheel to actually take that much damage from the flower. Sing can still grab the ledge. Bair and Nair can ALMOST combo into rest at below 20%, maybe if someone was crazy and the stars aligned it would actually be a true combo. Bair does 13 damage. Landing fast-fall dair is almost safe, but its not safe. Rest is 3.5 seconds long and is invincible from frame 1 - 27. The hitbox is out on frame 2 or the game is just figuring out that its hitting on frame 1 because of the special effect that rest causes on-screen. Dair is the only thing that doesn't autocancel on shorthop. Against fast fallers, pound can combo into rest at lower percents, also from 0 you can do reverse fast fall uair into rising pound into rest and its almost a true combo against Fox (a smart fox would shine out of it)

:ultmewtwo: Mewtwo
Nair: 10 frames
Fair: 8 frames // landing at the end incurs 5 frames
Bair: 10 frames // landing at the end incurs 5 frames
Uair: 8 frames // landing at the end incurs 5 frames
Dair: 11 frames // landing at the end incurs 5 frames
Fullhop height: 2.5 stage units
Shorthop height: 1.6 stage units
Interesting Notes: So Confusion makes you go totally even with the opponent now frame-wise. If they don't have an aerial that comes out frame 4 they have to airdodge or they'll get hit with fair every time. Confusion midair sets up for fair every time, if the opponent 'guesses wrong' you can also do nair (which is frame 7 hitbox). Aerial confusion can hit grounded opponents, and it hits shielding opponents. Confusion has a bigger 'grab box' that is about 1.5 units in diameter, and it doesn't pull the opponent to the center, it just spins them where they are so you can space with it. Nair still drags down and has fixed knockback/combos into things. I was able to do the Abadango disable motion, but I have no proof whether or not its a true 'combo' anymore. You have to be facing the opponent's eyes to disable them. Nair has hitboxes that pop out or put the opponent behind Mewtwo but it is predictable after you practice for awhile. Teleport can still ledge cancel and the AI actually does this regularly for some reason. Mewtwo is quick and snappy like he was, except probably even faster. Dashback is a little too long to step-back reverse ftilt or dtilt but approaching/sliding dtilt feels pretty good, as well as reverse sliding uptilt. Mewtwo's head and tail are invincible during shield release. Mewtwo is fully invincible for frames 10-16 of disable, disable becomes active on frame 16. You can shorthop autocancel all aerials except nair. You can double jump (barely) after shorthop fair,bair, and uair.

The only reason confusion is even remotely fair is because airdodge away protects you from most followups unless Mewtwo guesses correctly and follows you, but you still just got free damage from the confusion.

:ultpokemontrainer: Pokemon Trainer
Universal Notes: Pokemon switch is 40 frames long, you're invincible from frame 1-18~. Switching freezes you in midair, so it halts all momentum for the duration. Switching has a 3 second recharge. Pokemon cycle forward on death.The girl sounds more like Ash than the boy. You can pick your Pokemon on the character select screen.

:squirtle: Squirtle
Nair: x frames
Fair: x frames
Bair: x frames
Uair: x frames
Dair: x frames
Fullhop height: x stage units
Shorthop height: x stage units
Interesting Notes: brb sleeping


:ultlucario: Lucario
Nair: 5 frames
Fair: 9 frames
Bair: 14 frames
Uair: 13 frames
Dair: 12 frames
Fullhop height: 3.5 stage units
Shorthop height: 1.7 stage units
Interesting Notes: Characters with wall clings still have some form of the infinite wall recovery but its inputted differently, i think you have to mix wall jumps with wall kicks, either way lucario is never going to die if he's near a wall anyway. Downthrow stops comboing at like 40 or so, at max aura lucario couldn't kill with downthrow upair for a true combo from the ground. Lucario's aura charge causes enough shield stun that opponents with their back to a ledge can't do anything. If Lucario's aura is high enough that the aura sphere always touches the shield, even at its smallest, there is a high chance that this will force a shield break. I attempted to shield push to get lucario away but could not. I don't really know if its max aura that ensures the shield break, but the shield break will just cause your opponent to fall off stage and die. Shorthop first hit dair isn't a true combo with anything and you actually go very slightly minus doing it, but its extremely quick and disruptive.


:ultgreninja: Greninja
Nair: 7 frames
Fair: 11 frames
Bair: 10 frames
Uair: 14 frames
Dair: 30 frames
Fullhop height: 4 stage units
Shorthop height: 2 stage units
Interesting Notes: Counter is fully-body invincible from frame 7-17, then his head and front leg are invincible still from frame 17-33; This is a 68 frame move. Upair still drags down so you can still get your familiar strings. Dtilt true combos into fair until about 160%. Fastfall Bair1 true combos into a lot (including downsmash) until about 220% - you have to get a certain part of the hitbox, and it usually causes knockdown right there, so getting a grab is difficult, and the opponent can tech it if you're not really really fast about your second move. Water is a bit less effective I think. SideB auto-escape seems funky, Greninja has the disappear effect, but he still gets hit (tested with Nayru's love, which is pretty big and active, maybe you could escape Fox's drill attack still, but i have no decent way to test that.)

:ultfalcon: Captain Falcon
Nair: 7 frames
Fair: 18 frames
Bair: 10 frames
Uair: 10 frames
Dair: 12 frames
Fullhop height: 3 stage units
Shorthop height: 1.6 stage units
Interesting Notes: Nair 1 combos into knee until 110%, and after that it still combos into uair for awhile. End of reverse uair can no longer semi spike, now it sends pretty much purely horizontally. Utilt has legs invincible on the way down. Usmash has legs invincible while active. I think you can still combo uair to double jump fair on aerial opponents, i just dont have a great way to test this. Falcon's dash dance is actually terrible. It's a good distance to step away and do a retreating turnaround ftilt, dtilt or fsmash but his initial dash actually doesn't go anywhere for 4 frames which is super depressing and sticky and weird. Also you can't nair1 into grab anymore but its cool you can fastfall nair1 into fair.


:ultness: Ness
Nair: 8 frames
Fair: 12 frames
Bair: 10 frames
Uair: 8 frames
Dair: 12 frames
Fullhop height: 3.1 stage units
Shorthop height: 1.4 stage units
Interesting Notes: Ness can shorthop double upair/double nair. Upair ends soon enough that you can get a first hit of fair off afterward in one shorthop. Psi Magnet has a frame 7 hitbox and is a 30 frame move with fixed knocback. You can shorthop psi magnet or landing psi magnet and actually GET A COMBO OFF IT??? Shorthop insta psi magnet combos into fair, nair,psi magnet and PK Fire. Landing psi magnet (which is risky) combos into jab, dtilt or grab. This is totally worthless because for almost all %s dragdown fair is better, but man its worth a million style points. Magnet is a poverty level melee shine - If you instantly double jump and magnet, you will get a speedy, downward angled magnet- doing this you can quick approach/push the opponent or even cross them up because you're in a state that is just barely over their head. You are moving so quickly you can get two flying magnets into a jab and that's a true combo (but only if you instant double jump magnet to get the downward angle while sprinting). Drag down fair combos into jab/grab/dtilt even until 200%. Ness's new upair can dragdown and it has its own true combos too. Commentators are gonna be peeing their pants when they see Ness do sprinting doublejump cancel double magnet into upsmash (for a true combo that works at any %)

:ultlucas: Lucas
Nair: 12 frames
Fair: 7 frames
Bair: 9 frames
Uair: 7 frames
Dair: 16 frames
Zair: 8 frames
Fullhop height: 2.4 stage units
Shorthop height: 1.2 stage units
Interesting Notes: Psi magnet isn't fixed knockback, but at near 0% it can set up into a quick combo from air to ground. Nair still drags and dair still drags a little. First hit dair combos into dtilt, jab, and maybe grab. Nair combos into whatever whenever it seems like (even combos into fsmash as high as 200%). Downthrow is slower, can't link into upair at kill %s anymore. PK Freeze sends horizontally, also no longer puts you in freefall.

:ulticeclimbers: Ice Climbers
Nair: 7 frames
Fair: 10 frames
Bair: 7 frames
Uair: 14 frames
Dair: 20 frames
Fullhop height: 3 stage units
Shorthop height: 1.6 stage units
Interesting Notes: Ice Climbers can still desync but all the methods for doing so are different. You can't spotdodge desync anymore. You can desync Nana if you double whiff grab (one whiff isnt enough to get inbetween their timings). If you desync her by making her do a roll, she can actually be positioned to get a smash attack off of a throw, but the grab and the throw have to go off nearly instantly. If you do a dash grab you can keep inputting foxtrot or other things to get nana away from you, once she's about 4 units away, she tries to think of what she wants to do on her own. As long as you are grab whiffing, she won't care to fix her position. The moment she starts to run back to you (because you stopped trying to grab) you can input a move to desync Popo from Nana, then when she reaches you, you can have her do a move while Popo is interrupted. She can do any move on her own, including all B moves. Getting her to buffer a jump is super difficult though, I'm sure the Ice Climbers players will find like a footstool infinite or something, but it's nowhere near as easy as in any other game to actually get Nana to do something different consistently. One neat thing anyone could do is foxtrot toward the ledge and dash grab, then keep foxtrotting and Nana will fall off and snap to ledge and hang there while you're on stage waiting. Downthrow on its own is really good, it combos into upair until even 110%, at which point the upair would kill. Upthrow is laggier and basically performs the same way so it'll probably go mostly ignored.


:ultmarth::ultlucina: Marth/Lucina
Nair: 7 frames
Fair: 10 frames
Bair: 10 frames
Uair: 9 frames
Dair: 14 frames
Fullhop height: 3.4 stage units
Shorthop height: 1.8 stage units
Interesting Notes: Fast fall first hit nair can combo into fsmash or upsmash even at 200% lmao. Fair sends horizontally, can no longer set up for Ken combo. Fair at low percents combos into other attacks, at higher %s it can combo into dash attack, past about 50% it loses combo potential. Fastfall upair is good and has a ton of true combo options. Downthrow combos into upB for awhile. Marth is quick and snappy, and with the kill confirm he's especially dangerous. His sideb has a new air animation and isn't as good as melee / brawl but is better than smash 4 probably. Sword is same length as Smash 4, his fsmash goes just over 2 stage units across. Bair does turnaround like it did in Melee, I dunno how smash 4 worked. Jab no longer pops up, so jab no longer confirms into anything other than jab2. Tipper jab1 draws the opponent in so you never miss jab2.

