hotgarbage
Smash Lord
Index:
-Tilts
-Smashes
-Aerials
-Grabs
-Specials
-Defense
-Ledge options
-Miscellaneous
Key: (because these definitions aren't exactly set in stone)
IASA- "Interruptible as soon as". The first frame a move can be interrupted by another action.
cooldown- the frames after a move's hitbox has disappeared. The character can perform no actions until the move ends.
hitlag- the "freeze frames" the attacker experiences after an attack connects with a hitable object; be it a character, shield, or stage object.
shield hitlag- the "freeze frames" a shielding defender experiences after an attack hit their shield. Can be different than the attacker's hitlag.
shield hitlag differential - the frame difference of the attacker's hitlag and the defender's shield hitlag. A negative number means that your opponent exits shield hitlag before you exit hitlag, while a positive number means the opposite. This number effects shield advantage.
shield stun- the frames after shield hitlag . The attacker's attack animation continues while the defender is stuck in their shield.
shield advantage- the frame difference between the attacker's and defender's ability to perform another action after an attack has hit the defender's shield. The attacker can do anything, while the defender can do one of three things: grab, jump, or drop their shield. This is in the attacker's point of view, so a negative advantage means that the defender can perform and action first while a positive advantage means that the attacker can perform an action first.
shield drop advantage- The attacker's advantage after an opponent has dropped their shield. (advantage + 7). I included this because this will usually be your opponent's best shot at punishing you if you space well.
optimal shield advantage- advantage for aerials that are being used on shield and landed afterwards. This shows the maximum possible advantage; as such it's not a realistic number, but shows what is possible. (this definition sucks xP, I'll patch it up later)
TILTS
NEUTRAL A
frame breakdown:
1-6 startup
7 hitbox out
8-10
11 hitbox out
12-14
15 hitbox out behind
16-19
20 hitbox out
21-23
24 hitbox out beind
25-28
29 hitbox out
30 hitbox out
31-40 cooldown
frame summary:
Hits on: 7
Hits behind on: 15
Soonest IASA frame: 41
Cooldown: 10
Shield stun: 0
Shield advantage after 2nd hit: -8
Shield advantage after 3rd hit: -8
Hit advantage after 2nd hit: -3
Hit advantage after 3rd hit: -2
Hit advantage after 1st hit behind: -3
DTILT
frame breakdown:
1-2 startup
3-4 hitbox out
5-15 cooldown
frame summary:
Hits on frame: 3
IASA frame: 16
Cooldown: 11
Shield hitlag differential: 0
Shield stun: 1
Shield advantage: -11
Shield drop advantage: -4
FTILT
frame breakdown:
1-2 startup
3-4 1st hit hitbox out
5
6-7 2nd hit hitbox out
8
9-10 3rd hit hitbox out
11-40 cooldown
frame summary:
1st hit on: 3
2nd hit on: 6
3rd hit on: 9
Soonest IASA frame: 41
1st hit cooldown: 19
2nd hit cooldown: 30
3rd hit cooldown: 30
Shield hitlag differential: 0
Shield stun: 1 for all hits
1st attack shield advantage:
Shield advantage: -19
Shield drop advantage: -12
2nd and 3rd attacks shield advantage:
Shield advantage: -30
Shield drop advantage: -23
UTILT
frame breakdown:
1-7 startup
8-18 hitbox out
19-35 cooldown
frame summary:
Hits on frame: 8
IASA frame: 36
cooldown: 17
shield hitlag differential: 0
shield stun: 2
shield advantage: -25
shield drop advantage: -18
DASH ATTACK
frame breakdown:
1-4 startup
5-11 hitbox out
12-31 cooldown
frame summary:
Hits on frame: 5
IASA frame: 32
Cooldown: 20
SMASHES
FSMASH
frame breakdown:
1-23 startup
24-25 hitbox out
26-41 cooldown
frame summary:
Hits on frame 24
IASA frame: 42
Cooldown: 17
Shield hitlag differential: 0
Shield stun: 5
Shield advantage: -12
