Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 5-7 | 2 | 52° | 35 / 10 | -11 | 5 | 20 | – | 0 | top |
| 5-7 | 2 | 58° | 35 / 10 | -11 | 1 | top | ||||
| 5-7 | 2 | 64° | 32 / 10 | -11 | 2 | top | ||||
| 5-7 | 2 | Sakurai | 35 / 10 | -11 | 3 | top | ||||
| hdr‡ Jab | 7-9 | 3 | 52° | 40 / 10 | -9 | 7 | 20 | – | 0 | top |
| 7-9 | 3 | 58° | 40 / 10 | -9 | 1 | top | ||||
| 7-9 | 3 | 64° | 40 / 10 | -9 | 2 | top | ||||
| 7-9 | 3 | Sakurai | 35 / 10 | -9 | 3 | top | ||||
| hdr‡ Jab | 7-11 | 5 | 57° | 57 / 101 | -14 | 7 | 26 | – | 0, 1, 2 | handl, arml, shoulderl |
| vanilla• Jab | no hitboxes | – | 4 | – | – | |||||
| hdr• Jab | 2-14 (every 4) | 0.5 | 0° | 14 / 25 | – | 2 | – | – | 0 | top |
| 2-14 (every 4) | 0.5 | Sakurai | 5 / 15 | – | 1 | top | ||||
| hdr‡ Jab | 4-5 | 0.5 | 90° | 30 fixed | -41 | 4 | 48 | – | 0 | top |
| 4-5 | 0.5 | 90° | 20 fixed | -41 | 1 | top | ||||
| 11-12 | 5 | 45° | 60 / 136 | -32 | 0 | top | ||||
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 13-16 | 11 | 58° | 50 / 100 | -23 | 13 | 45 | – | 0, 1 | top |
| 17-21 | 7 | 58° | 60 / 60 | -22 | 0, 1 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 8-11 | 5 | Sakurai | 19 / 57 | -13 | 8 | 26 | – | 0 | kneer |
| hdr‡ Forward Tilt | 12-14 | 5 | 62° | 77 / 52 | -12 | 12 | 29 | – | 0 | legl |
| 12-14 | 5 | 67° | 77 / 52 | -12 | 1, 2, 3 | kneel, trans | ||||
| hdr‡ Forward Tilt | 12-15 | 6 | 87° | 75 / 63 | -20 | 12 | 38 | – | 0, 1, 2 | legr, kneer |
| hdr‡ Up Tilt | 7-8 | 2 | 368° | 30 fixed | -21 | 7 | 32 | – | 0, 1 | shoulderr, armr |
| 9 | 2 | 368° | 30 fixed | -19 | 0, 1 | shoulderr, armr | ||||
| 10-14 | 6 | 95° | 80 / 66 | -16 | 0 | armr | ||||
| 10-11 | 6 | 95° | 80 / 66 | -16 | 1 | armr | ||||
| 12-14 | 6 | 95° | 80 / 68 | -14 | 1 | armr | ||||
| hdr‡ Down Tilt | 6-9 | 7 | 85° | 71 / 63 | -14 | 6 | 26 | – | 0 | legr |
| 6-9 | 9 | 90° | 71 / 60 | -13 | 1, 2 | kneer |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr➔‡ Forward Smash | spawns wickedweavearm | 5 | 68 | – | – | |||||
| hdr➔‡ Forward Smash | spawns wickedweavearm | 5 | 68 | – | – | |||||
| hdr➔‡ Forward Smash | spawns wickedweavearm | 5 | 68 | – | – | |||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr➔‡ Up Smash | spawns wickedweavearm | 8 | 65 | – | – | |||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| vanilla➔‡ Down Smash | 17-18 | 5 | 0° | 20 fixed | -44 | 17 | 66 | – | 0 | top |
Aerial Attacks
10 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 6-8 | 8 | 48° | 35 / 103 | -2 | 6 | 29 | 8 | 25– | ADC | 0, 1, 2 | hip, kneer, footr |
| 9-16 | 6 | 48° | 15 / 103 | -3 | 0, 1, 2 | hip, kneer, footr | ||||||
| hdr Neutral Air | 1-10 | 2 | Sakurai | 30 / 65 | -6 | 1 | 11 | – | – | ADC | 0, 1 | legr, kneer |
| 1 | 0.5 | Sakurai | 0 / 0 | -7 | 7, 8 | top | ||||||
| 1 | 0.5 | 330° | 0 / 0 | -7 | 9 | top | ||||||
| 6 | 0.5 | Sakurai | 0 / 0 | -2 | 7, 8 | top | ||||||
| 6 | 0.5 | 330° | 0 / 0 | -2 | 9 | top | ||||||
| hdr‡ Forward Air | 5-6 | 3 | 68° | 71 / 10 | -7 | 5 | 25 | 10 | 1-2, 35– | – | 0 | kneel |
| 5-6 | 3 | 65° | 60 / 10 | -7 | 1 | top | ||||||
| 5-6 | 3 | 52° | 58 / 10 | -7 | 2 | top | ||||||
| 5-6 | 3 | 78° | 68 / 10 | -7 | 3 | top | ||||||
| 5-6 | 3 | 78° | 54 / 10 | -7 | 4 | top | ||||||
| hdr•‡ Forward Air | 7-9 | 3 | 65° | 60 / 10 | -14 | 7 | 25 | – | 34– | – | 0 | top |
| 7-9 | 3 | 52° | 58 / 10 | -14 | 1 | top | ||||||
| 7-9 | 3 | 78° | 68 / 10 | -14 | 2 | top | ||||||
| 7-9 | 3 | 78° | 54 / 10 | -14 | 3 | top | ||||||
