illinialex24
Smash Hero
Before reading, you MUST read this.
I can see whats happening.
And they don't have a clue.
They'll fall in love, and here's the bottomm line
Our trio's down to two (Oh)
The sweet carres of twilight.
There's magic everywhere.
And with all this romantic atmosphere
Disasters in the air!
Hey guys, I want to make 1 clear distinction. The knockback in the two sections, 1st and 4th, are no equal. This is because one is dealing with base knockback and the other is dealing with initial knockback. Initial knockback is the amount of launcher speed a move has on Mario at 0%, which is in my knockback guide. However, this is only useful for relationships on the character in questions because using only initial knockback, you cannot convert the knockback to another character. However, if you use base, which is very directly related to the initial (ask me if you want more complicated information), you can find the knockback for the entire roster.
Key Terms
Hits On
This is the first frame the attack starts to hit on.
Duration
This is the total number of frames the attack lasts.
Hitlag
This is the number of frames of freezeframe animation when an attack connects.
BlockHitStun
This is the number of frames of freezeframe on the animation of a shield when an attack hits it. The shielder does not slide during this time.
Blockstun
This is the number of frames after shield hitlag that the shielder cannot unshield in.
Base Damage
How much the attack does at 0% in training.
Knockback Angle
The angle which the opponent is sent before directional influence.
Other Knockback Stuff
Base is the speed at which the opponent is sent in training. This is slightly less than what happens in a normal Brawl at 0%. Growth is how this increases per % of damage.
Jab:
Neutral A
Hits on Frame: 5-6
Duration: 21*
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 3%
Knockback:
Angle: 45 Degrees
Base: 548.27
Growth Rate/ variance: 5.91
*If you keep on pressing A and the attack does not hit, the attack only has a duration of 11 frames. This is the repeating first jab which stops once you get a hit. This means by holding A you can cut off 5 frames of the total animation of jab.
2nd Jab:
Neutral A
Hits on Frame: 18-19
Duration: 33
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 3%
Knockback:
Angle: 45 Degrees
Base: 824.24
Growth Rate/ variance: 5.92
Front Tilt
Forward Tilt
Hits on Frame: 7-9
Duration: 35
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 10%
Knockback:
Angle: 42.5 Degrees
Base: 848.7
Growth Rate/ variance: 28.73
Up Tilt
Up Tilt
Hits on Frame: 9-11
Duration: 30
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 9%
Knockback:
Angle: 90 Degrees
Base: 1996.49
Growth Rate/ variance: 31.39
Down Tilt:
Down Tilt
Hits on Frame: 10-12
Duration: 38
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 10%
Knockback:
Angle: 30 Degrees
Base: 1466.4
Growth Rate/ variance: 8.56
Front Smash:
Forward Smash
Hits on Frame (Sweetspot): 16-19
Hits on Frame (Sourspot): 20-24
Duration: 59
Hitlag (Sweetspot): 11
Hitlag (Sourspot): 10
Blockstun (Sweetspot): 5
Blockhitlag (Sweetspot): 11
Blockstun (Sourspot): 4
Blockhitlag (Sourspot): 10
Starts Charging (Charges For): 5 (69)
Base Damage (Sweetspot): 16%
Base Damage (Sourspot): 13%
Knockback:
Angle (Sweetspot): 50 Degrees
Base (Sweetspot): 948
Growth Rate/ variance (Sweetspot): 44.5
Angle (Sourspot): 54 Degrees
Base (Sourspot): 674.2
Growth Rate/ variance (Sourspot): 28.60
Up Smash:
Up Smash
Hits on Frame (Sweetspot, Back)*: 16-17, 19
Hits on Frame (Sourspot, Back): 18
Hits on Frame (Sweetspot, Front): 18-19
Hits on Frame (Sourspot, Front): 17
Duration: 62
Hitlag (Sweetspot): 10
Hitlag (Sourspot): 10
Blockstun (Sweetspot): 5
Blockhitlag (Sweetspot): 10
Blockstun (Sourspot): 4
Blockhitlag (Sourspot): 10
Starts Charging (Charges For): 9 (52)
Base Damage Sweetspot: 15%
Base Damage Sourspot: 13%
Knockback:
Angle (Sweetspot): 92.5 Degrees
Base (Sweetspot): 1325.35
Growth Rate/ variance (Sweetspot): 39.91
Angle (Sourspot): 87.5 Degrees
Base (Sourspot): 1245.25
Growth Rate/ variance (Sourspot): 35.75
*The move has different hitboxes in the front and back of the move. The initial hit in the back is always sweetspotted while for almost all characters (on Jigglypuff is an exception), the front starts out with a sourspotted hit. This causes the illusion that there are different moves in the front in back. However, the sweetspots and sourspots of the move simply come at different times.
