hotgarbage
Smash Lord
First off a big thanks to NikoK and 3GOD for their work in the previous thread.
Index:
Ground Attacks
Grabs
Aerials
Specials
Defense
Ledge Options
- general
- under 100%
- over 100%
Turnips
- throws
- shield Stun
- hit stun
- point blank shield advantages
- point blank hit advantages (to come)
Glide Tossing Advantages
- shield advantage smash throw
- shield advantage normal throw
- hit advantage smash throw
- hit advantage normal throw
Various Other Hit Advantages
Advanced Techs
Misc
Ground Attacks
Jab 1:
Duration: 19
Hits on Frame: 2
Hitbox Duration: 2-3 (2)
Cooldown: 16
Frames Jab 1 can be cancelled into second jab: 8-30
Shield stun: 1
Shield Advantage: -16
Shield drop advantage: -9
Jab 2:
Duration: 22 (if used in tandem with 1st jab: 29)
Hits on frame: 9 at earliest (frame 2 on its own)
Hitbox duration: 2 frames
Cooldown: 19
Shield stun: 1
Shield advantage: -19
Shield drop advantage: -12
Dtilt:
Duration: 27
Hits on Frame: 12
Hitbox Duration: 12-13 (2)
Cooldown: 14
Shield Stun: 3
Shield Advantage: -13
Shield Drop advantage: -6
Ftilt
Duration:36
Hits on Frame: 6 (max range @ 7)
Hitbox Duration: 6-16 (11)
Cooldown: 20
Shield Stun: 4
Shield Advantage: -26
Shield Drop advantage: -19
Utilt
Duration: 37
Hits on Frame: 10
Hitbox Duration: 10-14 (5)
Cooldown: 23
Shield Stun: 4
Shield Advantage: -23
Shield Drop Advantage: -16
Fsmash; Golf club
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: hits on frame 5
Shield Stun: 5
Shield Advantage: -21
Shield Drop advantage: -14
Fsmash; Tennis Racket
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: 5
Shield Stun: 4
Shield Advantage: -21
Shield Drop advantage: -14
Fsmash; Pan
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: 5
Shield Stun: 6
Shield Advantage: -20
Shield Drop Advantage: -13
Dsmash
Duration: 44
Hits on Frame: 6, 11, 16, 21
Hitbox Duration: each hitbox lasts 2 frames
Cooldown: 22
Charge Release: 4
Shield Stun: 1
Shield Advantage: -23
Shield Drop Advantage: -16
Usmash
Duration: 44
Hits on Frame: 14
Strong Hitbox Duration: 14-16 (3)
Weak Hitbox Duration: 17-20 (4)
Cooldown: 23
Charge Release: hits on frame 5
Shield Stun: 6
Shield Advantage:-24
Shield Drop Advantage: -17
Dash attack
Duration: 37
Hits on Frame: 6, 17
Hitbox Duration: 6-9 (4); 17-19 (3)
Cooldown: 17
Shield Stun: 1, 1
Shield Advantage: -19
Shield Drop advantage: -12
Beamsword Neutral A
Duration: 23
Hits on Frame: 4
Shield Stun: 1
Shield Advantage: -14
Shield Drop Advantage: -7
Beamsword Tilt
Duration: 41
Hits on Frame: 9
Shield Stun: 2
Shield Advantage: -30
Shield Drop Advantage: -23
Beamsword Smash
Duration: 59
Hits on Frame: 18
Shield Stun: 4
Shield Advantage: -37
Shield Drop Advantage: -30
Grabs
Standing grab
Duration: 29
Hits on Frame: 6
Hitbox Duration: 6-7 (2)
Cooldown: 22
Dash Grab
Duration: 39
Hits on Frame: 6
