by SuperDoodleMan IASA = Interruptible as soon as, meaning some of the animation can be cut off by doing an attack or somethi -ng. Auto cancel = after an air attack is done doing damage, there is often an animation of the character returning to their falling state, during which you can't do anything. Some attacks are such that that animation will not give any lag upon landing. Landfallspeciallag = After many B recovery moves, your character will flash black and not be able to do anything. When they land from this, even though the falling animation may be the same, the time it takes to recover on the ground is dependant on which move you did, and the animation can sometimes be interrupted. ------------------------------------- Punch 1 Total: 17 Hit: 2-3 IASA: 16 Window of the second punch: 3-31 Second punch starts: 6 (or later) ------------------------------------- Punch 2 Total: 20 Hit: 3-4 IASA: 19 Window of the kickjabs: 1-20 Kickjabs start: 7 ------------------------------------- Kickjabs intermediary animation: 6 frames Hits: 3-4, 10-11, 17-18, 24-25, 31-32 1 full cycle: 36 frames ------------------------------------- F Tilt Total: 26 Hit: 5-9 ------------------------------------- D Tilt Total: 29 Hit: 7-9 IASA: 28 ------------------------------------- U Tilt Total: 23 Hit: 5-11 IASA: 23 ------------------------------------- Dash Attack Total: 39 Hit: 4-17 IASA: 36 ------------------------------------- F Smash Total: 39 Hit: 12-21 Charge frame: 7 ------------------------------------- U Smash Total: 43 Hit: 7-15 Head invincible (but not beak): 1-10 Charge frame: 2 ------------------------------------- D Smash Total: 49 Hit: 6-10 Legs invincible: 1-6 Charge frame: 2 IASA: 46 ------------------------------------- N-Air Total: 49 Hit: 4-31 IASA: 42 Auto cancel: <3 37> Landlag: 15 Lcanceled: 7 ------------------------------------- U-Air Total: 39 Hit: 8-9, 11-14 IASA: 36 Auto cancel: <7 26> Landlag: 18 Lcanceled: 9 ------------------------------------- B-Air Total: 39 Hit: 4-19 IASA: 38 Auto cancel: <3 23> Landlag: 20 Lcanceled: 10 ------------------------------------- D-Air Total: 49 Hit: 5-24 Auto cancel: <4 30> Landlag: 18 Lcanceled: 9 ------------------------------------- F-Air Total: 59 Hit: 6-8, 1-18, 24-26, 33-35, 43-45 IASA: 53 Auto cancel: <5 49> Landlag: 22 Lcanceled: 11 ------------------------------------- Grab Total: 30 Grab: 7-8 ------------------------------------- Running Grab Total: 40 Grab: 12-13 ------------------------------------- Reflector Total: 39 (or more) Hits: 1 Invincible: 1 Reflects: 4-release+1 Jump cancelable: 4-release+1 Lag upon release: 19 ------------------------------------- Blaster --Ground-- Total (single shot): 57 Shot comes out: 23 Repeated shots, every: 24 frames --Air-- Total (single shot): 42 Shot comes out: 13 Repeated shots, every: 16 frames Auto cancels upon landing Laser lasts 99 frames ------------------------------------- Falco Phantasm Total: 59 Falco starts moving away: 17 Hit: 18-21 Time to press B and stop Falco: 17-20 Can grab edge as early as 25 Landlag: 20 Landfallspeciallag: 3 ------------------------------------- Fire Bird Total: 84 Hit: 43-64 When to aim: 42 Can grab edge during first part as early as 16 Can grab edge during moving part as early as 65 (if firing straight into wall, if you go downward at the edge, Falco will stop firing to grab it. Landlag: 6 Landfallspeciallag: 3 ------------------------------------- Jump: airborne on frame 6 Air time: 51 Earliest FF hold: 24 Earliest actual FF: 27 FF air time: 41 SH air time: 25 Earliest FF hold: 11 Earliest actual FF: 14 SH FF air time: 17 Air dodge invulnerable 4-29 out of 49 Landfallspeciallag: 10 frames Ground dodge Invulnerable 2-15 out of 22 Roll Invulnerable 4-19 out of 31 Landing stun: 4 frames dash becomes run at frame 12 __________________ final line