by SuperDoodleMan If you don't understand a term, look it up in the Terminology txt ------------------------------------- Shield stun and Advantage data corrected by flagitious ------------------------------------- Slap 1 Total frames: 19 Hit frames: 2-3 Shield stun: 6 Shield hit lag: 3 Advantage: -10 Slap 2 advantage: -6 Window of the second slap: 3-25 Second slap starts: 10 (or later) IASA: 16 ------------------------------------- Slap 2 Total frames: 20 Hit frames: 3-4 IASA: 17 Shield stun: 4 Shield hit lag: 2 Advantage: -11 ------------------------------------- F Tilt Total: 41 Hit: 6-13 IASA: 37 Shield stun: 13 Shield hit lag: 6 Advantage: -23 ------------------------------------- D Tilt Total: 27 Hit: 12-13 IASA: 26 Shield stun: 13 Shield hit lag: 6 Advantage: -8 ------------------------------------- U Tilt Total: 39 Hit: 9-13 Head Invincible: 9-12 IASA: 37 Shield stun: 13 Shield hit lag: 6 Advantage: -16_-20 ------------------------------------- Dash attack Total: 37 Hit: 6-20 IASA: 36 --First part-- Shield stun: 13 Shield hit lag: 6 Advantage: -22 --weak part-- Shield stun: 9 Shield hit lag: 4 Advantage: -17 ------------------------------------- F smash Total: 47 Hit: 15-18 Charge frame: 8 IASA: 40 Shield stun: 16 Shield hit lag: 7 Advantage: -14_-11 ------------------------------------- U smash Total: 44 Hit: 13-22 Charge frame: 10 Head and arms invulnerable: 13-22 --regular-- Shield stun: 16 Shield hit lag: 7 Advantage: -23 --sour spot-- Shield stun: 9 Shield hit lag: 4 Advantage: -26 ------------------------------------- D smash Total: 39 Hit: 5-6, 9-10, 13-14, 17-18, 21-22 Charge frame: 3 Legs invincible: 3-24 Shield stun: 14 Shield hit lag: 6 Advantage (last hit): -10 ------------------------------------- N-Air Total: 49 Hit: 3-23 IASA: 42 Auto cancel: <2 36> Landlag: 17 Lcanceled: 8 --strong hit-- Shield stun: 14 Shield hit lag: 6 Advantage: 0 Advantage float cancelled: +4 --weak hit-- Shield stun: 11 Shield hit lag: 5 ------------------------------------- U-Air Total: 35 Hit: 7-11 IASA: 34 Auto cancel: <6 22> Landlag: 15 Lcanceled: 7 Shield stun: 14 Shield hit lag: 6 Advantage: +1 Advantage float cancelled: +4 ------------------------------------- B-Air Total: 44 Hit: 6-22 IASA: 38 Auto cancel: <4 23> Landlag: 15 Lcanceled: 7 --Strong butt-- Shield stun: 14 Shield hit lag: 6 Advantage: +1 Advantage float cancelled: +4 --weak butt-- Shield stun: 11 Shield hit lag: 5 ------------------------------------- D-Air Total: 39 Hit: 12-13, 18-19, 24-25, 30-31 IASA: 36 Auto cancel: <11 36> Landlag: 15 Lcanceled: 7 Shield stun: 6 Shield hit lag: 3 Advantage: -4 Advantage float cancelled: -1 ------------------------------------- F-Air Total: 54 Hit: 16-20 IASA: 51 Auto cancel: <15 39> Landlag: 25 Lcanceled: 12 Shield stun: 15 Shield hit lag: 7 Advantage: -4 Advantage float cancelled: +4 ------------------------------------- Grab Total: 30 Grab: 7-8 ------------------------------------- Running grab Total: 40 Grab: 7-8 ------------------------------------- Ledge attack <100% Total: 54 Hit: 10-14 Invincible: 1-6 Shield stun: 8 Shield hit lag: 4 Advantage: -40_-36 ------------------------------------- Ledge attack 100%> Total: 69 Invincible: 1-40 Hit: 44-47 Shield stun: 11 Shield hit lag: 5 Advantage: -19 ------------------------------------- Ledge roll <100% Total: 50 Invincible: 1-39 ------------------------------------- Ledge roll 100%> Total: 79 Invulnerable: 1-64 ------------------------------------- Ledge jump <100% Total: 38 Invincible: 1-10 Soonest FF: 40 ------------------------------------- Ledge jump 100%> Total: 48 Invincible: 1-20 Soonest FF: 50 ------------------------------------- Ledge stand <100% Total: 32 Invincible: 1-30 ------------------------------------- Ledge stand 100%> Total: 59 invulnerable: 1-55 ------------------------------------- get up from the ground Total: 30 Invincible: 