Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3-4 | 3 | 80° | 20 fixed | -10 | 3 | 17 | – | 0, 1, 2 | shoulderr, armr |
| 3-4 | 3 | Sakurai | 20 / 20 | -10 | 3 | top | ||||
| hdr Jab | 5-6 | 3 | 85° | 20 fixed | -9 | 5 | 18 | – | 0, 1, 2 | shoulderl, arml |
| 5-6 | 3 | Sakurai | 20 / 20 | -9 | 3 | top | ||||
| hdr Jab | 5-6 | 4 | Sakurai | 50 / 90 | -16 | 5 | 26 | – | 0, 1, 2 | legr, kneer |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆•‡ Dash Attack | 5-12 | 9 | 75° | 55 / 80 | -27 | 5 | 39 | 9 | JC 22 | 0, 1, 2 | bust, legl, legr |
| 13-22 | 5 | 90° | 35 / 80 | -21 | 0, 1, 2 | bust, legl, legr |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Tilt | 10-16 | 10 | 35° | 60 / 60 | -19 | 10 | 37 | – | 0, 1 | handr, handl |
| 10-11 | 10 | 35° | 60 / 60 | -19 | 2, 3 | top | ||||
| vanilla Forward Tilt | 10-16 | 10 | 35° | 60 / 60 | -19 | 10 | 37 | – | 0, 1 | handr, handl |
| 10-11 | 10 | 35° | 60 / 60 | -19 | 2, 3 | top | ||||
| vanilla Forward Tilt | 10-16 | 10 | 35° | 60 / 60 | -19 | 10 | 37 | – | 0, 1 | handr, handl |
| 10-11 | 10 | 35° | 60 / 60 | -19 | 2, 3 | top | ||||
| hdr Up Tilt | 6-11 | 8 | 100° | 45 / 105 | -17 | 6 | 30 | – | 0, 1, 2 | arml, shoulderl |
| hdr Down Tilt | 4-5 | 7 | 50° | 30 / 75 | -9 | 4 | 19 | – | 0 | top |
| 4-5 | 7 | 55° | 30 / 75 | -9 | 1 | top | ||||
| 4-5 | 7 | 65° | 30 / 75 | -9 | 2 | top |
Smash Attacks
6 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 | 12 | 5 | 10° | 20 fixed | -36 | 12 | 53 | – | 0 | top |
| 12-13 | 5 | 45° | 35 fixed | -36 | 1 | armr | ||||
| 12-13 | 5 | 80° | 25 fixed | -36 | 2 | armr | ||||
| 12-13 | 5 | 22° | 42 fixed | -36 | 3 | shoulderr | ||||
| 13 | 5 | 0° | 20 fixed | -35 | 0 | top | ||||
| 18-20 | 11 | 46° | 40 / 116 | -26 | 0 | arml | ||||
| 18-20 | 11 | 50° | 40 / 116 | -26 | 1 | arml | ||||
| 18-20 | 9 | 60° | 40 / 116 | -28 | 2 | shoulderl | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 5 | 2.5 | 110° | 110 fixed | -48 | 5 | 57 | – | 0 | arml |
| 5 | 2.5 | 125° | 30 fixed | -48 | 1 | arml | ||||
| 5-8 | 2.5 | 95° | 50 fixed | -48 | 2 | shoulderl | ||||
| 6-8 | 2.5 | 130° | 25 fixed | -47 | 0 | arml | ||||
| 6-8 (every 1) | 2.5 | 140° | 15 fixed | -47 | 1 | arml | ||||
| 12-15 | 2.5 | 140° | 65 fixed | -41 | 0 | legr | ||||
| 12-14 | 2.5 | 140° | 45 fixed | -41 | 1 | kneer | ||||
| 12-15 | 2.5 | 140° | 45 fixed | -41 | 2 | kneer | ||||
| 15 | 2.5 | 140° | 80 fixed | -38 | 1 | kneer | ||||
| 19-23 | 6 | 85° | 55 / 148 | -32 | 0, 1 | arml, shoulderl | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 9-10 | 16 | Sakurai | 40 / 80 | -36 | 9 | 56 | – | 0, 1 | legl, kneel |
| 9-10 | 14 | Sakurai | 40 / 80 | -37 | 2 | kneel | ||||
| 14-15 | 13 | Sakurai | 35 / 80 | -32 | 0, 1 | legr, kneer | ||||
| 14-15 | 12 | Sakurai | 35 / 80 | -33 | 2 | kneer | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 5-8 | 10 | 75° | 55 / 95 | -1 | 5 | 33 | 8 | 1-2, 36– | 0, 1 | armr, arml |
| 5-8 | 10 | 75° | 55 / 95 | -1 | 2, 3 | kneer, kneel | |||||
