Hero

180 moves62 changed by HDR118 vanillainternal brave
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-7390°25 / 25-12521–0, 1, 2, 3sword1, top
5-73Sakurai15 / 20-124top
hdr
Jab
5-73270°25 / 25-15524–0, 1, 2sword1
6-73Sakurai15 / 20-143top
hdr
Jab
7-99Sakurai60 / 73-21735–0, 1, 2, 3, 4armr, sword1, top
7-94Sakurai60 / 73-230, 1, 2, 3, 4armr, sword1, top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡¶
Dash Attack
18-2218Sakurai50 / 70-211851–0, 1, 2, 3, 4armr, sword1, shoulderl
18-2212Sakurai50 / 70-240, 1, 4armr, shoulderl
18-2215Sakurai50 / 80-222, 3sword1

Tilt Attacks

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-9660°35 fixed-15728–0shield
7-9655°30 fixed-151shield
7-9655°50 fixed-152top
7-9635°40 fixed-153top
hdr‡¶
Forward Tilt
8-111240°35 / 110-17834–0, 1, 2, 3armr, sword1
8-11940°35 / 110-190, 1, 2, 3armr, sword1
hdr‡¶
Up Tilt
8-111494°80 / 70-21839–0, 1, 2, 3armr, sword1
8-11894°70 / 95-240, 1armr
8-111194°70 / 95-222, 3sword1
12-141486°80 / 70-170, 1, 2, 3armr, sword1
12-14886°70 / 95-200, 1armr
12-141186°70 / 95-182, 3sword1
hdr
Down Tilt
6-10883°75 / 60-15628–0kneel
6-10888°75 / 60-151kneel
6-10893°75 / 60-152kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–60––
hdr‡¶
Forward Smash
17-2124Sakurai62 / 76-341767–0, 1, 2, 3armr, sword1
17-211642°62 / 76-390armr
17-211842°62 / 76-381, 2, 3armr, sword1
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
13-172390°50 / 82-261354–0, 1, 2, 3, 4top, armr, sword1
13-171690°60 / 82-300, 1, 2top, armr
13-171890°60 / 82-293, 4sword1
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
9-102260°25 / 95-32956–0, 1, 2, 3armr, sword1
9-101375°47 / 88-370, 1armr
9-101575°47 / 88-362, 3sword1
20-212246°25 / 90-210, 1, 2, 3armr, sword1
20-211350°47 / 100-260, 1armr
20-211550°47 / 100-252, 3sword1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡¶
Neutral Air
7-181360°50 / 70+173881-3, 28–0, 1, 2, 3armr, sword1
7-18750°50 / 60-30, 1armr
7-181060°50 / 60-12, 3sword1
hdr‡¶
Forward Air
14-1715Sakurai36 / 9601441101-3, 36–0, 1, 2, 3armr, sword1
14-17950°35 / 95-40, 1armr
14-1712Sakurai36 / 96-22, 3sword1
hdr‡¶
Back Air
17-201745°35 / 95-11746121-3, 38–0, 1, 2, 3armr, sword1
17-201145°35 / 100-40, 1armr
17-201440°35 / 97-32, 3sword1
hdr‡
Up Air
6-8975°53 / 86-163471-2, 26–0, 1, 2, 3legr, kneer, legl
9-18770°53 / 72-20, 1, 2, 3legr, kneer, legl
hdr‡¶
Down Air
16-1718270°33 / 48-21650131-3, 42–0, 1, 2, 3armr, sword1
16-1714270°33 / 48-40armr
16-1715270°33 / 48-31, 2, 3armr, sword1
18-271255°35 / 80-50, 1, 2, 3armr, sword1
18-27955°35 / 80-70, 1, 2, 3armr, sword1