1-20 ------------------------------------- Roll from the ground Total: 35 Invulnerable: 1-19 ------------------------------------- standup attack A from facedown Total: 49 Hit: 17-18, 25-26 Invincible: 1-26 ------------------------------------- standup attack A from face up Total: 49 Hit: 17-19, 25-27 Invincible: 1-27 ------------------------------------- Veggie throw ground Total: 23 release: 10 (forward, back) Release: 11 (up) Release: 9 (down) ------------------------------------- Veggie throw Air Total: 23 Release: 10 (down) Release: 11 (up) Release: 10 (forward) Release: 9 (backward) ------------------------------------- Vegetable Pull Total: 29 Vegetable lasts: 141 frames in air ------------------------------------- Peach Bomber Windup on ground: 21 Windup in air: 31 Lunging portion: 25 (1-10 do damage) land lag: 33 Air lag: 28 Hit recovery: 28 (including 1st frame of hit) --WALLBOMBING-- Peach can use this attack against a wall repeatedly to gain height. The sooner you use it, the more height you will gain. Without influencing your fall (which you can only do once the Bomber is done) you can wallbomb from 29-35 of the hit (1 being the first frame of hit, and the explosion sound). If you do influence your fall, you must return the stick to neutral so you can smash it to the side again. 1 frame of neutral: 29---> 2 frames of neutral: 29--> 3 frames of neutral: 29-38 4 frames of neutral: 29-37 5 frames of neutral: 29-36 I.E. if you want to wallbomb on frame 38, you must let the stick be neutral for 3 or less frames just before the bombing. ------------------------------------- Toad Total: 64 Toad: 10-30 When hit, invincible for 8 frames 1st spore released on 8th frame Last spore is gone after frame 34-40 you can move on the 78th frame ------------------------------------- Parasol Part 1: 40 totally invincible frame 3 Hit: 6-9, 10-11, 12-13, 14-15, 16-17, 18-19, 20-21, 22-23, 24-25, 26-27, 28-29 Soonest FF: 56 Becoming floaty takes 15 (fall speed decreases instantly) Parasol Hit: 10> Being floaty lasts 944 frames max Fastfalling is instantaneous Becoming floaty again: see previous Landlag: 30 Landfallspeciallag: 4 ------------------------------------- Float Total: 150 frames If you voluntarily end the float, you can do nothing from frames 2-5 (frame 1 being the first frame you aren't holding jump) and an attack started on frame 1 will be float cancelled. If the float ends naturally, you can do nothing frames 1-5 ------------------------------------- Jump: airborne on frame 6 Air time: 59 Earliest FF: 30 FF air time: 46 SH air time: 42 Earliest FF: 22 SH FF air time: 29 2nd jump soonest FF: 60 ------------------------------------- Because Peach's second jump has a dip at the beginning, she can land while doing it, but instead of her landing animation, it will go to her waiting animation, which means there is no lag, excepting that if you press any button on the frame you land, Peach will go to her landing animation. These numbers assume a short hop, as it is easier and more effective When you press jump : when you land 1st frame in the air: 1 frame later 2nd frame in the air: 3 frames later 3rd frame in the air: 5 frames later Moving forward increases dip SLIGHTLY and may reduce above numbers by 1. Moving back may decrease dip SLIGHTLY and may increase above numbers by 1 I was unable to achieve 100% consistency except with no movement ------------------------------------- Taunt Total: 85 saWEET!: 1 ------------------------------------- Air Dodge invulnerable 4-19 out of 49 Soonest FF: 26 25 ^ 25 24 | 24 23 | 23 | 20<-------21-------->21 right | 20 | 20 | V 20 ------------------------------------- Ground dodge invulnerable 2-18 out of 27 Roll invulnerable 4-19 out of 31 landing lag: 4 frames Dash becomes Run at frame 16 Run turnaround: 24 Turn-jump threshold: 12 ________________________ final line