Jaxas
Smash Champion
Hey everyone, a lot of information has been figured out but I figured it would be pretty helpful to get all of this organized in one spot!
I haven't been the one to find most of this, and credit where credit is due:
Jab 1
| Attack
Hits on Frame| 6
Shield on Frame| 39
Damage (0%)| 2%
Damage (999%)| 4%
Kill Potential| None
Jab 2
| Attack -> Attack
Hits on Frame| 22 (16 frames after Jab 1)
Shield on Frame| 60
Damage (0%)| 2%
Damage (999%)| 3%
Kill Potential| None
Jab 3
| Attack -> Attack -> Attack
Hits on Frame| 43 (21 frames after Jab 2)
Shield on Frame| 81
Damage (0%)| 2%
Damage (999%)| 5%
Kill Potential| Low
Utilt
| Up (Tilt) + Attack
Hits on Frame| 6
Shield on Frame| 39
Damage (0%)| 3% (Lucario), 3% (Visual Arc)
Damage (999%)| 8% (Lucario), 10% (Visual Arc)
Kill Potential| Low
Ftilt
|Side (Tilt) + Attack
Hits on Frame| 12 (First Hit), 20 (Second Hit)
Shield on Frame| 43
Damage (0%)| 7% [3% (First Hit), 4% (Second Hit)]
Damage (999%)| 17% [7% (First Hit), 10% (Second Hit)]
Kill Potential | Medium
Dtilt
| Down (Tilt) + Attack
Hits on Frame| 9
Shield on Frame| 31
Damage (0%)| 4%
Damage (999%)| 8%
Kill Potential| Low
Dash Attack
| Dash or Run -> Attack
Hits on Frame| 8 (Main Hit), ? (Late Hit)
Shield on Frame| 49
Damage (0%)| 6% (Main Hit), 3% (Late Hit)
Damage (999%)| 13% (Main Hit), 10% (Late hit)
Kill Potential| Low
Up Smash
| Up (Tap) + Attack, or tap C-stick up
Hits on Frame| 15 (First Hit), 24 (Second Hit)
Shield on Frame| 77
Damage (0%), Uncharged)| 13% [3% (First Hit), 10% (Second Hit)]
Damage (999%, Uncharged)| 36% [6% (First Hit), 30% (Second Hit)]
Damage (0%, Full Charge)| 17% [4% (First Hit), 13% (Second Hit)]
Damage (999%, Full Charge)| 42% [9% (First Hit), 33% (Second Hit)]
Kill Potential| High
Sweetspot:
Sourspot:
Forward Smash
| Side (Tap) + Attack, or tap C-stick sideways
Hits on Frame| 25 (May be faster by as many as 4 frames; @ Croi 's fastest input time still included some of the charging animation)
Shield on Frame| 59
Damage (0%, Uncharged, Sweetspot)| 11%
Damage (0%, Uncharged, Sourspot)| 8%
Damage (999%, Uncharged, Sweetspot) | 27%
Damage (999%, Uncharged, Sourspot) | 22%
Damage (0%, Full Charge, Sweetspot) | 14%
Damage (0%, Full Charge, Sourspot) | 12%
Damage (999%, Full Charge, Sweetspot) | 38%
Damage (999%, Full Charge, Sourspot) | 30%
Kill Potential| High
Down Smash
| Down (Tap) + Attack, or tap C-stick down
Hits on Frame| 22 (May be faster by as many as 4 frames)
Shield on Frame| 61
Damage (0%, Uncharged)| 10%
Damage (999%, Uncharged)| 24%
Damage (0%, Full Charge)| 13%
Damage (999%, Full Charge)| 33%
Kill Potential| High
Short Hop
| Jump, and release before airborne
Airborne on Frame| 5
Full Jump
| Jump, and hold until airborne
Airborne on Frame| 5
Main Hit:
Late Hit:
Neutral Aerial
| In Air -> Attack
Hits on Frame| 8 (Main Hit), 26 (Late Hit)
Ends on Frame| ?
Landing Lag Frames| 9 (Shield on 11)
Autocancel Frames| ?
