by SuperDoodleMan ------------------------------------- Advantage: -10 This combines shield stun, hit lag, and the remaining duration of the attack into a number. It shows how fast you can act after finishing your attack as opposed to your opponent acting after the shield stun. For aerial attacks, this shows as if you hit with the attack the very frame before landing. Shown here, your opponent can act 10 frames before you can, albeit from a shield. NOTE: not all Advantage numbers are 100% accurate. If you hit with an attack 1 frame later, you will gain 1 frame advantage, there's no telling exactly which frame you'll hit on for every attack. I've tried to show both ends of the possibility spectrum for attacks that have a large hit window. ANOTHER NOTE: Sometimes there are attacks that can be quickly be done in succession (mostly rapid A ones), which have a different advantage than waiting for the move to finish and do a totally different move. In this case, the advantage number shows how fast your followup attack will have a hitbox out. ------------------------------------- Air time: 59 Total time your character is in the air from their first jump, assuming no attacks. ------------------------------------- Auto cancel: <10 30> Landing during an air attack such that your character goes into their standard landing animation instead of the animation for whatever attack they were doing. In this case, landi ------------------------------------- Charge frame: 5 When charging a smash attack, this is the frame during which your character flashes in place. When you release A, your character holds the pose for 1 additional frame. You can charge for 60 frames max. ------------------------------------- Earliest FF: 30 If you press down on or after this frame, you will fast fall. There is a short window (3 frames) before this during which you may begin holding down, and you will fastfall on this frame when it arrives. In this case, you could hold down as early as frame 27. ------------------------------------- FF air time: 46 The time your character will be in the air with immediate fast falling. ------------------------------------- Hit: 12, 14-16 Frames during which there's a hitbox. The same hitbox can't hit the same opponent more than once. For B moves, I may describe the hitboxes. ------------------------------------- IASA: 28 Interruptible As Soon As. You can do an attack, jump, dash, turn, crouch, or shield on the IASA frame. You can interrupt with B moves on the ground only. ------------------------------------- Jump: airborne on frame X This is the first frame you are truly in the air, and you can begin attacks on this frame. To short hop, you must be holding jump for no longer than X-2 frames. ------------------------------------- Landfallspeciallag: 4 After most up Bs and some other Bs, you fall flashing black and can't do anything. This number shows the real lag you get upon landing. ------------------------------------- Landlag: 15 For A air attacks, this shows the lag time of that attack if you land while doing it. For B attacks, it shows the lag you get if you land while doing it, but only if it actually gives you a landing animation, as opposed to some B attacks that simply continue the animation on the ground. ------------------------------------- Lcanceled: 7 The lag time of an air attack when L cancelled. ------------------------------------- Ledge Thingies For ledge jumps, the character leaving the ledge and the invincibility running out coincide. For other ledge thingies, the character uses the ledge for the duration of the animation, unless it is interrupted. ------------------------------------- Run turnaround: 20 The time your character takes to turn around while running. You can jump out of this, but nothing else can cancel it. It can vary, depending on your momentum. The number given is according to the character's maximum running speed, and is assuming you keep holding the stick in the direction of the turn. ------------------------------------- SAF: 30 Soonest Actionable Frame. The first frame of any move during which you can do anything else. Like IASA, only also applicable to noninterruptible moves. This might be replacing IASA. ------------------------------------- Shield hit lag: 3 This is how many frames your attack freezes in place while hitting your opponent's shield (or them). ------------------------------------- Shield Stun: 6 If your opponent shields this attack, this is how many frames they are in shield stun. The first frame of their shield getting hit doesn't count, because they could have jumped or dodged or rolled on that frame, so they can't really be said to be in stun. ------------------------------------- Total: 30 The total duration of the attack. If the total is 30, you are stuck doing that attack for 30 frames. Frame 1 is the frame you pushed the button(s) on that caused you to do the attack. ------------------------------------- Turn-jump threshold: XX When a character is running and they turn around to dash in the other direction, they can interrupt the turning animation with a jump. The turn-jump threshold frame is the first frame of the turn in which the character will be facing the way they came. ____________ final line