:ultroy::ultchrom: Roy/Chrom
Nair: 9 frames
Fair: 8 frames
Bair: 10 frames
Uair: 8 frames
Dair: 14 frames
Fullhop height: 2.7? stage units
Shorthop height: 1.2? stage units
Interesting Notes: Roy can still confirm first hit nair into things, but it only true combos into jab or upB. First hit nair Can combo into upB even at 300%, so it'll net you kills whenever. Most likely characters won't be fast enough to do much if they get first-hit naired so you'll still get fsmashes. Roy still can do the thing from Smash 4 where he shorthop fairs and can double jump near the ground. Dashback turnaround dtilt feels really good, its like the retreating attacks you can do with all the characters in 64. Wet noodle hitbox of fastfall upair confirms into upb for well into kill %s.

About Chrom: Chrom really has all of Roy's moves except he has Ike's upB. I don't know why. I believe Chrom is the even-sworded version of Roy (so like Lucina is to Marth).

:ultike: Ike
Nair: 8 frames
Fair: 14 frames
Bair: 11 frames
Uair: 9 frames
Dair: 14 frames
Fullhop height: 2.5 stage units
Shorthop height: 1.3 stage units
Interesting Notes: Ike can only shorthop autocancel bair. Every aerials end lag is really long (even bair), to the point where using them offstage puts you in danger potentially. Upair can hit grounded opponents if you use the backside hitbox. It combos into other aerials until about 60%. At 50% downthrow stops being a true combo with uair. Upthrow's actual hitstun is pretty abysmal, but it always keeps the opponent pretty damn close to Ike, they are in danger of being hit up until about 125% - they can jump out, dodge, or try to trade, but they're in range of danger for sure. As a note, at around 110% upthrow to a connected upair would actually kill with bad or no DI. Fastfall nair can combo into upair until about 120%, at which point the upair would kill. Bair is still stupidly fast to come out.


:ultgnw: Mr. Game & Watch
Nair: 7 frames
Fair: 17 frames
Bair: 18 frames
Uair: 12 frames
Dair: 22 frames
Fullhop height: 2.3 stage units (near perfect landing on battlefield platform)
Shorthop height: 1.2 stage units
Interesting Notes: He changes shape a lot, I'm sure you've seen in the trailers. Downtilt sends horizontally now, forward air is a bomb drop, uptilt is a two piece move, upair no longer has a windbox and instead is an upward multihit projectile, fsmash is slightly shorter and dsmash is quite a bit longer and buries the opponent when it tippers. Upsmash is still intangible from release frames 6-10. Downthrow is still really good for follow ups. He can airdodge out of upB. Chef's pan hitbox can send at a really harsh semi-spike angle. GnW cannot shorthop autocancel any of his aerials. Bucket-braking is still in and on the second bucket you can still fling yourself upward from a double jump. GnW is still invincible during frames 5-13 of upB. The cartridge ships with the 'Native American Fsmash' on it btw so get ready for that day 1 patch I guess rip. The fair bomb can kill on its own from center stage at around 160, and it does auto cancel if you fullhop and drop it. Nair still drags opponents and it combos into jab, grab, uptilt, ftilt, and downsmash forever due to its early hits having fixed knockback. Uair cannot hit grounded opponents. Overall GnW seems better.


:ultolimar: Olimar
Nair: 13 frames
Fair: 9 frames
Bair: 9 frames
Uair: 18 frames
Dair: 18 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.7 stage units
Interesting Notes: Olimar still has full super armor for frames 2-6 of whistle (maybe a bit more, but no more than frame 8). He can still spam whistle, whistle is still a 17 frame move. First hit nair isn't fixed knockback, but it confirms into tons of stuff well past 100%. I wouldn't be surprised if it could net you an upsmash just because the opponent couldn't respond. First hit nair true combos into utilt, jab, and most aerials at tons of different % ranges but it doesn't "true" combo into smash attacks. Olimar seems pretty good overall.


:ultwiifittrainer: Wii Fit Trainer
Nair: 8 frames
Fair: 8 frames
Bair: 12 frames
Uair: 9 frames
Dair: 12 frames
Fullhop height: 3.7 stage units
Shorthop height: 2 stage units
Interesting Notes: She can still stop momentum with deep breathing, she can still intentionally drop her ball. She can still crawl. First hit nair sets up into true combos for other aerials well into the hundreds% . Downthrow true combos into certain aerials until about 100%. She is quite fast, also boost grabbing is still in the game so that helps her a little.

:ultsnake: Snake
Nair: 16 frames
Fair: 19 frames
Bair: 19 frames
Uair: 15 frames
Dair: 20 frames
Fullhop height: 2 stage units (Snake can't even fullhop to the first set of battlefield platforms without using bair or dair)
Shorthop height: 1.2 stage units
Interesting Notes: Snake's sticky does still trade off when you run into the enemy or throw them. Snakes downair has this weird popup at the end, in conjunction with your double jump you can actually get a bit more height or distance during a recovery. Snake can still infinitely recover by dropping c4 beneath him over and over after using the cypher. Snake can airdodge after using the cypher. First hit nair can combo into jab or grab if you're precise. If you hit the first 2 hits of dair you can combo into jab or grab as well. Nair 1-4 has fixed knockback and can drag the opponent. Uptilt still does a ton of damage and has some pretty big range. Downthrow still works as a tech chase tool.


:ultsonic: Sonic
Nair: 10 frames
Fair: 17 frames
Bair: 19 frames
Uair: 14 frames
Dair: 22 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.7 stage units
Interesting Notes: You can shorthop fair, bair, and uair predictably, but still can't shorthop nair. Upair is 'done' as soon as the clap is done, at that point there's no landing lag. (4 frames?) You can hold SideB for 85 frames after it glows yellow, at which point it lets go. You can't hold downb forever. You can airdodge after upB. I don't think you can spinshot launch yourself anymore (where you're in a neutral airstate).

:ultpacman: Pac-Man
Nair: 7 frames
Fair: 10 frames
Bair: 13 frames
Uair: 10 frames
Dair: 12 frames
Fullhop height: 3.5 stage units
Shorthop height: 1.8 stage units
Interesting Notes: Pacman's hand's are invincible during shield activate. Pacman's uptilt is new, its a small upward punch - it is invincible while active. Fruit charges faster. Hydrant has same amount of HP, useful for veteran Pac players. Fair to keytoss is a true combo at a handful of percents. Bell,Galaga, Melon can only be picked up once, I believe this is a universal rule for all Pac items. Grab is a lot faster. Overall he's the same character with a boost to his speed and a nerf to his fruits somewhat.

:ultryu::ultken: Ryu/Ken
Nair: 5 frames
Fair: 11 frames
Bair: 10 frames
Uair: 11 frames
Dair: 15 frames
Fullhop height: 2.3 stage units (lands on battlefield platform perfectly)
Shorthop height: 1.4 stage units
Interesting Notes: Everything still cancels the same way. Correct input hadouken is still stronger. Correct input Shoryu is still invincible longer (frames 4-6 full body invincible, for the rest of the move its just the raising arm that is). Upair1 still can drag down, it true combos into jab, utilt soft, dtilt soft, grab, and shoryu. All aerials can be cancelled into specials on hit, thats new right?? I have to assume thats new. Ryu has a built in wavedash-back because his dashback keeps him facing the opponent, and its just the right distance to counter attack from as well. Ryu has new context sensitive moves: he has a strong jab when near the opponent that functions as a quick uppercut and he has a light ftilt when near the opponent that is an elbow which draws the opponent inward.

About Ken: Ken has a few kicks where Ryu has punches. Instead of Shakunetsu Hadouken as the half circle forward move, Ken has a quick kick move that has a light and heavy version. His frame data still seems similar despite having kicks instead of punches.


:ultcloud: Cloud
Nair: 9 frames
Fair: 11 frames
Bair: 8 frames
Uair: 9 frames
Dair: 16 frames
Fullhop height: 3 stage units
Shorthop height: 1.7 stage units
Interesting Notes: Cloud is still dirty. Limit takes longer to charge, and you lose it if you don't use it for a few seconds. Limit Charge can still cancel instantly. Finishing touch will kill Mario at 90% (with no DI). Cloud is invincible during the first 7 frames of Limit Cross-Slash (so during the first slash). Cloud is invincible during the first 8 frames of Limit Blade Beam. Cloud is invincible for frames 5-12 of Limit Climhazzard. After Limit Cross Slash 'completes', Cloud has to wait 19 frames to do anything. Cloud can still fullhop autocancel downair. Cloud can still snap edge near the beginning of UpB or while he is slashing down during UpB. Cloud's raised knee is invincible for the active part of downtilt. Basically Cloud translated over how you'd expect, he's basically just better with some nerfs to limit.


:ultbayonetta: Bayonetta
Nair: 10 frames
Fair: 12 frames
Bair: 10 frames
Uair: 8 frames
Dair: 30 frames
Any aerial/dodge after Up B: 25 frames minimum (dair still 30)
Any aerial/dodge after Side B: 20 frames minimum (dair still 30)
Fullhop height: 4? stage units
Shorthop height: 2.3? stage units
Interesting Notes: Bayonetta can still get two upBs in a row and preserve the double jump (that old glitch). Bayonetta's upB sends the opponent sideways upon finishing. Bayonetta's upair sending angle is terrible as an intentional nerf, I believe. It sends above and to the side, so you have to use a sideB to follow it up most likely.

:ultmegaman: Megaman
Nair: "Stuck" for 25 frames. Functionally similar to Smash 4, you can walk, shoot or jump instantly otherwise.
Fair: 10 frames
Bair: 20 frames
Uair: 20 frames
Dair: 15 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.3 stage units
Interesting Notes: Megaman can airdodge after Up B. You must hold B to retain leaf shield now, and you can't hold onto it for as long. While you're doing leaf shield, you cannot do any attacks or grab the ledge. I do not think you can fastfall uptilt anymore. Because of the dash cancel system you can sprint away and do reverse jabs which is pretty neat, but otherwise Megaman is mostly the same. He cannot charge his Fsmash as long as the other fighters, who have all gained a few seconds of extra charge on smash attacks.