Special Attacks

106 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–8–––
SpecialNHold vanilla•
Neutral Special
no hitboxes–––––
SpecialNCancel vanilla
Neutral Special
no hitboxes–8–––
hdr➔‡
Neutral Special
spawns fireball1033–––
hdr➔‡
Neutral Special
spawns fireball1142–––
hdr➔‡
Neutral Special
spawns fireball2062–––
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–8–––
SpecialAirNHold vanilla•
Neutral Special
no hitboxes–––––
SpecialAirNCancel vanilla
Neutral Special
no hitboxes–8–––
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes–8–––
hdr➔‡
Neutral Special
spawns fireball1033–––
vanilla➔
Neutral Special
spawns fireball1152–––
hdr➔‡
Neutral Special
spawns fireball2062–––
SpecialSStart vanilla•
Side Special
no hitboxes–8–––
SpecialSHold vanilla•
Side Special
no hitboxes–––––
hdr‡¶
Side Special
10545°35 / 100-251040––0top
10-12245°30 / 100-260top
11-13 (every 1)345°35 / 100-250top
14345°35 / 100-220top
hdr‡¶
Side Special
14-196Sakurai25 / 90-351455––0top
vanilla
Side Special
no hitboxes–70–––
hdr
Side Special
14120°50 fixed-72178––0top
236100°50 fixed-490top
266100°50 fixed-461top
32-3312Sakurai75 / 100-420top
32-3310Sakurai75 / 100-421top
328Sakurai75 / 70-422top
338Sakurai75 / 70-382top
348Sakurai75 / 70-372top
SpecialAirSStart vanilla•
Side Special
no hitboxes–8–––
SpecialAirSHold vanilla•
Side Special
no hitboxes–––––
hdr‡¶
Side Special
10545°35 / 100-251040––0top
10-12245°30 / 100-260top
11-13 (every 1)345°35 / 100-250top
14345°35 / 100-220top
hdr‡¶
Side Special
14-196Sakurai25 / 90-351455––0top
vanilla
Side Special
no hitboxes–70–––
hdr
Side Special
14120°50 fixed-72178––0top
236100°50 fixed-490top
266100°50 fixed-461top
32-3312Sakurai75 / 100-420top
32-3310Sakurai75 / 100-421top
328Sakurai75 / 70-422top
338Sakurai75 / 70-382top
348Sakurai75 / 70-372top
SpecialHiStart vanilla•
Up Special
no hitboxes–4–––
SpecialHiHold vanilla•
Up Special
no hitboxes–––––
hdr➔◆•‡
Up Special
spawns tornado829–––
hdr➔•‡
Up Special
spawns tornado1296–––
hdr➔•‡
Up Special
spawns tornado15117–––
hdr◆•
Up Special
no hitboxes–50–––
SpecialAirHiStart vanilla•
Up Special
no hitboxes–4–––
SpecialAirHiHold vanilla•
Up Special
no hitboxes–––––
hdr➔◆•‡
Up Special
spawns tornado829–––
hdr➔•‡
Up Special
spawns tornado1296–––
hdr➔•‡
Up Special
spawns tornado15117–––
hdr◆•
Up Special
no hitboxes–50–––
hdr•‡
Down Special
no hitboxes–18–––
vanilla•
Down Special
no hitboxes–––––
vanilla•
Down Special
no hitboxes–92–––
vanilla•
Down Special
no hitboxes–36–––
vanilla‡
Down Special
no hitboxes–5–––
vanilla
Down Special
no hitboxes–30–––
vanilla
Down Special
no hitboxes–40–––
vanilla➔
Down Special
spawns flash640–––
vanilla➔
Down Special
spawns flash644–––
vanilla➔‡
Down Special
spawns explosion539–––
vanilla➔‡
Down Special
spawns explosion650–––
vanilla➔‡
Down Special
spawns deathball642–––
vanilla➔‡
Down Special
spawns deathball2259–––
hdr➔
Down Special
spawns crash20152–––
vanilla➔‡
Down Special
spawns crash4161–––
vanilla•‡
Down Special
no hitboxes–16–––
vanilla•
Down Special
no hitboxes–––––
vanilla‡
Down Special
no hitboxes–30–––
vanilla‡
Down Special
no hitboxes–35–––
vanilla‡
Down Special
no hitboxes–43–––
vanilla‡
Down Special
no hitboxes–35–––
hdr↛‡
Down Special
spawns sleep951–––
vanilla
Down Special
no hitboxes–1–––
vanilla‡
Down Special
no hitboxes–1–––
vanilla
Down Special
no hitboxes–1–––
vanilla
Down Special
no hitboxes–1–––
vanilla
Down Special
no hitboxes–1–––
vanilla•
Down Special
no hitboxes–30–––
vanilla•
Down Special
no hitboxes–––––
vanilla•
Down Special
no hitboxes–––––
vanilla
Down Special
no hitboxes–1–––
hdr‡
Down Special
6-82246°68 / 67-18639––0, 1, 2sword1, armr
61750°68 / 62-214top
7-82246°68 / 67-173top
7-81750°68 / 62-204top
hdr‡
Down Special
6-81750°70 / 7-18636––0, 1, 2sword1, armr
61360°70 / 7-204top
7-81750°70 / 7-173top
7-81360°70 / 7-194top
hdr
Down Special
10-121Sakurai10 fixed-271040––0, 1, 2, 3armr, sword1
hdr‡
Down Special
30-353555°36 / 89-313083––0, 1, 2, 3armr, sword1
hdr
Down Special
no hitboxes–46–––
hdr•‡
Down Special
no hitboxes–18–––
vanilla•
Down Special
no hitboxes––35––
vanilla•
Down Special
no hitboxes–9235––
vanilla‡
Down Special
no hitboxes–5–––
vanilla‡
Down Special
no hitboxes–5–––
vanilla
Down Special
no hitboxes–12–––
vanilla•
Down Special
no hitboxes–4035––
vanilla➔•
Down Special
spawns flash64035JC–
vanilla➔•
Down Special
spawns flash64435JC–
vanilla➔‡•
Down Special
spawns explosion53935JC–
vanilla➔‡•
Down Special
spawns explosion65035JC–
vanilla➔‡•
Down Special
spawns deathball64235JC–
vanilla➔‡•
Down Special
spawns deathball225935JC–
hdr➔•
Down Special
spawns crash2015235JC–
vanilla➔‡•
Down Special
spawns crash416135JC–
vanilla•‡
Down Special
no hitboxes–16–––
hdr•
Down Special
2+18270°55 / 30–2–35JC0top
vanilla‡
Down Special
no hitboxes–30–––
vanilla‡
Down Special
no hitboxes–35–––
vanilla‡•
Down Special
no hitboxes–4335––
vanilla‡
Down Special
no hitboxes–35–––
hdr↛‡•
Down Special
spawns sleep95135JC–
vanilla
Down Special
no hitboxes–1–––
vanilla‡
Down Special
no hitboxes–1–––
vanilla
Down Special
no hitboxes–1–––
vanilla
Down Special
no hitboxes–1–––
vanilla
Down Special
no hitboxes–1–––
vanilla•
Down Special
no hitboxes–30–––
hdr‡•
Down Special
6-82246°68 / 67-1863935JC0, 1, 2sword1, armr
61750°68 / 62-214top
7-82246°68 / 67-173top
7-81750°68 / 62-204top
hdr‡
Down Special
6-81750°70 / 7-18636–JC0, 1, 2sword1, armr
61360°70 / 7-204top
7-81750°70 / 7-173top
7-81360°70 / 7-194top
hdr•
Down Special
10-121Sakurai10 fixed-27104035JC0, 1, 2, 3armr, sword1
hdr‡•
Down Special
30-353555°36 / 89-31308335JC0, 1, 2, 3armr, sword1
hdr•
Down Special
no hitboxes–4635––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––43–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1735°60 / 55–1635190–
1-343Sakurai60 / 100–0–
hdr‡
Back Throw
1947°70 / 57–1838200–
1-373Sakurai40 / 100–0–
hdr
Up Throw
1790°55 / 85–1732150–
1-313Sakurai40 / 100–0–
hdr
Down Throw
1676°77 / 60–1933140–
1-323Sakurai40 / 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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
21-22748°80 / 48-250top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–27––
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––
vanilla
DownBoundD
no hitboxes–27––
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–31––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
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–31––
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–46––

