Dark Pit

124 moves36 changed by HDR88 vanillainternal pitb
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5380°10 / 40-114190, 1, 2armr, bowr
4-53Sakurai30 / 15-113, 4, 5armr, bowr
hdr
Jab
5-6360°70 fixed-125210arml
5-6390°70 fixed-121bowl
5-63145°85 fixed-122bowl
5-63Sakurai30 / 15-123, 4, 5arml, bowl
hdr
Jab
3-5470°60 / 100-223300, 1, 2armr, bowr
Attack100Start vanilla
Jab
no hitboxes4
vanilla
Jab
1, 2, 4, 6, 8, 10, 12, 140.5Sakurai8 / 1010top
vanilla
Jab
4-52Sakurai40 / 185-354430, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-9970°30 / 113-237370top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-137Sakurai40 / 100-209350top
9-139Sakurai40 / 100-191top
hdr
Up Tilt
6-84368°45 fixed-206310top
15-16669°71 / 44-100top
hdr
Down Tilt
6-7869°61 / 48-116240top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
105366°53 fixed-4010550top
16-1810Sakurai42 / 121-310top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
65105°62 / 159-396500, 1, 2, 3, 4top
6-75105°62 / 159-395, 6top
75105°62 / 159-381, 4top
9694°62 / 139-350, 1, 2top
13-14790°62 / 123-310, 1, 2, 3top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
5-61248°40 / 98-315450, 1top
5-61048°35 / 93-322top
18-201230°25 / 93-180, 1top
18-201030°25 / 93-192top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-116366°40 fixed-454091-2, 24–0top
16-177Sakurai50 / 85-40top
hdr
Forward Air
11-12945°22 / 91-511381133–0armr
11-1211Sakurai21 / 110-31top
13-16945°22 / 91-50, 1armr, top
hdr
Back Air
10-121043°28 / 100-31040101-3, 28–0top
10-121343°31 / 101-11top
13-19843°30 / 100-40top
hdr
Up Air
9-111075°20 / 106-4936111-4, 34–0top
9-111275°20 / 106-31, 2, 3top
12-19875°20 / 100-50top
12-191075°20 / 100-41, 2, 3top
hdr
Down Air
91154°46 / 74-2936101-6, 32–0, 1, 2arml, bowl
10-1111270°34 / 45-20, 1, 2arml, bowl
12-131054°40 / 70-30, 1, 2arml, bowl

Special Attacks

48 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla➔•
Neutral Special
spawns bowarrow715
SpecialNHoldS vanilla
Neutral Special
no hitboxes
SpecialNHoldHi vanilla
Neutral Special
no hitboxes
SpecialNSToHi vanilla
Neutral Special
no hitboxes8
SpecialNHiToS vanilla
Neutral Special
no hitboxes8
SpecialNSToS vanilla
Neutral Special
no hitboxes8
vanilla
Neutral Special
no hitboxes33
vanilla
Neutral Special
no hitboxes29
vanilla➔•
Neutral Special
spawns bowarrow7157
SpecialAirNHoldS vanilla
Neutral Special
no hitboxes
SpecialAirNHoldHi vanilla
Neutral Special
no hitboxes
SpecialAirNSToHi vanilla
Neutral Special
no hitboxes8
SpecialAirNHiToS vanilla
Neutral Special
no hitboxes8
SpecialAirNSToS vanilla
Neutral Special
no hitboxes8
vanilla
Neutral Special
no hitboxes30
vanilla
Neutral Special
no hitboxes27
hdr
Side Special
16-350Sakurai0 / 016800top
hdr
Side Special
2-41640°57 / 80-372500top
hdr
Side Special
19-350Sakurai0 / 0191150top
vanilla•‡
Side Special
2-59.540°90 / 58-4225240top
hdr
Up Special
no hitboxes15
hdr
Up Special
1-111475°43 / 83-431540bust
12-47875°58 / 73-350bust
hdr
Up Special
no hitboxes1542
hdr
Up Special
no hitboxes3442
hdr
Down Special
5570°77 / 85+2580top
hdr
Down Special
no hitboxesJC
SpecialLwEndR vanilla
Down Special
no hitboxes19
SpecialLwBreakR vanilla
Down Special
no hitboxes24
SpecialLwStartRNoShield vanilla
Down Special
no hitboxes7
SpecialLwHoldNoShield vanilla
Down Special
no hitboxes
SpecialLwEndRNoShield vanilla
Down Special
no hitboxes24
hdr
Down Special
5570°77 / 85+2580top
SpecialLwEndL vanilla
Down Special
no hitboxes19JC
SpecialLwBreakL vanilla
Down Special
no hitboxes24
SpecialLwStartLNoShield vanilla
Down Special
no hitboxes7
SpecialLwEndLNoShield vanilla
Down Special
no hitboxes24
hdr
Down Special
5570°77 / 85+2580top
hdr
Down Special
no hitboxesJC
SpecialAirLwEndR vanilla
Down Special
no hitboxes19
SpecialAirLwBreakR vanilla
Down Special
no hitboxes24
SpecialAirLwStartRNoShield vanilla
Down Special
no hitboxes7
SpecialAirLwHoldNoShield vanilla
Down Special
no hitboxes
SpecialAirLwEndRNoShield vanilla
Down Special
no hitboxes24
hdr
Down Special
5570°77 / 85+2580top
SpecialAirLwEndL vanilla
Down Special
no hitboxes19JC
SpecialAirLwBreakL vanilla
Down Special
no hitboxes24
SpecialAirLwStartLNoShield vanilla
Down Special
no hitboxes7
SpecialAirLwEndLNoShield vanilla
Down Special
no hitboxes24