:ultsimon::ultrichter: Simon/Richter
Nair: 14 frames
Fair: 10 frames
Bair: 10 frames
Uair: 10 frames
Dair: 26 frames
Fullhop height: 2 stage units
Shorthop height: 3 stage units
Interesting Notes: He rises and falls pretty slowly and in a specific arc, mimicking Castlevania 1-4. His holy water can be grabbed out of midair by the opponent. He has no zair, he grabs ledges via his whip aerials. His head is invincible during shield activate and shield release. Landing a dair on someone lets you angle forward or back how you actuall bounce off of them, and dair true combos into fair and probably other aerials depending on spacing. You can't grab someone out of holy-water fire. Nair drags the opponent, you can probably confirm holy water into nair dragdown grab to get your grab. You can angle fair and bair in the 3 basic angles. Holding jab lets you use Sheik's melee sideB, except its shorter but slightly more active. Downtilt2 (the jump) is completed at just lower than the height you initiated it from, so if you space it, you can downtilt2 from the stage and grab the ledge in a stylish fashion. Neutral B (axe throw) has a distance dependant on how far you push your stick to the right or left, it's fully magnitudal, it isn't a fixed set of distances.
SideB is really laggy but it covers 3/4 of battlefield, and if you avoid catching it, it will travel another 3/4 of battlefield the other way as well.

:ultincineroar: Incineroar
Nair: 11 frames
Fair: 14 frames
Bair: 8 frames
Uair: 8 frames
Dair: 16 frames
Fullhop height: 3.1 stage units
Shorthop height: 1.5 stage units
Interesting Notes: Incineroar's head and arms and green-invincible (intangible?) during active grounded neutral B. Incineroar's arms and head are invincible during the raising part of UpB. Incineroar's head is invincible during active uptilt. Incineroar's legs are invincible during active dtilt. Incineroar's arms are invincible during active upsmash. Incineroar's upthrow can kill at about 150%, and downthrow sets up nicely for follow up aerials up until about 100%.

:ultkrool: King K. Rool
Nair: 13 frames
Fair: 11 frames
Bair: 14 frames
Uair: 13 frames
Dair: 14 frames
Fullhop height: 2.3 stage units (perfectly lands on battlefield platform)
Shorthop height: 1.3 stage units
Interesting Notes: Upair will only auto-cancel if you do it from a full double jump? This might be one of the laggiest aerials I've ever seen. His head is invincible while its active. Arm is invincible during active uptilt. UpB (copter) can't be cancelled early, but it always snaps to ledge. Cannonball gun can only be fired straight initially; Anything it sucks in can be fired at 40~ degrees up and forward, up and back, or straight up based on stick direction. Throwing your crown and not retrieving it leaves it on the ground as an item. You cannot pick it up yourself and use it as a standard item, it will always teleport to your head if you touch it. You can avoid the catching animation by having the crown hit you while you're in another animation (like Link's boomerang). K. Rool has armor on his stomach for a lot of his stomach oriented moves. Hitting with these moves or missing does not 'damage' his stomach. Only when he actually super armor's something does his stomach get damaged and eventually break. His stomach getting damaged acts strange. Certain moves can handle more of a beating and conserve your stomach more, but others can get your stomach destroy by armoring one smash attack. DownB (counter/reflect) is reliable and doesn't destroy your stomach at all, despite visually utilizing it.

:ultridley: Ridley
Nair: 12 frames
Fair: 16 frames
Bair: 17 frames
Uair: 14 frames
Dair: 33 frames
Fullhop height: 3.5? stage units
Shorthop height: 1.5? stage units
Interesting Notes: UpB can only travel in 4 fixed angles. It can't go straight down, or anywhere down and behind you. DownB's nasty sweetspot doesn't "crumple" the opponent, in the time you have to take to recover from the endlag, the opponent is already selecting a getup option, so you don't go really go super plus or minus for landing it other than netting 60%. Fair drags the opponent, and fair dragdown true combos into jab, so it probably confirms a grab as well.
Chars done 51/76
I'll try to finish this tomorrow (11/29)

* I am updating this live because I figure people will be interested while I do the research. Feel free to request characters or specific pieces of info about characters. Eventually all landing lag data will be here, but extra specific info i can just reply to you in the thread. Check the bottom of the post for proof and what a 'stage unit' is.

I have the game early and am posting frame data for landing here. I don't have every character yet, but am testing in training mode frame by frame. I will also note some small other things about characters in the air here. I won't be doing iasa or anything like that, just exact landing lag (mid-move) and other small observations. Any time I say the word 'combo' i mean true combo, not a string.

:GCLT: Dodging
Airdodge (Neutral) Landing Lag: 12 frames
Airdodge (Directional) Landing Lag: 18 frames

Airdodge invincibility data is character dependant
Airdodge (Neutral) Duration: 50~ frames. Invincible from frame 3-30~
Airdodge (Directional) Duration: 60~108 frames depending on direction? The more upward it is, the longer the duration. Invincible from frame 3-21.

You only get one airdodge per airtime until you get hit.
You can only interrupt frames 1 and 2 of neutral airdodge with zair. You cannot interrupt directional airdodges with zair.

Rolls still aren't homogenized but they're about 30 frames forward and 35 frames back. You're invincible from frame 4-16ish.
(For reference, I compared Link, Samus, and Bowser for this data to get a decent idea. Even Samus's isn't that bad.)

Airdodges and rolls do get worse when you spam them. I don't have statistics for that, these are just the fresh stats.

:GCRT:Shielding
Shield comes out on frame 1 (bubble visual on frame 2, but effect is active frame 1)
Shield can be released as soon as frame 3
You can perfect shield for 5 (or 6?) frames after releasing the shield.
Shields last (untouched) for 5 and a half seconds.
Shields regenerate from pea-sized to full in 10 seconds.
Having your shield broken fully regenerates your shield the moment it breaks.
There is no 'inbetween state' of perfect shielding: IE you cannot release your shield on the frame a move connects to get a perfect-shield 'parry'.
Perfect shielding does not reflect projectiles. (There is a spirit that enables this feature, however.)

:GCZ: Grabs
Boost grabbing is still in the game. (Dash attack cancelled grab)
The grab timer is still the same it seems
Just like every other move, you can standing grab out of run instead of dash grab if you want

:GCUR::metaknight: Ledge Behavior
You have a variable amount of frames of invincibility on the ledgegrab number 1 (based on airtime and %. Higher airtime = longer, Higher % = shorter)
You have NO invincibility upon regrab at all
You can grab the ledge 6 times without being struck inbetween or landing, at which point all ledges become disabled to you for your 7th attempt.
Some characters lose 2 frames of invincibility when snapping ledge from below. Some lose 1 from pratfall or from snapping from below. Some lose none.
You can tether a ledge 3 times before it is untetherable. You do not get tethers back until you get back on stage. (This includes Ivysaur.)

:GCCN:Smash Attacks / The C-Stick
Smash Attacks can be 'primed' for 3 seconds.
Smash Attacks do not increase in power or knockback after their "maximum charge", which occurs 1 second into the charge.
IE: You can charge smash attacks for 2 extra seconds, but that's just to delay the release, not to increase their strength or knockback.
SMASH STICK: A single directional input comes with your smash attack input, you can visually see the character shift midair doing this. You can accidentally fast fall your downairs really easily with this unless you're super gentle with the stick input.
TILT STICK: This is an extremely gentle directional input, you barely shift midair at all doing it. You CANNOT CSTICK BUFFER ROLL OR DODGE? with the tilt stick.

:GCDpad: Taunts
Taunts can cancel after 49 frames. This is universal it seems with few exceptions.

:ultmario: Mario
Nair: 6 frames
Fair: 17 frames
Bair: 6 frames
Uair: 7 frames
Dair: 15 frames
Fullhop height: 3.5 stage units
Shorthop height: 1.6 stage units
Interesting Notes: Mario can still get out two bairs or two uairs in one shorthop. Mario's dash dance is terrible because his required dash length to turn around is really long. Mario's head is still invincible during active upsmash.

:ultdoc: Doctor Mario
Nair: 7 frames
Fair: 17 frames
Bair: 10 frames
Uair: 8 frames
Dair: 13 frames
Fullhop height: 3 stage units
Shorthop height: 1.3 stage units
Interesting Notes: Head still invincible during active upsmash. Can shorthop autocancel bair, nair, dair, uair. Can shorthop uair into nair or uair. Can double jump before hitting the ground on bair (just barely). Downthrow combos into different things until about 110%. Upthrow combos early on. Nair is still a reverse sex kick. Downthrow combos into downB until about 85%. DownB is really strong, Doc doesn't lose any height off of it when mashed correctly, but he only gains like .3 units overall. Still, that makes it somewhat safe to use offstage as a finisher. Doc can still snap to ledge at the very first frame or two of super jump punch.

:ultluigi: Luigi
Nair: 8 frames
Fair: 13 frames
Bair: 10 frames
Uair: 7 frames
Dair: 12 frames
"Zair": 20 frames
New grab frame data:
Standing grab: 46 frame duration. Active 14-20. Reaches 2 units.
Dash grab: 51 frame duration. Active 16-23. Reach is the same effectively.
Pivot grab: 49 frame duration. Active 16-23. I am dubious about my ability to accurately measure this one.
Fullhop height: 4 stage units (just barely misses BF top platform)
Shorthop height: 2 stage units (just barely misses BF side platform)
Interesting Notes: Zair isn't a Zair at all. It's a sucker on the vaccuum that detaches and falls down, dealing 6 damage. It can still to walls, not that it matters because Luigi will never use it to tether. DownB doesn't go anywhere midair but it has gained some new effects. Now tornado pulls enemies in, and it has intangible (green) invincibility for frames 4-8 grounded and from FRAME 1-7 airborn. Luigi has a frame1 stuffing move wow. You can only do one bair or nair per shorthop, but uair, dair, and fair are still quick and snappy. Downthrow is still really good and the vaccuum grab is actually pretty quick to come out. Downthrow combos into UpB up until about 110%. Luigi's sad kick taunt is always a true combo into upB among other things, and it's still a spike as well. Pretty sure tornado can't gimp the same way it used to, if it even can at all. Upsmash still has invincibility while active, and Green Missile has invincibility for frames 1-5 of release. Luigi's sad kick taunt is not cancellable, even after 49 frames.

:ultwario: Wario
Nair: 7 frames
Fair: 10 frames // landing near the end of the move is 4 frames of landing lag
Bair: 16 frames // landing near the end of the move is 4 frames of landing lag
Uair: 7 frames
Dair: 18 frames
Fullhop height: 2.2 stage units
Shorthop height: 1.2 stage units
Interesting Notes: You can shorthop autocancel fair and bair. Nair combos into dash attack for awhile, stops by 100%. New dash attack is from Wario Land (shoulder bash), its pretty cool looking and active until he stops moving. Fastfall upair can combo into upair even at 100%. Wario's bike doesn't become available to him even if its eaten or destroyed, instead he has to wait about 8 seconds after this point. Wario's bike can be thrown around pretty much indefinitely, it doesn't lose health when its tossed, even if its tossed straight down or up. Wario's bike has HP that determines if it will explode (as per usual). Wario can still do the thing where he sprints off of battlefield and then smashes the bike into the ledge to 'drop it' on-stage. Fart takes like 1 minute 50 seconds to charge. Full fart from center stage will kill at like 70% unless your DI is really good probably. Wario dies first when he bite-suicides (atleast against Mario), I tested in VS and it does register as a win for opponent. Dtilt combos into dash attack at higher percents (near 100%) Overall Wario is speedier and atleast has a few combos and tricks for Wario fans. He'd be better with a fixed knockback aerial, but of course everyone in this game would be.