Hitbox Duration: 6-7 (2)
Cooldown: 32
Pivot Grab
Duration: 39
Hits on Frame: 13
Hitbox Duration: 13-14 (2)
Cooldown: 24
Aerials
Nair
Duration: 49
Hits on Frame: 3
Strong Hitbox Duration: 3-6 (4)
Weak Hitbox Duration: 7-23 (17)
Aerial Cooldown: 26
Landing Lag: 11
Autocancels on Frame: 36
Shield Stun: 4, 3
Optimal Shield Advantage: -7
Optimal Shield Drop Advantage: 0
Dair
Duration: 39
Hits on Frame: 12, 18, 24, 30
Hitbox Duration: each hitbox lasts 2 frames
Aerial Cooldown: 8
Landing Lag: 9
Autocancels on Frame: 32
Shield Stun: 1
Optimal Shield Advadvantage: -9
Optimal Shield Drop Advantage: -2
Optimal Shield Advantage Autocanceled: -3 (-5 hard landing)
Optimal Shield Drop Advantage Autocanceled: +4, +2
Fair
Duration: 54
Hits on Frame: 16 (max range @ 17)
Hitbox Duration: 16-19 (4)
Aerial Cooldown: 35
Landing Lag: 22
Autocancels on Frame: 20
Shield stun: 5
Optimal Shield Advantage (assumes hitting with F17 hitbox): 0, -2
Optimal Shield Drop Advantage: +7, +5
Bair
Duration: 55
Hits on Frame: 6
Strong Hitbox Duration: 6-8 (3)
Weak Hitbox Duration: 9-19 (11)
Aerial Cooldown: 36
Landing Lag: 9
Autocancels on Frame: 20
Shield stun: 5, 2
Optimal Shield Advantage: -4 (hard hit then land)
Optimal Shield Drop Advantage: +3
Optimal Shield Advantage Autocanceled: 0 (weak hit bair -> ac landing)
Optimal Shield Drop Advantage Autocanceled: +7
Uair
Duration: 35
Hits on Frame: 8
Hitbox Duration: 8-12 (5)
Aerial Cooldown: 23
Landing Lag: 9
Autocancels on Frame: 23
Shield Stun: 3
Optimal Shield Advantage: -5
Optimal Shield Drop Advantage: +2
Specials
Toad
Duration: 64
Counters on Frame: 11
Counter Duration: 11-31 (21)
Cooldown: 31
Grounded Peach Bomber
Hits on Frame: 24
Hitbox Duration: 24-46 (23)
Duration: 73
Aerial Cooldown: 27
Landing lag: 33 - # of frames into aerial cooldown
Lag After Hit: 18
Aerial Peach Bomber
Hits on Frame: 34
Hitbox duration: 34-56 (23)
Duration: 83
Aerial Cooldown: 27
Landing lag: 33 - # of frames into cooldown
Lag After Hit: 18
Up-B
Hits on Frames: 7, 11, 19, 27, 32
Landing Lag: 39
Turnip Pull
Duration: 29
Defense
Shield
Comes out on frame: 1
Shield drop: 7
Spot Dodge
Total: 25
Invincible Frames 2 – 20
Roll Backward
Total: 31
Invincible Frames 4 – 20
Roll Forward
Total: 31
Invincible Frames 3 – 19
Air Dodge
Total: 49
Invincible Frames 4 – 19
Suck factor: very high
Get-up Roll Forward
Duration: 34
Invincibility: 1-19
Get-up Roll Backward
Duration: 35
Invincibility: 1-19
Get-up Stand
Duration: 29
Invincibility: 1-19
Get-up Attack
Duration: 55
Hits on Frames: 17, 25
Invincibility: 1-27
Ledge Options
General
Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum invincibility after ledge drop: 21
Notes:
- jump -> float gives a maximum of 10 frames invulnerability. If you decide to jump -> float -> land you'll have a max of 7 frames invincibility.
