Byleth

123 moves43 changed by HDR80 vanillainternal master
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6380°31 / 18-125210, 1, 2shoulderl, arml
5-63Sakurai20 / 10-123top
hdr
Jab
4-6375°31 / 18-124200, 1, 2legr, kneer
4-63Sakurai20 / 10-123top
hdr
Jab
5-75Sakurai40 / 120-205300, 1top
vanilla
Jab
no hitboxes9
vanilla
Jab
1, 2, 5, 8, 11, 140.4Sakurai12 / 1010top
1, 2, 5, 8, 11, 140.4Sakurai10 / 101top
vanilla
Jab
7-83.554°60 / 162-367470top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-1110Sakurai40 / 89-258410armr
8-1111Sakurai40 / 89-241, 2sword1
8-1114Sakurai40 / 89-233sword1

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-11835°40 / 80-197330armr
7-11935°40 / 80-191, 2sword1
7-111235°40 / 80-173sword1
hdr
Up Tilt
7-148100°50 / 102-227360armr
7-149100°50 / 102-221, 2sword1
7-1412100°50 / 102-203sword1
hdr
Down Tilt
13-17970°58 / 76-1013300top
13-171096°69 / 66-91top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr↛‡¶
Forward Smash
24-2813Sakurai45 / 90-2124550, 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 / 90-2124550, 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 / 90-2124550, 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 hitboxes61
hdr
Up Smash
132368°0 / 100-4513620top
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 hitboxes61
hdr➔‡
Down Smash
19-212363°74 / 66-4119750, 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 hitboxes37
vanilla
Neutral Special
spawns arrow2148
SpecialNTurn vanilla
Neutral Special
no hitboxes10
vanilla
Neutral Special
no hitboxes9
hdr➔•‡
Neutral Special
spawns arrow1, bow179
hdr
Neutral Special
no hitboxes37
vanilla
Neutral Special
spawns arrow2148
SpecialAirNTurn vanilla
Neutral Special
no hitboxes10
vanilla
Neutral Special
no hitboxes6
vanilla
Neutral Special
no hitboxes9
hdr↛•‡
Side Special
spawns spear113
hdr
Side Special
5967°75 / 40-375490, 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 / 35-348520, 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 hitboxes30
hdr↛•‡
Side Special
spawns spear113
hdr
Side Special
9-12965°75 / 35-26942290, 1haver
9-121385°75 / 67-232, 3haver
hdr
Side Special
9-121145°85 / 35-28946290, 1haver
9-121555°86 / 62-262, 3haver
hdr
Up Special
121368°30 fixed-3512500top
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 hitboxes2
SpecialHiHitPose vanilla
Up Special
no hitboxes91
SpecialHiFailure vanilla
Up Special
no hitboxes38
SpecialAirHiWallJump vanilla
Up Special
no hitboxes2432
SpecialAirHiWallFailure vanilla
Up Special
no hitboxes1532
hdr
Up Special
1-116102°70 / 70112320
1-116114°65 / 621
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 hitboxes1532
SpecialAirHiHitPose vanilla
Up Special
no hitboxes9132
SpecialAirHiFailure vanilla
Up Special
no hitboxes3832
hdr
Down Special
no hitboxes98
vanilla
Down Special
no hitboxes12
hdr
Down Special
no hitboxes68
SpecialLwLanding1 vanilla
Down Special
no hitboxes8
vanilla
Down Special
no hitboxes38
SpecialLwCancel vanilla
Down Special
no hitboxes45
hdr
Down Special
no hitboxes98
vanilla
Down Special
no hitboxes12
hdr
Down Special
no hitboxes68
SpecialAirLwCancel vanilla
Down Special
no hitboxes45

Grabs

13 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –390grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.5Sakurai30 fixed-131170top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –460grab
hdr
Pivot Grab
11-12– / –420grab
AirCatch vanilla
Air Grab (Tether)
no hitboxes27
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
vanilla
Air Grab (Tether)
no hitboxes60
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes12
AirCatchHang2 vanilla
Air Grab (Tether)
no hitboxes24

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1349°70 / 1101441270
1-123Sakurai60 / 1000
13338°60 / 100-240top
hdr
Back Throw
11144°50 / 903057270
1-133Sakurai40 / 1000
vanilla
Up Throw
1384°80 / 901538230
1-133Sakurai60 / 1000
14676°60 / 110-180sword1
hdr
Down Throw
1274°50 / 1501340270
1-113Sakurai40 / 1000
12348°60 / 100-240top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
24-26945°90 / 20-2724580top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes32
vanilla
DownBoundD
no hitboxes26
vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes45
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes57

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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
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. 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.