Greninja

109 moves26 changed by HDR83 vanillainternal gekkouga
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3260°30 / 30-93160top
3270°30 / 30-91top
3280°30 / 30-92, 3top
32Sakurai30 / 15-94top
hdr
Jab
3-4260°30 / 50-113180top
3-4270°30 / 50-111top
3-4290°30 / 50-112top
3-42Sakurai30 / 15-113top
vanilla
Jab
5-63Sakurai60 / 100-215300, 1, 2top
Attack100Start vanilla
Jab
no hitboxes4
vanilla
Jab
1-13 (every 3)0.5Sakurai8 / 1010top
vanilla
Jab
4-5245°60 / 120-344420, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
7-11872°50 / 85-227360footl
7-11555°50 / 131-241, 2kneel, hip

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
10-139Sakurai50 / 56-1610330kneel
10-139Sakurai50 / 56-161kneel
10-1310Sakurai52 / 90-152footl
hdr
Forward Tilt
10-139Sakurai50 / 56-1610330kneel
10-139Sakurai50 / 56-161kneel
10-1310Sakurai52 / 90-152footl
hdr
Forward Tilt
10-139Sakurai50 / 56-1610330kneel
10-139Sakurai50 / 56-161kneel
10-1310Sakurai52 / 90-152footl
hdr
Up Tilt
7-13780°69 / 72-187310, 1, 2s_tongue5, s_tongue7, s_tongue9
hdr
Down Tilt
5-9665°62 / 80-125230legl
5-9677°62 / 80-121kneel
5-9785°66 / 59-122kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
13-1614Sakurai35 / 105-2713500, 1, 2haver, handr
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
12-175367°30 / 90-3512520top
12-17590°40 / 10-351top
12-175366°40 / 10-352top
181490°30 / 108-240top
18-201144°30 / 115-251, 2, 3, 4haver, havel
21-221040°30 / 113-231top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
11-141330°32 / 99-2911500, 1haver, havel
11-141130°32 / 99-302, 3haver, havel
11-121130°32 / 99-304, 5haver, havel
13-141130°32 / 99-284, 5top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
11-141165°45 / 82-1115291-8, 39–0hip
15-28869°40 / 85-30hip
hdr
Forward Air
14-16960°50 / 80-51444111-10, 38–0, 1, 2shoulderr, armr, haver
14-161445°30 / 103-23, 4haver
hdr
Back Air
53367°0 / 100-653491-3, 35–0footr
5335°100 fixed-61kneer
5335°130 fixed-62legr
5380°80 fixed-63footr
5375°110 fixed-64kneer
5365°140 fixed-65legr
72.5365°0 / 100-60footr
72.540°105 fixed-61kneer
72.535°140 fixed-62legr
72.580°80 fixed-63footr
72.575°100 fixed-64kneer
72.565°130 fixed-65legr
11-14655°60 / 90-40, 1, 2footr, kneer, legr
hdr
Up Air
7-181366°30 / 100-10742121-2, 35–0, 1top
7-181365°30 / 100-102, 3top
23-26675°40 / 140-70, 1top
hdr
Down Air
17-198270°21 / 95-141752201-2, 53–0top
17-198270°21 / 80-141top
17-45859°68 / 75-142top
20-45875°68 / 75-160top

Special Attacks

31 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla➔•‡
Neutral Special
spawns shuriken1015
SpecialNHold vanilla
Neutral Special
no hitboxes84
vanilla
Neutral Special
spawns shuriken629
vanilla
Neutral Special
spawns shuriken628DC 13
vanilla➔•‡
Neutral Special
spawns shuriken1015
SpecialAirNHold vanilla
Neutral Special
no hitboxes84
vanilla
Neutral Special
spawns shuriken625
vanilla
Neutral Special
spawns shuriken625DC 13
vanilla
Side Special
no hitboxes8
vanilla
Side Special
7-91036°60 / 104-147290top
vanilla
Side Special
7-91248°60 / 103-137290top
vanilla
Side Special
no hitboxes19
vanilla
Side Special
no hitboxes19
vanilla
Side Special
7-91036°60 / 104-147290top
vanilla
Side Special
7-91248°60 / 103-137290top
SpecialAirSEndF vanilla
Side Special
no hitboxes27
SpecialAirSEndB vanilla
Side Special
no hitboxes27
SpecialHiStart vanilla
Up Special
no hitboxes15
SpecialHiWallDamage vanilla
Up Special
no hitboxes59
SpecialAirHiStart vanilla
Up Special
no hitboxes1532
vanilla➔•
Up Special
spawns water2732
SpecialAirHiEnd vanilla
Up Special
no hitboxes3032
SpecialLw hdr✕◆•
Down Special
no hitboxes15
vanilla
Down Special
no hitboxes10
vanilla
Down Special
5-191390°50 / 95-55200, 1legl
5-191260°62 / 95-60, 1legl
5-1911Sakurai62 / 85-60, 1legl
5-191225°62 / 72-60, 1legl
5-1913270°25 / 65-50legl
5-191345°50 / 95-51legl
SpecialLwLanding vanilla
Down Special
no hitboxes43
vanilla
Down Special
no hitboxes36
hdr
Down Special
no hitboxes6
vanilla
Down Special
no hitboxes8042
vanilla•¶
Down Special
5-191390°50 / 95-552040, 1legl
5-191260°62 / 95-60, 1legl
5-1911Sakurai62 / 85-60, 1legl
5-191225°62 / 72-60, 1legl
5-1913270°25 / 65-50legl
5-191345°50 / 95-51legl
SpecialAirLwEnd vanilla
Down Special
no hitboxes26

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
9-10– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21Sakurai30 fixed-212260top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
13-14– / –460grab
hdr
Pivot Grab
14-15– / –420grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1567°65 / 701633170
1-323Sakurai40 / 1000
vanilla
Back Throw
19140°55 / 601840220
1-393Sakurai40 / 1000
vanilla
Up Throw
1593°60 / 1201643270
1-423Sakurai40 / 1000
hdr
Down Throw
1565°60 / 731638220
1-373Sakurai40 / 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 4–265310
hdr
Air Dodge
intangible 4–265310
vanilla
Ledge Attack
22-24945°90 / 20-2722560top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
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 hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
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
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes26
PassiveWallJump vanilla
Tech
no hitboxes44
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 hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes30

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
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.

Shuriken

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shot
1+355°35 / 450top
1+1175°35 / 851top
vanilla
MaxShot
1+050°30 / 850top
1+118°53 fixed1top
vanilla
MaxVanish
1+960°40 / 1220top

Water

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Up Special (L)
1+258°60 / 800top
vanilla
Up Special (R)
1+258°60 / 800top

Attributes

Weight & Size

Weight
85
Jostle Weight
5.4
Shield Radius
10

Ground Movement

Walk Speed
1.502
Walk Accel (mul)
0.14
Walk Accel (add)
0.12
Initial Dash
1.775
Run Speed
1.9
Run Accel (mul)
0.1087
Run Accel (add)
0.02
Traction
0.063

Jumps

Jumpsquat
5
Jump Initial Y
16.445
Full Hop Height
46
Short Hop Height
15.51
Air Jump Height
46
Jump Count
2
Horizontal Jump Speed
1.46
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.7

Air Movement

Air Speed
1.09
Air Accel (add)
0.01
Air Accel (mul)
0.058
Air Friction
0.0112
Gravity
0.18
Fall Speed
2.49

Landing Lag

Nair
9
Fair
11
Bair
9
Uair
12
Dair
20
Empty Landing
4
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (47 -> 43 frames).Dash Attack
  • HDR replaces the animation (38 -> 32 frames).Down Tilt
  • HDR replaces the animation (80 -> 15 frames).Down Special
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Rapid Jab Finisher, Dash Attack, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Neutral Air, Forward Air, Back Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (AttackF), Side Special (AttackB), Side Special (EndF), Side Special (EndB), Side Special (Air, AttackF), Side Special (Air, AttackB), Down Special (Bound), Grab, Forward Throw, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Special (Attack), Down Special (Air, Attack)
HDR removes this move’s hitboxes.
  • Down Special, CliffEscape
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Shuriken — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Shot), Neutral Special (MaxShot), Neutral Special (Air, Start), Neutral Special (Air, Shot), Neutral Special (Air, MaxShot)
  • Damage comes from Water — see Projectiles & Articles below.Up 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.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Hold), Neutral Special (Air, Start), Neutral Special (Air, Hold), Side Special, Up Special (Start), Up Special (WallDamage), Up Special (Air, Start), Up Special (Air), Up Special (Air, End), Down Special, Down Special (Hit), Down Special (Air), 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
  • Landing lag is 32 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start), Up Special (Air), Up Special (Air, End)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 42 frames rather than the 79 this move would otherwise run.Down Special (Air)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing.Down Special (Air, Attack)
  • 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.