Index
Legend
Jab
Tilts
Smashes
Aerials
Specials
Grab
Item Throw
Dash
Tripping
Defense
Ledge Options
Get-Up Options
Tech
Jumps
Landing Lag
Footstool
Others
Yoshi Specific Technique Frame Data
Grab Release Chain Grab Data
Introduction
>>>>>Legend<<<<<
Start-up: Number of Frames before the action occur.
Hit: Hitframes
Hitlag: Freeze Frames after hit
Ends: the very last frame before you can perform another action.
IASA: Interrupted as soon as, From this frame every input cancels the animation into the inputted move.
Hitlag Cancel: You can cancel the Hitlag with an Airdodge at Frame 14 and with an Aerial at Frame 26.
There are some weird exception which are listened here.
>>>>>Jab<<<<<
Jab #1
Start up: 2 Frames
Hits: 3-5
Hit lag: 4-5
Ends: 17dash attack
IASA into Second Jab: 9
Buffering Condition: An "Attack" Command (Tilt,Smash) becomes Jab #2
Jab #2
Start up: 2 Frames
Hits: 3-4
Hit lag: 4-5
Ends: 19
>>>>>Tilts<<<<<
Down Tilt (Dtilt,D-Tilt)
Start up: 7 Frames
Hits: 8-10
Hit lag: 5-8
Ends:23
Buffering Condition: Only dtilt and DownB and you must hold the Stick down until Execution.
Up Tilt (Utilt,U-Tilt,Uptilt)
Start up: 6
Hits: 7-11
Hit lag: 5-8
Ends: 29
Forward Tilt (Ftilt,F-Tilt)
Start Up: 5
Hits: 6-8
Hit Lag: 5-7
Ends: 29
>>>>>>Smashes<<<<<<
Up smash (Upsmash,Up-Smash,Usmash)
Start up: 10
Hits: 11-16
Hit Lag: 6-10
Hit after Charging: 4
Ends: 42
Forward smash (Fsmash,F-Smash)
Start up: 13
Hits: 14-16
Hit Lag: 6-10
Hits after Charging: 7
Ends: 59
IASA: 50
Down smash (Dsmash,D-Smash]
Start up: 5
Hits: 6-7 and 22-23
Hit Lag: 6-9 both
Hit after Charging: 3,19
Ends: 49
>>>>>Aerials<<<<<
Neutral air (Nair,N-Air)
Start up: 2
Strong Hit(12%): 3-5
Hit Lag: 6-8
Middle Hit(9%): 6-16
Hit Lag: 5-7
Weak Hit(6%): 16-31
Hit Lag: 5-6
Landing Lag: 9
Ends: 44
Forward air (Fair,F-Air)
Start up: 18
Hits: 19-21
Hit lag: 6-10
Landing Lag: 16
Ends: 43
Up air (Uair,U-Air,UpAir,Up-Air)
Start up: 4
Hits: 5-6
Hit Lag: 9
Landing Lag: 14
Ends: 45
IASA:38
Back air (Bair,B-Air)
Start up: 9
Hits: 10, 21, 33, 43
Hit Lag: 4-5 each hit
Landing Lag: 9
Ends:39
First Hit prevents the opponent from acting until the hit stun ends completly.
Down air (Dair,D-Air)
Start up: 15
Hits: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38
Hit Lag: 5-5 each hit
Landing Lag: 24
Ends: 52
- All Aerials except of Fair and Nair are autocancelled (2 Frames Landing lag) if the move hits the ground before the Hitbox comes out. (Fair/Nair Only in Frame 1)
- If you hit the ground while your aerial is in its IASA Frames your aerial is autocancelled.
- "Ends" is one frame before the IASA Frames start, the animation last longer if you input nothing but its only visual,because you can input any move.
>>>>>Specials<<<<<
Egg Lay (Neutral Special,NeutralB,Neutral-B)
Grabs: 17-20
Ends: 39(When Misses)
Egg Appear after Hit: 46
Ends: 49 (When Hits)
Invincibility (when hits): 26-49
Egg Lay Fake Out:
Frame Advantage: 29
Egg Roll (Side Special,SideB,Side-B)
Start up: 24
Earliest Hit: 25
Ends: 420 Latest, 93Earliest
Free Fall Landing Lag: 29
Yoshi Bomb (Down Special,DownB)
>Grounded<
Start up: 6
Hits: 7, 29
Hit lag: None!
