Daisy

94 moves42 changed by HDR52 vanillainternal daisy
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
3-5375°25 fixed-9316–0, 1, 2shoulderl, arml, handl
3-53Sakurai25 / 25-93top
hdr‡
Jab
2-44.566°73 / 65-14221–0, 1, 2arml, shoulderl

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
7-101090°39 / 115-22737–0, 1, 2hip, kneer
11-18895°39 / 115-190, 1hip, kneer
11-18660°35 / 120-202kneer

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Forward Tilt
6-89Sakurai37 / 118-20633–0, 1legr, kneer
6-811Sakurai39 / 110-182kneer
9-11655°30 / 118-180, 1, 2legr, kneer
hdr◆
Up Tilt
6-9694°50 / 85-17629–0waist
6-12694°50 / 85-171head
10-12694°50 / 85-130waist
hdr‡
Down Tilt
5-7677°47 / 98-17528–0legl
5-7781°47 / 98-171kneel
5-7885°47 / 98-162kneel

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
15-161545°60 / 75-241550–0top
17-181545°60 / 75-220top
hdr
Forward Smash
15-181480°68 / 82-231548–0, 1, 2haver
hdr
Forward Smash
15-181622°75 / 35-271553–0top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
11-131790°50 / 105-221145–0armr
11-131590°40 / 105-231armr
11-131275°40 / 111-252, 3top
14-171085°60 / 100-230shoulderr
14-171285°60 / 100-221handr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
6-18 (every 6)30°20 fixed-42652–0top
6-18 (every 6)3180°30 fixed-421, 2top
24-256114°60 / 120-220top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-811Sakurai40 / 90053981-4, 30–0, 1, 2, 3, 4handr, armr, handl, arml, hip
9-18760°30 / 95-30, 1, 2, 3, 4handr, armr, handl, arml, hip
hdr‡
Forward Air
14-171542°39 / 89-21445121-8, 41–0, 1, 2shoulderl, arml
hdr‡
Back Air
5-71055°40 / 100-153381-4, 30–0hip
8-187Sakurai25 / 90-30hip
hdr◆
Up Air
7-11878°40 / 99-273381-4, 21–0, 1, 2kneel, legl
hdr‡
Down Air
12-132367°20 / 50-91248121-8, 46–0top
12-131367°20 / 50-101top
12-132275°45 fixed-92top
12-131275°45 fixed-103top
172367°20 / 50-90top
171367°20 / 50-101top
172275°45 fixed-92top
171275°45 fixed-103top
215280°14 / 88-80, 1top

Special Attacks

19 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛◆•‡
Neutral Special
spawns kassar118––
vanilla➔
Neutral Special
spawns kinopiospore361––
vanilla➔
Neutral Special
spawns kinopiospore1570––
hdr↛¶
Neutral Special
1-41775°64 / 83-28141–0top
1-41260°64 / 94-310top
1-41075°64 / 78-321, 2top
hdr↛◆•‡
Neutral Special
18-425300°50 fixed-35185840top
18-425300°50 / 70-351top
vanilla➔•
Neutral Special
spawns kinopiospore3614–
vanilla➔•
Neutral Special
spawns kinopiospore15704–
hdr•‡
Side Special
no hitboxes–10––
hdr•‡
Side Special
no hitboxes–22––
SpecialSEnd vanilla
Side Special
no hitboxes–30––
hdr‡
Side Special
1-3878°60 / 75-21129–0top
hdr•‡
Side Special
no hitboxes–15––
hdr•
Side Special
no hitboxes–434–
hdr↛◆
Up Special
7-81580°70 / 75-32750–0top
9-29980°70 / 87-340havel
hdr•
Up Special
no hitboxes–21––
vanilla•
Up Special
no hitboxes––––
hdr↛
Up Special
7-81580°70 / 75-32750–0top
9-29980°70 / 87-340havel
vanilla•
Up Special
no hitboxes–16––
hdr↛‡
Down Special
spawns daikon137––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull hdr✕
Grab
no hitboxes–2––
CatchWait hdr✕•
Grab
no hitboxes––––
hdr◆
Pummel
41.3Sakurai30 fixed–48–0top
vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––43–0grab
hdr
Pivot Grab
10-11––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr◆
Forward Throw
1945°48 / 83–1437230–
1-123Sakurai40 / 100–0–
13-160Sakurai50 / 200–0throw
hdr
Back Throw
19140°35 / 105–2247250–
1-193Sakurai40 / 100–0–
20-21270°10 / 200–0top
hdr
Up Throw
1688°72 / 70–2650240–
1-183Sakurai40 / 100–0–
19-20280°20 fixed–0handr
hdr◆‡
Down Throw
15145°45 / 70–2737100–
1-203Sakurai40 / 100–0–
211270°20 fixed–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 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
18-20945°90 / 20-311856–0top
vanilla
Get-Up Attack
14-15748°80 / 48-301450–0top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-301450–0top
23-24748°80 / 48-210top
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––
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–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
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––
PassiveCeil 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–33––
CliffEscape hdr✕
Ledge Roll
no hitboxes–51––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–30––

