Corrin

108 moves40 changed by HDR68 vanillainternal kamui
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6260°25 / 25-105190, 1top
5360°25 / 25-102arml
5-62Sakurai25 / 10-103top
6485°20 / 55-82arml
hdr
Jab
4-6260°28 / 22-144220, 1, 2, 3, 4armr, haver
hdr
Jab
6-7450°35 / 150-206310, 1, 2, 3, 4armr, haver
vanilla
Jab
no hitboxes10
vanilla
Jab
1, 2, 6, 100.5Sakurai10 / 2010top
vanilla
Jab
3-4340°85 / 90-333400, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
12-20 (every 2)214°65 fixed-3412500haver
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 / 85-178330armr
8-101045°35 / 85-171, 2haver
8-101342°35 / 99-153haver
hdr
Up Tilt
7-81184°60 / 97-177330top
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 / 67-157280, 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 / 1-544610haver
hdr➔‡
Forward Smash
16-181150°40 / 103-3616610top
16-181250°40 / 103-361top
16-1817Sakurai45 / 107-202top
hdr➔‡
Forward Smash
16-181150°40 / 103-3616610top
16-181250°40 / 103-361top
16-1817Sakurai45 / 107-202top
hdr➔‡
Forward Smash
16-181150°40 / 103-3616610top
16-181250°40 / 103-361top
16-1817Sakurai45 / 107-202top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
12-161393°50 / 90-3312550, 1top
12-161590°50 / 95-322top
12-161095°75 / 80-353top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
13-161135°45 / 100-3113530armr
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 hitboxes10
SpecialNHold vanilla
Neutral Special
no hitboxes31
vanilla•‡
Neutral Special
no hitboxes40
hdr‡※¶
Neutral Special
6-710–2048°35–105 / 50–100-20 to -146340havel
hdr‡※¶
Neutral Special
6-710–2048°35–105 / 50–100-22 to -166360top
SpecialAirNStart vanilla
Neutral Special
no hitboxes10
SpecialAirNHold vanilla
Neutral Special
no hitboxes31
vanilla•‡
Neutral Special
no hitboxes40
hdr‡※¶
Neutral Special
6-710–2048°35–105 / 50–100-20 to -146340havel
hdr‡※¶
Neutral Special
6-710–2048°35–105 / 50–100-22 to -166360top
vanilla
Side Special
spawns spearhand18
vanilla
Side Special
spawns spearhand14
hdr
Side Special
spawns spearhand138
vanilla
Side Special
no hitboxes23
vanilla
Side Special
no hitboxes120
hdr
Side Special
no hitboxes20ADC 14
hdr◆‡
Side Special
3-5785°100 / 58-113200, 1kneer
hdr
Side Special
10-151345°80 / 75-2610460, 1, 2legr, kneer
16-24990°80 / 50-230, 1, 2legr, kneer
hdr
Side Special
6-136125°80 / 70-346460, 1, 2legr, kneer
14-191345°80 / 70-220, 1, 2legr, kneer
20-28990°80 / 50-190, 1, 2legr, kneer
SpecialSWallAttackFLanding vanilla
Side Special
no hitboxes20
SpecialSWallAttackBLanding vanilla
Side Special
no hitboxes20
hdr
Side Special
spawns spearhand138
hdr
Up Special
13-144.575°100 fixed-3513530top
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-281353320top
15-231.2367°70 fixed-300, 1, 2, 3, 4rot
24-28368°60 / 156-290, 1, 2rot
vanilla
Down Special
no hitboxes67
hdr➔‡
Down Special
spawns waterdragon170
vanilla
Down Special
spawns waterdragon168
vanilla
Down Special
no hitboxes67
hdr➔‡
Down Special
spawns waterdragon170
vanilla
Down Special
spawns waterdragon168

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –420grab
hdr
Pivot Grab
11-12– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1250°80 / 701535200
1-13360°40 / 1000
145Sakurai40 / 130-160handl
1410Sakurai40 / 110-131handl
hdr➔‡
Back Throw
12140°55 / 701123120
1-93Sakurai40 / 1000
106.530°40 / 120-70handl
101230°40 / 100-41handl
vanilla
Up Throw
1385°30 / 1981337240
1-113Sakurai40 / 1000
126.585°40 / 150-190top
hdr
Down Throw
1968°75 / 1012750230
1-253Sakurai40 / 1000
264Sakurai40 / 150-190top

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 4–265710
hdr
Air Dodge
intangible 4–265710
vanilla
Ledge Attack
19-21945°90 / 20-3219580top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
19-20748°80 / 48-270top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
19-20748°80 / 48-270top
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 hitboxes33
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 hitboxes44
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes32
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
hdr
Ledge Jump
no hitboxes55

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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. 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

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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.