SHIPPOOH
ATTRIBUTES
SPEED HURTBOX PROJECTILES COLORS
PORTRAIT ENERGY FORWARD BACKWARDS JUMP STAND CROUCH JUMP SHIPPO BEAM DRILL MISSILE CONFIRM CANCEL CONFIRM
HOLD SELECT
CANCEL
HOLD SELECT
550/1000 1.00
Walk
2.10
Dash
0.90
Walk
1.47
Dash
1.15
FRAME DATA
DESCRIPTION FRAMES INVINCIBILITY IMPACT PROPERTIES
NAME DIAGRAM STARTUP ACTIVE RECOVERY TOTAL FULL PROJECTILE
RESISTANCE
DAMAGE HITSTUN BLOCKSTUN KNOCKBACK HITS HIGH/LOW MISC
Light
Attack
Standing 4 2 7 13 - - 40 12 12 9 - -
Crouching 4 2 7 13 - - 40 12 12 6 Low -
Jumping 4 999 - 999 - - 40 20 20 3 High Active until jump lands
Heavy
Attack
Standing
10 15 11 36 - - 50 25 13 13 - May cancel into
Heavy Attack one time
and gain High property
Crouching 6 6 15 27 - - 40 Knock
down
12 9 Low -
Jumping 12 10 11 33 - - 60 30 20 3 High -
Command
16 23 11 50 - - 50/50 20 3 8 - May juggle 1 hit;
2nd hit has
Knock down property
Shippo
Beam
Light 14 25 11 50 - - 80 20 20 5 - Projectile
Drill
Missile
Heavy 19 20 11 50 - - 40 20 5 5 - Projectile;
Damage increased per
frame active
Overdrive 19 20 11 50 - - 50 Knock
down
20 10 - Projectile;
Increased speed;
Damage increased per
frame active
Drill
Break
Light 12 29 19 60 - - 30/30/30 22 20 5 - -
Dash
Hammer
Heavy 15 16 12 43 - - 100 Knock
down
7 13 - -
Overdrive 15 16 12 43 1~17f - 110 Knock
down
7 13 - -
Super Shippo Beam 10 61 29 100 1~71f - 20~60
(x5)
Knock
down
5 20 - Projectile;
5 total projectiles
Throw 15 3 27 45 - - 60 Knock
down
- - - -