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Links to later versions:Patch 2.0:
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https://docs.google.com/spreadsheets/d/1_5VLxefRUv8UrMEdog3GuyfyB5uA3uvHBKmKJOUVZus/edit?usp=sharing
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https://docs.google.com/spreadsheets/d/1dtroo99roklwW6xxgcpOtFBWuq2O9YiYPAbZorO0vJM/edit#gid=123650910
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Patch 3.0^
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https://docs.google.com/spreadsheets/d/16fmsoqDoQaR1eteVk2uuzIH2DB4iQHVrqiG8VRbRA7Q/edit#gid=123650910
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Patch 3.1^
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StartupThe amount of frames it takes for the first hitbox to become active.
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Total FramesThe total duration of a move before the character can make a new input.
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Landing lagThe unique duration of endlag a character suffers when landing with this attack.
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Changes from Smash 4For 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"
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Base DamageDamage dealt without 1v1 damage multiplier, or move staleness/freshness bonus.
Note that the 1v1 damage multiplier has no impact on knockback or shieldlag/shieldstun
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ShieldlagThe unique amount of hitlag (freeze frames) when hitting a shield
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Shieldstun
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
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Advantage
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 -(Landing lag minus shieldstun) for aerials
Advantage usually assumes a hit on first active hit frame - the same frame displayed in Startup.
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ObservationsAs far as I've seen, weight based throws appear to be gone in Ultimate. Their values correlate to
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their previous average in Smash 4. Thus laggier on lightweights and less laggy on heavyweights.
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The final release fixes the E3 demo bug where the shield would still appear during frame 1 of an OoS
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option, such as a spotdodge or shield jump.
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Dodge stuffAll dodge values are the unstaled version of the dodge.
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Spot dodges have two separate values for total frames One if you perform an attack (normals and specials)
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and another for anything else (grab, shield, dodge, jump, movement, taunts)
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Dodge rolls have nothing special, but back rolls were made laggier, are affected more by dodge staling,
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and are usually invulnerable a frame later
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Neutral air dodges have consistent landing lag. Directional air dodges have variable landing lag
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depending on how early you land in the animation. 19 maximum if you move immediately into the ground
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Dodge staleness does not affect landing lag of either air dodge. But performing these dodges will contribute
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to dodge staleness for the three other dodges.
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Mario's max staled spot dodge is invulnerable on frame 6-17 with 27/33 total frames
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Mario's max staled forward roll is invulnerable on frame 8-14 with 38 total frames
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Mario's max staled back roll is invulnerable on frame 9-14 with 52 total frames
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Mario's max staled neutral air dodge has the same total frame count. But invulnerable on frame 6-27
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instead of 3-29
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Mario's max staled left or right directional air dodge has the same total frame count but is invulnerable
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on frame 6-20 instead of 3-21.
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