:ultbowser: Bowser
Nair: 15 frames
Fair: 14 frames
Bair: 23 frames
Uair: 17 frames
Dair: 34 frames
Fullhop height: 3.5 stage units
Shorthop height: 1.6 stage units
Koopa Klaw: Grabs on frame 6, the move altogether is a 52 frame move if you whiff.
Interesting Notes: Bowsers arms are invincible when his tilts and jabs are active. Bowser's head is invincible while his upsmash is active. Bowser's shell is some sort of special invincible (green instead of blue) while upsmash is active. This might be intangibility? Bowser's feet are green-invincible while fsmash is active. Bowser's stomach is invincible for the entirety of down air, and while you're in freefall after up B. Bowser can still upthrow upair up until around 60%. It'll kill on a platform, but not from ground anymore. Bowser's upB will always snap to ledge from below instantly, even at the beginning or the end. Erroneously, Bowser's head is invincible on frame 1 of shield activate, and his arm is invincible on frame 1 of shield up. You can still grab the ledge with downB, even backwards.


:ultdk: Donkey Kong
Nair: 11 frames
Fair: 17 frames
Bair: 11 frames
Uair: 15 frames
Dair: 14 frames
Fullhop height: 3.2 stage units
Shorthop height: 1.6 stage units
Interesting Notes: DK's arms and nose are invincible during the active parts of aerial Spinning Kong and Upsmash. DK's arm is invincible during the active part of all his tilts. DK's head is fully invincible for upair. DK's windup punch has his arm invincible if its NOT fully charged, if it is it's apparently not invincible? DK can still ding-dong, but you'll only ever get a kill off of it on a platform, otherwise the opponent is out of reach at kill %

:ultdiddy:Diddy Kong
Nair: 8 frames
Fair: 16 frames
Bair: 7 frames
Uair: 13 frames
Dair: 17 frames
Fullhop height: 3.6 stage units
Shorthop height: 1.6 stage units
Interesting Notes: He is faster but a bit weaker. Dtilt clap stops comboing into upsmash longer before upsmash would kill. His dash length feels really good, it feels good to sprint and turnaround dtilt or uptilt. Diddy can still hoo-hah but upair is really weak. Diddy can still cancel his popgun without initiating an airdodge by holding one shield button ahead of time and then pressing the other to cancel. Diddy's flip kick is less laggy, but the kick part will consume upB. Flip kick and flip jump can be edge cancelled. Diddy's banana doesn't disappear when it strikes the opponent the first time. Think of the banana as having 3 counters. Hitting an opponent or picking up the banana reduces the counter (so you can effectively only hit an opponent twice.)


:ultlink: Link
Nair: 6 frames
Fair: 11 frames
Bair: 6 frames
Uair: 14 frames
Dair: 19 frames
Fullhop height: 3 stage units
Shorthop height: 1.5 stage units
Bomb stats: Pull takes 39 frames. Detonation takes 11 frames. Throw takes 23 frames. Bombs have 60~ HP.
Interesting Notes: Link can infinitely recover with bombs it seems. Throw them down and blow them up, that's all it takes, you can also zdrop-detonate. Bombs can take roughly 60 damage before exploding on their own. Bombs can't be blown up in someone else's hands. Link's dtilt can't meteor anymore (dunno if it could in 4, could in melee). Link can shorthop bair and double jump, but cannot shorthop nair and double jump. Link can true combo almost anything off of bair1, even at 999%. Link can get most moves to combo off of fair1, even at 200%.

:ultyounglink: Young Link
Nair: 7 frames
Fair: 7 frames
Bair: 7 frames
Uair: 15 frames
Dair: 17 frames
Zair: 9 frames
Fullhop height: 3.1 stage units
Shorthop height: 1.4 stage units
Interesting Notes: YLink can shorthop arrow. YLink can almost shorthop boomerang. YLink can shorthop nair double jump (barely). YLink can shorthop bair doublejump (easily). YLink can shorthop fair and get both hits out. YLink no longer has any meteors (no dair, no dtilt). Dash attack is still really strong. Can still leave bombs on platforms.

:ultzelda: Zelda
Nair: 15 frames
Fair: 15 frames
Bair: 16 frames
Uair: 12 frames
Dair: 12 frames
Fullhop height: 2.7 stage units
Shorthop height: 1.2 stage units
Interesting Notes: Downthrow combos into backair for a really long time. Nair can still drag the opponent with you. Nair combos into jab for a long time, but if you fast fall and land only 1 hit of nair, the opponent will fall out, so landing 2 hits of nair is required to drag them down at higher percents. You still can't shorthop autocancel fair or bair. Neutral B (Nayru's) is fully invincible from frame 4 to 13, this move is 54 frames long. Spirit Knight takes 70 frames to charge fully, at which point he will wait 53 frames to strike on his own. You can tell him to attack at any point, either while charging, or while he's waiting. Calling him to attack while charging will cause him to not form fully and initiate a weaker attack. UpB still combos into itself, and you could potentially land nair1,2,upB as a true combo.

:ultsheik: Sheik
Nair: 6 frames
Fair: 4 frames (this is the fastest landing lag in the game, predictably)
Bair: 7 frames
Uair: 13 frames
Dair: 22 frames
Fullhop height: 3.8 stage units
Shorthop height: 1.8 stage units
Interesting Notes: Sheik still can't grab the ledge after fair lmao Sakurai why. When Sheik stores needles midair she dodges, but you can also store them by double jumping ( You can jump out of needle charge). Sheik's hands are invincible during active upsmash. Sheik's head is invincible during shield activate. Sheik's up air still drags down. Uair1 isn't fixed knockback, but falling uair1 true comboes into a ton of things (even upsmash) well into 200%. SideB no longer causes freefall, and it can still grab the ledge. Aerial full needle toss still can true combo into bouncing fish. Downthrow still comboes like it did. I saw people saying Sheik was worse, I don't think she's worse. With the uair landing lag change atleast she can finish her food in a more normal way sheesh.


:ultganondorf: Ganondorf
Nair: 10 frames
Fair: 13 frames
Bair: 11 frames
Uair: 11 frames
Dair: 16 frames
Fullhop height: 2.7 stage units
Shorthop height: 1.4 stage units
Interesting Notes: First hit nair can combo into jab at certain percents. It can probably confirm a grab, or maybe even a sideb or upb. Upb is a lot stronger now, and if you whiff at the top its a strong hit. Erroneously, Ganon's head is invincible for shield activate, and his arm is invincible for frames 3-5 of shield release. Uptilt has a stupid amount of armor while its charging now. You can still edge cancel grounded downB. Reverse up air can trip, and can also set up into ftilt or instant dash attack. It has an extremely weak hitbox and can't semi-spike like in melee, but it'll definitely send the opponent down and away slightly.


:ultsamus::ultdarksamus:Samus/Dark Samus
Nair: 9 frames
Fair: 14 frames
Bair: 14 frames
Uair: 18 frames
Dair: 12 frames
Zair: 8 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.5 stage units
Interesting Notes: Samus can shorthop bair/uair double jump. When recovering with bomb jumps, you stall out after you actually hit yourself with a bomb, slowing the time you can jump or bomb again out of it. This effectively halves the efficacy from Melee's perspective. You can act once you fall back down to the height the bomb hit you from. Dash attack no longer combos into screw attack, also the 'Shinespark' insta-kill doesn't appear to work anymore, as screw attack generally keeps the opponent in it, even at the top of its hitbox. Samus is invincible for frames 3-6 of grounded upB and frames 3-4 of aerial upB. Samus's shoulders and head are invincible during shield activate, and for part of shield release. Fair2 and 3 have fixed knockback and can combo into jab1 and potentially dtilt or upB. Upair can drag down but it doesn't have any true combos afaik

:ultyoshi: Yoshi
Nair: 7 frames
Fair: 12 frames
Bair: 12 frames
Uair: 8 frames
Dair: 17 frames
Fullhop height: 3.4 stage units
Shorthop height: 1.5 stage units
Interesting Notes: Yoshi's egg now can bounce once. It is able to bounce based on how long it has existed I believe. Yoshi's head is invincible during active forward smash. Yoshi's foot is invincible during active up smash.

:ultkirby: Kirby
Nair: 7 frames
Fair: 8 frames
Bair: 10 frames
Uair: 7 frames
Dair: 16 frames
Fullhop height: 2.4 stage units
Shorthop height: 1.2 stage units
Interesting Notes: Kirby's foot is invincible during active utilt, up smash, and downsmash. Kirby's hand is invincible during shield release? Downair and drag-down fair true combo into jab for quite awhile. This is the best incarnation of Kirby since 64 or PM 3.0, but nowhere near as good as either of those. Kirby can run super fast while he has an opponent in his mouth. Dash attack can kill at later %s.

:ultmetaknight: Metaknight
Nair: 7 frames
Fair: 10 frames
Bair: 11 frames
Uair: 9 frames
Dair: 9 frames
Fullhop height: 3 stage units
Shorthop height: 1.3 stage units
Interesting Notes: This is the best Metaknight since Brawl / PM. This Metaknight is considerably quicker and more effective than Smash 4. You can fastfall upair (its very precise) and it combos into shorthop upair. Metaknight can still ladder, and it still true combos into upB. Backair can still drag down and Forward air can drag down now (if you get hits 1 and 2). First hit fair combos into upB at kill %s, and both moves combo into tons of stuff at tons of %s as well as confirming grabs. Metaknight is invincible the frame before he disappears in dimensional cape, and he is invincible for 11 frames after coming back (with no attack) or 3 frames coming back with a sword swing. The only thing that could make metaknight better is giving him back his Brawl tornado lol


:ultkingdedede: King Dedede
Nair: 10 frames
Fair: 18 frames
Bair: 13 frames
Uair: 13 frames
Dair: 18 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.6? stage units
Interesting Notes: Dedede's initial dash is quite fast, so he can close a small gap for a grab pretty well. Backair is a totally new animation that is purely horizontal. Uptilt has invincibility on Dedede's head. Downthrow upair drag-down loop is still a thing. Dedede can still only manage to do shorthop backair or shorthop nair 'clean'. You can still run off the stage and stick a gordo to it. If you spit out the enemy near the apex of your jump, you can actually fox-trot and catch up with the star as they travel in it, causing a mixup where they have to jump, airdodge, or get hit by Fair.


