Corrin

108 moves40 changed by HDR68 vanillainternal kamui
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6260°25 / 25-10519–0, 1top
5360°25 / 25-102arml
5-62Sakurai25 / 10-103top
6485°20 / 55-82arml
hdr
Jab
4-6260°28 / 22-14422–0, 1, 2, 3, 4armr, haver
hdr
Jab
6-7450°35 / 150-20631–0, 1, 2, 3, 4armr, haver
vanilla•
Jab
no hitboxes–10––
vanilla•
Jab
2-14 (every 4)0.5Sakurai10 / 20–2––0top
vanilla
Jab
3-4340°85 / 90-33340–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
12-20 (every 2)214°65 fixed-341250–0haver
12-20 (every 2)214°25 fixed-341haver
12-20 (every 2)214°5 fixed-342haver
23360°40 / 160-230, 1, 2haver

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
8-101045°35 / 85-17833–0armr
8-101045°35 / 85-171, 2haver
8-101342°35 / 99-153haver
hdr‡
Up Tilt
7-81184°60 / 97-17733–0top
7-11874°60 / 71-191armr
7-11874°60 / 71-192, 3haver
7-111184°60 / 97-175haver
9874°60 / 71-176top
10874°60 / 71-166top
hdr‡
Down Tilt
7-96Sakurai44 / 67-15728–0, 1armr, haver
7-9678°44 / 114-152haver
7-9978°44 / 114-143haver

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔
Forward Smash
4-600.580°20 / 1-54461–0haver
hdr➔‡
Forward Smash
16-181150°40 / 103-361661–0top
16-181250°40 / 103-361top
16-1817Sakurai45 / 107-202top
hdr➔‡
Forward Smash
16-181150°40 / 103-361661–0top
16-181250°40 / 103-361top
16-1817Sakurai45 / 107-202top
hdr➔‡
Forward Smash
16-181150°40 / 103-361661–0top
16-181250°40 / 103-361top
16-1817Sakurai45 / 107-202top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
12-161393°50 / 90-331255–0, 1top
12-161590°50 / 95-322top
12-161095°75 / 80-353top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
13-161135°45 / 100-311353–0armr
13-161135°45 / 100-311, 2haver
13-161435°45 / 100-303haver
13-161135°45 / 100-315top
13-161435°45 / 100-306top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr➔‡
Neutral Air
5-14760°41 / 101-5540101-4, 38–0armr
5-14760°41 / 101-51, 2haver
5-141050°41 / 101-33haver
5-14760°41 / 101-55, 6handl
15-20560°31 / 110-60armr
15-20560°31 / 110-61, 2haver
15-20850°31 / 110-43haver
15-20560°31 / 110-65, 6handl
hdr‡
Forward Air
9-13767°20 / 125-5933101-3, 30–0armr
9-13767°20 / 125-51, 2haver
9-131047°30 / 75-33haver
hdr‡
Back Air
14-1513–18Sakurai40 / 82-5 to -31443141-2, 43–0, 1top
16-181040°40 / 90-70, 1top
hdr‡
Up Air
6-11958°34 / 78-7643131-3, 38–0armr
6-11958°34 / 78-71, 2haver
6-111270°46 / 95-53haver
hdr‡
Down Air
12-222270°33 / 49-91249121-5, 38–0, 1top
12-222367°40 fixed-92, 3top
23-25571°22 / 122-80, 1top

Special Attacks

30 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–10–––
SpecialNHold vanilla•
Neutral Special
no hitboxes–31–––
vanilla•‡
Neutral Special
no hitboxes–40–––
hdr‡※¶
Neutral Special
6-710–2048°35–105 / 50–100-20 to -14634––0havel
hdr‡※¶
Neutral Special
6-710–2048°35–105 / 50–100-22 to -16636––0top
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–10–––
SpecialAirNHold vanilla•
Neutral Special
no hitboxes–31–––
vanilla•‡
Neutral Special
no hitboxes–40–––
hdr‡※¶
Neutral Special
6-710–2048°35–105 / 50–100-20 to -14634––0havel
hdr‡※¶
Neutral Special
6-710–2048°35–105 / 50–100-22 to -16636––0top
vanilla➔
Side Special
spawns spearhand18–––
vanilla➔
Side Special
spawns spearhand14–––
hdr➔
Side Special
spawns spearhand138–––
vanilla
Side Special
no hitboxes–23–––
vanilla•
Side Special
no hitboxes–120–––
hdr
Side Special
no hitboxes–20–ADC 14–
hdr◆‡
Side Special
3-5785°100 / 58-11320––0, 1kneer
hdr
Side Special
10-151345°80 / 75-261046––0, 1, 2legr, kneer
16-24990°80 / 50-230, 1, 2legr, kneer
hdr
Side Special
6-136125°80 / 70-34646––0, 1, 2legr, kneer
14-191345°80 / 70-220, 1, 2legr, kneer
20-28990°80 / 50-190, 1, 2legr, kneer
SpecialSWallAttackFLanding vanilla
Side Special
no hitboxes–20–––
SpecialSWallAttackBLanding vanilla
Side Special
no hitboxes–20–––
hdr➔
Side Special
spawns spearhand138–––
hdr‡
Up Special
13-144.575°100 fixed-351353––0top
15-231.2367°70 fixed-350, 1, 2, 3, 4rot
24-28368°60 / 156-250, 1, 2rot
hdr‡•
Up Special
13-144.575°100 fixed-28135332–0top
15-231.2367°70 fixed-300, 1, 2, 3, 4rot
24-28368°60 / 156-290, 1, 2rot
vanilla‡
Down Special
no hitboxes–67–––
hdr➔‡
Down Special
spawns waterdragon170–––
vanilla➔
Down Special
spawns waterdragon168–––
vanilla‡
Down Special
no hitboxes–67–––
hdr➔‡
Down Special
spawns waterdragon170–––
vanilla➔
Down Special
spawns waterdragon168–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––42–0grab
hdr
Pivot Grab
11-12––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla➔
Forward Throw
1250°80 / 70–1535200–
1-13360°40 / 100–0–
145Sakurai40 / 130–0handl
1410Sakurai40 / 110–1handl
hdr➔‡
Back Throw
12140°55 / 70–1123120–
1-93Sakurai40 / 100–0–
106.530°40 / 120–0handl
101230°40 / 100–1handl
vanilla➔
Up Throw
1385°30 / 198–1337240–
1-113Sakurai40 / 100–0–
126.585°40 / 150–0top
hdr➔
Down Throw
1968°75 / 101–2750230–
1-253Sakurai40 / 100–0–
264Sakurai40 / 150–0top

