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SSBU/Byleth

From Dragdown
(Redirected from Byleth)


Overview

Byleth
Weight:97
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~30F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Tether Wall Jump
Fastest OOS:NAir (3+6F)
UpB (9F)
Overview
Byleth is a neutral focused character with tools that make them excel in the midrange. Many of Byleth's tools are disjointed and long ranged, allowing them to poke at their opponent from a safe distance. Byleth also has a projectile in their neutral special, Failnaught. While it has a bit of startup, it's strong and can be used to snipe opponents or bait options. While not particularly amazing, Byleth also has useful tools to fight up close in Nair and jab, as well as having a decent OOS option in Sword of the Creator (Up Special), but they are used more as defensive tools to get the opponent off of them.

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!

Summary
Byleth uses large, powerful disjoints to dominate the mid-range.
Pros Cons
  • Distance Demon: Byleth posseses some of the longest ranged moves in the game thanks to their sword and lance. Mid ranged combat is no problem for Byleth.
  • Makes people explode: Most of Byleth's attacks deal a lot of damage, break shields, and kill fairly early. They also have a surprisingly varied combo game that can also lead into big damage.
  • Strong recovery: Sword of the Creator allows Byleth to grab the ledge from incredibly long distances. It's also a hitgrab that rockets Byleth upwards and spikes on hit, making it somewhat risky to challenge directly.
  • Very slow: Byleth's mobility is among the worst in the game, being the proud owner of the 9th worst run speed, 9th shortest jump height, 10th shortest double jump height, and 10th slowest air speed. Their frame data also leaves much to be desired.
  • Trouble landing: Byleth's low air speed and lack of good moves that cover below them make landing on-stage somewhat difficult.
  • Recovery issues: Sword of the Creator is an amazing recovery move, but it's still a tether recovery, and all of the usual problems with those are present and accounted for. Byleth's low air speed and short double jump can also make getting into position to use it somewhat difficult.
  • Difficult combos: While Byleth's combos aren't uniquely difficult, they're fairly tight, and many of their more advanced combos are either character-specific or require techniques like IDJShorthand for "Instant Double-Jump", a technique used to Double Jump as low to the ground as possible.s.
Eagle, Lion, and Deer
Byleth's aerials, smash attacks, specials each use a Hero's Relic: powerful weapons that only certain characters can wield in Three Houses. In Smash, Byleth wields four, and each are tied to a direction, with the names of the special moves being the same as each relic:

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.

Tether Wall Jump
Sword of the Creator is unique among tether recovery moves in its ability to latch on to walls. Upon doing so, Byleth is immediately pulled in, and can jump off of the wall a maximum of 3 times. The wall jump limit is independent from the ledge grab limit and the one-second period where the tether is unable to grab the ledge after Byleth lets go.


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

/ +

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


Navigation

To edit frame data, edit values in SSBU/Byleth/Data.
Byleth


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