:ultfox: Fox
Nair: 7 frames
Fair: 18 frames
Bair: 9 frames
Uair: 13 frames
Dair: 17 frames
Fullhop height: 3.7 stage units
Shorthop height: 1.8 stage units
Interesting Notes: Downsmash has his legs invincible while active. Shine comes out on frame 2 and is invincible for frame 2 and 3. Shine's hitbox is active on frame 3, obviously still can't jump out of it. First hit of upair is fixed knockback still and registers a combo with upsmash afterward (atleast in training mode). This works even at 999%, it really is fixed knockback. Fox fair no longer has dragging effect, striking with falling fair hit1 only will pop the opponent up and away. Jab 1 and 2 have fixed knockback, I don't think you can get anything off them other than jab3 though. Down air can still confirm into things like upsmash in certain situations, and it is a true combo.

:ultfalco: Falco
Nair: 9 frames
Fair: 15 frames
Bair: 13 frames
Uair: 9 frames
Dair: 14 frames
Fullhop height: 4.8 stage units
Shorthop height: 1.9 stage units
Interesting Notes: Falco's fastfall nair can combo into upsmash, jab, utilt, ftilt, and grab at any %, even 999%. Falco's landing uair can true combo into dair even at percents as high as 160% on some characters. Falco can true combo landing nair into jab, and probably can confirm a grab off of it. Falco's legs are invincible during active downsmash and upsmash. Falco can shorthop single laser, but it won't hit anyone normally, no one is 2 units tall in idle.

:ultwolf: Wolf
Nair: 9 frames
Fair: 10 frames //// landing at the end incurs 4 frames
Bair: 15 frames // landing at the end incurs 4 frames
Uair: 10 frames
Dair: 19 frames
Fullhop height: 3.4 stage units
Shorthop height: 1.2 stage units
Interesting Notes: You can shorthop autocancel fair and bair. Rising shorthop shine cancels by the time you land. It doesn't true combo into anything, I once at around 60% staggered the input barely after shorthopping and comboed it into fair, but realistically it just pops the enemy up and away, putting them at slight disadvantage. At %s under 100, nair and fair combo into things near the ground. At around 50%, upthrow stops comboing into aerials, and downthrow stops comboing into instant dash attack. Inner hitbox of dash attack sends straight up, outer hitbox sends out like a football kick. Inner hitbox of dash attack combos into stuff until about 85% but the timing is tight. There are extremely specific %s that nair and fair will set up into sweetspot illusion (on Mario atleast). Wolf is a powerhouse but his combo potential is lower than Falco and Fox's most likely. Still, his hits are devastating, and his initial dash length is pretty nice for step-back counter attacking. Also, for anyone curious, his upB is not the 'twist' custom move from Smash 4, it does not just completely destroy people (it sends mostly outward at the end)


:ultpikachu: Pikachu
Nair: 9 frames
Fair: 12 frames
Bair: 18 frames
Uair: 14 frames
Dair: 22 frames
Fullhop height: 3.4 stage units
Shorthop height: 1.6 stage units
Interesting Notes: Pikachu's fair retains the ability to drag down. Pikachu's new nair actually drags the opponent a lot more effectively. Landing nair true combos into upsmash even at 200% (atleast training mode thinks so). You can no longer ledge cancel or soft-platform cancel quick attack.

:ultpichu: Pichu
Nair: 7 frames
Fair: 12 frames
Bair: 18 frames
Uair: 11 frames
Dair: 22 frames
Fullhop height: 3.6? stage units
Shorthop height: 1.9? stage units
Interesting Notes: Pichu's ears are invincible during upsmash. Pichu is entirely invincible during the first 4 frames of downsmash. Pichu's ears are invincible during shield activate and for 5 frames of shield release. Pichu's ears are invincible for the first 3 frames of downair (the meteor part). Pichu no longer can avoid landing lag on his up B by finishing just above the ground. Pichu's upair is no longer fixed-knockback. Pichu's dragdown fair always true combos into jab, probably confirms a grab. Pichu falls faster than Pikachu, but runs the same speed. Pichu can crawl.

:ultjigglypuff: Jigglypuff
Nair: 9 frames
Fair: 9 frames
Bair: 11 frames
Uair: 9 frames
Dair: 15 frames
Fullhop height: 1.8 stage units
Shorthop height: .9 stage units
Interesting Notes: Bair turns Jiggs around which as far as I'm concerned is an insult. I have tried many ways to try to prevent the turnaround and the only way to do so is to land before the moves is halfway over :( Fast fall upair is a true combo into rest until about 45% (on Mario). Fair combos into rest at pretty much exactly 40%. Rest starts to kill from ground level at about 70%, and it sends the opponent straight up with no DI. Rest (with the flower included) does 38 damage minimum. The flower wears off as the victim runs around, so to reduce the damage from rest they have to keep moving. The maximum damage the rest can do (with the flower) is 80%, but the opponent would have to be asleep at the wheel to actually take that much damage from the flower. Sing can still grab the ledge. Bair and Nair can ALMOST combo into rest at below 20%, maybe if someone was crazy and the stars aligned it would actually be a true combo. Bair does 13 damage. Landing fast-fall dair is almost safe, but its not safe. Rest is 3.5 seconds long and is invincible from frame 1 - 27. The hitbox is out on frame 2 or the game is just figuring out that its hitting on frame 1 because of the special effect that rest causes on-screen. Dair is the only thing that doesn't autocancel on shorthop. Against fast fallers, pound can combo into rest at lower percents, also from 0 you can do reverse fast fall uair into rising pound into rest and its almost a true combo against Fox (a smart fox would shine out of it)

:ultmewtwo: Mewtwo
Nair: 10 frames
Fair: 8 frames // landing at the end incurs 5 frames
Bair: 10 frames // landing at the end incurs 5 frames
Uair: 8 frames // landing at the end incurs 5 frames
Dair: 11 frames // landing at the end incurs 5 frames
Fullhop height: 2.5 stage units
Shorthop height: 1.6 stage units
Interesting Notes: So Confusion makes you go totally even with the opponent now frame-wise. If they don't have an aerial that comes out frame 4 they have to airdodge or they'll get hit with fair every time. Confusion midair sets up for fair every time, if the opponent 'guesses wrong' you can also do nair (which is frame 7 hitbox). Aerial confusion can hit grounded opponents, and it hits shielding opponents. Confusion has a bigger 'grab box' that is about 1.5 units in diameter, and it doesn't pull the opponent to the center, it just spins them where they are so you can space with it. Nair still drags down and has fixed knockback/combos into things. I was able to do the Abadango disable motion, but I have no proof whether or not its a true 'combo' anymore. You have to be facing the opponent's eyes to disable them. Nair has hitboxes that pop out or put the opponent behind Mewtwo but it is predictable after you practice for awhile. Teleport can still ledge cancel and the AI actually does this regularly for some reason. Mewtwo is quick and snappy like he was, except probably even faster. Dashback is a little too long to step-back reverse ftilt or dtilt but approaching/sliding dtilt feels pretty good, as well as reverse sliding uptilt. Mewtwo's head and tail are invincible during shield release. Mewtwo is fully invincible for frames 10-16 of disable, disable becomes active on frame 16. You can shorthop autocancel all aerials except nair. You can double jump (barely) after shorthop fair,bair, and uair.

The only reason confusion is even remotely fair is because airdodge away protects you from most followups unless Mewtwo guesses correctly and follows you, but you still just got free damage from the confusion.

:ultpokemontrainer: Pokemon Trainer
Universal Notes: Pokemon switch is 40 frames long, you're invincible from frame 1-18~. Switching freezes you in midair, so it halts all momentum for the duration. Switching has a 3 second recharge. Pokemon cycle forward on death.The girl sounds more like Ash than the boy. You can pick your Pokemon on the character select screen.

:squirtle: Squirtle
Nair: x frames
Fair: x frames
Bair: x frames
Uair: x frames
Dair: x frames
Fullhop height: x stage units
Shorthop height: x stage units
Interesting Notes: brb sleeping


:ultlucario: Lucario
Nair: 5 frames
Fair: 9 frames
Bair: 14 frames
Uair: 13 frames
Dair: 12 frames
Fullhop height: 3.5 stage units
Shorthop height: 1.7 stage units
Interesting Notes: Characters with wall clings still have some form of the infinite wall recovery but its inputted differently, i think you have to mix wall jumps with wall kicks, either way lucario is never going to die if he's near a wall anyway. Downthrow stops comboing at like 40 or so, at max aura lucario couldn't kill with downthrow upair for a true combo from the ground. Lucario's aura charge causes enough shield stun that opponents with their back to a ledge can't do anything. If Lucario's aura is high enough that the aura sphere always touches the shield, even at its smallest, there is a high chance that this will force a shield break. I attempted to shield push to get lucario away but could not. I don't really know if its max aura that ensures the shield break, but the shield break will just cause your opponent to fall off stage and die. Shorthop first hit dair isn't a true combo with anything and you actually go very slightly minus doing it, but its extremely quick and disruptive.


:ultgreninja: Greninja
Nair: 7 frames
Fair: 11 frames
Bair: 10 frames
Uair: 14 frames
Dair: 30 frames
Fullhop height: 4 stage units
Shorthop height: 2 stage units
Interesting Notes: Counter is fully-body invincible from frame 7-17, then his head and front leg are invincible still from frame 17-33; This is a 68 frame move. Upair still drags down so you can still get your familiar strings. Dtilt true combos into fair until about 160%. Fastfall Bair1 true combos into a lot (including downsmash) until about 220% - you have to get a certain part of the hitbox, and it usually causes knockdown right there, so getting a grab is difficult, and the opponent can tech it if you're not really really fast about your second move. Water is a bit less effective I think. SideB auto-escape seems funky, Greninja has the disappear effect, but he still gets hit (tested with Nayru's love, which is pretty big and active, maybe you could escape Fox's drill attack still, but i have no decent way to test that.)

:ultfalcon: Captain Falcon
Nair: 7 frames
Fair: 18 frames
Bair: 10 frames
Uair: 10 frames
Dair: 12 frames
Fullhop height: 3 stage units
Shorthop height: 1.6 stage units
Interesting Notes: Nair 1 combos into knee until 110%, and after that it still combos into uair for awhile. End of reverse uair can no longer semi spike, now it sends pretty much purely horizontally. Utilt has legs invincible on the way down. Usmash has legs invincible while active. I think you can still combo uair to double jump fair on aerial opponents, i just dont have a great way to test this. Falcon's dash dance is actually terrible. It's a good distance to step away and do a retreating turnaround ftilt, dtilt or fsmash but his initial dash actually doesn't go anywhere for 4 frames which is super depressing and sticky and weird. Also you can't nair1 into grab anymore but its cool you can fastfall nair1 into fair.


