Jab Combo: 4%, 4%, 6% (14% total)
Range: Low
Speed: High
Endlag: Mid
KB Type: Spacing/Mild Frame Trapping
Unique 1: Second hit of jab has little endlag, which could be followed up by a Dtilt instead of the 3rd hit of jab.
Unique 2: Jab 1 and Jab 2 don't suffer stun from an opponent's successful parry, as long as you don't use Jab 3.
Unique 3: Has a huge problem against DI, and opponents can easily get out of the 2nd-3rd hits of the combo.
Ftilt: 5%, 5% (10% total)
Range: Mid
Speed: Mid
Endlag: Low
KB Type: Footsies
Unique: Great hitbox covering above him.
Fsmash: 4%, 8% (12% total uncharged)
Charged: 6%, 12% (18% total charged)
Range: High
Speed: High
Endlag: High
KB Type: KO Move
Unique 1: Moves Zetterburn forward.
Unique 2: Fire increases knockback and adds +10% damage.
Dtilt: 9%
Range: Mid
Speed: High
Endlag: Mid
KB Type: Footsies
Dsmash: 5%, 8% (13% total uncharged)
Charged: 7%, 12% (19% total charged)
Range: Mid
Speed: High
Endlag: High
KB Type: KO Move
Unique 1: Has a large hitbox behind Zetterburn. Might be a little too good?
Unique 2: Fire increases knockback and adds +10% damage.
Utilt: 10% front hitbox, 11% rear hitbox
Range: Low
Speed: Mid
Endlag: Low
KB Type: Juggling
Unique: Has a great hitbox covering Zetterburn.
Usmash: 7% uncharged, 10% max charge
Range: Low
Speed: Mid
Endlag: High
Unique 1: You can DCUS (Dash Cancel Up Smash) with this move, extending its range exponentially.
Unique 2: Fire increases knockback and adds +10% damage.
Dash Attack: 11% sweetspot, 6% sourspot
Range: Low
Speed: Mid
Endlag: Mid
KB Type: Combos
Unique: Can easily lead into a free Dtilt, though has a large problem against crouch canceling.
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Nair: 3%, 3%, 5% (11% total)
Range: Low
Speed: High
Endlag: Low
KB Type: Combos
Unique: All hits reliably connect together.
Fair: 15% close, 10% far, 7% sourspot
Range: Mid
Speed: Mid
Endlag: Low
KB Type: KO Move (close hitbox)
Bair: 3%
Range: Low
Speed: Mid
Endlag: Low
KB Type: Combos/Frame Trapping
Unique 1: Burns the opponent, causing an additional 5% damage max.
Unique 2: Can easily be followed up by a DCUS Usmash, or other smashes leading to a free hit/KO. Might be too good.
Uair: 7% sourspot, 14% sweetspot
Range: Mid
Speed: Mid
Endlag: Low
KB Type: Juggling (sourspot)/KO Move (sweetspot)
Unique: You are usually going to hit with the sourspot instead of the sweetspot.
Dair: 15%
Range: Low
Speed: Mid
Endlag: Mid
KB Type: Meteor
Unique: Causes a groundbounce against opponents on the stage, leading into combos.
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Neutral Special: 2% uncharged, 8% max charge
Range: Low (Mid when charged)
Speed: High
Endlag: Mid
KB Type: Combos (uncharged)/KO Move (max charge)
Unique 1: You can jump cancel out of this attack after the explosion.
Unique 2: Burns the opponent, causing an additional 5% damage max.
Side Special: 4% physical hit, 4% projectile hit (8% total)
Unique 1: Burns the opponent, causing an additional 5% damage max.
Unique 2: Can be negated by other moves, such as jabs or other projectiles.
Up Special: 1%x7 multi-hits, 8% final hit (12% total)
Unique 1: Recovery move, thus putting you into the helpless falling state.
Unique 2: You can airdodge out of this move for mixups.
Unique 3: Burns the opponent, causing an additional 5% damage max.
Down Special: 2% air hit, 8% ground hit (10% total)
Unique 1: Leaves a fire trail on the ground.
Unique 2: Burns the opponent, causing an additional 5% damage max.