Mr. Escalator
G&W Guru

Key:
Tilts
Neutral A
Frame Breakdown:
• 1-3 Startup
• 4-6 Hitbox out
• 7-15 Cooldown
Jab flurry:
• 15-16 Hitbox out
• 17-22
• 23-24 Hitbox out
• 25-30
• 31-32 Hitbox out
• ... (hits every 7 frames)
Frame Summary
Duration: 15
Hits on frame: 4
Hitbox duration: 3
Cooldown: 9
Shieldstun: 1
Shield advantage: -10
Shield drop advantage: -3
Jab flurry:
Cooldown: 9
Hit Advantages:
+1: Diddy, Shiek, Metaknight, Fox, Falco, Wolf, C. Falcon, Squirtle
+2: Mario, Peach, Bowser, Yoshi, Wario, Link, Ganon, Samus, ZSS, IC, Kirby, Olimar, Pikachu, Charizard, Lucario, Ike, Lucas, Sonic
+3: Luigi, DK, Zelda, Toon Link, Pit, Ivysaur, Marth, Ness, G&W, Snake
+4: Dedede, Jigglypuff
Forward Tilt
Frame Breakdown:
• 1-9 Startup
• 10-15 Hitbox out
• 16-35 Cooldown
Frame Summary:
Duration: 35
Hits on frame: 10
Hitbox duration: 6
Cooldown: 20
Shield stun: 4
Shield advantage: -24
Shield drop advantage: -17
Up Tilt
Frame Breakdown:
• 1-12 Startup
• 13-21 Hitbox out
• 22-29 Cooldown
Frame Summary:
Duration: 29
Hits on frame: 13
Hitbox duration: 9
Cooldown: 8
Shield stun: 2
Shield advantage: -14
Shield drop advantage: -7
Down Tilt
Frame Breakdown:
• 1-5 Startup
• 6-15 Hitbox out
• 16-25 Cooldown
Frame Summary:
Duration: 25
Hits on frame: 6
Hitbox duration: 10
Cooldown: 10
Shield stun: 2
Shield advantage: -17
Shield drop advantage: -10
Dash Attack:
Frame Breakdown:
• 1-5 Startup
• 6-29 Hitbox out
• 30-37 Cooldown
Frame Summary:
Duration: 37
Hits on frame: 6
Hitbox duration: 24
Cooldown: 8
Shield advantage 1*: -28
Shield drop advantage 1: -21
Shield advantage 2**: -20
Shield drop advantage 2: -13
Shield damage: 1
*Advantage when fist part of attack connects with shield
**Advantage when second part of attack connects with shield
Smashes
Forward Smash
Frame Breakdown:
• 1-16 Startup
• 17-20 Strong hitbox out
• 21-34 Weak hitbox out
• 34-42 Cooldown
Frame Summary:
Duration: 42
Hits on frame: 17
After charge, hits on frame: 10
Hitbox duration: 17 (4 strong 13 weak)
Cooldown: 7
Shield stun: 6
Shield advantage: -19
Shield drop advantage: -12
Up Smash
Frame Breakdown:
• 1-23 Startup
• 24-28 Hitbox out
• 29-38 Cooldown
Frame Summary:
Duration: 38
Hits on frame: 24
After charge, hits on frame: 7
Hitbox duration: 5
Cooldown: 10
Shield stun: 6
Shield advantage: -9
Shield drop advantage: -2
Down Smash
Frame Breakdown:
• 1-14 Startup
• 15-19 Hitbox out
• 20-33 Cooldown
Frame Summary:
Duration: 33
Hits on frame: 15
After charge, hits on frame: 8
Hitbox duration: 5
Cooldown: 14
Shield stun: 4
Shield advantage: -14
Shield drop advantage: -7
Grabs
Standing grab
Frame breakdown:
• 1-5 Startup
• 6-7 Hitbox out
• 8-29 Cooldown
Frame summary:
Duration: 29
Hits on frame: 6
Cooldown: 22
Dash grab
Frame breakdown:
• 1-9 Startup
• 10-11 Hitbox out
• 12-39 Cooldown
Frame summary:
Duration: 34
Hits on frame: 10
Cooldown: 28
Pivot grab
Frame breakdown:
• 1-9 Startup
• 10-11 Hitbox out
• 12-34 Cooldown
Frame summary:
Duration: 34
Hits on frame: 10
Cooldown: 23
Aerials
Neutral Aerial
Frame Breakdown:
• 1-6 Startup
• 7-10 Hitbox out
• 12-15 Hitbox out
• 17-20 Hitbox out
• 22-25 Hitbox out
• 26-34 Cooldown
