Chrom

110 moves49 changed by HDR61 vanillainternal chrom
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5781°75 / 35-145250, 1, 2armr, sword1
5-8764°50 / 60-143, 4, 5armr, sword1

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
13-1613Sakurai45 / 93-2313460, 1, 2armr, sword1

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-1111Sakurai45 / 108-248410, 1, 2armr, sword2
hdr‡∅
Up Tilt
79110°50 / 100-187320, 1sword2
8-15885°55 / 87-170, 1sword2
hdr
Down Tilt
7-9770°44 / 49-67190, 1, 2armr, sword2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
15-1717Sakurai60 / 83-3715640, 1, 2armr, sword2
AttackHi4Charge vanilla◆•
Up Smash
no hitboxes60
hdr◆∅
Up Smash
10-141480°70 / 85-2510450, 1, 2armr, sword2
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-81440°42 / 90-486640, 1, 2armr, sword1
21-231240°42 / 90-340, 1, 2armr, sword1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-10478°45 / 50-474481, 30–0, 1, 2clavicler, sword2
15-22762°50 / 100-30, 1, 2clavicler, sword2
hdr◆‡∅
Forward Air
7-811Sakurai45 / 80-2732101-2, 20–0, 1, 2clavicler, sword2
9-15960°45 / 80-40, 1, 2clavicler, sword2
hdr
Back Air
8-91542°34 / 95-3833131-2, 27–0, 1, 2clavicler, sword2
10-121242°34 / 95-50, 1, 2clavicler, sword2
hdr
Up Air
5965°60 / 90-354291-3, 38–0, 1, 2clavicler, sword2
6-9765°45 / 110-40, 1, 2clavicler, sword2
10-12780°45 / 110-40, 1, 2clavicler, sword2
hdr
Down Air
14-1613270°29 / 53-21443111-4, 30–0, 1, 2armr, sword1
17-21767°55 / 90-60, 1, 2armr, sword1

Special Attacks

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes12
SpecialNLoop vanilla
Neutral Special
no hitboxes
SpecialNTurn vanilla
Neutral Special
no hitboxes20
hdr‡¶
Neutral Special
6-12580°60 / 70-176280, 1, 2armr, sword1
hdr
Neutral Special
8-9580°60 / 70-178300, 1, 2armr, sword1
10-13580°60 / 70-150top
hdr
Neutral Special
8-9580°60 / 70-258380, 1, 2armr, sword1
10-13580°60 / 70-230top
vanilla
Neutral Special
10-1450Sakurai50 / 83+210380top
10-1436Sakurai50 / 70-61top
SpecialAirNStart vanilla
Neutral Special
no hitboxes12
SpecialAirNLoop vanilla
Neutral Special
no hitboxes
SpecialAirNTurn vanilla
Neutral Special
no hitboxes20
hdr‡¶
Neutral Special
6-125272°15 / 50-276380, 1, 2armr, sword1
6-125272°28 / 60-273, 4, 5armr, sword1
hdr
Neutral Special
8-95272°15 / 50-258380, 1, 2armr, sword1
8-135272°28 / 60-253, 4, 5armr, sword1
10-13565°60 / 70-230top
hdr
Neutral Special
8-95272°15 / 50-258380, 1, 2armr, sword1
8-95272°28 / 60-253, 4, 5armr, sword1
10-135272°60 / 50-230top
10-135272°48 / 60-233top
vanilla
Neutral Special
10-1450Sakurai50 / 83+210380top
10-1436Sakurai50 / 70-61top
SpecialS1 hdr✕◆
Side Special
no hitboxes40
hdr
Side Special
8-115Sakurai30 fixed-238360, 1, 2, 3shoulderr, armr, sword2
hdr
Side Special
12-171184°91 / 34-2512460, 1, 2, 3top
12-171181°91 / 34-254, 5, 6, 7top
hdr
Side Special
8-10345°58 / 31-368480top
8-10350°58 / 31-361top
8-10355°58 / 31-362top
hdr
Side Special
10-12910°50 fixed-2210390top
hdr
Side Special
13-161655°60 / 74-4113650, 1, 2, 3top
hdr
Side Special
no hitboxes17
SpecialAirS1 hdr✕◆
Side Special
no hitboxes30
hdr
Side Special
8-115Sakurai30 fixed-238360, 1, 2, 3shoulderr, armr, sword2
hdr
Side Special
12-171184°91 / 34-2512460, 1, 2, 3top
12-171181°91 / 34-254, 5, 6, 7top
hdr
Side Special
8-10345°58 / 31-398510top
8-10350°58 / 31-391top
8-10355°58 / 31-392top
hdr
Side Special
10-12910°50 fixed-2210390top
hdr
Side Special
13-161655°60 / 74-4113650, 1, 2, 3top
hdr
Side Special
no hitboxes17
hdr◆‡
Up Special
10-11691°150 fixed-2010360top
10-11689°150 fixed-201top
10-11690°145 fixed-202top
10-11691°145 fixed-203top
hdr◆•
Up Special
no hitboxes33
hdr
Up Special
2-51055°70 / 90-442540, 1, 2sword1, hip
3-51055°70 / 90-433top
hdr◆•
Up Special
1+1.1366°50 fixed10rot
1+1.120°125 fixed1rot
vanilla
Up Special
1-4660°70 / 115-301370top
SpecialHi3Start hdr✕•
Up Special
no hitboxes12
hdr◆‡
Up Special
10-11691°150 fixed-2010360top
10-11689°150 fixed-201top
10-11690°145 fixed-202top
10-11691°145 fixed-203top
hdr
Down Special
22-3700 / 022760top
hdr⊗◆‡
Down Special
3-71455°70 / 80-223350, 1, 2, 3shoulderr, sword2, top
hdr◆‡
Down Special
22-3100 / 022510top
hdr⊗◆‡
Down Special
3-71455°70 / 80-223350, 1, 2, 3shoulderr, sword2, top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –380grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.380°30 fixed-251290top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –420grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1545°70 / 451532170
1-313Sakurai40 / 1000
vanilla
Back Throw
15117°70 / 45845370
1-443Sakurai40 / 1000
vanilla
Up Throw
1697°60 / 1001339260
1-383Sakurai40 / 1000
vanilla
Down Throw
1580°65 / 901643270
1-423Sakurai40 / 1000

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 4–265510
hdr
Air Dodge
intangible 4–265510
vanilla
Ledge Attack
23-251045°90 / 20-2723580top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
21-22748°80 / 48-250top
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
DownSpot vanilla
DownSpot
no hitboxes30
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
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes43
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 hitboxes41

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

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

ACMD

Loading…

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.