Falco

106 moves40 changed by HDR66 vanillainternal falco
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3470°0 / 100-92160, 1, 2shoulderl, arml
2-34Sakurai30 / 30-93top
hdr
Jab
2-3470°30 / 40-122190, 1, 2shoulderl, arml
2-34Sakurai30 / 30-123top
hdr↧‡
Jab
5-73Sakurai30 / 115-265350, 1, 2legr, kneer
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1, 2, 4, 6, 8, 10, 12, 140.3Sakurai6 / 1510top
vanilla
Jab
5-6345°60 / 100-275360, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
5-8972°35 / 90-255370, 1kneel
9-15640°20 / 130-220, 1kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-89Sakurai0 / 100-126250, 1, 2kneer, legr, hip
hdr
Forward Tilt
6-89Sakurai0 / 100-126250, 1, 2kneer, legr, hip
hdr
Forward Tilt
6-89Sakurai0 / 100-126250, 1, 2kneer, legr, hip
hdr
Up Tilt
73.5135°100 fixed-257360top
73.5135°90 fixed-251, 2top
8-113.595°50 fixed-240, 1shoulderr, armr
8-113.5367°40 fixed-242armr
14-187.580°34 / 136-150, 1, 2shoulderl, arml
hdr
Down Tilt
8-111175°25 / 140-138300tail2
8-1110.575°25 / 140-141tail2
8-111075°25 / 140-142tail2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
13-1717Sakurai40 / 90-2613510, 1, 2haver, armr, shoulderr
18-20 (every 1)14Sakurai10 / 105-230top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
74110°50 / 15-417530, 1kneer, legr
74130°50 / 15-412kneer
74110°100 fixed-413kneer
7495°100 fixed-414legr
74127°100 fixed-415kneer
7-124127°100 fixed-416top
8-124367°50 / 15-400, 1kneer, legr
8-124367°40 fixed-402kneer
13-191380°28 / 105-300, 1, 2kneel, legl
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-121525°20 / 78-328510, 1top
8-1212Sakurai20 / 78-342, 3top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
4-712Sakurai10 / 100+144271-3, 33–0, 1legl, kneel
8-239Sakurai15 / 90-10, 1legl, kneel
hdr◆‡
Forward Air
5-73366°33 fixed-654391-4, 43–0, 1, 2, 3top, armr, arml, shoulderl
8-112366°33 fixed-60, 1, 2, 3top, armr, arml, shoulderl
12-152366°33 fixed-60, 1, 2, 3top, armr, arml, shoulderl
19-21450°40 / 130-50, 3top
19-21450°40 fixed-51, 2arml, shoulderl
hdr
Back Air
4-714Sakurai0 / 110-1437101-2, 22–0, 1kneer, legr
4-711Sakurai0 / 100-22kneel
8-199Sakurai0 / 110-40, 1, 2kneer, legr, kneel
hdr
Up Air
8-910110°28 / 120-283591-3, 20–0, 1kneer
10-11860°34 / 115-30, 1kneer
hdr
Down Air
5-912290°11 / 82-2552101-3, 32–0kneel
10-249290°25 / 68-40kneel

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr↛•‡
Neutral Special
spawns blaster34
hdr➔•‡
Neutral Special
spawns blaster_bullet1121
vanilla
Neutral Special
no hitboxes15
hdr↛•
Neutral Special
spawns blaster45
hdr➔•‡
Neutral Special
spawns blaster_bullet724
vanilla
Neutral Special
no hitboxes15
vanilla•‡
Side Special
no hitboxes12
vanilla➔•
Side Special
spawns illusion26
vanilla
Side Special
no hitboxes35
SpecialSLanding vanilla
Side Special
no hitboxes17
SpecialSFallLanding vanilla
Side Special
no hitboxes5
SpecialAirSStart vanilla
Side Special
no hitboxes17
vanilla➔•
Side Special
spawns illusion26
hdr◆•
Side Special
no hitboxes5516
hdr
Up Special
20-32 (every 2)1.8105°20 / 20-202043150top
hdr
Up Special
20-32 (every 2)1.8105°20 / 20-202043150top
hdr
Up Special
1-81680°80 / 60-10122150neck
9-221080°95 / 50-50neck
SpecialHiLanding vanilla
Up Special
no hitboxes20
SpecialHiFall vanilla
Up Special
no hitboxes2015
vanilla
Up Special
no hitboxes14
hdr◆‡
Down Special
1884°107 / 49+215JC 40top
SpecialLwEnd hdr
Down Special
no hitboxes14JC
hdr•‡
Down Special
no hitboxes20JC
hdr
Down Special
no hitboxes28JC
hdr◆‡
Down Special
1884°107 / 49+215JC 40top
SpecialAirLwEnd hdr
Down Special
no hitboxes14JC
hdr•‡
Down Special
no hitboxes21JC
hdr
Down Special
no hitboxes29JC