Frame Summary:
Duration: 34
Hits on: 7, 12, 17, 22
Aerial cooldown: 9
Landing lag: 9
Shield stun: 1
Optimal shield advantage: -8
Optimal shield drop advantage: -1
Optimal 1st hit hit advantage: variable*
Optimal 2nd and 3rd hit hit advantage: +17
*Starts out at +3. Add 3 for every 20%. Advantage maxes out at +21 @ 120%. At ~128% the knockback can be DI'd/Air dodged and attacked out of early, thus ruining the setup. (This was done on Mario; results will vary slightly for characters in different weight classes)
Forward Aerial
Frame Breakdown:
• 1-9 Startup
• 10-12 Strong hitbox out
• 13-32 Weak hitbox out
• 33-44 Aerial cooldown
Frame Summary:
Duration: 44
Hits on: 10
Strong hitbox duration: 3
Weak hitbox duration: 19
Aerial cooldown: 12
Landing lag: 22
Shield stun strong hitbox: 5
Shield stun weak hitbox: 1
Optimal Shield advantage: -17
Optimal Shield drop advantage: -10
Back Aerial
Frame Breakdown:
• 1-9 Startup
• 10-11 Hitbox out
• 13-14 Hitbox out
• 16-17 Hitbox out
• 19-20 Hitbox out
• 22-23 Hitbox out
• 24-39 Aerial cooldown
Frame Summary:
Duration: 39
1st hit on: 10, 13, 16, 19, 22
Aerial cooldown: 16
Landing lag: 12
Shield stun: 1
Shield advantage: -10
Shield drop advantage: -3
Grounded Hitbox:
Appears between frames 10 and 39.
Last for 2 frames.
10 Cooldown.
6 Hitlag.
6 Shield hitlag.
Up Aerial
Frame Breakdown:
• 1-5 Startup
• 6-7 Hitbox out
• 8-19
• 20-21 Hitbox out
• 22-39 Aerial cooldown
Frame Summary:
Duration: 39
1st hitbox on: 6, 20
Aerial cooldown: 18
Landing lag: 9
Shield stun (both hits): 1
Down Aerial
Frame Breakdown:
• 1-11 Startup
• 12-38 Hitbox out
• 39-49 Aerial Cooldown
Landing:
• 1-2 Hitbox out
• 3-15 Cooldown
Frame Summary:
Duration: 49
Hits on: 12
Keyspike frames: 12
Landing lag: 15
Landing cooldown: 13
Shield stun: 3
Shield stun (ground hit): 2
Shield advantage: -12
Shield drop advantage: -5
Specials
Neutral B (Chef)
Frame breakdown:
• 1-17 Startup
• 18-20 Fire hitbox out/food launched
• 21-34
• 35-37 Fire hitbox out/food launched
• 38-52
• 53-55 Fire hitbox out/food launched
• 56-69
• 71-73 Fire hitbox out/food launched
• 74-88
• 89-91 Fire hitbox out/food launched
• 92-120 Cooldown
Frame Summary:
Duration of single piece launch: 49
Duration of 1 cycle (5 pieces) max speed: 120
Fire hitbox out/food launched on: 18, 35, 53, 71, 89
Fire hitbox duration: 3
Cooldown (at any point in the cycle): 29
Food Hitlag+hitstun: 17
Food Hitlag+hitstun on grounded opponent: 22-26*
Food Shield hitlag + shield stun: 7
Hitbox duration of different food trajectories; ordered in distance traveled, shortest to longest:
1. 76
2. 71
3. 67
4. 62
5. 58
*depends on opponent. Floaty characters will undergo more stun if they don't jump before being forced into a hard landing.
Side B (Judgment)
Frame Breakdown: (all hammers but 5)
• 1-15 Startup
• 16-23 Hitbox out
• 24-49 Cooldown
Five hammer:
• 1-15 Startup
• 16-18 Hitbox out
• 19-21 Hitbox out
• 22-24 Hitbox out
• 25-27 Hitbox out
• 28-49 Cooldown
Frame summary:
Duration: 49
Hits on frame: 16
Hitbox duration: 8 (11 total for Five hammer)
Cooldown: 26 (22 for Five hammer)
Individual hammer shield data:
Up B (Fire!)
