More actions
Byleth also has a versatile, albeit strict, combo game, with Nair and Sword of the Creator being strong combo starters. This is complimented by many of Byleth's powerful combo enders such as Bair, Dair, Side Special, and up air, the latter which can also be used to juggle somewhat. Sword of the Creator can also be used offensively offstage, as it will spike opponents above 50%. This, coupled with byleth's aerials, make them great at edgeguarding.
Byleth's weaknesses come with movement and recovery. Byleth isn't very mobile, having a sluggish dash, run, and air speed, as well as having lack luster frame data. This can make positioning hard despite their disjoints. Byleth's recovery, while not bad by any means, can still be exploited as it is a tether recovery. Low movement stats in the air also hinders their ability to make it back to the stage, as well as landing from a juggle situation.
Despite their weaknesses, Byleth is capable of dealing high damage and taking early stocks with strong fundamentals and smart decision making. If a character with a strong midrange that excels with good game knowledge sounds interesting, give the Professor from Fire Emblem: Three Houses a try! Let the lesson begin!
Byleth uses large, powerful disjoints to dominate the mid-range. | |
Pros | Cons |
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Failnaught is a bow and is used Neutral Air and Neutral Special. Failnaught has no smash attack, as there is no "Neutral Smash".
Sword of the Creator is a sword and Byleth's main weapon. It is tied to Up Air, Up Smash and Special, but is also used in all of Byleth's tilts and jab as well.
Areadbhar is a lance that is tied to Forward and Back air, Forward Smash and Side Special.
Aymr is an axe that is tied to Down Air, Down Smash, and Down Special.
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 1.5 | 4-5 | 23 | 361/180 | -15 to -14 | N/A |
Jab 2 | 2.0 | 4-5 | 25 | 361 | -17 to -16 | N/A |
Jab 3 | 4.5 | 5-7 | 35 | 361 | -24 to -22 | N/A |
Rapid Jab | 0.4 | 3/6/9/12/15/3/6/9/12/15 | 19 | 361 | N/A | N/A |
Rapid Jab (Finisher) | 3.5 | 6-7 | 51 | 54 | -40 to -39 | N/A |
A fairly standard jab. Byleth has the option to end it with a standard jab 3 or a rapid jab. Choosing which to do is situational and/or matchup dependent. Rapid jab vs Boswer or Kazuya for example is ill advised due to the Tough Guy mechanic they have.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 30/25 | 20/15 | N/A | N/A | 3 | ||||||||
Jab 2 | 25/20 | 20 | N/A | N/A | 3 | ||||||||
Jab 3 | 66 | 98 | N/A | N/A | 5 | ||||||||
Rapid Jab | 12/10 | 10 | N/A | N/A | 4 | ||||||||
Rapid Jab (Finisher) | 60 | 162 | N/A | N/A | 4 |
Forward Tilt
/ +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 10-9 | 35 | 35 | -14 to -15 | N/A |
A simple, disjointed slash with the Sword of the Creator. Typically used as a simple combo ender at low percents or to poke at the opponent to stuff or call out their approach.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
48 | 76 | N/A | N/A | 10 |
Up Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 9-15 | 35 | 92/96/101 | -15 to -9 | N/A |
an upward and disjointed slash with the Sword of the Creator. Byleth's main anti-air and one of their main juggle options.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
66 | 83 | N/A | N/A | 10 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | 13-15 | 36 | 93/96 | -14 to -12 | N/A |
A kneeling slash with the Sword of the Creator in its whip form. For a tilt attack, it is quite slow, but it is one of Byleth's best combo starters, leading to their other tilts at lower percents, and aerials at higher percents.
It has an often overlooked property where it will always win if it clanks with any other move (unless Byleth gets hit or it's a trascendent move).
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
67 | 55 | N/A | N/A | 8 |
Dash Attack
while dashing or running
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0/13.0 | 9-11 | 45 | 361 | -26/-23 to -24/-21 | N/A |
Byleth lunges forward while swinging the Sword of the Creator. Has decently fast startup, making it a useful burst option despite Byleth's poor movement. Has a sweetspot at the blade, which is a decent K.O move, however the sourspot near the hilt is extremely weak and has virtually no K.O potential.
