Jabs
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 5 | 7 | 81° | 75 / 35 | -14 | 5 | 25 | – | 0, 1, 2 | armr, sword1 |
| 5-8 | 7 | 64° | 50 / 60 | -14 | 3, 4, 5 | armr, sword1 |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 13-16 | 13 | Sakurai | 45 / 93 | -23 | 13 | 46 | – | 0, 1, 2 | armr, sword1 |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 8-11 | 11 | Sakurai | 45 / 108 | -24 | 8 | 41 | – | 0, 1, 2 | armr, sword2 |
| hdr‡∅ Up Tilt | 7 | 9 | 110° | 50 / 100 | -18 | 7 | 32 | – | 0, 1 | sword2 |
| 8-15 | 8 | 85° | 55 / 87 | -17 | 0, 1 | sword2 | ||||
| hdr Down Tilt | 7-9 | 7 | 70° | 44 / 49 | -6 | 7 | 19 | – | 0, 1, 2 | armr, sword2 |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 15-17 | 17 | Sakurai | 60 / 83 | -37 | 15 | 64 | – | 0, 1, 2 | armr, sword2 |
| AttackHi4Charge vanilla◆• Up Smash | no hitboxes | – | 60 | – | – | |||||
| hdr◆∅ Up Smash | 10-14 | 14 | 80° | 70 / 85 | -25 | 10 | 45 | – | 0, 1, 2 | armr, sword2 |
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 6-8 | 14 | 40° | 42 / 90 | -48 | 6 | 64 | – | 0, 1, 2 | armr, sword1 |
| 21-23 | 12 | 40° | 42 / 90 | -34 | 0, 1, 2 | armr, sword1 | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Neutral Air | 7-10 | 4 | 78° | 45 / 50 | -4 | 7 | 44 | 8 | 1, 30– | 0, 1, 2 | clavicler, sword2 |
| 15-22 | 7 | 62° | 50 / 100 | -3 | 0, 1, 2 | clavicler, sword2 | |||||
| hdr◆‡∅ Forward Air | 7-8 | 11 | Sakurai | 45 / 80 | -2 | 7 | 32 | 10 | 1-2, 20– | 0, 1, 2 | clavicler, sword2 |
| 9-15 | 9 | 60° | 45 / 80 | -4 | 0, 1, 2 | clavicler, sword2 | |||||
| hdr‡ Back Air | 8-9 | 15 | 42° | 34 / 95 | -3 | 8 | 33 | 13 | 1-2, 27– | 0, 1, 2 | clavicler, sword2 |
| 10-12 | 12 | 42° | 34 / 95 | -5 | 0, 1, 2 | clavicler, sword2 | |||||
| hdr‡ Up Air | 5 | 9 | 65° | 60 / 90 | -3 | 5 | 42 | 9 | 1-3, 38– | 0, 1, 2 | clavicler, sword2 |
| 6-9 | 7 | 65° | 45 / 110 | -4 | 0, 1, 2 | clavicler, sword2 | |||||
| 10-12 | 7 | 80° | 45 / 110 | -4 | 0, 1, 2 | clavicler, sword2 | |||||
| hdr‡ Down Air | 14-16 | 13 | 270° | 29 / 53 | -2 | 14 | 43 | 11 | 1-4, 30– | 0, 1, 2 | armr, sword1 |
| 17-21 | 7 | 67° | 55 / 90 | -6 | 0, 1, 2 | armr, sword1 |
Special Attacks
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| SpecialNStart vanilla• Neutral Special | no hitboxes | – | 12 | – | – | |||||
| SpecialNLoop vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialNTurn vanilla• Neutral Special | no hitboxes | – | 20 | – | – | |||||
| hdr‡¶ Neutral Special | 6-12 | 5 | 80° | 60 / 70 | -17 | 6 | 28 | – | 0, 1, 2 | armr, sword1 |
| hdr¶ Neutral Special | 8-9 | 5 | 80° | 60 / 70 | -17 | 8 | 30 | – | 0, 1, 2 | armr, sword1 |
| 10-13 | 5 | 80° | 60 / 70 | -15 | 0 | top | ||||
| hdr¶ Neutral Special | 8-9 | 5 | 80° | 60 / 70 | -25 | 8 | 38 | – | 0, 1, 2 | armr, sword1 |
| 10-13 | 5 | 80° | 60 / 70 | -23 | 0 | top | ||||
| vanilla Neutral Special | 10-14 | 50 | Sakurai | 50 / 83 | +2 | 10 | 38 | – | 0 | top |
| 10-14 | 36 | Sakurai | 50 / 70 | -6 | 1 | top | ||||