Damage (0%)| 6% (Main Hit), 4% (Late Hit)
Damage (999%)| 13% (Main Hit), 10% (Late Hit)
Kill Potential| Mid-Low
Up Aerial
| In Air -> Up + Attack
Hits on Frame| 10
Ends on Frame| ?
Landing Lag Frames| 22 (Shield on 24)
Autocancel Frames| ?
Damage (0%)| 8% (Initial Hit), 4% (Latter Hit)
Damage (999%)| 18% (Initial Hit), 10% (Latter Hit)
Kill Potential| High
Forward Aerial
| In Air -> Side (Direction you're facing) + Attack
Hits on Frame| 8
Ends on Frame| ?
Landing Lag Frames| 18 (Shield on 19)
Autocancel Frames| ?
Damage (0%)| 4%
Damage (999%)| 10%
Kill Potential| Low
Back Aerial
| In Air -> Side (Opposite of the direction you're facing) + Attack
Hits on Frame| 17
Ends on Frame| ?
Landing Lag Frames| 15 (Shield on 17)
Autocancel Frames| ?
Damage (0%)| 10%
Damage (999%)| 25%
Kill Potential| High
Down Aerial
| In Air -> Down + Attack
Hits on Frame| 4 (First Hit), 16 (Second Hit)
Ends on Frame| ?
Landing Lag Frames| 9 (Shield on 11)
Autocancel Frames| ?
Damage (0%)| 8% [4% (First Hit), 4% (Second Hit)]
Damage (999%)| 18% [8% (First Hit), 10% (Second Hit)]
Kill Potential| Medium
Spotdodge| Shield + Tap Down
Invincibility Starts| ?
Last Invincible Frame| 18
Shield on Frame| 28
Forward Roll| Shield + Tap Side (Direction you're facing)
Invincibility Starts| 4
Last Invincible Frame| 18
Shield on Frame| 31
Backwards Roll| Shield + Tap Side (Opposite of the direction that you're facing)
Invincibility Starts| 4
Last Invincible Frame| 18
Shield on Frame| 31
Air Dodge:
Air Dodge Landing:
Air Dodge| Shield while airborne
Invincibility Starts| 2
Last Invincible Frame| 23
IASA Frame| 31
Shield on Frame| 24 (After Landing Lag)
Helpless Landing Lag| Landing while in the helpless state
Shield on Frame| 40
Ledge Get-Up Attack | Press Attack while hanging on the Ledge
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 5%
Damage (999%)| 11%
Kill Potential| ?
I'll probably work this data into this thread eventually, however that will take quite a while as there's a lot of info to add and format. For now, MTI's thread works just fine!
I haven't been the one to find most of this, and credit where credit is due:
- Thanks to @ MythTrainerInfinity for finding out everything to do with Aura Damage Scaling!
- Thanks to @Croi for providing the Gifs and Frame Data!
- Thanks to @Aerodrome for providing Walking and Running speeds, as well as Weight.
- Thanks to @Shaya for providing Shield and Dodge frame data (Original Post)
- Thanks to @Thinkaman and @Dantarion for providing information from the code dump!
- I'll be integrating this data later on, but for now go here.
Basic Attributes
- Weight: 99 (20th Heaviest character in the game, counting Monado Art Shulk as different characters)
- Dash Speed: Unknown
- Running Speed: 34th Fastest (value currently unknown)
- Walking Speed: 33rd Fastest (value currently unknown)
Frame Data and Attack Overview
Every spoiler tag contains a .gif animation, slowed to 10 FPS. Every .gif begins one frame before the animation for his attack/action begins and cuts out one frame after he can shield/do something else, unless otherwise stated.
