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: 5-6 Window of the second punch: 3-25 Second punch starts: 8 ------------------------------------- Punch 2 Total: 20 Hit: 6-7 ------------------------------------- F Tilt Total: 27 Hit: 6-9 ------------------------------------- D Tilt Total: 39 Hit: 10-12 ------------------------------------- U Tilt Total: 23 Hit: 8-14 ------------------------------------- Dash attack Total: 39 Hit: 4-14 IASA: 39 ------------------------------------- F Smash Total: 44 Hit: 12-20 Charge frame: 4 ------------------------------------- U Smash Total: 54 Hit: 7-10 Charge Frame: 5 IASA: 45 ------------------------------------- D Smash Total: 54 Hit: 9-10 Legs invincible: 9-10 Charge frame: 5 IASA: 48 ------------------------------------- N-Air Total: 49 Hit: 6-28 Auto cancel: <5 29> Landlag: 20 Lcanceled: 10 ------------------------------------- U-Air Total: 39 Hit: 9-12 IASA: 38 Auto cancel: <8 37> Landlag: 20 Lcanceled: 10 ------------------------------------- B-Air Total: 39 Hit: 9-12 IASA: 31 Auto cancel: <8 25> Landlag: 20 Lcanceled: 10 ------------------------------------- D-air Total: 49 Hit: 5-6, 8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26-27 Auto cancel: <4 39> Landlag: 30 Lcanceled: 15 ------------------------------------- F-Air Total: 39 Hit: 7-22 IASA: 35 Auto cancel: <6 34> Landlag: 20 Lcanceled: 10 ------------------------------------- Grab Total: 30 Grab: 7-8 ------------------------------------- Running grab Total: 40 Grab: 11-12 ------------------------------------- Rollout Charging starts: 16 Hit (upon release): 1-106 Maximum power means charging for 45 When you turn, no damage for 27 frams it shortens/lengthens the move??? somehow... ------------------------------------- Rest Total: 249 Hit: 1 Invincible: 1-26 ------------------------------------- Pound Total: 45 Hit: 12-27 When to aim: 12 ------------------------------------- Sing Total: 179 Hit: 28-35, 69-76, 113-125 times listed above have larger hitbox but in between them, there's another tiny hitbox in Jigglypuff's center ------------------------------------- Jump: airborne on frame 6 Air dodge invulnerable 4-29 out of 49 Landfallspeciallag: 10 frames Ground dodge invulnerable 2-15 out of 27 Roll invulnerable 2-18 out of 34 Landing stun: 4 frames Dash becomes run at frame 13 _____________ final line