| SpecialAirNStart vanilla• Neutral Special | no hitboxes | – | 12 | – | – | |||||
| SpecialAirNLoop vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNTurn vanilla• Neutral Special | no hitboxes | – | 20 | – | – | |||||
| hdr‡¶ Neutral Special | 6-12 | 5 | 272° | 15 / 50 | -27 | 6 | 38 | – | 0, 1, 2 | armr, sword1 |
| 6-12 | 5 | 272° | 28 / 60 | -27 | 3, 4, 5 | armr, sword1 | ||||
| hdr¶ Neutral Special | 8-9 | 5 | 272° | 15 / 50 | -25 | 8 | 38 | – | 0, 1, 2 | armr, sword1 |
| 8-13 | 5 | 272° | 28 / 60 | -25 | 3, 4, 5 | armr, sword1 | ||||
| 10-13 | 5 | 65° | 60 / 70 | -23 | 0 | top | ||||
| hdr¶ Neutral Special | 8-9 | 5 | 272° | 15 / 50 | -25 | 8 | 38 | – | 0, 1, 2 | armr, sword1 |
| 8-9 | 5 | 272° | 28 / 60 | -25 | 3, 4, 5 | armr, sword1 | ||||
| 10-13 | 5 | 272° | 60 / 50 | -23 | 0 | top | ||||
| 10-13 | 5 | 272° | 48 / 60 | -23 | 3 | top | ||||
| vanilla Neutral Special | 10-14 | 50 | Sakurai | 50 / 83 | +2 | 10 | 38 | – | 0 | top |
| 10-14 | 36 | Sakurai | 50 / 70 | -6 | 1 | top | ||||
| SpecialS1 hdr✕◆ Side Special | no hitboxes | – | 40 | – | – | |||||
| hdr‡ Side Special | 8-11 | 5 | Sakurai | 30 fixed | -23 | 8 | 36 | – | 0, 1, 2, 3 | shoulderr, armr, sword2 |
| hdr‡ Side Special | 12-17 | 11 | 84° | 91 / 34 | -25 | 12 | 46 | – | 0, 1, 2, 3 | top |
| 12-17 | 11 | 81° | 91 / 34 | -25 | 4, 5, 6, 7 | top | ||||
| hdr‡ Side Special | 8-10 | 3 | 45° | 58 / 31 | -36 | 8 | 48 | – | 0 | top |
| 8-10 | 3 | 50° | 58 / 31 | -36 | 1 | top | ||||
| 8-10 | 3 | 55° | 58 / 31 | -36 | 2 | top | ||||
| hdr‡ Side Special | 10-12 | 9 | 10° | 50 fixed | -22 | 10 | 39 | – | 0 | top |
| hdr‡ Side Special | 13-16 | 16 | 55° | 60 / 74 | -41 | 13 | 65 | – | 0, 1, 2, 3 | top |
| hdr‡ Side Special | no hitboxes | – | 17 | – | – | |||||
| SpecialAirS1 hdr✕◆ Side Special | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Side Special | 8-11 | 5 | Sakurai | 30 fixed | -23 | 8 | 36 | – | 0, 1, 2, 3 | shoulderr, armr, sword2 |
| hdr‡ Side Special | 12-17 | 11 | 84° | 91 / 34 | -25 | 12 | 46 | – | 0, 1, 2, 3 | top |
| 12-17 | 11 | 81° | 91 / 34 | -25 | 4, 5, 6, 7 | top | ||||
| hdr‡ Side Special | 8-10 | 3 | 45° | 58 / 31 | -39 | 8 | 51 | – | 0 | top |
| 8-10 | 3 | 50° | 58 / 31 | -39 | 1 | top | ||||
| 8-10 | 3 | 55° | 58 / 31 | -39 | 2 | top | ||||
| hdr‡ Side Special | 10-12 | 9 | 10° | 50 fixed | -22 | 10 | 39 | – | 0 | top |
| hdr‡ Side Special | 13-16 | 16 | 55° | 60 / 74 | -41 | 13 | 65 | – | 0, 1, 2, 3 | top |
| hdr‡ Side Special | no hitboxes | – | 17 | – | – | |||||
| hdr◆‡ Up Special | 10-11 | 6 | 91° | 150 fixed | -20 | 10 | 36 | – | 0 | top |
| 10-11 | 6 | 89° | 150 fixed | -20 | 1 | top | ||||
| 10-11 | 6 | 90° | 145 fixed | -20 | 2 | top | ||||
| 10-11 | 6 | 91° | 145 fixed | -20 | 3 | top | ||||
| hdr◆• Up Special | no hitboxes | – | 33 | – | – | |||||
| hdr◆ Up Special | 2-5 | 10 | 55° | 70 / 90 | -44 | 2 | 54 | – | 0, 1, 2 | sword1, hip |
| 3-5 | 10 | 55° | 70 / 90 | -43 | 3 | top | ||||
