五月雨のペンタオ

Pokkén Height & Invincibility Interactions

19 posts in this topic

Taken from this link and from this link, I took the time to translate the information on the page. It contained several tables listing each character's attacks and the height those attacks reach at. It also listed the invincibility frames for every character during their moves and what kind of invincibility those moves had. Due to popular demand, it is now translated to the best of my ability here. It may contain mistakes, and the original data collectors did have some unfinished data in it.

 

Furthermore, when looking at the frame data, note that for anything beyond frame 1, JP Frame data is 2 frames later than the data AppleBoom compiled. For why this is, I have no idea, but that's the discrepancy.  This has since been rectified, and the US Frame data for impact frames has been bumped up by 2 frames.

 

Section 1: Move Height Properties

Here are the following classifications for each attack in the game. I apologize in advance if I am using FGC terms incorrectly.

 

True Mids – Moves that are not generally affected by directional invincibility barring weird hitbox interactions. These moves are usually wide reaching attacks that cover lots of vertical space.

Highs – High reaching attacks. Often avoided by low stances and low stance attacks. Typically these attacks miss against "High Invincibility" and "Mid High Invincibility."

Mid Highs – Attacks that reach upward, but can still hit some crouching opponents. Things that avoid Mid Highs avoid these attacks, usually means you got hit by an anti-air. With the right timing, something that avoids highs can avoid these attacks too.

Mid Lows – Attacks that reach downward, but can still hit some aerial opponents if they come out in time. Requires something with Mid Low avoidance properties to be dodged, but something that avoids lows can also avoid these attacks with the right timing. Jumps avoid mid-lows on frame 5.

Lows – Low reaching attacks that often aim for the legs. They miss jumps on frame 1 and often are susceptible to aerials. Avoided by things that avoid lows and mid-lows.

Special Mids – These attacks are avoided by things with mid-high and mid-low invincible properties. They are also the moves that tend to activate certain stances.

 

Grabs are not included in this section.

 

Pokemon

Category

Action

Lucario

:Lucario:

True Mids

+Burst Attack

+Aerial Aura Sphere

+Bone Rush Upper and Slam

+Force Palm Follow Up in Burst

+Extreme Speed Follow Up in Burst (Extreme Swords)

+jY in Field

+Homing 3

+5X

+6X in Burst (Aura Swords)

Highs

+8Y

Mid-Highs

+ExtremeSpeed

+jY (Duel)

+jX

+8X

Mid-Lows

+Aura Sphere (When charged, or when in burst)

+Bone Rush

+Force Palm

+CA

+fY

+Homing 1, 2

+each hit of 5YYY

+6Y and 6YY

+6X out of burst

Lows

+2Y

+2X

Special Mids

+Aura Sphere (uncharged out of burst)

+Field 5Y

+sY

+bY

 

Pikachu

 

:Pikachu:

True Mids

+Thunder

+Volt Tackle’s Burst Follow Up

+Iron Tail

+5]Y[

+bY

+jY (Field)

+Homing 3

+6Y

Highs

+Electro Ball

Mid Highs

+Volt Tackle

+8Y

+jY (duel)

+8X

+jX

Mid Lows

+Burst Attack

+CA

+fY

+Homing 1

+5Y

+5X

Lows

+Thunderbolt

+2Y

+2X

Special Mids

+5Y in field

+sY

 

Machamp

:Machamp:

 

True Mids

+Burst Attack

+Heavy Slam (falling)

+Scary Face

+bY

+jY (Field)

+Homing 1, 2

+5YY’s second Y

+6YYY’s 2nd and 3rd Y

+2Y

+5XX’s second X

+4X

+2XX’s scoop

+jX (duel)

Highs

+Cross Chop

+Karate Chop

+CA

+5Y

+8Y

+jY (Duel)

Mid Highs

+Wake Up Slap

+JX (Field)

+8X

Mid Lows

+Close Combat

+6Y

+6Y-X (the X part)

+5X

+6X

Lows

+Heavy Slam (hitting the ground)

+2X’s first hit

Special Mids

+5Y in field

+sY

+fY

Only hits aerial opponents

+Heavy Slam (rising)

 

Gardevoir

 

:Gardevoir:

True Mids

+Burst Attack

+Stored Power

+Magical Leaf

+Psychic

+Dazzling Gleam

+Moon Blast

+Jump Y (Field)

+Homing 1 & 2

+5YYY (the second and third hits)

+jY (Duel)

+6X

+4X

Highs

+Future Sight (High)

+bY

+8Y

Mid Highs

+Energy Ball

+Energy Ball: Scatter (Field)

+Aerial CA

+JX (Field)

+8X

+jX

Mid Lows

+Psyshock

+Future Sight (Low)

+CA

+sY

+f[Y]

+5Y

+6Y

+5X

Lows

+4Y

+2Y

+2X

Special Mids

+5Y (field)

+fY

Aerial opponents only

+Energy Ball: Scatter (DP)

 

Weavile

 

:Weavile:

True Mids

+Fury Swipes

+Knock Off

+Ice Punch Uppercut

+CA

+Jump Y (Field)

+Homing 1, 2

+5X’s second hit

Highs

+bY

Mid Highs

+JX (Field)

+8Y

+jY

+jX

Mid Lows

+BA

+Night Slash

+Ice Punch Haymaker

+fY

+5YYYY (first and 4th y)

+5X (first hit)

+6X

Lows

+sY

+2YY (both inputs)

+2X

Special Mids

+5Y (Field)

+Fake Out

 

Suicune

 

:Suicune:

True Mids

+BA

+Hail

+Field 5Y (Scatter Shot)

+fY

+bY

+Homing Attack 3

+5YYY (second and third Ys)

+6YY

+8Y

+5X

Highs

+CA: Rising Corkscrew

Mid Highs

+JX (Field)

+jY (duel)

+8X

+jX

Mid Lows

+Hydro Pump

+Icy Wind

+CA

+Homing 1

+5Y

+4Y (first hit)

Lows

+2Y

+2X

Special Mids

+Aurora Beam

+5Y in field, pre-scattershot.