All shield data refers to the earliest you can shield after the action. If the action is an attack, it assumes the attack hits, so it's including the hitstun from the strike. (Tested at 0%)
Hits on Frame| 6
Shield on Frame| 39
Damage (0%)| 2%
Damage (999%)| 4%
Kill Potential| None
Hits on Frame| 22 (16 frames after Jab 1)
Shield on Frame| 60
Damage (0%)| 2%
Damage (999%)| 3%
Kill Potential| None
Hits on Frame| 43 (21 frames after Jab 2)
Shield on Frame| 81
Damage (0%)| 2%
Damage (999%)| 5%
Kill Potential| Low
Hits on Frame| 6
Shield on Frame| 39
Damage (0%)| 3% (Lucario), 3% (Visual Arc)
Damage (999%)| 8% (Lucario), 10% (Visual Arc)
Kill Potential| Low
Hits on Frame| 12 (First Hit), 20 (Second Hit)
Shield on Frame| 43
Damage (0%)| 7% [3% (First Hit), 4% (Second Hit)]
Damage (999%)| 17% [7% (First Hit), 10% (Second Hit)]
Kill Potential | Medium
Hits on Frame| 9
Shield on Frame| 31
Damage (0%)| 4%
Damage (999%)| 8%
Kill Potential| Low
Hits on Frame| 8 (Main Hit), ? (Late Hit)
Shield on Frame| 49
Damage (0%)| 6% (Main Hit), 3% (Late Hit)
Damage (999%)| 13% (Main Hit), 10% (Late hit)
Kill Potential| Low
Hits on Frame| 15 (First Hit), 24 (Second Hit)
Shield on Frame| 77
Damage (0%), Uncharged)| 13% [3% (First Hit), 10% (Second Hit)]
Damage (999%, Uncharged)| 36% [6% (First Hit), 30% (Second Hit)]
Damage (0%, Full Charge)| 17% [4% (First Hit), 13% (Second Hit)]
Damage (999%, Full Charge)| 42% [9% (First Hit), 33% (Second Hit)]
Kill Potential| High
Sweetspot:
Sourspot:
Hits on Frame| 25 (May be faster by as many as 4 frames; @ Croi 's fastest input time still included some of the charging animation)
Shield on Frame| 59
Damage (0%, Uncharged, Sweetspot)| 11%
Damage (0%, Uncharged, Sourspot)| 8%
Damage (999%, Uncharged, Sweetspot) | 27%
Damage (999%, Uncharged, Sourspot) | 22%
Damage (0%, Full Charge, Sweetspot) | 14%
Damage (0%, Full Charge, Sourspot) | 12%
Damage (999%, Full Charge, Sweetspot) | 38%
Damage (999%, Full Charge, Sourspot) | 30%
Kill Potential| High
Hits on Frame| 22 (May be faster by as many as 4 frames)
Shield on Frame| 61
Damage (0%, Uncharged)| 10%
Damage (999%, Uncharged)| 24%
Damage (0%, Full Charge)| 13%
Damage (999%, Full Charge)| 33%
Kill Potential| High
Airborne on Frame| 5
Airborne on Frame| 5
Main Hit:
Late Hit:
Hits on Frame| 8 (Main Hit), 26 (Late Hit)
Ends on Frame| ?
Landing Lag Frames| 9 (Shield on 11)
Autocancel Frames| ?
Damage (0%)| 6% (Main Hit), 4% (Late Hit)
Damage (999%)| 13% (Main Hit), 10% (Late Hit)
Kill Potential| Mid-Low
Hits on Frame| 10
Ends on Frame| ?
Landing Lag Frames| 22 (Shield on 24)
Autocancel Frames| ?
Damage (0%)| 8% (Initial Hit), 4% (Latter Hit)
Damage (999%)| 18% (Initial Hit), 10% (Latter Hit)
Kill Potential| High
Hits on Frame| 8
Ends on Frame| ?
Landing Lag Frames| 18 (Shield on 19)
Autocancel Frames| ?
Damage (0%)| 4%
Damage (999%)| 10%
Kill Potential| Low
Hits on Frame| 17
Ends on Frame| ?
Landing Lag Frames| 15 (Shield on 17)
Autocancel Frames| ?
Damage (0%)| 10%
Damage (999%)| 25%
Kill Potential| High
Hits on Frame| 4 (First Hit), 16 (Second Hit)
Ends on Frame| ?
Landing Lag Frames| 9 (Shield on 11)
Autocancel Frames| ?