Shield drop advantage: -5
DSMASH
frame breakdown:
1-4 startup
5-6 hitbox out
7-9
10-11 hitbox out
12-34 cooldown
frame summary:
hits on frame 5 front and frame 10 back
IASA frame: 35
Cooldown front: 28
Cooldown back: 23
Shield hitlag differential: 0
Shield stun front: 4
Shield stun back: 4
Shield advantage front: -25
Shield drop advantage front: -18
Shield advantage back: -20
Shield drop advantage back: -13
USMASH
frame breakdown:
1-7 startup
8-9 hitbox out
10-11
12-13 hitbox out
14-16
17-18 hitbox out
19-49 cooldown
frame summary:
1st hit on: 8
2nd hit on: 12
3rd hit on: 17
IASA frame: 50
Shield hitlag differential: 0
All hits shield stun: 1
Cooldown: 31
Sheild advantage: -31
Shield drop advantage: -24
AERIALS
NAIR
frame breakdown:
1-2 startup
3-4 strong hitbox out
5-25 weak hitbox out
26-31 aerial cooldown
frame summary:
Hits on frame: 3
IASA frame: 32
Aerial cooldown: 6
Landing lag: 15
Autocancels on: 25
Shield hitlag differential strong hit: 0
Shield hitlag differential weak hit: -1
Shield stun strong hit: 4
Shield stun weak hit: 1
Optimal shield advantage strong hit: -11
Optimal shield drop advantage strong hit: -4
Optimal shield advantage weak hit: -15
Optimal shield advantage weak hit: -8
*Optimal shield advantage weak hit autocanceled: -2
*Optimal shield shield drop advantage weak hit autocanceled: +5
* Note that doing this is unrealistic because of how the nair works. It would be very difficult to hit a shield with the weak hitbox and then immediately land into the ac point. You would most all the time be hitting the top area of the shield and then falling until you land.
FAIR
frame breakdown:
1-5 startup
6-7 hitbox out
8-9
10-11 hitbox out
12
13-14 hitbox out
15-39 aerial cooldown
frame summary:
1st hit on: 6
2nd hit on: 10
3rd hit on: 13
IASA frame: 40
Aerial cooldown: 25
Landing lag: 15
Autocancels on: 22
Shield hitlag differential: 0
Shield stun: 1
Optimal shield advantage: -9
Optimal shield drop advantage: -2
BAIR
frame breakdown:
1-6 startup
7-8 hitbox out
9-12
13-14 hitbox out
15-19
20-21 hitbox out
22-45 aerial cooldown
frame summary:
1st hit on: 7
2nd hit on: 13
3rd hit on: 20
IASA frame: 46
Aerial cooldown: 24
Landing lag: 12
Autocancel on: 33
Shield hitlag differential: 0
Shield stun: 1
Optimal shield advantage: -13
Optimal shield drop advantage: -6
DAIR
frame breakdown:
1-3 startup
4-5 hitbox out
6-25 aerial cooldown
frame summary:
hits on frame: 4
IASA frame: 26
Aerial cooldown: 20
Landing lag: 15
Autocancels on: 24
Shield hitlag differential: 0
Shield stun: 2
Optimal shield advantage: -13
Optimal shield drop advantage: -6
Shield advantage without landing: -18
Shield drop advantage without landing: -11
UAIR
frame breakdown:
1 startup
2-3 hitbox out
4-13 aerial cooldown
frame summary:
Hits on: 2
IASA frame: 14
Aerial cooldown: 10
Landing lag: 12
Autocancels on: 21
Shield hitlag differential: 0
Shield stun: 2
Optimal shield advantage: -10
Optimal shield drop advantage: -3
GRABS
GRAB
frame breakdown:
1-5 startup
6-7 grab hitbox out
8-29 cooldown
frame summary:
Hits on frame: 6
IASA frame: 30
Cooldown: 22
DASH GRAB
frame breakdown:
1-7 startup
8-9 hitbox out
10-39 cooldown
frame summary:
Hits on frame: 8
IASA frame: 40
Cooldown: 30
PIVOT GRAB
frame breakdown:
1-7 startup
8-9 hitbox out
10-34 cooldown
frame summary:
hits on frame: 8
IASA frame: 35
cooldown: 24
SPECIALS
MACH TORNADO
minimum time frame breakdown:
1-11 startup
12-58 hitbox out
59-87 cooldown (this is a grounded nado)
maximum time frame breakdown
1-11 startup
12-104 hitbox out
Cooldown: this is interesting. Cooldown will ALWAYS be 29 frames. Landing lag adjusts to this. So if your nado ends in midair and you free fall for 10 frames your landing lag will be 19 frames. The botched up landing is 30 frames.
