Link to previous versions:
|Patch 1.1/1.2 ^includes comparisons to Smash 4.|
Special thanks to Smashboards user Masonomace for discovering each character's auto cancel windows
|as well as any discords or other users he corresponded with to confirm information|
|He has also assisted in additional block stats for some of the characters|
|Use this link if you have questions or need clarifications:|
|This data is free to use or repurpose however you like. No need to ask me first.|
|Startup||The amount of frames it takes for the first hitbox to become active.|
|Total Frames||The total duration of a move before the character can begin a new move or movement.|
|Landing lag||The unique duration of endlag a character suffers when landing during this attack.|
|Changes from Smash 4|
For veteran characters from Smash 4, notes about how a move has changed in terms of frame
data. In patch updates, this field will be "Changes from previous version"
Damage dealt without 1v1 damage multiplier, or move staleness/freshness bonus.
Note that the 1v1 damage multiplier has no impact on knockback or shieldlag/shieldstun
The unique amount of hitlag (freeze frames) when hitting a shield. Includes the frame that the shield is struck
The amount of frames the defender is stuck in shield after shieldlag is over.
These values do not take into account move staling/freshness bonus, and instead pertain to Training Mode
The amount of endlag the attacker suffers compared to the defender. It's -(endlag minus shieldstun)
for grounded melee attacks. Add shieldlag for projectiles, and subsitute endlag for landing lag for aerials
Advantage assumes a hit on first active hit frame - the same frame displayed in Startup.
|Invulnerability||Character cannot be hit by an attack on these frames.|
|Intangibility||One part of the character's body cannot be hit by an attack on these frames|
|Invincibility||Character does not react to being attacked, but the attacker suffers hitlag|
Character suffers no knockback during these frames, but still suffers damage from being attacked.
The frame of animation on a smash attack that gets repeated when you charge the move.
Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10.
On what frames of an aerial's animation where you can land and not suffer landing lag. Instead you will
suffer that character's generic landing lag, which is usually 4 but sometimes 5 and very rarely 6 frames.
|Block advantage stuff||Putting down your shield after shieldstun has elapsed takes 11 frames.|
But Out of Shield options (dodges, jump, Up B, U-Smash, grab) do not require putting down your shield first.
There is a 4 frame additional waiting period before you are allowed to shieldgrab after a block. So tack
|on 4 frames to a character's grab startup to know what they can shieldgrab|
|No other action in shield has this sort of waiting period.|
|Dodge stuff||All dodge values listed in the charts are the unstaled version of the dodge.|
Spot dodges have two separate values for total frames One if you perform an attack (normals and specials)
|and another for anything else (grab, shield, dodge, jump, movement, taunts)|
Dodge rolls have nothing special, but back rolls were made laggier, are affected more by dodge staling,
|and are usually invulnerable a frame later than forward rolls|
Neutral air dodges have consistent landing lag. Directional air dodges have variable landing lag
depending on how early you land in the animation. 19 maximum if you move immediately into the ground
Dodge staleness does not affect landing lag of either air dodge. But performing these dodges still contribute
|to dodge staleness in general|
|Mario's max staled spot dodge is invulnerable on frame 6-17 with 27/33 total frames|
|Mario's max staled forward roll is invulnerable on frame 8-14 with 38 total frames|
|Mario's max staled back roll is invulnerable on frame 9-14 with 52 total frames|
Mario's max staled neutral air dodge has the same total frame count. But invulnerable on frame 6-27
|instead of 3-29|
Mario's max staled left or right directional air dodge has the same total frame count but is invulnerable
|on frame 6-20 instead of 3-21.|