| hdr◆• Up Special | 1+ | 1.1 | 366° | 50 fixed | – | 1 | – | – | 0 | rot |
| 1+ | 1.1 | 20° | 125 fixed | – | 1 | rot | ||||
| vanilla Up Special | 1-4 | 6 | 60° | 70 / 115 | -30 | 1 | 37 | – | 0 | top |
| SpecialHi3Start hdr✕• Up Special | no hitboxes | – | 12 | – | – | |||||
| hdr◆‡ Up Special | 10-11 | 6 | 91° | 150 fixed | -20 | 10 | 36 | – | 0 | top |
| 10-11 | 6 | 89° | 150 fixed | -20 | 1 | top | ||||
| 10-11 | 6 | 90° | 145 fixed | -20 | 2 | top | ||||
| 10-11 | 6 | 91° | 145 fixed | -20 | 3 | top | ||||
| hdr◆ Down Special | 22-37 | 0 | 0° | 0 / 0 | – | 22 | 76 | – | 0 | top |
| hdr⊗◆‡ Down Special | 3-7 | 14 | 55° | 70 / 80 | -22 | 3 | 35 | – | 0, 1, 2, 3 | shoulderr, sword2, top |
| hdr◆‡ Down Special | 22-31 | 0 | 0° | 0 / 0 | – | 22 | 51 | – | 0 | top |
| hdr⊗◆‡ Down Special | 3-7 | 14 | 55° | 70 / 80 | -22 | 3 | 35 | – | 0, 1, 2, 3 | shoulderr, sword2, top |
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 38 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | 80° | 30 fixed | -25 | 1 | 29 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 10-11 | – | – | – / – | – | – | 42 | – | 0 | grab |
| hdr Pivot Grab | 11-12 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 5 | 45° | 70 / 45 | – | 15 | 32 | 17 | 0 | – |
| 1-31 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla Back Throw | 1 | 5 | 117° | 70 / 45 | – | 8 | 45 | 37 | 0 | – |
| 1-44 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla Up Throw | 1 | 6 | 97° | 60 / 100 | – | 13 | 39 | 26 | 0 | – |
| 1-38 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla Down Throw | 1 | 5 | 80° | 65 / 90 | – | 16 | 43 | 27 | 0 | – |
| 1-42 | 3 | Sakurai | 40 / 100 | – | 0 | – |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 55 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 55 | 10 | – | |||||
| vanilla Ledge Attack | 23-25 | 10 | 45° | 90 / 20 | -27 | 23 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -30 | 16 | 52 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -30 | 16 | 52 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -25 | 0 | top | ||||
| 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 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| 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 | – | – | |||||
| 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 | – | 43 | – | – | |||||
| 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 | – | 41 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | – | |||||
Attributes
Weight & Size
- Weight
- 90
- Jostle Weight
- 5.5
- Shield Radius
- 12.5
Ground Movement
- Walk Speed
- 1.218
- Walk Accel (mul)
- 0.1575
- Walk Accel (add)
- 0
- Initial Dash
- 1.7
- Run Speed
- 1.9
- Run Accel (mul)
- 0.1
- Run Accel (add)
- 0.02
- Traction
- 0.07
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 11.0718
- Full Hop Height
- 29
- Short Hop Height
- 14.5
- Air Jump Height
- 29
- Jump Count
- 2
- Horizontal Jump Speed
- 1.4
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.4
Air Movement
