Character |
Move |
Active Armor Frames |
Notes
|
Bowser |
Giga Bowser |
Passive |
|
Bowser Jr. |
Grounding Dash |
1-31 |
|
Meteor Ejection |
9-20 |
|
Captain Falcon |
Heavy Raptor Boost |
1-17 (On release) |
Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air.
|
Charizard |
Fly |
4-15 |
|
Rising Cyclone |
13-18 |
Hitboxes activated as soon as the armor ends.
|
Fly High |
11-19 |
No hitbox.
|
Rock Smash |
5-23 |
|
Rock Hurl |
1-20 |
|
Mega Charizard X |
Passive |
|
Dark Pit |
Electroshock Arm |
11-26 |
Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air. Identical to Pit's.
|
Electrocut Arm |
7-40 (Preparation), 1-8 (Attack) |
|
Donkey Kong |
Giant Punch |
11-20 (Grounded), 17-20 (Aerial) |
Only when fully charged. If used in the air, the Super Armor will be cancelled if he hits the ground.
|
Stubborn Headbutt |
1-54 |
Lasts until hitbox comes out.
|
Spinning Kong |
8-17 |
Grounded only.
|
Kong Cyclone |
20-45 (Grounded), 15-35 (Aerial) |
|
Ganondorf |
Warlock Punch |
11-65, 21-67 (Reverse) |
Grounded only. Reverse lacks armor Pre-1.1.3.
|
Warlock Blade |
8-52, 11-54 (Reverse) |
Grounded only. Reverse lacks armor Pre-1.1.3.
|
Flame Choke |
17-40 |
Grounded only, upon grabbing. Grab hitbox is active frames 16-30.
|
Flame Wave |
17-41 |
Grounded only, upon grabbing.
|
Dark Fists |
6-16 |
|
Ike |
Eruption |
6-10 (On release) |
From 3/4 charge onwards only. 10% recoil damage upon releasing full charge.
|
Tempest |
5-8 (On release) |
From 3/4 charge onwards only.
|
Furious Eruption |
6-10 (On release) |
From 3/4 charge onwards only. Deals more recoil damage.
|
Unyielding Blade |
15- (Charging), 1- (Dash), 1-5 (Attack) |
Dash armor lasts until Ike turns helpless or enters endlag.
|
Aether |
18-21 |
|
Aether Drive |
18-21 |
|
Aether Wave |
12-15, 1-15 (Landing) |
|
King Dedede |
Super Dedede Jump |
26-32, 73-80 |
Body is intangible from frames 22-25. Feet intangible from frame 73.
|
Rising Dedede |
23-27 |
|
Quick Dedede Jump |
3-8, 25-33 |
|
Armored Jet Hammer |
1- (Charging), 1-10 (Release), 1-12 (Release, Full Charge) |
|
Kirby |
Hammer Flip |
11-13 |
Full charge only. Takes self damage until release. Intangible frames 2-10.
|
Giant Hammer |
1- (Charging), 5-13 (Release) |
|
Little Mac |
Forward Smash |
8-15 (High/Mid angle), 9-15 (Low angle) |
Charge Hold is frame 4. Boosted damage when hit during the attack.
|
Up Smash |
8-11 |
Charge Hold is frame 6. Boosted damage when hit during the attack.
|
Down Smash |
7-10, 15-17 |
Charge Hold is frame 5. Boosted damage when hit during the attack.
|
KO Uppercut |
8-9 |
Requires a filled Power Meter to use. Lost if sent into tumble after 4 seconds of obtaining it.
|
Guard Breaker |
12-34, 1-17 (Attack) |
|
Giga Mac |
Passive |
|
Lucario |
Mega Lucario |
Passive |
|
Olimar |
Pikmin Order |
6-13 |
Applies even if there are no Pikmin.
|
PAC-MAN |
Power Pellet |
1-8 |
Begins after PAC-MAN eats the Pellet.
|
Distant Power Pellet |
1-4 |
Begins after PAC-MAN eats the Pellet. No hitbox.
|
Enticing Power Pellet |
1-4 |
Begins after PAC-MAN eats the Pellet. No hitbox.
|
Pit |
Upperdash Arm |
11-26 |
Proximity detection hitbox from frame 16-35 on the ground, 19-35 in the air.
|
Interception Arm |
7-40 (Preparation), 1-8 (Attack) |
|
Roy |
Blazer |
4-10 |
Intangible on Frame 9 only, also when the hitbox begins.
|
Toon Link |
Flying Spin Attack |
42-48 |
Just as Toon Link begins the jump.
|
Wario |
Wario Waft |
5-10 |
Full Waft only, takes 110 seconds (1 min 50 seconds) to charge.
|
Wii Fit Trainer |
Volatile Breathing |
1- |
Ends as soon as the B button is next pressed, regardless of timing.
|
Steady Breathing |
1-21 |
Begins upon activation.
|
Yoshi |
Heavy Egg Roll |
10- |
Begins as soon as Yoshi completely enters the egg, and ends upon coming out.
|
All characters |
Home Run Bat |
41-50 (Forward smash input) |
Just when the bat is swung.
|
Ore Club |
1- (Charge Hold) |
From charge until the hitbox comes out. Standardized across the cast.
|
1-13 (Dash Attack) |
Active as soon as the Dash Attack is inputted.
|