Ness

Grounded

Dashattack

Start

8

End

22

Total

41 frames

IASA40
Notes3 hitboxes, strong one at frame 8, weak ones at frame 15 and 22

Forward Smash

Start

16

End

17

Total

49 frames

Up Smash

Start

12

End

31

Total

49 frames

IASA49
Notesweak hit frames 15-31

Down Smash

Start

12

End

31

Total

61 frames

IASA59
Notesweak hit frames 13-31, can also do 7% damage

Jab 1

Start

3

End

4

Total

19 frames

Jab 2

Start

3

End

4

Total

19 frames

Jab 3

Start

6

End

9

Total

29 frames

Tilt

Forward Tilt

Start

7

End

11

Total

34 frames

Up Tilt

Start

5

End

9

Total

39 frames

IASA32

Down Tilt

Start

3

End

5

Total

13 frames

Forward Tilt (Up)

Start

7

End

11

Total

34 frames

Forward Tilt (Down)

Start

7

End

11

Total

34 frames

Air

Down Air

Start

20

End

28

Total

59 frames

Auto Cancel Before20
Auto Cancel After28
L-Canceled Land Lag14
Land Lag28

Neutral Air

Start

5

End

23

Total

39 frames

Auto Cancel Before5
Auto Cancel After26
L-Canceled Land Lag11
Land Lag22
Notesweak hit frames 13-23

Forward Air

Start

8

End

24

Total

41 frames

Auto Cancel Before8
Auto Cancel After29
IASA40
L-Canceled Land Lag9
Land Lag18
Notes5 weak hits (can also do 3% damage) frames 8-10, 11-13, 14-16, 17-19, and 20-22. Strong hit frames 23-24

Back Air

Start

10

End

19

Total

39 frames

Auto Cancel Before10
Auto Cancel After24
IASA36
L-Canceled Land Lag9
Land Lag18
Notesweak hit frames 12-19 with 6 frames shield stun

Up Air

Start

8

End

11

Total

45 frames

Auto Cancel Before8
Auto Cancel After26
IASA42
L-Canceled Land Lag9
Land Lag18

Special

PK Thunder

Start

19

End

139

Total

193 frames

Land Lag30
Notesframe data refers to maxmimum time thunder can be active. 54 frames endlag once thunder is gone if it didnt hit ness. if it did, ness hitbox active frames 1-36, 70 total frames, strong hit active frames 1-12.

PK Flash

Start

64

End

77

Total

109 frames

Notesminimum total is 109 frames, maximum is 217. damage increases based on charge time

PK Fire

Start

20

End

40

Total

69 frames

Notesburning hits last 100 frames

PSI Magnet

Start

10

End

39

Total

59 frames

Notesframe data refers to minimum amount of time move can be used. 21 frames of lag upon release, 18 upon absorb

PK Flash (Air)

There is no GIF available

Start

64

End

77

Total

109 frames

Notesminimum total is 109 frames, maximum is 217. damage increases based on charge time

PK Fire (Air)

Start

20

End

40

Total

69 frames

Land Lag30
Notesburning hits last 100 frames, hits do 2% each (no data on how many hits)

PK Thunder (Air)

There is no GIF available

Start

19

End

139

Total

193 frames

Land Lag30
Notesframe data refers to maxmimum time thunder can be active. 54 frames endlag once thunder is gone if it didnt hit ness. if it did, ness hitbox active frames 1-36, 70 total frames, strong hit active frames 1-12.

PSI Magnet (Air)

Start

10

End

39

Total

59 frames

Notesframe data refers to minimum amount of time move can be used. 21 frames of lag upon release, 18 upon absorb

Throw

Forward throw

There is no GIF available

Start

0

End

0

Total

52 frames

Back throw

There is no GIF available

Start

0

End

0

Total

52 frames

Up throw

There is no GIF available

Start

0

End

0

Total

55 frames

Down throw

There is no GIF available

Start

10

End

33

Total

49 frames

Dodge

Roll forwards

Start

4

End

19

Total

31 frames

Roll backwards

Start

4

End

19

Total

31 frames

Airdodge

Start

0

End

Total

48 frames

Spotdodge

Start

2

End

18

Total

27 frames

Uncategorised

Pummel

There is no GIF available

Start

End

Total

0 frames

Edge attack

There is no GIF available

Start

End

Total

0 frames

usmash_charge

There is no GIF available

Start

End

Total

0 frames

dsmash_charge

There is no GIF available

Start

End

Total

0 frames

Grab

Start

8

End

9

Total

30 frames

Dashgrab

Start

10

End

11

Total

40 frames

Tech-Roll Forward

There is no GIF available

Start

End

Total

40 frames

NotesHorizontal Movement At: 9 Distance: 13.2 ft Invincible: 1-20

Tech-Roll Backward

There is no GIF available

Start

End

Total

40 frames

NotesHorizontal Movement At: 9 Distance: 13.2 ft Invincible: 1-20

Getup-Attack (Back)

There is no GIF available

Start

End

Total

49 frames

NotesHit: 20-21 (Behind), 24-25 (Front) Invincible: 1-25

Getup-Attack (Stomach)

There is no GIF available

Start

End

Total

49 frames

NotesHit: 19-20 (Behind), 25-26 (Front) Invincible: 1-26

Getup-Roll Forward (Back)

There is no GIF available

Start

End

Total

35 frames

NotesHorizontal Movement At: 7 Distance: 11.4 ft Invincible: 1-21

Getup-Roll Forward (Stomach)

There is no GIF available

Start

End

Total

35 frames

NotesHorizontal Movement At: 6 Distance: 11.4 ft Invincible: 1-19

Getup-Roll Backward (Back)

There is no GIF available

Start

End

Total

35 frames

NotesHorizontal Movement At: 13 Distance: 11.4 ft Invincible: 1-22

Getup-Roll Backward (Stomach)

There is no GIF available

Start

End

Total

35 frames

NotesHorizontal Movement At: 11 Distance: 11.8 ft Invincible: 1-19

Tech-Neutral

There is no GIF available

Start

End

Total

26 frames

NotesInvincible: 1-20

Tech-Wall

There is no GIF available

Start

End

Total

31 frames

IASA6
NotesInvincible: 1-14 Input an upwards direction anywhere on 1-4 for walljump tech on 6)

Tech-Wall Jump

There is no GIF available

Start

End

Total

40 frames

IASA1