- ledge let-go cannot be buffered
- ledge let-go invincibility doesn't stack with action invincibility
Less than 100%
Attack
Duration: 54
Hits on frame: 10
Hitbox Duration: 10-16 (7)
Cooldown: 38
Invincibility: 1-8 (8)
Vulnerable Frames: 46
Get Up
Duration: 32
Invincibility:1-30
Vulnerable Frames: 2
Jump
Duration: 10
Invincibility: 1-10
Vulnerable Frames: 0
Roll
Duration: 50
Invincibility: 1- 32
Vulnerable frames: 18
100% and Greater
Attack
Duration: 69
Hits on frame: 44
Hitbox duration: 44-47 (5)
Cooldown: 22
Invincibility: 1-48
Vulnerable frames: 21
Get Up
Duration: 59
Invincibility: 1-55
Vulnerable frames: 4
Jump
Duration: 20
Invincibility: 1-20
Vulnerable frames: 0
Roll
Duration: 79
Invincibility: 1-57
Vulnerable frames: 22
Turnips
Ground Throws
Forward Throw
Duration: 26
Hits on Frame: 8
Back Throw:
Duration: 26
Hits on Frame: 11
Up throw
Duration: 25
Hits on Frame: 11
Down Throw:
Duration: 21
(the hitbox never has the chance to come out with this one)
Aerial Throws
Forward Throw
Duration: 24
Hits on Frame: 8
Back Throw
Duration: 24
Hits on Frame: 11
Up Throw
Duration: 23
Hits on Frame: 12
Down Throw
Duration: 19
Hits on Frame: 7
Turnip Shield Stun
Point Blank Smash Throw
Normal: 14
Winking: 16
Dot: 21
Stitch: 35
Mr. Saturn: 10
Smash Throw
Normal: 9
Winking: 12
Dot: 17
Stitch: 30
Mr. Saturn: 9
Point Blank Normal Throw
Normal: 11
Winking: 16
Dot: 19
Stitch: 33
Mr. Saturn: 9
Normal Throw
Normal: 7
Winking: 11
Dot: 15
Stitch: 30
Mr. Saturn: 7
Point Blank Turnip Shield Advantages
Smash throw point blank
Normal: -5
Winking: -3
Dot: +2
Stitch: +16
Mr. Saturn: -9
Normal throw point blank
Normal: -8
Wink: -3
Dot: 0
Stitch: +14
Mr. Saturn: -10
Turnip Hitstun
Mario @ 0%
Normal: 21
Wink: 22
Mr Saturn: 13
Dot: 24
Stitch: 38
Point Blank Turnip Hit Advantages
0%
Normal: +2
Wink: +5
Dot: +9
Stitch: attack can be DI'd, thus no setup. Deals 42% though.
Mr. Saturn: -4
Beamsword: +10
20%
Normal: +7
Wink: +9
Dot: +14
Mr. Saturn: -1
Beamsword: +24
40%
norm: +10
wink: +13
dot:
saturn: +2
beam: attack can be DI'd
60%
Normal: +13
Wink: +17
Dot: attack can be DI'd
Mr. Saturn: +5
80%
Normal: +16
wink: attack can be DI'd
Mr. Saturn: +8
100%
Normal: +19
Mr. Saturn: +11
120%
Normal: Attack can be DI'd
Mr. Saturn: +14
140%
Mr. Saturn: +18
160%
Mr. Saturn: attack can be DI'd. Note that the trajectory is a great setup though.
Glide Toss Advantages
Put simply this section will detail frame advantages from a glide toss when used from specific locations. This info will be useful in letting you know when glide tossing can best be used as an approach.
....I just realized that the images are a bit confusing. Ignore Mario. The advantages listed assume that the turnip hits the opponent's shield at the point shown in the image.
