Greninja

109 moves26 changed by HDR83 vanillainternal gekkouga
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3260°30 / 30-9316–0top
3270°30 / 30-91top
3280°30 / 30-92, 3top
32Sakurai30 / 15-94top
hdr
Jab
3-4260°30 / 50-11318–0top
3-4270°30 / 50-111top
3-4290°30 / 50-112top
3-42Sakurai30 / 15-113top
vanilla
Jab
5-63Sakurai60 / 100-21530–0, 1, 2top
Attack100Start vanilla•
Jab
no hitboxes–4––
vanilla•
Jab
1-16 (every 3)0.5Sakurai8 / 10–1––0top
vanilla‡
Jab
4-5245°60 / 120-34442–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
7-11872°50 / 85-22736–0footl
7-11555°50 / 131-241, 2kneel, hip

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
10-139Sakurai50 / 56-161033–0kneel
10-139Sakurai50 / 56-161kneel
10-1310Sakurai52 / 90-152footl
hdr‡
Forward Tilt
10-139Sakurai50 / 56-161033–0kneel
10-139Sakurai50 / 56-161kneel
10-1310Sakurai52 / 90-152footl
hdr‡
Forward Tilt
10-139Sakurai50 / 56-161033–0kneel
10-139Sakurai50 / 56-161kneel
10-1310Sakurai52 / 90-152footl
hdr
Up Tilt
7-13780°69 / 72-18731–0, 1, 2s_tongue5, s_tongue7, s_tongue9
hdr◆
Down Tilt
5-9665°62 / 80-12523–0legl
5-9677°62 / 80-121kneel
5-9785°66 / 59-122kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
13-1614Sakurai35 / 105-271350–0, 1, 2haver, handr
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
12-175367°30 / 90-351252–0top
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 hitboxes–61––
hdr
Down Smash
11-141330°32 / 99-291150–0, 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 hitboxes–84–––
vanilla➔
Neutral Special
spawns shuriken629–––
vanilla➔
Neutral Special
spawns shuriken628–DC 13–
vanilla➔•‡
Neutral Special
spawns shuriken1015–––
SpecialAirNHold vanilla•
Neutral Special
no hitboxes–84–––
vanilla➔
Neutral Special
spawns shuriken625–––
vanilla➔
Neutral Special
spawns shuriken625–DC 13–
vanilla•
Side Special
no hitboxes–8–––
vanilla‡
Side Special
7-91036°60 / 104-14729––0top
vanilla‡
Side Special
7-91248°60 / 103-13729––0top
vanilla‡
Side Special
no hitboxes–19–––
vanilla‡
Side Special
no hitboxes–19–––
vanilla‡
Side Special
7-91036°60 / 104-14729––0top
vanilla‡
Side Special
7-91248°60 / 103-13729––0top
vanilla‡
Side Special
no hitboxes–19–––
vanilla‡
Side Special
no hitboxes–19–––
SpecialHiStart vanilla•
Up Special
no hitboxes–15–––
vanilla•‡
Up Special
no hitboxes–45–––
SpecialAirHiStart vanilla•
Up Special
no hitboxes–1532––
vanilla➔•
Up Special
spawns water2732––
SpecialAirHiEnd vanilla•
Up Special
no hitboxes–3032––
SpecialLw hdr✕◆•
Down Special
no hitboxes–15–––
vanilla•
Down Special
no hitboxes–10–––
vanilla
Down Special
5-191390°50 / 95-5520––0, 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 hitboxes–43–––
vanilla‡
Down Special
no hitboxes–36–––
hdr
Down Special
no hitboxes–6–––
vanilla•
Down Special
no hitboxes–8042––
vanilla•¶
Down Special
5-191390°50 / 95-55204–0, 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
vanilla‡
Down Special
no hitboxes–31–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
9-10––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
21Sakurai30 fixed–28–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
13-14––– / –––46–0grab
hdr
Pivot Grab
14-15––– / –––42–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1567°65 / 70–1633170–
1-323Sakurai40 / 100–0–
vanilla
Back Throw
19140°55 / 60–1840220–
1-393Sakurai40 / 100–0–
vanilla
Up Throw
1593°60 / 120–1643270–
1-423Sakurai40 / 100–0–
hdr‡
Down Throw
1565°60 / 73–1638220–
1-373Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
22-24945°90 / 20-272256–0top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
21-22748°80 / 48-250top
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–33––
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–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–26––
PassiveWallJump vanilla•
Tech
no hitboxes–44––
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–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–30––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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.

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), Side Special (Air, EndF), Side Special (Air, EndB), Up Special (WallDamage), Down Special (Bound), Down Special (Air, End), 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; one cycle is 16 frames. 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.