Down Smash:
Down Smash
Hits on Frame: 14
Duration: 60
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Starts Charging (Charges For): 5 (52)
Base Damage: 12%
Knockback:
Angle: -12.5 Degrees
Base: 1488.32
Growth Rate/ variance: 22.14
Dash Attack:
Running A
Hits on Frame (Sweetspot): 5-9
Hits on Frame (Sourspot): 10-15
Duration: 47
Hitlag (Sweetspot): 9
Hitlag (Sourspot): 8
Blockstun (Sweetspot): 4
Blockhitlag (Sweetspot): 9
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 8
Base Damage (Sweetspot): 12%
Base Damage (Sourspot): 8%
Knockback:
Angle (Sweetspot): 42.5 Degrees
Base (Sweetspot): 1111.4
Growth Rate/ variance (Sweetspot): 33.55
Angle (Sourspot): 45 Degrees
Base (Sourspot): 845.92
Growth Rate/ variance (Sourspot): 23.76
Rest:
Down Special
Hits on Frame: 2
Duration: 259
Hitlag: 10
Invincible On: 1-27
Blockstun: 5
Blockhitlag: 10
Base Damage: 15%
Knockback:
Angle: 90 Degrees
Base: 3676.85
Growth Rate/ variance: 30.41
Pound:
Side Special
Hits on Frame: 13-28
Duration: 53
Hitlag: 9
Blockstun: 3
Blockhitlag: 9
Base Damage: 11%
Knockback:
Angle: 90 Degrees
Base: 2120.15
Growth Rate/ variance: 23.35
Rollout
Neutral Special
Charge Time To Hit: 34
Charge Time For 12%: 34
Charge Time For 13%: 38
Charge Time For 14%: 42
Charge Time For 15%: 45
Charge Time For 16%: 49
Charge Time For 17%: 53
Charge Time For 18%: 57
Releases on Frame After Charge: 2
Ending Lag With Hit: 65
Hitlag: 11
Blockstun: 6
Blockhitlag: 11
Frames it Takes To Cross Final Destination (Fully Charged): 41
Tournaround Animation (Fully Charged):
Duration: 29
Hits On: 29*
Invincible On: 14-15
Base Damage: 18%
Knockback:
Angle on the Ground: 40
Base on the Ground: 1585.68
Growth Rate/ variance on Ground: 47.74
Angle in the Air: 87.5
Base in the Air: 1598.58
Growth Rate/ variance in Air: 48.69
*Does an 8% hit, which is only seen right after a turn, so it is included in the turning animation. Right after you go to full speed with an 18% damaging hitbox from then on.