Shield Advantages
Smash Throw
Shield advantage:
Normal: -9
Winking: -6
Dot: -1
Stitch: +12
Shield advantage:
Normal: 0
Winking: +3
Dot: +8
Stitch: +21
Shield advantage:
Normal: +6
Winking: +9
Dot: +14
Stitch: +27
Shield advantage:
Normal: +9
Winking: +12
Dot: +17
Stitch: +30
Shield advantage:
Normal: +9
Winking: +12
Dot: +17
Stitch: +30
Normal Throw
Shield advantage:
Normal: -12
Winking: -7
Dot: -3
Stitch: +12
Shield advantage:
Normal: 0
Winking: +4
Dot: +8
Stitch: +23
Shield advantage:
Normal: +7
Winking: +11
Dot: +15
Stitch: +30
Shield advantage:
Normal: +7
Winking: +11
Dot: +15
Stitch: +30
Various Other Hit Advantages
Jab1 advantages
-1 adv: Diddy, Shiek, Falco, Wolf, CF,
0 adv: Bowser, Wario, Link, Ganon, MK, Fox, Pika, Squirtle, Ike, Sonic, zss
+1 adv: Mario, Yoshi, IC, Charizard, Lucas, Snake, DK
+2 adv: TL, DDD, Ivy, Ness, G&W, ROB
+3 adv: Luigi, Peach, Zelda, Samus, Lucario, Marth
+4 adv: Kirby, Olimar,
+7 adv: jigglypuff
Weak hit Bair Hitstun
0%: 9
20%: 13
40%: 16
60%: 20
70%: 22
80%: 28
90%: 30
100%: 31
110%: 33
120%: attack can now be DI'd, thus ruining the setup.
Advanced Techs
Dtilt Slide
Frame window: Action performed on 28-29 of dtilt = small slide. Action performed on 30-31 = large slide.
Dash free-pull
Frame Window: frames 22-34 of her short foxtrot
(foxtrot lasts 21 frames)
Free-pull
Frame Window: frames 2-11 of her turn around animation
Glide Toss
Frame Window: frames 2-5 of her roll animation
**Frame 2 gives a very short glide toss. Frame 3 gives a longer one. Frames 4 and 5 give maximum sliding distance.
Miscellaneous Data
Jump airborne on frame: 6
Short Hop Duration: 51
Short Hop Fast Fall Duration: 43
Full Hop Duration:66
Full Hop Fast Fall Duration:77
Dash stop: 14
"Peachdash": 9
Hard landing lag: 4
Soft Landing lag: 2
Index:
Ground Attacks
Grabs
Aerials
Specials
Defense
Ledge Options
- general
- under 100%
- over 100%
Turnips
- throws
- shield Stun
- hit stun
- point blank shield advantages
- point blank hit advantages (to come)
Glide Tossing Advantages
- shield advantage smash throw
- shield advantage normal throw
- hit advantage smash throw
- hit advantage normal throw
Various Other Hit Advantages
Advanced Techs
Misc
Ground Attacks
Jab 1:
Duration: 19
Hits on Frame: 2
Hitbox Duration: 2-3 (2)
Cooldown: 16
Frames Jab 1 can be cancelled into second jab: 8-30
Shield stun: 1
Shield Advantage: -16
Shield drop advantage: -9
Jab 2:
Duration: 22 (if used in tandem with 1st jab: 29)
Hits on frame: 9 at earliest (frame 2 on its own)
Hitbox duration: 2 frames
Cooldown: 19
Shield stun: 1
Shield advantage: -19
Shield drop advantage: -12
Dtilt:
Duration: 27
Hits on Frame: 12
Hitbox Duration: 12-13 (2)
Cooldown: 14
Shield Stun: 3
Shield Advantage: -13
Shield Drop advantage: -6
Ftilt
Duration:36
Hits on Frame: 6 (max range @ 7)
Hitbox Duration: 6-16 (11)
Cooldown: 20
Shield Stun: 4
Shield Advantage: -26
Shield Drop advantage: -19
Utilt
Duration: 37
Hits on Frame: 10
Hitbox Duration: 10-14 (5)
Cooldown: 23
Shield Stun: 4
Shield Advantage: -23
Shield Drop Advantage: -16
Fsmash; Golf club