Damage (0%)| 8% [4% (First Hit), 4% (Second Hit)]
Damage (999%)| 18% [8% (First Hit), 10% (Second Hit)]
Kill Potential| Medium
Successful Grab:
Whiffed Grab:
Standing Grab
| Grab, or Shield + Attack
Hits on Frame| 6
Whiff End Frame| 30
Successful Dash Grab:
Whiffed Dash Grab:
Dash Grab
| Dash/Run -> Grab, or Dash/Run -> Shield + Attack
Hits on Frame| 7
Whiff End Frame| 37
Successful Pivot Grab:
Whiffed Pivot Grab:
Pivot Grab
| Turn
around
(Analog stick back) +
Grab
Hits on Frame| 10
Whiff End Frame| 35
Pummel
| Grab -> Attack
Hits on Frame| ?
Damage (0%)| 0.5%
Damage (999%)| 1.5%
Uthrow
| Grab -> Up
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 7%
Damage (999%)| 27%
Kill Potential|
Fthrow
| Grab -> Side (Direction you're facing)
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 5%
Damage (999%)| 13%
Kill Potential|
Bthrow
| Grab -> Side (Opposite direction from the one you're facing)
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 6%
Damage (999%)| 17%
Kill Potential|
Dthrow
| Grab -> Down
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 4%
Damage (999%)| 11%
Kill Potential|
Whiffed Grab:
Hits on Frame| 6
Whiff End Frame| 30
Successful Dash Grab:
Whiffed Dash Grab:
Hits on Frame| 7
Whiff End Frame| 37
Successful Pivot Grab:
Whiffed Pivot Grab:
Hits on Frame| 10
Whiff End Frame| 35
Hits on Frame| ?
Damage (0%)| 0.5%
Damage (999%)| 1.5%
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 7%
Damage (999%)| 27%
Kill Potential|
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 5%
Damage (999%)| 13%
Kill Potential|
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 6%
Damage (999%)| 17%
Kill Potential|
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 4%
Damage (999%)| 11%
Kill Potential|
Neutral Special 1: Aura Sphere
"Charge a ball of energy that can damage foes even while powering up. Press again to launch it."
Charge Portion| Charge the Aura Sphere without firing
Hits on Frame| 12
Shield on Frame| 13
Damage (0%)| 1% per 'tick'
Damage (999%)| 1% per 'tick'
Kill Potential| None
Thrown Aura Sphere | Fire the projectile by pressing Special once more
Hits on Frame| 20+
Shield on Frame| 64
Damage (0%, Uncharged)| 5%
Damage (0%, Full Charge)| 12%
Damage (999%, Uncharged)| 11%
Damage (999%, Full Charge)| 29%
Kill Potential| High
Neutral Special 2: Snaring Aura Sphere
"Charge a slow-moving energy ball that draws opponents in and damages them."
Charge Portion | Charge the Aura Sphere without throwing it
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 1% per 'tick'
Damage (999%)| 1% per 'tick'
Kill Potential| None
Thrown Aura Sphere | Fire the projectile by pressing Special once more
Hits on Frame| ?
Shield on Frame| ?
Damage (0%, Uncharged)| 1%
Damage (0%, Full Charge)| 9%
Damage (999%, Uncharged)| 4%
Damage (999%, Full Charge)| 24%
Kill Potential| High
Neutral Special 3: Piercing Aura Sphere
"Charge a faster, weaker energy ball that passes through foes."
Charge Portion | Charge the sphere without throwing it
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 1% per 'tick'
Damage (999%)| 1% per 'tick"
Kill Potential| None
Thrown Aura Sphere | Fire the projectile by pressing Special once more
Hits on Frame| ?
Shield on Frame| ?
Damage (0%, Uncharged)| 1%
Damage (0%, Full Charge)| 4%
Damage (999%, Uncharged)| 4%
Damage (999%, Full Charge)| 10%
Kill Potential| Medium-High
Side Special 1: Force Palm
"A punch that unleashes concentrated energy. Will grab the enemy if they're close enough."
Force Palm Flame | The projectile portion of the move, launched if the grab isn't landed
Hits on Frame| 29
Shield on Frame| 65
Damage (0%)| 5% (Tip), 8% (Main)
Damage (999%)| 12% (Tip), 20% (Main)
Kill Potential| Mid-Low
Force Palm Grab| The Grab portion of the move
Hits on Frame| 9
Shield on Frame| ?
