Smash
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Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U
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Up Smash
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U+
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Up Smash that can trigger D+ Smash
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D
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Down Smash
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D+
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Down Smash that requires hitting with U+ Smash earlier in the combo
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V
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Vanish
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1
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Only triggers if no Smash of the same type has been used
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2
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Triggers even if the same type has been used, but only once
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3
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Always triggers
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Prorate
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How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
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Guard
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How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
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Startup
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Number of frames for this move to reach the first active frame (includes the first active frame).
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Active
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Number of active frames in this attack. Values in () are for gaps between hits of an attack.
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Recovery
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Number of frames this move is in a recovery state before returning to neutral.
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OnBlock
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After blocking this attack, how soon can the attacker move compared to the defender.
- A positive value means the attacker can move first.
- A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
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Invuln
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Attribute and Hitbox invincibility for this attack
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Level
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Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
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Blockstun
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When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
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GroundHit
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When hitting a grounded opponent, how many frames of hitstun they experience.
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AirHit
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When hitting an airborne opponent, how many frames for which they cannot air tech.
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