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: hits on frame 5
Shield Stun: 5
Shield Advantage: -21
Shield Drop advantage: -14
Fsmash; Tennis Racket
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: 5
Shield Stun: 4
Shield Advantage: -21
Shield Drop advantage: -14
Fsmash; Pan
Duration: 40
Hits on Frame: 15
Hitbox Duration: 15-19 (5)
Cooldown: 21
Charge Release: 5
Shield Stun: 6
Shield Advantage: -20
Shield Drop Advantage: -13
Dsmash
Duration: 44
Hits on Frame: 6, 11, 16, 21
Hitbox Duration: each hitbox lasts 2 frames
Cooldown: 22
Charge Release: 4
Shield Stun: 1
Shield Advantage: -23
Shield Drop Advantage: -16
Usmash
Duration: 44
Hits on Frame: 14
Strong Hitbox Duration: 14-16 (3)
Weak Hitbox Duration: 17-20 (4)
Cooldown: 23
Charge Release: hits on frame 5
Shield Stun: 6
Shield Advantage:-24
Shield Drop Advantage: -17
Dash attack
Duration: 37
Hits on Frame: 6, 17
Hitbox Duration: 6-9 (4); 17-19 (3)
Cooldown: 17
Shield Stun: 1, 1
Shield Advantage: -19
Shield Drop advantage: -12
Beamsword Neutral A
Duration: 23
Hits on Frame: 4
Shield Stun: 1
Shield Advantage: -14
Shield Drop Advantage: -7
Beamsword Tilt
Duration: 41
Hits on Frame: 9
Shield Stun: 2
Shield Advantage: -30
Shield Drop Advantage: -23
Beamsword Smash
Duration: 59
Hits on Frame: 18
Shield Stun: 4
Shield Advantage: -37
Shield Drop Advantage: -30
Grabs
Standing grab
Duration: 29
Hits on Frame: 6
Hitbox Duration: 6-7 (2)
Cooldown: 22
Dash Grab
Duration: 39
Hits on Frame: 6
Hitbox Duration: 6-7 (2)
Cooldown: 32
Pivot Grab
Duration: 39
Hits on Frame: 13
Hitbox Duration: 13-14 (2)
Cooldown: 24
Aerials
Nair
Duration: 49
Hits on Frame: 3
Strong Hitbox Duration: 3-6 (4)
Weak Hitbox Duration: 7-23 (17)
Aerial Cooldown: 26
Landing Lag: 11
Autocancels on Frame: 36
Shield Stun: 4, 3
Optimal Shield Advantage: -7
Optimal Shield Drop Advantage: 0
Dair
Duration: 39
Hits on Frame: 12, 18, 24, 30
Hitbox Duration: each hitbox lasts 2 frames
Aerial Cooldown: 8
Landing Lag: 9
Autocancels on Frame: 32
Shield Stun: 1
Optimal Shield Advadvantage: -9
Optimal Shield Drop Advantage: -2
Optimal Shield Advantage Autocanceled: -3 (-5 hard landing)
Optimal Shield Drop Advantage Autocanceled: +4, +2
Fair
Duration: 54
Hits on Frame: 16 (max range @ 17)
Hitbox Duration: 16-19 (4)
Aerial Cooldown: 35
Landing Lag: 22
Autocancels on Frame: 20
Shield stun: 5
Optimal Shield Advantage (assumes hitting with F17 hitbox): 0, -2
Optimal Shield Drop Advantage: +7, +5
Bair
Duration: 55
Hits on Frame: 6
Strong Hitbox Duration: 6-8 (3)
Weak Hitbox Duration: 9-19 (11)
Aerial Cooldown: 36
Landing Lag: 9
Autocancels on Frame: 20
Shield stun: 5, 2
Optimal Shield Advantage: -4 (hard hit then land)
Optimal Shield Drop Advantage: +3
Optimal Shield Advantage Autocanceled: 0 (weak hit bair -> ac landing)
Optimal Shield Drop Advantage Autocanceled: +7
Uair
Duration: 35
Hits on Frame: 8
Hitbox Duration: 8-12 (5)
Aerial Cooldown: 23
Landing Lag: 9
Autocancels on Frame: 23
Shield Stun: 3
Optimal Shield Advantage: -5
Optimal Shield Drop Advantage: +2
Specials
Toad
Duration: 64
Counters on Frame: 11