+sY

Aerial Opponents Only

+Aurora Beam: Upward Shot

 

 

Charizard

 

:Charizard:

True Mids

+BA

+Flamethrower Pillar (Burst Mode only)

+Dragon Claw

+CA

+5Y Explosion (Field)

+Jump Y (Field)

+Homing 1, 2

+5X’s 2nd hit.

+6XX (both inputs)

Highs

+8Y

+jY’s first hit

+j6Y’s first hit

+Fire Punch

Mid Highs

+Flare Blitz (both the blitz and impact)
+Air Slash (Short range)

+jX (Field and Duel)

+j6Y’s second hit

+j6YY

Mid Lows

+Flamethrower

+Inferno

+sY

+fY

+5YY

+6Y

+5X (first hit)

Lows

+2Y

+2X

Special Mids

+5Y in field (pre-explosion)

Aerial Opponents Only

+Flare Blitz (Rising)

+Air Slash (Long Range)

 

Gengar

 

:Gengar:

True Mids

+Astonish (the big face part)

+Charged CA (Burst Mode)

+fY (Burst Mode)

+bY

+Homing 1, 2

+ 6Y,X

+8Y

+8X (Burst Mode)

Highs

+6Y

Mid Highs

+Astonish (Dive Kick)

+JX (Field)

+jY

+8X

Mid Lows

+Shadow Ball (when charged or in burst)

+Shadow Punch

+Sludge Bomb (when spinning)

+CA (when not in burst, or uncharged in burst)

+5[X]

+5Y in field

+5Y,Y

+5X

+6X

+2XX (the second X)

Lows

+Curse

+Sludge Bomb’s Sludge

+fY

+2Y

+2X

Special Mids

+Shadow Ball (uncharged, out of burst)

+sY

 

 

Blaziken

 

:Blaziken:

True Mids

+BA

+EX Heat Wave

+Sky Uppercut

+CA (Burst Mode)

+Jump Y in Field

+Jump sY

+Homing 1, 3

+5Y (Burst Mode)

+6X

 

Highs

+Heat Wave

+Blaze Kick’s 2nd Hit

+EX Blaze Kick’s 2nd and 3rd hits

+Brave Bird

+CA

+5Y

+6Y

Mid Highs

+Blaze Kick’s first kick.

+Flare blitz

+EX Brave Bird

+2XX (2nd X)

+6Y,X (2nd X only)

+bY

+JX (Field)

+8Y

+jY

+8X

+jX

Mid Lows

+sY

+fY

+5X

+6XXX (2nd and 3rd inputs)

Lows

+2Y

+2X

Special Mids

+EX High Jump Kick

+5Y (field)

 

Pikachu Libre

 

:Libre:

True Mids

+bY

+Jump Y (field)

+Homing 1

+5X

Highs

+Discharge

Mid Highs

+Flying Press (Falling)

+Spark

+fY

+Homing 3

+JX (Field)

+6Y

+8Y

+jY

+8X, X (second X is falling part only)

+2XX’s 2nd X

+jX

Mid Lows

+BA

+Wild Charge

+CA

+5Y,Y,Y

+6X,X

Lows

+Flying Press (Shockwave)

+2Y

+2X

+8XX, 2nd X, shockwave portion.

Special Mids

+Quick Attack

+5Y (field)

+sY

 

Sceptile

:Sceptile:

 

True Mids

+Bullet Seed (Sprouts)

+Dragon Breath

+Detect (Poison Trap)

+CA

+Leech Seed (Seedlings)

+sY (Poison Explosion)

+fY

+bY (final part)

+jump Y (field)

+Homing 1, 2, 3

+6YY (2nd y’s 2nd hit)

+4X

Mid Highs

+JX (Field)

+8Y

+jY

+8X

+jX

Mid Lows

+BA

+Leaf Blade

+5Y,Y

+6Y,Y (first hit of both the first and second inputs)

Lows

+Bullet Seed (Seeds)

+Leech Seed (Weeds)

+sY (healthy hedge)

+bY (first 3 hits)

+2Y

+2X

Special Mids

+5Y in field

 

 

Chandelure

 

:Chandelure:

True Mids

+bY

+Jump Y (Field)

+Homing 1,2

+5YY (second Y only)

+5X (the actual physical part)

Highs

+Flame Burst

+[Flame Burst]

+s[Y]

+5Y

+8Y

+j8Y

Mid Highs

+jX (Field)

+Incinerate (Projectiles)

+jY

+8X

+jX (duel)

+j8X

Mid Lows

+BA

+[Flame Burst]: Fire Works

+Overheat

+CA

+fY

+6Y

+4Y

+6X,X

Lows

+Incinerate (fiery floor)

+Ground Pounds (Shock Waves) – jX in field and duel

+2Y

+5X (flames)

+2X

Special Mids

+Will-O-Wisp

+5Y (field)

+sY

+4X

 

 

Garchomp

 

:Garchomp:

True Mids

+BA

+Dig

+Stone Edge

+fY

+bY

+Jump Y (Field), charged version as well.