Ends: 74 (Flat)
Air:
Start Up: 19
Hit: 20+
Landing:
Lag: 39
Stars Hit: 1-17
Egg Toss (Up Special,UpB)
Earlies Hit: 19-20
Explodes: 60
Ends: 54
>>>>>>>Grab<<<<<
Standing Grab
Grabs: 17-27
Ends: 63
Pivot Grab
Grabs: 10-20
Ends: 36
Dash Grab
Grabs: 12-22
Ends: 63
Pummel
Start Up:5
Hit:6
Hitlag: 6-10 (just visual hitlag, doesn't have any effect)
Ends:19
Frequenz: 3/s
Each 20. Frame one Pummel
Grab Release
Yoshi can't Move: 29
Opponent can't Move (if the character doesn't hit the ground before): 50 (Jigglypuff 49)
Characters who hit the ground if not released Off-Stage:
Fox: 28
Sheik: 36
Wolf: 37
Falco: 45
Captain Falcon: 49
Ganondorf: 50
Squirtle: 50
Bowser: 53
>>>>>Item Throw<<<<<
Forward Item Throw
Start-Up: 7
Hits: 8+
Ends: 20
Back Item Throw
Start-Up: 6
Hits: 7+
Ends: 20
Up-ItemThrow
Start-Up: 7
Hits: 8+
Ends: 20
Down Item Throw
Start-Up: 6 / 7 in air.
Hits: 7+ / 8 in air.
Ends: 18
- "Ends" is one frame before the IASA Frames start, the animation last longer if you input nothing but its only visual,because you can input any move.
>>>>>>Dash<<<<<
Dash
Ends: 26
Dash becomes "Running": 15
Run Stop: 15 (interruptible with Shield)
Dash Pivot
Dash Pivot Brake: 33
Dash Pivot (Actually It's a "Run Pivot"):
IASA: 12-35 (Dash Pivot Cancel)
Ends: 35
Frame 36 is "Run"
Dash Attack
Start-Up: 9
Strong Hit: 10-13
Hitlag: 5 -7
Weak Hit: 14-23
Hitlag 5-6
Note: As orientation, the Hitbox lasts as long as Yoshis Head isn't rised after the attack.
>>>>>Tripping<<<<<
Dash Tripping
Invincibility: 1-8
Yoshi can't move: 45
>>Tripping Get-Up Options<<
Trip-Get-Up
Invincibility: 1-17
Ends: 21
Trip-Roll Ahead
Invincibility: 1-10
Ends: 28
Trip-Roll Back
Invincibility: 1-10
Ends: 28
Trip-Attack
Start-Up:
Hits: Front: 19 Back: 26-27
Hitlag: 5 both
Invincibility: 1-8
Ends: 49
>>>>>Defense<<<<<
Shield
Powershield: 1-3
Blocks Physical attacks: 1
Blocks Projectiles: 6
Shield drop Lag: 17
Air Dodge
Invincibility: 4-29
Ends: 49
Spot dodge
Invincibility: 2-20
Ends: 22
Front roll
Invincibility: 4-20
Ends: 33
Back roll
Invincibility: 4-23
Ends: 36
>>>>>Ledge Options<<<<<
Ledgegrab Invincibility: 1-46
Earliest Drop: 26
Ledgejump
LedgeJump Start-Up (<100%): 13
Invincibility: 1-13
Ledge Occupied: 1-14
LedgeJump Start-Up (>100%): 25
Invincibility: 1-25
Ledge Occupied: 1-26
Ledge Attack
Ledgeattack Start-Up(<100%): 19
Invincibility: 1-18
Hit: 20-24
Hitlag: 5-6
Ends: 54
Ledge Occupied:1-17
Ledgeattack Start-Up(>100%):33
Invincibility: 1-39
Hit: 34-38
Hitlag: 6-8
Ends: 69
Ledge Occupied: 1-30
Ledge Roll
Ledgeroll(<100%)
Invincibilty: 1-30
Ends: 49
Ledge Occupied: 1-14
Ledgeroll (>100%)
Invincibility: 1-60
Ends: 79
Ledge Occupied: 1-32
Ledge Get-Up
Ledge Get-Up (<100%)
Invincibility: 1-31
Ends: 33
Ledge Occupied: 1-15
Ledge Get-Up (>100%)
Invincibility: 1-55
Ends: 59
Ledge Occupied: 1-38
>>>>>Get-Up Options<<<<<
>>Get-Up<<
Get-Up Face-down
Invincibility: 1-22
Ends: 29
Get-Up Face-Up
Invincibility: 1-22