Frame Breakdown:
• 1-8 Startup
• 9-29 Hitbox out
• 30-33 Parachute appears
• 33-48* Cooldown
Frame Summary:
Duration: 48
Hits on: 9
Landing lag: 41
Invincibility: 5-13
Soonest ledge grab: 15
Shield Stun: 2
*The Parachute can be canceled into any aerial starting on frame 41.
Down B (Oil Panic)
Collecting:
Begins on frame: 6
Minimum duration with no collection: 50
Cooldown: 13 (13 frames where the bucket is not out)
Collection invincibility: 1-24
After the first/second charge is collected it takes 72 frames to shield
After the third charge is collected it takes 36 frames to shield
Releasing:
Frame Breakdown:
• 1 Startup
• 2-8 Closest hitbox out
• 8-15 Middle hitbox out
• 15-26 Furthest hitbox out
• 27-49 Cooldown
Frame summary:
Duration: 49
Hits on: 2
Hitbox Duration: 25
Cooldown: 24
Invincibility: 1-6
Defense
Spotdodge:
Duration: 25
Invincibility: 2-20 (19)
Vulnerable frames: 5
Airdodge:
Duration: 49
Invincibility: 3-29 (27)
Vulnerable frames: 20
Front/Back Roll:
Duration: 35
Invincibility: 4-19 (16)
Vulnerable frames: 16
Get-up:
Duration: 29
Invincibility:1-22
Vulnerable frames: 7
Get-up Attack:
Duration: 49
Hits on: 20, 32
Hitbox Duration: 2
Invincibility: 1-34
Vulnerable frames: 15
Shield damage: 1
Get-up Roll:
Duration: 35
Invincibility: 1-20
Vulnerable frames: 15
Tech:
Duration: 26
Invincibility: 1-20
Vulnerable frames: 6
Tech Roll:
Duration: 40
Invincibility: 1-20
Vulnerable frames: 20
Ledge Options
General
Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum "usable" ledge grab invincibility: 21
Notes:
- Ledge let-go cannot be buffered
- Ledge let-go invincibility doesn't stack with action invincibility; whichever lasts longer will override the other.
Under 100%:
Ledge get-up
Duration: 34
Invincibility: 1-30
Vulnerable frames: 4
Ledge attack
Duration: 55
Hits on: 24
Hitbox duraiton: 24-28
Invincibility: 1-21
Vulnerable frames: 34
Shield damage: 1
Ledge roll
Duration: 49
Invincibility: 1-27
Vulnerable frames: 22
Ledge hop
Duration: 1-12
Invincibility: 1-12
Vulnerable frames: 0
Above 100%:
Ledge get-up
Duration: 59
Invincibility: 1-55
Vulnerable frames: 4
Ledge attack
Duration: 69
Hits on: 55-59
Invincibility: 1-59
Vulnerable frames: 10
Shield damage: 1
Ledge roll
Duration: 79
Invincibility: 1-60
Vulnerable frames: 19
Ledge hop
Duration: 17
Invincibility: 1-17
Vulnerable frames: 0
Advanced Techs
Glide toss
Frame window: frame 4 of his roll
Movement
Short hop
• 1-5 Startup
• 6-43 Airborne
• 44-45 Landing lag
Short hop FF
• 1-5 Startup
• 6-33 Airborne
• 34-37 Landing lag
Full hop
• 1-5 Startup
• 6-63 Airborne
• 64-67 Landing lag
Full hop FF
• 1-5 Startup
• 6-50 Airborne
• 51-54 Landing lag
- Frame - Consider it a unit of "game time". There are 60 frames in a second.
- Duration - How long an action lasts in frames.
- Cooldown - The vulnerable frames after a move's hitbox has disappeared.
- Shield stun - The frames after an attack hits a shield. The defender is stuck in shield and can perform no actions for the allotted frames.
- Shield advantage - The frame difference between the attacker's and defender's ability to perform an action after an attack has hit a 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. (shield advantage - 7).
- Hit advantage - Same idea as shield advantage, but applied after an attack connects with your opponent.
- Optimal shield/hit advantage - used for aerials. Details the advantage had when the aerial connects either shield or foe and you land on the next frame. (aka when the aerial is used optimally)
- Shield damage - The set amount of damage the move does to a shield. Only a few moves have a specific amount set; all moves inflict shield damage based on the damage they do. The shield damage listed is extra damage added on top. A shield has 70 "health".
