Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-3 | 4 | 83° | 30 fixed | -9 | 2 | 16 | – | 0, 1, 2 | shoulderl, arml, handl |
| 2-3 | 4 | Sakurai | 20 / 30 | -9 | 3 | top | ||||
| hdr Jab | 2-3 | 3 | 80° | 30 fixed | -12 | 2 | 18 | – | 0, 1, 2 | bust, shoulderr, armr |
| 2-3 | 3 | Sakurai | 20 / 30 | -12 | 3 | top | ||||
| hdr‡ Jab | 3-7 | 6 | Sakurai | 45 / 83 | -19 | 3 | 28 | – | 0, 1 | legr, footr |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 6-9 | 9 | 89° | 40 / 74 | -25 | 6 | 38 | – | 0, 1 | legl, kneel |
| 10-20 | 10 | 65° | 40 / 74 | -20 | 0, 1 | legl, kneel |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 5-7 | 9 | 60° | 45 / 60 | -14 | 5 | 26 | – | 0, 1, 2 | kneer, legr, hip |
| hdr Forward Tilt | 5-7 | 9 | 60° | 45 / 60 | -14 | 5 | 26 | – | 0, 1, 2 | kneer, legr, hip |
| hdr Forward Tilt | 5-7 | 9 | 60° | 45 / 60 | -14 | 5 | 26 | – | 0, 1, 2 | kneer, legr, hip |
| hdr‡ Up Tilt | 5-6 | 9 | 84° | 50 / 85 | -19 | 5 | 31 | – | 0, 1, 2 | head, arml |
| 7-11 | 9 | 84° | 50 / 85 | -17 | 0, 1, 2 | head, arml | ||||
| hdr Down Tilt | 5-8 | 9 | 120° | 40 / 70 | -13 | 5 | 25 | – | 0, 1, 2 | legl, kneel |
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 | 15-17 | 16 | Sakurai | 25 / 95 | -24 | 15 | 50 | – | 0, 1 | shoulderr, arml |
| 15-17 | 20 | Sakurai | 25 / 95 | -21 | 2 | arml | ||||
| hdr Forward Smash | 15-17 | 16 | Sakurai | 25 / 95 | -24 | 15 | 50 | – | 0, 1 | shoulderr, arml |
| 15-17 | 20 | Sakurai | 25 / 95 | -21 | 2 | arml | ||||
| hdr Forward Smash | 15-17 | 16 | Sakurai | 25 / 95 | -24 | 15 | 50 | – | 0, 1 | shoulderr, arml |
| 15-17 | 20 | Sakurai | 25 / 95 | -21 | 2 | arml | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 7 | 16 | 97° | 35 / 97 | -26 | 7 | 44 | – | 0, 1, 2, 3 | head, bust |
| 7-43 | 15 | 259° | 37 / 84 | -26 | 0, 1 | head, bust | ||||
| 7-43 | 15 | 76° | 37 / 84 | -26 | 2, 3 | head, bust | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 5-6 | 17 | Sakurai | 45 / 75 | -28 | 5 | 45 | – | 0 | top |
| 5-6 | 16 | Sakurai | 45 / 75 | -29 | 1 | top | ||||
| 14-15 | 14 | 38° | 40 / 75 | -21 | 0 | top | ||||
| 14-15 | 13 | 38° | 40 / 75 | -21 | 1 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 3-9 | 10 | Sakurai | 20 / 100 | -1 | 3 | 46 | 8 | 1-2, 35– | 0, 1 | kneer, kneel |
| 10-26 | 14 | Sakurai | 25 / 100 | +1 | 0, 1 | legr, kneel | |||||
| hdr Forward Air | 17 | 16 | 50° | 30 / 100 | -2 | 17 | 46 | 12 | 1-3, 43– | 0 | shoulderl |
| 17 | 17 | 50° | 30 / 100 | -1 | 1 | arml | |||||
| 18-21 | 16 | 50° | 30 / 100 | -2 | 0 | shoulderl | |||||
| 18-21 | 17 | 50° | 30 / 100 | -1 | 1 | arml | |||||
| hdr‡ Back Air | 6-8 | 10 | 35° | 40 / 70 | -1 | 6 | 35 | 8 | 1-5, 24– | 0 | legr |
| 6-8 | 13 | 38° | 25 / 112 | +1 | 1 | kneer | |||||
| 9-17 | 9 | Sakurai | 20 / 100 | -2 | 0, 1 | legr, kneer | |||||
| hdr‡ Up Air | 4-7 | 10 | 54° | 25 / 85 | -1 | 4 | 30 | 8 | 1-2, 19– | 0, 1 | legr, kneer |
| 8-9 | 9 | Sakurai | 20 / 90 | -2 | 0, 1 | legr, kneer | |||||
| hdr‡ Down Air | 14-16 | 15 | 270° | 0 / 76 | -3 | 14 | 41 | 13 | 1-5, 34– | 0 | kneer |