:ultness: Ness
Nair: 8 frames
Fair: 12 frames
Bair: 10 frames
Uair: 8 frames
Dair: 12 frames
Fullhop height: 3.1 stage units
Shorthop height: 1.4 stage units
Interesting Notes: Ness can shorthop double upair/double nair. Upair ends soon enough that you can get a first hit of fair off afterward in one shorthop. Psi Magnet has a frame 7 hitbox and is a 30 frame move with fixed knocback. You can shorthop psi magnet or landing psi magnet and actually GET A COMBO OFF IT??? Shorthop insta psi magnet combos into fair, nair,psi magnet and PK Fire. Landing psi magnet (which is risky) combos into jab, dtilt or grab. This is totally worthless because for almost all %s dragdown fair is better, but man its worth a million style points. Magnet is a poverty level melee shine - If you instantly double jump and magnet, you will get a speedy, downward angled magnet- doing this you can quick approach/push the opponent or even cross them up because you're in a state that is just barely over their head. You are moving so quickly you can get two flying magnets into a jab and that's a true combo (but only if you instant double jump magnet to get the downward angle while sprinting). Drag down fair combos into jab/grab/dtilt even until 200%. Ness's new upair can dragdown and it has its own true combos too. Commentators are gonna be peeing their pants when they see Ness do sprinting doublejump cancel double magnet into upsmash (for a true combo that works at any %)

:ultlucas: Lucas
Nair: 12 frames
Fair: 7 frames
Bair: 9 frames
Uair: 7 frames
Dair: 16 frames
Zair: 8 frames
Fullhop height: 2.4 stage units
Shorthop height: 1.2 stage units
Interesting Notes: Psi magnet isn't fixed knockback, but at near 0% it can set up into a quick combo from air to ground. Nair still drags and dair still drags a little. First hit dair combos into dtilt, jab, and maybe grab. Nair combos into whatever whenever it seems like (even combos into fsmash as high as 200%). Downthrow is slower, can't link into upair at kill %s anymore. PK Freeze sends horizontally, also no longer puts you in freefall.

:ulticeclimbers: Ice Climbers
Nair: 7 frames
Fair: 10 frames
Bair: 7 frames
Uair: 14 frames
Dair: 20 frames
Fullhop height: 3 stage units
Shorthop height: 1.6 stage units
Interesting Notes: Ice Climbers can still desync but all the methods for doing so are different. You can't spotdodge desync anymore. You can desync Nana if you double whiff grab (one whiff isnt enough to get inbetween their timings). If you desync her by making her do a roll, she can actually be positioned to get a smash attack off of a throw, but the grab and the throw have to go off nearly instantly. If you do a dash grab you can keep inputting foxtrot or other things to get nana away from you, once she's about 4 units away, she tries to think of what she wants to do on her own. As long as you are grab whiffing, she won't care to fix her position. The moment she starts to run back to you (because you stopped trying to grab) you can input a move to desync Popo from Nana, then when she reaches you, you can have her do a move while Popo is interrupted. She can do any move on her own, including all B moves. Getting her to buffer a jump is super difficult though, I'm sure the Ice Climbers players will find like a footstool infinite or something, but it's nowhere near as easy as in any other game to actually get Nana to do something different consistently. One neat thing anyone could do is foxtrot toward the ledge and dash grab, then keep foxtrotting and Nana will fall off and snap to ledge and hang there while you're on stage waiting. Downthrow on its own is really good, it combos into upair until even 110%, at which point the upair would kill. Upthrow is laggier and basically performs the same way so it'll probably go mostly ignored.


:ultmarth::ultlucina: Marth/Lucina
Nair: 7 frames
Fair: 10 frames
Bair: 10 frames
Uair: 9 frames
Dair: 14 frames
Fullhop height: 3.4 stage units
Shorthop height: 1.8 stage units
Interesting Notes: Fast fall first hit nair can combo into fsmash or upsmash even at 200% lmao. Fair sends horizontally, can no longer set up for Ken combo. Fair at low percents combos into other attacks, at higher %s it can combo into dash attack, past about 50% it loses combo potential. Fastfall upair is good and has a ton of true combo options. Downthrow combos into upB for awhile. Marth is quick and snappy, and with the kill confirm he's especially dangerous. His sideb has a new air animation and isn't as good as melee / brawl but is better than smash 4 probably. Sword is same length as Smash 4, his fsmash goes just over 2 stage units across. Bair does turnaround like it did in Melee, I dunno how smash 4 worked. Jab no longer pops up, so jab no longer confirms into anything other than jab2. Tipper jab1 draws the opponent in so you never miss jab2.

:ultroy::ultchrom: Roy/Chrom
Nair: 9 frames
Fair: 8 frames
Bair: 10 frames
Uair: 8 frames
Dair: 14 frames
Fullhop height: 2.7? stage units
Shorthop height: 1.2? stage units
Interesting Notes: Roy can still confirm first hit nair into things, but it only true combos into jab or upB. First hit nair Can combo into upB even at 300%, so it'll net you kills whenever. Most likely characters won't be fast enough to do much if they get first-hit naired so you'll still get fsmashes. Roy still can do the thing from Smash 4 where he shorthop fairs and can double jump near the ground. Dashback turnaround dtilt feels really good, its like the retreating attacks you can do with all the characters in 64. Wet noodle hitbox of fastfall upair confirms into upb for well into kill %s.

About Chrom: Chrom really has all of Roy's moves except he has Ike's upB. I don't know why. I believe Chrom is the even-sworded version of Roy (so like Lucina is to Marth).

:ultike: Ike
Nair: 8 frames
Fair: 14 frames
Bair: 11 frames
Uair: 9 frames
Dair: 14 frames
Fullhop height: 2.5 stage units
Shorthop height: 1.3 stage units
Interesting Notes: Ike can only shorthop autocancel bair. Every aerials end lag is really long (even bair), to the point where using them offstage puts you in danger potentially. Upair can hit grounded opponents if you use the backside hitbox. It combos into other aerials until about 60%. At 50% downthrow stops being a true combo with uair. Upthrow's actual hitstun is pretty abysmal, but it always keeps the opponent pretty damn close to Ike, they are in danger of being hit up until about 125% - they can jump out, dodge, or try to trade, but they're in range of danger for sure. As a note, at around 110% upthrow to a connected upair would actually kill with bad or no DI. Fastfall nair can combo into upair until about 120%, at which point the upair would kill. Bair is still stupidly fast to come out.


:ultgnw: Mr. Game & Watch
Nair: 7 frames
Fair: 17 frames
Bair: 18 frames
Uair: 12 frames
Dair: 22 frames
Fullhop height: 2.3 stage units (near perfect landing on battlefield platform)
Shorthop height: 1.2 stage units
Interesting Notes: He changes shape a lot, I'm sure you've seen in the trailers. Downtilt sends horizontally now, forward air is a bomb drop, uptilt is a two piece move, upair no longer has a windbox and instead is an upward multihit projectile, fsmash is slightly shorter and dsmash is quite a bit longer and buries the opponent when it tippers. Upsmash is still intangible from release frames 6-10. Downthrow is still really good for follow ups. He can airdodge out of upB. Chef's pan hitbox can send at a really harsh semi-spike angle. GnW cannot shorthop autocancel any of his aerials. Bucket-braking is still in and on the second bucket you can still fling yourself upward from a double jump. GnW is still invincible during frames 5-13 of upB. The cartridge ships with the 'Native American Fsmash' on it btw so get ready for that day 1 patch I guess rip. The fair bomb can kill on its own from center stage at around 160, and it does auto cancel if you fullhop and drop it. Nair still drags opponents and it combos into jab, grab, uptilt, ftilt, and downsmash forever due to its early hits having fixed knockback. Uair cannot hit grounded opponents. Overall GnW seems better.


:ultolimar: Olimar
Nair: 13 frames
Fair: 9 frames
Bair: 9 frames
Uair: 18 frames
Dair: 18 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.7 stage units
Interesting Notes: Olimar still has full super armor for frames 2-6 of whistle (maybe a bit more, but no more than frame 8). He can still spam whistle, whistle is still a 17 frame move. First hit nair isn't fixed knockback, but it confirms into tons of stuff well past 100%. I wouldn't be surprised if it could net you an upsmash just because the opponent couldn't respond. First hit nair true combos into utilt, jab, and most aerials at tons of different % ranges but it doesn't "true" combo into smash attacks. Olimar seems pretty good overall.


:ultwiifittrainer: Wii Fit Trainer
Nair: 8 frames
Fair: 8 frames
Bair: 12 frames
Uair: 9 frames
Dair: 12 frames
Fullhop height: 3.7 stage units
Shorthop height: 2 stage units
Interesting Notes: She can still stop momentum with deep breathing, she can still intentionally drop her ball. She can still crawl. First hit nair sets up into true combos for other aerials well into the hundreds% . Downthrow true combos into certain aerials until about 100%. She is quite fast, also boost grabbing is still in the game so that helps her a little.

:ultsnake: Snake
Nair: 16 frames
Fair: 19 frames
Bair: 19 frames
Uair: 15 frames
Dair: 20 frames
Fullhop height: 2 stage units (Snake can't even fullhop to the first set of battlefield platforms without using bair or dair)
Shorthop height: 1.2 stage units
Interesting Notes: Snake's sticky does still trade off when you run into the enemy or throw them. Snakes downair has this weird popup at the end, in conjunction with your double jump you can actually get a bit more height or distance during a recovery. Snake can still infinitely recover by dropping c4 beneath him over and over after using the cypher. Snake can airdodge after using the cypher. First hit nair can combo into jab or grab if you're precise. If you hit the first 2 hits of dair you can combo into jab or grab as well. Nair 1-4 has fixed knockback and can drag the opponent. Uptilt still does a ton of damage and has some pretty big range. Downthrow still works as a tech chase tool.


:ultsonic: Sonic
Nair: 10 frames
Fair: 17 frames
Bair: 19 frames
Uair: 14 frames
Dair: 22 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.7 stage units
Interesting Notes: You can shorthop fair, bair, and uair predictably, but still can't shorthop nair. Upair is 'done' as soon as the clap is done, at that point there's no landing lag. (4 frames?) You can hold SideB for 85 frames after it glows yellow, at which point it lets go. You can't hold downb forever. You can airdodge after upB. I don't think you can spinshot launch yourself anymore (where you're in a neutral airstate).

