Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-5 | 2 | Sakurai | 25 / 25 | -8 | 4 | 16 | – | 0, 1, 2, 3 | top |
| hdr Jab | 4-5 | 2 | Sakurai | 25 / 25 | -10 | 4 | 18 | – | 0, 1, 2 | top |
| hdr↧‡ Jab | 6-8 | 5 | Sakurai | 40 / 80 | -25 | 6 | 36 | – | 0, 1, 2 | clownarml1, clownarml2 |
| vanilla•‡ Jab | no hitboxes | – | 4 | – | – | |||||
| vanilla• Jab | 1 | 0.5 | Sakurai | 8 / 10 | – | 1 | – | – | 0, 1 | top, clownhandr, clownhandl |
| 4-22 (every 6) | 0.5 | Sakurai | 8 / 10 | – | 0, 1 | top, clownhandr | ||||
| 7-25 (every 6) | 0.5 | Sakurai | 8 / 10 | – | 0, 1 | top, clownhandl | ||||
| hdr Jab | 6-7 | 3 | Sakurai | 60 / 170 | -30 | 6 | 40 | – | 0, 1, 2 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 8-12 | 1.8 | 30° | 50 / 10 | -39 | 8 | 50 | – | 0 | top |
| 8-12 | 1.8 | 34° | 45 / 10 | -39 | 1 | top | ||||
| 8-12 | 1.8 | 65° | 20 / 10 | -39 | 2 | top | ||||
| 13-20 | 1.8 | 32° | 40 / 10 | -34 | 1 | top | ||||
| 13-20 | 1.8 | 65° | 20 / 10 | -34 | 2 | top | ||||
| 25-26 | 4 | 75° | 60 / 121 | -20 | 0, 1 | top, clowntongue3 |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 8-12 | 7.5 | Sakurai | 55 / 90 | -14 | 8 | 29 | – | 0, 1 | clownarml1 |
| 8-12 | 9.5 | Sakurai | 55 / 90 | -13 | 2 | clownarml1 | ||||
| hdr Forward Tilt | 7-11 | 7.5 | Sakurai | 55 / 90 | -15 | 7 | 29 | – | 0, 1 | clownarml1 |
| 7-11 | 9 | Sakurai | 55 / 90 | -15 | 2 | clownarml1 | ||||
| hdr Forward Tilt | 8-12 | 7.5 | Sakurai | 55 / 90 | -14 | 8 | 29 | – | 0, 1 | clownarml1 |
| 8-12 | 9 | Sakurai | 55 / 90 | -14 | 2 | clownarml1 | ||||
| hdr Up Tilt | 7-14 | 8 | 95° | 48 / 110 | -18 | 7 | 32 | – | 0, 1, 2 | clownarml1, top |
| hdr Down Tilt | 4-6 | 2 | Sakurai | 30 fixed | -32 | 4 | 40 | – | 0, 1, 2 | clownhip, clowntongue2 |
| 12-14 | 2 | Sakurai | 30 fixed | -24 | 0, 1, 2 | clownhip, clowntongue2 | ||||
| 23-25 | 6 | 34° | 20 / 131 | -11 | 0, 1, 2 | clownhip, clowntongue2 |
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 | 16-30 | 1 | 93° | 20 / 0 | -45 | 16 | 64 | – | 0 | top |
| 16-30 | 1 | Sakurai | 20 / 0 | -45 | 1 | top | ||||
| 33-35 | 11 | 46° | 40 / 129 | -22 | 0 | top | ||||
| hdr‡ Forward Smash | 16-30 | 1 | 93° | 20 / 0 | -45 | 16 | 64 | – | 0 | top |
| 16-30 | 1 | Sakurai | 20 / 0 | -45 | 1 | top | ||||
| 33-35 | 11 | 46° | 40 / 126 | -22 | 0 | top | ||||
| hdr‡ Forward Smash | 16-30 | 1 | 93° | 20 / 0 | -45 | 16 | 64 | – | 0 | top |
| 16-30 | 1 | Sakurai | 20 / 0 | -45 | 1 | top | ||||
| 33-35 | 11 | 46° | 40 / 129 | -22 | 0 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 7-8 | 1 | 110° | 80 fixed | -45 | 7 | 55 | – | 0, 1 | top |
| 9-17 | 1.3 | 120° | 18 fixed | -43 | 0 | top | ||||
| 9-18 | 1.3 | 190° | 20 fixed | -43 | 1 | top | ||||
| 9-18 | 1.3 | 140° | 50 fixed | -43 | 2 | top | ||||
| 18 | 1 | 120° | 35 fixed | -34 | 0 | top | ||||
| 22-23 | 6 | 85° | 38 / 173 | -27 | 0 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 11-14 | 18 | 44° | 41 / 82 | -33 | 11 | 56 | – | 0, 1 | top |
| 11-14 | 16 | 44° | 41 / 82 | -34 | 2 | top | ||||
Aerial Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 5-8 | 8 | 60° | 60 / 85 | -2 | 5 | 38 | 8 | 1-4, 37– | 0, 1, 2, 3 | clownarmr1, clownarml1 |
| 9-17 | 6.5 | Sakurai | 40 / 88 | -3 | 0, 1, 2, 3 | clownarmr1, clownarml1 | |||||
| hdr‡ Forward Air | 8-11 | 11 | Sakurai | 33 / 105 | -2 | 8 | 39 | 10 | 1-3, 33– | 0 | clownarml1 |
| 8-11 | 9 | Sakurai | 33 / 105 | -4 | 1, 2 | clownarml1 | |||||
| 12-21 | 8 | 48° | 33 / 102 | -4 | 0 | clownarml1 | |||||
| 12-21 | 7 | 48° | 33 / 102 | -5 | 1, 2 | clownarml1 | |||||
| hdr‡ Back Air | 9-11 | 13 | Sakurai | 30 / 96 | -1 | 9 | 43 | 10 | 1-8, 38– | 0 | clownarmr1 |
| 9-17 | 10 | Sakurai | 20 / 91 | -3 | 1, 2 | clownarmr1 | |||||
| 12-17 | 10 | Sakurai | 20 / 101 | -3 | 0 | clownarmr1 | |||||
| hdr↛ Up Air | 5-13 | 9 | 74° | 50 / 115 | -1 | 5 | 29 | 7 | 1, 35– | 0, 1, 2 | haver, neck |
| vanilla↛ Up Air | spawns hammer | 1 | 20 | – | – | – | |||||
| hdr‡ Down Air | 9-38 | 1.5 | 290° | 46 fixed | -10 | 9 | 47 | 12 | 1, 54– | 0, 1 | top |
| 9-38 | 1.5 | 290° | 20 fixed | -10 | 2, 3 | top | |||||
Special Attacks