- Air Speed
- 1.11
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.03
- Air Friction
- 0.005
- Gravity
- 0.16
- Fall Speed
- 2.6
Landing Lag
- Nair
- 8
- Fair
- 10
- Bair
- 13
- Uair
- 9
- Dair
- 11
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (61 -> 60 frames).AttackHi4Charge
- HDR replaces the animation (80 -> 60 frames).Up Smash
- HDR replaces the animation (50 -> 55 frames).Neutral Air
- HDR replaces the animation (55 -> 37 frames).Forward Air
- HDR replaces the animation (67 -> 52 frames).Side Special (1), Side Special (Air, 1)
- HDR replaces the animation (18 -> 42 frames).Up Special (1), Up Special (Air, 1)
- HDR replaces the animation (47 -> 33 frames).Up Special (2)
- HDR replaces the animation (47 -> 54 frames).Up Special (Add)
- HDR replaces the animation (6 -> 9 frames).Up Special (3)
- HDR replaces the animation (71 -> 98 frames).Down Special
- HDR replaces the animation (66 -> 58 frames).Down Special (Hit)
- HDR replaces the animation (71 -> 57 frames).Down Special (Air)
- HDR replaces the animation (66 -> 45 frames).Down Special (Air, Hit)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Forward Tilt, Up Tilt, Forward Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (End), Neutral Special (Air, End), Side Special (2Lw), Side Special (4Hi), Side Special (3S), Side Special (3Lw), Side Special (4S), Side Special (4Lw), Side Special (Air, 2Lw), Side Special (Air, 4Hi), Side Special (Air, 3S), Side Special (Air, 3Lw), Side Special (Air, 4S), Side Special (Air, 4Lw), Up Special (1), Up Special (Air, 1), Down Special (Hit), Down Special (Air), Down Special (Air, Hit)
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Neutral Special (End), Neutral Special (End2), Neutral Special (End3), Neutral Special (Air, End), Neutral Special (Air, End2), Neutral Special (Air, End3)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frame 6: out, but unable to collide with a fighter, so not counted as active frames.Up Tilt, Forward Air
- Inert hitboxes on frame 9: out, but unable to collide with a fighter, so not counted as active frames.Up Smash
✕HDR removes this move’s hitboxes.
- Side Special (1), Side Special (Air, 1), Up Special (3Start), CliffEscape
⊗A counter. What it deals is a multiple of the attack it countered, so the figure in the damage column is only the floor — the multiplier and the ceiling come from the fighter’s parameters.
- The counterattack deals 1.35x the damage of the move it counters (param_special_lw.attack_mul), never less than 14%, and at most 50% (param_special_lw.attack_max).Down Special (Hit), Down Special (Air, Hit)
•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, Neutral Special (Start), Neutral Special (Turn), Neutral Special (Air, Start), Neutral Special (Air, Turn), Up Special (2), Up Special (3Start), 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 (Loop), Neutral Special (Air, Loop), Up Special (3), 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
Chrom