Tilts
Neutral A
Frame Breakdown:
• 1-3 Startup
• 4-6 Hitbox out
• 7-15 Cooldown
Jab flurry:
• 15-16 Hitbox out
• 17-22
• 23-24 Hitbox out
• 25-30
• 31-32 Hitbox out
• ... (hits every 7 frames)
Frame Summary
Duration: 15
Hits on frame: 4
Hitbox duration: 3
Cooldown: 9
Shieldstun: 1
Shield advantage: -10
Shield drop advantage: -3
Jab flurry:
Cooldown: 9
Hit Advantages:
+1: Diddy, Shiek, Metaknight, Fox, Falco, Wolf, C. Falcon, Squirtle
+2: Mario, Peach, Bowser, Yoshi, Wario, Link, Ganon, Samus, ZSS, IC, Kirby, Olimar, Pikachu, Charizard, Lucario, Ike, Lucas, Sonic
+3: Luigi, DK, Zelda, Toon Link, Pit, Ivysaur, Marth, Ness, G&W, Snake
+4: Dedede, Jigglypuff
Forward Tilt
Frame Breakdown:
• 1-9 Startup
• 10-15 Hitbox out
• 16-35 Cooldown
Frame Summary:
Duration: 35
Hits on frame: 10
Hitbox duration: 6
Cooldown: 20
Shield stun: 4
Shield advantage: -24
Shield drop advantage: -17
Up Tilt
Frame Breakdown:
• 1-12 Startup
• 13-21 Hitbox out
• 22-29 Cooldown
Frame Summary:
Duration: 29
Hits on frame: 13
Hitbox duration: 9
Cooldown: 8
Shield stun: 2
Shield advantage: -14
Shield drop advantage: -7
Down Tilt
Frame Breakdown:
• 1-5 Startup
• 6-15 Hitbox out
• 16-25 Cooldown
Frame Summary:
Duration: 25
Hits on frame: 6
Hitbox duration: 10
Cooldown: 10
Shield stun: 2
Shield advantage: -17
Shield drop advantage: -10
Dash Attack:
Frame Breakdown:
• 1-5 Startup
• 6-29 Hitbox out
• 30-37 Cooldown
Frame Summary:
Duration: 37
Hits on frame: 6
Hitbox duration: 24
Cooldown: 8
Shield advantage 1*: -28
Shield drop advantage 1: -21
Shield advantage 2**: -20
Shield drop advantage 2: -13
Shield damage: 1
*Advantage when fist part of attack connects with shield
**Advantage when second part of attack connects with shield
Smashes
Forward Smash
Frame Breakdown:
• 1-16 Startup
• 17-20 Strong hitbox out
• 21-34 Weak hitbox out
• 34-42 Cooldown
Frame Summary:
Duration: 42
Hits on frame: 17
After charge, hits on frame: 10
Hitbox duration: 17 (4 strong 13 weak)
Cooldown: 7
Shield stun: 6
Shield advantage: -19
Shield drop advantage: -12
Up Smash
Frame Breakdown:
• 1-23 Startup
• 24-28 Hitbox out
• 29-38 Cooldown
Frame Summary:
Duration: 38
Hits on frame: 24
After charge, hits on frame: 7
Hitbox duration: 5
Cooldown: 10
Shield stun: 6
Shield advantage: -9
Shield drop advantage: -2
Down Smash
Frame Breakdown:
• 1-14 Startup
• 15-19 Hitbox out
• 20-33 Cooldown
Frame Summary:
Duration: 33
Hits on frame: 15
After charge, hits on frame: 8
Hitbox duration: 5
Cooldown: 14
Shield stun: 4
Shield advantage: -14
Shield drop advantage: -7
Grabs
Standing grab
Frame breakdown:
• 1-5 Startup
• 6-7 Hitbox out
• 8-29 Cooldown
Frame summary:
Duration: 29
Hits on frame: 6
Cooldown: 22
Dash grab
Frame breakdown:
• 1-9 Startup
• 10-11 Hitbox out
• 12-39 Cooldown
Frame summary:
Duration: 34
Hits on frame: 10
Cooldown: 28
Pivot grab
Frame breakdown:
• 1-9 Startup
• 10-11 Hitbox out
• 12-34 Cooldown
Frame summary:
Duration: 34
Hits on frame: 10
Cooldown: 23
Aerials
Neutral Aerial
Frame Breakdown:
• 1-6 Startup
• 7-10 Hitbox out
• 12-15 Hitbox out
• 17-20 Hitbox out
• 22-25 Hitbox out
• 26-34 Cooldown
Frame Summary:
Duration: 34
Hits on: 7, 12, 17, 22
Aerial cooldown: 9
Landing lag: 9
Shield stun: 1
Optimal shield advantage: -8
Optimal shield drop advantage: -1
Optimal 1st hit hit advantage: variable*
Optimal 2nd and 3rd hit hit advantage: +17
*Starts out at +3. Add 3 for every 20%. Advantage maxes out at +21 @ 120%. At ~128% the knockback can be DI'd/Air dodged and attacked out of early, thus ruining the setup. (This was done on Mario; results will vary slightly for characters in different weight classes)
Forward Aerial
Frame Breakdown:
• 1-9 Startup
• 10-12 Strong hitbox out
• 13-32 Weak hitbox out
• 33-44 Aerial cooldown
Frame Summary:
Duration: 44
Hits on: 10
Strong hitbox duration: 3
Weak hitbox duration: 19
Aerial cooldown: 12
Landing lag: 22
Shield stun strong hitbox: 5
Shield stun weak hitbox: 1
Optimal Shield advantage: -17
Optimal Shield drop advantage: -10
Back Aerial
Frame Breakdown:
• 1-9 Startup
• 10-11 Hitbox out
• 13-14 Hitbox out
• 16-17 Hitbox out
• 19-20 Hitbox out
• 22-23 Hitbox out
• 24-39 Aerial cooldown
Frame Summary:
Duration: 39
1st hit on: 10, 13, 16, 19, 22
Aerial cooldown: 16
Landing lag: 12
Shield stun: 1
Shield advantage: -10
Shield drop advantage: -3
Grounded Hitbox:
Appears between frames 10 and 39.
Last for 2 frames.
10 Cooldown.
6 Hitlag.
6 Shield hitlag.
Up Aerial
Frame Breakdown:
• 1-5 Startup
• 6-7 Hitbox out
• 8-19
• 20-21 Hitbox out
• 22-39 Aerial cooldown
Frame Summary:
Duration: 39
1st hitbox on: 6, 20
Aerial cooldown: 18
Landing lag: 9
Shield stun (both hits): 1
Down Aerial
Frame Breakdown:
• 1-11 Startup
• 12-38 Hitbox out
• 39-49 Aerial Cooldown
Landing:
• 1-2 Hitbox out
• 3-15 Cooldown
Frame Summary:
Duration: 49
Hits on: 12
Keyspike frames: 12
Landing lag: 15
Landing cooldown: 13
Shield stun: 3
Shield stun (ground hit): 2
Shield advantage: -12
Shield drop advantage: -5
Specials
Neutral B (Chef)
Frame breakdown:
• 1-17 Startup
• 18-20 Fire hitbox out/food launched
• 21-34
• 35-37 Fire hitbox out/food launched
• 38-52
• 53-55 Fire hitbox out/food launched
• 56-69
• 71-73 Fire hitbox out/food launched
• 74-88
• 89-91 Fire hitbox out/food launched
• 92-120 Cooldown
Frame Summary:
Duration of single piece launch: 49
Duration of 1 cycle (5 pieces) max speed: 120
Fire hitbox out/food launched on: 18, 35, 53, 71, 89
Fire hitbox duration: 3
Cooldown (at any point in the cycle): 29
Food Hitlag+hitstun: 17
Food Hitlag+hitstun on grounded opponent: 22-26*
Food Shield hitlag + shield stun: 7
Hitbox duration of different food trajectories; ordered in distance traveled, shortest to longest:
1. 76
2. 71
3. 67
4. 62
5. 58
*depends on opponent. Floaty characters will undergo more stun if they don't jump before being forced into a hard landing.
