Well, I was doing frame dat00s in person with tcranter the other day, and it was boring, and it wasn't perfection, so today, thinking it would be a nice fast process, thought i'd start it all again. WITH PERFECTION. Problem being is that Pokemon Trainer is perhaps the unmanliest entity in the game.
I don't wish to complain further, I'm sure if you wish to take a moment to understand what's below you'll see how tediously annoying it would have been (and six-fold so of any other character).
Pokemon Trainer:
NOTES:
GOOD GOING SAKURAI:
While testing this I realised something: tired pokemon give less hit stun as WELL as knock back. Meaning all “lag” values that have a ‘ | ‘ separate “Strong | Weak”.
JUMPS:
Attacks buffered on THE LAST FRAME OF STARTUP are IGNORED.
Any up smash/special before the JUMP will cancel it.
Holding JUMP on the frame after START UP will make you FULL HOP.
AERIALS:
The meaning of ‘Lag’ frames: If you hit the ground during these frames you will suffer “LANDING LAG“; otherwise it’s JUMP’s landing lag. These lag frames are hard to test, and are rough estimates. Question mark (?) means ‘check’ via animation, plus (+) means tested to at least this frame.
SHIELD:
Shielding is minimum 7 frames unless perfect shielded. 5th frame after a perfect shield you may attack; ALL button combinations from 1-4 are IGNORED.
i.e. if you perfect shield something on frame 2, then on frame 6 input an attack that will start on frame 7; but if you did the input on 5, it would have been ignored.
Start up: 0
Shield (min): 1-7
‘Perfect’: 1-3
Vulnerable: 8-14 (i.e. 7 frame cool down)
Down Special (switch out):
Start up: 0
Invulnerable: 1-100
Vulnerable: 101-120
Yes, loading times would lag this up. But you’re a complete sitting duck for 20 frames, now you know.
ROLL FORWARD/BACKWARD
Start up: 1-2
Invulnerable: 3-19
Vulnerable: 20-29
SPOT DODGE:
Start up: 1-2
Invulnerable: 3-21
Vulnerable: 22-25
AIR DODGE:
Start up: 1-3
Invulnerable: 4-29
Vulnerable: 30-39
JUMP
Start up: 1-4
Landing Lag (full hop): 4
Landing Lag (short hop): 2
AERIALS:
Forward Air:
Start up: 1-4
Hit: 5-14
Lag: 15-24+
End: 37
~Landing Lag: 12
~Hit/Shield Lag: 8 | 7
~Shield Hit Stun: 13 | 9
Back Air:
Start up: 1-4
Hit: 5-14
Lag: 15-26+
End: 34
~Landing Lag: 9
~Hit/Shield Lag: 7 | 6
~Shield Hit Stun: 10 | 9
Up Air:
Start up: 1-5
Hit: 6
Lag: 7-18
End: 24
~Landing Lag: 21
~Hit/Shield Lag: 8 | 6
~Shield Hit Stun: 12 | 9
Neutral Air:
Start up: 1-3
Hit: 4, 7, 21, 29
Lag: 0-36
End: 48
~Landing Lag: 12
~Hit Lag: 6 | 5
~Shield Hit Stun: 11 | 6
Down Air:
Start Up: 1-5
Hit: 6, 9, 19, 22, 27-28 (due to each moves hit stun, if it hits, second hit will be 13, third 20, etc)
Hit on 28 does more damage?
Lag: 45
End: 50
~Landing Lag: 19
All second numbers are for the final hit.