Try not to whiff this, or have it shielded or parried, as it has high endlag and is unsafe on shield, leaving Byleth open for a punish.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
61 | 68 | N/A | N/A | 9/12 |
- Values seperated as Blade/Tipper
Smash Attacks
Forward Smash
/ + (angleable)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Neutral | 12.0/18.016.8/25.2 | 23-25 | 64 | 361/36 | -32/-28 to -30/-26 -29/-24 to -27/-22 | N/A |
Upwards | 13.0/19.518.2/27.3 | 23-25 | 64 | 361/36 | -31/-27 to -29/-25 -28/-23 to -26/-21 | N/A |
Downwards | 11.5/17.2516.1/24.1 | 23-25 | 64 | 361/36 | -32/-28 to -30/-26 -29/-25 to -27/-23 | N/A |
Byleth lunges forward with Areadbhar, preforming a strong thrust attack. A relatively slow smash attack, it is primarily used to call out opponents approach and ledge options, which can be done at a far distance do to the sheer amount of range this move has.
F-smash can be angles up and down, with up being a little bit most powerful, while down is a strong tool for 2-framing opponents recoveries.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral | 55/60 | 90 | N/A | N/A | 8/12 11/16 | ||||||||
Upwards | 55/60 | 86 | N/A | N/A | 9/1312/17 | ||||||||
Downwards | 55/60 | 90 | N/A | N/A | 8/1211/15 |
Neutral:
- Values seperated as Blade/Tipper
<br/>Upwards:
- Values seperated as Blade/Tipper
<br/>Downwards:
- Values seperated as Blade/Tipper
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 2.0 2.8 | 13-16 | 57 | 368 | -40 to -37 | N/A |
Multihit | 2.0 2.8 | 17-27 | 57 | 366 | -36 to -26 | N/A |
Launcher | 10.0 14 | 28-29 | 57 | 79 | -21 to -20 -18 to -17 | N/A |
Byleth swings the Sword of the Creator upward, creating a flurry of attacks. Up smash is Byleth's fastest smash attack, and can be used to cover landings or punish really unsafe moves on shield or on whiff. It's also quite strong for a multi-hit option, making it a decently fast grounded K.O option in Byleth's kit.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 0 | 100 | N/A | N/A | 3 | ||||||||
Multihit | 40 FKB/60 FKB | 100 | N/A | N/A | 3 | ||||||||
Launcher | 68 | 104 | N/A | N/A | 7 10 |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 23.032.2 | 19-21 | 75 | 63 | -40 to -38 -35 to -33 | N/A |
Hit 2 | 23.032.2 | 29-31 | 75 | 63 | -30 to -28 -25 to -23 | N/A |
A heavy two hit attack with Aymr. Compared to other down smashes, it is rather slow and had a lot of end lag, but makes up for it in raw strength. Byleth's down smash is one of the strongest in the game in terms of damage and knockback. While it is not very safe on shield, it does incredible shield damage, and is capable of breaking slightly damaged shields, even more so if it is charged.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 74 | 66 | N/A | N/A | 15 20 | ||||||||
Hit 2 | 74 | 66 | N/A | N/A | 15 20 |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihit | 2.5 | 6-26 | 52 | 120/367/94/80 | -11 | N/A |
Finisher | 3.0 | 28 | 52 | 51 | -11 | N/A |
Landing | 1.0 | 2 | 14 | 30 | -9 | N/A |
Byleth's spins Failnaught in front of themselves, causing a multi-hit attack. Nair is Byleth's fastest aerial, but also their shortest ranged aerial. It is nevertheless their most versatile aerial. Due to its fast startup and multi-hit properties, it is commonly used as an OOS option, as well as being byleth's main tool to approach and combo, especially with drag downs. Nair also has a landing hitbox, which can also lead into set ups and combos.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | 45 FKB/40 FKB/35 FKB | 100 | 13 | 1-5,39+ | 2 | ||||||||
Finisher | 44 | 150 | 13 | 1-5, 39+ | 2 | ||||||||
Landing | 40 | 120 | N/A | N/A | 2 |
Forward Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.5/12.75 | 12-13 | 40 | 48/361 | -7/-6 | N/A |
Byleth preforms a horizontal swing with Areadbhar directly in front of them. A decent poke in neutral and offstage, Fair can be made safe if spaced and fast falled properly. The tip of the move is a much stronger sweetspot while the shaft of Areadbhar is much weaker. Fair is Byleth's safest aerial on shield, having the lowest ending and landing lag out of all of their aerials, and can autocancel from a shorthop.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
52 | 100/84 | 11 | 1-2, 36+ | 4/5 |
- Values seperated as Blade/Tipper
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 10.0/15.0 | 13-14 | 47 | 46/28 | -9/-8 | N/A |
Mid | 5.0/7.5 | 15 | 47 | 361 | -10 | N/A |
Late | 5.0/7.5 | 16-17 | 47 | 361 | -10 | N/A |
Thrusts Areadbhar behind themselves. Similar to Fair in terms of its functionality, but trades speed and safety for additional power. If the tipper sweetspot connects, it is one of Byleth's most potent K.O options.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80/53 | 60/75 | 13 | 1-5, 40+ | 4/5 | ||||||||
Mid | 50 | 75 | 13 | 1-5, 40+ | 3 | ||||||||
Late | 50 | 75 | 13 | 1-5, 40+ | 3 |
Early:
- Values seperated as Blade/Tipper
<br/>Mid:
- Values seperated as Blade/Tipper
<br/>Late:
- Values seperated as Blade/Tipper
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihit | 3.0 | 10-19 | 49 | 85/367 | -12 | N/A |
Finisher | 5.5 | 20-23 | 49 | 81 | -11 | N/A |
A flurry of slashes in the Sword of the Creators whip from directly above Byleth. Functions similarly to up smash, but in the air. Up air is very active, so it is mainly used as a juggle tool, and the strong final hit can K.O. It can also be used in drag down set ups due to its multi-hit properties, giving Byleth deadlier set ups.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | 30 FKB/40 FKB/35 FKB | 100 | 14 | 1-3, 48+ | 2 | ||||||||
Finisher | 50 | 140 | 14 | 1-3, 48+ | 3 |
Down Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
19.0 | 22-24 | 60 | 58/72/270 | -21 | N/A |
A long ranged downward swing of Aymr. Byleth's slowest but strongest aerial. In terms of raw power, it is the strongest down air in the game, and has a sweetspot that can spike. Even without the sweetspot, it is still capable of dealing heavy damage, and does massive shield damage. However, it has massive start up and endlag, in fact having some of the highest endlag of any down air in the game.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
87/97/26 | 61/56/86/78 | 28 | 1, 52+ | 7 |
Special Moves
Failnaught
Hold OK
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Min Charge | 12.0 | 45-61 | 78 | 35 | -12 to 4 | N/A |
Max | 29.0 | 114 | 161 | 361 | -23 | N/A |
Byleth fires and arrow from Failnaught. This move acts as a chargeable projectile, making it possible to shield, jump, roll, and airdodge out of the charging animation. Byleth can also turn around to face the opposite while readying the arrow before firing.
If the button is held, Byleth will preform a much stronger shot from Failnaught that can K.O early and even break damaged shields. However, this version of Failnaught begins, Byleth is committed to doing it and cannot cancel the charge animation.
Failnaught is used mainly to mix up Byleth's movement, especially in the air by using B-Reversing and Wavebouncing. The arrow itself can be used to snipe at opponents. The fully charged version is rarely used, mostly being a shield break punish.
- Fully charged Failnaught will push Byleth in the opposite direction of which way they fired if done in the air.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Min Charge | 39 | 78 | N/A | N/A | 12 | ||||||||
Max | 53 | 56 | N/A | N/A | 8 |
Areadbhar
/ +
-
Use this to edgeguard, escape ledgetrapping attempts, and let the world know you messed up another B-Reverse Failnaught.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded, Early | 11.5 | 20 | 66 | 45 | -34 | N/A |
Grounded, Spear | 17.25/11.5 | 21-24 | 66 | 59/45 | -19/-27 to -16/-24 | N/A |
Grounded, Lingering Weak | 11.5 | 21-24 | 66 | 45 | -27 to -24 | N/A |
Grounded, Lingering Strong | 17.25 | 22-24 | 66 | 59 | -18 to -16 | N/A |
Aerial | 14.25/9.5 | 21-24 | 62 | 55/45 | -16/-23 to -13/-20 | N/A |
Byleth preforms a lunging upward slash with Areadbhar. This move has impressive horizontal and vertical range, with a sweetspot on the blade and a sourspot on the shaft. If this move is inputted like a traditional smash attack, Byleth lunges forward even more, improving the moves range.
In the air, Byleth preforms this move while doing a flip, and is substantially weaker than the grounded version. However, aerial Areadbhar covers areas where Byleth's aerials do not, and it slightly propels them forward at the cost of having high endlag.
This move is typically used for option coverage both on the ground and the air, though the air version has application in combos after Up Special. If Byleth is at the ledge, aerial Areadbhar can be used to get past ledgetrap attempts at the risk of potentially doing a regrab of the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded, Early | 85 | 35 | N/A | N/A | 11 | ||||||||
Grounded, Spear | 115/85 | 40/35 | N/A | N/A | 25/17 | ||||||||
Grounded, Lingering Weak | 85 | 35 | N/A | N/A | 17 | ||||||||
Grounded, Lingering Strong | 115 | 40 | N/A | N/A | 25 | ||||||||
Aerial | 86/85 | 59/35 | N/A | N/A | 24/17 |
Sword of the Creator
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground, Scoop | 1.0 | 9 | 47 | 368 | -35 | N/A |
Ground, Linking Early | 0.01/3.0 | 10-11 | 47 | 368/75 | -34/-32 to -33/-31 | N/A |
Ground, Linking Late | 0.01/3.0 | 12 | 47 | 368/75 | -32/-30 | N/A |
Ground, Hitgrab | 3.0 | 13-17 | 47 | 75 | -29 to -25 | N/A |
Aerial, Searchbox | N/A | 8-8 | 47 | N/A | N/A | N/A |
Aerial, Linking Early | 0.01/3.0 | 10-11 | 47 | 368/75 | -34/-32 to -33/-31 | N/A |
Aerial, Linking Late | 0.01/3.0 | 12 | 47 | 368/75 | -32/-30 | N/A |
Aerial, Hitgrab | 3.0 | 13-17 | 47 | 75 | -29 to -25 | N/A |
Byleth thrusts the Sword of the Creator upward at and angle in its whip form. This move functions as a long range tether recovery that can also attach to walls for Byleth to wall jump off of. It also functions as a hit grab against opponents. If an opponent is caught by the move, Byleth shoots up to them and bounces on their head, similar to a footstool. If the opponent is over 50% after the foostool is preformed, it will become an untechable spike.
At early percents this move is extremely vital for Byleth's explosive combo game. As the foostool has only one frame of ending lag, Byleth is abled to immediately follow up with an attack such as Bair, Dair, nuetral air, and Aereadbhar depending on the percent, matchup, and DI. At higher percents above 50, up special is potent as an edgeguard tool as it gives Byleth a guaranteed spike.
Sword of the Creator is perhaps Byleth's most versatile and important move, and is a cornerstone to their gameplan.
- can tether to the ledge up to 3 times
- knockback of spike increases depending on distance opponent is tethered from
- instantly cancels Byleth's knockback when used in the air, so can be used with good DI to survive longer
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground, Scoop | 30 FKB | 100 | N/A | N/A | 2 | ||||||||
Ground, Linking Early | 30 FKB/40 | 100 | N/A | N/A | 2/4 | ||||||||
Ground, Linking Late | 30 FKB/40 | 100 | N/A | N/A | 2/4 | ||||||||
Ground, Hitgrab | 40 | 100 | N/A | N/A | 4 | ||||||||
Aerial, Searchbox | N/A | N/A | N/A | N/A | N/A | ||||||||
Aerial, Linking Early | 30 FKB/40 | 100 | N/A | N/A | 2/4 | ||||||||
Aerial, Linking Late | 30 FKB/40 | 100 | N/A | N/A | 2/4 | ||||||||
Aerial, Hitgrab | 40 | 100 | N/A | N/A | 4 |
Aymr
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground | 30.0 | 62-67 | 146 | 51 | -57 to -52 | N/A |
Ground, Shockwave | 8.0 | 2-5 | 68 | 88 | -62 to -59 | N/A |
Air | 25.0 | 62-67 | 146 | 51 | -61 to -56 | N/A |
Air, Shockwave | 6.0 | 2-5 | 68 | 88 | -62 to -59 | N/A |
A ---painful---ly slow downward swing of Aymr. This move has a very high startup as Byleth charges power in Aymr, but has super armor as the axe starts swinging downward. Aymr has interesting properties despite its slow startup. Byleth is able to turn the move around and pass through platforms while charging the move up. If done in the air, it slightly stalls Byleth when they swing. If Aymr collides with a platform, it will create a shockwave on the ground that weakly launches surrounding opponents.
Despite Aymr's weird quirks, this move is generally not used much outside of insanely hard reads or a shield break punish.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground | 60 | 83 | N/A | N/A | 26 | ||||||||
Ground, Shockwave | 100 | 30 | N/A | N/A | 3 | ||||||||
Air | 85 | 78 | N/A | N/A | 22 | ||||||||
Air, Shockwave | 100 | 30 | N/A | N/A | 3 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 6-7 | 40 | N/A | N/A | N/A |
Dash | N/A | 10-11 | 49 | N/A | N/A | N/A |
Pivot | N/A | 11-12 | 43 | N/A | N/A | N/A |
Pummel | 1.5 | 1 | 7 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing, / > )
- Dash Grab (While Dashing, )
- Pummel (After grabbing, )
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Collateral | 3.0 | 13 | 36 | 38 | -18 | all invincible 1-14 |
Throw | 3.0 | 14 | 36 | 49 | N/A | all invincible 1-14 |
Byleth's 2nd strongest throw.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Collateral | 60 | 100 | N/A | N/A | 4 | ||||||||
Throw | 70 | 110 | N/A | N/A | N/A |
Back Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Collateral | 5.0 | 12-24 | 44 | 55 | -25 to -13 | all invincible 1-30 |
Throw | 7.0 | 30 | 44 | 40 | N/A | all invincible 1-30 |
Wraps the opponent in the Sword of the Creator, and throws them backward while spinning around twice. Byleth's strongest throw, and their main kill throw at the ledge. Can damage and launch opponents while spinning. It can also combo into dash attack for some reason in many matchups.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Collateral | 90 | 70 | N/A | N/A | 6 | ||||||||
Throw | 50 | 80 | N/A | N/A | N/A |
Up Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Collateral | 6.0 | 14 | 38 | 76 | -17 | all invincible 1-15 |
Throw | 3.0 | 15 | 38 | 84 | N/A | all invincible 1-15 |
Up throw can be used as a combo throw at low percents into up air and up special, but these combos can be DI'd
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Collateral | 60 | 110 | N/A | N/A | 6 | ||||||||
Throw | 80 | 90 | N/A | N/A | N/A |
Down Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Collateral | 3.0 | 12 | 32 | 48 | -15 | all invincible 1-13 |
Throw | 2.0 | 13 | 32 | 74 | N/A | all invincible 1-13 |
Byleth's primary combo throw. Can be followed up by tilts and aerials depending on the opponents DI.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Collateral | 60 | 100 | N/A | N/A | 4 | ||||||||
Throw | 50 | 150 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 24-26 | 56 | 45 | -22 to -20 | all intangible 1-26 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 19-25 | 46 | 48 | -19 to -13 | all intangible 1-25 |
Facing Down | 7.0 | 19-25 | 46 | 48 | -19 to -13 | all intangible 1-25 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-25 | 50 | 361 | -24 to -18 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
To edit frame data, edit values in SSBU/Byleth/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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