28 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| vanilla•‡ Neutral Special | no hitboxes | – | 34 | – | – | – | |||||
| SpecialNCharge vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| hdr➔ Neutral Special | spawns cannonball | 4 | 32 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 34 | – | – | – | |||||
| SpecialAirNCharge vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| hdr➔ Neutral Special | spawns cannonball | 4 | 32 | – | ShC 18 | – | |||||
| SpecialSStart vanilla• Side Special | no hitboxes | – | 20 | – | – | – | |||||
| hdr• Side Special | 1+ | 4 | 80° | 60 / 95 | – | 1 | – | – | – | 0, 1 | clownhip |
| hdr Side Special | 4-14 | 10 | Sakurai | 60 / 65 | -47 | 4 | 59 | – | – | 0 | throw |
| vanilla Side Special | no hitboxes | – | 1 | – | – | – | |||||
| SpecialSCliffJump vanilla• Side Special | no hitboxes | – | 30 | – | – | – | |||||
| vanilla Side Special | 1-34 | 4 | 80° | 60 / 95 | -29 | 1 | 35 | – | – | 0, 1 | clownhip |
| SpecialAirSStart vanilla• Side Special | no hitboxes | – | 20 | – | – | – | |||||
| hdr• Side Special | 1+ | 2 | 55° | 65 / 100 | – | 1 | – | 34 | ADC | 0, 1 | clownhip |
| hdr• Side Special | 5-14 | 8 | Sakurai | 60 / 70 | -47 | 5 | 59 | 34 | ADC | 0 | throw |
| vanilla• Side Special | no hitboxes | – | 39 | 34 | – | – | |||||
| vanilla•‡ Up Special | no hitboxes | – | 12 | – | – | – | |||||
| hdr• Up Special | no hitboxes | – | 53 | – | – | – | |||||
| hdr• Up Special | no hitboxes | – | – | – | – | – | |||||
| vanilla↛‡ Up Special | 8-9 | 15 | Sakurai | 50 / 90 | -22 | 8 | 41 | – | – | 0 | top |
| 8-9 | 10 | Sakurai | 50 / 90 | -25 | 1 | top | |||||
| 13-14 | 15 | Sakurai | 50 / 90 | -17 | 0 | top | |||||
| 13-14 | 10 | Sakurai | 50 / 90 | -20 | 1 | top | |||||
| hdr Up Special | no hitboxes | – | 34 | – | – | – | |||||
| SpecialHiJrDamage vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| SpecialHiLanding vanilla Up Special | no hitboxes | – | 30 | – | – | – | |||||
| vanilla↛ Up Special | spawns hammer | 1 | 40 | – | – | – | |||||
| SpecialHiDamageEnd vanilla• Up Special | no hitboxes | – | 16 | – | – | – | |||||
| vanilla•‡ Up Special | no hitboxes | – | 12 | 26 | – | – | |||||
| hdr↛ Down Special | spawns mechakoopa | 10 | 40 | – | – | – | |||||
| hdr↛ Down Special | spawns mechakoopa | 10 | 45 | – | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-10 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 14-16 | – | – | – / – | – | – | 46 | – | 0 | grab |
| hdr Pivot Grab | 15-17 | – | – | – / – | – | – | 42 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla‡ Forward Throw | 1 | 7 | 45° | 60 / 92 | – | 16 | 35 | 19 | 0 | – |
| 1-13 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 14-15 | 3 | 25° | 50 fixed | -17 | 0 | clownarmr1 | ||||
| hdr Back Throw | 1 | 11 | 45° | 50 / 85 | – | 24 | 62 | 38 | 0 | – |
| 1-61 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla‡ Up Throw | 1 | 7 | 75° | 65 / 60 | – | 18 | 34 | 16 | 0 | – |
| 1-33 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Down Throw | 1 | 4 | 275° | 30 fixed | – | 50 | 64 | 14 | 0 | – |
| 1-15 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 16-49 | 1.2 | Sakurai | 30 fixed | -45 | 0 | top |
Defensive
45 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| EscapeN vanilla• Spot Dodge | intangible 3–15 | – | 27 | – | – | |||||
| vanilla• Forward Roll | intangible 4–13 | – | 34 | – | – | |||||
| EscapeB vanilla• Back Roll | intangible 4–13 | – | 34 | – | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 10 | 45° | 90 / 20 | -26 | 24 | 58 | – | 0 | top |
| vanilla Ledge Attack | 24-26 | 10 | 45° | 90 / 20 | -24 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 22-23 | 6 | 48° | 80 / 48 | -24 | 22 | 52 | – | 0 | top |
| vanilla Get-Up Attack | 18-19 | 7 | 48° | 80 / 48 | -28 | 18 | 52 | – | 0 | top |
| 25-26 | 7 | 48° | 80 / 48 | -21 | 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 | – | 31 | – | – | |||||
| 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 | – | 27 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 26 | – | – | |||||