Counter Duration: 11-31 (21)
Cooldown: 31
Grounded Peach Bomber
Hits on Frame: 24
Hitbox Duration: 24-46 (23)
Duration: 73
Aerial Cooldown: 27
Landing lag: 33 - # of frames into aerial cooldown
Lag After Hit: 18
Aerial Peach Bomber
Hits on Frame: 34
Hitbox duration: 34-56 (23)
Duration: 83
Aerial Cooldown: 27
Landing lag: 33 - # of frames into cooldown
Lag After Hit: 18
Up-B
Hits on Frames: 7, 11, 19, 27, 32
Landing Lag: 39
Turnip Pull
Duration: 29
Defense
Shield
Comes out on frame: 1
Shield drop: 7
Spot Dodge
Total: 25
Invincible Frames 2 – 20
Roll Backward
Total: 31
Invincible Frames 4 – 20
Roll Forward
Total: 31
Invincible Frames 3 – 19
Air Dodge
Total: 49
Invincible Frames 4 – 19
Suck factor: very high
Get-up Roll Forward
Duration: 34
Invincibility: 1-19
Get-up Roll Backward
Duration: 35
Invincibility: 1-19
Get-up Stand
Duration: 29
Invincibility: 1-19
Get-up Attack
Duration: 55
Hits on Frames: 17, 25
Invincibility: 1-27
Ledge Options
General
Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum invincibility after ledge drop: 21
Notes:
- jump -> float gives a maximum of 10 frames invulnerability. If you decide to jump -> float -> land you'll have a max of 7 frames invincibility.
- ledge let-go cannot be buffered
- ledge let-go invincibility doesn't stack with action invincibility
Less than 100%
Attack
Duration: 54
Hits on frame: 10
Hitbox Duration: 10-16 (7)
Cooldown: 38
Invincibility: 1-8 (8)
Vulnerable Frames: 46
Get Up
Duration: 32
Invincibility:1-30
Vulnerable Frames: 2
Jump
Duration: 10
Invincibility: 1-10
Vulnerable Frames: 0
Roll
Duration: 50
Invincibility: 1- 32
Vulnerable frames: 18
100% and Greater
Attack
Duration: 69
Hits on frame: 44
Hitbox duration: 44-47 (5)
Cooldown: 22
Invincibility: 1-48
Vulnerable frames: 21
Get Up
Duration: 59
Invincibility: 1-55
Vulnerable frames: 4
Jump
Duration: 20
Invincibility: 1-20
Vulnerable frames: 0
Roll
Duration: 79
Invincibility: 1-57
Vulnerable frames: 22
Turnips
Ground Throws
Forward Throw
Duration: 26
Hits on Frame: 8
Back Throw:
Duration: 26
Hits on Frame: 11
Up throw
Duration: 25
Hits on Frame: 11
Down Throw:
Duration: 21
(the hitbox never has the chance to come out with this one)
Aerial Throws
Forward Throw
Duration: 24
Hits on Frame: 8
Back Throw
Duration: 24
Hits on Frame: 11
Up Throw
Duration: 23
Hits on Frame: 12
Down Throw
Duration: 19
Hits on Frame: 7
Turnip Shield Stun
Point Blank Smash Throw
Normal: 14
Winking: 16
Dot: 21
Stitch: 35
Mr. Saturn: 10
Smash Throw
Normal: 9
Winking: 12
Dot: 17
Stitch: 30
Mr. Saturn: 9
Point Blank Normal Throw
Normal: 11
Winking: 16
Dot: 19
Stitch: 33
Mr. Saturn: 9
Normal Throw
Normal: 7
Winking: 11
Dot: 15
Stitch: 30
Mr. Saturn: 7
Point Blank Turnip Shield Advantages
Smash throw point blank
Normal: -5
Winking: -3
Dot: +2
Stitch: +16
Mr. Saturn: -9
Normal throw point blank
Normal: -8
Wink: -3
Dot: 0
Stitch: +14
Mr. Saturn: -10
Turnip Hitstun
Mario @ 0%
Normal: 21
Wink: 22
Mr Saturn: 13
Dot: 24
Stitch: 38
Point Blank Turnip Hit Advantages
0%
Normal: +2
Wink: +5
Dot: +9
Stitch: attack can be DI'd, thus no setup. Deals 42% though.
