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Ground Attacks

Jab 1
3
19
--
Transitions to Jab 2 as early as frame 5
2.0
8
3
--
-13
3
Jab 2
3
19
--
Transitions to Jab 3 as early as frame 6
1.5
5
3
--
-13
3
Jab 3
6
29
--
--
4.0
11
5
--
-18
6—7
Forward Tilt
7
34
--
--
10.0
8
10
--
-17
7—10
Up Tilt
5
28
--
--
7.0/5.0
7/6
7/6
Close/Far
-16/-17
5—6(7—8)
Down Tilt
3
11
--
Can transition to another Dtilt as early as frame 6.
4.5/3.0
5/5
5/4
Close/Far
-3/-4
3—4
Dash Attack
8/15/23
39
--
--
4.0/2.0/4.0
5/4/9
5/3/5
--
-12
8/15—16/23—24
Forward Smash
21
54
--
Reflects on frame 18-30. Charge hold is frame 10.
18.0/20.0/22.0
11/12/15
12/13/14
close/med/far
-21/-20/-19
21—22
Up Smash
10
52
--
Charge hold on frame 10 and also creates a hitbox hitting every 6 frames
13.0
4/9
2/9
charging/launch
-33
10/**
Down Smash
12/17/23/31
45
--
Charge hold on frame 12 and also creates a hitbox hitting every 6 frames
1.0/10.0
4/8
2/7
weak/strong
-21/-7
12—15(17—18)/23—25(31—32)

Aerial Attacks

Neutral Air
5
35
8
Autocancels on frame 1-4 and 26 onward
11.0/7.0
8/7
4/3
Early/Late
-4/-5
5—12(13—15)
Forward Air
8/13/18/20
39
12
Autocancels on frame 1-7 and 33 onward
1.5/5.5
4/9
2/3
Multi/Final
-10/-9
8/13/18/20—21
Back Air
10
35
10
Autocancels on frame 1-9 and 25 onward
15.0/8.0
10/7
5/4
Early/Late
-5/-6
10—11(12—18)
Up Air
8/10/12/14/15
33
8
Autocancels on frame 1-7 and 34 onward
2.5/5.0
5/9
2/3
Multi/Final
-6/-5
8/10/12/14/15—16
Down Air
20
54
12
Autocancels on frame 1-19 and 41 onward
--
--
--
Early/Late
-7/-8
20—22/23—26

Special Attacks

Neutral B (PK Flash)
44—121
65—142
--
On release, startup is 14 and total frames is 35.
11.0—27.0
13—17
4—8
--
-4 to +4
44—48/121—125
Projectile Pillar
Side B (PK Fire)
18
55
12 (Air version)
Will not erupt on shields. The flame pillar has a rehit rate of 7 and lasts about 100 frames
1.0/1.0
6
3
--
-28
18—37
Up B (PK Thunder)
20
--
--
39 endlag after hitting a target
11.0/1.0
13/3
4/10
Direct/Tail
-22
20—139
Up B, Self-hit (PK Thunder 2)
1
56
24
Invulnerable on frame 1-32. Landing lag is if you enter special fall.
25.0/21.0
17/16
22/18
Early/Late
-33
**
Pulse End
Down B (PSI Magnet)
7 (7 is start of absorb)
24
--
Begins absorbing on frame 7. Total frame is the minimum duration. Endlag is otherwise 9 on release.
4.0
5
5
--
-12
7—12 (absorb)

Grabs / Throws

Grab
6
37
--
--
--
Dash Grab
9
45
--
--
--
Pivot Grab
10
40
--
--
--
Pummel
1
19
--
Total frames includes 14 frames of hitlag
1.3
Forward Throw
27
52
--
--
11.0
Backward Throw
27
52
--
--
11.0
Up Throw
36
55
--
--
10.0
Down Throw
6/10/14/27/28
50
--
--
0.5/1.5/4.0

Dodges / Rolls

Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15
Backward Roll
34
--
Invulnerable on frame 5-16
Neutral Air Dodge
59
10
Invulnerable on frame 3-30
Air Dodge, Down
77
11-19
Invulnerable on frame 3-21
Air Dodge, Diagonally Down
86
11-19
Invulnerable on frame 3-21
Air Dodge, Left/Right
99
11-19
Invulnerable on frame 3-21
Air Dodge, Diagonally Up
119
11-19
Invulnerable on frame 3-21
Air Dodge, Up
134
11-19
Invulnerable on frame 3-21

Misc Info

Weight — 94
Gravity — 0.077
Walk Speed — 0.907
Run Speed — 1.609
Initial Dash — 1.826
Air Speed — 1.007
Total Air Acceleration — 0.1
SH / FH / SHFF / FHFF Frames — 42 / 58 / 29 / 41
Fall Speed / Fast Fall Speed — 1.31 / 2.096
Out of Shield, Neutral Air, Up Air — 8 frames
Out of Shield, Up Smash or Down B(Air) — 10 frames
Out of Shield, Forward Air — 11 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)