Sing:
Up Special
Hits on Frame: 29
Duration: 178
Wave 1: 18-63
Wave 2: 73-108
Wave 3: 118-164
Forward Air:
Forward Air
Hits on Frame (Sweetspot): 8-9
Hits on Frame (Sourspot): 10-20
Duration: 44
Hitlag (Sweetspot): 9
Hitlag (Sourspot): 7
Landing Lag: 15
Blockstun (Sweetspot): 4
Blockhitlag (Sweetspot): 9
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 7
Base Damage (Sweetspot): 12%
Base Damage (Sourspot): 6%
Knockback:
Angle (Sweetspot): 45
Base (Sweetspot): 1612.88
Growth Rate/ variance (Sweetspot): 36.01
Angle (Sourspot): 45
Base (Sourspot): 795.38
Growth Rate/ variance (Sourtspot): 13.27
Neutral Air:
Neutral Air
Hits on Frame (Sweetspot): 6-8
Hits on Frame (Sourspot): 9-29
Duration: 51
Hitlag (Sweetspot): 8
Hitlag (Sourspot): 7
Landing Lag: 15
Blockstun (Sweetspot): 3
Blockhitlag (Sweetspot): 8
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 7
Base Damage (Sweetspot): 10%
Base Damage (Sourspot): 6%
Knockback:
Angle (Sweetspot):
Base (Sweetspot):
Growth Rate/ variance (Sweetspot):
Angle (Sourspot):
Base (Sourspot):
Growth Rate/ variance (Sourtspot):
Back Air:
Back Air
Hits on Frame: 8-11
Duration: 40
Hitlag: 9
Landing Lag: 15
Blockstun: 4
Blockhitlag: 9
Base Damage: 12%
Knockback:
Angle: 47.5 Degrees
Base: 858.72
Growth Rate/ variance: 30.19
Down Air:
Down Air
Hits on Frame: 5-6,8-9,11-12, 14-15, 17-18, 20-21, 23-24, 26-27
Duration (All 8 hit): 73
Hitlag: 4
Landing Lag: 30
Blockstun: 0
Blockhitlag: 4
Base Damage: 2% Per Hit (Max 8 hits)
Knockback:
Angle: 90 Degrees
Base: 2084.1 (At 147 Damage)*
Growth Rate/ variance: 7.45
*Dair has literally no knockback, absolutely none at all until 147 damage (tested thoroughly). However, starting at 147 damage, it gets a knockback of 2099 and increases at a rate of 7.45.
Up Air:
Up Air
Hits on Frame: 8-16
Duration: 43
Hitlag: 8
Landing Lag: 15
Blockstun: 3
Blockhitlag: 8
Base Damage: 9%
Knockback:
Angle: 90 Degrees
Base: 1556.56
Growth Rate/ variance: 26.16
Fast Edge Attack:
A Ledge (0-99 Damage)
Hits on Frame: 21-25
Duration: 61
Hitlag: 8
Invincible On: 1-19
Blockstun: 2
Blockhitlag: 8
Base Damage: 6%
Knockback:
Angle: 53.5 Degrees
Base: 2675
Growth Rate/ variance: 0
Slow Edge Attack:
A Ledge (100+ Damage)
Hits on Frame: 43
Duration: 75
Hitlag: 7
Invincible On: 1-42
Blockstun: 2
Blockhitlag: 7
Base Damage: 6%
Knockback:
Angle: 60 Degrees
Base: 2675
Growth Rate/ variance: 0
Front Throw:
Forward Throw
Hits on Frame: 10
Duration: 41
Hitlag: 6
Base Damage: 10%
Knockback:
Angle: 63 Degrees
Base: 3342.3
Growth Rate/ variance: 4.97
Up Throw:
Up Throw
Hits on Frame: 10
Duration: 43
Hitlag: 1
Base Damage: 10%
Knockback:
Angle: 90 Degrees
Base: 3666.4
Growth Rate/ variance: 8.56
Back Throw:
Back Throw
Hits on Frame: 28
Duration: 51
Hitlag: 1
Base Damage: 10%
Knockback:
Angle: 132.5 Degrees
Base: 2991.6
Growth Rate/ variance: 7.14
Down Throw:
Down Throw
Hits on Frame: 61
Duration: 89
Hitlag: 6
Base Damage: 10%
Knockback:
Angle: 80 Degrees
Base: 3430.1
Growth Rate/ variance: 8.59
Front Wakeup Attack:
A + Face Down
Hits on Frame: 20-21, 28-29
Duration: 55
Hitlag: 7
Invincible On: 1-29
Blockstun: 2
Blockhitlag: 7
Base Damage: 6%
Knockback:
Angle: 45 Degrees
Base: 2868.76
Growth Rate/ variance: 9.54
Back Wakeup Attack:
A + Face Down
Hits on Frame: 20-21, 25-26
Duration: 55
Hitlag: 7
Invincible On: 1-26
Blockstun: 2
Blockhitlag: 7
Base Damage: 6%
Knockback:
Angle: 50 Degrees
Base: 2868.88
Growth Rate/ variance: 9.52
Spot Dodge:
Down Shield
Invincible On: 3-16
Duration: 25
Front Roll:
Side Shield
Invincible On: 3-19*
Duration: 32
*This roll is probably the most messed up in the game by far. You are only guaranteed invincibility on 3-19, but depending on the move, you could get it anywhere until the 24th frame, when most moves can hit in. It seems that D-smashes can hit through generally more often than other moves, but this hasn't been proven. It does not seem to have a damage basis, as Pikachu's D-smash, which has many small hits, will hit before Marth's F-smash. Marth's D-smash, however, will hit Jigglypuff at the same time Pikachu's D-smash does.
