Jab 1
2
20
--
transitions to jab 2 on frame 5
2.0
4
3
--
-15
2—4
16
Jab 2
4
30
--
Transitions to jab 3 on frame 13 or Rapid on 12
2.0
4
3
--
-23
4—5
25
Jab 3
4
29
--
--
4.0
8
5
--
-20
4—6
23
Rapid Jab
8/12/16...
--
--
--
0.4
4
4
--
--
8/12/16...
--
Rapid Jab Finisher
6
37
--
--
3.0
7
4
--
-27
6—7
30
Forward Tilt
8
25
--
--
5.5
6
6
--
-11
8—9
16
Standard
![Hitbox Image]()
Interpolated
Up Tilt
7
26
--
--
4.0
5
5
--
-14
7—12
14
Down Tilt
5
20
--
--
3.0/4.0
5/5
4/5
Close/Far
-11/-10
5—7
13
Dash Attack
9
39
--
--
7.0/8.5
*/17
*/8
Closest/Far
-22
9—10
29
Standard
![Hitbox Image]()
Interpolated
Forward Smash
14
49
--
charge hold on frame 3
13.5
9
9
--
-26
14—17
32
Up Smash
9/12/17/22/26
52
--
charge hold on frame 4
2.0/1.5/6.0
4/4/6
3/2/5
launcher/multihits/final hit
-40/-21
9—10/11—24(rehit: 5)/26—27
25
Down Smash
8/14
44
--
Charge hold on frame 2. Blade and leg can both hit the same shield. Third and fourth advantage assume this scenario, first and second are single, far hits.
9.0 / 10.5 / 6.0 / 7.5
7/8/6/7
*/8/5/6
blade close/far / leg close/far
-28/-30/-22/-24
8—10/14—16
28
Normal
![Hitbox Image]()
Landing
Neutral Air
8
50
13
autocancels on frame 1-7 and 38 onward. Landing hitbox on frame 1.
2.0/3.0/2.0
7
3
Multi/Final/Landing
-10
8—13(rehit: 3)(14—19)
FH, SHFF, FHFF
--
31
Forward Air
8
37
10
autocancels on frame 1-3 and 36 onward
7.0
7
3
--
-7
8—11
FH
FH
26
Back Air
10
33
10
autocancels on frame 1-3 and 26 onward
7.5/6.5
7
3
Early/Late
-7
10—11(12)
SH, FH, FHFF
FH
21
Up Air
9
30
8
autocancels on frame 16 onward
6.0
6
3
--
-5
9—13
SH, FH, SHFF, FHFF
SH, FH
17
Standard
![Hitbox Image]()
Interpolated
Down Air
13
40
11
autocancels on frame 1-4 and 29 onward
8.0/6.0
7
4
Early/Late
-7
13—15(16)
SH, FH, FHFF
FH
24
Charge
![Hitbox Image]()
Min
![Hitbox Image]()
Max
![Hitbox Image]()
Aerial 1
![Hitbox Image]()
Aerial 2
Neutral B (Lightning Buster)
9/20/30/40—69/80/90/99/109
67—132
--
startup is 5 from release, intangibility on on 3-8 for standard and 1-8/12-16 for Max (both are after release)
2.0/6.0/4.0/17.0
4/6 — 5/10
5/6 — 8/15
multihit/final
-21 — -8
**
--
Normal
![Hitbox Image]()
Vulnerability Example
![Hitbox Image]()
Hurtboxes Visible
Side B (Photon Edge)
18/25/32/39/46/54
100
18 (see notes)
If you land before the animation has finished, the remaining total frames elapse. If you land after, you incur 18 frames of landing lag. First hit has no hitlag, while the later hits have different shieldlag for Mythra.
Thanks to @jayblu_ on Twitter for the visual with hurtboxes visible and for creating the mod it came from!
2.5 / 2.5 / 7.0
0/5 (4 self) / 8 (12 self)
4/2/3
First/Multi/Final
-47
18—19/25/32/39/46/54
46
Start
![Hitbox Image]()
Finish
Up B (Ray of Punishment)
10/40
--
15
Ray explodes the next frame after hitting something
7.0/2.0/4.5
8/*/5
7/*/2
Slash/Projectile/Explosion
**
10—12/40—56
--
Start
![Hitbox Image]()
Finish (Interpolated)
Chroma Dust
10...
--
20
--
7.0/2.5
8/5
7/2
Slash/Projectile
**
10—12/41-56/42-57/43-58/44-59/45-60
--
Down B (Swap to Pyra)
--
32
--
Invulnerable on frame 6-18.
--
--
--
--
--
--
--
Spot Dodge
25/31
--
Foresight on frame 2-6. Intangible on frame 7-21. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Forward Roll
35
--
Foresight on frame 2-6. Intangible on frame 7-18. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Backward Roll
38
--
Foresight on frame 2-7. Intangible on frame 8-19. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Neutral Air Dodge
44
**
Foresight on frame 2-5. Intangible on frame 6-33. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Air Dodge, Down
59
**
Foresight on frame 2-5. Intangible on frame 6-24. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Air Dodge, Diagonally Down
66
**
Foresight on frame 2-5. Intangible on frame 6-24. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Air Dodge, Left/Right
73
**
Foresight on frame 2-5. Intangible on frame 6-24. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Air Dodge, Diagonally Up
85
**
Foresight on frame 2-5. Intangible on frame 6-24. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Air Dodge, Up
95
**
Foresight on frame 2-5. Intangible on frame 6-24. Foresight damage received multiplier: 0.5x, slowdown effect speed: 10, slowdown duration: 36 frames.
Stats
Weight — 92
Gravity — 0.137
Walk Speed — 1.42
Run Speed — 2.41
Initial Dash — 2.45
Air Speed — 1.22
Total Air Acceleration — 0.07
SH / FH / SHFF / FHFF Frames — 30 / 41 / 21 / 29
Fall Speed / Fast Fall Speed — 1.87 / 2.992
Out of Shield, Up Smash — 9 frames
Out of Shield, Up B — 10 frames
Out of Shield, Neutral Air or Forward Air — 11 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Getup Attacks
Facing Up
![Hitbox Image]()
Facing Down
![Hitbox Image]()
Trip
![Hitbox Image]()
Ledge