Damage (0%)| 8%
Damage (999%)| 22%
Kill Potential| High
Side Special 2: Advancing Force Palm
"Dash forward while using Force Palm. If it doesn't connect, you're left open to attacks."
Force Palm Flame| Projectile portion, fired if the Grab does not connect
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 3% (Tip), 6% (Main)
Damage (999%)| 10% (Tip), 16% (Main)
Kill Potential| ?
Force Palm Grab| Grab portion of the move
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 6%
Damage (999%)| 16%
Kill Potential| ?
Side Special 3: Long Distance Force Palm
"A Force Palm attack with more range but less damage."
Force Palm Flame| Projectile portion, fired if the Grab does not connect
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 2% (Tip), 4% (Main)
Damage (999%)| 6% (Tip), 11% (Main)
Kill Potential| Medium-Low
Force Palm Grab| Grab portion of the move
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 7%
Damage (999%)| 20%
Kill Potential| High
Attack Hit:
Helpless:
Up Special 1: Extreme Speed
"A dash through the air that ends in an attack. You can swerve midflight with directional input."
Attack Hitbox| Only at the very end of the move
Hits on Frame| 46 (0%)
Helpless on Frame| 75 (0%)
Shield on Frame| 38 (After Landing Lag)
Damage (0%)| 4%
Damage (999%)| 10%
Kill Potential| Low
Up Special 2: Ride the Wind
"Fly through the air longer but slower than Extreme Speed. Doesn't do damage."
No Offensive Hitbox| Recovery Move Only
Helpless on Frame| ?
Shield on Frame| ?
Kill Potential| None
Up Special 3: Extreme Speed Attack
"Leaves you vulnerable at the start, but sends opponents flying at any point during the dash."
Attack Hitboxes| Lasts most of the move
Hits on Frame| ?
Helpless on Frame| ?
Shield on Frame| ?
Damage (0%)| 6% [2% Mid-flight, 4% Final Hit]
Damage (999%)| 16% [6% Mid-flight, 10% Final Hit]
Kill Potential| ?
Down Special 1: Double Team
"Prepare for an incoming attack, and counterattack with a sliding kick if struck."
Counter | If struck, triggers an attack
Counter Frames Active| 4
Counter Last Active Frame| 36
Shield on Frame| 81 (Whiff), 76 (Activated)
Damage (0%)| 9%
Damage (999%)|
Kill Potential| Very High
Down Special 2: Glancing Counter
"Dodge to avoid taking damage, and then immediately strike with a strong punch."
Invulnerability, Followed by an Attack | Does not require a hit to activate
Counter Frames Active| ?
Counter Last Active Frame| ?
Shield on Frame| ?
Damage (0%)| 8%
Damage (999%)| 21
Kill Potential| Medium
Down Special 3: Stunning Double Team
"A counter move that can paralyze your opponent if timed correctly."
Counter | If struck, paralyzes opponents very briefly
Counter Frames Active| ?
Counter Last Active Frame| ?
Shield on Frame| ?
Damage (0%)| 2%
Damage (999%)| 3%
Kill Potential| None
"Charge a ball of energy that can damage foes even while powering up. Press again to launch it."
Hits on Frame| 12
Shield on Frame| 13
Damage (0%)| 1% per 'tick'
Damage (999%)| 1% per 'tick'
Kill Potential| None
Hits on Frame| 20+
Shield on Frame| 64
Damage (0%, Uncharged)| 5%
Damage (0%, Full Charge)| 12%
Damage (999%, Uncharged)| 11%
Damage (999%, Full Charge)| 29%
Kill Potential| High
Neutral Special 2: Snaring Aura Sphere
"Charge a slow-moving energy ball that draws opponents in and damages them."
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 1% per 'tick'
Damage (999%)| 1% per 'tick'
Kill Potential| None
Hits on Frame| ?
Shield on Frame| ?
Damage (0%, Uncharged)| 1%
Damage (0%, Full Charge)| 9%
Damage (999%, Uncharged)| 4%
Damage (999%, Full Charge)| 24%
Kill Potential| High
Neutral Special 3: Piercing Aura Sphere
"Charge a faster, weaker energy ball that passes through foes."