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––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

8 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.

Crash

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Crash1
3-125.4366°10 / 50top
13-224.2115°10 / 50top
23-324.2105°10 / 50top
33-424.2100°10 / 50top
43-524.295°10 / 50top
53-624.295°10 / 50top
63-724.295°10 / 50top
73-804.295°10 / 50top
81-921163°80 / 1350top
vanilla
Crash2
4-90.1366°10 / 503top
105060°30 / 450top
103560°40 / 601top

Deathball

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Deathball1
1+1Sakurai0 / 1000deathball
hdr
Deathball2
1-113Sakurai0 / 1500, 1top

Explosion

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Move1
1+1.570°20 / 1000top
vanilla
Explode1
1-201465°88 / 600top
1-201260°88 / 601top
vanilla
Move2
1+2Sakurai25 / 400top
hdr
Explode2
1-150366°100 fixed2top
1-150366°50 fixed3top
16-392665°80 / 500top
16-392160°80 / 501top

Fireball

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Neutral Special (1)
1+972°45 / 550top
hdr
Neutral Special (2)
1+9Sakurai71 / 720, 1fireball2, fireball1
vanilla
Neutral Special (3)
1+19130°30 fixed0top
hdr
BurstL
1-183115°50 fixed0top
1-181056°60 / 701top
19+346°15 / 3450top
19+8Sakurai50 / 701top

Flash

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Flash1
1+1.550°50 / 1000top
vanilla
FlashHit1
1-121245°40 / 700top
13+1245°40 / 700top
vanilla
Flash2
1+350°50 / 1000top
vanilla
FlashHit2
1-92242°30 / 600top
10-162242°30 / 600top
17+2242°30 / 600top

Lightning

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1-21456°100 / 400top
3-51264°100 / 400top
6+10366°60 fixed0top