+Homing 1,2

+6Y

+8X

+Running Stance Overhead

Highs

+8Y

+jY (duel)

Mid Highs

+jX (field)

+5]X[ (rising portion and diving portion)

+5X

+4X

+jX

Mid Lows

+Dragon Claw

+CA

+5Y

+4Y

Lows

+Earthquake

+2Y

+2X

Special Mids

+Dragon Rush

+5Y (field)

+sY

 

 

Braixen

 

:Braixen:

True Mids

+[Fire Spin]

+Fire Blast (Kanji Portion)

+bY

+Homing 1, 2, 3

+jX (Flame)

+8Y

+4Y

+jY

Highs

+Flamethrower

Mid Highs

+Flame Charge

+jX (slamming portion)

+8X

Mid Lows

+BA

+Fire Spin

+Fire Blast (big fire ball)

+Light Screen

+CA

+5Y,Y,Y

+5X,X

+4X

Lows

+Psybeam (no SD)

+2Y

+2X

Special Mids

+Psybeam (SD boosted or held)

+5Y in field

+sY

+fY

+6Y

 

 

Mewtwo

 

:Mewtwo:

True Mids

+5X

+Psycho Cut – Downward Slash

+Psystrike (5th and 6th Hit)

+Ice Punch

+Focus Blast

+bY

+Jump Y (Field)

+Homing 1, 2, 3

+6Y, Y (second Y only)

+6Y, X (second X only)

+6X

+2X,X (second X only)

Highs

+Psycho Cut – Projectile

+Hyper Beam

+5Y

+8Y

Mid Highs

+Fire Punch

+jX

+jY

Mid Lows

+Confusion

+Drain Punch

+Psystrike (1st to 4th hits)

+fY

+8X

Lows

+2Y

+2X

+CA

Special Mids

+5Y (field)

+sY

+6Y

 

 

Shadow Mewtwo

 

:ShadowMewtwo:

True Mids

+BA

+Lv. 3 Psywave Projectile

+Psywave Vortex

+Psywave Psyblade (2nd hit)

+Psystrike (5th and 6th hits)

+Thunder

+5Y (field) after Miracle Eye

+sY after Miracle Eye

+fY (2nd and 3rd hits)

+bY

+Homing 1, 2, 3

+Jump Y (field)

+jX (In Burst, and only the light pillar)

+5Y (burst mode)

+6Y (light pillar only)

Highs

+Psywave Projectile (uncharged)

+Psywave Psyblade (first hit)

+Flamethrower

+5Y

+8YY (both inputs)

Mid Highs

+Lv. 2 Psywave Projectile

+Psywave Psyblade (final hit)

+CA

+jX

Mid Lows

+Zen Headbutt

+Psystrike (1st through 4th hits)

+fY

+5X

+6X

+4X

+8X

Lows

+Earthquake

+2Y

+2X

Special Mids

+5Y in field

+sY

 

Darkrai

True Mids

+BA

+4A: Nasty Plot (Hands of Darkness, Field)

+4A: Nasty Plot (Mirage Explosion, Both Phases)

+4A: Nasty Plot (Mirror, Both Phases)

+4A: Nasty Plot (Dimensional Rift, Duel – 5X, 6X, jX)

+4A: Nasty Plot (On counter hit)

+fY (Summon the Hands)

+Field jY once it’s set

+Homing 1, Homing 2

+5Y

+6Y

+4YYY

+8[Y]

+6A, Nightmare Dark Void (goes from a grounded move, to a low, to a true mid for hits 1-2, 3, and 4 respectively)

+6[A], Nightmare Dark Void (goes from grounded to true mid after the second hit)

Highs

+4Y

+8Y

+4X, 4[X]

Mid Highs

+Nasty Plot (Dimensional Rift, Field)

+jA: Shadow Claw (All follow ups, same in nightmare mode)

+bY, b[Y]

+Dimensional Rift (Unactivated)

+jY (both)

+jX (both)

+8A: Nightmare

Mid Lows

+Nasty Plot (Dimensional Rift, Duel – 8X, 2X)

+jsideY (Field)

+bX, b[X]

+5YY

+5Y[X]

+5X

+5A, Nightmare Dark Pulse

+ Rift caused by 2X, 8X

Lows

+6A, 6[A]: Dark Void, [Dark Void] (Grounded Expansion)

+Hands of Darkness (Unactivated)

+2Y, 2YX

+2X

Special Mids

+CA, [CA]

+5A, 5[A]: Dark Pulse (All Variants, including with orbs and when a mirage Darkrai fires one)

+nY

+5YX

+4YY

+6X

+8X

 

Scizor

True Mids

+4AA: U-Turn – Sword Slam

+1AA, 2AA, 3AA: Bullet Punch – Sword Launch

+bY

+jY, j[Y]

+Homing 1, Homing 2

+8Y

+6XX

Highs

+CA, [CA]

+Bug Bite

+6Y

+4Y

+jY, jYY

Mid Highs

+BA

+6A: Metal Claw

+4A: U-Turn

+jA, jAA: Aerial Ace and Aerial Ace – Swords Follow Up

+fY

+b[Y]

+jX (Slam Kick and Dive Kick), both phases

+8X

Mid Lows

+5AA: Swords Dance – Launch Swords

+6AA: Metal Claw – Launch Swords

+1A, 2A, 3A: Bullet Punch

+X-Scissor

+Hover Dash Y

+nY

+sY, sYY, s[Y]

+5Y, 5YY

+6YY

Lows

+Staple Traps from nY

+6YX

+2Y

+5X

+6X

+2X

Special Mids

+4X, 4[X]

 

Croagunk

True Mids

+Burst Attack

+2A: Venoshock (2 or 3 beams)

+jA: Gunk Shot (Poison, Pebble, Bomb, Tornado, Boulder)

+]X[

+sYY, sY[Y], sYbY, sYb[Y]

+fY, f[Y], f[Y] – Bomb Explosion

+bY, b[Y]

+Homing 2, Homing 3

+6Y Bomb Explosion

+4YY

+4YX

Highs

 

Mid Highs

+CA

+f[Y] – Bomb

+jY, jYY (field)

+jX

+j8X

+8Y

+jY

+j2Y, j2Y Landing

+8X

Mid Lows

+6A: Poison Jab

+n[Y]

+5Y, 5YY, 5YYY

+4Y

+5X

+6X

+4X

Lows

+4A: Thief

+jA: Gunk Shot (Poison Puddle Trap, considered grounded)