~[Shield] Hit Lag: 4, 12 | 4, 10
~Shield Hit Stun: 5, 7 | 1, 7
GROUND ATTACKS:
Jab:
-First
Hit: 1
Jab Window: 4-29
End: 16
Hit/Shield Lag: 5 | 4
Shield Hit Stun: 7 | 5
-Second:
Hit: 5 (9)
Jab Window: 9-30 (13-34)
End: 21 (30)
Hit/Shield Lag: 6 | 4
Shield Hit Stun: 7 | 5
Hit Lag: 5 |
-Third:
Hit: 6 (19)
End: 36 (49)
Hit Lag: 6 | 5
Shield Hit Stun: 7 | 5
Dash Attack:
Start up: 1-5
Hit: 6-24
End: 41
Hit Lag: 7 | 6
Shield Hit Stun 21 | 12
Up Tilt:
Start up: 1-4
Hit: 5-6
End: 17
Hit Lag: ? | 5
Shield Hit Stun: ? | 7
Forward Tilt:
Start up: 1-3
Hit: 4
End: 17
Hit Lag: ? | 5
Shield Hit Stun: ? | 7
Down Tilt:
Start up: 1-5
Hit: 6, 8, 10, 12, 14,
End: 36
Second Number is final hit
Hit Lag: ? | 4, 5
Shield Hit Stun: ? | 5, 7
Up Smash:
Start up: 1-18
Hit: 19, 25
End: 65
Hit Lag: 14 | 11
Shield Hit Stun: 5, 8 | 5, 11
Forward Smash:
Start up: 1-17
Hit: 18-20
End: 64
Hit Lag: 11 | 10
Shield Hit Stun: 14 | 12
Down Smash:
Start up: 1-16
Hit: 17
End: 52
Hit Lag: 9 | 6
Shield Hit Stun: 14 | 10
SPECIALS:
Neutral B:
[Full ‘Gills’]
Start up: 1-25
Hit: 26-60
End: 70
Up B:
Start up: 1-9
Hit: 10, 13, 16, 19, 22, 25, 28, 31, 34, 44
Landing Lag: 30
Hit Lag: 4, 11 |
Shield Hit Stun: 5, 5 | 5, 5
Forward B:
Start up: 1-17
Hit: 19
Earliest Cancel: 60?
Ending Lag: 20
Hitlag: 6 | 4
Shield Hit Stun: 11 |
ROLL FORWARD/BACKWARD:
Start up: 1-3
Invulnerable: 4-19
Vulnerable: 20-32
SPOT DODGE:
Start up: 1
Invulnerable: 2-20
Vulnerable: 21-25
AIR DODGE
Start up: 1-3
Invulnerable: 4-29
Vulnerable: 30-39
JUMP
Start up: 1-5
Landing Lag (full hop): 4
Landing Lag (short hop): 2
AERIALS
Forward Air:
Start up: 1-14
Hit: 15-19
Lag: 20-40
End: 50
~Landing Lag: 28
~Hit/Shield Lag: 8 | 6
~Shield Hit Stun: 13 | 10
Back Air:
Start up: 1-3
Hit: 4-6, 13-14
Lag: 1-45 (i.e. ‘perfect’ auto-cancellable)
End: 45
~Landing Lag: 10
~Hit/Shield Lag: 1, 4 | 1, 4
~Shield Hit Stun: 6, 6 | 5, 6
Up Air:
Start up: 1-11
Hit: 12
Lag: 1-40
End: 52
~Landing Lag: 22
~Hit/Shield Lag: 10 | 8
~Shield Hit Stun: 16 | 13
Neutral Air:
Start up: 1-3
Hit: 4, 8, 12, 16, 20, 24, 28
Lag: 1-35
End: 40
~Landing Lag: 11
~Hit/Shield Lag: 4, 10 | 4, 10
~Shield Hit Stun: 6, 6 | 6, 6
Down Air:
Start up: 1-10
Hit: 11
Lag: 1-45
End: 63
~Landing Lag: 28
~Hit/Shield Lag: - | 7
~Shield Hit Stun: - | 10
GROUND ATTACKS
Jab:
-First:
Start up: 1-6
Hit: 7-10
Jab Window: 12-29 (auto: 14)
End: 27
Hit Lag: - | 4
Shield Hit Stun - | 6
-Second
Start up: 1-7 (12-18)
Hit: 8-10 (19-20)
Hit Lag: - | 4
Shield Hit Stun - | 6
-Third:
The last two hits of the “jab” will start again at the 56th frame if you hit attack at any point during the jab window…
Start up: 1-11 (21-31)
Hit: 12-14, 22-24 (32-34, 42-44)
Jab Window: 23-32 (43-54)
End: (57)
Hit Lag: - | 4
Shield Hit Stun - | 6
Dash Attack:
Start up: 1-3
Hit: 4-20
End: 43
Hit Lag: - | 7
Shield Hit Stun - | 12
Up Tilt:
Start up: 1-8
Hit: 9-14
End: 34
Hit Lag: - | 5
Shield Hit Stun - | 7
Forward Tilt:
Start up: 1-5
Hit: 6, 8, 10, 12, 14, 16, 18
End: 41
Hit Lag: - | 4
Shield Hit Stun - | 6
Down Tilt:
Start up: 1-3
Hit: 4, 9
End: 37
Hit Lag: - | 4, 5
Shield Hit Stun - | 8, 7
Up Smash:
Start up: 1-25
Hit: 26
End: 59
Hit Lag: - | 9
Shield Hit Stun - | 13
Forward Smash:
Start up: 1-16
Hit: 17-19
End: 59
Hit Lag: - | 9
Shield Hit Stun - | 12
Down Smash:
Start up: 1-15
Hit: 16-17
End: 63
Hit Lag: - | 6
Shield Hit Stun - | 7
SPECIALS:
Neutral B:
Start up: 1-3
Hit: 4-5, 16-23 (every 7 frames there after)
End: 85 (minimum)
Finish Lag: 31 (i.e. how many frames after you let go of ‘special’)
Hit Lag: - | 5, 1 (i.e. none)
Shield Hit Stun - | 8, 6 (awesome)
Up B:
Start up: 1-21
Hit: 22-25
End: 47
~Landing Lag: 30
Hit Lag: - | 6
Shield Hit Stun - | 8
Side B:
Start up: 1-21
Hit: 22-69
End: 50
Hit Lag: 1 | 1
Shield Hit Stun - | 10
ROLL FORWARD/BACKWARD:
Forward~
Invulnerable: 4-19
End: 35
Backward~
Invulnerable: 4-19
End: 36
SPOT DODGE
Invulnerable: 2-20
End: 25
AIR DODGE
Invulnerable: 4-29
End: 39
JUMP
*note: Charizard does not seem to have any buffer for starting aerials upon jumping.
Start up: 1-7
Landing Lag (full hop): 5
Landing Lag (short hop): 2
AERIALS:
Note: all advantages on aerials for “lagless” must include the LANDING LAG from the jump
e.g. fair’s advantage on lagless will be either -13 (short hop) or -16 (full hop)
Fair
Hit: 9, 11, 13, 15-16
End: 47
Lagless End: 26
Landing Lag: 32
Hit Lag: 5, 5, 4, 4
Shield Stun: 6, 6, 4, 4
Advantage: -32
Advantage (lagless): -11
Hit Stun: 14 (1st hit), 0 (3rd/4th hit)
Bair
Hit: 7-8, 10-11
End: 41
Lagless End: 25
Landing Lag: 22
Hit Lag: 5, 7 (6)
Shield Stun: 6, 10 (8)
Advantage: -28
Advantage (lagless): -12
Advantage Tip: -27
Advantage Tip (lagless): -11
Uair
Hit: 6-27
End: 45
Lagless End: 38
Landing Lag: 22
Hit Lag: 7
Shield Stun: 10
Advantage: -36
Advantage (lagless): -29
Hit Stun: 21
*Due to the extent of the hitbox, advantage can be increased by 21 (i.e. -15, -8)
Dair:
Hit: 18-20
End: 51
Lagless End: 41
Landing Lag: 35
Hit Lag: 9
Shield Stun: 13
Advantage: -29
Advantage (lagless): -19
Hit Stun: 20
Nair
Hit: 8-28
End: 59
Lagless End: 31
Landing Lag: 22
Hit Lag: 7(8)
Shield Stun: 10 (12)
Advantage: -48
Advantage (lagless): -20
Advantage Tip: -47
Advantage Tip (lagless): -19
*Note: Due to the extent of the hitbox, advantage can increase by 20 (i.e. ~0, +1)
GROUND ATTACKS
Jab
First:
Hit: 4-6
Action: 20-38
End: 22
Hit Lag: 5
Shield Stun: 6
Advantage: -17
Hit Stun: 9
Second:
Hit: 15 (10)
Action: 20-38 (15-33)
End: 35 (25)
Hit Lag: 5
Shield Stun: 6
Advantage: -19
Hit Stun: 17
Third:
Hit: 27-28 (7-8)
End: 53 (33)
Hit Lag: 6
Shield Stun: 8
Advantage: -24
Hit Stun: 14
Dash Attack
Hit: 10-12 [sweetspot], 13-18
End: 44
Hit Lag: 8, 7
Shield Stun: 11, 10
Advantage: -31
Hit Stun: 14, 15
Utilt:
Hit: 9-12,13-14
End: 33
Hit Lag: 7, 8
Shield Stun: 10, 10
Advantage: -21
Hit Stun: 15, 28!
