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Actions assume a prior idle (standing) state unless otherwise required and/or explicitly stated; values may vary given differing initial states (airborne, crouching). All values are stated as offsets from baseline values. Profiles are on the second page, and should be considered a work in progress. Input ranges utilizing both axes (ie both X and Y inputs) are not included... yet.

Data for Rivals of Aether was obtained using a Nintendo Wii U adapter and the game's default control settings. Values are not accurate if using a Mayflash adapter in PC mode, and will obviously vary with adjustments to control settings.
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64MeleeBrawlProject MSmash 4Smash UltimateRivals of Aether
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Max Vector Magnitude?80X/Y components max independently at 80 (component reductions also applied independently)10070? (X/Y components calculated independently - DI etc seem to max at 67)67
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Minimum AngleN/A16.8374726316.0399433116.26020471~16.25~16.2515?
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WalkX±8~55X±23~63X±23~63X±28~70X±26~57X>=2627
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Smash Input DetectionX/Y>=20X/Y>=23X/Y>=23X/Y>=34X/Y>=28X>=2846
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Walk TurnX±20~55X±23~63X±23~63X±28~70X±28~57X>=26
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DashX>=56 (does not scale)X>=64X>=64X±71~97X±58~127X>=6092
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Dash TurnX±56~127 (6f duration)X±64~127X>=64X±47~97X±58~127X>=60
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RunX±50~127 (does not scale)X±50~80X±50~80X±61~97X±47~67X±54~67
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FtiltX±20~55X±23~63X±23~63X±28~77X±28~55X±28~5927~91
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UtiltY+20~52Y+23~52Y+23~52Y+28~70Y+28~48Y+28~5237~89
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DtiltY-20~52Y-23~52Y-23~52Y-28~70Y-28~48Y-28~5241~92
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Nair
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CrouchY-55~127Y-56~127Y<=-53Y-61~127Y<=-49Y<=-5041
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Maintain crouchY-50~127Y-50~127Y<=-53Y-61~127Y<=-49Y<=-50
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Tap JumpY+53~127Y+53~127Y+53~127Y+68~127Y>=50~127Y>=5263
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Tap Jump prevention (held, 4 frames)Y+20~52Y+23~52Y+23~52Y+34~67Y+26~49
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Dash tap jumpY>=45Y>=45Y>=45Y>=62Y>=50Y>=52
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Analog short hopY+52~53
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Wall JumpN/AX±64~127X±23~127X±78~127X>=28X>=58
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Shield DropY-53~127Y-53~55Y-55Y-69~72N/AN/A
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FastfallY-53~127Y-53~127Y<=-53Y-65~127Y<=-49Y<=-50
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Fastfall prevention (held, 4 frames)Y-20~52Y-23~52Y-23~52Y-34~64Y-26~48
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Platform fallthroughN/AY-45~127Y<=-45Y-55~127Y<=-44Y<=-45
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Platform dropY-53~127Y-56~127Y<=-55Y-69~127Y<=-51Y<=-5193
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LedgegrabN/AY>=-52Y>=-52Y>=-63Y>=-48Y>=-50
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Smash DIVector magnitude 53~80Vector magnitude 56~80Vector magnitude 56~80Vector magnitude 68~97Vector magnitude 52~67Vector magnitude 52~67
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Float/HoverN/AY-53~127Y<=-53Y-68~127Y<=-50Y<=-50
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Reverse SpecialN/AN/AN/AX±28~127X>=28X>=31
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Neutral SpecialX±0~127,Y±0~39X±0~47, Y±0~43X±0~47, Y±0~43X±0~58, Y±0~53X±0~45, Y±0~43X<=46, Y<=40-24<=X<=26, -40<=Y<=36
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Turnaround NSpecial (held)X±21~127X±23~47X±23~47X±28~58X±26~45X>=28~46
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Turnaround NSpecial (released)N/AX>=23X>=23X>=34X±28~45X>=28
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Side Special (tilt)
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Up SpecialY+40~127Y+44~127Y>=44Y+54~127Y>=44Y>=41
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Up Special TurnaroundN/AX±23~39X±23~40X±28~48X±26~40N/A?
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Up Special DistanceN/ATotal input vector+40~80
(Mewtwo, Pikachu, Pichu, Sheik, Zelda)
Total input vector+41~80
(Pikachu, Sheik, Zelda)
Total input vector+49~97
(Pikachu, Sheik, Zelda)
Total input vector+41~67
(Mewtwo, Palutena, Sheik, Zelda)
Vector magnitude 42~67
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Down SpecialY-40~127Y-45~127Y<=-44Y<=-54Y<=-44Y<=-41
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RollX±56~127X±56~127X>56X>=73X>=51X>=5227
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SpotdodgeN/AY<=-56Y<=-56Y<=-73Y<=-51Y<=-52
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Airdodge distanceN/AN/AN/ATotal input vector 28~76N/A
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Light ShieldN/AL/R+43~139N/AN/AN/A
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Analog Full ShieldN/AL/R>=140N/AL/R>=45L/R>=78L/R>=77
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