Charizard

93 moves35 changed by HDR58 vanillainternal plizardon
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-63Sakurai22 fixed-10418–0, 1top
4-63120°26 fixed-102top
4-63Sakurai30 / 15-103top
hdr
Jab
5-7430°25 / 50-14524–0top
5-7455°25 / 50-141top
5-7480°25 / 50-142top
5-74Sakurai25 / 15-143top
hdr◆
Jab
7-11560°45 / 135-23735–0, 1trans

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
13-161065°50 / 53-221343–0, 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 / 100-18731–0, 1wingr2, wingr4
7-13776°30 / 100-182wingr5
hdr
Up Tilt
9-13778°49 / 100-21936–0top
9-13784°49 / 100-211, 2, 3top
hdr◆
Down Tilt
11-13 (every 1)930°50 / 44-121130–0, 1top
11-13 (every 1)730°39 / 49-132, 3tail2, tail1

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla◆•
Forward Smash
no hitboxes–66––
hdr◆
Forward Smash
23-261648°33 / 100-302364–0top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
75110°100 fixed-36748–0top
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 hitboxes–61––
hdr
Down Smash
15-1714Sakurai40 / 90-361561–0, 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
18-20
with the water pledge
13Sakurai65 / 87-301858–0top
18-20
with the water pledge
11Sakurai20 / 100-310top
18-20
with the water pledge
20°0 / 0-361top
18-20
with the water pledge
20°0 / 0-361top
21-23
with the water pledge
13Sakurai65 / 87-270top
21-23
with the water pledge
9Sakurai20 / 80-300top
21-23
with the water pledge
20°0 / 0-331top
21-23
with the water pledge
20°0 / 0-331top
24-26
with the water pledge
11Sakurai67 / 87-250top
24-26
with the water pledge
7Sakurai20 / 70-280top
24-26
with the water pledge
10°0 / 0-311top
24-26
with the water pledge
10°0 / 0-311top
27-29
with the water pledge
11Sakurai67 / 87-220top
27-29
with the water pledge
5Sakurai20 / 60-260top
27-29
with the water pledge
10°0 / 0-281top
27-29
with the water pledge
10°0 / 0-281top
18-20
without the water pledge
2366°40 fixed-360top
21-23
without the water pledge
2366°40 fixed-330top
24-26
without the water pledge
2366°40 fixed-300top
27-29
without the water pledge
11Sakurai59 / 100-220top
SpecialN vanilla•
Neutral Special
no hitboxes––––
SpecialNEnd vanilla
Neutral Special
no hitboxes–28––
hdr◆‡¶
Neutral Special
18-20
with the water pledge
13Sakurai65 / 87-301858–0top
18-20
with the water pledge
11Sakurai20 / 100-310top
18-20
with the water pledge
20°0 / 0-361top
18-20
with the water pledge
20°0 / 0-361top
21-23
with the water pledge
13Sakurai65 / 87-270top
21-23
with the water pledge
9Sakurai20 / 80-300top
21-23
with the water pledge
20°0 / 0-331top
21-23
with the water pledge
20°0 / 0-331top
24-26
with the water pledge
11Sakurai67 / 87-250top
24-26
with the water pledge
7Sakurai20 / 70-280top
24-26
with the water pledge
10°0 / 0-311top
24-26
with the water pledge
10°0 / 0-311top
27-29
with the water pledge
11Sakurai67 / 87-220top
27-29
with the water pledge
5Sakurai20 / 60-260top
27-29
with the water pledge
10°0 / 0-281top
27-29
with the water pledge
10°0 / 0-281top
18-20
without the water pledge
2366°40 fixed-360top
21-23
without the water pledge
2366°40 fixed-330top
24-26
without the water pledge
2366°40 fixed-300top
27-29
without the water pledge
11Sakurai59 / 100-220top
SpecialAirN vanilla•
Neutral Special
no hitboxes––––
SpecialAirNEnd vanilla
Neutral Special
no hitboxes–28––
SpecialSStart vanilla•
Side Special
no hitboxes–23––
hdr
Side Special
1-290366°0 / 0–130–0, 1neck, top
hdr‡
Side Special
no hitboxes–40––
SpecialSBlown vanilla
Side Special
no hitboxes–60––
SpecialAirSStart vanilla•
Side Special
no hitboxes–23––
hdr
Side Special
1-290366°0 / 0–130–0, 1neck, top
hdr‡
Side Special
no hitboxes–37––
SpecialAirSBlown vanilla
Side Special
no hitboxes–60––
hdr◆
Up Special
9-105100°120 fixed-51965–0top
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 hitboxes–12––
SpecialLwOut vanilla
Down Special
no hitboxes–16––
hdr•
Down Special
no hitboxes–12––
SpecialAirLwOut vanilla
Down Special
no hitboxes–16––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-10––– / –––39–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
21.6Sakurai40 fixed–28–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
11-13––– / –––45–0grab
hdr
Pivot Grab
12-14––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
11040°47 / 53–1742250–
1-413Sakurai60 / 100–0–
hdr
Back Throw
11242°62 / 77–2648220–
1-473Sakurai60 / 100–0–
hdr
Up Throw
1380°80 / 185–5880220–
1-513Sakurai60 / 100–0–
52-5810Sakurai60 / 100–0top
hdr‡※
Down Throw
1variesvariesvaries / varies–4262200–
1-133Sakurai60 / 100–0–
14-381Sakurai0 / 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 4–26–5810–
hdr•
Air Dodge
intangible 4–26–5810–
vanilla
Ledge Attack
24-261045°90 / 20-262458–0top
vanilla
Get-Up Attack
17-18748°80 / 48-271750–0top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
18-19748°80 / 48-261850–0top
23-24748°80 / 48-210top
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–33––
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–30––
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–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–31––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
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–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–50––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––

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.