Ftilt:
Hit: 12-13
End: 41
Hit Lag: 8
Shield Stun: 10 (11)
Advantage: -27
Advantage Tip: -27
Hit Stun: 13, 14
Dtilt:
Hit: 8
End: 27
Hit Lag: 7 (10)
Shield Stun: 9 (12)
Advantage: -17
Advantage Tip: -17
Hit Stun: 20, 27
Usmash:
Hit: 6-10, 17-22
End: 48
Hit Lag: 5, 8
Shield Stun: 6, 10
Advantage: -29
Hit Stun: 15, 13
Fsmash:
Hit: 22-24, 26-30
End: 68
Hit Lag: 5, 10
Shield Stun: 6, 15
Advantage: -37
Hit Stun: -
Dsmash:
Hit: 14-15
End: 60
Hit Lag: 10
Shield Stun: 15
Advantage: -41
Hit Stun: 13
Bump for completion (I think).
INTRODUCING! CHARIZARD'S SPECIALS!
SPECIALS:
Flame Thrower (neutral):
Hit: 19-25 (reiterating every 6 frames)
End: 67 (minimum)
Finish Lag: 25 (how many frames after you let go of 'special')
Hit Lag: 1
Shield Stun: 4 (close), 5 (far)
Advantage (shield): -21 (close), -20 (far)
Hit Stun: 11 (close), 7 (far)
Fly (Up):
Hit: 9 [1]; 16-17, 19-20, 22-23, 25-26 [2], 27-28 [3]
End: 35
Landing Lag: 30
Hit Lag: 5 [1]; 1 [2], 5 [3]
Shield Stun: 5 [1+2], 7 [3]
Hit Stun: 14 [1], ? [2], 13 [3]
Rock Smash (side):
Notes:
1. The individual 'hits' on part 3 are hard to calculate, there are 9 rocks shooting out at various points, all of which I believe can hit.
2. The 'rock' can be hit from frame 3, causing early explosion. This 'jumps' the move to frame 30. If Charizard isn't also hit the move ends the same time.
3. Only the first hit [1] incurs hitlag on Charizard, all other hits have 'projectile' properties, only applying to the opponent.
4. Second hit [2] is a TRAP, with no shield stun or hit lag, if you aren't doing anything but holding shield, you'll get hit by the shrapnal. FUX. Or if your Marth, Up B :D
Hit: 24-26 [1], 28-30 [2]; 30-50 [3]
End: 61
Hit Lag: 14 [1]; 1 [2]; 5 [3]
Shield Stun: 16 [1]; 1 [2]; 7 [3]
Advantage (shield): Anywhere from -21 to -9...
Hit Stun: 13 [1], ? [2], 24 [3]
QUESTIONS?
A move's "end time" (and subsequent hits) will increase in time by the amount of Hit Lag (and for multi hit moves, each occurance).
THIS MOVE HAS IASA FRAMES! It does? Well I wasn't aware, which one?
POKEMON TRAINER IS SO GOOD!? Lol, Marth is better.
CHARIZARD? IVYSAUR? When I have about 12 hours spare (probably next due for one of those in 4 months) or something. [seriously, this is evily tedious].
SEX? BABIES? POWER? MONEY? BILLY JEAN? Contact my non-existant lawyer or my secretary tcranter. You can contact Michael Jackson via Steel2nd.
What about the hitlag/shield stun of some moves? It's probably not important. The only moves that seem to make it matter are Squirtle's aerials. Maybe not? You tell me.