+Homing 1

+jX shockwave

+2Y

+2X

Special Mids

+5A, 5AA, 5AAA: Poison Sting (including side inputs and hold inputs)

+2A: Venoshock (Single Beam)

+nY

+sY

+6Y Pebble, 6Y Bomb

 

Empoleon

True Mids

+8A: Drill Peck

+Cut

+Rock Smash

+jY (field) geysers

+Homing 1, Homing 3

+6Y, 6YY

+jY (Duel Phase, Water Balls)

+4X

Highs

+Waterfall

+bY

+jY (field)

+8Y

+jY (Duel Phase, Spin)

Mid Highs

+jA: Steel Wing

+Homing 2

+8X

Mid Lows

+5A: Aqua Jet

+CA

+Surf

+Skating A: Hydro Cannon

+Skating 4Y, 4YY

+Skating 6X

+5Y, 5YY

+5X

Lows

+BA (Considered on the ground)

+6A: Ice Beam

+4A: Defog

+Skating 4X

+sY

+jX

+bX

+2Y

+2X

Special Mids

+Rock Smash Pebbles

+Skating 4Y

+nY

+fY

 

Decidueye

True Mids

+BA

+6AY: Leaf Blade

+6AYY [in burst]

+4A: Frenzy Plant

+8A: Smack Down (Magnemite)

+Soaring Y, Soaring YY (Field Phase)

+bY

+jY (Field)

+Homing 1, 2

+8Y1

+5XX

+8X

Highs

-         Decidueye has no moves classified as a high.

Mid Highs

+5A/5[A]: Spirit Shackle

+6A, 6AA: Fury Attack, Razor Leaf

+Soaring A: Acrobatics

+Soaring X

+Soaring Y, YY (Duel Phase)

+fY

+jX

+8Y2

+jY (Duel)

+6XXX (all)

+jX

Mid Lows

+jA: Sucker Punch

+CA

+]A[: Feather Dance

+5Y, 5YY, 5YYY

+4Y

+5X

+2YY

+4X, 4[X]

+2XX

Lows

+5[A]: Spirit Shackle (Traps)

+Soaring X (shockwave)

+2Y

+2X

Special Mids

+]Y[: Arrow Barrage

+nY

+sY

+sYY

 

SUPPORT POKEMON

 

True Mids

+Fennekin

+Snivy

+Lapras

+Frogadier

+Croagunk

+Magikarp

+Mismagius

+Ninetales

+Rotom

+Electrode

+Dragonite

+Victini

+Umbreon

+Reshiram

+Magneton

+Latios

Highs

-         No support in the game is classified as a high.

Mid Highs

+Cubone

Mid Lows

+Diglett

+Farfetch’d

+Yvetal (Initial Hits)

+Litten

Lows

+Quagsire

+Yvetal (Puddle)

Special Mids

+Emolga

 

Section 2: Move Invincibility

This section covers what sort of movements cause you to be invincible and whatnot to certain moves at certain heights. The following classifications of invincibility are as follows:

 

High Invincibility: You avoid moves that are categorized as a "High." Usually moves that low profile fall into this category.

 

Mid-High Invincibility: You avoid moves that are categorized as a "High," "Mid-High," or "Special Mid." This type of invulnerability is often short and timing dependent. 

 

Mid-Low Invincibility: Same as the previous, but use "low" instead of "high." Most of these moves are often aerial, meaning that you probably also avoid grabs. Again, these frames often require timing and spacing due to hitbox interactions.

 

Low Invincibility: You avoid moves categorized as a "Low." Usually puts you into the air, avoiding grabs. 

 

Projectile Invincibility: You avoid projectiles. However, some moves that seem like projectiles cannot be avoided, such as Reshiram's Blue Flare.

 

Physical Invincibility: You cannot avoid projectiles, but grabs and regular attacks are all avoided. This is the type of invincibility that most of the cast has on back dashes, except for the ghost types (who have full invulnerability).

 

Projectile + Physical Invincibility: You're pretty much completely invulnerable, but some weird stuff like Reshiram can still hit you.

 

Complete Invincibility/Invulnerability: Exactly what it sounds like.

 

STANCE INVINCIBILITY FRAMES

 

Pokemon

Action

Invincible Property

Starting Frame

Notes

Lucario

 :Lucario:

Low Stance

Complete Invuln. On Highs

1

 

 

Pikachu 

:Pikachu:

Low Stance

Complete Invuln. On Highs

1

 

 

Machamp 

:Machamp:

High Stance

Super Armor on Highs

5

 

 

Low Stance

Guard Point on Lows

5

 

 

Gardevoir 

:Gardevoir:

Low Stance

Complete Invuln. On Highs

1

 

 

Weavile 

:Weavile:

Low Stance

Complete Invuln. On Highs

1

 

 

Suicune

 :Suicune:

Low Stance

Complete Invuln. On Highs

1

 

 

Charizard 

:Charizard:

High Stance

Complete Throw Invuln.

5

 

 

Super Armor on certain moves.

5

 

 

Low Stance

Complete Invuln. On Highs

 

 

 

 

Gengar

 :Gengar:

High Stance

Complete Invuln. On Lows

1

 

 

High Stance (Burst Mode)

Guard Point on highs.

5

Guard point ends on frame 15. It is possible you would still guard point highs the moment you return to your regular high stance so long as it is within that time frame. (Thanks madluk for help on this).

Low Stance

Complete Invuln. On Highs

1

 

 

Low Stance (Burst Mode)

Guard Point on lows.

5

 

 

Blaziken 

:Blaziken:

High Stance

Guard point on certain upward moves.

5

 

 

 

:Blaziken:

Low Stance

Guard point on lows.

