This is the angle that the attack knocks the opponent in degrees. 361 is what is called the "Sakurai Angle" and the knockback angle depends on air/ground state and strength of knockback. Other These are anything else that are changed about the move. Unchanged Characters Fox Falco Sheik Marth Jigglypuff Peach Captain Falcon Name Speed Damage Knockback Other Straight Neutral attack From Jab Previously, you go straight to Mach Punch from this move, but now it always goes to Gentlemen Knee. Mach Neutral attack From Gentlemen Knee (repeat) Can no longer be started from Straight. Must always follow Gentlemen Knee, so it always starts on the 4th button Knee Smash Forward Air Air 3 -> 6 (late) BASE: 30 -> 35 Raptor Boost Side Special COOL: 44 -> 32 (in Air) LAND: 40 -> 30 (from Air) Can avoid specialfall if move hits; in other words, can act after an aerial raptor if the move hits an opponent. Falcon Dive Up Special LAND: 30 -> 28 The drift after somersault increased from .85 to 1.0. Falcon Kick Down Special LAND: -44% Spot Dodge Ground Dodge / COOL: 32 -> 28
Ice Climbers Name Speed Damage Knockback Other Pound Neutral Attack Range Increased Upswing Neutral Attack From Pound Range Increased Hammer Swing Forward tilt Increased Hammer Spin Up tilt Range Increased Shin Attack Down Tilt IASA: 29 -> 24 5 -> 6 GROW: 90 -> 80 70 -> 30 Range Increased Dash attack Run Range Increased Ice Hammer Forward Smash Hitboxes last 1 more frame Icicle Crasher Up Smash Range Increased Icy Whirlwind Neutral Aerial Air Big range Increased Big hitbox size increase Hammer Slam Forward Aerial Air 10 -> 11 (hitbox 1) ANGLE: 70 -> 270 (hitbox 1) Hitbox 0 can now hit grounded opponents. Reverse Swing Back Aerial Air Range Increased Hammer Reach Up Aerial Air LAND: 32 -> 24 Range Increased Hammer Ride Down Aerial Air Range Increased Cold Headbutt Pummel During Grab Range Increased Squall Hammer Side Special Hitboxes last an additional on Popo only Doctor Mario Attribute
Weight 100 -> 101 Name Speed Damage Knockback Other Left Jab Neutral Attack CAN USE Right Cross: 14 -> 10 Reflex Test Down Tilt IASA: 35 -> 25 Slide Dash Attack Run Right foot has hitbox for entire active frames of move. Defibrillator Forward Hitboxes last 3 more frames Dr. Kick Neutral Aerial Air Strong hit out earlier Dr. Forward Aerial Air DUR: 74 -> 49 Grab Grab Slightly Bigger Dash Grab Dash Grab Run Slightly Bigger Super Jump Punch Up Special LAND: 30 -> 15 Dr. Tornado Down Special Horizontal momentum in air: 0.5 -> 0.6 Each tap raises him: 1.2 -> 1.3 Maximum vertical momentum gained from tapping: 1.4 -> 1.7 Pikachu ATTRIBUTE VALUE Friction 0.09 -> 0.07 Shield Size 12 -> 14 Name Speed Damage Knockback Other Pika Kick Forward Tilt +2 Variable damage, based on attack angle. Tail Up Tilt 7 -> 9 GROW: 124 -> 104
Down Tilt Cover Fire Up COOL: 41 -> 47 2 (foot) 17 (explosion) SHLD: 12 (explosion) 10 (residual) SHLD: 0 (residual) BASE: 0 (foot) GROW: 100 (foot) SET: 94 (foot) 140 (foot) BASE: 40 -> 50 (explosion) GROW: 88 (explosion) ANGLE: 90 (explosion) BASE: 50 (residual) GROW: 85 (residual) 90 (residual) Foot (Start): - Weak hitboxes around foot that pops upward toward cannon Explosion (Frames 13 to 16) - pumps cannon upward - Shoots an explosion from cannon for a strong upward attack - Hitboxes cover Samus's cannon and body Residual (Frames 17 to 21) - Weaker residual hitboxes settle around the cannon - The body hitboxes disappear Grappling Hook Grab Stand/Run/Extender Can now grab airborne opponents Charge Shot Neutral Special () +1 (all Levels) SHLD: = to level number Homing Missile Weak Side Special DUR: 110 -> 150 Deceleration point: 60 -> 80 Better Homing Value: -> Bomb Down Special 4 -> 6 BASE: 10 -> 40 GROW: 45 -> 35 ANGLE: 361 -> 90 Ganondorf Attribute Value Initial Dash Velocity 1.3 -> 1.33 Run Terminal Velocity 1.35 -> 1.38 Jump Startup Lag 6 -> 5 Landing Lag 5 -> 4 Name Speed Damage Knockback Other Warlock Shoryuken Up Tilt ?? ?? ?? Basically a slowed down Gerudo Dragon move at low % Kill move at high %
Iron Shoulder Dash Attack Run "True" invincibility on clean hit for 3 frames Swooping Keese Neutral Aerial Air Kick hitboxes last +3 frames Kick 2 starts on frame 16 (from 20) Thunder Drop Down Aerial Air LAND: 35 -> 32 Grab Grab Slightly more disjointed Dash Grab Dash Grab Run Slightly more disjointed Gerudo Dragon Side Special COOL: 44 -> 32 (in Air) Dark Dive Up Special LAND: 30 -> 26 Horizontal Landing Momentum: .85 -> 1.15 Wizard's Foot Down Special LAND: -44% Spot Dodge Spot / IASA: 32 -> 27 Luigi ATTRIBUTE Aerial Mobility 0.025 -> 0.035 Max Horizontal Air Velocity 0.68 -> 0.7132 Initial Dash Speed 1.3 -> 1.4 Hop to Apex 1.4 -> 1.5 Dash Length 11 -> 15 Name Speed Damage Knockback Other Plumber's Rump Neutral Attack From Right Jab BASE: 10 -> 50 GROW: 100 -> 80 Plumber Kick Forward Tilt SET: 1 -> 0 (down angled) Heel Kick Down Tilt IASA: 35 -> 25 9 -> 12 Now harms shields ("Because why not") Fist of Fear Dash Attack Run 2 -> 4 hit) 361 -> 280 (normal hits) BASE: 2 -> 60 (final hit) Trowel Stab Forward Smash IASA: 42 -> 38 +1 Chop Chop IASA: 33 -> 24 "Highly spammable. Hilarious"
Forward Aerial Bicycle Kick Up Aerial START: 5 -> 4 DUR: 8 -> 11 ANGLE: 55 -> 65 Screwdriver Kick Down Aerial Meteor Smash hitbox takes priority if overlap with other hitbox Taunt Taunt SET: 100 -> 166 ANGLE: 280 -> 290 Now spikes Down the Down From Grab ANGLE: 110 -> 105 Fireball Neutral Special Now ground/land cancelable Green Missile Side Special Misfire rate: 1/8 -> 1/6 Super Jump Punch Up Special 20 -> 22 (air sweetspot) BASE: 58 -> 70 (air sweetspot) GROW: 72 -> 74 (air sweetspot) Horizontal distance affected by tilt of control stick (Air Control): 2.0 -> 20.0 Aerial mobility in freefall: 0.6 -> 1.8 Luigi Cyclone Down Special Tap lift multiplier: 0.08 -> 0.24 Max vertical momentum from taps: 0.8 -> 1.8 hit crotch hitbox moved to head No longer needs to be "charged" by using it on stage. Works like Mario's Cyclone Mario Attribute Value Initial Dash Velocity 1.5 -> 1.626 Aerial Mobility 0.025 -> 0.0425 Maximum Horizontal Air Velocity 0.86 -> 0.94 Name Speed Damage Knockback Other Toe Kick Neutral Attack From Right Cross BASE: 10 -> 30 GROW: 100 -> 95 Plumber Kick Forward Tilt ANGLE: 361 -> 30 (down angled) SET: 1 -> 0 (down angled) Uppercut Up Tilt IASA: 30 -> 26 Leg Sweep Down Tilt IASA: 35 -> 24 Slide Dash Attack Run IASA: 38 -> 34 Fire Forward Smash +1 (sourspot)
Plumber's Boot Neutral Aerial Air BASE: 20 -> 25 GROW: 100 -> 104 (Clean) Plunger Forward Aerial Air START: 18 -> 14 DUR: 74 -> 45 IASA: 60 15 -> 14 Autocancels on 58 Drop Kick Back Aerial Air GROW: 100 -> 105 Bicycle Kick Up Aerial Air IASA: 30 -> 24 ANGLE: 55 -> 65 (frame 6) Drill Kick Down Aerial Air LAND: 23 -> 20 IASA: 38 -> 33 Mario Tornado Down Special Horizontal Momentum (Air): 0.5 -> 1.4 Max Vertical Momentum Gained from tapping: 1.4 -> 1.55 Young Link Name Speed Damage Knockback Other Slash Neutral Attack IASA: 20 -> 16 Counter Slash Neutral Attack From Slash IASA: 17 -> 13 Stab Neutral Attack From Counter Slash BASE: 10 -> 30 Sword Chop Forward Tilt BASE: 5 -> 15 361 -> 35 Half Moon Up Tilt IASA: 32 -> 30 8 -> 9 BASE: 20 -> 50 GROW: 128 -> 100 ANGLE: 85 Grass Cutter Down Tilt START: 14 -> 8 ANGLE: 280 -> 70 (hitbox 0 to 2, hilt to middle) ANGLE: 70 -> 280 (hitbox 3, the tip) Running Hack Dash Attack Run IASA: 40 -> 36 ANGLE: 361 -> 30 Running Hack Dash Attack Run IASA: 40 -> 36 ANGLE: 361 -> 30 Sword Slice Forward Smash IASA: 50 -> 40 BASE: 0, GROW: 100, SET: 40 75 -> 361 (middle) ANGLE: 75 -> 10 (hilt) ANGLE: 75 -> 35 (lower end) ANGLE: 75 -> 361 (tip) Can chain into Double Sword Slice 4 frames earlier
Double Sword Slice Forward Smash From Sword Slice 12 -> 13 Bigger hitboxes Triple Sword Swipe Up Smash First slash has reworked hitbox timer frame: 10 -> 5 Sword Sweep Down Smash IASA: 42 -> 37 (asynch) ANGLE: 70 -> 30 Weaker hitboxes more uniform with strong hitbox Hylian Kick Neutral Aerial Air GROW: 100 -> 110 ANGLE: 361 -> 60 (late) Late hitbox start frame: 6 -> 8 Spinning Sword Forward Aerial Air START: 14 -> 7 11 -> 13 hit) BASE: 5 -> 22 (first hit) BASE: 0 -> 44 (second hit) GROW: 90 -> 70 (second hit) Sweetspot hitbox duration: 3 -> 6 Double Kick Backward Aerial Air ANGLE: upward and away (both hits) SET: 40 (both hits) Sweetspot hitbox duration: 3 -> 6 Sword Plant Down Aerial Air LAND: 50 -> 40 BASE: 40 -> 45 (verticals) Hookshot Grab Can grab airborne opponents Running Hookshot Dash Grab Run Can grab airborne opponents Kick Out Forward Throw From Grab BASE: 25 -> 45 55 -> 27 Reverse Kick Out Back Throw From Grab BASE: 24 -> 44 Sword Launch Up Throw From Grab BASE: 18 -> 64 GROW: 230 -> 70 Fire Bow Neutral Special COOL: 24 -> 18 BASE: 45 -> 60 Deals greater stun Size: 256 -> 512 Boomerang Side Special START: 27 -> 22 Spin Attack Up Special 80 -> 32 (Grounded final hit) Hitbox size increased to match animation Final hitbox increased Backward Roll IASA: 37 -> 31
ANGLE: 361 -> 25 (2nd hit) Double Kick Backward Aerial Air ANGLE: 361 -> 72 (first hit) Second hit hitboxes slightly larger Stab-Up Up Aerial Air GROW: 85 -> 95 Sword Plant Down Aerial Air GROW: 80 -> 90 (initial impact) Hookshot Grab Can grab airborne opponents Dash Hookshot Dash Grab Run Can grab airborne opponents Kick Out Forward Throw From Grab 3 -> 6 BASE: 25 -> 50 GROW: 110 -> 80 ANGLE: 55 -> 35 Reverse Kick Out Backward Throw From Grab 3 -> 6 BASE: 24 -> 51 GROW: 110 -> 86 Launch Up Throw From Grab 2 -> 3 BASE: 24 -> 50 GROW: 230 -> 90 ANGLE: 90 -> 80 Bow Neutral Special BASE: 8 -> 16 GROW: 50 -> 80 ANGLE: 70 -> 361 Hitboxes slightly larger Uncharged velocity: 1.3 -> 2.0 Charged velocity: 5.0 -> 7.5 Boomerang Side Special START: 27 -> 22 6 -> 8 ANGLE: 65 -> 140 "Phantom" boomerang sends vertically Aerial Spin Attack Aerial Up Special Air 4 -> 6 (final hit) Bomb Down Special IASA: 39 -> 34 (bomb pull) 4 -> 6 Backward Roll Backward Roll / IASA: 37 -> 31 Donkey Kong Attribute Weight 114 -> 116
Shield Size 17.5 -> 21.875 Chest/Tie Hurtbox Removed General Attack Range Increased to Marth Levels Name Speed Damage Knockback Other Swipe Neutral Attack Sweetspot pulls opponents into DK Uppercut Neutral Attack From Swipe ANGLE: Higher Stronger at low percent Backhand Slap Forward Tilt Increased Slightly safer on shield Spider Web Swipe Up Tilt -1 DUR: +2 IASA: 40 -> 36 Middle hitbox slightly stronger Slouch Slap Down Tilt COOL: Better Increased Konga Kick Dash Attack Run IASA: 55 -> 36 "Not terrible anymore" Kong Klap Forward IASA: 55 -> 50 SHLD: Increased Safer on shield Much bigger hitboxes Ape Applause Up Smash SHLD: Lots! ANGLE: Vertical improved Kills about 15% earlier Twin Beat Down Smash IASA: 56 -> 51 SHLD: Exists Significantly improved kill potential Kong Whirl Neutral Aerial Air BASE: Stronger Extremely large hitboxes Hammer Knuckle Forward Aerial Air START: 25 -> 20 BASE: Slightly increased Back Kick Backward Aerial Air BASE: Increased Flying Headbutt Up Aerial Air Hitbox one more frame Flying Stomp Down Aerial Air DUR: 54 -> 44 Autocancels much earlier
Tail Sweep Down Tilt COOL: Less IASA: 24 -> 21 Noggin Knock Dash Attack Run BASE: 15 -> 25 (sweetspot and sourspot) Noggin Floggin' Forward Smash 16 -> 17 Jumping Headbutt Up COOL: Less IASA: 40 -> 36 14 -> 15 BASE: 26 -> 30 Hitboxes and head invincibility last one more frame Double Tail Whip Down Smash COOL: Less IASA: 50 -> 47 Yoshi's Kick Neutral Aerial Air foot hitbox increased to match actual foot size Noggin Dunk Forward Aerial Air START: 18 -> 15 Tail Wag Backward Aerial Air 7 (hit 1) 6 (hit 2) 5 (hit 3) 4 -> 8 (hit 4) BASE: 10 -> 40 (all hits) GROW: 100 -> 30 (hits 1 to 3) GROW: 100 -> 80 (hit 4) ANGLE: 60 (hits 1 to 3) ANGLE: 60 -> 70 (hit 4) Dino Flip Up Aerial Air LAND: 19 -> 16 Flutter Kick Down Aerial Air LAND: 26 -> 24 Sticky Tongue Grab START: 18 -> 12 IASA: 79 -> 54 Can grab airborne opponents Sticky Tongue (dash) Dash Grab Run Can grab airborne opponents Mouth hitbox is bigger Mouth hitboxes out for same duration as tongue hitboxes Spit Out Forward From Grab 6 -> 8 BASE: 40 -> 15 GROW: 66 -> 100 ANGLE: 45 -> 30 Spin 'n' Spit Backward Throw From Grab 6 -> 7 BASE: 40 -> 55 ANGLE: 45 -> 35 Spit Up Up Throw From Grab COOL: Decreased slightly IASA: 43 -> 33 BASE: 60 -> 76 GROW: 43 -> 70 Egg Lay Neutral Special Damage Multiplier when egged: 0.5 -> 0.8 Invincibility Upon Breaking Out of egg (frames): 14 -> 1
Sweep Up Smash Reworked hitbox ranges to connect better Compass Spin Down Smash 11 -> 12 (first hit) GROW: 90 -> 95 (1st hit) GROW: 80 -> 85 (second hit) Slightly longer 1st hit identical to Brawl's Magic Spin Neutral Aerial Air SHLD: Exists BASE: 40 -> 30 GROW: 130/120 -> 80 Larger hitboxes shifted slightly lower and inward electric effect to weaken crouch cancelling Landing hitbox added, which lasts 8 frames (4 on L-Cancel) Condensed Blast Up Aerial Air 13 -> 15 BASE: 0 -> 30 GROW: 120 -> 110 Hitbox matches explosion effect Meteor Heel Down Aerial Air 8 -> 15 (hitbox 0) 7 -> 13 (hitbox 1) BASE: 0 -> 40 (hitbox 0) GROW: 100 -> 90 (hitbox 0) BASE: 0 -> 30 (hitbox 1) Electric element added Lightening kick SFX Given Brawl sweetspot and a weaker version for sourspot Magical Hold Grab Grab frame: 12 -> 6 Magical Hold (dash) Dash Grab Run Grab frame: 12 -> 9 Grab boxes made lower to get short or crouching characters Levitation Forward Throw From Grab GROW: 50 -> 60 Reverse Levitation Backward Throw From Grab GROW: 60 -> 70 Nayru's Love Neutral Special BASE: 50 -> 60 (final hit) Larger hitboxes Din's Fire Side Special 3.0 -> 10.0 (initial) 0.17 -> 0.14 (damage growth) Horizontal Acceleration: 0.06 -> 0.12 Maximized angle of projectile movement Frame lag from release: 22 -> 7 Initial hitbox size multiplier: 0.3 -> 1.0 No longer causes freefall when used in the air Farore's Wind Up Special Going into specialfall frame: 71 -> 32 Emergence duration (frames): 71 -> 32 Emergence has a hitbox with fire property Roy Attribute Value Aerial Mobility 0.03 -> 0.05
Dark Flash Neutral Attack IASA: 29 -> 16 Outer hitbox enlarged to match GFX Can force jab reset on smaller characters Can jab cancel Attack hit frame: 8 -> 8-9 Tail Whip Forward Tilt 8 -> 10 BASE: 10 -> 20 Removed tail sweetspot; all hitboxes are "strong" Flip Up Tilt 8 -> 10 (normal) BASE: 0 -> 40 (frame 6) GROW: 115 -> 110 (frame 6) BASE: 60 -> 40 (normal) GROW: 114 -> 110 (normal) Removed tail sweetspot Tail Sweep Down Tilt 8 -> 9 (sweetspot) 5 -> 7 (sourspot) Dark Torch Dash Attack Run Hitboxes larger Shadow Blast Forward IASA: 59 -> 43 12 -> 15 (sourspot) GROW: 80 -> 90 (sourspot) BASE: 21 -> 30 (sweetspot) GROW: 75 -> 90 (sweetspot) Larger hitboxes Galaxy Force Up Smash 10 -> 13 (final hit) Shadow Bomb Down Smash 15 -> 17 Body Spark Neutral Aerial Air Hitboxes size: 600 -> 850 Shadow Scratch Forward Aerial Air LAND: 25 -> 22 Frame 1 x0.25; starts higher up Hitbox lingers slightly longer programming changes Tail Flick Backward Aerial Air START: 12 -> 8 LAND: 28 -> 18 Somersault Kick Up Aerial Air LAND: 20 -> 16 DUR: +2 START: -1 BASE: 0 -> 10 Tail hits full in an arc Meteor Kick Down Aerial Air DUR: 57 -> 45 LAND: 28 -> 24 IASA: -10 ANGLE: 270 -> 290 Spikes instead of meteor (Maybe need to rename to Spike Kick? OLOLOLOLOLOL) Autocancel 10 frames earlier Psychic Grab Outer range increased Running Psychic Dash Grab Run Outer range increased
Octopus Up Smash START: 24 -> 16 IASA: 40 -> 38 SHLD: Exists "Absurdly stronger" Vermin Down IASA: 38 -> 33 BASE: 40 -> 50 GROW: Increased (Strong hitboxes) Weak inner hitboxes much stronger Parachute Neutral Aerial Air LAND: 15 -> 24 Can be L-Cancelled Cement Factory Forward Aerial Air 10 -> 8 LAND: 25 -> 22 BASE: 50% GROW: Slightly higher Turtle Bridge Backward Aerial Air LAND: 18 -> 22 SHLD: 0 -> 2 Can be L-Cancelled Spit Ball Sparky Up Aerial Air GROW: Less First hit should connect better into second Second hit has larger hitboxes Second hit lingers to match airblow animation Can be L-Cancelled Donkey Kong Jr. Down Aerial Air LAND: 20 -> 16 Slightly more disjointed Meteor hitbox duration: 1 -> 5 Ground hitbox can cause resets Chef Neutral Special Land Cancellable No longer affects momentum Can spam sausages by pressing B (total number of sausages unaffected) Judgment [2] Side Special Slightly on hit "Poisons" foe temporarily Judgment [3] Side Special on hit Resets momentum (but still does shield damage) Judgment [4] Side Special Darkness added Strong move (meant for edgeguarding) Judgment [5] Side Special Safer on hit Judgment [7] Side Special Has element Similar to sourspot Forward Smash Judgment [8] Side Special 80 -> 30 Sets up damage-racking Can gimp fastfallers Oil Panic Down Special COOL: 11 -> 0 Forward Roll Forward Roll / IASA: 35 -> 28
Gyroscope Neutral Aerial Air BASE: Stronger GROW: Much higher Lower Jump Slash Forward Aerial Air LAND: 30 -> 24 Increased GROW: Slightly increased Spike Stretch Backward Aerial Air LAND: 35 -> 26 13 -> 15 (clean) Very strong Late hit frame: 11 -> 14 Horn Toss Up Aerial Air DUR: 22 -> 16 17 -> 18 Significant increase in power Brush -> Fire Claw Down Aerial Air DUR: 9 LAND: 22 16 BASE: 35 GROW: 108 ANGLE: 270 Swings his claw down to meteor opponents Has fire effect Has a hitbox attached to foot for greater range Grab Grab Range increased significantly Grab (Running) Dash Grab Run increased absurdly Catapult Forward Throw From Grab GROW: Enough to KO at high % Reverse Backward Throw From Grab Weaker at low % Much stronger at high % Bowser Slam Down Throw From Grab IASA: 85 -> 72 Fire Breath Neutral Special COOL: 30 -> 20 Cooldown has a bite hitbox for combos Koopa Klaw Side Special START: 16 -> 12 IASA: 59 -> 48 SHLD: Huge Slash hitbox moved further out (now is only tip) Grab range increased to the tip Whirling Fortress Ground Up Special GROW: Slightly better (clean) Whirling Fortress (Air) Aerial Up Special Rises higher Significantly increased mobility Bowser Bomb Down Special LAND: 60 -> 40 SHLD: 35 -> 16 Grounded version has hitbox on 11 to hit them into the falling part Forward Roll Forward Roll / DUR: 39 -> 30 Backward Roll Backward Roll / DUR: 39 -> 30
Name Speed Damage Knockback Other Spinning Kick Forward Tilt ANGLE: 361 -> 33 Back Kick Up Tilt IASA: 30 -> 21 Squish Kick Down Tilt IASA: 30 -> 21 Fire Kirby Dash Attack Run Functions similar to Wizard's Foot Strong hit much stronger Weak hit hard to punish Smash Kick Forward Smash 13 -> 14 (late) BASE: 24 -> 42 (clean) GROW: 96 -> 100 (clean) ANGLE: 361 -> 38 (Clean) BASE: 18 -> 26 (late) 75 -> 38 (late) Kirby Flip Kick Up BASE: 20 -> 30 GROW: 100 -> 118 BASE: 10 -> 20 (sourspot) Strong part lasts longer Propeller Kick Down Smash ANGLE: 76 -> 361 Twinkle Star Neutral Aerial Air 10 -> 12 (part 2) 6 -> 8 (part 4) BASE: 10 -> 20 GROW: 80 -> 100 ANGLE: 361 -> 40 Damage Progression: 12,10,8,6 -> 12,8 Spiral Kick Forward Aerial Air 10 -> 6 LAND: 20 -> 15 First 2 hits should connect better (same as Brawl) Floating Flip Kick Up Aerial Air Timers changed to animation: Starts 2 frames earlier Ends 3 frames later Screw Driver Down Aerial Air START: 18 -> 12 LAND: 20 -> 15 ANGLE: 361 -> 84 (landing) Bomb Forward Throw From Grab Cannot be escaped Brain Buster Backward Throw From Grab IASA: much faster Cannot be escaped Ninja Drop Up Throw From Grab GROW: 70 -> 100 Victory Dance Down From Grab IASA: 89 -> 69 7 -> 2 (final) 0 -> 1 (each BASE: 40 -> 65 ANGLE: 90 -> 56 More frame advantage