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  1. Apr 7, 2010 · Autocancels on frame 1-3 and 40 onward. Final hitbox has an inner and outer circle as of 7.0.0 -- inner circle only hits aerial opponents, outer circle only hits grounded opponents. Arm invinicibility on frame 7-10. Autocancels on frame 1-2 and 35 onward.

  2. 33. 47/44/48. --. Bomb is generated on frame 11. Explosion occurs one frame after touching a target. Bomb explodes automatically on frame 83. Total frames is 44 if the player is holding down. And 48 in the air with no way to reduce it. 4.0/5.0.

  3. Cost: 8MP. Zapple: Takes 16 frames to reach this level of charge. Second hit does not occur on block. Cost: 18 MP. Kazap: Final hit does not occur on a blocking opponent. Cost: 42MP. Bolt generated on frame 37 (+7 charge). 15% heavy armor on frames 43—78. Psych Up only affects first hit (another 0.8%). Oomph affects all but the last hit ...

  4. Counter window 3-27. Next attack's damage increased by " ( (3-x) + (Max KB Multiplier) * (x-1)) / 2" where x = current damage dealt multiplier. Stores up to 3x Revenges for total damage combined. Revenge store is lost when you are grabbed or take 36% damage. Lasts 60 seconds at base. Jab 1/2 and the rising hits of Cross Chop don't remove revenge.

  5. Special Attacks. Windbox on 16–17. Takes 7 frames to cancel. Has a 100 Unit cap and fills by 0.3 Units per frame, so 18 Units a second (was 0.25 Pre-7.0.0.).

  6. Special Attacks. Windbox on 16–17. Takes 7 frames to cancel. Has a 100 Unit cap and fills by 0.3 Units per frame, so 18 Units a second (was 0.25 Pre-7.0.0.).

  7. Special Attacks. Fireball disappears on frame 88. Reflects on frame 9-20. 3... Invulnerable on frame 3-6. Hits 2-6 rehit rate of 2. Startup is 2 from a charging state. Entering charge state takes 19 frames and is shield cancellable on 20. Takes 100 frames to reach full charge.

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