GROUNDED SHUTTLE LOOP
frame breakdown:
1-7 startup
5-8 invincibility frames
8-13 strong hitbox out
14-21
22-31 weak hitbox out
frame summary:
Hits on frame: 8
IASA frame: 32
AERIAL SHUTTLE LOOP
frame breakdown:
1-7 startup
8-14 strong hitbox out
15-36 weak hitbox out
frame summary:
hits on frame: 8
IASA frame: 38
DIMENSIONAL CAPE
frame breakdown:
1-17
18-26 invincibility frames
27-54 cooldown
frame summary:
cooldown: 27
total invincibility frames:9
notes:
- despite MK turning invisible on frame 13, he does not receive invincibility frames until frame 18
- MK can move around starting on frame 14
DEFENSE
LEDGE OPTIONS
General
Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum invincibility after ledge drop: 21
Notes:
- ledge let-go cannot be buffered
- ledge let-go invincibility doesn't stack with action invincibility
Less than 100%
Attack
Duration: 55
Hits on frame: 25
Hitbox Duration: 25-28
Cooldown: 27
Invincibility: 1-23
Vulnerable Frames: 32
Shield advantage: -28
Get Up
Duration: 34
Invincibility:1-30
Vulnerable Frames: 4
Jump
Duration: 16
Invincibility: 1-15
Vulnerable Frames: 1
Roll
Duration: 49
Invincibility: 1-31
Vulnerable frames: 18
100% and Greater
Attack
Duration: 69
Hits on frame: 39
Hitbox duration: 39-42
Cooldown: 27
Invincibility: 1-42
Vulnerable frames: 27
Shield advantage: -27
Get Up
Duration: 59
Invincibility: 1-55
Vulnerable frames: 4
Jump
Duration: 19
Invincibility: 1-19
Vulnerable frames: 0
Roll
Duration: 79
Invincibility: 1-62
Vulnerable frames: 17
MISCELLANEOUS
GLIDE ATTACK
hits on frame: 5
landing lag: standard landing lag; either 2 or 4 frames
shield hitlag differential: -2
shield stun: 3
optimal shield advantage: -3 hard landing | -1 soft landing
optimal shield drop advantage: +4 hard landing | +6 soft landing
SHORT HOP
1-4 jump startup
5-39 airborne
40-41 landing lag
Duration: 41
Air time: 35
Landing lag: 2
SHFF
1-4 jump startup
5-30 airborne
31-34 landing lag
Duration: 34
Air time: 26
Landing lag: 4
FH
1-4 jump startup
5-57 airborne
58-61 landing lag
Duration: 61
Air time: 53
Landing lag: 4
FHFF
1-4 jump startup
5-46 airborne
47-50 landing lag
Duration: 50
Air time: 42
Landing lag: 4
MINIMUM SHIELD TIME
14 frames (can perform an action on frame 15)
DASH ENDING LAG
18 frames (can perform an action on frame 19)
CREDITS:
- Tenki for requesting this info in the first place. If he didn't I probably wouldn't have bothered doing this
- Shaya for correcting me on MK's ftilt data
-Tilts
-Smashes
-Aerials
-Grabs
-Specials
-Defense
-Ledge options
-Miscellaneous
Key: (because these definitions aren't exactly set in stone)
IASA- "Interruptible as soon as". The first frame a move can be interrupted by another action.
cooldown- the frames after a move's hitbox has disappeared. The character can perform no actions until the move ends.
hitlag- the "freeze frames" the attacker experiences after an attack connects with a hitable object; be it a character, shield, or stage object.
shield hitlag- the "freeze frames" a shielding defender experiences after an attack hit their shield. Can be different than the attacker's hitlag.
shield hitlag differential - the frame difference of the attacker's hitlag and the defender's shield hitlag. A negative number means that your opponent exits shield hitlag before you exit hitlag, while a positive number means the opposite. This number effects shield advantage.
shield stun- the frames after shield hitlag . The attacker's attack animation continues while the defender is stuck in their shield.
shield advantage- the frame difference between the attacker's and defender's ability to perform another action after an attack has hit the defender's shield. The attacker can do anything, while the defender can do one of three things: grab, jump, or drop their shield. This is in the attacker's point of view, so a negative advantage means that the defender can perform and action first while a positive advantage means that the attacker can perform an action first.
shield drop advantage- The attacker's advantage after an opponent has dropped their shield. (advantage + 7). I included this because this will usually be your opponent's best shot at punishing you if you space well.
optimal shield advantage- advantage for aerials that are being used on shield and landed afterwards. This shows the maximum possible advantage; as such it's not a realistic number, but shows what is possible. (this definition sucks xP, I'll patch it up later)
TILTS
NEUTRAL A
frame breakdown:
1-6 startup
7 hitbox out
8-10
11 hitbox out
12-14
15 hitbox out behind
16-19
20 hitbox out
21-23
24 hitbox out beind
25-28
29 hitbox out
30 hitbox out
31-40 cooldown
frame summary:
Hits on: 7
Hits behind on: 15
Soonest IASA frame: 41
Cooldown: 10
Shield stun: 0
Shield advantage after 2nd hit: -8
Shield advantage after 3rd hit: -8
Hit advantage after 2nd hit: -3
Hit advantage after 3rd hit: -2
Hit advantage after 1st hit behind: -3
DTILT
frame breakdown:
1-2 startup
3-4 hitbox out
5-15 cooldown
frame summary:
Hits on frame: 3
IASA frame: 16
Cooldown: 11
Shield hitlag differential: 0
Shield stun: 1
Shield advantage: -11
Shield drop advantage: -4
FTILT
frame breakdown:
1-2 startup
3-4 1st hit hitbox out
5
6-7 2nd hit hitbox out
8
9-10 3rd hit hitbox out
11-40 cooldown
frame summary:
1st hit on: 3
2nd hit on: 6
3rd hit on: 9
Soonest IASA frame: 41
1st hit cooldown: 19
2nd hit cooldown: 30
3rd hit cooldown: 30
Shield hitlag differential: 0
Shield stun: 1 for all hits
1st attack shield advantage:
Shield advantage: -19
Shield drop advantage: -12
2nd and 3rd attacks shield advantage:
Shield advantage: -30
Shield drop advantage: -23
UTILT
frame breakdown:
1-7 startup
8-18 hitbox out
19-35 cooldown
frame summary:
Hits on frame: 8
IASA frame: 36
cooldown: 17
shield hitlag differential: 0
shield stun: 2
shield advantage: -25
shield drop advantage: -18
DASH ATTACK
frame breakdown:
1-4 startup
5-11 hitbox out
12-31 cooldown
frame summary:
Hits on frame: 5
IASA frame: 32
Cooldown: 20
SMASHES
FSMASH
frame breakdown:
1-23 startup
24-25 hitbox out
26-41 cooldown
frame summary:
Hits on frame 24
IASA frame: 42
Cooldown: 17
Shield hitlag differential: 0
Shield stun: 5
Shield advantage: -12
Shield drop advantage: -5
DSMASH
frame breakdown:
1-4 startup
5-6 hitbox out
7-9
10-11 hitbox out
12-34 cooldown
frame summary:
hits on frame 5 front and frame 10 back
IASA frame: 35
Cooldown front: 28
Cooldown back: 23
Shield hitlag differential: 0
Shield stun front: 4
Shield stun back: 4
Shield advantage front: -25
Shield drop advantage front: -18
Shield advantage back: -20
Shield drop advantage back: -13
USMASH
frame breakdown:
1-7 startup
8-9 hitbox out
10-11
12-13 hitbox out
14-16
17-18 hitbox out
19-49 cooldown
frame summary:
1st hit on: 8
2nd hit on: 12
3rd hit on: 17
IASA frame: 50
Shield hitlag differential: 0
All hits shield stun: 1
Cooldown: 31
Sheild advantage: -31
Shield drop advantage: -24
AERIALS
NAIR
frame breakdown:
1-2 startup
3-4 strong hitbox out
5-25 weak hitbox out
26-31 aerial cooldown
frame summary:
Hits on frame: 3
IASA frame: 32
Aerial cooldown: 6
Landing lag: 15
Autocancels on: 25
Shield hitlag differential strong hit: 0
Shield hitlag differential weak hit: -1
Shield stun strong hit: 4
Shield stun weak hit: 1
Optimal shield advantage strong hit: -11
Optimal shield drop advantage strong hit: -4
Optimal shield advantage weak hit: -15
Optimal shield advantage weak hit: -8
*Optimal shield advantage weak hit autocanceled: -2
*Optimal shield shield drop advantage weak hit autocanceled: +5
* Note that doing this is unrealistic because of how the nair works. It would be very difficult to hit a shield with the weak hitbox and then immediately land into the ac point. You would most all the time be hitting the top area of the shield and then falling until you land.
FAIR
frame breakdown:
1-5 startup
6-7 hitbox out
8-9
10-11 hitbox out
12
13-14 hitbox out
15-39 aerial cooldown
frame summary:
1st hit on: 6
2nd hit on: 10
3rd hit on: 13
IASA frame: 40
Aerial cooldown: 25
Landing lag: 15
Autocancels on: 22
Shield hitlag differential: 0
Shield stun: 1
Optimal shield advantage: -9
Optimal shield drop advantage: -2
BAIR
frame breakdown:
1-6 startup
7-8 hitbox out
9-12
13-14 hitbox out
15-19
20-21 hitbox out
22-45 aerial cooldown
frame summary:
1st hit on: 7
2nd hit on: 13
3rd hit on: 20
IASA frame: 46
Aerial cooldown: 24
Landing lag: 12
Autocancel on: 33
Shield hitlag differential: 0
Shield stun: 1
Optimal shield advantage: -13
Optimal shield drop advantage: -6
DAIR
frame breakdown:
1-3 startup
4-5 hitbox out
6-25 aerial cooldown
frame summary:
hits on frame: 4
IASA frame: 26
Aerial cooldown: 20
Landing lag: 15
Autocancels on: 24
Shield hitlag differential: 0
Shield stun: 2
Optimal shield advantage: -13
Optimal shield drop advantage: -6
Shield advantage without landing: -18
Shield drop advantage without landing: -11
UAIR
frame breakdown:
1 startup
2-3 hitbox out
4-13 aerial cooldown
frame summary:
Hits on: 2
IASA frame: 14
Aerial cooldown: 10
Landing lag: 12
Autocancels on: 21
Shield hitlag differential: 0
Shield stun: 2
Optimal shield advantage: -10
Optimal shield drop advantage: -3
GRABS
GRAB
frame breakdown:
1-5 startup
6-7 grab hitbox out
8-29 cooldown
frame summary:
Hits on frame: 6
IASA frame: 30
Cooldown: 22
DASH GRAB
frame breakdown:
1-7 startup
8-9 hitbox out
10-39 cooldown
frame summary:
Hits on frame: 8
IASA frame: 40
Cooldown: 30
PIVOT GRAB
frame breakdown:
1-7 startup
8-9 hitbox out
10-34 cooldown
frame summary:
hits on frame: 8
IASA frame: 35
cooldown: 24
SPECIALS
MACH TORNADO
minimum time frame breakdown:
1-11 startup
12-58 hitbox out
59-87 cooldown (this is a grounded nado)
maximum time frame breakdown
1-11 startup
12-104 hitbox out
Cooldown: this is interesting. Cooldown will ALWAYS be 29 frames. Landing lag adjusts to this. So if your nado ends in midair and you free fall for 10 frames your landing lag will be 19 frames. The botched up landing is 30 frames.