Ends: 29
>>Roll Back<<
Roll Back Face-Up
Invincibility: 1-24
Ends: 35
Roll Back Face-Down
Invincibility: 1-29
Ends: 35
>>Roll Ahead<<
Roll Ahead Face-Down
Invincibility: 1-14
Ends: 35
Roll Ahead Face-Up
Invincibility: 1-19
Ends: 35
>>Get-Up Attack<<
Get-Up Attack Face-Up
Start-Up: 12
Hits: Front: 13-14 , Back: 19-20
Hitlag: 5-6 both
Invincibility: 1-20
Ends: 49
Get-Up Attack Face-Down
Start-Up: 13
Hits: Front:14-15 , Back: 25-26
Hitlag: 5-6 both
Invincibility: 1-26
Ends: 49
>>>>>>Tech<<<<<
Ground Tech
Invincibility: 1-20
Ends: 26
Ground Techroll
Invincibility: 1-20
Ends: 40
Walltech
Invincibility: 1-14
IASA: 5
Walljump: 1-27
Ends: 27
Ceiling Tech
Invincibility: 1-14
Ends: 26
>>>>>Jumps<<<<<
Jump
Start-Up: 6
Leaves Ground: 7
Second Jump Buffering: 3
Other Buffering: 2
Short Hop
Air Time w/o FF: 45
Earliest Fast Fall Input: 24
Air Time with Frame Perfect FF: 33
Full Hop
Air Time w/o FF: 69
Earliest Fast Fall input: 33
Air Time with Frame Perfect FF: 52
Double Jump
Super Armor: 1-69
Cute Sound <3: 5
Note:
Hitlag which is suffered in super armor can't be SDI'd.
In Water Jump
Start-Up: 8
>>>>>Landing Lag<<<<<
Soft landing: 2 frames
Hard landing: 4 frames
Airdodging into ground (hard and soft landings): 4 frames
Helpless Landing: 30
>>>>>Footstool<<<<<
Footstooling Opponent: 8
Grounded: Yoshi is unable to move: 28
Air: Yoshi is unable to move: 49
Note: Yoshis Get-Up Options after hitting the ground due to Air-Footstool are the same as regular Get-up
>>>>>Others<<<<<
Crouch: 2
Down Taunt: 79
Up Taunt: 103
Side Taunt: 99
Window to wavebounce: 4 frames
>>>>>Yoshi Specific Technique Frame Data<<<<<
>>Dragonic Reverse<<
Basic DR
Jump Start-Up: 6
Second Jump Input: 3-5
Aerial Input: 4-6, right after the Second Jump command
Dragonic Reverse: 7
Landing Lag: 8-9
In theorie, you can do 6 DRs per Second!
Ledge Jump Dragonic Reverse Waveland(No Buffering Possible)(<100%)
Perfect LedgeDRWaveland if fair used: 15 Jump, 16-17 Attack
Perfect LedgeDRWaveland with Dair: 14-15,Jump 15-17 after jump: Attack
LedgeDRWaveland with Aerial-Lag if fair used: 14 Jump 15 Attack
LEdgeDRWaveland with Hitbox of Nair/Uair: 14 Jump 15 Attack
Note: At the jump frame the controlstick must be in the direction of the stage for double jump forward momentum.
[INCOMPLETE]
>>>>>Grab Release Chain Grab Data<<<<<
On Zero Suit Samus
-ZSS can't Move: 50
Buffered
Doesn't work
Non Buffered
Yoshi can't Move: 29
Buffered Dash: 30
Grab Input: 31-33
Regrab: 50
On Falco
-Falco can't move: 45
Buffered
Yoshi can't Move: 29
Dash Grab: 30
Regrab: 44
Non Buffered
Yoshi can't Move: 29
Buffered Dash: 30
Grab Input: 31-32
Regrab: 45-46
Legend
Jab
Tilts
Smashes
Aerials
Specials
Grab
Item Throw
Dash
Tripping
Defense
Ledge Options
Get-Up Options
Tech
Jumps
Landing Lag
Footstool
Others
Yoshi Specific Technique Frame Data
Grab Release Chain Grab Data
Introduction
>>>>>Legend<<<<<
Start-up: Number of Frames before the action occur.