| hdr•‡ Forward Air | 7-10 | 7 | 55° | 55 / 78 | -19 | 7 | 32 | – | 26– | ADC | 0, 1, 2 | kneer |
| hdr‡ Back Air | 9-11 | 10 | 48° | 15 / 120 | -3 | 9 | 31 | 10 | 20– | ADC | 0 | legl |
| 9-11 | 10 | 38° | 15 / 120 | -3 | 1 | kneel | ||||||
| 9-11 | 12 | 38° | 10 / 120 | -2 | 2 | kneel | ||||||
| 9-11 | 8 | 48° | 15 / 120 | -4 | 3 | kneer | ||||||
| 12-14 | 8 | 48° | 15 / 120 | -4 | 0, 1 | legl, kneel | ||||||
| 12-14 | 10 | 48° | 15 / 120 | -3 | 2 | kneel | ||||||
| hdr‡ Up Air | 8-12 | 8 | 75° | 40 / 115 | -2 | 8 | 31 | 8 | 24– | ADC | 0, 1, 2 | kneer |
| 13-15 | 7 | 55° | 40 / 84 | -3 | 0, 1, 2 | kneer | ||||||
| hdr Up Air | 1-11 | 1.5 | 48° | 25 / 45 | -8 | 1 | 12 | – | – | ADC | 3, 4 | kneel, kneer |
| hdr‡ Down Air | 16-23 | 8 | 70° | 30 / 120 | -14 | 16 | 49 | 20 | 1-14, 46– | ADC | 0 | kneel |
| 16-23 | 10 | 270° | 45 / 42 | -13 | 1, 2 | kneel | ||||||
| 16-23 | 8 | 50° | 45 fixed | -14 | 3 | kneel | ||||||
| 16-23 | 10 | 270° | 45 fixed | -13 | 4 | kneel | ||||||
| 16-23 | 10 | 250° | 45 fixed | -13 | 5 | kneel | ||||||
| 24-31 | 8 | 50° | 30 / 50 | -14 | 0, 1, 2 | kneel | ||||||
| hdr Down Air | 1-3 | 6 | 45° | 78 / 111 | -13 | 1 | 20 | – | – | – | 0, 1 | top |
Special Attacks
36 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr• Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 15 | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla➔• Neutral Special | spawns specialn_bullet | 2 | 30 | – | – | – | |||||
| hdr Neutral Special | no hitboxes | – | 58 | – | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 15 | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla➔• Neutral Special | spawns specialn_bullet | 2 | 30 | – | – | – | |||||
| hdr Neutral Special | no hitboxes | – | 48 | – | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 15 | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla➔• Neutral Special | spawns specialn_bullet | 2 | 30 | – | C | – | |||||
| hdr Neutral Special | no hitboxes | – | 58 | – | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 15 | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla➔• Neutral Special | spawns specialn_bullet | 2 | 30 | – | C | – | |||||
| hdr Neutral Special | no hitboxes | – | 48 | – | – | – | |||||
| hdr‡ Side Special | 15-16 | 8 | Sakurai | 85 / 8 | -38 | 15 | 60 | – | C 50 | 0 | footr |
| 17-18 | 8 | Sakurai | 80 / 8 | -36 | 0 | footr | |||||
| 19-24 | 7.5 | 50° | 75 / 8 | -34 | 0 | footr | |||||
| 25-35 | 7 | 62° | 65 / 8 | -29 | 0 | footr | |||||
| hdr‡ Side Special | 1-8 | 7 | 70° | 50 / 8 | -28 | 1 | 35 | – | – | 0 | footr |
| 15-19 | 5 | 101° | 60 / 75 | -15 | 0, 1, 2 | footr, kneer, waist | |||||
| hdr¶ Side Special | 1-4 | 7 | 62° | 65 / 8 | -13 | 1 | 20 | – | C 15 | 0 | footr |
| hdr‡ Side Special | 9-10 | 6 | 65° | 72 / 27 | -25 | 9 | 40 | – | C 28 | 0 | kneer |
| 11-13 | 6 | 70° | 66 / 27 | -23 | 0 | kneer | |||||
| 14-15 | 7 | 47° | 70 fixed | -20 | 0 | kneer | |||||
| 16-17 | 7.7 | 47° | 65 fixed | -17 | 0 | kneer | |||||
| 18-20 | 7.7 | 51° | 52 fixed | -15 | 0 | kneer | |||||
| SpecialAirSUWallEnd vanilla Side Special | no hitboxes | – | 35 | – | – | – | |||||
| hdr• Side Special | 8-24 | 7.5 | 86° | 85 / 40 | -29 | 8 | 44 | 30 | – | 0, 1 | legr, kneer |
| hdr• Side Special | no hitboxes | – | 36 | – | – | – | |||||
| SpecialAirSDHit vanilla• Side Special | no hitboxes | – | 32 | 30 | – | – | |||||
| SpecialAirSDWallEnd vanilla• Side Special | no hitboxes | – | 35 | 30 | – | – | |||||
| hdr◆¶ Up Special | 8-9 | 1 | 368° | 0 / 10 | -27 | 8 | 38 | – | C 27 | 0, 1 | top |
