by SuperDoodleMan If you don't understand a term, look it up in the Terminology txt ------------------------------------- Punch 1 Total: 19 Hit: 3-4 Window of the second punch: 3-25 Second punch starts: 5 (or later) ------------------------------------- Punch 2 Total: 20 Hit: 4-5 Window of the Kick: 2-25 Kick starts: 7 (or later) ------------------------------------- Kick Total: 30 Hit: 7-10 ------------------------------------- F Tilt Total: 34 Hit: 7-11 ------------------------------------- U Tilt Total: 39 Hit: 5-9 Head invincible: 5-6 IASA: 32 ------------------------------------- D Tilt Total: 13 Hit: 3-5 ------------------------------------- F Smash Total: 49 Charge frame: 10 Hit: 16-17 Reflects: 16-17 ------------------------------------- NOTE ON YOYO SMASHES If you hit your opponent while the smash is charging, you may still hit them with the smash when it releases. Also, you cannot charge the yoyo smashes if the yoyo is hanging too far over an edge. Also, the yoyo smashes continue instantaneously upon the release of A, whereas all other smashes delay 1 frame before continuing. ------------------------------------- D Smash Total: 61 Charge frame: 13 Hit: 12-31 IASA: 59 ------------------------------------- U Smash Total: 49 Charge frame: 13 Hit: 12, 13 (if you charge), 14-31 IASA: 49 --YOYO TRAP GLITCH-- If you hit your opponent with either the first part or the charging part, you can cause Ness to leave the hitbox from the main yoyo swing in the last place his yoyo was. It's complicated, and I won't go into it. Here's WHEN you need to release the charging yoyo: STRONG HIT 12 - hit 12 - stun 1 12 - stun 2 12 - stun 3 12 - stun 4 12 - stun 5 13 13 - charging 1 13 - charging 2 13 - charging 3 13 - charging 4 13 - charging 5 13 - charging 6 YES 13 - charging 7 YES 13 - charging 8 YES 13 - charging 9 YES 13 - charging 10 YES 13 - charging 11 YES WEAK HIT 13 - hit 13 - charging 1 13 - charging 2 13 - charging 3 13 - charging 4 13 - charging 5 13 - charging 6 13 - charging 7 13 - charging 8 13 - charging 9 13 - charging 10 YES 13 - charging 11 YES 13 - charging 12 YES 13 - charging 13 YES 13 - charging 14 YES 13 - charging 15 YES For more info, check out the topic http://www.smashboards.com/ showthread.php?s=&threadid=48717 ------------------------------------- Dash attack Total: 41 Hit: 8, 15, 22 IASA: 40 ------------------------------------- N-Air Total: 39 Hit: 5-23 IASA: 36 Auto cancel: <4 27> Landlag: 22 Lcanceled: 11 ------------------------------------- U-Air Total: 45 Hit: 8-11 IASA: 42 Auto cancel: <7 27> Landlag: 18 Lcanceled: 9 ------------------------------------- B-Air Total: 39 Hit: 10-19 IASA: 36 Auto cancel: <9 25> Landlag: 18 Lcanceled: 9 ------------------------------------- D-Air Total: 59 Hit: 20-28 Auto cancel: <19 29> Landlag: 28 Lcanceled: 14 ------------------------------------- F-Air Total: 41 Hit: 8-10, 11-13, 14-16, 17-19, 20-21 IASA: 40 Auto cancel: <7 30> Landlag: 18 Lcanceled: 9 ------------------------------------- Ledge stand <100% Total: 34 Invulnerable: 1-30 ------------------------------------- Ledge stand 100%> Total: 59 Invulnerable: 1-55 ------------------------------------- Ledge roll <100% Total: 49 Invulnerable: 1-27 ------------------------------------- Ledge roll 100%> Total: 79 Invulnerable: 1-56 ------------------------------------- Ledge attack <100% Total: 55 Hit: 24-36 Invulnerable: 1-20 ------------------------------------- Ledge attack 100%> Total: 69 Invulnerable: 1-36 Hit: 39-41 ------------------------------------- Ledge jump <100% Total: 37 Invulnerable: 1-14 Soonest FF: 44 ------------------------------------- Ledge jump 100%> Total: 47 Invulnerable: 1-18 Soonest FF: 48 ------------------------------------- Grab Total: 30 Grab: 8-9 ------------------------------------- Running grab Total: 40 Grab: 10-11 ------------------------------------- Psi Magnet Total (minimum): 59 Absorbs: 10-39 (or release+1) Absorb lag: 18 Release Lag: 21 ------------------------------------- PK Thunder PK thunder comes out: 20 PK thunder lasts: 119 Recovery time once PKT is gone: 54 --Thunder Missile-- Total: 70 Hit: 1-36 invincible: 1-9 Landlag: 30 (added to end of total) Landfallspeciallag: 4 ------------------------------------- PK Fire Total: 69 Comes out: 20 Projectile lasts: 20 (but on flat ground, it hits the ground after 19) Burning fire hits: 1-101 (several hitboxes) Landlag: 30 ------------------------------------- PK Flash Total (minimum): 109 Hit: 64-77 Total (maximum): 217 Hit: 153-166 Minimum charge same as release on frame 45 Maximum charge same as release on frame 134 --upon release-- Total: 65 Hit: 20-33 Landfallspeciallag: 4 ------------------------------------- Taunt Total: 60 OK!: 21 ------------------------------------- Jump: airborne on frame 5 Air time: 58 Earliest FF: 30 FF air time: 45 SH air time: 34 Earliest FF: 19 SH FF air time: 24 ------------------------------------- Air dodge Invulnerable 4-29 out of 48 Ground dodge invincible 2-18 out of 27 Roll invulnerable 4-19 out of 31 Landing lag: 4 frames Dash becomes run at frame 14 Turn-jump Threshold: 25 Run turnaround: 30-31 ___________ final Line