Jabs
2 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3-4 | 3.5 | 50° | 35 / 35 | -11 | 3 | 18 | – | 0 | top |
| 3-4 | 3.5 | 60° | 35 / 35 | -11 | 1 | top | ||||
| 3-4 | 3.5 | Sakurai | 25 / 10 | -11 | 2 | top | ||||
| hdr‡ Jab | 5-8 | 8 | 62° | 27 / 84 | -13 | 5 | 25 | – | 0, 1 | armr |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 7-12 | 10 | 58° | 34 / 125 | -25 | 7 | 40 | – | 0 | top |
| 13-19 | 6 | 58° | 34 / 125 | -21 | 0 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 8-11 | 12 | Sakurai | 20 / 96 | -16 | 8 | 33 | – | 0, 3 | hip, kneel |
| 8-11 | 13 | Sakurai | 20 / 96 | -15 | 1, 2 | kneer | ||||
| hdr Forward Tilt | 8-11 | 12 | Sakurai | 20 / 96 | -16 | 8 | 33 | – | 0, 3 | hip, kneel |
| 8-11 | 13 | Sakurai | 20 / 96 | -15 | 1, 2 | kneer | ||||
| hdr Forward Tilt | 8-11 | 12 | Sakurai | 20 / 96 | -16 | 8 | 33 | – | 0, 3 | hip, kneel |
| 8-11 | 13 | Sakurai | 20 / 96 | -15 | 1, 2 | kneer | ||||
| hdr◆‡ Up Tilt | 7-10 | 12 | 92° | 49 / 92 | -21 | 7 | 37 | – | 0, 1, 2 | kneel, legl |
| 11-17 | 9 | 108° | 33 / 100 | -19 | 0, 1, 2 | kneer, legr | ||||
| hdr Down Tilt | 6 | 1 | 274° | 55 fixed | -22 | 6 | 31 | – | 1 | top |
| 7 | 1 | 274° | 55 fixed | -21 | 1 | top | ||||
| 8-11 | 8 | 55° | 30 / 72 | -16 | 0 | top | ||||
| 8-9 | 8 | 76° | 39 / 81 | -16 | 1 | top | ||||
| 8-9 | 8 | 80° | 39 / 81 | -16 | 2 | top |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Forward Smash | 10-11 | 14 | Sakurai | 31 / 94 | -34 | 10 | 54 | – | 0, 1 | armr |
| 10-11 | 16 | Sakurai | 41 / 99 | -33 | 2 | armr | ||||
| 12-17 | 10 | Sakurai | 30 / 100 | -34 | 0, 1 | armr | ||||
| 12-17 | 12 | Sakurai | 40 / 105 | -33 | 2 | armr | ||||
| hdr Forward Smash | 10-11 | 13 | Sakurai | 31 / 94 | -34 | 10 | 54 | – | 0, 1 | armr |
| 10-11 | 15 | Sakurai | 41 / 99 | -33 | 2 | armr | ||||
| 12-17 | 10 | Sakurai | 30 / 100 | -34 | 0, 1 | armr | ||||
| 12-17 | 12 | Sakurai | 40 / 105 | -33 | 2 | armr | ||||
| hdr Forward Smash | 10-11 | 13 | Sakurai | 31 / 94 | -34 | 10 | 54 | – | 0, 1 | armr |
| 10-11 | 15 | Sakurai | 41 / 99 | -33 | 2 | armr | ||||
| 12-17 | 10 | Sakurai | 30 / 100 | -34 | 0, 1 | armr | ||||
| 12-17 | 12 | Sakurai | 40 / 105 | -33 | 2 | armr | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 10-13 | 15 | 80° | 80 / 75 | -31 | 10 | 52 | – | 0, 1, 2 | armr, shoulderr, top |
| 14-18 | 11 | 80° | 80 / 75 | -29 | 0, 1 | armr, shoulderr | ||||
| AttackLw4Charge vanilla◆• Down Smash | no hitboxes | – | 59 | – | – | |||||
| hdr◆‡ Down Smash | 14-16 | 17 | 70° | 42 / 96 | -34 | 14 | 60 | – | 0 | top |
| 14-16 | 17 | 70° | 42 / 96 | -34 | 1, 2 | top | ||||
| 17-20 | 14 | 70° | 40 / 101 | -33 | 0 | top | ||||
| 17-20 | 14 | 70° | 40 / 101 | -33 | 1, 2 | top | ||||
| 17-20 | 13 | 70° | 40 / 101 | -33 | 3, 4 | top | ||||
Aerial Attacks
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Neutral Air | 6-30 (every 4) | 1 | 115° | 34 / 48 | -10 | 6 | 55 | 12 | 55– | 0, 2 | top |
| 6-30 (every 4) | 1 | 230° | 34 / 48 | -10 | 1, 3 | top | |||||
| 34-36 | 6.4 | 48° | 52 / 78 | -7 | 0 | top | |||||
| hdr¶ Neutral Air | 1-3 | 4 | Sakurai | 40 / 100 | -14 | 1 | 20 | – | – | 0 | top |
| hdr↛◆‡ Forward Air | 8-11 | 12 | 38° | 10 / 93 | -1 | 8 | 33 | 9 | 1-2, 32– | 0, 1 | armr |
| hdr‡ Back Air | 8-10 | 12 | 43° | 30 / 100 | -4 | 8 | 42 | 12 | 1-7, 37– | 0, 1 | hip, legr |
| 8-10 | 15 | 43° | 30 / 100 | -2 | 2 | kneer | |||||
| 11-14 | 9 | Sakurai | 20 / 90 | -6 | 0, 1, 2 | hip, legr, kneer | |||||
| hdr↛◆‡ Up Air | 6-11 | 9 | 71° | 43 / 110 | -4 | 6 | 34 | 10 | 1-3, 31– | 0, 1, 2 | handr, armr, shoulderr |
| hdr‡ Down Air | 13-16 | 14 | 270° | 26 / 51 | -4 | 13 | 44 | 13 | 1-2, 29– | 0, 1 | arml |
| 17-19 | 10 | 67° | 45 / 65 | -6 | 0, 1 | arml | |||||
| hdr Air Grab (Tether) | 8-19 | 4 | 45° | 30 / 30 | -12 | 8 | 60 | 16 | – | 0 | throw |
Special Attacks
28 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔ Neutral Special | spawns cshot | 14 | 14 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| vanilla➔ Neutral Special | spawns cshot | 3 | 32 | – | – | |||||