And finally, Pokemon Gold/Silver > Everything else.
I don't wish to complain further, I'm sure if you wish to take a moment to understand what's below you'll see how tediously annoying it would have been (and six-fold so of any other character).
Pokemon Trainer:
NOTES:
GOOD GOING SAKURAI:
While testing this I realised something: tired pokemon give less hit stun as WELL as knock back. Meaning all “lag” values that have a ‘ | ‘ separate “Strong | Weak”.
JUMPS:
Attacks buffered on THE LAST FRAME OF STARTUP are IGNORED.
Any up smash/special before the JUMP will cancel it.
Holding JUMP on the frame after START UP will make you FULL HOP.
AERIALS:
The meaning of ‘Lag’ frames: If you hit the ground during these frames you will suffer “LANDING LAG“; otherwise it’s JUMP’s landing lag. These lag frames are hard to test, and are rough estimates. Question mark (?) means ‘check’ via animation, plus (+) means tested to at least this frame.
SHIELD:
Shielding is minimum 7 frames unless perfect shielded. 5th frame after a perfect shield you may attack; ALL button combinations from 1-4 are IGNORED.
i.e. if you perfect shield something on frame 2, then on frame 6 input an attack that will start on frame 7; but if you did the input on 5, it would have been ignored.
Start up: 0
Shield (min): 1-7
‘Perfect’: 1-3
Vulnerable: 8-14 (i.e. 7 frame cool down)
Down Special (switch out):
Start up: 0
Invulnerable: 1-100
Vulnerable: 101-120
Yes, loading times would lag this up. But you’re a complete sitting duck for 20 frames, now you know.
Squirtle
ROLL FORWARD/BACKWARD
Start up: 1-2
Invulnerable: 3-19
Vulnerable: 20-29
SPOT DODGE:
Start up: 1-2
Invulnerable: 3-21
Vulnerable: 22-25
AIR DODGE:
Start up: 1-3
Invulnerable: 4-29
Vulnerable: 30-39
JUMP
Start up: 1-4
Landing Lag (full hop): 4
Landing Lag (short hop): 2
AERIALS:
Forward Air:
Start up: 1-4
Hit: 5-14
Lag: 15-24+
End: 37
~Landing Lag: 12
~Hit/Shield Lag: 8 | 7
~Shield Hit Stun: 13 | 9
Back Air:
Start up: 1-4
Hit: 5-14
Lag: 15-26+
End: 34
~Landing Lag: 9
~Hit/Shield Lag: 7 | 6
~Shield Hit Stun: 10 | 9
Up Air:
Start up: 1-5
Hit: 6
Lag: 7-18
End: 24
~Landing Lag: 21
~Hit/Shield Lag: 8 | 6
~Shield Hit Stun: 12 | 9
Neutral Air:
Start up: 1-3
Hit: 4, 7, 21, 29
Lag: 0-36
End: 48
~Landing Lag: 12
~Hit Lag: 6 | 5
~Shield Hit Stun: 11 | 6
Down Air:
Start Up: 1-5
Hit: 6, 9, 19, 22, 27-28 (due to each moves hit stun, if it hits, second hit will be 13, third 20, etc)
Hit on 28 does more damage?
Lag: 45
End: 50
~Landing Lag: 19
All second numbers are for the final hit.
