Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 6-8 | 2.5 | 60° | 24 / 42 | -11 | 6 | 21 | – | 0 | legl |
| 6-8 | 2.5 | 82° | 24 / 42 | -11 | 1, 2, 3 | kneel | ||||
| 6-8 | 2.5 | Sakurai | 20 / 30 | -11 | 4 | top | ||||
| hdr Jab | 5-7 | 3 | Sakurai | 40 / 25 | -12 | 5 | 21 | – | 0 | legr |
| 5-7 | 3 | 55° | 35 / 25 | -12 | 1, 2 | kneer | ||||
| 5-7 | 3 | 55° | 30 / 25 | -12 | 3 | kneer | ||||
| 5-7 | 2 | Sakurai | 35 / 25 | -12 | 4 | top | ||||
| hdr Jab | 6-7 | 3.5 | 30° | 75 / 50 | -28 | 6 | 38 | – | 0 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 9-11 | 11 | 60° | 40 / 116 | -28 | 9 | 46 | – | 0, 2, 3, 4 | top, haver |
| 12-20 | 8 | 65° | 40 / 116 | -27 | 0, 2, 3, 4 | top, haver |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 9-12 | 10 | Sakurai | 20 / 111 | -21 | 9 | 38 | – | 0, 3 | armr, haver |
| 9-12 | 11 | Sakurai | 20 / 111 | -20 | 1, 2 | haver | ||||
| hdr‡ Up Tilt | 5-10 | 8 | 80° | 46 / 100 | -20 | 5 | 32 | – | 0, 3 | shoulderr, haver |
| 5-10 | 9 | 80° | 46 / 100 | -20 | 1, 2 | haver | ||||
| hdr Down Tilt | 8-11 | 7 | 65° | 80 / 70 | -26 | 8 | 40 | – | 0, 1, 2 | top |
| 12-19 | 6 | 70° | 50 / 80 | -22 | 0, 1, 2 | top |
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 | 19 | 3 | 60° | 25 fixed | -44 | 19 | 67 | – | 0 | top |
| 19 | 3 | 170° | 10 fixed | -44 | 1 | top | ||||
| 19 | 3 | 0° | 10 fixed | -44 | 2 | top | ||||
| 19 | 3 | 180° | 10 fixed | -44 | 3 | top | ||||
| 24 | 3 | 15° | 80 fixed | -39 | 0 | top | ||||
| 24 | 2 | 15° | 50 fixed | -39 | 1 | top | ||||
| 24 | 4 | 170° | 10 fixed | -38 | 2 | top | ||||
| 28-29 | 13 | Sakurai | 42 / 121 | -29 | 0, 1, 2, 3 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 12-16 | 11 | 83° | 50 / 106 | -33 | 12 | 54 | – | 0 | claviclec |
| 12-16 | 13 | 83° | 50 / 106 | -32 | 1, 2, 3 | haver | ||||
| 17-18 | 8 | 60° | 32 / 100 | -30 | 0, 1, 2, 3 | claviclec, haver | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 8-10 | 3 | 170° | 90 fixed | -38 | 8 | 50 | – | 0 | top |
| 8-10 | 3 | 155° | 85 fixed | -38 | 1 | top | ||||
| 8-10 | 3 | 160° | 90 fixed | -38 | 2 | top | ||||
| 8-10 | 3 | 150° | 85 fixed | -38 | 3 | top | ||||
| 21-24 | 11 | 35° | 35 / 92 | -20 | 0 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 7-17 | 9 | Sakurai | 40 / 70 | -4 | 7 | 39 | 10 | 32– | 0, 3 | armr, haver |
| 7-17 | 11 | 60° | 40 / 70 | -2 | 1, 2 | haver | |||||
| hdr‡ Forward Air | 15 | 13 | 45° | 30 / 95 | -3 | 15 | 48 | 12 | 1-3, 42– | 0, 1, 2, 3, 4 | armr, handr, haver |
| 16-18 | 13 | 45° | 30 / 95 | -3 | 0, 1, 4 | armr, handr, haver | |||||
| 16-18 | 14 | 270° | 20 / 66 | -3 | 2, 3 | haver | |||||
| hdr‡ Back Air | 10-14 | 11 | Sakurai | 20 / 111 | -3 | 10 | 43 | 11 | 1-4, 35– | 0, 3 | claviclec, haver |
| 10-14 | 13 | Sakurai | 20 / 111 | -2 | 1, 2 | haver | |||||
| hdr Up Air | 7-9 | 11 | 72° | 45 / 80 | -5 | 7 | 45 | 13 | 1-2, 33– | 0, 1, 2 | haver |
| 10-20 | 8 | 75° | 45 / 80 | -7 | 0, 1, 2 | haver | |||||
| hdr‡ Down Air | 12-14 | 14 | 270° | 0 / 80 | -4 | 12 | 56 | 13 | 1-5, 47– | 0, 1, 2 | haver |