| vanilla➔ Neutral Special | spawns cshot | 3 | 38 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 9 | – | – | |||||
| SpecialNEnd vanilla Neutral Special | no hitboxes | – | 15 | – | – | |||||
| vanilla➔ Neutral Special | spawns cshot | 14 | 14 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| vanilla➔ Neutral Special | spawns cshot | 3 | 33 | – | – | |||||
| vanilla➔ Neutral Special | spawns cshot | 3 | 33 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 9 | – | – | |||||
| SpecialAirNJumpCancel vanilla Neutral Special | no hitboxes | – | 6 | – | – | |||||
| SpecialAirNEnd vanilla Neutral Special | no hitboxes | – | 15 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 53 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 53 | – | – | |||||
| hdr◆ Up Special | 1-11 | 16 | 80° | 80 / 60 | 0 | 1 | 12 | – | 0 | rot |
| 12 | 10 | 70° | 85 / 50 | +8 | 0 | rot | ||||
| hdr• Up Special | no hitboxes | – | 34 | – | – | |||||
| hdr‡ Up Special | 6-9 | 4 | Sakurai | 42 / 34 | -12 | 6 | 23 | – | 0 | top |
| hdr‡ Up Special | 6-9 | 4 | Sakurai | 42 / 34 | -12 | 6 | 23 | – | 0 | top |
| SpecialHiLandingF hdr✕ Up Special | no hitboxes | – | 26 | – | – | |||||
| hdr Up Special | 1-2 | 5 | Sakurai | 30 / 80 | -20 | 1 | 26 | – | 0 | top |
| vanilla◆ Up Special | 5-10 | 1 | 93° | 115 fixed | -44 | 5 | 52 | – | 0 | top |
| 5-10 | 1 | 96° | 115 fixed | -44 | 1 | top | ||||
| 5-10 | 1 | 93° | 60 fixed | -44 | 2 | top | ||||
| 5-10 | 1 | 96° | 60 fixed | -44 | 3 | top | ||||
| 11-26 | 1 | 96° | 70 fixed | -38 | 0 | top | ||||
| 11-26 | 1 | 98° | 70 fixed | -38 | 1 | top | ||||
| 11-26 | 1 | 96° | 40 fixed | -38 | 2 | top | ||||
| 11-26 | 1 | 98° | 40 fixed | -38 | 3 | top | ||||
| 27-28 | 1 | 70° | 50 / 240 | -22 | 0 | top | ||||
| SpecialAirHiCeil vanilla Up Special | no hitboxes | – | 35 | – | – | |||||
| SpecialAirHiWallF vanilla Up Special | no hitboxes | – | 55 | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 47 | – | – | |||||
| hdr Down Special | no hitboxes | – | 47 | – | – | |||||
| vanilla Special | no hitboxes | – | 40 | – | – | |||||
| vanilla SpecialAir | no hitboxes | – | 40 | – | – | |||||
Grabs
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 14-15 | – | – | – / – | – | – | 63 | – | 1 | grab |
| 16-22 | – | – | – / – | – | 0 | grab | ||||
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -22 | 1 | 26 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 17-18 | – | – | – / – | – | – | 70 | – | 1 | grab |
| 19-23 | – | – | – / – | – | 0 | grab | ||||
| 19 | – | – | – / – | – | 1 | grab | ||||
| hdr‡ Pivot Grab | 17-18 | – | – | – / – | – | – | 70 | – | 1 | grab |
| 19-25 | – | – | – / – | – | 0 | grab | ||||
| hdr Air Grab (Tether) | no hitboxes | – | 17 | – | – | |||||
| AirCatchPose vanilla• Air Grab (Tether) | no hitboxes | – | 181 | – | – | |||||
| AirCatchHit vanilla• Air Grab (Tether) | no hitboxes | – | 76 | – | – | |||||
| AirCatchHitLoop vanilla• Air Grab (Tether) | no hitboxes | – | – | – | – | |||||
| AirCatchHang vanilla• Air Grab (Tether) | no hitboxes | – | 10 | – | – | |||||
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 10 | 42° | 44 / 90 | – | 16 | 42 | 26 | 0 | – |
| 1-41 | 3 | Sakurai | 50 / 100 | – | 0 | – | ||||
| vanilla Back Throw | 1 | 10 | 40° | 60 / 55 | – | 12 | 50 | 38 | 0 | – |
| 1-49 | 3 | Sakurai | 50 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 7 | 90° | 70 / 108 | – | 16 | 42 | 26 | 0 | – |
| 1-14 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 15 | 5 | 80° | 10 / 100 | -22 | 0 | top | ||||
| hdr‡ Down Throw | 1 | 8 | 86° | 65 / 70 | – | 21 | 38 | 17 | 0 | – |
| 1-37 | 3 | Sakurai | 40 / 100 | – | 0 | – |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 58 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 58 | 10 | – | |||||
| vanilla Ledge Attack | 25-27 | 9 | 45° | 90 / 20 | -26 | 25 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -29 | 17 | 52 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -29 | 17 | 52 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| 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 | – | – | |||||