~[Shield] Hit Lag: 4, 12 | 4, 10
~Shield Hit Stun: 5, 7 | 1, 7
GROUND ATTACKS:
Jab:
-First
Hit: 1
Jab Window: 4-29
End: 16
Hit/Shield Lag: 5 | 4
Shield Hit Stun: 7 | 5
-Second:
Hit: 5 (9)
Jab Window: 9-30 (13-34)
End: 21 (30)
Hit/Shield Lag: 6 | 4
Shield Hit Stun: 7 | 5
Hit Lag: 5 |
-Third:
Hit: 6 (19)
End: 36 (49)
Hit Lag: 6 | 5
Shield Hit Stun: 7 | 5
Dash Attack:
Start up: 1-5
Hit: 6-24
End: 41
Hit Lag: 7 | 6
Shield Hit Stun 21 | 12
Up Tilt:
Start up: 1-4
Hit: 5-6
End: 17
Hit Lag: ? | 5
Shield Hit Stun: ? | 7
Forward Tilt:
Start up: 1-3
Hit: 4
End: 17
Hit Lag: ? | 5
Shield Hit Stun: ? | 7
Down Tilt:
Start up: 1-5
Hit: 6, 8, 10, 12, 14,
End: 36
Second Number is final hit
Hit Lag: ? | 4, 5
Shield Hit Stun: ? | 5, 7
Up Smash:
Start up: 1-18
Hit: 19, 25
End: 65
Hit Lag: 14 | 11
Shield Hit Stun: 5, 8 | 5, 11
Forward Smash:
Start up: 1-17
Hit: 18-20
End: 64
Hit Lag: 11 | 10
Shield Hit Stun: 14 | 12
Down Smash:
Start up: 1-16
Hit: 17
End: 52
Hit Lag: 9 | 6
Shield Hit Stun: 14 | 10
SPECIALS:
Neutral B:
[Full ‘Gills’]
Start up: 1-25
Hit: 26-60
End: 70
Up B:
Start up: 1-9
Hit: 10, 13, 16, 19, 22, 25, 28, 31, 34, 44
Landing Lag: 30
Hit Lag: 4, 11 |
Shield Hit Stun: 5, 5 | 5, 5
Forward B:
Start up: 1-17
Hit: 19
Earliest Cancel: 60?
Ending Lag: 20
Hitlag: 6 | 4
Shield Hit Stun: 11 |
IVYSAUR
ROLL FORWARD/BACKWARD:
Start up: 1-3
Invulnerable: 4-19
Vulnerable: 20-32
SPOT DODGE:
Start up: 1
Invulnerable: 2-20
Vulnerable: 21-25
AIR DODGE
Start up: 1-3
Invulnerable: 4-29
Vulnerable: 30-39
JUMP
Start up: 1-5
Landing Lag (full hop): 4
Landing Lag (short hop): 2
AERIALS
Forward Air:
Start up: 1-14
Hit: 15-19
Lag: 20-40
End: 50
~Landing Lag: 28
~Hit/Shield Lag: 8 | 6
~Shield Hit Stun: 13 | 10
Back Air:
Start up: 1-3
Hit: 4-6, 13-14
Lag: 1-45 (i.e. ‘perfect’ auto-cancellable)
End: 45
~Landing Lag: 10
~Hit/Shield Lag: 1, 4 | 1, 4
~Shield Hit Stun: 6, 6 | 5, 6
Up Air:
Start up: 1-11
Hit: 12
Lag: 1-40
End: 52
~Landing Lag: 22
~Hit/Shield Lag: 10 | 8
~Shield Hit Stun: 16 | 13
Neutral Air:
Start up: 1-3
Hit: 4, 8, 12, 16, 20, 24, 28
Lag: 1-35
End: 40
~Landing Lag: 11
~Hit/Shield Lag: 4, 10 | 4, 10
~Shield Hit Stun: 6, 6 | 6, 6
Down Air:
Start up: 1-10
Hit: 11
Lag: 1-45
End: 63
~Landing Lag: 28
~Hit/Shield Lag: - | 7
~Shield Hit Stun: - | 10
GROUND ATTACKS
Jab:
-First:
Start up: 1-6
Hit: 7-10
Jab Window: 12-29 (auto: 14)
End: 27
Hit Lag: - | 4
Shield Hit Stun - | 6
-Second
Start up: 1-7 (12-18)
Hit: 8-10 (19-20)
Hit Lag: - | 4
Shield Hit Stun - | 6
-Third:
The last two hits of the “jab” will start again at the 56th frame if you hit attack at any point during the jab window…
Start up: 1-11 (21-31)
Hit: 12-14, 22-24 (32-34, 42-44)
Jab Window: 23-32 (43-54)
End: (57)
Hit Lag: - | 4
Shield Hit Stun - | 6
Dash Attack:
Start up: 1-3
Hit: 4-20
End: 43
Hit Lag: - | 7
Shield Hit Stun - | 12
Up Tilt:
Start up: 1-8
Hit: 9-14
End: 34
Hit Lag: - | 5
Shield Hit Stun - | 7
