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. ------------------------------------- Punch 1 Total: 17 Hit: 2-3 IASA: 16 Window of the second punch: 3-31 Second punch starts: 6 (orlater) ------------------------------------- Punch 2 Total: 20 Hit: 3-4 IASA: 19 Window of the kickjabs: 1-20 Kickjabs start: 6 ------------------------------------- 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: 5-8 ------------------------------------- D Tilt Total: 29 Hit: 7-9 IASA: 28 ------------------------------------- U Tilt Total: 24 Hit: 5-11 IASA: 23 ------------------------------------- Dash attack Total: 39 Hit: 4-17 IASA: 36 ------------------------------------- F Smash Total: 39 Hit: 12-22 Charge frame: 7 ------------------------------------- U Smash Total: 41 Hit: 7-17 Head invincible (but not snout): 1-9 Charge frame: 2 ------------------------------------- D Smash Total: 49 Hit: 6-10 Legs invincible: 6 IASA: 46 Charge frame: 2 ------------------------------------- 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 24> Landlag: 20 Lcanceled: 10 ------------------------------------- D-Air Total: 49 Hit: 5-6, 8-9, 11-12, 14-15, 17-18, 20-21, 23-24 Auto cancel: <4 31> Landlag: 18 Lcanceled: 9 ------------------------------------- F-Air Total: 59 Hit: 6-8, 16-18, 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 Reflects: 4-release+1 Jump cancelable: 4-release+1 Lag upon release: 19 Stun time for each character. The second number is if they "land". It happens always from an aerial reflector, and sometimes from a land if it hits their back. Captain Falcon: 33...9 Donkey Kong: 33..10 Fox: falls Kirby: falls Game and Watch: falls Bowser: 32..11 Link: 33...9 Luigi: 34...11-9 (much likelier) Mario: 34...9 Marth: 35...9 Mewtwo: falls Ness: 34...9 Peach: 35...9 ------------------------------------- Blaster --Ground-- Total (single shot): 23 Shot comes out: 12 --Air-- Total (single shot): 36 Shot comes out: 10 Repeated shots, every 10 frames Laser lasts 34 frames Auto cancels upon landing ------------------------------------- Fox Illusion Total: 63 Fox starts moving away: 21 Hit: 22-25 Time to press B and stop Fox: 20-24 Can grab edge as early as 29 Landlag: 20 Landfallspeciallag: 3 ------------------------------------- Fire Fox Total: 92 Hit: 20, 22, 24, 26, 28, 30, 32, 43-72 When to aim: 42 Can grab edge during first part as early as 16 Can grab edge during moving part as early as 73 (if firing straight into wall, if you go downward at the edge, Fox will stop firing to grab it) Landlag: 6 Landfallspeciallag: 3 ------------------------------------- Taunt Total: 110 Come on!: 31 ------------------------------------- Jump: airborne on frame 4 Air time: 35 Earliest FF hold: 15 Earliest actual FF: 18 FF air time: 27 SH air time: 21 Earliest FF hold: 9 Earliest actual FF: 12 SH FF air time: 15 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