| 9-17 | 7 | 60° | 55 / 90 | -3 | 0, 1 | armr, arml | |||||
| 9-17 | 7 | 60° | 55 / 90 | -3 | 2, 3 | kneer, kneel | |||||
| hdr Forward Air | 6-8 | 12 | Sakurai | 35 / 98 | -3 | 6 | 40 | 11 | 1-2, 30– | 0, 1, 2 | legl, kneel, footr |
| 9-14 | 9 | Sakurai | 35 / 95 | -5 | 0, 1 | legl, kneel | |||||
| hdr‡ Back Air | 6-9 | 11 | Sakurai | 30 / 104 | 0 | 6 | 32 | 8 | 1-3, 24– | 0 | legr |
| 6-9 | 12 | Sakurai | 30 / 104 | 0 | 1, 2 | kneer | |||||
| hdr◆ Up Air | 5-9 | 12 | Sakurai | 20 / 90 | -1 | 5 | 32 | 9 | 27– | 0, 1, 2 | legr, kneer |
| hdr‡ Down Air | 12-14 | 14 | 270° | 20 / 51 | -3 | 12 | 44 | 12 | 1-11, 31– | 0, 1 | shoulderr, armr |
Special Attacks
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Neutral Special | no hitboxes | – | 14 | – | – | – | |||||
| SpecialNCharge vanilla• Neutral Special | no hitboxes | – | 61 | – | – | – | |||||
| SpecialNDanger vanilla• Neutral Special | no hitboxes | – | 101 | – | – | – | |||||
| vanilla↛ Neutral Special | spawns item_peanuts | 3 | 36 | – | ADC 6 | – | |||||
| vanilla Neutral Special | 4 | 23 | Sakurai | 30 / 92 | -91 | 4 | 110 | – | – | 0 | top |
| hdr‡ Neutral Special | no hitboxes | – | 10 | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | 14 | 4 | – | – | |||||
| SpecialAirNCharge vanilla• Neutral Special | no hitboxes | – | 61 | – | – | – | |||||
| SpecialAirNDanger vanilla• Neutral Special | no hitboxes | – | 101 | – | – | – | |||||
| vanilla↛• Neutral Special | spawns item_peanuts | 3 | 36 | 4 | ADC 6 | – | |||||
| vanilla• Neutral Special | 4 | 23 | Sakurai | 30 / 92 | -91 | 4 | 110 | 4 | – | 0 | top |
| hdr•‡ Neutral Special | no hitboxes | – | 11 | 4 | – | – | |||||
| SpecialSStart vanilla• Side Special | no hitboxes | – | 12 | – | – | – | |||||
| SpecialSKickLanding vanilla Side Special | no hitboxes | – | 19 | – | – | – | |||||
| hdr• Side Special | 1-10 | 2 | Sakurai | 0 / 50 | – | 1 | – | – | – | 1 | – |
| 10 | 1 | Sakurai | 0 / 0 | – | 0 | top | |||||
| 28 | 1 | Sakurai | 0 / 0 | – | 0 | top | |||||
| hdr Side Special | 1 | 7 | Sakurai | 50 / 100 | – | 1 | 21 | – | – | 1 | – |
| 1-17 | 5 | Sakurai | 0 / 50 | – | 1 | – | |||||
| 18-20 | 3 | Sakurai | 60 / 150 | +1 | 0, 1 | handr, top | |||||
| hdr Side Special | 1 | 7 | 95° | 50 / 100 | – | 1 | 17 | – | – | 1 | – |
| 1-16 | 4 | 95° | 0 / 50 | – | 1 | – | |||||
| vanilla Side Special | 1-17 | 2 | Sakurai | 0 / 50 | – | 1 | 27 | – | – | 0 | – |
| 18-26 | 3 | Sakurai | 30 / 40 | -5 | 0 | rot | |||||
| vanilla Side Special | 1 | 5 | 270° | 25 / 40 | – | 1 | 17 | – | – | 0 | – |
| 1-16 | 2 | Sakurai | 0 / 50 | – | 0 | – | |||||
| SpecialSLanding vanilla Side Special | no hitboxes | – | 27 | – | – | – | |||||
| SpecialAirSStart vanilla• Side Special | no hitboxes | – | 12 | – | – | – | |||||
| hdr• Side Special | no hitboxes | – | 37 | 26 | – | – | |||||
| hdr• Side Special | 6-10 | 14 | Sakurai | 80 / 50 | -17 | 6 | 33 | 18 | – | 0 | legl |
| 11-25 | 12 | Sakurai | 80 / 50 | -13 | 0 | legl | |||||
| SpecialAirSFall vanilla• Side Special | no hitboxes | – | – | 26 | – | – | |||||