Forward Tilt:
Start up: 1-5
Hit: 6, 8, 10, 12, 14, 16, 18
End: 41
Hit Lag: - | 4
Shield Hit Stun - | 6
Down Tilt:
Start up: 1-3
Hit: 4, 9
End: 37
Hit Lag: - | 4, 5
Shield Hit Stun - | 8, 7
Up Smash:
Start up: 1-25
Hit: 26
End: 59
Hit Lag: - | 9
Shield Hit Stun - | 13
Forward Smash:
Start up: 1-16
Hit: 17-19
End: 59
Hit Lag: - | 9
Shield Hit Stun - | 12
Down Smash:
Start up: 1-15
Hit: 16-17
End: 63
Hit Lag: - | 6
Shield Hit Stun - | 7
SPECIALS:
Neutral B:
Start up: 1-3
Hit: 4-5, 16-23 (every 7 frames there after)
End: 85 (minimum)
Finish Lag: 31 (i.e. how many frames after you let go of ‘special’)
Hit Lag: - | 5, 1 (i.e. none)
Shield Hit Stun - | 8, 6 (awesome)
Up B:
Start up: 1-21
Hit: 22-25
End: 47
~Landing Lag: 30
Hit Lag: - | 6
Shield Hit Stun - | 8
Side B:
Start up: 1-21
Hit: 22-69
End: 50
Hit Lag: 1 | 1
Shield Hit Stun - | 10
CHARIZARD
ROLL FORWARD/BACKWARD:
Forward~
Invulnerable: 4-19
End: 35
Backward~
Invulnerable: 4-19
End: 36
SPOT DODGE
Invulnerable: 2-20
End: 25
AIR DODGE
Invulnerable: 4-29
End: 39
JUMP
*note: Charizard does not seem to have any buffer for starting aerials upon jumping.
Start up: 1-7
Landing Lag (full hop): 5
Landing Lag (short hop): 2
AERIALS:
Note: all advantages on aerials for “lagless” must include the LANDING LAG from the jump
e.g. fair’s advantage on lagless will be either -13 (short hop) or -16 (full hop)
Fair
Hit: 9, 11, 13, 15-16
End: 47
Lagless End: 26
Landing Lag: 32
Hit Lag: 5, 5, 4, 4
Shield Stun: 6, 6, 4, 4
Advantage: -32
Advantage (lagless): -11
Hit Stun: 14 (1st hit), 0 (3rd/4th hit)
Bair
Hit: 7-8, 10-11
End: 41
Lagless End: 25
Landing Lag: 22
Hit Lag: 5, 7 (6)
Shield Stun: 6, 10 (8)
Advantage: -28
Advantage (lagless): -12
Advantage Tip: -27
Advantage Tip (lagless): -11
Uair
Hit: 6-27
End: 45
Lagless End: 38
Landing Lag: 22
Hit Lag: 7
Shield Stun: 10
Advantage: -36
Advantage (lagless): -29
Hit Stun: 21
*Due to the extent of the hitbox, advantage can be increased by 21 (i.e. -15, -8)
Dair:
Hit: 18-20
End: 51
Lagless End: 41
Landing Lag: 35
Hit Lag: 9
Shield Stun: 13
Advantage: -29
Advantage (lagless): -19
Hit Stun: 20
Nair
Hit: 8-28
End: 59
Lagless End: 31
Landing Lag: 22
Hit Lag: 7(8)
Shield Stun: 10 (12)
Advantage: -48
Advantage (lagless): -20
Advantage Tip: -47
Advantage Tip (lagless): -19
*Note: Due to the extent of the hitbox, advantage can increase by 20 (i.e. ~0, +1)
GROUND ATTACKS
Jab
First:
Hit: 4-6
Action: 20-38
End: 22
Hit Lag: 5
Shield Stun: 6
Advantage: -17
Hit Stun: 9
Second:
Hit: 15 (10)
Action: 20-38 (15-33)
End: 35 (25)
Hit Lag: 5
Shield Stun: 6
Advantage: -19
Hit Stun: 17
Third:
Hit: 27-28 (7-8)
End: 53 (33)
Hit Lag: 6
Shield Stun: 8
Advantage: -24
Hit Stun: 14
Dash Attack
Hit: 10-12 [sweetspot], 13-18
End: 44
Hit Lag: 8, 7
Shield Stun: 11, 10
Advantage: -31
Hit Stun: 14, 15
Utilt:
Hit: 9-12,13-14
End: 33
Hit Lag: 7, 8
Shield Stun: 10, 10
Advantage: -21
Hit Stun: 15, 28!
