Byleth

123 moves43 changed by HDR80 vanillainternal master
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5-6380°31 / 18-12521–0, 1, 2shoulderl, arml
5-63Sakurai20 / 10-123top
hdr
Jab
4-6375°31 / 18-12420–0, 1, 2legr, kneer
4-63Sakurai20 / 10-123top
hdr
Jab
5-75Sakurai40 / 120-20530–0, 1top
vanilla•
Jab
no hitboxes–9––
vanilla•
Jab
2-17 (every 3)0.4Sakurai12 / 10–2––0top
2-17 (every 3)0.4Sakurai10 / 10–1top
vanilla
Jab
7-83.554°60 / 162-36747–0top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
8-1110Sakurai40 / 89-25841–0armr
8-1111Sakurai40 / 89-241, 2sword1
8-1114Sakurai40 / 89-233sword1

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
7-11835°40 / 80-19733–0armr
7-11935°40 / 80-191, 2sword1
7-111235°40 / 80-173sword1
hdr‡
Up Tilt
7-148100°50 / 102-22736–0armr
7-149100°50 / 102-221, 2sword1
7-1412100°50 / 102-203sword1
hdr
Down Tilt
13-17970°58 / 76-101330–0top
13-171096°69 / 66-91top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr↛‡¶
Forward Smash
24-2813Sakurai45 / 90-212455–0, 1top, shoulderr
24-2813Sakurai45 / 90-212haver
24-284270°10 fixed-263, 4haver
24-281936°30 / 90-183, 4haver
24-28490°5 fixed-265, 6haver
31-321520°60 fixed-133haver
hdr↛‡¶
Forward Smash
24-2813Sakurai45 / 90-212455–0, 1top, shoulderr
24-2813Sakurai45 / 90-212haver
24-284270°10 fixed-263, 4haver
24-281936°30 / 90-183, 4haver
24-28490°5 fixed-265, 6haver
31-321520°60 fixed-133haver
hdr↛‡¶
Forward Smash
24-2813Sakurai45 / 90-212455–0, 1top, shoulderr
24-2813Sakurai45 / 90-212haver
24-284270°10 fixed-263, 4haver
24-281936°30 / 90-183, 4haver
24-28490°5 fixed-265, 6haver
31-321520°60 fixed-133haver
vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
132368°0 / 100-451362–0top
14-162368°0 / 100-440top
17-272366°40 fixed-410, 1top
17-272366°60 fixed-412, 3top
28-291079°68 / 104-260, 1, 2, 3top
vanilla•
Down Smash
no hitboxes–61––
hdr➔‡
Down Smash
19-212363°74 / 66-411975–0, 1top, haver
29-312363°74 / 66-310, 1top, haver

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr↛‡
Neutral Air
6-212.5115°45 fixed-7642101-5, 40–0haver
6-212.580°45 fixed-72top
6-212.5366°40 fixed-73haver
6-212.5365°40 fixed-75top
24-25554°54 / 96-60, 1top
hdr↛‡
Forward Air
10-13954°45 / 80-51036111-3, 29–0, 1, 2haver
10-131348°45 / 80-23, 4haver
hdr↛
Back Air
13-151138°40 / 85-41343121-5, 31–0, 1, 2haver
13-151538°40 / 85-23, 4haver
16-19738°40 / 85-70, 1, 2haver
16-191038°40 / 85-53, 4haver
hdr‡
Up Air
10-17285°45 fixed-91043121-3, 48–0top
10-172366°45 fixed-91, 2, 3, 4top
18-197.579°51 / 124-60, 1, 2, 3top
hdr➔
Down Air
22-2619270°0 / 73-52254171, 45–0haver
22-2615Sakurai5 / 90-71, 2haver

Special Attacks

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔•‡
Neutral Special
spawns arrow1, bow179–––
hdr‡
Neutral Special
no hitboxes–37–––
vanilla➔
Neutral Special
spawns arrow2148–––
SpecialNTurn vanilla•
Neutral Special
no hitboxes–10–––
vanilla
Neutral Special
no hitboxes–9–––
hdr➔•‡
Neutral Special
spawns arrow1, bow179–––
hdr‡
Neutral Special
no hitboxes–37–––
vanilla➔
Neutral Special
spawns arrow2148–––
SpecialAirNTurn vanilla•
Neutral Special
no hitboxes–10–––
vanilla
Neutral Special
no hitboxes–6–––
vanilla
Neutral Special
no hitboxes–9–––
hdr↛•‡
Side Special
spawns spear113–––
hdr‡
Side Special
5967°75 / 40-37549––0, 1, 2, 3, 4, 5, 6, 7haver
6-9967°75 / 40-360, 1, 4, 5haver
6-913100°100 / 40-332, 3, 6, 7haver
hdr
Side Special
81345°85 / 35-34852––0, 1, 2, 3, 4, 5, 6, 7haver
9-121345°85 / 35-330, 1, 4, 5haver
9-121759°115 / 48-312, 3, 6, 7haver
SpecialSLanding vanilla
Side Special
no hitboxes–30–––
hdr↛•‡
Side Special
spawns spear113–––
hdr•
Side Special
9-12965°75 / 35-2694229–0, 1haver
9-121385°75 / 67-232, 3haver
hdr•
Side Special
9-121145°85 / 35-2894629–0, 1haver
9-121555°86 / 62-262, 3haver
hdr‡
Up Special
121368°30 fixed-351250––0top
130.01368°30 fixed-340throw
13375°40 / 100-331throw
14375°40 / 100-320, 1throw
15-20375°40 / 100-310, 1throw
SpecialHiHit vanilla•
Up Special
no hitboxes–2–––
SpecialHiHitPose vanilla•
Up Special
no hitboxes–91–––
SpecialHiFailure vanilla
Up Special
no hitboxes–38–––
SpecialAirHiWallJump vanilla•
Up Special
no hitboxes–2432––
SpecialAirHiWallFailure vanilla•
Up Special
no hitboxes–1532––
hdr•
Up Special
1-116102°70 / 70–11232–0–
1-116114°65 / 62–1–
hdrথ
Up Special
11-120.01368°30 fixed-30115432C 480throw
11-12375°40 / 100-291throw
130.01368°30 fixed-300throw
131075°40 / 100-251throw
141075°40 / 100-250throw
14375°40 / 100-290, 1throw
15-18375°40 / 100-290throw
15-181075°40 / 100-251throw
SpecialAirHiHit vanilla•
Up Special
no hitboxes–1532––
SpecialAirHiHitPose vanilla•
Up Special
no hitboxes–9132––
SpecialAirHiFailure vanilla•
Up Special
no hitboxes–3832––
hdr‡
Down Special
no hitboxes–98–––
vanilla•
Down Special
no hitboxes–12–––
hdr
Down Special
no hitboxes–68–––
SpecialLwLanding1 vanilla
Down Special
no hitboxes–8–––
vanilla
Down Special
no hitboxes–38–––
SpecialLwCancel vanilla
Down Special
no hitboxes–45–––
hdr‡
Down Special
no hitboxes–98–––
vanilla•
Down Special
no hitboxes–12–––
hdr
Down Special
no hitboxes–68–––
SpecialAirLwCancel vanilla
Down Special
no hitboxes–45–––