| 15-30 | 8 | 65° | 80 / 55 | -7 | 0, 1, 2 | haver |
Special Attacks
34 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | 14-15 | 0 | Sakurai | 40 fixed | – | 14 | 50 | – | 0 | top |
| hdr➔‡ Neutral Special | spawns wave | 14 | 50 | – | – | |||||
| hdr➔‡ Neutral Special | 14-15 | 0 | Sakurai | 40 fixed | – | 14 | 50 | – | 0 | top |
| hdr➔‡ Neutral Special | spawns wave | 14 | 50 | – | – | |||||
| hdr Side Special | 10-12 | 3 | 80° | 66 fixed | -21 | 10 | 35 | – | 0, 1 | top |
| hdr Side Special | 2-4 | 3 | 366° | 80 fixed | -26 | 2 | 32 | – | 0, 1 | top |
| hdr‡ Side Special | 2-4 | 3 | 366° | 80 fixed | -47 | 2 | 53 | – | 0, 1 | top |
| 11-13 | 3 | 366° | 80 fixed | -38 | 0, 1 | top | ||||
| 22-23 | 6 | 50° | 30 / 140 | -25 | 0, 1 | top | ||||
| hdr‡ Side Special | 10-12 | 5 | 366° | 80 fixed | -40 | 10 | 55 | – | 0, 1 | top |
| hdr‡ Side Special | 2-4 | 5 | 366° | 80 fixed | -39 | 2 | 46 | – | 0, 1 | top |
| hdr‡ Side Special | 3-5 | 5 | 366° | 80 fixed | -35 | 3 | 43 | – | 0, 1 | top |
| 9-11 | 5 | 366° | 80 fixed | -29 | 0, 1 | top | ||||
| 19-21 | 9 | 50° | 20 / 140 | -17 | 0, 1 | top | ||||
| hdr Side Special | 10-12 | 3 | 80° | 66 fixed | -17 | 10 | 31 | – | 0, 1 | top |
| hdr Side Special | 2-4 | 3 | 366° | 80 fixed | -36 | 2 | 42 | – | 0, 1 | top |
| hdr‡ Side Special | 2-4 | 3 | 366° | 80 fixed | -61 | 2 | 67 | – | 0, 1 | top |
| 11-13 | 3 | 366° | 80 fixed | -52 | 0, 1 | top | ||||
| 22-23 | 6 | 50° | 30 / 140 | -39 | 0, 1 | top | ||||
| hdr‡ Side Special | 10-12 | 5 | 366° | 80 fixed | -40 | 10 | 55 | – | 0, 1 | top |
| hdr‡ Side Special | 2-4 | 5 | 366° | 80 fixed | -39 | 2 | 46 | – | 0, 1 | top |
| hdr‡ Side Special | 3-5 | 5 | 366° | 80 fixed | -35 | 3 | 43 | – | 0, 1 | top |
| 9-11 | 5 | 366° | 80 fixed | -29 | 0, 1 | top | ||||
| 19-21 | 9 | 50° | 20 / 140 | -17 | 0, 1 | top | ||||
| hdr‡ Up Special | 9-11 | 11.5 | 80° | 80 / 70 | -42 | 9 | 60 | – | 0, 3 | clavicler, haver |
| 9-11 | 13 | 80° | 80 / 70 | -41 | 1, 2 | haver | ||||
| 12-17 | 4 | 85° | 100 / 5 | -43 | 1, 2, 3 | haver | ||||
| hdr Up Special | 11-16 (every 1) | 4.5 | 45° | 60 / 80 | +4 | 11 | 12 | – | 0, 1 | top |
| hdr• Up Special | 1-2 | 4.5 | 45° | 60 / 80 | – | 1 | – | 22 | 0, 1 | top |
| 3 | 4.5 | 45° | 60 / 80 | – | 0, 1 | top | ||||
| 4+ | 4.5 | 45° | 60 / 80 | – | 0, 1 | top | ||||
| vanilla• Up Special | no hitboxes | – | 20 | – | – | |||||
| vanilla Up Special | 1-2 | 3.5 | 64° | 64 / 128 | -18 | 1 | 23 | – | 0 | top |
| hdr‡ Up Special | 7-9 | 14.5 | 80° | 80 / 70 | -53 | 7 | 70 | – | 0, 3 | clavicler, haver |
| 7-9 | 16 | 80° | 80 / 70 | -52 | 1, 2 | haver | ||||
| 10-19 | 9 | 80° | 65 / 100 | -53 | 1, 2, 3 | haver | ||||
| hdr‡ Up Special | 9-11 | 11.5 | 80° | 80 / 70 | -42 | 9 | 60 | – | 0, 3 | clavicler, haver |
| 9-11 | 13 | 80° | 80 / 70 | -41 | 1, 2 | haver | ||||
| 12-17 | 4 | 85° | 100 / 5 | -43 | 1, 2, 3 | haver | ||||
| hdr‡ Up Special | 7-9 | 14.5 | 80° | 80 / 70 | -53 | 7 | 70 | – | 0, 3 | clavicler, haver |
| 7-9 | 16 | 80° | 80 / 70 | -52 | 1, 2 | haver | ||||
| 10-19 | 9 | 80° | 65 / 100 | -53 | 1, 2, 3 | haver | ||||