Ftilt:
Hit: 12-13
End: 41
Hit Lag: 8
Shield Stun: 10 (11)
Advantage: -27
Advantage Tip: -27
Hit Stun: 13, 14
Dtilt:
Hit: 8
End: 27
Hit Lag: 7 (10)
Shield Stun: 9 (12)
Advantage: -17
Advantage Tip: -17
Hit Stun: 20, 27
Usmash:
Hit: 6-10, 17-22
End: 48
Hit Lag: 5, 8
Shield Stun: 6, 10
Advantage: -29
Hit Stun: 15, 13
Fsmash:
Hit: 22-24, 26-30
End: 68
Hit Lag: 5, 10
Shield Stun: 6, 15
Advantage: -37
Hit Stun: -
Dsmash:
Hit: 14-15
End: 60
Hit Lag: 10
Shield Stun: 15
Advantage: -41
Hit Stun: 13
Bump for completion (I think).
INTRODUCING! CHARIZARD'S SPECIALS!
SPECIALS:
Flame Thrower (neutral):
Hit: 19-25 (reiterating every 6 frames)
End: 67 (minimum)
Finish Lag: 25 (how many frames after you let go of 'special')
Hit Lag: 1
Shield Stun: 4 (close), 5 (far)
Advantage (shield): -21 (close), -20 (far)
Hit Stun: 11 (close), 7 (far)
Fly (Up):
Hit: 9 [1]; 16-17, 19-20, 22-23, 25-26 [2], 27-28 [3]
End: 35
Landing Lag: 30
Hit Lag: 5 [1]; 1 [2], 5 [3]
Shield Stun: 5 [1+2], 7 [3]
Hit Stun: 14 [1], ? [2], 13 [3]
Rock Smash (side):
Notes:
1. The individual 'hits' on part 3 are hard to calculate, there are 9 rocks shooting out at various points, all of which I believe can hit.
2. The 'rock' can be hit from frame 3, causing early explosion. This 'jumps' the move to frame 30. If Charizard isn't also hit the move ends the same time.
3. Only the first hit [1] incurs hitlag on Charizard, all other hits have 'projectile' properties, only applying to the opponent.
4. Second hit [2] is a TRAP, with no shield stun or hit lag, if you aren't doing anything but holding shield, you'll get hit by the shrapnal. FUX. Or if your Marth, Up B :D
Hit: 24-26 [1], 28-30 [2]; 30-50 [3]
End: 61
Hit Lag: 14 [1]; 1 [2]; 5 [3]
Shield Stun: 16 [1]; 1 [2]; 7 [3]
Advantage (shield): Anywhere from -21 to -9...
Hit Stun: 13 [1], ? [2], 24 [3]
QUESTIONS?
A move's "end time" (and subsequent hits) will increase in time by the amount of Hit Lag (and for multi hit moves, each occurance).
THIS MOVE HAS IASA FRAMES! It does? Well I wasn't aware, which one?
POKEMON TRAINER IS SO GOOD!? Lol, Marth is better.
CHARIZARD? IVYSAUR? When I have about 12 hours spare (probably next due for one of those in 4 months) or something. [seriously, this is evily tedious].
SEX? BABIES? POWER? MONEY? BILLY JEAN? Contact my non-existant lawyer or my secretary tcranter. You can contact Michael Jackson via Steel2nd.
What about the hitlag/shield stun of some moves? It's probably not important. The only moves that seem to make it matter are Squirtle's aerials. Maybe not? You tell me.
And finally, Pokemon Gold/Silver > Everything else.