| 11-18 | 3.5 | 368° | 0 / 10 | -23 | 0, 1 | top | |||||
| 19-22 | 3.5 | 15° | 40 / 35 | -15 | 0 | top | |||||
| 19-22 | 3.5 | 32° | 45 / 55 | -15 | 0 | top | |||||
| hdr¶• Up Special | 8-9 | 1 | 368° | 0 / 10 | -13 | 8 | 38 | 15 | C 27 | 0, 1 | top |
| 11-18 | 3.5 | 368° | 0 / 10 | -12 | 0, 1 | top | |||||
| 19-22 | 3.5 | 15° | 40 / 35 | -12 | 0 | top | |||||
| 19-22 | 3.5 | 32° | 45 / 55 | -12 | 0 | top | |||||
| hdr‡ Down Special | no hitboxes | – | 57 | – | – | – | |||||
| SpecialLwBatwithin vanilla Down Special | no hitboxes | – | 57 | – | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 57 | – | – | – | |||||
| SpecialAirLwBatwithin vanilla Down Special | no hitboxes | – | 57 | – | – | – | |||||
| hdr☆¶ ShootInglegl_Atkon_SpecialAirSU | 1 | 0.5 | 340° | 10 / 100 | – | 1 | – | – | – | 0 | top |
| 1+ | 0.5 | 340° | 0 / 0 | – | 0 | top | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 38 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| hdr Pummel | 1 | 0.6 | Sakurai | 30 fixed | -24 | 1 | 28 | – | 0 | top |
| 4 | 0.7 | Sakurai | 30 fixed | -21 | 0 | top | ||||
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 10-11 | – | – | – / – | – | – | 44 | – | 0 | grab |
| hdr Pivot Grab | 11-12 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 4 | 42° | 46 / 165 | – | 18 | 45 | 27 | 0 | – |
| 1-16 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 17 | 6 | 55° | 30 / 160 | -22 | 0 | top | ||||
| hdr‡ Back Throw | 1 | 6 | 50° | 70 / 80 | – | 15 | 36 | 21 | 0 | – |
| 1-13 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 14 | 3 | 48° | 60 / 150 | -18 | 0 | top | ||||
| hdr‡ Up Throw | 1 | 4.5 | 82° | 55 / 87 | – | 13 | 33 | 20 | 0 | – |
| 1-11 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 12-17 | 3 | 80° | 60 / 170 | -17 | 0, 1 | kneel | ||||
| hdr‡ Down Throw | 1 | 5 | 81° | 26 / 175 | – | 21 | 39 | 18 | 0 | – |
| 1-19 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 20 | 3 | 68° | 60 / 140 | -15 | 0 | top |
Defensive
43 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr• Spot Dodge | intangible 3–15 | – | 27 | – | – | |||||
| EscapeNBatwithin vanilla Spot Dodge | no hitboxes | – | 30 | – | – | |||||
| hdr• Forward Roll | intangible 4–13 | – | 34 | – | – | |||||
| vanilla Forward Roll | no hitboxes | – | 41 | – | – | |||||
| hdr• Back Roll | intangible 4–13 | – | 34 | – | – | |||||
| EscapeBBatwithin vanilla Back Roll | no hitboxes | – | 41 | – | – | |||||
| hdr• Air Dodge | intangible 8–22 | – | 54 | 10 | – | |||||
| EscapeAirBatwithin vanilla Air Dodge | no hitboxes | – | 42 | – | – | |||||
| hdr• Air Dodge | intangible 8–22 | – | 54 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 9 | 45° | 90 / 20 | -27 | 24 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -30 | 16 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -30 | 16 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| DamageFall vanilla• DamageFall | no hitboxes | – | – | – | – | |||||
| vanilla DownBoundU | no hitboxes | – | 26 | – | – | |||||
| DownWaitU vanilla• DownWaitU | no hitboxes | – | – | – | – | |||||
| DownDamageU vanilla• DownDamageU | no hitboxes | – | 14 | – | – | |||||
| DownDamageU3 vanilla• DownDamageU3 | no hitboxes | – | 40 | – | – | |||||
| vanilla DownEatU | no hitboxes | – | 30 | – | – | |||||
| DownStandU vanilla Get-Up | no hitboxes | – | 30 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| vanilla DownBoundD | no hitboxes | – | 26 | – | – | |||||