Back Roll:
Side Shield
Invincible On: 4-19*
Duration: 32
This has the exact same ending issues as Jigglypuff's front roll.
Air Dodge:
Aerial Shield
Invincible On: 4-29
Duration: 49
Boost Smash:
Dash Attack + Up Smash
Interruptible Frames of Dash Attack: 2-3
Boost Grab:
Dash Attack + Grab
Interruptible Frames of Dash Attack: 2-3
Jump:
Up or X/Y
Jump Animation Ends On: 6
Airborne: 7
Standing Grab:
Grab
Duration: 29
Grabs On: 6-7
Dashing Grab:
Running Grab
Duration: 39
Grabs On: 10-11
Pivot Grab:
Pivot Grab
Duration: 35
Grabs On: 10-11
Frames of Pivot Animation that you can Pivot Grab In: 1-3
General Landing Lag:
Landing Lag: 2
I can see whats happening.
And they don't have a clue.
They'll fall in love, and here's the bottomm line
Our trio's down to two (Oh)
The sweet carres of twilight.
There's magic everywhere.
And with all this romantic atmosphere
Disasters in the air!
Jigglypuff Frame Data
Hey guys, I want to make 1 clear distinction. The knockback in the two sections, 1st and 4th, are no equal. This is because one is dealing with base knockback and the other is dealing with initial knockback. Initial knockback is the amount of launcher speed a move has on Mario at 0%, which is in my knockback guide. However, this is only useful for relationships on the character in questions because using only initial knockback, you cannot convert the knockback to another character. However, if you use base, which is very directly related to the initial (ask me if you want more complicated information), you can find the knockback for the entire roster.
Key Terms
Hits On
This is the first frame the attack starts to hit on.
Duration
This is the total number of frames the attack lasts.
Hitlag
This is the number of frames of freezeframe animation when an attack connects.
BlockHitStun
This is the number of frames of freezeframe on the animation of a shield when an attack hits it. The shielder does not slide during this time.
Blockstun
This is the number of frames after shield hitlag that the shielder cannot unshield in.
Base Damage
How much the attack does at 0% in training.
Knockback Angle
The angle which the opponent is sent before directional influence.
Other Knockback Stuff
Base is the speed at which the opponent is sent in training. This is slightly less than what happens in a normal Brawl at 0%. Growth is how this increases per % of damage.
Jab:
Neutral A
Hits on Frame: 5-6
Duration: 21*
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 3%
Knockback:
Angle: 45 Degrees
Base: 548.27
Growth Rate/ variance: 5.91
*If you keep on pressing A and the attack does not hit, the attack only has a duration of 11 frames. This is the repeating first jab which stops once you get a hit. This means by holding A you can cut off 5 frames of the total animation of jab.
2nd Jab:
Neutral A
Hits on Frame: 18-19
Duration: 33
Hitlag: 6
Blockstun: 1
Blockhitlag: 6
Base Damage: 3%
Knockback:
Angle: 45 Degrees
Base: 824.24
Growth Rate/ variance: 5.92
Front Tilt
Forward Tilt
Hits on Frame: 7-9
Duration: 35
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 10%
Knockback:
Angle: 42.5 Degrees
Base: 848.7
Growth Rate/ variance: 28.73
Up Tilt
Up Tilt
Hits on Frame: 9-11
Duration: 30
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 9%
Knockback:
Angle: 90 Degrees
Base: 1996.49
Growth Rate/ variance: 31.39
Down Tilt:
Down Tilt
Hits on Frame: 10-12
Duration: 38
Hitlag: 8
Blockstun: 3
Blockhitlag: 8
Base Damage: 10%
Knockback:
Angle: 30 Degrees
Base: 1466.4
Growth Rate/ variance: 8.56
Front Smash:
Forward Smash
Hits on Frame (Sweetspot): 16-19
Hits on Frame (Sourspot): 20-24
Duration: 59
Hitlag (Sweetspot): 11
Hitlag (Sourspot): 10
Blockstun (Sweetspot): 5
Blockhitlag (Sweetspot): 11
Blockstun (Sourspot): 4
Blockhitlag (Sourspot): 10
Starts Charging (Charges For): 5 (69)
Base Damage (Sweetspot): 16%
Base Damage (Sourspot): 13%
Knockback:
Angle (Sweetspot): 50 Degrees
Base (Sweetspot): 948
Growth Rate/ variance (Sweetspot): 44.5
Angle (Sourspot): 54 Degrees
Base (Sourspot): 674.2
Growth Rate/ variance (Sourspot): 28.60
Up Smash:
Up Smash
Hits on Frame (Sweetspot, Back)*: 16-17, 19
Hits on Frame (Sourspot, Back): 18
Hits on Frame (Sweetspot, Front): 18-19
Hits on Frame (Sourspot, Front): 17
Duration: 62
Hitlag (Sweetspot): 10
Hitlag (Sourspot): 10
Blockstun (Sweetspot): 5
Blockhitlag (Sweetspot): 10
Blockstun (Sourspot): 4
Blockhitlag (Sourspot): 10
Starts Charging (Charges For): 9 (52)
Base Damage Sweetspot: 15%
Base Damage Sourspot: 13%
Knockback:
Angle (Sweetspot): 92.5 Degrees
Base (Sweetspot): 1325.35
Growth Rate/ variance (Sweetspot): 39.91
Angle (Sourspot): 87.5 Degrees
Base (Sourspot): 1245.25
Growth Rate/ variance (Sourspot): 35.75
*The move has different hitboxes in the front and back of the move. The initial hit in the back is always sweetspotted while for almost all characters (on Jigglypuff is an exception), the front starts out with a sourspotted hit. This causes the illusion that there are different moves in the front in back. However, the sweetspots and sourspots of the move simply come at different times.
