Sylvanos's Frame Data
Sylvanos, The Heart of the Forest
Ground Moves Startup Active Frames Endlag (Hit) Endlag (Whiff) FAF Damage Angle Base Knockback Knockback Growth Priority Hitstun Modifier Kills Projectiles Notes
Jab 1 5 6-7 12 20 4 361 4 0 2 1x Y
Jab 2 5 (12-16) 6-7 (17-18) 12 20 (31) 4 361 5 0 1 1x Y
Jab 3 7 (23-29) 8-10 (30-32) 15 26 (48) 9 361 8 50 2 1x Y
Jab 3 (Sourspot) 7 (23-29) 8-10 (30-32) 15 26 (48) 6 50 6 35 1 1x Y
Jab Special Finisher 11 (23-32) 12- (33-) 29 42 (63) 6-14 (See NSpecial) 60 4 35 1 0.5x Y
Dash Attack (Early) 6 7-9 16 24 41 9 60 7 75 8 1x Y
Dash Attack (Late) 9 10-16 6 60 6 45 4 1 Y
FTilt 5 6-8 13 20 29 5 30 6 20 6 1x Y
FTilt (Projectile 1) 14 15, 19, 23, 27... 1 30 6 0 1 1x Y Extended Parry Stun. 3 frames hit lockout.
FTilt (Projectile 2) 17 18, 22, 26, 30... 1 30 6 0 1 1x Y Extended Parry Stun. 3 frames hit lockout.
UTilt Hit 1 8 9-10 12 18 37 2 90 5 0 1 1x Y
UTilt Hit 2 13-14 3 90 5 0 1 1x Y
UTilt Hit 3 17-18 5 90 7 40 1 1x Y
DTilt Hit 1 (Sourspot) 9 10-11 14 21 38 4 361 2 0 1 1x Y
DTilt Hit 1 (Sweetspot) 10-11 6 90 2 0 6 1x Y
DTilt Hit 2 (Sourspot) 14-16 4 361 6 35 1 1x Y
DTilt Hit 2 (Sweetspot) 14-16 6 90 6 50 6 1x Y
FStrong Hits 1-2 18 19-20, 27-28 (Untechable) 15 23 62 2 361 2 0 1 1x Y
FStrong Hit 3 35-38 10 361 7 95 1 1x Y
UStrong Hit 1 26 27-29 20 30 60 8 55 7 100 2 1x Y
UStrong Hit 2 27-29 9 55 8 110 6 1x Y
UStrong Hit 3 27-29 10 55 9 120 8 1x Y
DStrong 10 11-12 24 36 49 11 55 7 80 2 1x Y
Aerial Moves Startup Active Frames Endlag (Hit) Endlag (Whiff) FAF Damage Angle Base Knockback Knockback Growth Priority Hitstun Modifier Landing Lag (Whiff) Landing Lag (Hit) Landing Lag on Grass (Whiff) Landing Lag on Grass (Hit) Kills Projectiles Notes
Sylvanos' default landing lag is 6 frames, meaning that all moves with lower landing than this value default to 6. Sylvanos' landing lag is also double the original value when not landing on grass, adding half the original landing lag value on whiff.
NAir Hits 1-4 8 9, 12, 15, 18-20 10 15 36 2 300 3 20 2 1x 10 8 6 4 Y
FAir (Sourspot) 12 13-15 10 15 31 6 55 4 50 3 1x 15 12 9 6 Y
FAir (Sweetspot) 13-15 8 6 60 2 1x Y
BAir Hit 1 (Extending Hit) 15 16-17 18 27 46 5 135 5 30 8 1x 18 14 11 7 Y
BAir Hit 2 (Extending Hit) 16-17 5 135 5 40 7 1x Y
BAir Hit 3 (Extending Hit) 17-18 5 135 5 50 6 1x Y
BAir Hit 4 (Extending Hit) 18 6 135 5 60 5 1x Y
BAir Hit 5 (Tipper, Sourspot) 18 7 135 5 70 4 1x Y
BAir Hit 6 (Tipper, Sweetspot) 18 12 148 5 110 3 1x Y
BAir (Pin) (You can Pin with Extending Hits, but Pin will always be actionable on frame 20 after 1 frame of endlag. Jump-Ccncel/Aerial/Special FAF is immediate. BAir cancel FAF has 10 frames of endlag) 1
UAir Hit 1 6 7-9 15 23 40 6 80 7 50 2 1x 20 16 12 8 Y
UAir Hit 2 14-16 6 80 7 50 2 1x 20 16 12 8 Y
UAir Hit 2 (Hit 1 Miss) 14-16 6 90 7 75 2 1x Y
DAir (Spike) 8 9-11 8 280 6 65 8 1x 10 8 6 4 Y
DAir (Dive) 12-24 10 15 40 6 361 6 55 3 1x Y
Specials Startup Active Frames Endlag FAF Damage Angle Base Knockback Knockback Growth Priority Hitstun Modifier Cooldown Kils Projectiles Notes
NSpecial: Seed Shot 9 10- 29 40 6 60 4 35 1 0.5x 20 Y You can control the horizontal & vertical trajectory of the seed by holding any direction on the left stick before it spawns.
NSpecial: Seed Multihit (1-4) 5 (From Seed Shot hit) 6, 11, 16, 21 2 60 4 20 1 0.9x Y
NSpecial: Flower (Flower has 1 Health. Projectile invulnerable for 1 second)
FSpecial 17 18-20 23 44 6 45 8 55 2 1x N On hit the hitbox is replaced with an exact copy that is able to kill projectiles, but deals no damage or knockback.
FSpecial (Grass) 17 18-20, 29-31, 40-42, 51-53... (Jump cancellable from frame 18) 6 45 8 55
USpecial: Dive Hit 1 4 5-8 (Air Dodge cancellable frame 6 onwards. 6 frames of endlag) 2 45 6 0 1 1x N
USpecial: Dive Hit 2 12-15 2 20 6 0 1 1x N
USpecial: Dive Hit 3 19-22 2 0 6 0 1 1x N
USpecial: Dive Hit 4 26-29 2 -20 6 0 1 1x N
USpecial: Dive Hit 5 33-36 2 -45 6 0 1 1x N
USpecial: Dive Hit 6 (Repeat) 40-43, 48-55, 60-67, 72-79... 2 -60 7 10 1 1x N
USpecial: Burrow (Ground) 1-5 7 13 (Emerge startup) 5 90 7 20 3 1.2x Y 4 frames hit lockout.
USpecial: Burrow (Wall) 1-5 7 13 (Emerge startup) 5 135 7 10 3 1x Y
USpecial: Emerge (Intangible: 1-16) 28 45 You have full control to move under the stage during intangible frames.
USpecial: Emerge (On Grass) (Intangible: 1-16) 20 37
USpecial: Emerge (Bite) 22 23-25 (Intangible: 1-16. Hold Special frame 16 on grass) 29 55 10 90 3 1x Y
USpecial: Emerge (Bite, Sourspot) 23-25 (Intangible: 1-16. Hold Special frame 16 on Grass) 8 60 2 1x Y
DSpecial 19 20-29 (Where & when the hitboxes spawn is seemingly random) 5 35 2 Each 110 7 20 1 1x 300 N 3 frames hit lockout. Extended Parry Stun.