Captain Falcon

99 moves44 changed by HDR55 vanillainternal captain
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-5280°20 fixed-9316–0, 1, 2top
3-52Sakurai25 / 10-93top
hdr
Jab
5-7380°20 fixed-10519–0, 1, 2top
5-73Sakurai25 / 10-103top
hdr
Jab
6-95Sakurai70 / 100-12623–0, 1kneer, top
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
2-16 (every 2)0.6Sakurai8 / 15–2––1shoulderr
2-16 (every 2)0.6Sakurai8 / 15–2top
hdr
Jab
7-8345°80 / 55-31742–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-91051°40 / 109-23738–0, 1top, shoulderr
10-16748°26 / 120-220, 1top, shoulderr

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
7-108Sakurai35 / 86-16730–0, 1legr, hip
7-109Sakurai35 / 86-162kneer
hdr‡
Forward Tilt
7-109Sakurai35 / 86-16730–0, 1legr, hip
7-1010Sakurai35 / 86-152kneer
hdr‡
Forward Tilt
7-109Sakurai35 / 86-16730–0, 1legr, hip
7-1010Sakurai35 / 86-152kneer
hdr◆‡
Up Tilt
14-1812285°30 / 90-161439–0, 1, 2kneer, legr
14-1812Sakurai50 / 80-163, 4, 5kneer, legr
hdr‡
Down Tilt
9-121160°25 / 75-13931–0hip
9-121170°25 / 75-131legl
9-121180°25 / 75-132kneel

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr◆
Forward Smash
19-221943°36 / 93-281960–0, 1, 2arml, shoulderl, bust
23-261143°36 / 93-280, 1, 2arml, shoulderl, bust
hdr◆
Forward Smash
19-222045°36 / 93-321965–0, 1, 2arml, shoulderl, bust
23-261245°36 / 91-330, 1, 2arml, shoulderl, bust
hdr◆
Forward Smash
19-222038°36 / 93-321965–0, 1, 2arml, shoulderl, bust
23-261238°36 / 91-330, 1, 2arml, shoulderl
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
22-237110°150 fixed-222250–0top
22796°80 fixed-221top
22-2312367°20 fixed-192top
22-2312367°10 fixed-193top
28-291483°70 / 81-120top
28-291485°70 / 81-121top
28-291370°70 / 89-122top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
19-221428°30 / 95-261955–0, 1, 2kneer, legr
29-311828°20 / 90-140, 1, 2kneer, legr

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-12682°45 fixed-274271-3, 37–0kneer
7-12680°45 fixed-21legr
7-12674°45 fixed-22hip
20-296.5Sakurai55 / 92-20, 1, 2kneel, legl, hip
hdr◆‡
Forward Air
14-161732°30 / 88-11437121-4, 34–0, 1legl
17-306Sakurai35 / 80-70, 1legl
hdr
Back Air
10-1214Sakurai27 / 100-11034101-4, 22–0arml
10-1214Sakurai0 / 100-11, 2shoulderl
13-178Sakurai27 / 100-40arml
13-178Sakurai0 / 100-41, 2shoulderl
hdr◆
Up Air
6-1013Sakurai30 / 860631925–0legl
6-1012Sakurai29 / 88-11kneel
11-131130°8 / 86-10legl
11-131030°8 / 86-21kneel
hdr
Down Air
16-1816270°36 / 38-41640141-3, 39–0, 1footl, kneel
16-1816290°42 / 38-42bust