| DownWaitD vanilla• DownWaitD | no hitboxes | – | – | – | – | |||||
| DownDamageD vanilla• DownDamageD | no hitboxes | – | 14 | – | – | |||||
| DownDamageD3 vanilla• DownDamageD3 | no hitboxes | – | 40 | – | – | |||||
| vanilla DownEatD | no hitboxes | – | 30 | – | – | |||||
| DownStandD vanilla Get-Up | no hitboxes | – | 30 | – | – | |||||
| DownForwardD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 29 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 35 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 58 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 31 | – | – | |||||
| vanilla Ledge Grab | intangible 1–29 | – | 20 | – | – | |||||
| CliffWait vanilla• Ledge Hang | no hitboxes | – | – | – | – | |||||
| CliffClimb vanilla Ledge Climb | no hitboxes | – | 35 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 44 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 5 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 8 | – | – | |||||
Projectiles & Articles
3 articles
Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.
Specialn Bullet
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Move | 1-10 | 1.75 | Sakurai | 12 / 40 | 0 | top |
| 1-10 | 1.75 | Sakurai | 0 / 0 | 1 | top | |
| 1-10 | 1.75 | Sakurai | 5 / 40 | 2 | top | |
| hdr⇥ MoveChargeBullet | 1-10 | 3 | 47° | 15 / 200 | 0 | top |
Wickedweavearm
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Forward Smash | 12-19 | 14 | Sakurai | 30 / 102 | 0, 2 | top |
| 12-19 | 16 | Sakurai | 30 / 102 | 1, 3 | top | |
| hdr Forward Smash (Up) | 12-19 | 15 | Sakurai | 30 / 98 | 0, 2 | top |
| 12-19 | 17 | Sakurai | 30 / 98 | 1, 3 | top | |
| hdr Forward Smash (Down) | 12-19 | 14 | Sakurai | 25 / 102 | 0, 2 | top |
| 12-19 | 16 | Sakurai | 25 / 102 | 1, 3 | top | |
| hdr Up Smash | 9 | 17 | 89° | 31 / 93 | 0, 1 | top |
| 10, 13, 14, 15 | 16 | 89° | 31 / 93 | 0, 1 | top | |
| 11-12 | 16 | 89° | 31 / 93 | 0, 1 | top | |
| 16-20 | 14 | 89° | 31 / 93 | 0, 1 | top |
Wickedweaveleg
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Down Smash | 16 | 16 | 273° | 115 fixed | 0 | top |
| 16 | 16 | 270° | 10 / 63 | 1 | top | |
| 17-21 | 15 | 273° | 115 fixed | 0 | top | |
| 17-21 | 15 | 270° | 10 / 63 | 1 | top |
Attributes
Weight & Size
- Weight
- 84
- Jostle Weight
- 4.4
- Shield Radius
- 12.6
Ground Movement
- Walk Speed
- 0.975
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.806
- Run Speed
- 1.65
- Run Accel (mul)
- 0.1
- Run Accel (add)
- 0.02
- Traction
- 0.069
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 13.9425
- Full Hop Height
- 39
- Short Hop Height
- 12.5
- Air Jump Height
- 42
- Jump Count
- 2
- Horizontal Jump Speed
- 1.5
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.3
Air Movement
- Air Speed
- 1.03
- Air Accel (add)
- 0.015
- Air Accel (mul)
- 0.065
- Air Friction
- 0.007
- Gravity
- 0.132
- Fall Speed
- 2.35
Landing Lag
- Nair
- 8
- Fair
- 10
- Bair
- 10
- Uair
- 8
- Dair
- 20
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (49 -> 38 frames).Up Special
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Dash Attack, Forward Tilt, AttackS32, AttackS33, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Down Smash, Neutral Air, Forward Air, AttackAirF2, AttackAirF3, Back Air, Up Air, Down Air, Side Special, Side Special (HoldEnd), Side Special (Air, U), Down Special, Down Special (Air), Forward Throw, Back Throw, Up Throw, Down Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Side Special (Edge), Up Special, Up Special (Air), ShootInglegl_Atkon_SpecialAirSU