Grabs

13 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––39–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.5Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––46–0grab
hdr
Pivot Grab
11-12––– / –––42–0grab
AirCatch vanilla
Air Grab (Tether)
no hitboxes–27––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
vanilla•
Air Grab (Tether)
no hitboxes–60––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–12––
AirCatchHang2 vanilla•
Air Grab (Tether)
no hitboxes–24––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1349°70 / 110–1441270–
1-123Sakurai60 / 100–0–
13338°60 / 100–0top
hdr
Back Throw
11144°50 / 90–3057270–
1-133Sakurai40 / 100–0–
vanilla
Up Throw
1384°80 / 90–1538230–
1-133Sakurai60 / 100–0–
14676°60 / 110–0sword1
hdr
Down Throw
1274°50 / 150–1340270–
1-113Sakurai40 / 100–0–
12348°60 / 100–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
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‡
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
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––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–45––
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–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–57––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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–12––

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.

Arrow1

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-321040°40 / 740top

Arrow2

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Search
1+30Sakurai53 / 600, 1, 2top

Axe

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Down Special
43-441570°75 / 850haver
45-461570°75 / 850, 1, 2haver
hdr
Down Special (Hit)
1-51570°75 / 851, 2, 3, 4haver
hdr
Down Special (Air)
43-441570°75 / 850haver
45-461570°75 / 850, 1, 2haver
hdr
Down Special (Air, Hit)
1-51570°75 / 851, 2, 3, 4haver

Attributes

Weight & Size

Weight
100
Jostle Weight
5.5
Shield Radius
12

Ground Movement

Walk Speed
1.17
Walk Accel (mul)
0.1
Walk Accel (add)
0.1
Initial Dash
1.9
Run Speed
1.51
Run Accel (mul)
0.0832
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
5
Jump Initial Y
10.4738
Full Hop Height
30
Short Hop Height
14
Air Jump Height
28
Jump Count
2
Horizontal Jump Speed
1.35

Air Movement

Air Speed
0.853
Air Accel (add)
0.01
Air Accel (mul)
0.035
Air Friction
0.009
Gravity
0.109
Fall Speed
2.2

Landing Lag

Nair
10
Fair
11
Bair
12
Uair
12
Dair
17
Empty Landing
4
Heavy Landing
4

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Forward Tilt, Up Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Down Smash, Neutral Air, Forward Air, Up Air, Neutral Special (Start), Neutral Special, Neutral Special (Air, Start), Neutral Special (Air), Side Special (Start), Side Special (F), Side Special (Air, Start), Up Special, Up Special (Air), Down Special, Down Special (Air), Grab, DownSpot
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Special (Air)
✕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.
  • Arrow1 is on the field for up to 32 frames (param_arrow1.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Arrow1: Fly
↛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 spear — the engine's name for it, and there is no table for it here.Forward Smash, Forward Smash (Up), Forward Smash (Down), Forward Air, Back Air
  • Also spawns bow — the engine's name for it, and there is no table for it here.Neutral Air
  • Damage comes from spear — the engine's name for it, and there is no table for it here.Side Special (Start), Side Special (Air, Start)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Axe — see Projectiles & Articles below.Down Smash, Down Air
  • Damage comes from Arrow1, bow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Damage comes from Arrow2 — see Projectiles & Articles below.Neutral Special (Max), Neutral Special (Air, Max)
•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 (Turn), Neutral Special (Air, Start), Neutral Special (Air, Turn), Side Special (Start), Side Special (Air, Start), Up Special (Hit), Up Special (HitPose), Up Special (Air, Hit), Up Special (Air, HitPose), Down Special (Turn), Down Special (Air, Turn), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang, AirCatchHang2
  • Repeats while the input is held or mashed; one cycle is 17 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 29 frames rather than the 41 this move would otherwise run.Side Special (Air, F)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 29 frames rather than the 45 this move would otherwise run.Side Special (Air, FDash)
  • Landing lag is 32 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, WallJump), Up Special (Air, WallFailure), Up Special (Air, Overtake), Up Special (Air), Up Special (Air, Hit), Up Special (Air, HitPose), Up Special (Air, Failure)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • 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

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.