| SpecialHiStart vanilla• Up Special | no hitboxes | – | 8 | – | – | – | |||||
| SpecialHiCharge vanilla• Up Special | no hitboxes | – | 91 | – | – | – | |||||
| SpecialHiChargeF vanilla• Up Special | no hitboxes | – | 91 | – | – | – | |||||
| SpecialHiChargeB vanilla• Up Special | no hitboxes | – | 91 | – | – | – | |||||
| hdr• Up Special | no hitboxes | – | 8 | – | – | – | |||||
| SpecialAirHiCharge vanilla• Up Special | no hitboxes | – | 91 | – | – | – | |||||
| SpecialAirHiChargeF vanilla• Up Special | no hitboxes | – | 91 | – | – | – | |||||
| SpecialAirHiChargeB vanilla• Up Special | no hitboxes | – | 91 | – | – | – | |||||
| hdr※ Up Special | 1-3 | varies | Sakurai | 30 / 100 | – | 1 | 55 | – | – | 0, 1 | waist |
| 4-7 | 10 | 55° | 30 / 100 | -43 | 0, 1 | waist | |||||
| 8-26 | 8 | 60° | 20 / 100 | -40 | 0, 1 | waist | |||||
| SpecialAirHiDamage vanilla Up Special | no hitboxes | – | 61 | – | – | – | |||||
| SpecialAirHiJDamage vanilla Up Special | no hitboxes | – | 61 | – | – | – | |||||
| vanilla↛ Down Special | spawns item_banana | 3 | 40 | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 50 | – | – | – | |||||
| vanilla↛ Down Special | spawns item_banana | 3 | 40 | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 50 | – | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1 | Sakurai | 30 fixed | -26 | 1 | 30 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 10-11 | – | – | – / – | – | – | 42 | – | 0 | grab |
| hdr Pivot Grab | 11-12 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 9 | 46° | 69 / 65 | – | 21 | 32 | 11 | 0 | – |
| 1-31 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Back Throw | 1 | 10 | 45° | 70 / 86 | – | 22 | 42 | 20 | 0 | – |
| 1-41 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 7 | 80° | 50 / 90 | – | 19 | 28 | 9 | 0 | – |
| 1-16 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 17-18 | 1 | 75° | 50 / 120 | -8 | 0 | top | ||||
| hdr Down Throw | 1 | 7 | 115° | 75 / 53 | – | 22 | 35 | 13 | 0 | – |
| 1-34 | 3 | Sakurai | 60 / 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 | – | 54 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 54 | 10 | – | |||||
| vanilla Ledge Attack | 23-25 | 9 | 45° | 90 / 20 | -28 | 23 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 15-16 | 7 | 48° | 80 / 48 | -31 | 15 | 52 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| vanilla Get-Up Attack | 15-16 | 7 | 48° | 80 / 48 | -31 | 15 | 52 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -25 | 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 | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| 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 | – | 36 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| 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 | – | 25 | – | – | |||||
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 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
2 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.