Special Attacks

19 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡¶
Neutral Special
4625Sakurai93 / 59-344696–0, 1, 2armr, shoulderr
hdr‡¶
Neutral Special
4028Sakurai85 / 65-374095–0, 1, 2armr, shoulderr
hdr‡¶
Neutral Special
4622Sakurai93 / 59-354696–0, 1, 2armr, shoulderr
hdr‡¶
Neutral Special
4025Sakurai93 / 59-394095–0, 1, 2armr, shoulderr
hdr‡
Side Special
14-290Sakurai0 / 0–1476–1top
hdr‡
Side Special
41076°82 / 55-16428–0, 1handl, hip
5-81076°82 / 55-150handl
hdr•
Side Special
19-350Sakurai0 / 0–1980220top
hdr•
Side Special
5-610270°20 / 70-3254540arml
5-61060°60 / 80-321arml
51060°60 / 80-322arml
61060°60 / 80-312top
hdr
Up Special
14––– / ––1467–0, 1grab
14-2060°70 / 50–0–
15-30––– / ––0grab
vanilla
Up Special
180°100 / 10–117–0–
2-35Sakurai50 / 100–0rot
hdr‡
Up Special
11350°85 / 62–129–0–
1-2880°100 / 10–0–
hdr•
Up Special
14––– / ––1467320, 1grab
14-2060°70 / 50–0–
15-30––– / ––0grab
hdr‡
Down Special
13-161552°60 / 78-131337–0legr
17-231152°60 / 85-110legr
24-33746°60 / 75-70legr
vanilla‡
Down Special
no hitboxes–33––
vanilla
Down Special
no hitboxes–30––
SpecialLwWallEnd vanilla
Down Special
no hitboxes–54––
hdr‡
Down Special
15-1915Sakurai80 / 57-31529–0kneel
20-2512Sakurai80 / 4600kneel
26-339Sakurai80 / 46+40kneel
SpecialAirLwEndAir vanilla
Down Special
no hitboxes–30––
hdr‡
Down Special
2-3960°80 / 35-27236–0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––44–0grab
hdr
Pivot Grab
10-11––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1445°55 / 120–1333200–
1-103Sakurai60 / 100–0–
11-123.580°70 / 100–0arml
hdr
Back Throw
14132°30 / 130–1343300–
1-113Sakurai60 / 100–0–
123.5110°70 / 100–0, 1, 2kneer, hip
hdr
Up Throw
1382°65 / 135–1338250–
1-113Sakurai60 / 100–0–
12480°60 / 100–0arml
hdr
Down Throw
1762°75 / 34–1840220–
1-393Sakurai60 / 100–0–

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 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
22-241045°90 / 20-282258–0top
vanilla
Get-Up Attack
14-156Sakurai80 / 48-301450–0top
20-216Sakurai80 / 48-240top
vanilla
Get-Up Attack
14-15748°80 / 48-301450–0top
24-25748°80 / 48-200top
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–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
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–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
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––
PassiveCeil 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–34––

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––––
vanilla
Shield
no hitboxes–12––

Attributes

Weight & Size

Weight
99
Jostle Weight
6.4
Shield Radius
11

Ground Movement

Walk Speed
0.927
Walk Accel (mul)
0.158
Walk Accel (add)
0.105
Initial Dash
2
Run Speed
2.3
Run Accel (mul)
0.15
Run Accel (add)
0.01
Traction
0.08

Jumps

Jumpsquat
4
Jump Initial Y
14.4
Full Hop Height
40.13
Short Hop Height
12.95
Air Jump Height
29.94
Jump Count
2
Horizontal Jump Speed
2.1
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
3.1

Air Movement

Air Speed
1.12
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.01
Gravity
0.13
Fall Speed
2.808

Landing Lag

Nair
7
Fair
12
Bair
10
Uair
9
Dair
14
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 46 frames).Up Tilt
  • HDR replaces the animation (84 -> 65 frames).Forward Smash, Forward Smash (Up), Forward Smash (Down)
  • HDR replaces the animation (50 -> 49 frames).Neutral Air
  • HDR replaces the animation (60 -> 59 frames).Forward Air
  • HDR replaces the animation (53 -> 33 frames).Up Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, Neutral Air, Forward Air, Neutral Special, Neutral Special (Turn), Neutral Special (Air), Neutral Special (Air, Turn), Side Special (Start), Side Special (End), Up Special (Throw), Down Special, Down Special (End), Down Special (Air), Down Special (Air, End)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special, Neutral Special (Turn), Neutral Special (Air), Neutral Special (Air, Turn)
✕HDR removes this move’s hitboxes.
  • CliffEscape
•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, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 16 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Landing lag is 22 frames, from `param_special_s.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.Side Special (Air, Start)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing.Side Special (Air, End)
  • 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)
  • 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
  • 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.