5

 

 

Pikachu Libre 

:Libre:

Low Stance

Complete Invuln. On Highs

1

 

 

Sceptile

 :Sceptile:

Low Stance

Complete Invuln. On Highs

1

 

 

Chandelure 

:Chandelure:

High Stance

Complete Invuln. On Lows

1

 

 

 

 

:Chandelure:

Low Stance

Complete Invuln. On Highs

1

 

 

Garchomp 

:Garchomp:

High Stance

Mid-lows and lows are super armored and take damage in return. (Rough Skin)

16

Countered damage is about 10 damage.

Braixen

 :Braixen:

Low Stance

Complete Invuln. On Highs

1

 

 

Mewtwo

 :Mewtwo:

Low Stance

Guard point on lows.

5

 

 

Shadow Mewtwo

 :ShadowMewtwo:

Low Stance

Guard point on lows.

5

 

 

 

 

Dash Invincibility Frames

 

Pokemon

Action

Invincibility Type

First Invincible Frame

Final Invincible Frame

Notes

Gengar

 

:Gengar:

Forward Dash

Complete Invincibility

5

24

 

 

Forward Dash (Burst Mode)

Complete Invincibility

5

18

 

 

Side Dash

Complete Invincibility

5

40

 

 

Back Dash

Complete Invincibility

1

20

 

 

Permeate (?)

Complete Invincibility

5

40

 

 

Chandelure

 

:Chandelure:

Forward Dash

Complete Invincibility

5

24

 

 

Side Dash

Complete Invincibility

5

31

 

 

Back Dash

Complete Invincibility

1

20

 

 

Blaziken

 

:Blaziken:

Side Dash

Lows

5

29

From the 6th frame onward, you are considered airborne and cannot be grabbed.

Back Dash (FP Only)

Lows

9

29

From the 9th frame onward, you are considered airborne and cannot be grabbed.

Pikachu Libre

 

:Libre:

jR

Physical and Projectile Invincibility

1

12

 

 

Wall Jump / Magnet Rise Jumps

Physical and Projectile Invincibility

1

11

 

 

Everyone Else (including Blaziken’s DP back dash)

 

Back Dash

Physical Invincibility

1

8

 

 

 

 

Burst Attack Invincibility Frames

 

Note: CA Property BAs will gain full invincibility after the cinematic begins. All BAs are fully invincible after the cinematic flash.

 

Pokemon

 

Impact Frame

 

Properties

 

Property Activation Frame

 

Cinematic Activation Frame

 

Lucario

 

:Lucario:

15

Fully Invincible

6

11

Pikachu

 

:Pikachu:

15

Fully Invincible

6

11

Machamp

 

:Machamp:

15

Fully Invincible

6

11

Gardevoir

 

:Gardevoir:

15

Fully Invincible

6

11

Weavile

 

:Weavile:

11

Counter Attack

1

9

Suicune

 

:Suicune:

34

Counter Attack

1

31

Charizard (from the ground)

 

:Charizard:

19

Fully Invincible

6

16

Charizard (midair)

 

:Charizard:

14

Fully Invincible

1

11

Gengar

 

:Gengar:

16

Fully Invincible

1

15

Blaziken

 

:Blaziken:

15

Fully Invincible

5

11

Pikachu Libre

 

:Libre:

11

Fully Invincible

5

9

Sceptile

 

:Sceptile:

23

Counter Attack

1

21

Chandelure

 

:Chandelure:

16

Counter Attack

1

12

Garchomp

 

:Garchomp:

15

Super Armor

1

11

Braixen

 

:Braixen:

19

Fully Invincible

9

13

Mewtwo

 

:Mewtwo:

11

Fully Invincible

1

10

Shadow Mewtwo

 

:ShadowMewtwo:

19

Fully Invincible

9

11

 

 

 

List of Invincible Properties of All Moves (that have them) and their Frame Data

 

Note: Any blank section is one that is currently unknown or has yet to be researched (or hasn’t been updated) by the people who made the Pokkén.jp frame data page. A "-" tends to mean holding the stance maintains invincibility, few exceptions and weirdness.

 

Pokemon

Action

Invincibility Property

Impact Frame

Property’s First Active Frame

Property’s Last Active Frame

Notes

Lucario

 

:Lucario:

8Y

Mid Highs

15

5

16

 

 

2Y

Highs

11

1

-

 

 

2X

Highs

15

1

-

 

 

Bone Rush – Slam

Mid Lows

24

1

24

The fastest time you can throw out bone rush slam seems to be within 17 frames, this data is from the start of the slam.

8X

Lows

23

5

 

 

 

 

Mids

13

22

 

 

Pikachu

 

:Pikachu:

5]Y[

Mid High

19

1

18

Doesn’t take into account the charging frames for this move.

6Y

Highs

15

5

 

 

 

 

8Y

Mid High

19

5

18

 

 

2Y

Highs

11

1

-

 

 

2X

Highs

19

1

-

 

 

Thunderbolt

Lows

19

5

 

 

 

 

Nuzzle

Lows

19

5

 

 

 

 

Electro Ball

Lows

27

5

 

 

 

 

Iron Tail

Mid Lows

23

5

22

 

 

Side Y

Lows

19

14

 

 

 

 

Forward Y

Lows

21

5

 

 

 

 

Back Y

Lows

23

5

 

 

 

 

8X

Lows

23

5

 

 

 

 

 

 

 

 

Machamp

 

:Machamp:

8Y

Mid High

15

5

16

 

 

2X

Highs

19

9

 

 

 

 

Heavy Slam

Lows

11

1

 

 

The impact frame for this one is actually just the frame for when Machamp starts rising, the actual impact frame is around frame 41.

bY

Lows

20

10

 

 

 

 

8X

Lows

27

5

 

 

 

 

Mid Lows

17

26

 

 

Gardevoir

 

:Gardevoir:

bY

Mid High

23

1

24

Holding it down extends the frame length up to 12 frames.

4Y

Highs

23

1

 

 

 

 

8Y

Mid High

15

5

16

Holding it down extends the frame length up to 12 frames.

2Y

Highs

15

1

-

 

 

6X

Highs

23

1

 

 

 

 

2X

Highs

27

1

-

 

 

8X

Lows

15

5

 

 

 

 

Weavile

 

:Weavile:

bY

Mid High

19

5

19

 

 

8Y

Mid High

19

5

20

 

 

2Y

Highs

11

1

-

 

 

2X

Highs

15

1

41

Complete motion is 57 frames.

Mid High

1

Knock Off

Lows

23

1

 

 

 

 

Mid Lows

9

22

 

 

8X

Lows

27

1

 

 

 

 

Agility

Projectiles

-

1

26

Can cancel into Agility derivations after the 17th frame, no follow up makes this move last 41 frames.

Suicune

 

:Suicune:

Aurora Beam: Upward Shot

Mid High

21

1

22

 

 

4Y

Highs

11

1

-

 

 

8Y

Mid High

15

5

16

 

 

2Y

Highs

11

1

-

 

 

2X

Highs

15

1

-

 

 

8X

Lows

23

1

 

 

 

 

Charizard

 

:Charizard:

8Y

Mid High

15

5

16

 

 

2Y

Highs

11

1

-

 

 

2X

Highs

19

1

 

 

 

 

Inferno

Lows

39

1

 

 

 

 

Seismic Toss

Lows

19

13

 

 

 

 

fY

Lows

19

9

 

 

 

 

8X

Lows

31

15

 

 

 

 

Mid Lows

17

30

 

 

Gengar

 

:Gengar:

Curse

High

15

9

 

 

 

 

Homing 1 – Pursuing Animation

Mid High

-

1

-

Shortest length is 10f, longest length is 60f, afterward it goes into the attack animation.

Homing 1 – Actual Attack (Non-burst)

Mid High

15

1

14

 

 

8Y

Mid High

19

1

4

 

 

Complete Invincibility

5

31

 

 

8Y (Burst)

Mid High

23

1

24

Extends 29F if held.

2Y

High

11

1

-

 

 

2Y (Burst)

High

11

1

 

 

 

 

2X

High

19

1

-

 

 

2X (Burst)

High

27

1

 

 

 

 

sY

Low

31

9

 

 

 

 

fY

Low

23

5

 

 

 

 

bY

Low

27

9

 

 

 

 

8X

Low

35

1

 

 

 

 

Complete Invincibility

3

29

 

 

8X (Burst)

Low

35

1

 

 

 

 

Complete Invincibility

9

29

 

 

Hypnosis

Complete Invincibility

27

5

21

 

 

jX (Field)

Complete Invincibility

23

7

22

 

 

5X

Complete Invincibility

31

5

23

Holding down the input allows invinc on the 4th frame, the entire move extends 20f

jX

Complete Invincibility

23

7

22

 

 

Shadow Stealth V1
(Shadow Ball, Shadow Ball Charge, 5X charge, 6Y cancel)

Complete Invincibility

-

1

17

Entire motion is 31f. Holding down the input extends 25f.
+Shadow Ball cancel starts from ~22F. Shadow Ball Charge cancel starts from ~13f.

+5[X] cancels from ~21f

+6Y cancels from ~19f

Shadow Stealth V2 (Hypnosis)

Complete Invincibility

-

1

25

Entire motion is 55f. Holding down the input extends 25f.

+Hypnosis cancels from ~19f to ~37f.

Shadow Stealth V3 (Astonish)

Complete Invincibility

-

1

28

After a jump and inputting as fast as possible, invincibility lasts around 48 frames. Holding down the input extends 25f.

Depending on height, you are able to cancel Astonish around the 12th frame.

Blaziken

:Blaziken:

 

Floppy Bird

Mid High

15

5

16

 

 

8Y

Mid High

23

5

22

 

 

2X

Highs

27

5

 

 

Supposedly has mid-high invincibility during 2XX. 6YX also supposedly has this property as well.

Blaze Kick

Lows

15

15

 

 

 

 

Brave Bird

Lows

39

1

 

 

EX Brave Bird alters the move to 27F

sY

Lows

23

5

 

 

 

 

6X

Lows

27

5

 

 

 

 

8X

Lows

23

1

 

 

 

 

Mid Lows

9

19

Sky Uppercut

Projectile Invincibility

19

1

19

 

 

EX Sky Uppercut

Projectile Invincibility

15

1

15

 

 

Pikachu Libre

 

:Libre:

8Y

Mid High

15

5

15

 

 

2Y

Highs

11

1

-

 

 

5X

Highs

19

3

18

Full motion is 51f

2X

Highs

19

1

41

Entire motion is 47f.

Mid High

1

19

 

 

Discharge

Lows

19

5

 

 

 

 

Flying Press

Lows

27

5

 

 

EX Flying Press alters this to 23F

sY

Lows

23

14

 

 

 

 

fY

Lows

19

3

 

 

 

 

bY

Lows

23

5

 

 

 

 

8X

Lows

23

5

 

 

 

 

Double Team

Projectile Invincibility

-

5

FP – 51

DP – 46

Can cancel into Quick Attack on ~28f.

Double Team variants alter invincibility time.

No follow up makes this move take 66f.

Physical Invincibility

12

15

Double Team has frames of no invincibility at all.

Physical Invincibility

22

FP – 51

DP – 46

Quick Attack

Projectile Invincibility

16

1

15

 

 

Sceptile

 

:Sceptile:

Leaf Storm

Mid High (Is this a mistake?)

19

1

19

 

 

bY

Highs

23

1

-

 

 

8Y

Mid High

19

5

18

 

 

2Y

Highs

15

1

-

 

 

2X

Highs

19

1

-

 

 

Bullet Seed: Jump and Aim

Lows

-

1

 

 

From about frame 16 you can fire seeds.

Otherwise around frame 22, the motion will change.

No input is a total of about 49f for the entire jump.

 

 

Holding down the button can decrease landing recovery by around 44F (unsure of this translation, can someone clarify this move’s properties? Maybe it is comparing it to a regular jump?).

8X

Lows

39

5

 

 

 

 

Detect: Vine Swing

Complete Invincibility

-

37

63

From about frame 64, once invincibility ends, you can then do aerials.

jX (Field)

Complete Invincibility

21

4

14

 

 

jX

Complete Invincibility

21

4

14

 

 

Chandelure

 

:Chandelure:

Flame Burst

Highs

23

1

23

Holding down the input extends 20f.

bY

Mid High

19

1

18

Holding down the input extends 20f.

8Y

Mid High

19

1

19

 

 

2Y

Highs

19

1

-

 

 

2X

Highs

15

1

-

 

 

5[X] (Disco Inferno?)

Lows

-

10

-

 

 

fY

Lows

23

13

 

 

 

 

6Y

Lows

31

14

 

 

 

 

5X

Lows

27

9

 

 

 

 

8X

Lows

35

5

 

 

 

 

Minimize

Physical + Projectile Invincibility

-

1

106

Chandelure can cancel into Pokemon Moves starting from the 22nd frame or so.

Not canceling into anything makes this move last about 131f in total, invincibility will end by default by the 106th frame.

Garchomp

 

:Garchomp:

Dig

Highs

 

 

1

8

 

 

Projectile Invincibility

9

 

 

Physical Invincibility

17

5]X[ (Dragon Drills)

Mid High

15

1

15

 

 

8Y

Mid High

11

5

11

 

 

2X

Highs

39

9

 

 

 

 

Dragon Rush

Lows

39

9

 

 

 

 

8X

Lows

31

5

 

 

 

 

Braixen

 

:Braixen:

Flamethrower

Mid High

19

5

18

 

 

8Y

Mid High

19

5

20

 

 

2Y

Highs

11

1

-

 

 

2X

Highs

15

1

-

 

 

Mid High

1

14

 

 

Fire Blast

Lows

31

9

 

 

 

 

8X

Lows

19

1

 

 

 

 

4X

Physical Invincibility

31

1

8

 

 

Mewtwo

 

:Mewtwo:

Hyper Meme

Lows

47

9

 

 

 

 

8Y

Mid High

15

5

15

 

 

2X

Highs

19

1

 

 

 

 

8X

Lows

27

5

 

 

 

 

Shadow Mewtwo

 

:ShadowMewtwo:

8Y

Mid High

15

5

16

 

 

2Y

Highs

11

1

 

 

 

 

2X

Highs

15

1

 

 

 

 

Recover

Lows

-

11

 

 

 

 

8X

Lows

27

5

 

 

 

 

Teleport

Projectile + Physical Invincibility

-

1

26

Entire motion is 41f.

 

Added after the original data was translated.

 

:Weavile:Weavile's 5X/5[X]

Highs

19 to 35

1

 

 

Supposedly has invincibility during charge animation too.

Courtesy of SSJLuffy

 

Section 3: Throw Interactions

 

This section details which moves break throws instantly and which moves, despite being attacks, can still be grabbed. 

In general, grabs follow the following rules:

- You can't grab during blockstun.

- You can't grab aerial opponents barring some special command grabs like Leaf Storm.

- Certain forms of hitstun, like the crumple state, may prevent you from grabbing your opponent.

- They are still in the middle of invincibility frames.

Throw Crush Actions (Crush or avoid throws from frame 1)

 

Pokemon

 

Action

 

Entire Cast

+Jump (timing dependent)
+Synergy Burst Declaration

+Back Step (Timing Dependent)

+Homing Attack 1

+Every 8X

Lucario

+2Y

+6Y

Pikachu

+Electro Ball

+5[Y]

+2Y

Machamp

+Heavy Slam

+6Y

+2Y

+6X

Gardevoir

+Moonblast

Weavile

+Night slash

+4Y

+2Y

Suicune

+4Y

+2Y

Charizard

+6Y

+2Y

Gengar

+Burst Attack

+2Y

Blaziken

+B-b-b-b-blaze Kick (or maybe not? Needs additional testing)

+6Y

+2Y

Pikachu Libre

+2Y

Sceptile

+Bullet Seed – Aiming (Only partially grab immune, might mean some anti-air grabs work depending on timing).

+fY in field (Flash Kick)

+bY in field (Growth)

Chandelure

+Overheat

+Minimize

Garchomp

+Burst Attack

+Dragon Rush

+bY in field

+8Y

+2Y

Braixen

+2Y

+4X

Mewtwo

+Burst Attack

+Psystrike

+6Y

+2Y

Shadow Mewtwo

+Psystrike

+Teleport

+2Y

 

 

Attacks that can be grabbed despite being attacks:

In general, all attacks have vulnerable frames where you can grab the opponent. This is typically after the hitbox is already out.

Pokémon

 

Action

 

Notes

 

Entire cast.

Charged Homing Attack

Pikachu :Pikachu:, Charizard :Charizard:, Libre :Libre:, and Suicune :Suicune: are all aerial when charging their homing attacks, so they cannot be grabbed mid-charge. Gardevoir :Gardevoir: also floats in the air when charging, but lands near the end of the charge making her grabbable.

Lucario

+Aura sphere (Mid charge)

+6Y-[Stance], stance is grabbable.

+6[X] can be grabbed depending on timing.

+Force Palm charge can be grabbed a few moments before the actual attack comes out, but not during the charge.

 

 

Machamp

+Second part of 5XX, mid charge

 

 

Gardevoir

Future Sight

 

 

Weavile

During the charge of the Ice Punch follow up.

 

 

Gengar

Shadow Ball charge.

 

 

Braixen

Field Phase bY

There is a possible bug when grabbing Braixen out of the charge where pressing the attack as soon as you get grabbed causes the opponent to be moved off center during the grab.

Shadow Mewtwo

2YY

5XX

Psywave Slash Strings

Requires the first hit of the string is avoided via some form of invincibility. These strings can be interrupted with a grab before the second hit comes out.

8YY

Can grab if the attack is charged if the grab can connect before SM2 leaves the ground.

Edited by 五月雨のペンタオ
Made a correction on lv. 2 psywave projectile

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Amazing work doing all of this! 

 

A few additions for "Attacks that can be grabbed despite being attacks" are Shadow Mewtwo's 2nd parts of 2YY, 8YY (both while charging and after the button is released right before sm2 leaves the ground for the attack), 5XX and Psywave Slash. These can be grabbed if their first attack is avoided by some form of invincibility (i.g. Burst Exhaust or wakeup invul) and then the opponent grabs. And finally Shadow Mewtwo's earthquake can be grabbed as well if he enters a grab hitbox right before the earthquake becomes active.

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Just wanted to say thank you very much for taking the time to translate and format all of this. There is so much good information to be found here. Also huge shoutouts to the Japanese players that compiled all this data in the first place. I really hope everyone puts their effort and hard work to good use!

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The 2nd part of Blaziken's 6YX and 2XX have mid-high invincibility, but I'm not sure on the frames though.

Also I might remember wrong, but I'm sure the 2nd inputs of both of those moves are mid-high.

Edited by SSJ-Luffy

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3 hours ago, SSJ-Luffy said:

The 2nd part of Blaziken's 6YX and 2XX have mid-high invincibility, but I'm not sure on the frames though.

Also I might remember wrong, but I'm sure the 2nd inputs of both of those moves are mid-high.

 

Are you sure about them being mid-high? The original wiki listed them as true-mids, and IIRC both of those moves are flip kicks starting from the ground, so it would make sense if they were true mids. If they're mid-highs, that means that after blocking 2X, the 2XX could be ducked while 6YX could be ducked in it's entirety, no?

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20 hours ago, 五月雨のペンタオ said:

 

Are you sure about them being mid-high? The original wiki listed them as true-mids, and IIRC both of those moves are flip kicks starting from the ground, so it would make sense if they were true mids. If they're mid-highs, that means that after blocking 2X, the 2XX could be ducked while 6YX could be ducked in it's entirety, no?

I'm pretty sure they are mid-high. Also mid-high aren't duckable. The only way to test it is to using either Weavile's 2X or Braixen's or Libre's after a blocked Blaziken 2X and 6Y.

Regarding 6YX and 2XX mid-high iframes, I've tested it against Emolga and SM2's counter and I also evaded some Zard Firepunches with 6YX.

 

EDIT: Sceptile's Leaf Storm is indeed invincible against mid-highs, speaking from experience. Meaty Blaze Kicks loses to Leaf Storm.

Edited by SSJ-Luffy

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On 1/13/2017 at 6:08 PM, 五月雨のペンタオ said:

 

Garchomp

 

:Garchomp:

 

 

5[X] (Dragon Drills)

Mid High

15

1

15

 

 

           

 

This should be ]X[, not 5[X], to denote his charge strong.

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Updated release input notations, thanks! There might still be some that I'm missing since I didn't know how release inputs were notated at the time of translation.

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Weavile's 5X has iframes against highs. It's probably instantly and the iframes against highs also lasts during the charge up.

Tested it extensively against Blaziken's and Machamp's counter and I'm sure it has instant iframes against highs.

Edited by SSJ-Luffy

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Added the 5X.

 

Given that the forums make it really hard to update tables properly, I had to add it in a new section at the bottom.

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Is there a particular reason why Charizard's j.x in duel phase is not listed in the first table, and why the frame data spreadsheet (https://docs.google.com/spreadsheets/d/108awMgIuD21L0d1SQneG9w3KOyzwmWQ8335mkrOmm54/edit?pref=2&pli=1#gid=1143135003) does not include the more specific height categories listed here?

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On 6/23/2017 at 8:45 PM, MajoraZ said:

Is there a particular reason why Charizard's j.x in duel phase is not listed in the first table, and why the frame data spreadsheet (https://docs.google.com/spreadsheets/d/108awMgIuD21L0d1SQneG9w3KOyzwmWQ8335mkrOmm54/edit?pref=2&pli=1#gid=1143135003) does not include the more specific height categories listed here?

 

Charizard's jX is missing because I missed it on my pass through the Japanese table. I'll add it now.

 

As for why the frame data does not include height information, that is because the frame data chart is made by and controlled by @The Apple BOOM and not me.

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sm2's jY in duel seems to be missing from the table. I'm assuming it is a mid-high like every other jumping attack.

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Lucario's 6X seems to have some low invulnerability judging by 8:22 in this video. (not in the chart)

 

Edited by TipDik

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I'm not sure how to classify Lucario's 6[X]. Technically, it has some weird interactions where the charging animation avoids some lows, but not others. I think it's a Z-Axis thing due to how Lucario poses during his charge animation.

 

Lucario's 6[X] can actually avoid not only Charizard's 2X, but Shadow Mewtwo's as well (in burst at least, not sure about normally). When the recording function's put in game, we'll be able to update this chart much more intelligently.

 

I haven't seen a Japanese table of height interactions for the Arcade 4 or Decidueye yet, so either the US/EU players will have to start compiling that, or we'll just have to wait. But yeah, recording will make it much easier to identify what classifications everything is.

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I've finished adding the DX Characters and Supports to the Move Height Property Table.

 

Unfortunately, I still don't have any data to translate in regards to actual precise frames. There is however some interesting frame data still left on the pages that I may get to later (like how Empoleon's 5X is -16 normally, but when done as 6X during skating, it becomes -12). 

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