Other

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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––
hdr↛
AppealSpecial
spawns kinopio2550––

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.

Kinopiospore

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Shot
1-163.545°40 / 2100top

Attributes

Weight & Size

Weight
84
Jostle Weight
4.9
Shield Radius
10.5

Ground Movement

Walk Speed
0.904
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.69
Run Speed
1.79
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
3
Jump Initial Y
10.7357
Full Hop Height
30.03
Short Hop Height
11.5
Air Jump Height
28.03
Jump Count
3
Horizontal Jump Speed
1.65

Air Movement

Air Speed
1.055
Air Accel (add)
0.02
Air Accel (mul)
0.045
Air Friction
0.01
Gravity
0.12
Fall Speed
2.34

Landing Lag

Nair
8
Fair
12
Bair
8
Uair
8
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (52 -> 55 frames).Dash Attack
  • HDR replaces the animation (48 -> 40 frames).Forward Tilt
  • HDR replaces the animation (40 -> 45 frames).Up Tilt
  • HDR replaces the animation (54 -> 36 frames).Up Air
  • HDR replaces the animation (70 -> 21 frames).Neutral Special
  • HDR replaces the animation (70 -> 60 frames).Neutral Special (Air)
  • HDR replaces the animation (40 -> 50 frames).Up Special (Start)
  • HDR replaces the animation (22 -> 21 frames).Pummel
  • HDR replaces the animation (55 -> 54 frames).Forward Throw
  • HDR replaces the animation (80 -> 79 frames).Down Throw
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Dash Attack, Down Tilt, Up Smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral Special, Neutral Special (Air), Side Special (Start), Side Special (Jump), Side Special (HitEnd), Side Special (Air, Start), Down Special, Grab, Down 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 (Attack)
✕HDR removes this move’s hitboxes.
  • CatchPull, CatchWait, 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.
  • Kinopiospore is on the field for up to 16 frames (param_kinopiospore.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Kinopiospore: Shot
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Damage comes from kassar — the engine's name for it, and there is no table for it here.Neutral Special
  • Also spawns kassar — the engine's name for it, and there is no table for it here.Neutral Special (Attack), Neutral Special (Air), Up Special (Start), Up Special (Air, Start)
  • Damage comes from daikon — the engine's name for it, and there is no table for it here.Down Special
  • Damage comes from kinopio — the engine's name for it, and there is no table for it here.AppealSpecial
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Kinopiospore — see Projectiles & Articles below.Neutral Special (Hit), Neutral Special (Turn), Neutral Special (Air, Hit), Neutral Special (Air, Turn)
•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, Side Special (Start), Side Special (Jump), Side Special (Air, Start), Up Special (Open), Up Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Neutral Special (Air), Neutral Special (Air, Hit), Neutral Special (Air, Turn)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Side Special (Air, End)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Up Special (Fall), 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.