:ultpacman: Pac-Man
Nair: 7 frames
Fair: 10 frames
Bair: 13 frames
Uair: 10 frames
Dair: 12 frames
Fullhop height: 3.5 stage units
Shorthop height: 1.8 stage units
Interesting Notes: Pacman's hand's are invincible during shield activate. Pacman's uptilt is new, its a small upward punch - it is invincible while active. Fruit charges faster. Hydrant has same amount of HP, useful for veteran Pac players. Fair to keytoss is a true combo at a handful of percents. Bell,Galaga, Melon can only be picked up once, I believe this is a universal rule for all Pac items. Grab is a lot faster. Overall he's the same character with a boost to his speed and a nerf to his fruits somewhat.

:ultryu::ultken: Ryu/Ken
Nair: 5 frames
Fair: 11 frames
Bair: 10 frames
Uair: 11 frames
Dair: 15 frames
Fullhop height: 2.3 stage units (lands on battlefield platform perfectly)
Shorthop height: 1.4 stage units
Interesting Notes: Everything still cancels the same way. Correct input hadouken is still stronger. Correct input Shoryu is still invincible longer (frames 4-6 full body invincible, for the rest of the move its just the raising arm that is). Upair1 still can drag down, it true combos into jab, utilt soft, dtilt soft, grab, and shoryu. All aerials can be cancelled into specials on hit, thats new right?? I have to assume thats new. Ryu has a built in wavedash-back because his dashback keeps him facing the opponent, and its just the right distance to counter attack from as well. Ryu has new context sensitive moves: he has a strong jab when near the opponent that functions as a quick uppercut and he has a light ftilt when near the opponent that is an elbow which draws the opponent inward.

About Ken: Ken has a few kicks where Ryu has punches. Instead of Shakunetsu Hadouken as the half circle forward move, Ken has a quick kick move that has a light and heavy version. His frame data still seems similar despite having kicks instead of punches.


:ultcloud: Cloud
Nair: 9 frames
Fair: 11 frames
Bair: 8 frames
Uair: 9 frames
Dair: 16 frames
Fullhop height: 3 stage units
Shorthop height: 1.7 stage units
Interesting Notes: Cloud is still dirty. Limit takes longer to charge, and you lose it if you don't use it for a few seconds. Limit Charge can still cancel instantly. Finishing touch will kill Mario at 90% (with no DI). Cloud is invincible during the first 7 frames of Limit Cross-Slash (so during the first slash). Cloud is invincible during the first 8 frames of Limit Blade Beam. Cloud is invincible for frames 5-12 of Limit Climhazzard. After Limit Cross Slash 'completes', Cloud has to wait 19 frames to do anything. Cloud can still fullhop autocancel downair. Cloud can still snap edge near the beginning of UpB or while he is slashing down during UpB. Cloud's raised knee is invincible for the active part of downtilt. Basically Cloud translated over how you'd expect, he's basically just better with some nerfs to limit.


:ultbayonetta: Bayonetta
Nair: 10 frames
Fair: 12 frames
Bair: 10 frames
Uair: 8 frames
Dair: 30 frames
Any aerial/dodge after Up B: 25 frames minimum (dair still 30)
Any aerial/dodge after Side B: 20 frames minimum (dair still 30)
Fullhop height: 4? stage units
Shorthop height: 2.3? stage units
Interesting Notes: Bayonetta can still get two upBs in a row and preserve the double jump (that old glitch). Bayonetta's upB sends the opponent sideways upon finishing. Bayonetta's upair sending angle is terrible as an intentional nerf, I believe. It sends above and to the side, so you have to use a sideB to follow it up most likely.

:ultmegaman: Megaman
Nair: "Stuck" for 25 frames. Functionally similar to Smash 4, you can walk, shoot or jump instantly otherwise.
Fair: 10 frames
Bair: 20 frames
Uair: 20 frames
Dair: 15 frames
Fullhop height: 3.3 stage units
Shorthop height: 1.3 stage units
Interesting Notes: Megaman can airdodge after Up B. You must hold B to retain leaf shield now, and you can't hold onto it for as long. While you're doing leaf shield, you cannot do any attacks or grab the ledge. I do not think you can fastfall uptilt anymore. Because of the dash cancel system you can sprint away and do reverse jabs which is pretty neat, but otherwise Megaman is mostly the same. He cannot charge his Fsmash as long as the other fighters, who have all gained a few seconds of extra charge on smash attacks.

:ultsimon::ultrichter: Simon/Richter
Nair: 14 frames
Fair: 10 frames
Bair: 10 frames
Uair: 10 frames
Dair: 26 frames
Fullhop height: 2 stage units
Shorthop height: 3 stage units
Interesting Notes: He rises and falls pretty slowly and in a specific arc, mimicking Castlevania 1-4. His holy water can be grabbed out of midair by the opponent. He has no zair, he grabs ledges via his whip aerials. His head is invincible during shield activate and shield release. Landing a dair on someone lets you angle forward or back how you actuall bounce off of them, and dair true combos into fair and probably other aerials depending on spacing. You can't grab someone out of holy-water fire. Nair drags the opponent, you can probably confirm holy water into nair dragdown grab to get your grab. You can angle fair and bair in the 3 basic angles. Holding jab lets you use Sheik's melee sideB, except its shorter but slightly more active. Downtilt2 (the jump) is completed at just lower than the height you initiated it from, so if you space it, you can downtilt2 from the stage and grab the ledge in a stylish fashion. Neutral B (axe throw) has a distance dependant on how far you push your stick to the right or left, it's fully magnitudal, it isn't a fixed set of distances.
SideB is really laggy but it covers 3/4 of battlefield, and if you avoid catching it, it will travel another 3/4 of battlefield the other way as well.

:ultincineroar: Incineroar
Nair: 11 frames
Fair: 14 frames
Bair: 8 frames
Uair: 8 frames
Dair: 16 frames
Fullhop height: 3.1 stage units
Shorthop height: 1.5 stage units
Interesting Notes: Incineroar's head and arms and green-invincible (intangible?) during active grounded neutral B. Incineroar's arms and head are invincible during the raising part of UpB. Incineroar's head is invincible during active uptilt. Incineroar's legs are invincible during active dtilt. Incineroar's arms are invincible during active upsmash. Incineroar's upthrow can kill at about 150%, and downthrow sets up nicely for follow up aerials up until about 100%.

:ultkrool: King K. Rool
Nair: 13 frames
Fair: 11 frames
Bair: 14 frames
Uair: 13 frames
Dair: 14 frames
Fullhop height: 2.3 stage units (perfectly lands on battlefield platform)
Shorthop height: 1.3 stage units
Interesting Notes: Upair will only auto-cancel if you do it from a full double jump? This might be one of the laggiest aerials I've ever seen. His head is invincible while its active. Arm is invincible during active uptilt. UpB (copter) can't be cancelled early, but it always snaps to ledge. Cannonball gun can only be fired straight initially; Anything it sucks in can be fired at 40~ degrees up and forward, up and back, or straight up based on stick direction. Throwing your crown and not retrieving it leaves it on the ground as an item. You cannot pick it up yourself and use it as a standard item, it will always teleport to your head if you touch it. You can avoid the catching animation by having the crown hit you while you're in another animation (like Link's boomerang). K. Rool has armor on his stomach for a lot of his stomach oriented moves. Hitting with these moves or missing does not 'damage' his stomach. Only when he actually super armor's something does his stomach get damaged and eventually break. His stomach getting damaged acts strange. Certain moves can handle more of a beating and conserve your stomach more, but others can get your stomach destroy by armoring one smash attack. DownB (counter/reflect) is reliable and doesn't destroy your stomach at all, despite visually utilizing it.

:ultridley: Ridley
Nair: 12 frames
Fair: 16 frames
Bair: 17 frames
Uair: 14 frames
Dair: 33 frames
Fullhop height: 3.5? stage units
Shorthop height: 1.5? stage units
Interesting Notes: UpB can only travel in 4 fixed angles. It can't go straight down, or anywhere down and behind you. DownB's nasty sweetspot doesn't "crumple" the opponent, in the time you have to take to recover from the endlag, the opponent is already selecting a getup option, so you don't go really go super plus or minus for landing it other than netting 60%. Fair drags the opponent, and fair dragdown true combos into jab, so it probably confirms a grab as well.

WHAT IS A STAGE UNIT? (+proof)
View attachment 180368
WHAT IS A STAGE UNIT? (+proof)
View attachment 180368
Toon link?
 

MFASETHSTONE

Smash Rookie
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I'd love to see some legit Bowser Jr. analysis, because everyone is saying this character is crap and I want desperately for that to not be the case.
 

Iridium

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Messages
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Okay, I have some more questions about :ultlink:.

1. Does his up-tilt only hit from behind, and not at all in front too?

2. How changed would you say Spin Attack is? For recovery, is there a noticeable difference in vertical and horizontal distance. On the ground, does the damage and K.O. percent seem similar to SSB4?

3. Is the Sword Beam dash attack rumor true? Most likely fake, but I'm not sure.

4. Can Link autocancel d-air out his two jumps alone?

5. Does the semi-spike angle on the second hit of Link's d-smash seem better than in SSB4 (if you're used to seeing it)?
 

Amazing Ampharos

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I'd love to see some legit Bowser Jr. analysis, because everyone is saying this character is crap and I want desperately for that to not be the case.
Bowser Jr. is one of the characters who has received the least pre-release attention unfortunately. We do know his jab combo seems to actually function now which is a drastically positive change for the character; I think in the final patch of Smash 4, no one was just totally screwed by a broken jab worse than Bowser Jr. so I think people can quickly underestimate how much that matters. We've also seen that his cannonball neutral special is drastically faster to the point that it might be a move you use sometimes which is again a pretty overwhelming change given that the move was literally worthless in 4. I think he lost a little bit of range on a few things maybe? It's kinda vague and fuzzy with him seeming largely similar beyond being fixed so my personal guess is "a lot better than he was in 4 but still not exactly promising" (the jab alone guarantees that; I can't really overstate what a problem his jab combo not working in 4 was). We also know the attacks with the little hammer, when done by the Koopalings, now use the SMB3 wand which obviously doesn't affect gameplay but is pretty cool I guess.

My advice if you like the character? I'd check him out in Ultimate and give him a real shot since we've seen nothing to suggest he absolutely must be bad and there's reason to believe the engine changes plus being mechanically fully functional will help him "enough" to be competitive, but I wouldn't be emotionally invested in him turning out to be actually good since the odds are probably above 50% that he's bad again.
 

Bakasama

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Alright I gotta finish all these tonight, so I'm going to briefly answer the questions I can first then just get back to counting frames.

Kaffei Kaffei I believe a lot of moves in this game (maybe all of them) have special auto-cancel frames of landing lag. Most characters when they land have like 2 frames before they can shield, so while certain moves appear like they're done and don't appear to lag anymore while landing, they were actually almost complete and incur a different amount of landing lag, rather than just the normal landing as if you were in neutral state in the air. So Metaknight gets 5 frames of landing lag if he 'almost' finishes those moves and then lands. If he really finished the moves, he'd have the regular landing state with 2 frames.


B!ggad B!ggad EDIT:
Dash DURATION is homogenized, its 19 frames. Dash speed is not homogenized, so characters move at different rates.
 
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Bakasama

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HA HA
I am actually doing the characters right now albeit very quietly, I just finished villager and did a bunch of characters before him too. I also revised and added new general data, including stuff about items and dashing.
 
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Bakasama

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Hoi. This was posted on the Ultimate discussion thread earlier: https://streamable.com/u09v8

The guy claims it's a true infinite combo, what do you think?
I just did it in real time, its not an infinite, even controlling both controllers not frame by frame I just wiggled the stick from up left to up right over and over and SDI'd out as ganon super easily. - The fact that it requires the opponent to be grounded and facing you to get the second disable makes it even easier to escape, because your SDI doesn't need to be good, it just needs to get you off the ground.

What's scarier about mewtwo is that confusion goes even, so if they don't have a move faster than fair, they have to airdodge after getting confusion'd every single time.
 
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Xygore

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Op seems to have a lot of things wrong about Zero Suit Samus:

-She doesn't have any true followups out of any throw at any % even with no DI.
-Most cealings seem to be a little higher than they were in smash 4 making kills off the top harder
-Down smash does not confirm into up smash or f smash until around 50%.
-Zair still confirms into grab as a followup however it has less range, the same is true for tether grab.
-Zair grab is faster than side b tether, but you can still side b tether to grab ledge if you are facing away.
-Flip Jump Kick seems to have a smaller hitbox, but it is also faster which may allow for followups later or sooner than before. It's hard to say.

=Nair still confirms into basically everything it did before.
=Up air does combo into itself, but changes to the way jumps work and her fall speed make them much harder to true combo.

+Her up throw starts to kill around 160
+Paralyzer Whip kills around 130, and if you hold down b as the whip goes out it pops them up enough to get a true up air as a followup until around 75%.
+People no longer fall out of boost kick.
+Rising fair 1 hits opponents on the ground but does not link into fair 2 very well.
+Down tilt is faster and may have some fair or zair combos on DI away for a large % window, but I haven't been able to test it with someone yet.
+Up smash kills around 130 and combos at lower %, but the hitbox is smaller.

?Down smash may confirm into flip kick at later % but I have not tested it.
 
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Bakasama

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Op seems to have a lot of things wrong about Zero Suit Samus:

-She doesn't have any true followups out of any throw at any % even with no DI.
-Most cealings seem to be a little higher than they were in smash 4 making kills off the top harder
-Down smash does not confirm into up smash or f smash until around 50%.
-Zair still confirms into grab as a followup however it has less range, the same is true for tether grab.
-Zair grab is faster than side b tether, but you can still side b tether to grab ledge if you are facing away.
-Up air doesn't really combo into itself unless you fastfall and land the first one due to increased FAF in the air.
-Flip Jump Kick seems to have a smaller hitbox, but it is also faster which may allow for followups later or sooner than before. It's hard to say.

=Nair still confirms into basically everything it did before.

+Her up throw starts to kill around 160
+Paralyzer Whip kills around 130, and if you hold down b as the whip goes out it pops them up enough to get a true up air as a followup until around 75%.
+People no longer fall out of boost kick.
+Rising fair 1 hits opponents on the ground but does not link into fair 2 very well.
+Down tilt is faster and may have some fair or zair combos on DI away for a large % window, but I haven't been able to test it with someone yet.
+Up smash kills around 130, and the animation is more reflective of the actual hitbox now.

?Down smash may confirm into flip kick at later % but I have not tested it.
Its not comprehensive! It's just some observations I felt were important, either because they represent big things from Smash 4 that are still intact, or that changed. Laddering I felt was important and is something non ZSS players are familiar with, so I mentioned that part of her kit is still intact more or less in the air. Also near 0 downthrow does combo into upair.
 
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Xygore

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Its not comprehensive! It's just some observations I felt were important, either because they represent big things from Smash 4 that are still intact, or that changed. Laddering I felt was important and is something non ZSS players are familiar with, so I mentioned that part of her kit is still intact more or less in the air. Also near 0 downthrow does combo into upair.
Down throw does true combo in training mode, but with DI away it does not, which makes me sad.
 
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Bakasama

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Down throw does true combo in training mode, but with DI away it does not, which makes me sad.
A lot of 'near perfect' combos exist but yeah DI will break a ton of them, I feel like that's probably a given, and all really predictable setups like those including throws have to be taken with a big grain of salt :(
 

B!ggad

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Hmh, what do you mean by 'Mario’s dash length required to turn around is too long‘ then if it’s 19 frames across the board? Sorry I'm confused. Are you talking about something else here?

BTW, the dash duration being 19 frames means Sheiks and Corrins shield dash isn’t 8 frames anymore, right? Everybody‘s shield dash is just frame 20 now. Or is that influenced by something entirely different again?
 
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Bakasama

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Hmh, what do you mean by 'Mario’s dash length required to turn around is too long‘ then if it’s 19 frames across the board? Sorry I'm confused. Are you talking about something else here?

BTW, the dash duration being 19 frames means Sheiks and Corrins shield dash isn’t 8 frames anymore, right? Everybody‘s shield dash is just frame 20 now. Or is that influenced by something entirely different again?
Yeah everyone can only shield on frame 19 now, even Sheik (I just tested). I will clarify the OP about Mario. Mario's dash duration is 19 frames like everyone, but the length is 2 units, and Mario not having any sword or big limbs, he can't do much by stepping out a whole 2 units and turning around and doing something.
 

Bakasama

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I'd love to see some legit Bowser Jr. analysis, because everyone is saying this character is crap and I want desperately for that to not be the case.
Finally got to Jr, and sadly he's more or less the same in a game where everyone is nuts. He wasn't that /bad/ in Smash 4, but there were definitely characters better than him there as well. He'll benefit from being able to run and attack, as well as the airdodge changes, but there's nothing really new for him out there, other than the fact that he can't even grab mechakoopas that hit enemies anymore (he could grab them on the pop-up of the initial strike before, right?)
 

Bakasama

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Can't wait for clickbait video "MII SWORDFIGHTER IS THE NEW FALCO???". His shuriken is shorthoppable and causes hitstun and actually hits medium height standing opponents (barely)

Iridium Iridium
1. Uptilt hits evenly infront and behind link at about a 45 degree angle. It starts behind.

2. Spin attack seems the same to me

3. 0% magic beam only shoots out of fsmash1

4. Link can double jump dair and have it end just before he lands so it autocancels.

5. Link's dsmash2 sends basically perfectly horizontally against airborne opponents, maybe more like 10-15 degrees. It sends a bit more up on grounded opponents, at like a 30 degree angle.

AcePikachu AcePikachu
The duck is part of your hurtbox at all times it seems.

Ryu_Ken Ryu_Ken
Simon/Richter's dair only spikes in the beginning, it pops up in the middle/end.

Link's reverse aerial upB does suck the opponent in, it strikes about 5 times and it looks like they could SDI it pretty hard and maybe escape all but the first hit.
 
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kendikong

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Mar 27, 2008
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Have you tested dair combos and dair kill confirms with many of these characters?
 

Lucian19

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As a fool that wants to main Ganondorf in this game, I had a few questions

1. How much armor does his up tilt have exactly, does it start early in the move?
2. Do any specials besides neutral b have armor?
3. What kinds of tech chases are possible after side b? Is anything guaranteed if an opponent techs?

Also just a general question, has ledge trumping changed significantly in this iteration?
Thank you for all your hard work testing this stuff for us!
 

Bakasama

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Have you tested dair combos and dair kill confirms with many of these characters?
From casual testing and some testing in training mode, dair combos usually up to atleast like 100% with everyone and there's a ton of possibilities. Specifics I'd have to get back to you on, but things like dair upsmash at early percents, dair to dair for some characters, or dair to upair confirms definitely exist.

Lucian19 Lucian19 EDIT: I previously said uptilt had a lot of armor, this is not the case. There was an extra effect present when I observed this in a single player mode. There is no armor on uptilt.

Alright brb everyone back to hibernation. But starting tomorrow I can just reply to specific questions since all the characters are done
 
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Vika

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N-air to up smash kill confirm for pikachu! I cant wait to play him, he seems like hes going to be busted. Also Pichu is looking really good too :ultpikachu::ultpichu:
:172::172::172::025::025::025:
 

Litany

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Not that I mean to contradict you, but I do believe we've had some Ganon players deconfirm U-tilt having armour. I'm wondering -- does this armour occur during a specific and obscure time, or is there some other reason for this inconsistency?

(I realize you will get to testing this soon, but I wanted to ask in case.)
 

Thinkaman

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Very good data--the only thing that jumps out to me as a big outlier is Samus uair landing lag. Are you sure it is a full 18? Is there anything odd about how the move functions now? (For context, Smash 4 Samus uair landing lag was 12.)
 

punkonjunk

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Couple neat things I also discovered - duck hunt can now cancel his upB with aerials, but not immediately. still pretty amazing.

Corrin can cancel pin with down, and can act pretty damn quickly after doing so. Really great considering the lag/length nerf.

Stun immunity to Corrin's NB works VERY differently - a second stun shot without touching the ground now results in instant damage/knockback, no stun - this is a huge buff bs damage and no knockback, and will make NB shots a terrifying edgeguard/space control move offstage.


Just a few little things I've noticed. You are doing the gods work!
 

Ryu_Ken

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Very good data--the only thing that jumps out to me as a big outlier is Samus uair landing lag. Are you sure it is a full 18? Is there anything odd about how the move functions now? (For context, Smash 4 Samus uair landing lag was 12.)
PushBlockGaming confirms this is in fact a 6 frame nerf, but I do wonder if Uair has any unique properties as well.

Also, holy crap, this is juicy stuff, Bakasama Bakasama . Thank you so much for doing this. :pimp:
 
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Didn't see anything on which of Falcon's aerials autocancel out of a short hop. Would love to get some confirmation on what does
 
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