Down Smash:
Down Smash
Hits on Frame: 14
Duration: 60
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Starts Charging (Charges For): 5 (52)
Base Damage: 12%
Knockback:
Angle: -12.5 Degrees
Base: 1488.32
Growth Rate/ variance: 22.14
Dash Attack:
Running A
Hits on Frame (Sweetspot): 5-9
Hits on Frame (Sourspot): 10-15
Duration: 47
Hitlag (Sweetspot): 9
Hitlag (Sourspot): 8
Blockstun (Sweetspot): 4
Blockhitlag (Sweetspot): 9
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 8
Base Damage (Sweetspot): 12%
Base Damage (Sourspot): 8%
Knockback:
Angle (Sweetspot): 42.5 Degrees
Base (Sweetspot): 1111.4
Growth Rate/ variance (Sweetspot): 33.55
Angle (Sourspot): 45 Degrees
Base (Sourspot): 845.92
Growth Rate/ variance (Sourspot): 23.76
Rest:
Down Special
Hits on Frame: 2
Duration: 259
Hitlag: 10
Invincible On: 1-27
Blockstun: 5
Blockhitlag: 10
Base Damage: 15%
Knockback:
Angle: 90 Degrees
Base: 3676.85
Growth Rate/ variance: 30.41
Pound:
Side Special
Hits on Frame: 13-28
Duration: 53
Hitlag: 9
Blockstun: 3
Blockhitlag: 9
Base Damage: 11%
Knockback:
Angle: 90 Degrees
Base: 2120.15
Growth Rate/ variance: 23.35
Rollout
Neutral Special
Charge Time To Hit: 34
Charge Time For 12%: 34
Charge Time For 13%: 38
Charge Time For 14%: 42
Charge Time For 15%: 45
Charge Time For 16%: 49
Charge Time For 17%: 53
Charge Time For 18%: 57
Releases on Frame After Charge: 2
Ending Lag With Hit: 65
Hitlag: 11
Blockstun: 6
Blockhitlag: 11
Frames it Takes To Cross Final Destination (Fully Charged): 41
Tournaround Animation (Fully Charged):
Duration: 29
Hits On: 29*
Invincible On: 14-15
Base Damage: 18%
Knockback:
Angle on the Ground: 40
Base on the Ground: 1585.68
Growth Rate/ variance on Ground: 47.74
Angle in the Air: 87.5
Base in the Air: 1598.58
Growth Rate/ variance in Air: 48.69
*Does an 8% hit, which is only seen right after a turn, so it is included in the turning animation. Right after you go to full speed with an 18% damaging hitbox from then on.
Sing:
Up Special
Hits on Frame: 29
Duration: 178
Wave 1: 18-63
Wave 2: 73-108
Wave 3: 118-164
Forward Air:
Forward Air
Hits on Frame (Sweetspot): 8-9
Hits on Frame (Sourspot): 10-20
Duration: 44
Hitlag (Sweetspot): 9
Hitlag (Sourspot): 7
Landing Lag: 15
Blockstun (Sweetspot): 4
Blockhitlag (Sweetspot): 9
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 7
Base Damage (Sweetspot): 12%
Base Damage (Sourspot): 6%
Knockback:
Angle (Sweetspot): 45
Base (Sweetspot): 1612.88
Growth Rate/ variance (Sweetspot): 36.01
Angle (Sourspot): 45
Base (Sourspot): 795.38
Growth Rate/ variance (Sourtspot): 13.27
Neutral Air:
Neutral Air
Hits on Frame (Sweetspot): 6-8
Hits on Frame (Sourspot): 9-29
Duration: 51
Hitlag (Sweetspot): 8
Hitlag (Sourspot): 7
Landing Lag: 15
Blockstun (Sweetspot): 3
Blockhitlag (Sweetspot): 8
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 7
Base Damage (Sweetspot): 10%
Base Damage (Sourspot): 6%
Knockback:
Angle (Sweetspot):
Base (Sweetspot):
Growth Rate/ variance (Sweetspot):
Angle (Sourspot):
Base (Sourspot):
Growth Rate/ variance (Sourtspot):
Back Air:
Back Air
Hits on Frame: 8-11
Duration: 40
Hitlag: 9
Landing Lag: 15
Blockstun: 4
Blockhitlag: 9
Base Damage: 12%
Knockback:
Angle: 47.5 Degrees
Base: 858.72
Growth Rate/ variance: 30.19
Down Air:
Down Air
Hits on Frame: 5-6,8-9,11-12, 14-15, 17-18, 20-21, 23-24, 26-27
Duration (All 8 hit): 73
Hitlag: 4
Landing Lag: 30
Blockstun: 0
Blockhitlag: 4
Base Damage: 2% Per Hit (Max 8 hits)
Knockback:
Angle: 90 Degrees
Base: 2084.1 (At 147 Damage)*
Growth Rate/ variance: 7.45
*Dair has literally no knockback, absolutely none at all until 147 damage (tested thoroughly). However, starting at 147 damage, it gets a knockback of 2099 and increases at a rate of 7.45.