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 1% per 'tick'
Damage (999%)| 1% per 'tick"
Kill Potential| None
Hits on Frame| ?
Shield on Frame| ?
Damage (0%, Uncharged)| 1%
Damage (0%, Full Charge)| 4%
Damage (999%, Uncharged)| 4%
Damage (999%, Full Charge)| 10%
Kill Potential| Medium-High
Side Special 1: Force Palm
"A punch that unleashes concentrated energy. Will grab the enemy if they're close enough."
Hits on Frame| 29
Shield on Frame| 65
Damage (0%)| 5% (Tip), 8% (Main)
Damage (999%)| 12% (Tip), 20% (Main)
Kill Potential| Mid-Low
Hits on Frame| 9
Shield on Frame| ?
Damage (0%)| 8%
Damage (999%)| 22%
Kill Potential| High
Side Special 2: Advancing Force Palm
"Dash forward while using Force Palm. If it doesn't connect, you're left open to attacks."
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 3% (Tip), 6% (Main)
Damage (999%)| 10% (Tip), 16% (Main)
Kill Potential| ?
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 6%
Damage (999%)| 16%
Kill Potential| ?
Side Special 3: Long Distance Force Palm
"A Force Palm attack with more range but less damage."
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 2% (Tip), 4% (Main)
Damage (999%)| 6% (Tip), 11% (Main)
Kill Potential| Medium-Low
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 7%
Damage (999%)| 20%
Kill Potential| High
Attack Hit:
Helpless:
Up Special 1: Extreme Speed
"A dash through the air that ends in an attack. You can swerve midflight with directional input."
Hits on Frame| 46 (0%)
Helpless on Frame| 75 (0%)
Shield on Frame| 38 (After Landing Lag)
Damage (0%)| 4%
Damage (999%)| 10%
Kill Potential| Low
Up Special 2: Ride the Wind
"Fly through the air longer but slower than Extreme Speed. Doesn't do damage."
Helpless on Frame| ?
Shield on Frame| ?
Kill Potential| None
Up Special 3: Extreme Speed Attack
"Leaves you vulnerable at the start, but sends opponents flying at any point during the dash."
Hits on Frame| ?
Helpless on Frame| ?
Shield on Frame| ?
Damage (0%)| 6% [2% Mid-flight, 4% Final Hit]
Damage (999%)| 16% [6% Mid-flight, 10% Final Hit]
Kill Potential| ?
Down Special 1: Double Team
"Prepare for an incoming attack, and counterattack with a sliding kick if struck."
Counter Frames Active| 4
Counter Last Active Frame| 36
Shield on Frame| 81 (Whiff), 76 (Activated)
Damage (0%)| 9%
Damage (999%)|
Kill Potential| Very High
Down Special 2: Glancing Counter
"Dodge to avoid taking damage, and then immediately strike with a strong punch."
Counter Frames Active| ?
Counter Last Active Frame| ?
Shield on Frame| ?
Damage (0%)| 8%
Damage (999%)| 21
Kill Potential| Medium
Down Special 3: Stunning Double Team
"A counter move that can paralyze your opponent if timed correctly."
Counter Frames Active| ?
Counter Last Active Frame| ?
Shield on Frame| ?
Damage (0%)| 2%
Damage (999%)| 3%
Kill Potential| None
Invincibility Starts| ?
Last Invincible Frame| 18
Shield on Frame| 28
Invincibility Starts| 4
Last Invincible Frame| 18
Shield on Frame| 31
Invincibility Starts| 4
Last Invincible Frame| 18
Shield on Frame| 31
Air Dodge:
Air Dodge Landing:
Invincibility Starts| 2
Last Invincible Frame| 23
IASA Frame| 31
Shield on Frame| 24 (After Landing Lag)
Shield on Frame| 40
Hits on Frame| ?
Shield on Frame| ?
Damage (0%)| 5%
Damage (999%)| 11%
Kill Potential| ?
Aura Damage Scaling Information
Lucario's Aura Damage Scaling Chart by @
MythTrainerInfinity
I'll probably work this data into this thread eventually, however that will take quite a while as there's a lot of info to add and format. For now, MTI's thread works just fine!
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