| SpecialLwStart vanilla• Down Special | no hitboxes | – | 6 | – | – | |||||
| SpecialLwLoop vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialLwEnd vanilla Down Special | no hitboxes | – | 8 | – | – | |||||
| hdr‡ Down Special | 12 | 1 | 55° | 32 / 464 | -70 | 12 | 85 | – | 0, 1, 2, 3, 4 | top, armr, haver |
| 13 | 1 | 55° | 24 / 464 | -69 | 0 | top | ||||
| 13-14 | 1 | 55° | 24 / 464 | -69 | 1, 2, 3, 4 | armr, haver | ||||
| 14 | 1 | 50° | 24 / 464 | -68 | 0 | top | ||||
| SpecialAirLwStart vanilla• Down Special | no hitboxes | – | 6 | – | – | |||||
| SpecialAirLwLoop vanilla• Down Special | no hitboxes | – | – | 30 | – | |||||
| SpecialAirLwEnd vanilla Down Special | no hitboxes | – | 8 | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 8 | – | – | |||||
| SpecialAirLwLanding vanilla• Down Special | no hitboxes | – | 31 | – | – | |||||
| hdr‡• Down Special | 12 | 1 | 55° | 24 / 464 | -70 | 12 | 85 | 30 | 0, 1, 2, 3, 4 | top, armr, haver |
| 13 | 1 | 55° | 16 / 464 | -69 | 0 | top | ||||
| 13-14 | 1 | 55° | 16 / 464 | -69 | 1, 2, 3, 4 | armr, haver | ||||
| 14 | 1 | 50° | 16 / 464 | -68 | 0 | top | ||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-9 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -18 | 1 | 22 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 12-13 | – | – | – / – | – | – | 45 | – | 0 | grab |
| hdr Pivot Grab | 13-14 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 3 | 49° | 48 / 125 | – | 9 | 30 | 21 | 0 | – |
| 1-6 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 7-8 | 4 | 45° | 60 / 120 | -18 | 0 | footl | ||||
| vanilla Back Throw | 1 | 3 | 38° | 48 / 110 | – | 15 | 26 | 11 | 0 | – |
| 1-12 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 13-14 | 3 | 45° | 48 / 90 | -9 | 0 | footr | ||||
| vanilla Up Throw | 1 | 4 | 80° | 78 / 97 | – | 15 | 41 | 26 | 0 | – |
| 1-7 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 8-9 | 2 | 50° | 80 / 150 | -29 | 0 | footr | ||||
| 13-14 | 2.5 | 50° | 80 / 150 | -24 | 0 | top | ||||
| vanilla Down Throw | 1 | 7 | 122° | 40 / 110 | – | 18 | 32 | 14 | 0 | – |
| 1-31 | 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 | 20-22 | 10 | 45° | 90 / 20 | -30 | 20 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 20-21 | 7 | 48° | 80 / 48 | -26 | 20 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 20-21 | 7 | 48° | 80 / 48 | -26 | 20 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 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 | – | 30 | – | – | |||||
| 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 | – | 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 | – | – | |||||
| 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 | – | 36 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 52 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| hdr• Ledge Jump | no hitboxes | – | 40 | – | – | |||||
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 | – | – | |||||
Projectiles & Articles
1 article
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.