Side B (Judgment)
Frame Breakdown: (all hammers but 5)
• 1-15 Startup
• 16-23 Hitbox out
• 24-49 Cooldown
Five hammer:
• 1-15 Startup
• 16-18 Hitbox out
• 19-21 Hitbox out
• 22-24 Hitbox out
• 25-27 Hitbox out
• 28-49 Cooldown
Frame summary:
Duration: 49
Hits on frame: 16
Hitbox duration: 8 (11 total for Five hammer)
Cooldown: 26 (22 for Five hammer)
Individual hammer shield data:
Code:
ONE
Shield stun: 1
Shield advantage: -32
Shield drop advantage: -25
TWO
Shield stun: 1
Shield advantage: -32
Shield drop advantage: -25
Shield damage: 25
THREE
Shield stun: 2
Shield advantage: -31
Shield drop advantage: -24
FOUR
Shield stun: 2
Shield advantage: -31
Shield drop advantage: -24
FIVE
Shield stun: 1
Shield advantage: -26
Shield drop advantage: -19
SIX
Shield stun: 4
Shield advantage: -29
Shield drop advantage: -22
SEVEN
Shield stun: 5
Shield advantage: -28
Shield drop advantage: -21
EIGHT
Shield stun: 3
Shield advantage: -30
Shield drop advantage: -23
NINE
Shield stun: 11
Shield advantage: -35
Shield drop advantage: -28
Frame Breakdown:
• 1-8 Startup
• 9-29 Hitbox out
• 30-33 Parachute appears
• 33-48* Cooldown
Frame Summary:
Duration: 48
Hits on: 9
Landing lag: 41
Invincibility: 5-13
Soonest ledge grab: 15
Shield Stun: 2
*The Parachute can be canceled into any aerial starting on frame 41.
Down B (Oil Panic)
Collecting:
Begins on frame: 6
Minimum duration with no collection: 50
Cooldown: 13 (13 frames where the bucket is not out)
Collection invincibility: 1-24
After the first/second charge is collected it takes 72 frames to shield
After the third charge is collected it takes 36 frames to shield
Releasing:
Frame Breakdown:
• 1 Startup
• 2-8 Closest hitbox out
• 8-15 Middle hitbox out
• 15-26 Furthest hitbox out
• 27-49 Cooldown
Frame summary:
Duration: 49
Hits on: 2
Hitbox Duration: 25
Cooldown: 24
Invincibility: 1-6
Defense
Spotdodge:
Duration: 25
Invincibility: 2-20 (19)
Vulnerable frames: 5
Airdodge:
Duration: 49
Invincibility: 3-29 (27)
Vulnerable frames: 20
Front/Back Roll:
Duration: 35
Invincibility: 4-19 (16)
Vulnerable frames: 16
Get-up:
Duration: 29
Invincibility:1-22
Vulnerable frames: 7
Get-up Attack:
Duration: 49
Hits on: 20, 32
Hitbox Duration: 2
Invincibility: 1-34
Vulnerable frames: 15
Shield damage: 1
Get-up Roll:
Duration: 35
Invincibility: 1-20
Vulnerable frames: 15
Tech:
Duration: 26
Invincibility: 1-20
Vulnerable frames: 6
Tech Roll:
Duration: 40
Invincibility: 1-20
Vulnerable frames: 20
Ledge Options
General
Ledge invincibility: 1-46
Minimum Time on Ledge: 25 frames
Maximum "usable" ledge grab invincibility: 21
Notes:
- Ledge let-go cannot be buffered
- Ledge let-go invincibility doesn't stack with action invincibility; whichever lasts longer will override the other.
Under 100%:
Ledge get-up
Duration: 34
Invincibility: 1-30
Vulnerable frames: 4
Ledge attack
Duration: 55
Hits on: 24
Hitbox duraiton: 24-28
Invincibility: 1-21
Vulnerable frames: 34
Shield damage: 1
Ledge roll
Duration: 49
Invincibility: 1-27
Vulnerable frames: 22
Ledge hop
Duration: 1-12
Invincibility: 1-12
Vulnerable frames: 0
Above 100%:
Ledge get-up
Duration: 59
Invincibility: 1-55
Vulnerable frames: 4
Ledge attack
Duration: 69
Hits on: 55-59
Invincibility: 1-59
Vulnerable frames: 10
Shield damage: 1
Ledge roll
Duration: 79
Invincibility: 1-60
Vulnerable frames: 19
Ledge hop
Duration: 17
Invincibility: 1-17
Vulnerable frames: 0
Advanced Techs
Glide toss
Frame window: frame 4 of his roll
Movement
Short hop
• 1-5 Startup
• 6-43 Airborne
• 44-45 Landing lag
Short hop FF
• 1-5 Startup
• 6-33 Airborne
• 34-37 Landing lag
Full hop
• 1-5 Startup
• 6-63 Airborne
• 64-67 Landing lag
Full hop FF
• 1-5 Startup
• 6-50 Airborne
• 51-54 Landing lag