Hit: Hitframes
Hitlag: Freeze Frames after hit
Ends: the very last frame before you can perform another action.
IASA: Interrupted as soon as, From this frame every input cancels the animation into the inputted move.
Hitlag Cancel: You can cancel the Hitlag with an Airdodge at Frame 14 and with an Aerial at Frame 26.
There are some weird exception which are listened here.
>>>>>Jab<<<<<
Jab #1
Start up: 2 Frames
Hits: 3-5
Hit lag: 4-5
Ends: 17dash attack
IASA into Second Jab: 9
Buffering Condition: An "Attack" Command (Tilt,Smash) becomes Jab #2
Jab #2
Start up: 2 Frames
Hits: 3-4
Hit lag: 4-5
Ends: 19
>>>>>Tilts<<<<<
Down Tilt (Dtilt,D-Tilt)
Start up: 7 Frames
Hits: 8-10
Hit lag: 5-8
Ends:23
Buffering Condition: Only dtilt and DownB and you must hold the Stick down until Execution.
Up Tilt (Utilt,U-Tilt,Uptilt)
Start up: 6
Hits: 7-11
Hit lag: 5-8
Ends: 29
Forward Tilt (Ftilt,F-Tilt)
Start Up: 5
Hits: 6-8
Hit Lag: 5-7
Ends: 29
>>>>>>Smashes<<<<<<
Up smash (Upsmash,Up-Smash,Usmash)
Start up: 10
Hits: 11-16
Hit Lag: 6-10
Hit after Charging: 4
Ends: 42
Forward smash (Fsmash,F-Smash)
Start up: 13
Hits: 14-16
Hit Lag: 6-10
Hits after Charging: 7
Ends: 59
IASA: 50
Down smash (Dsmash,D-Smash]
Start up: 5
Hits: 6-7 and 22-23
Hit Lag: 6-9 both
Hit after Charging: 3,19
Ends: 49
>>>>>Aerials<<<<<
Neutral air (Nair,N-Air)
Start up: 2
Strong Hit(12%): 3-5
Hit Lag: 6-8
Middle Hit(9%): 6-16
Hit Lag: 5-7
Weak Hit(6%): 16-31
Hit Lag: 5-6
Landing Lag: 9
Ends: 44
Forward air (Fair,F-Air)
Start up: 18
Hits: 19-21
Hit lag: 6-10
Landing Lag: 16
Ends: 43
Up air (Uair,U-Air,UpAir,Up-Air)
Start up: 4
Hits: 5-6
Hit Lag: 9
Landing Lag: 14
Ends: 45
IASA:38
Back air (Bair,B-Air)
Start up: 9
Hits: 10, 21, 33, 43
Hit Lag: 4-5 each hit
Landing Lag: 9
Ends:39
First Hit prevents the opponent from acting until the hit stun ends completly.
Down air (Dair,D-Air)
Start up: 15
Hits: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38
Hit Lag: 5-5 each hit
Landing Lag: 24
Ends: 52
- All Aerials except of Fair and Nair are autocancelled (2 Frames Landing lag) if the move hits the ground before the Hitbox comes out. (Fair/Nair Only in Frame 1)
- If you hit the ground while your aerial is in its IASA Frames your aerial is autocancelled.
- "Ends" is one frame before the IASA Frames start, the animation last longer if you input nothing but its only visual,because you can input any move.
>>>>>Specials<<<<<
Egg Lay (Neutral Special,NeutralB,Neutral-B)
Grabs: 17-20
Ends: 39(When Misses)
Egg Appear after Hit: 46
Ends: 49 (When Hits)
Invincibility (when hits): 26-49
Egg Lay Fake Out:
Frame Advantage: 29
Egg Roll (Side Special,SideB,Side-B)
Start up: 24
Earliest Hit: 25
Ends: 420 Latest, 93Earliest
Free Fall Landing Lag: 29
Yoshi Bomb (Down Special,DownB)
>Grounded<
Start up: 6
Hits: 7, 29
Hit lag: None!