Up Air:
Up Air
Hits on Frame: 8-16
Duration: 43
Hitlag: 8
Landing Lag: 15
Blockstun: 3
Blockhitlag: 8
Base Damage: 9%
Knockback:
Angle: 90 Degrees
Base: 1556.56
Growth Rate/ variance: 26.16
Fast Edge Attack:
A Ledge (0-99 Damage)
Hits on Frame: 21-25
Duration: 61
Hitlag: 8
Invincible On: 1-19
Blockstun: 2
Blockhitlag: 8
Base Damage: 6%
Knockback:
Angle: 53.5 Degrees
Base: 2675
Growth Rate/ variance: 0
Slow Edge Attack:
A Ledge (100+ Damage)
Hits on Frame: 43
Duration: 75
Hitlag: 7
Invincible On: 1-42
Blockstun: 2
Blockhitlag: 7
Base Damage: 6%
Knockback:
Angle: 60 Degrees
Base: 2675
Growth Rate/ variance: 0
Front Throw:
Forward Throw
Hits on Frame: 10
Duration: 41
Hitlag: 6
Base Damage: 10%
Knockback:
Angle: 63 Degrees
Base: 3342.3
Growth Rate/ variance: 4.97
Up Throw:
Up Throw
Hits on Frame: 10
Duration: 43
Hitlag: 1
Base Damage: 10%
Knockback:
Angle: 90 Degrees
Base: 3666.4
Growth Rate/ variance: 8.56
Back Throw:
Back Throw
Hits on Frame: 28
Duration: 51
Hitlag: 1
Base Damage: 10%
Knockback:
Angle: 132.5 Degrees
Base: 2991.6
Growth Rate/ variance: 7.14
Down Throw:
Down Throw
Hits on Frame: 61
Duration: 89
Hitlag: 6
Base Damage: 10%
Knockback:
Angle: 80 Degrees
Base: 3430.1
Growth Rate/ variance: 8.59
Front Wakeup Attack:
A + Face Down
Hits on Frame: 20-21, 28-29
Duration: 55
Hitlag: 7
Invincible On: 1-29
Blockstun: 2
Blockhitlag: 7
Base Damage: 6%
Knockback:
Angle: 45 Degrees
Base: 2868.76
Growth Rate/ variance: 9.54
Back Wakeup Attack:
A + Face Down
Hits on Frame: 20-21, 25-26
Duration: 55
Hitlag: 7
Invincible On: 1-26
Blockstun: 2
Blockhitlag: 7
Base Damage: 6%
Knockback:
Angle: 50 Degrees
Base: 2868.88
Growth Rate/ variance: 9.52
Spot Dodge:
Down Shield
Invincible On: 3-16
Duration: 25
Front Roll:
Side Shield
Invincible On: 3-19*
Duration: 32
*This roll is probably the most messed up in the game by far. You are only guaranteed invincibility on 3-19, but depending on the move, you could get it anywhere until the 24th frame, when most moves can hit in. It seems that D-smashes can hit through generally more often than other moves, but this hasn't been proven. It does not seem to have a damage basis, as Pikachu's D-smash, which has many small hits, will hit before Marth's F-smash. Marth's D-smash, however, will hit Jigglypuff at the same time Pikachu's D-smash does.
Back Roll:
Side Shield
Invincible On: 4-19*
Duration: 32
This has the exact same ending issues as Jigglypuff's front roll.
Air Dodge:
Aerial Shield
Invincible On: 4-29
Duration: 49
Boost Smash:
Dash Attack + Up Smash
Interruptible Frames of Dash Attack: 2-3
Boost Grab:
Dash Attack + Grab
Interruptible Frames of Dash Attack: 2-3
Jump:
Up or X/Y
Jump Animation Ends On: 6
Airborne: 7
Standing Grab:
Grab
Duration: 29
Grabs On: 6-7
Dashing Grab:
Running Grab
Duration: 39
Grabs On: 10-11
Pivot Grab:
Pivot Grab
Duration: 35
Grabs On: 10-11
Frames of Pivot Animation that you can Pivot Grab In: 1-3
General Landing Lag:
Landing Lag: 2