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
- ShootInglegl_Atkon_SpecialAirSU
✕HDR removes this move’s hitboxes.
- CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
- Specialn Bullet is on the field for up to 10 frames (param_specialn_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Specialn Bullet: Move, Specialn Bullet: MoveChargeBullet
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Wickedweavearm — see Projectiles & Articles below.Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash
- Also spawns Wickedweaveleg — see Projectiles & Articles below.Down Smash
- Damage comes from Specialn Bullet — see Projectiles & Articles below.Neutral Special (FireH), Neutral Special (FireF), Neutral Special (Air, FireH), Neutral Special (Air, FireF)
•Other notes.
- FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (StartH), Neutral Special (ChargeH), Neutral Special (FireH), Neutral Special (StartF), Neutral Special (ChargeF), Neutral Special (FireF), Neutral Special (Air, StartH), Neutral Special (Air, ChargeH), Neutral Special (Air, FireH), Neutral Special (Air, StartF), Neutral Special (Air, ChargeF), Neutral Special (Air, FireF), Side Special (Air, DLanding), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Repeats while the input is held or mashed; one cycle is 14 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- No early autocancel window: this is the second forward air of the combo, and HDR's attack_air_f status raises the landing flag on frame 1 whenever one forward air leads into another.AttackAirF2
- No early autocancel window: this is the third forward air of the combo, and HDR's attack_air_f status raises the landing flag on frame 1 whenever one forward air leads into another.AttackAirF3
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (LoopH), Neutral Special (LoopF), Neutral Special (Air, LoopH), Neutral Special (Air, LoopF), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it in Side Special (Air, DLanding), which recovers in 30 frames rather than the 43 this move would otherwise run. The figure is param_special_s.ab_d_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Side Special (Air, D)
- Land cancels: touching the ground during this move ends it in Side Special (Air, DLanding), which recovers in 30 frames rather than the 31 this move would otherwise run. The figure is param_special_s.ab_d_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Side Special (Air, DHit)
- Land cancels: touching the ground during this move ends it in Side Special (Air, DLanding), which recovers in 30 frames rather than the 34 this move would otherwise run. The figure is param_special_s.ab_d_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Side Special (Air, DWallEnd)
- Landing lag is 15 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air)
- Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
- Intangible on frames 3-15.Spot Dodge
- Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
- Intangible on frames 4-13.Forward Roll, Back Roll
- Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
- Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
- Intangible on frames 8-22.Air Dodge, Air Dodge (Directional)
- Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
- Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
- Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
- Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield
Bayonetta