Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-3 | 4 | 70° | 0 / 100 | -9 | 2 | 16 | – | 0, 1, 2 | shoulderl, arml |
| 2-3 | 4 | Sakurai | 30 / 30 | -9 | 3 | top | ||||
| hdr Jab | 2-3 | 4 | 70° | 30 / 40 | -12 | 2 | 19 | – | 0, 1, 2 | shoulderl, arml |
| 2-3 | 4 | Sakurai | 30 / 30 | -12 | 3 | top | ||||
| hdr↧‡ Jab | 5-7 | 3 | Sakurai | 30 / 115 | -26 | 5 | 35 | – | 0, 1, 2 | legr, kneer |
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| vanilla• Jab | 1, 2, 4, 6, 8, 10, 12, 14 | 0.3 | Sakurai | 6 / 15 | – | 1 | – | – | 0 | top |
| vanilla Jab | 5-6 | 3 | 45° | 60 / 100 | -27 | 5 | 36 | – | 0, 1, 2 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 5-8 | 9 | 72° | 35 / 90 | -25 | 5 | 37 | – | 0, 1 | kneel |
| 9-15 | 6 | 40° | 20 / 130 | -22 | 0, 1 | kneel |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 6-8 | 9 | Sakurai | 0 / 100 | -12 | 6 | 25 | – | 0, 1, 2 | kneer, legr, hip |
| hdr Forward Tilt | 6-8 | 9 | Sakurai | 0 / 100 | -12 | 6 | 25 | – | 0, 1, 2 | kneer, legr, hip |
| hdr Forward Tilt | 6-8 | 9 | Sakurai | 0 / 100 | -12 | 6 | 25 | – | 0, 1, 2 | kneer, legr, hip |
| hdr‡ Up Tilt | 7 | 3.5 | 135° | 100 fixed | -25 | 7 | 36 | – | 0 | top |
| 7 | 3.5 | 135° | 90 fixed | -25 | 1, 2 | top | ||||
| 8-11 | 3.5 | 95° | 50 fixed | -24 | 0, 1 | shoulderr, armr | ||||
| 8-11 | 3.5 | 367° | 40 fixed | -24 | 2 | armr | ||||
| 14-18 | 7.5 | 80° | 34 / 136 | -15 | 0, 1, 2 | shoulderl, arml | ||||
| hdr‡ Down Tilt | 8-11 | 11 | 75° | 25 / 140 | -13 | 8 | 30 | – | 0 | tail2 |
| 8-11 | 10.5 | 75° | 25 / 140 | -14 | 1 | tail2 | ||||
| 8-11 | 10 | 75° | 25 / 140 | -14 | 2 | tail2 |
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 | 13-17 | 17 | Sakurai | 40 / 90 | -26 | 13 | 51 | – | 0, 1, 2 | haver, armr, shoulderr |
| 18-20 (every 1) | 14 | Sakurai | 10 / 105 | -23 | 0 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 7 | 4 | 110° | 50 / 15 | -41 | 7 | 53 | – | 0, 1 | kneer, legr |
| 7 | 4 | 130° | 50 / 15 | -41 | 2 | kneer | ||||
| 7 | 4 | 110° | 100 fixed | -41 | 3 | kneer | ||||
| 7 | 4 | 95° | 100 fixed | -41 | 4 | legr | ||||
| 7 | 4 | 127° | 100 fixed | -41 | 5 | kneer | ||||
| 7-12 | 4 | 127° | 100 fixed | -41 | 6 | top | ||||
| 8-12 | 4 | 367° | 50 / 15 | -40 | 0, 1 | kneer, legr | ||||
| 8-12 | 4 | 367° | 40 fixed | -40 | 2 | kneer | ||||
| 13-19 | 13 | 80° | 28 / 105 | -30 | 0, 1, 2 | kneel, legl | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 8-12 | 15 | 25° | 20 / 78 | -32 | 8 | 51 | – | 0, 1 | top |
| 8-12 | 12 | Sakurai | 20 / 78 | -34 | 2, 3 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Neutral Air | 4-7 | 12 | Sakurai | 10 / 100 | +1 | 4 | 42 | 7 | 1-3, 33– | 0, 1 | legl, kneel |
| 8-23 | 9 | Sakurai | 15 / 90 | -1 | 0, 1 | legl, kneel | |||||
| hdr◆‡ Forward Air | 5-7 | 3 | 366° | 33 fixed | -6 | 5 | 43 | 9 | 1-4, 43– | 0, 1, 2, 3 | top, armr, arml, shoulderl |
| 8-11 | 2 | 366° | 33 fixed | -6 | 0, 1, 2, 3 | top, armr, arml, shoulderl | |||||
| 12-15 | 2 | 366° | 33 fixed | -6 | 0, 1, 2, 3 | top, armr, arml, shoulderl | |||||
| 19-21 | 4 | 50° | 40 / 130 | -5 | 0, 3 | top | |||||
| 19-21 | 4 | 50° | 40 fixed | -5 | 1, 2 | arml, shoulderl | |||||
| hdr Back Air | 4-7 | 14 | Sakurai | 0 / 110 | -1 | 4 | 37 | 10 | 1-2, 22– | 0, 1 | kneer, legr |
| 4-7 | 11 | Sakurai | 0 / 100 | -2 | 2 | kneel | |||||
| 8-19 | 9 | Sakurai | 0 / 110 | -4 | 0, 1, 2 | kneer, legr, kneel | |||||
| hdr‡ Up Air | 8-9 | 10 | 110° | 28 / 120 | -2 | 8 | 35 | 9 | 1-3, 20– | 0, 1 | kneer |
| 10-11 | 8 | 60° | 34 / 115 | -3 | 0, 1 | kneer | |||||
| hdr‡ Down Air | 5-9 | 12 | 290° | 11 / 82 | -2 | 5 | 52 | 10 | 1-3, 32– | 0 | kneel |
| 10-24 | 9 | 290° | 25 / 68 | -4 | 0 | kneel |
Special Attacks
28 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛•‡ Neutral Special | spawns blaster | 3 | 4 | – | – | – | |||||
| hdr➔•‡ Neutral Special | spawns blaster_bullet | 11 | 21 | – | – | – | |||||
| vanilla‡ Neutral Special | no hitboxes | – | 15 | – | – | – | |||||
| hdr↛• Neutral Special | spawns blaster | 4 | 5 | – | – | – | |||||
| hdr➔•‡ Neutral Special | spawns blaster_bullet | 7 | 24 | – | – | – | |||||
| vanilla‡ Neutral Special | no hitboxes | – | 15 | – | – | – | |||||
| vanilla•‡ Side Special | no hitboxes | – | 12 | – | – | – | |||||
| vanilla➔• Side Special | spawns illusion | 2 | 6 | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 35 | – | – | – | |||||
| SpecialSLanding vanilla Side Special | no hitboxes | – | 17 | – | – | – | |||||
| SpecialSFallLanding vanilla Side Special | no hitboxes | – | 5 | – | – | – | |||||
| SpecialAirSStart vanilla• Side Special | no hitboxes | – | 17 | – | – | – | |||||
| vanilla➔• Side Special | spawns illusion | 2 | 6 | – | – | – | |||||
| hdr◆• Side Special | no hitboxes | – | 55 | 16 | – | – | |||||
| hdr• Up Special | 20-32 (every 2) | 1.8 | 105° | 20 / 20 | -20 | 20 | 43 | 15 | – | 0 | top |
| hdr• Up Special | 20-32 (every 2) | 1.8 | 105° | 20 / 20 | -20 | 20 | 43 | 15 | – | 0 | top |
| hdr• Up Special | 1-8 | 16 | 80° | 80 / 60 | -10 | 1 | 22 | 15 | – | 0 | neck |
| 9-22 | 10 | 80° | 95 / 50 | -5 | 0 | neck | |||||
| SpecialHiLanding vanilla Up Special | no hitboxes | – | 20 | – | – | – | |||||
| SpecialHiFall vanilla• Up Special | no hitboxes | – | 20 | 15 | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 14 | – | – | – | |||||
| hdr◆‡ Down Special | 1 | 8 | 84° | 107 / 49 | +2 | 1 | 5 | – | JC 4 | 0 | top |
| SpecialLwEnd hdr✕ Down Special | no hitboxes | – | 14 | – | JC | – | |||||
| hdr•‡ Down Special | no hitboxes | – | 20 | – | JC | – | |||||
| hdr• Down Special | no hitboxes | – | 28 | – | JC | – | |||||
| hdr◆‡ Down Special | 1 | 8 | 84° | 107 / 49 | +2 | 1 | 5 | – | JC 4 | 0 | top |
| SpecialAirLwEnd hdr✕ Down Special | no hitboxes | – | 14 | – | JC | – | |||||
| hdr•‡ Down Special | no hitboxes | – | 21 | – | JC | – | |||||
| hdr• Down Special | no hitboxes | – | 29 | – | JC | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 3 | 45° | 35 / 135 | – | 12 | 34 | 22 | 0 | – |
| 1-9 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 10-11 | 4 | 55° | 140 fixed | -19 | 0 | top | ||||
| vanilla➔¶ Back Throw | 1 | 6 | 35° | 70 / 50 | – | 9 | 42 | 33 | 0 | – |
| 1 | 6 | 44° | 40 / 40 | – | 0 | – | ||||
| 1 | 6 | 35° | 70 / 50 | – | 0 | – | ||||
| 1-41 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr➔ Up Throw | 1 | 4 | 90° | 60 / 100 | – | 7 | 42 | 35 | 0 | – |
| 1-41 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| vanilla➔ Down Throw | 1 | 3 | 50° | 60 / 110 | – | 33 | 46 | 13 | 0 | – |
| 1-45 | 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 | – | 50 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 50 | 10 | – | |||||
| vanilla Ledge Attack | 20-22 | 9 | 45° | 90 / 20 | -31 | 20 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -30 | 14 | 50 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -21 | 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 | – | – | |||||
| 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 | – | – | |||||
| 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 | – | – | |||||
| PassiveCeil 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 | – | 45 | – | – | |||||
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.
Blaster Bullet
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-10 | 3 | Sakurai | 5 fixed | 0 | top |
| 11-21 (every 5) | 3 | Sakurai | 5 fixed | 0 | top | |
| 26-50 | 3 | Sakurai | 5 fixed | 0 | top | |
| hdr⇥ FlyThrowB | 3-50 | 3 | 50° | 60 / 80 | 0, 1 | top |
| hdr⇥ FlyThrowHi | 1-50 | 4 | 90° | 60 / 80 | 0, 1 | top |
| vanilla⇥ FlyThrowLw | 1-50 | 2 | 50° | 60 / 80 | 0, 1 | top |
Illusion
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ MoveGround | 1-2 | 7 | 104° | 83 / 50 | 0 | top |
| 3-8 | 7 | 93° | 80 / 50 | 0 | top | |
| hdr⇥ MoveAir | 1-8 | 7 | 80° | 68 / 60 | 0 | top |
| 1-8 | 6 | 270° | 40 / 50 | 1 | top |
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
Falco