Charizard

93 moves35 changed by HDR58 vanillainternal plizardon
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-63Sakurai22 fixed-104180, 1top
4-63120°26 fixed-102top
4-63Sakurai30 / 15-103top
hdr
Jab
5-7430°25 / 50-145240top
5-7455°25 / 50-141top
5-7480°25 / 50-142top
5-74Sakurai25 / 15-143top
hdr
Jab
7-11560°45 / 135-237350, 1trans

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
13-161065°50 / 53-2213430, 1trans
13-1614270°50 / 40-202trans
13-161465°50 / 40-203trans

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-13774°30 / 100-187310, 1wingr2, wingr4
7-13776°30 / 100-182wingr5
hdr
Up Tilt
9-13778°49 / 100-219360top
9-13784°49 / 100-211, 2, 3top
hdr
Down Tilt
11-13 (every 1)930°50 / 44-1211300, 1top
11-13 (every 1)730°39 / 49-132, 3tail2, tail1

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla◆•
Forward Smash
no hitboxes66
hdr
Forward Smash
23-261648°33 / 100-3023640top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
75110°100 fixed-367480top
8-105368°0 / 100-351, 2wingl4, wingl2
85280°32 fixed-353wingl4
95320°42 fixed-343wingl4
105368°0 / 100-330wingl4
105340°60 fixed-333wingl4
15-20883°63 / 117-260, 1, 2wingr2, wingr4, wingr7
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
15-1714Sakurai40 / 90-3615610, 1, 2, 3top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
8-25970°40 / 84-5840111-3, 36–0, 1fire, tail3
8-25760°30 / 102-62, 3, 4tail2, tail1, hip
hdr
Forward Air
8-131145°12 / 129-4842121-4, 34–0arml
8-13845°12 / 129-61, 2arml, shoulderl
hdr
Back Air
1412Sakurai10 / 117-61447141-3, 47–0, 1top
14-179Sakurai10 / 117-82, 3, 4tail2, tail1, hip
15-17 (every 1)14Sakurai10 / 117-50top
15-17 (every 1)12Sakurai10 / 117-61top
hdr
Up Air
12-171080°40 / 110-51245121-3, 40–0, 1, 2head, neck2, neck
hdr
Down Air
14-1812270°25 / 55-41442121-3, 38–0, 1top

Special Attacks

20 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡¶
Neutral Special
13-32
with the water pledge
13Sakurai65 / 87-4713700top
13-32
with the water pledge
20 / 0-531top
33-35
with the water pledge
13Sakurai65 / 87-270top
33-35
with the water pledge
9Sakurai20 / 80-300top
33-35
with the water pledge
20 / 0-331top
33-35
with the water pledge
20 / 0-331top
36-38
with the water pledge
11Sakurai67 / 87-250top
36-38
with the water pledge
7Sakurai20 / 70-280top
36-38
with the water pledge
10 / 0-311top
36-38
with the water pledge
10 / 0-311top
39
with the water pledge
11Sakurai20 / 100-220top
39-41
with the water pledge
11Sakurai67 / 87-220top
39-41
with the water pledge
5Sakurai20 / 60-260top
39
with the water pledge
20 / 0-271top
39-41
with the water pledge
10 / 0-281top
39-41
with the water pledge
10 / 0-281top
33-35
without the water pledge
2366°40 fixed-330top
36-38
without the water pledge
2366°40 fixed-300top
39
without the water pledge
2366°40 fixed-270top
39-41
without the water pledge
11Sakurai59 / 100-220top
SpecialN vanilla
Neutral Special
no hitboxes
SpecialNEnd vanilla
Neutral Special
no hitboxes28
hdr◆‡¶
Neutral Special
13-32
with the water pledge
13Sakurai65 / 87-4713700top
13-32
with the water pledge
20 / 0-531top
33-35
with the water pledge
13Sakurai65 / 87-270top
33-35
with the water pledge
9Sakurai20 / 80-300top
33-35
with the water pledge
20 / 0-331top
33-35
with the water pledge
20 / 0-331top
36-38
with the water pledge
11Sakurai67 / 87-250top
36-38
with the water pledge
7Sakurai20 / 70-280top
36-38
with the water pledge
10 / 0-311top
36-38
with the water pledge
10 / 0-311top
39
with the water pledge
11Sakurai20 / 100-220top
39-41
with the water pledge
11Sakurai67 / 87-220top
39-41
with the water pledge
5Sakurai20 / 60-260top
39
with the water pledge
20 / 0-271top
39-41
with the water pledge
10 / 0-281top
39-41
with the water pledge
10 / 0-281top
33-35
without the water pledge
2366°40 fixed-330top
36-38
without the water pledge
2366°40 fixed-300top
39
without the water pledge
2366°40 fixed-270top
39-41
without the water pledge
11Sakurai59 / 100-220top
SpecialAirN vanilla
Neutral Special
no hitboxes
SpecialAirNEnd vanilla
Neutral Special
no hitboxes28
SpecialSStart vanilla
Side Special
no hitboxes23
hdr
Side Special
1-290366°0 / 01300, 1neck, top
hdr
Side Special
no hitboxes40
SpecialSBlown vanilla
Side Special
no hitboxes60
SpecialAirSStart vanilla
Side Special
no hitboxes23
hdr
Side Special
1-290366°0 / 01300, 1neck, top
hdr
Side Special
no hitboxes37
SpecialAirSBlown vanilla
Side Special
no hitboxes60
hdr
Up Special
9-105100°120 fixed-519650top
9-10570°80 fixed-511top
9-10565°115 fixed-512top
16-321475°45 / 83-390, 1, 2, 3top
hdr◆•
Up Special
9-105100°120 fixed-28965320top
9-10570°80 fixed-281top
9-10565°115 fixed-282top
16-321475°45 / 83-230, 1, 2, 3top
hdr
Down Special
no hitboxes12
SpecialLwOut vanilla
Down Special
no hitboxes16
hdr
Down Special
no hitboxes12
SpecialAirLwOut vanilla
Down Special
no hitboxes16