Ends: 74 (Flat)
Air:
Start Up: 19
Hit: 20+
Landing:
Lag: 39
Stars Hit: 1-17
Egg Toss (Up Special,UpB)
Earlies Hit: 19-20
Explodes: 60
Ends: 54
>>>>>>>Grab<<<<<
Standing Grab
Grabs: 17-27
Ends: 63
Pivot Grab
Grabs: 10-20
Ends: 36
Dash Grab
Grabs: 12-22
Ends: 63
Pummel
Start Up:5
Hit:6
Hitlag: 6-10 (just visual hitlag, doesn't have any effect)
Ends:19
Frequenz: 3/s
Each 20. Frame one Pummel
Grab Release
Yoshi can't Move: 29
Opponent can't Move (if the character doesn't hit the ground before): 50 (Jigglypuff 49)
Characters who hit the ground if not released Off-Stage:
Fox: 28
Sheik: 36
Wolf: 37
Falco: 45
Captain Falcon: 49
Ganondorf: 50
Squirtle: 50
Bowser: 53
>>>>>Item Throw<<<<<
Forward Item Throw
Start-Up: 7
Hits: 8+
Ends: 20
Back Item Throw
Start-Up: 6
Hits: 7+
Ends: 20
Up-ItemThrow
Start-Up: 7
Hits: 8+
Ends: 20
Down Item Throw
Start-Up: 6 / 7 in air.
Hits: 7+ / 8 in air.
Ends: 18
- "Ends" is one frame before the IASA Frames start, the animation last longer if you input nothing but its only visual,because you can input any move.
>>>>>>Dash<<<<<
Dash
Ends: 26
Dash becomes "Running": 15
Run Stop: 15 (interruptible with Shield)
Dash Pivot
Dash Pivot Brake: 33
Dash Pivot (Actually It's a "Run Pivot"):
IASA: 12-35 (Dash Pivot Cancel)
Ends: 35
Frame 36 is "Run"
Dash Attack
Start-Up: 9
Strong Hit: 10-13
Hitlag: 5 -7
Weak Hit: 14-23
Hitlag 5-6
Note: As orientation, the Hitbox lasts as long as Yoshis Head isn't rised after the attack.
>>>>>Tripping<<<<<
Dash Tripping
Invincibility: 1-8
Yoshi can't move: 45
>>Tripping Get-Up Options<<
Trip-Get-Up
Invincibility: 1-17
Ends: 21
Trip-Roll Ahead
Invincibility: 1-10
Ends: 28
Trip-Roll Back
Invincibility: 1-10
Ends: 28
Trip-Attack
Start-Up:
Hits: Front: 19 Back: 26-27
Hitlag: 5 both
Invincibility: 1-8
Ends: 49
>>>>>Defense<<<<<
Shield
Powershield: 1-3
Blocks Physical attacks: 1
Blocks Projectiles: 6
Shield drop Lag: 17
Air Dodge
Invincibility: 4-29
Ends: 49
Spot dodge
Invincibility: 2-20
Ends: 22
Front roll
Invincibility: 4-20
Ends: 33
Back roll
Invincibility: 4-23
Ends: 36
>>>>>Ledge Options<<<<<
Ledgegrab Invincibility: 1-46
Earliest Drop: 26
Ledgejump
LedgeJump Start-Up (<100%): 13
Invincibility: 1-13
Ledge Occupied: 1-14
LedgeJump Start-Up (>100%): 25
Invincibility: 1-25
Ledge Occupied: 1-26
Ledge Attack
Ledgeattack Start-Up(<100%): 19
Invincibility: 1-18
Hit: 20-24
Hitlag: 5-6
Ends: 54
Ledge Occupied:1-17
Ledgeattack Start-Up(>100%):33
Invincibility: 1-39
Hit: 34-38
Hitlag: 6-8
Ends: 69
Ledge Occupied: 1-30
Ledge Roll
Ledgeroll(<100%)
Invincibilty: 1-30
Ends: 49
Ledge Occupied: 1-14
Ledgeroll (>100%)
Invincibility: 1-60
Ends: 79
Ledge Occupied: 1-32
Ledge Get-Up
Ledge Get-Up (<100%)
Invincibility: 1-31
Ends: 33
Ledge Occupied: 1-15
Ledge Get-Up (>100%)
Invincibility: 1-55