| 14-16 | 15 | Sakurai | 14 / 82 | -3 | 1 | legr |
Special Attacks
10 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | spawns drcapsule | 18 | 50 | – | – | |||||
| hdr‡ Neutral Special | 15-18 | 12 | 69° | 42 / 84 | -31 | 15 | 55 | – | 0, 1 | top |
| hdr➔‡ Neutral Special | spawns drcapsule | 18 | 50 | – | – | |||||
| hdr‡ Neutral Special | 15-18 | 12 | 69° | 42 / 84 | -31 | 15 | 55 | – | 0, 1 | top |
| hdr↛‡ Side Special | 12-14 | 12 | 110° | 80 fixed | -15 | 12 | 36 | – | 0, 1 | top |
| hdr↛‡ Side Special | 12-14 | 12 | 110° | 80 fixed | -15 | 12 | 36 | – | 0, 1 | top |
| hdr¶ Up Special | 4 | 1 | 70° | 125 fixed | -31 | 4 | 38 | – | 0 | top |
| 5-6 | 14 | 50° | 33 / 89 | -23 | 0 | top | ||||
| 7-19 | 7 | 74° | 64 / 66 | -25 | 0 | top | ||||
| hdr Up Special | 3-5 | 14 | 50° | 33 / 89 | -25 | 3 | 38 | – | 0 | top |
| 6-19 | 7 | 74° | 64 / 66 | -26 | 0 | top | ||||
| hdr Down Special | 10-30 | 1.6 | 366° | 15 fixed | -62 | 10 | 75 | – | 0, 1 | top |
| 10-30 | 1.6 | 90° | 80 fixed | -62 | 2 | top | ||||
| 10-30 | 1.6 | 105° | 45 fixed | -62 | 3, 4 | top | ||||
| 40-41 | 3 | 46° | 80 / 154 | -31 | 0, 1 | top | ||||
| hdr Down Special | 10-30 | 1.6 | 366° | 15 fixed | -62 | 10 | 75 | – | 0, 1 | top |
| 10-30 | 1.6 | 90° | 80 fixed | -62 | 2 | top | ||||
| 10-30 | 1.6 | 105° | 45 fixed | -62 | 3, 4 | top | ||||
| 40-41 | 3 | 46° | 80 / 154 | -31 | 0, 1 | top | ||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 35 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -18 | 1 | 22 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 41 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 8 | 48° | 50 / 60 | – | 13 | 28 | 15 | 0 | – |
| 1-27 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 14 | 45° | 73 / 74 | – | 30 | 47 | 17 | 0 | – |
| 1-46 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 7 | 90° | 70 / 73 | – | 18 | 40 | 22 | 0 | – |
| 1-39 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 6 | 85° | 75 / 42 | – | 18 | 40 | 22 | 0 | – |
| 1-39 | 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 | – | 57 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 57 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 8.51 | 45° | 90 / 20 | -27 | 24 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 6 | 48° | 80 / 48 | -27 | 19 | 52 | – | 0 | top |
| 24-25 | 6 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 6 | 48° | 80 / 48 | -30 | 16 | 52 | – | 0 | top |
| 21-22 | 6 | 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 | – | 38 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| 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 | – | 36 | – | – | |||||
| 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 | – | 41 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 30 | – | – | |||||
| 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 | – | 31 | – | – | |||||
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 | – | – | – | – | |||||
| GuardOff 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.