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10– / –390grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21.6Sakurai40 fixed-202250top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-13– / –450grab
hdr
Pivot Grab
12-14– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11040°47 / 531742250
1-413Sakurai60 / 1000
hdr
Back Throw
11242°62 / 772648220
1-473Sakurai60 / 1000
hdr
Up Throw
1380°80 / 1855880220
1-513Sakurai60 / 1000
52-5810Sakurai60 / 100-200top
hdr‡※
Down Throw
1variesvariesvaries / varies4767200
1-183Sakurai60 / 1000
19-431Sakurai0 / 100-450top

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 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
24-261045°90 / 20-2624580top
vanilla
Get-Up Attack
17-18748°80 / 48-2717500top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
18-19748°80 / 48-2618500top
23-24748°80 / 48-210top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes31
PassiveWallJump vanilla
Tech
no hitboxes41
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 hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes50

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

Projectiles & Articles

2 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.

Breath

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Move
1-4245°30 / 500top
5-71.358°15 / 300top
8-16158°15 / 300top

Explosion

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Start
1-31750°60 / 770, 1top

Attributes

Weight & Size

Weight
110
Jostle Weight
7.6
Shield Radius
15

Ground Movement

Walk Speed
0.75
Walk Accel (mul)
0.08
Walk Accel (add)
0.02
Initial Dash
1.5
Run Speed
2.09
Run Accel (mul)
0.1059
Run Accel (add)
0.02
Traction
0.0875

Jumps

Jumpsquat
4
Jump Initial Y
11.44
Full Hop Height
34
Short Hop Height
15.5
Air Jump Height
36
Jump Count
3
Horizontal Jump Speed
1.5

Air Movement

Air Speed
1.09
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.012
Gravity
0.092
Fall Speed
1.85

Landing Lag

Nair
11
Fair
12
Bair
14
Uair
12
Dair
12
Empty Landing
5
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (70 -> 63 frames).Jab 3
  • HDR replaces the animation (63 -> 60 frames).Dash Attack
  • HDR replaces the animation (50 -> 70 frames).Forward Tilt
  • HDR replaces the animation (43 -> 50 frames).Down Tilt
  • HDR replaces the animation (61 -> 66 frames).AttackS4Charge
  • HDR replaces the animation (70 -> 72 frames).Forward Smash
  • HDR replaces the animation (18 -> 65 frames).Neutral Special (Start), Neutral Special (Air, Start)
  • HDR replaces the animation (66 -> 65 frames).Up Special, Up Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Up Smash, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (End), Side Special (Air, End), Grab, Forward 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.
  • Neutral Special (Start), Neutral Special (Air, Start)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle, bkb, damage, fkb, kbg.Down Throw
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.
  • Breath is on the field for up to 16 frames (param_breath.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Breath: Move
  • Explosion is on the field for up to 3 frames (param_explosion.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Explosion: Start
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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Side Special (Start), Side Special (Air, Start), Down Special (In), Down Special (Air, In), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special, Neutral Special (Air), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • 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)
  • 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.