| 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 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| 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 | – | – | |||||
| 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 | – | 37 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 52 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 36 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 5 | – | – | |||||
| vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
6 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.
Bomb
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fall | 22-180 | 4 | Sakurai | 22 / 45 | 0 | top |
| hdr BurstAttack | 1-4 | 5 | 90° | 45 / 120 | 0 | top |
Cshot
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Shoot | 1-180 | 5 | Sakurai | 14 / 42 | 0 | top |
| 1-180 | 22 | 40° | 50 / 69 | 1 | top |
Laser
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Shoot | 13-140 | 1.5 | 20° | 16 fixed | 0 | top |
| 141-148 | 5.5 | Sakurai | 45 / 183 | 0 | top |
Laser2
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Upper | 18-140 | 0.5 | 325° | 20 fixed | 0 | top |
| 141-148 | 2.5 | 45° | 95 / 183 | 0 | top | |
| vanilla Lower | 18-140 | 0.5 | 45° | 24 fixed | 0 | top |
| 141-148 | 2.5 | 45° | 95 / 183 | 0 | top |
Missile
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Homing | 1-54 | 7 | 0° | 26 / 25 | 0 | top |
| 55+ | 12 | 60° | 28 / 47 | 0 | top |
Supermissile
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Ready | 1+ | 10 | 65° | 50 / 65 | 0 | top |
| hdr Straight | 1+ | 10 | 65° | 50 / 65 | 0 | top |
Attributes
Weight & Size
- Weight
- 88
- Jostle Weight
- 6.8
- Shield Radius
- 12.7
Ground Movement
- Walk Speed
- 1.11
- Walk Accel (mul)
- 0.315
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.86
- Run Speed
- 1.61
- Run Accel (mul)
- 0.1
- Run Accel (add)
- 0.02
- Traction
- 0.06
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 13.2275
- Full Hop Height
- 35
- Short Hop Height
- 15.39
- Air Jump Height
- 31
- Jump Count
- 2
- Horizontal Jump Speed
- 1.3
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.1
Air Movement
- Air Speed
- 1.01
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.035
- Air Friction
- 0.01
- Gravity
- 0.1
- Fall Speed
- 1.87
Landing Lag
- Nair
- 12
- Fair
- 9
- Bair
- 12
- Uair
- 10
- Dair
- 13
- Empty Landing
- 4
- Heavy Landing
- 6
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (51 -> 63 frames).Up Tilt
- HDR replaces the animation (61 -> 59 frames).AttackLw4Charge
- HDR replaces the animation (70 -> 65 frames).Down Smash
- HDR replaces the animation (52 -> 59 frames).Neutral Air
- HDR replaces the animation (64 -> 55 frames).Forward Air
- HDR replaces the animation (54 -> 50 frames).Up Air
- HDR replaces the animation (39 -> 12 frames).Up Special
- HDR replaces the animation (48 -> 52 frames).Up Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 2, Dash Attack, Up Tilt, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Up Special (Hold), Up Special (Air, Hold), Down Special, Grab, Dash Grab, Pivot 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.
- Nair Landing
✕HDR removes this move’s hitboxes.
- Up Special (LandingF), 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.
- Bomb is on the field for up to 180 frames (param_bomb.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bomb: Fall
- Cshot is on the field for up to 180 frames (param_cshot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Cshot: Shoot
↛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.
- Also spawns gun — the engine's name for it, and there is no table for it here.Forward Air, Up Air
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Cshot — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Fire), Neutral Special (FireMax), Neutral Special (Air, Start), Neutral Special (Air, Fire), Neutral Special (Air, FireMax)
•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 (Fall), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
- 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
Dark Samus