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
vanilla
Forward Throw
1345°35 / 1351234220
1-93Sakurai60 / 1000
10-11455°140 fixed-190top
vanilla➔¶
Back Throw
1635°70 / 50942330
1644°40 / 400
1635°70 / 500
1-413Sakurai60 / 1000
hdr
Up Throw
1490°60 / 100742350
1-413Sakurai60 / 1000
vanilla
Down Throw
1350°60 / 1103346130
1-453Sakurai60 / 1000

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 4–265010
hdr
Air Dodge
intangible 4–265010
vanilla
Ledge Attack
20-22945°90 / 20-3120580top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-3014500top
23-24748°80 / 48-210top
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 hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
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 hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
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 hitboxes30
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 hitboxes45

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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.

Blaster Bullet

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-103Sakurai5 fixed0top
11-21 (every 5)3Sakurai5 fixed0top
26-503Sakurai5 fixed0top
hdr
FlyThrowB
3-50350°60 / 800, 1top
hdr
FlyThrowHi
1-50490°60 / 800, 1top
vanilla
FlyThrowLw
1-50250°60 / 800, 1top

Illusion

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
MoveGround
1-27104°83 / 500top
3-8793°80 / 500top
hdr
MoveAir
1-8780°68 / 600top
1-86270°40 / 501top

Attributes

Weight & Size

Weight
80
Jostle Weight
4.2
Shield Radius
11.8

Ground Movement

Walk Speed
1.4
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.9
Run Speed
1.5
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
5
Jump Initial Y
17.0573
Full Hop Height
50.51
Short Hop Height
12
Air Jump Height
41.778
Jump Count
2
Horizontal Jump Speed
1.7
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
3.43

Air Movement

Air Speed
0.83
Air Accel (add)
0.02
Air Accel (mul)
0.06
Air Friction
0.02
Gravity
0.17
Fall Speed
3.1

Landing Lag

Nair
7
Fair
9
Bair
10
Uair
9
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 49 frames).Neutral Air
  • HDR replaces the animation (71 -> 61 frames).Forward Air
  • HDR replaces the animation (53 -> 55 frames).Side Special (Air, End)
  • HDR replaces the animation (63 -> 4 frames).Down Special, Down Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 3 (Gentleman), Dash Attack, Up Tilt, Down Tilt, Forward Smash, Neutral Air, Forward Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Loop), Neutral Special (End), Neutral Special (Air, Loop), Neutral Special (Air, End), Side Special (Start), Down Special, Down Special (Hit), Down Special (Air), Down Special (Air, Hit), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Back Throw
HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
HDR removes this move’s hitboxes.
  • Down Special (End), Down Special (Air, End), 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.
  • Blaster Bullet is on the field for up to 50 frames (param_blaster_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Blaster Bullet: Fly, Blaster Bullet: FlyThrowB, Blaster Bullet: FlyThrowHi, Blaster Bullet: FlyThrowLw
  • Illusion is on the field for up to 8 frames (param_illusion.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Illusion: MoveGround, Illusion: MoveAir
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 blaster — the engine's name for it, and there is no table for it here.Neutral Special (Start), Neutral Special (Air, Start)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Blaster Bullet — see Projectiles & Articles below.Neutral Special (Loop), Neutral Special (Air, Loop)
  • Damage comes from Illusion — see Projectiles & Articles below.Side Special, Side Special (Air)
  • Also spawns blaster, Blaster Bullet — see Projectiles & Articles below.Back Throw, Up Throw, Down Throw
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 (Loop), Neutral Special (Air, Start), Neutral Special (Air, Loop), Side Special (Start), Side Special, Side Special (Air, Start), Side Special (Air), Side Special (Air, End), Up Special (Fall), Up Special (Bound), Down Special (Hit), Down Special (Loop), Down Special (Air, Hit), Down Special (Air, Loop), 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
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 16 frames rather than the 54 this move would otherwise run.Side Special (Air, End)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 15 frames rather than the 42 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Hold), Up Special (Air, Hold)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 15 frames rather than the 21 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 15 frames rather than the 19 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Fall)
  • 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

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.