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
9-10– / –410grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1448°60 / 1251630140
1-133Sakurai60 / 1000
14-156Sakurai64 / 94-100top
vanilla
Back Throw
1845°65 / 602939100
1-283Sakurai60 / 1000
hdr
Up Throw
1590°70 / 721538230
1-123Sakurai60 / 1000
13-144Sakurai30 / 100-200top
vanilla
Down Throw
1470°80 / 601630140
1-123Sakurai60 / 1000
13-142Sakurai80 / 40-130top

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
25-27945°90 / 20-2625580top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
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 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 hitboxes41
PassiveCeil 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 hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes33

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

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.

Bowarrow

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥⊕
Fly
1-406–16.30245°4 / 880top

Attributes

Weight & Size

Weight
82
Jostle Weight
5.6
Shield Radius
12.8

Ground Movement

Walk Speed
1.259
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.675
Run Speed
1.735
Run Accel (mul)
0.0961
Run Accel (add)
0.02
Traction
0.072

Jumps

Jumpsquat
4
Jump Initial Y
11.0825
Full Hop Height
33
Short Hop Height
13.96
Air Jump Height
31
Jump Count
4
Horizontal Jump Speed
1.45

Air Movement

Air Speed
0.96
Air Accel (add)
0.01
Air Accel (mul)
0.06
Air Friction
0.015
Gravity
0.11
Fall Speed
2.42

Landing Lag

Nair
9
Fair
11
Bair
10
Uair
11
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Jab 3, Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Side Special (Air, End), Down Special (StartR), Down Special (StartL), Down Special (Air, StartR), Down Special (Air, StartL), Grab, Forward Throw
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.
  • Bowarrow is on the field for up to 40 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • The arrow deals 6–16.302%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power, param_bowarrow.power_add, param_special_n.charge_frame). Charging adds power_add a frame, up to charge_frame frames.Bowarrow: Fly
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
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, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (SToHi), Neutral Special (HiToS), Neutral Special (SToS), Neutral Special (Air, Start), Neutral Special (Air, SToHi), Neutral Special (Air, HiToS), Neutral Special (Air, SToS), Up Special (Start), Up Special (Air, Start), Up Special (Air, End), Down Special (StartRnoShield), Down Special (StartLnoShield), Down Special (Air, StartRnoShield), Down Special (Air, StartLnoShield), 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
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (HoldS), Neutral Special (HoldHi), Neutral Special (Air, HoldS), Neutral Special (Air, HoldHi), Down Special (Hold), Down Special (HoldNoShield), Down Special (Air, Hold), Down Special (Air, HoldNoShield), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it with 7 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.Neutral Special (Air, Start)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. It only cancels when the attack connects.Side Special (Air, End)
  • Landing lag is 42 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, Start), Up Special (Air, End)
  • 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.