| vanilla Ledge Grab | intangible 1–29 | – | 20 | – | – | |||||
| CliffWait vanilla• Ledge Hang | no hitboxes | – | – | – | – | |||||
| vanilla Ledge Grab | no hitboxes | – | 21 | – | – | |||||
| CliffWaitJr vanilla• Ledge Hang | no hitboxes | – | – | – | – | |||||
| CliffClimb vanilla Ledge Climb | no hitboxes | – | 35 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 52 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 67 | – | – | |||||
| CliffClimbJr vanilla Ledge Climb | no hitboxes | – | 35 | – | – | |||||
| CliffEscapeJr vanilla Ledge Roll | no hitboxes | – | 50 | – | – | |||||
| CliffJump1Jr vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
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 | – | 6 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
1 article
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.
Cannonball
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Shoot | 1-180 | 1 | 48° | 90 / 52 | 0 | top |
| hdr⇥ Hop | 1-180 | varies | 1° | 52 fixed | 0 | – |
Attributes
Weight & Size
- Weight
- 110
- Jostle Weight
- 6.8
- Shield Radius
- 11.3
Ground Movement
- Walk Speed
- 1.124
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.745
- Run Speed
- 1.724
- Run Accel (mul)
- 0.0858
- Run Accel (add)
- 0.02
- Traction
- 0.07
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 12.298
- Full Hop Height
- 34.4
- Short Hop Height
- 15.59
- Air Jump Height
- 34.4
- Jump Count
- 2
- Horizontal Jump Speed
- 1.5
Air Movement
- Air Speed
- 0.98
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.058
- Air Friction
- 0.015
- Gravity
- 0.111
- Fall Speed
- 2.238
Landing Lag
- Nair
- 8
- Fair
- 10
- Bair
- 10
- Uair
- 7
- Dair
- 12
- Empty Landing
- 5
- Heavy Landing
- 4
Notes
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 3 (Gentleman), Attack100Start, Forward Smash, Forward Smash (Up), Forward Smash (Down), Down Smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Up Special (Start), Up Special (JrAttack), Up Special (Air, Start), Grab, Dash Grab, Forward Throw, Up Throw, Down Throw
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
- Jab 3 (Gentleman)
✕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.
- Cannonball is on the field for up to 180 frames (param_cannonball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Cannonball: Shoot, Cannonball: Hop
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
- Also spawns hammer — the engine's name for it, and there is no table for it here.Up Air, Up Special (JrAttack)
- Damage comes from hammer — the engine's name for it, and there is no table for it here.Uair Landing, Up Special (AttackLanding)
- Damage comes from mechakoopa — the engine's name for it, and there is no table for it here.Down Special, Down Special (Air)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Cannonball — see Projectiles & Articles below.Neutral Special (Shoot), Neutral Special (Air, Shoot)
•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 (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (CliffJump), Side Special (Air, Start), Up Special (Start), Up Special (JrRise), Up Special (DamageEnd), Up Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, CliffJump1Jr
- Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Charge), Neutral Special (Air, Charge), Side Special, Side Special (Air), Up Special (JrFall), Up Special (JrDamage), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, CliffWaitJr
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 34 frames and is the only way out of it. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air)
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 34 frames rather than the 58 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Spin)
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 34 frames rather than the 38 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, WallClash)
- Landing lag is 26 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, Start)
- 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 4-26.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
Bowser Jr.