GROUNDED SHUTTLE LOOP
frame breakdown:
1-7 startup
5-8 invincibility frames
8-13 strong hitbox out
14-21
22-31 weak hitbox out
frame summary:
Hits on frame: 8
IASA frame: 32
AERIAL SHUTTLE LOOP
frame breakdown:
1-7 startup
8-14 strong hitbox out
15-36 weak hitbox out
frame summary:
hits on frame: 8
IASA frame: 38
DIMENSIONAL CAPE
frame breakdown:
1-17
18-26 invincibility frames
27-54 cooldown
frame summary:
cooldown: 27
total invincibility frames:9
notes:
- despite MK turning invisible on frame 13, he does not receive invincibility frames until frame 18
- MK can move around starting on frame 14
DEFENSE
meta Knight:
Spot Dodge Lasts 25 Frames
Invincible Frames 2 – 20
Roll Backward Lasts 33 Frames
Invincible Frames 4 – 12
Roll Forward Lasts 23 Frames
Invincible Frames 5 – 12
Air Dodge Lasts 39 Frames
Invincible Frames 3 – 28
LEDGE OPTIONS
General
Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum invincibility after ledge drop: 21
Notes:
- ledge let-go cannot be buffered
- ledge let-go invincibility doesn't stack with action invincibility
Less than 100%
Attack
Duration: 55
Hits on frame: 25
Hitbox Duration: 25-28
Cooldown: 27
Invincibility: 1-23
Vulnerable Frames: 32
Shield advantage: -28
Get Up
Duration: 34
Invincibility:1-30
Vulnerable Frames: 4
Jump
Duration: 16
Invincibility: 1-15
Vulnerable Frames: 1
Roll
Duration: 49
Invincibility: 1-31
Vulnerable frames: 18
100% and Greater
Attack
Duration: 69
Hits on frame: 39
Hitbox duration: 39-42
Cooldown: 27
Invincibility: 1-42
Vulnerable frames: 27
Shield advantage: -27
Get Up
Duration: 59
Invincibility: 1-55
Vulnerable frames: 4
Jump
Duration: 19
Invincibility: 1-19
Vulnerable frames: 0
Roll
Duration: 79
Invincibility: 1-62
Vulnerable frames: 17
MISCELLANEOUS
GLIDE ATTACK
hits on frame: 5
landing lag: standard landing lag; either 2 or 4 frames
shield hitlag differential: -2
shield stun: 3
optimal shield advantage: -3 hard landing | -1 soft landing
optimal shield drop advantage: +4 hard landing | +6 soft landing
SHORT HOP
1-4 jump startup
5-39 airborne
40-41 landing lag
Duration: 41
Air time: 35
Landing lag: 2
SHFF
1-4 jump startup
5-30 airborne
31-34 landing lag
Duration: 34
Air time: 26
Landing lag: 4
FH
1-4 jump startup
5-57 airborne
58-61 landing lag
Duration: 61
Air time: 53
Landing lag: 4
FHFF
1-4 jump startup
5-46 airborne
47-50 landing lag
Duration: 50
Air time: 42
Landing lag: 4
MINIMUM SHIELD TIME
14 frames (can perform an action on frame 15)
DASH ENDING LAG
18 frames (can perform an action on frame 19)
CREDITS:
- Tenki for requesting this info in the first place. If he didn't I probably wouldn't have bothered doing this
- Shaya for correcting me on MK's ftilt data