Wave
6 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Regular | 1-17 | 8 | 55° | 45 / 60 | 0, 1 | top |
| 18-50 | 6 | 55° | 45 / 60 | 0, 1 | top | |
| hdr⇥ Regular_Lb | 1-50 | 6 | 55° | 45 / 60 | 0, 1 | top |
| hdr⇥ RegularAir | 1-17 | 8 | 55° | 45 / 60 | 0, 1 | top |
| 18-50 | 6 | 55° | 45 / 60 | 0, 1 | top | |
| hdr⇥ RegularAir_Lb | 1-50 | 6 | 55° | 45 / 60 | 0, 1 | top |
| hdr Hit_Lb | 1-28 | 2 | 366° | 40 fixed | 0 | top |
| 29-30 | 3 | 48° | 50 / 226 | 0 | top | |
| hdr HitAir_Lb | 1-28 | 2 | 366° | 40 fixed | 0 | top |
| 29-30 | 3 | 48° | 50 / 226 | 0 | top |
Attributes
Weight & Size
- Weight
- 101
- Jostle Weight
- 6
- Shield Radius
- 12.6
Ground Movement
- Walk Speed
- 1.205
- Walk Accel (mul)
- 0.1575
- Walk Accel (add)
- 0
- Initial Dash
- 1.66
- Run Speed
- 1.855
- Run Accel (mul)
- 0.055
- Run Accel (add)
- 0.03
- Traction
- 0.062
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 11.6188
- Full Hop Height
- 36.5
- Short Hop Height
- 14
- Air Jump Height
- 34
- Jump Count
- 2
- Horizontal Jump Speed
- 1.425
Air Movement
- Air Speed
- 1.01
- Air Accel (add)
- 0.015
- Air Accel (mul)
- 0.045
- Air Friction
- 0.007
- Gravity
- 0.135
- Fall Speed
- 2.4
Landing Lag
- Nair
- 10
- Fair
- 12
- Bair
- 11
- Uair
- 13
- Dair
- 13
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 1, Forward Tilt, Up Tilt, Up Smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral Special, Neutral Special ( Lb), Neutral Special (Air), Neutral Special (Air, Lb), Side Special (3), Side Special (1 Lb), Side Special (2 Lb), Side Special (3 Lb), Side Special (Air, 3), Side Special (Air, 1 Lb), Side Special (Air, 2 Lb), Side Special (Air, 3 Lb), Up Special, Up Special ( Lb), Up Special (Air), Up Special (Air, Lb), Down Special, Down Special (Air, JumpCancel), Down Special (Air), Grab
✕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.
- Wave is on the field for up to 50 frames (param_wave.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Wave: Regular, Wave: Regular_Lb, Wave: RegularAir, Wave: RegularAir_Lb
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Also spawns Wave — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
- Damage comes from Wave — see Projectiles & Articles below.Neutral Special ( Lb), Neutral Special (Air, Lb)
•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, Up Special (2End), Down Special (Start), Down Special (Air, Start), Down Special (Air, Landing), 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.Up Special (2Fall), Down Special (Loop), Down Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it in Up Special (2Landing), which recovers in 22 frames and is the only way out of it.Up Special (2Fall)
- Land cancels: touching the ground during this move ends it in Down Special (Air, Landing), which recovers in 30 frames and is the only way out of it. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Loop)
- Land cancels: touching the ground during this move ends it in Down Special (Air, Landing), which recovers in 30 frames rather than the 84 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down 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
Cloud