Barreljet
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-8 | 1 | Sakurai | 10 / 100 | 0, 1, 2 | rot |
| vanilla Explosion | 1-2 | 18 | 70° | 50 / 70 | 0 | top |
Explosion
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-10 | 10 | 65° | 80 / 60 | 0 | top |
Attributes
Weight & Size
- Weight
- 85
- Jostle Weight
- 5.3
- Shield Radius
- 9.7
Ground Movement
- Walk Speed
- 1.283
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.7
- Run Speed
- 1.9
- Run Accel (mul)
- 0.1
- Run Accel (add)
- 0.02
- Traction
- 0.08
Jumps
- Jumpsquat
- 3
- Jump Initial Y
- 14.7326
- Full Hop Height
- 41.21
- Short Hop Height
- 17
- Air Jump Height
- 33
- Jump Count
- 2
- Horizontal Jump Speed
- 1.7
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.3
Air Movement
- Air Speed
- 1
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.05
- Air Friction
- 0.012
- Gravity
- 0.125
- Fall Speed
- 2.55
Landing Lag
- Nair
- 8
- Fair
- 11
- Bair
- 8
- Uair
- 9
- Dair
- 12
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (58 -> 74 frames).Dash Attack
- HDR replaces the animation (49 -> 42 frames).Up Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Forward Smash, Neutral Air, Back Air, Down Air, Neutral Special (Cancel), Neutral Special (Air, Cancel), Back Throw
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: damage.Up Special (Air, Jump)
✕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.
- Barreljet is on the field for up to 8 frames (param_barreljet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Barreljet: Fly
- Explosion is on the field for up to 10 frames (param_explosion.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Explosion: Fly
↛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 item_peanuts — the engine's name for it, and there is no table for it here.Neutral Special (Shoot), Neutral Special (Air, Shoot)
- Damage comes from item_banana — the engine's name for it, and there is no table for it here.Down Special, Down Special (Air)
•Other notes.
- Land cancels: touching the ground during this move ends it with 9 frames of landing lag rather than the usual special-fall landing.Dash Attack
- 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 (Start), Neutral Special (Charge), Neutral Special (Danger), Neutral Special (Air, Start), Neutral Special (Air, Charge), Neutral Special (Air, Danger), Side Special (Start), Side Special (Air, Start), Side Special (Air, Jump), Up Special (Start), Up Special (Charge), Up Special (ChargeF), Up Special (ChargeB), Up Special (Air, Start), Up Special (Air, Charge), Up Special (Air, ChargeF), Up Special (Air, ChargeB), 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. The code names the move rather than this animation, so the figure may belong to another of its segments.Neutral Special (Air, Start), Neutral Special (Air, Shoot), Neutral Special (Air, Blow), Neutral Special (Air, Cancel)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Stick), Side Special (Air, Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 26 frames rather than the 36 this move would otherwise run.Side Special (Air, Jump)
- Land cancels: touching the ground during this move ends it in Side Special (KickLanding), which recovers in 18 frames rather than the 32 this move would otherwise run.Side Special (Air, Kick)
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 26 frames and is the only way out of it.Side Special (Air, Fall)
- 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
Diddy Kong