Spark

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Side Special (1)
1+682°80 / 760top
1+582°80 / 761top
1+2.590°100 / 402top
vanilla
Side Special (2)
1+1458°80 / 600top
1+1058°80 / 601top
1+558°100 / 402top
vanilla
Side Special (32)
1+1644°24 / 1340top
1+1258°24 / 701top
1+658°100 / 402top

Tornado

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Up Special (1)
1+7108°160 fixed0tornado1
1+7108°85 / 551tornado1
hdr
Up Special (2)
1-203130°60 fixed0tornado1
1-203367°40 fixed1tornado1
21+4120°85 / 1200, 1tornado1
hdr
Up Special (3)
13130°60 fixed0, 1tornado1, tornado2
1+4120°85 / 1250, 1, 2, 3, 4, 5, 6tornado1, tornado2, top
13140°45 fixed2, 3tornado1, tornado2
13175°35 fixed4, 5tornado1, tornado2

Attributes

Weight & Size

Weight
101
Jostle Weight
6
Shield Radius
12.1

Ground Movement

Walk Speed
1.1
Walk Accel (mul)
0.16
Walk Accel (add)
0.08
Initial Dash
1.65
Run Speed
1.625
Run Accel (mul)
0.0557
Run Accel (add)
0.02
Traction
0.075

Jumps

Jumpsquat
4
Jump Initial Y
10.3675
Full Hop Height
29
Short Hop Height
14.5
Air Jump Height
28
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
0.96
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.008
Gravity
0.111
Fall Speed
1.98

Landing Lag

Nair
8
Fair
10
Bair
12
Uair
7
Dair
13
Empty Landing
4
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (63 -> 50 frames).Up Special (1), Up Special (Empty), Up Special (Air, 1), Up Special (Air, Empty)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, AttackS3S2, Up Tilt, Forward Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (1), Neutral Special (2), Neutral Special (3), Neutral Special (Air, 1), Neutral Special (Air, 3), Side Special (1), Side Special (2), Side Special (Air, 1), Side Special (Air, 2), Up Special (1), Up Special (2), Up Special (3), Up Special (Air, 1), Up Special (Air, 2), Up Special (Air, 3), Down Special (Start), Down Special (Cancel), Down Special (4), Down Special (5), Down Special (6), Down Special (7), Down Special (9), Down Special (10Start), Down Special (10End), Down Special (11), Down Special (12), Down Special (13), Down Special (14), Down Special (15Common), Down Special (17), Down Special (18), Down Special (20), Down Special (Air, Start), Down Special (Air, Cancel), Down Special (Air, JumpCancel), Down Special (Air, 4), Down Special (Air, 5), Down Special (Air, 6), Down Special (Air, 7), Down Special (Air, 9), Down Special (Air, 10Start), Down Special (Air, 10End), Down Special (Air, 11), Down Special (Air, 12), Down Special (Air, 13), Down Special (Air, 14), Down Special (Air, 15Common), Down Special (Air, 17), Down Special (Air, 18), Down Special (Air, 20), Grab, Forward Throw, Back Throw, DownSpot
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Jab 3, Dash Attack, AttackS3S2, Up Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Down Air, Side Special (1), Side Special (2), Side Special (Air, 1), Side Special (Air, 2)
✕HDR removes this move’s hitboxes.
  • CliffEscape
↛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 sleep — the engine's name for it, and there is no table for it here.Down Special (14), Down Special (Air, 14)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fireball — see Projectiles & Articles below.Neutral Special (1), Neutral Special (2), Neutral Special (3), Neutral Special (Air, 1), Neutral Special (Air, 2), Neutral Special (Air, 3)
  • Damage comes from Tornado — see Projectiles & Articles below.Up Special (1), Up Special (2), Up Special (3), Up Special (Air, 1), Up Special (Air, 2), Up Special (Air, 3)
  • Damage comes from Flash — see Projectiles & Articles below.Down Special (2), Down Special (3), Down Special (Air, 2), Down Special (Air, 3)
  • Damage comes from Explosion — see Projectiles & Articles below.Down Special (4), Down Special (5), Down Special (Air, 4), Down Special (Air, 5)
  • Damage comes from Deathball — see Projectiles & Articles below.Down Special (6), Down Special (7), Down Special (Air, 6), Down Special (Air, 7)
  • Damage comes from Crash — see Projectiles & Articles below.Down Special (8), Down Special (9), Down Special (Air, 8), Down Special (Air, 9)
•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, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Air, Start), Up Special (Start), Up Special (1), Up Special (2), Up Special (3), Up Special (Empty), Up Special (Air, Start), