I will be honest; the main motivation that drove me to start this was to find out just how bad F.L.U.D.D. is (it's ridiculously slow, as I expected), but I figured since you guys don't have any it would be worth getting together. I didn't test anything I found too inconvenient, but what I did find should be pretty serviceable.
If you're curious, I used Ike as the unlucky dummy, and this was gathered with the frame advance code. Everything was tested at least twice unless otherwise noted.
All duration values exclude hitlag.
jab1:
hits: 2
duration: 15
fsmash (unangled):
hits: 15
duration: 47
charge release hit: 10
ftilt (unangled):
hits: 5
duration: 24
usmash:
hits: 9 (hitbox pretty far back, 11 to hit front)
duration: 39
charge release: 3 (in back of head)
utilt:
hits: 5
duration: 29
dsmash:
hits: 5 (in front), 14 (in back)
duration: 37
charge release: 3 (in front)
dtilt:
hits: 5
duration: 34
dash attack:
hits: 6
duration: 37
Fireball (grounded and aerial):
hits: 14 (this assumes the opponent is very close, obviously)
duration: 43
continues execution when landing
Cape (grounded and aerial):
hits: 12
duration: 35
continues execution when landing
Super Jump Punch (grounded and aerial):
hits: 3
landing lag: 30
NOTE: I did not test this, but other people have said this is invincible 1-5. If done simultaneously with Marth's Dolphin Slash, this beats it.
F.L.U.D.D. (grounded):
hits: 21 (if fully charged ahead of time)
earliest b can be pushed to release from no charge: 19
frames until it hits from said press: 2
total duration if used as quickly as possible from no charge: 66 (only tested once)
nair:
hits: 3
duration: 45
landing lag: 10
uair:
hits: 4
duration: 29
landing lag: 10
bair:
hits: 6
duration: 33
landing lag: 10
dair:
hits: 5
duration: 37
landing lag: 19
fair:
hits: 16
duration: 59
landing lag: 26
pummel:
hits: 16
duration: ??? (hitlag makes this a pain to test, will figure it out if I find a no hitlag code)
ledge attack (under 100%):
hits: 24
duration: 55
ledge attack (100%+):
hits: 40
duration: 69
get up attack (missed tech):
hits: 19 (back), 25 (front)
duration: 49 (only tested once)
jump (from ground): 5/6 (he can't act freely until frame 7, but he is airborne on frame 6)
up taunt: 179 (only tested once)
side taunt: 78 (only tested once)
down taunt: 89 (only tested once)
If you're curious, I used Ike as the unlucky dummy, and this was gathered with the frame advance code. Everything was tested at least twice unless otherwise noted.
All duration values exclude hitlag.
jab1:
hits: 2
duration: 15
fsmash (unangled):
hits: 15
duration: 47
charge release hit: 10
ftilt (unangled):
hits: 5
duration: 24
usmash:
hits: 9 (hitbox pretty far back, 11 to hit front)
duration: 39
charge release: 3 (in back of head)
utilt:
hits: 5
duration: 29
dsmash:
hits: 5 (in front), 14 (in back)
duration: 37
charge release: 3 (in front)
dtilt:
hits: 5
duration: 34
dash attack:
hits: 6
duration: 37
Fireball (grounded and aerial):
hits: 14 (this assumes the opponent is very close, obviously)
duration: 43
continues execution when landing
Cape (grounded and aerial):
hits: 12
duration: 35
continues execution when landing
Super Jump Punch (grounded and aerial):
hits: 3
landing lag: 30
NOTE: I did not test this, but other people have said this is invincible 1-5. If done simultaneously with Marth's Dolphin Slash, this beats it.
F.L.U.D.D. (grounded):
hits: 21 (if fully charged ahead of time)
earliest b can be pushed to release from no charge: 19
frames until it hits from said press: 2
total duration if used as quickly as possible from no charge: 66 (only tested once)
nair:
hits: 3
duration: 45
landing lag: 10
uair:
hits: 4
duration: 29
landing lag: 10
bair:
hits: 6
duration: 33
landing lag: 10
dair:
hits: 5
duration: 37
landing lag: 19
fair:
hits: 16
duration: 59
landing lag: 26
pummel:
hits: 16
duration: ??? (hitlag makes this a pain to test, will figure it out if I find a no hitlag code)
ledge attack (under 100%):
hits: 24
duration: 55
ledge attack (100%+):
hits: 40
duration: 69
get up attack (missed tech):
hits: 19 (back), 25 (front)
duration: 49 (only tested once)
jump (from ground): 5/6 (he can't act freely until frame 7, but he is airborne on frame 6)
up taunt: 179 (only tested once)
side taunt: 78 (only tested once)
down taunt: 89 (only tested once)