Mr. Saturn: -4
Beamsword: +10
20%
Normal: +7
Wink: +9
Dot: +14
Mr. Saturn: -1
Beamsword: +24
40%
norm: +10
wink: +13
dot:
saturn: +2
beam: attack can be DI'd
60%
Normal: +13
Wink: +17
Dot: attack can be DI'd
Mr. Saturn: +5
80%
Normal: +16
wink: attack can be DI'd
Mr. Saturn: +8
100%
Normal: +19
Mr. Saturn: +11
120%
Normal: Attack can be DI'd
Mr. Saturn: +14
140%
Mr. Saturn: +18
160%
Mr. Saturn: attack can be DI'd. Note that the trajectory is a great setup though.
Glide Toss Advantages
Put simply this section will detail frame advantages from a glide toss when used from specific locations. This info will be useful in letting you know when glide tossing can best be used as an approach.
....I just realized that the images are a bit confusing. Ignore Mario. The advantages listed assume that the turnip hits the opponent's shield at the point shown in the image.
Shield Advantages
Smash Throw
Shield advantage:
Normal: -9
Winking: -6
Dot: -1
Stitch: +12
Shield advantage:
Normal: 0
Winking: +3
Dot: +8
Stitch: +21
Shield advantage:
Normal: +6
Winking: +9
Dot: +14
Stitch: +27
Shield advantage:
Normal: +9
Winking: +12
Dot: +17
Stitch: +30
Shield advantage:
Normal: +9
Winking: +12
Dot: +17
Stitch: +30
Normal Throw
Shield advantage:
Normal: -12
Winking: -7
Dot: -3
Stitch: +12
Shield advantage:
Normal: 0
Winking: +4
Dot: +8
Stitch: +23
Shield advantage:
Normal: +7
Winking: +11
Dot: +15
Stitch: +30
Shield advantage:
Normal: +7
Winking: +11
Dot: +15
Stitch: +30
Various Other Hit Advantages
Jab1 advantages
-1 adv: Diddy, Shiek, Falco, Wolf, CF,
0 adv: Bowser, Wario, Link, Ganon, MK, Fox, Pika, Squirtle, Ike, Sonic, zss
+1 adv: Mario, Yoshi, IC, Charizard, Lucas, Snake, DK
+2 adv: TL, DDD, Ivy, Ness, G&W, ROB
+3 adv: Luigi, Peach, Zelda, Samus, Lucario, Marth
+4 adv: Kirby, Olimar,
+7 adv: jigglypuff
Weak hit Bair Hitstun
0%: 9
20%: 13
40%: 16
60%: 20
70%: 22
80%: 28
90%: 30
100%: 31
110%: 33
120%: attack can now be DI'd, thus ruining the setup.
Advanced Techs
Dtilt Slide
Frame window: Action performed on 28-29 of dtilt = small slide. Action performed on 30-31 = large slide.
Dash free-pull
Frame Window: frames 22-34 of her short foxtrot
(foxtrot lasts 21 frames)
Free-pull
Frame Window: frames 2-11 of her turn around animation
Glide Toss
Frame Window: frames 2-5 of her roll animation
**Frame 2 gives a very short glide toss. Frame 3 gives a longer one. Frames 4 and 5 give maximum sliding distance.
Miscellaneous Data
Jump airborne on frame: 6
Short Hop Duration: 51
Short Hop Fast Fall Duration: 43
Full Hop Duration:66
Full Hop Fast Fall Duration:77
Dash stop: 14
"Peachdash": 9
Hard landing lag: 4
Soft Landing lag: 2