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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
19-21945°90 / 20-321958–0top
vanilla
Get-Up Attack
14-15748°80 / 48-321452–0top
19-20748°80 / 48-270top
vanilla
Get-Up Attack
14-15748°80 / 48-321452–0top
19-20748°80 / 48-270top
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–33––
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–44––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–32––
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––
hdr•
Ledge Jump
no hitboxes–55––

Other

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

Projectiles & Articles

3 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.

Ryusensya

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1+645°20 / 900top
1+1050°30 / 901top
hdr
ShotMax
1+1050°30 / 900top

Spearhand

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Side Special (Attack)
3-4750°25 / 1000drag2
3-41740°32 / 901drag8
hdr
Side Special (Air, Attack)
10-11850°25 / 1000drag2
10-111740°32 / 901drag8

Waterdragon

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Down Special (Hit)
262080°90 / 600top
26-281780°90 / 601top
27-301580°90 / 600top
27-281580°90 / 602top
29-301580°90 / 601top
29-301380°90 / 602top
vanilla
Down Special (HitTurn)
26-30880°87 / 680, 1top
27-30890°85 / 662, 3top
hdr
Down Special (Air, Hit)
262080°90 / 600top
26-281780°90 / 601top
27-301580°90 / 600top
27-281580°90 / 602top
29-301580°90 / 601top
29-301380°90 / 602top
vanilla
Down Special (Air, HitTurn)
26-30880°87 / 680, 1top
27-30890°85 / 662, 3top

Attributes

Weight & Size

Weight
98
Jostle Weight
5.8
Shield Radius
11.8

Ground Movement

Walk Speed
1.228
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
1.7215
Run Speed
1.7215
Run Accel (mul)
0.0424
Run Accel (add)
0.02
Traction
0.0825

Jumps

Jumpsquat
4
Jump Initial Y
10.6071
Full Hop Height
33
Short Hop Height
16
Air Jump Height
31
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
0.966
Air Accel (add)
0.015
Air Accel (mul)
0.027
Air Friction
0.0053
Gravity
0.1
Fall Speed
2.08

Landing Lag

Nair
10
Fair
10
Bair
14
Uair
13
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (68 -> 59 frames).Side Special (WallJump)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Fire), Neutral Special (End1), Neutral Special (End2), Neutral Special (Air, Fire), Neutral Special (Air, End1), Neutral Special (Air, End2), Side Special (WallJump), Up Special, Up Special (Air), Down Special, Down Special (Hit), Down Special (Air), Down Special (Air, Hit), Back 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 (End1), Neutral Special (End2), Neutral Special (Air, End1), Neutral Special (Air, End2)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: size.Neutral Special (End1), Neutral Special (End2), Neutral Special (Air, End1), Neutral Special (Air, End2)
✕HDR removes this move’s hitboxes.
  • CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Spearhand — see Projectiles & Articles below.AttackS4Charge, Forward Smash, Forward Smash (Up), Forward Smash (Down), Neutral Air, Forward Throw, Back Throw
  • Damage comes from Spearhand — see Projectiles & Articles below.Side Special (Jump), Side Special (JumpLanding), Side Special (Attack), Side Special (Air, Attack)
  • Damage comes from Waterdragon — see Projectiles & Articles below.Down Special (Hit), Down Special (HitTurn), Down Special (Air, Hit), Down Special (Air, HitTurn)
  • Also spawns Waterdragon — see Projectiles & Articles below.Up Throw, Down Throw
•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.Attack100Start, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Hold), Neutral Special (Fire), Neutral Special (Air, Start), Neutral Special (Air, Hold), Neutral Special (Air, Fire), Side Special (Wall), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 14 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • 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)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.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.