Cloud

107 moves46 changed by HDR61 vanillainternal cloud
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-82.560°24 / 42-116210legl
6-82.582°24 / 42-111, 2, 3kneel
6-82.5Sakurai20 / 30-114top
hdr
Jab
5-73Sakurai40 / 25-125210legr
5-7355°35 / 25-121, 2kneer
5-7355°30 / 25-123kneer
5-72Sakurai35 / 25-124top
hdr
Jab
6-73.530°75 / 50-286380top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
9-111160°40 / 116-289460, 2, 3, 4top, haver
12-20865°40 / 116-270, 2, 3, 4top, haver

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-1210Sakurai20 / 111-219380, 3armr, haver
9-1211Sakurai20 / 111-201, 2haver
hdr
Up Tilt
5-10880°46 / 100-205320, 3shoulderr, haver
5-10980°46 / 100-201, 2haver
hdr
Down Tilt
8-11765°80 / 70-268400, 1, 2top
12-19670°50 / 80-220, 1, 2top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
19360°25 fixed-4419670top
193170°10 fixed-441top
19310 fixed-442top
193180°10 fixed-443top
24315°80 fixed-390top
24215°50 fixed-391top
244170°10 fixed-382top
28-2913Sakurai42 / 121-290, 1, 2, 3top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
12-161183°50 / 106-3312540claviclec
12-161383°50 / 106-321, 2, 3haver
17-18860°32 / 100-300, 1, 2, 3claviclec, haver
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-103170°90 fixed-388500top
8-103155°85 fixed-381top
8-103160°90 fixed-382top
8-103150°85 fixed-383top
21-241135°35 / 92-200top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
7-179Sakurai40 / 70-47391032–0, 3armr, haver
7-171160°40 / 70-21, 2haver
hdr
Forward Air
151345°30 / 95-31548121-3, 42–0, 1, 2, 3, 4armr, handr, haver
16-181345°30 / 95-30, 1, 4armr, handr, haver
16-1814270°20 / 66-32, 3haver
hdr
Back Air
10-1411Sakurai20 / 111-31043111-4, 35–0, 3claviclec, haver
10-1413Sakurai20 / 111-21, 2haver
hdr
Up Air
7-91172°45 / 80-5745131-2, 33–0, 1, 2haver
10-20875°45 / 80-70, 1, 2haver
hdr
Down Air
12-1414270°0 / 80-41256131-5, 47–0, 1, 2haver
15-30865°80 / 55-70, 1, 2haver

Special Attacks

34 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Neutral Special
14-150Sakurai40 fixed14500top
hdr➔‡
Neutral Special
spawns wave1450
hdr➔‡
Neutral Special
14-150Sakurai40 fixed14500top
hdr➔‡
Neutral Special
spawns wave1450
hdr
Side Special
10-12380°66 fixed-2110350, 1top
hdr
Side Special
2-43366°80 fixed-262320, 1top
hdr
Side Special
2-43366°80 fixed-472530, 1top
11-133366°80 fixed-380, 1top
22-23650°30 / 140-250, 1top
hdr
Side Special
10-125366°80 fixed-4010550, 1top
hdr
Side Special
2-45366°80 fixed-392460, 1top
hdr
Side Special
3-55366°80 fixed-353430, 1top
9-115366°80 fixed-290, 1top
19-21950°20 / 140-170, 1top
hdr
Side Special
10-12380°66 fixed-1710310, 1top
hdr
Side Special
2-43366°80 fixed-362420, 1top
hdr
Side Special
2-43366°80 fixed-612670, 1top
11-133366°80 fixed-520, 1top
22-23650°30 / 140-390, 1top
hdr
Side Special
10-125366°80 fixed-4010550, 1top
hdr
Side Special
2-45366°80 fixed-392460, 1top
hdr
Side Special
3-55366°80 fixed-353430, 1top
9-115366°80 fixed-290, 1top
19-21950°20 / 140-170, 1top
hdr
Up Special
9-1111.580°80 / 70-429600, 3clavicler, haver
9-111380°80 / 70-411, 2haver
12-17485°100 / 5-431, 2, 3haver
hdr
Up Special
11-16 (every 1)4.545°60 / 80+411120, 1top
hdr
Up Special
1-24.545°60 / 801220, 1top
34.545°60 / 800, 1top
4+4.545°60 / 800, 1top
vanilla
Up Special
no hitboxes20
vanilla
Up Special
1-23.564°64 / 128-181230top
hdr
Up Special
7-914.580°80 / 70-537700, 3clavicler, haver
7-91680°80 / 70-521, 2haver
10-19980°65 / 100-531, 2, 3haver
hdr
Up Special
9-1111.580°80 / 70-429600, 3clavicler, haver
9-111380°80 / 70-411, 2haver
12-17485°100 / 5-431, 2, 3haver
hdr
Up Special
7-914.580°80 / 70-537700, 3clavicler, haver
7-91680°80 / 70-521, 2haver
10-19980°65 / 100-531, 2, 3haver
SpecialLwStart vanilla
Down Special
no hitboxes6
SpecialLwLoop vanilla
Down Special
no hitboxes
SpecialLwEnd vanilla
Down Special
no hitboxes8
hdr
Down Special
12155°32 / 464-7012850, 1, 2, 3, 4top, armr, haver
13155°24 / 464-690top
13-14155°24 / 464-691, 2, 3, 4armr, haver
14150°24 / 464-680top
SpecialAirLwStart vanilla
Down Special
no hitboxes6
SpecialAirLwLoop vanilla
Down Special
no hitboxes30
SpecialAirLwEnd vanilla
Down Special
no hitboxes8
vanilla
Down Special
no hitboxes8
SpecialAirLwLanding vanilla
Down Special
no hitboxes31
hdr‡•
Down Special
12155°24 / 464-701285300, 1, 2, 3, 4top, armr, haver
13155°16 / 464-690top
13-14155°16 / 464-691, 2, 3, 4armr, haver
14150°16 / 464-680top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-181220top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
12-13– / –450grab
hdr
Pivot Grab
13-14– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1349°48 / 125930210
1-63Sakurai60 / 1000
7-8445°60 / 120-180footl
vanilla
Back Throw
1338°48 / 1101526110
1-123Sakurai40 / 1000
13-14345°48 / 90-90footr
vanilla
Up Throw
1480°78 / 971541260
1-73Sakurai40 / 1000
8-9250°80 / 150-290footr
13-142.550°80 / 150-240top
vanilla
Down Throw
17122°40 / 1101832140
1-313Sakurai40 / 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
20-221045°90 / 20-3020580top
vanilla
Get-Up Attack
20-21748°80 / 48-2620520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
20-21748°80 / 48-2620520top
24-25748°80 / 48-220top
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 hitboxes30
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 hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
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 hitboxes36
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
hdr
Ledge Jump
no hitboxes40

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

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
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1-17855°45 / 600, 1top
18-50655°45 / 600, 1top
hdr
Regular_Lb
1-50655°45 / 600, 1top
hdr
RegularAir
1-17855°45 / 600, 1top
18-50655°45 / 600, 1top
hdr
RegularAir_Lb
1-50655°45 / 600, 1top
hdr
Hit_Lb
1-282366°40 fixed0top
29-30348°50 / 2260top
hdr
HitAir_Lb
1-282366°40 fixed0top
29-30348°50 / 2260top

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

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.