Drcapsule
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Regular | 1-4 | 7 | 65° | 50 / 30 | 0 | top |
| 5-70 | 7 | 65° | 50 / 30 | 0 | top |
Hugecapsule
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Regular | 60-64 | 3 | 34° | 35 / 70 | 0 | capsule1 |
| 65-66 | 3 | 34° | 35 / 70 | 0 | capsule1 | |
| 67-71 | 3 | 34° | 35 / 70 | 0, 1 | capsule1 | |
| 72-74 | 3 | 34° | 35 / 70 | 0, 1 | capsule1 | |
| 74-75 | 2.3 | 30° | 40 / 70 | 2, 3 | capsule2 | |
| 75-109 | 3 | 34° | 35 / 70 | 0, 1 | capsule1 | |
| 76-78 | 2.3 | 30° | 40 / 70 | 2, 3 | capsule2 | |
| 79-80 | 2.3 | 30° | 40 / 70 | 2, 3 | capsule2 | |
| 81-83 | 2.3 | 30° | 40 / 70 | 2, 3 | capsule2 | |
| 84-86 | 2.3 | 30° | 40 / 70 | 2, 3 | capsule2 | |
| 87-109 | 2.3 | 30° | 40 / 70 | 2, 3 | capsule2 | |
| 110-139 | 3.2 | 36° | 35 / 110 | 0, 1 | capsule1 | |
| 110-139 | 2.5 | 30° | 40 / 110 | 2, 3 | capsule2 | |
| 140-169 | 3.4 | 30° | 18 / 110 | 0, 1 | capsule1 | |
| 140-169 | 2.6 | 28° | 22 / 110 | 2, 3 | capsule2 | |
| 170-189 | 3.4 | 30° | 16 / 120 | 0, 1 | capsule1 | |
| 170-189 | 2.6 | 28° | 20 / 120 | 2, 3 | capsule2 | |
| 190-209 | 3.6 | 30° | 14 / 130 | 0, 1 | capsule1 | |
| 190-209 | 2.8 | 28° | 18 / 130 | 2, 3 | capsule2 |
Attributes
Weight & Size
- Weight
- 100
- Jostle Weight
- 5.8
- Shield Radius
- 10
Ground Movement
- Walk Speed
- 1.12
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.52
- Run Speed
- 1.5
- Run Accel (mul)
- 0.06
- Run Accel (add)
- 0.02
- Traction
- 0.062
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 11.0398
- Full Hop Height
- 30
- Short Hop Height
- 12
- Air Jump Height
- 29.5
- Jump Count
- 2
- Horizontal Jump Speed
- 1.5
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.3
Air Movement
- Air Speed
- 0.95
- Air Accel (add)
- 0.024
- Air Accel (mul)
- 0.03
- Air Friction
- 0.011
- Gravity
- 0.0965
- Fall Speed
- 2
Landing Lag
- Nair
- 8
- Fair
- 12
- Bair
- 8
- Uair
- 8
- Dair
- 13
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 3, Up Tilt, Back Air, Up Air, Down Air, Neutral Special, Neutral Special (Chill), Neutral Special (Air), Neutral Special (Air, Chill), Side Special, Side Special (Air), Grab
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Up Special
✕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.
- Drcapsule is on the field for up to 70 frames (param_drcapsule.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Drcapsule: Regular
↛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 drmantle — the engine's name for it, and there is no table for it here.Side Special, Side Special (Air)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Drcapsule — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
•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, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- 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
Dr. Mario