Neutral Air
3
45
6
Autocancels on frame 1-2 and 37 onward
10.0/5.0
8/6
4/3
--
-2/-3
3—5(6—29)
FH
--
16
Forward Air
8/15
44
11
Autocancels on frame 1-2 and 30 onward
5.0/6.0
6/10
3/3
First/Second
-8/-8
8—9/15—17
FH, FHFF
--
27
Back Air
7
39
11
Autocancels on frame 28 onward
12.0
9
5
--
-6
7—9
SH, FH, FHFF
FH
30
* Model Scaling Issues *
Up Air
6
35
10
Autocancels on frame 23 onward
9.0
8
4
--
-6
6—10
SH, FH, FHFF
FH
25
Down Air
16
49
18
Autocancels on frame 1-4 and 37 onward
13.0
12
5
--
-13
16—17(18)
FH
--
31
Shot Put
28
67
--
--
15.0/11.2
16/13
5/4
Falling/After Bounce
-19
28—**/59
8
Hit, * Model Scaling Issues *
Miss, * Model Scaling Issues *
Flashing Mach Punch
10/14/17/20/23 (25/27/29/31/33/35/37/39/41/43/45/47/49/51/53/55/65
93/54
--
First total frames is when successful. Second is when you miss. When successful, invincible on frame 10-69. Landing any of the first five hits will activate the full version, but not on shields.
0.4/9.5
4
2
Multi/Final
-30
10/14/17/20/23
70
* Model Scaling Issues *
Exploding Side Kick
50/52
79
--
Second number is for reversed version, depending on reverse timing.
25.0/28.0
17/17
22/24
Normal/Reversed
-7/-5
50—52 (Reverse: 62—64 to 81—73)
--
Ground, Start
Ground
Onslaught
16—30 + 4
70/73
--
Begins on frame 1 of reaching a target. Second total frames is if you don't hit. Stops on shields. When blocked, endlag equates to remaining total frames
2.0/1.5/5.0
4
3
--
--
Dash: 16—30
Hit: 4—5/8—10/13/15—16/18—19/28—29
41
Air, Start
Air
Onslaught, Air
16—30 + 4
--
30/40
Begins on frame 1 of reaching a target. Second landing lag is if you don't hit. Stops on shields
2.0/1.5/5.0
4
3
--
--
Dash: 16—30
Hit: 4—5/8—10/13/15—16/18—19/28—30
--
Burning Dropkick
18
68/60
--
First total frames is in the air, second is on level ground. 34 endlag on hit
13.0
11
12
--
-30
18—29
39
Ground
Air
Suplex, Grab
13
51
--
--
--
--
--
--
--
13—21
30
Suplex, Success
82
79
--
--
3.0/15.0
--
--
grab/landing
--
**
--
Soaring Axe Kick
10/30
--
22/29
Second kick is voluntary, second landing lag pertains to that.
**Hitbox images all have model scaling issues, the foot grows too much.**
4.0/3.0/4.0
5/11/8
5/4/5
rising/falling/landing
-23
10—15/3—**/1—2
--
Ground
Air
Helicopter Kick
8...
--
26
Leg intangibility on frame 8-37
3.0/1.5/6.0
5/4/14
4/3/6
--
--
Ground: 8—9/15/20/26/31/36—37
Air: 8/15/20/26/31/36—37
--
Thrust Uppercut
3/6/9/12/15/20
--
30
--
0.8/9.0
4/13
2/9
multi/final
--
3—4/6—7/9—10/12—13/15/20—21
--
Head-On Assault
8/31 (34/37/40...)
--
58
Landing hit on frame 1
6.0/16.0/14.0
6/10/11
6/14/13
rising/falling/landing
-44
**
--
Head-On Assault, Air
23(26/29/32...)
--
58
Landing hit on frame 1. Body hitbox hits every three frames.
16.0(1.0)/14.0
10(4)/11
14(2)/13
--
-44
**
--
Feint Jump
--
56
29
Total frames is if you don't land during the animation. Has detection on frames 27-42, transitions to Auto Kick which spikes.
--
--
--
--
--
**
--
Kick
Auto Kick
Feint Jump, Kick
8
52
37
Earliest you can begin kick is frame 17 of jump
10.0
8
10
Kick/Landing
-27
8—21(1—2)
31
Counter Throw
--
38
--
Invulnerable on frame 5. Counters frame 6-23
--
--
--
--
--
6—23 (counter)
--
Grab, Ground
Grab, Air
Throw
Counter Throw, Activated
3/16
Grab: 39 (if missed) // Throw: 46
--
Grab: has intangibility from 1-47, grabs on 4-5.
Throw: hitlag on frames 1 and 13, throw on 14, hitbox on 9-12, invincibility on frames 1-13.
--
--
--
--
--
**
--
Stats
Weight — 94
Gravity — 0.192
Walk Speed — 1.26
Run Speed — 1.92
Initial Dash — 1.87
Air Speed — 1.15
Total Air Acceleration — 0.068
SH / FH / SHFF / FHFF Frames — 28 / 41 / 20 / 30
Fall Speed / Fast Fall Speed — 1.92 / 3.072
Out of Shield, Up B(#3) — 3 frames
Out of Shield, Neutral Air — 6 frames
Out of Shield, Up Smash or Up B(#2) — 8 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
Normal
Side-B 2
Getup Attacks
Facing Up
Facing Down
Trip
Ledge