Ends: 59
Ledge Occupied: 1-38
>>>>>Get-Up Options<<<<<
>>Get-Up<<
Get-Up Face-down
Invincibility: 1-22
Ends: 29
Get-Up Face-Up
Invincibility: 1-22
Ends: 29
>>Roll Back<<
Roll Back Face-Up
Invincibility: 1-24
Ends: 35
Roll Back Face-Down
Invincibility: 1-29
Ends: 35
>>Roll Ahead<<
Roll Ahead Face-Down
Invincibility: 1-14
Ends: 35
Roll Ahead Face-Up
Invincibility: 1-19
Ends: 35
>>Get-Up Attack<<
Get-Up Attack Face-Up
Start-Up: 12
Hits: Front: 13-14 , Back: 19-20
Hitlag: 5-6 both
Invincibility: 1-20
Ends: 49
Get-Up Attack Face-Down
Start-Up: 13
Hits: Front:14-15 , Back: 25-26
Hitlag: 5-6 both
Invincibility: 1-26
Ends: 49
>>>>>>Tech<<<<<
Ground Tech
Invincibility: 1-20
Ends: 26
Ground Techroll
Invincibility: 1-20
Ends: 40
Walltech
Invincibility: 1-14
IASA: 5
Walljump: 1-27
Ends: 27
Ceiling Tech
Invincibility: 1-14
Ends: 26
>>>>>Jumps<<<<<
Jump
Start-Up: 6
Leaves Ground: 7
Second Jump Buffering: 3
Other Buffering: 2
Short Hop
Air Time w/o FF: 45
Earliest Fast Fall Input: 24
Air Time with Frame Perfect FF: 33
Full Hop
Air Time w/o FF: 69
Earliest Fast Fall input: 33
Air Time with Frame Perfect FF: 52
Double Jump
Super Armor: 1-69
Cute Sound <3: 5
Note:
Hitlag which is suffered in super armor can't be SDI'd.
In Water Jump
Start-Up: 8
>>>>>Landing Lag<<<<<
Soft landing: 2 frames
Hard landing: 4 frames
Airdodging into ground (hard and soft landings): 4 frames
Helpless Landing: 30
>>>>>Footstool<<<<<
Footstooling Opponent: 8
Grounded: Yoshi is unable to move: 28
Air: Yoshi is unable to move: 49
Note: Yoshis Get-Up Options after hitting the ground due to Air-Footstool are the same as regular Get-up
>>>>>Others<<<<<
Crouch: 2
Down Taunt: 79
Up Taunt: 103
Side Taunt: 99
Window to wavebounce: 4 frames
>>>>>Yoshi Specific Technique Frame Data<<<<<
>>Dragonic Reverse<<
Basic DR
Jump Start-Up: 6
Second Jump Input: 3-5
Aerial Input: 4-6, right after the Second Jump command
Dragonic Reverse: 7
Landing Lag: 8-9
In theorie, you can do 6 DRs per Second!
Ledge Jump Dragonic Reverse Waveland(No Buffering Possible)(<100%)
Perfect LedgeDRWaveland if fair used: 15 Jump, 16-17 Attack
Perfect LedgeDRWaveland with Dair: 14-15,Jump 15-17 after jump: Attack
LedgeDRWaveland with Aerial-Lag if fair used: 14 Jump 15 Attack
LEdgeDRWaveland with Hitbox of Nair/Uair: 14 Jump 15 Attack
Note: At the jump frame the controlstick must be in the direction of the stage for double jump forward momentum.
[INCOMPLETE]
>>>>>Grab Release Chain Grab Data<<<<<
On Zero Suit Samus
-ZSS can't Move: 50
Buffered
Doesn't work
Non Buffered
Yoshi can't Move: 29
Buffered Dash: 30
Grab Input: 31-33
Regrab: 50
On Falco
-Falco can't move: 45
Buffered
Yoshi can't Move: 29
Dash Grab: 30
Regrab: 44
Non Buffered
Yoshi can't Move: 29
Buffered Dash: 30
Grab Input: 31-32
Regrab: 45-46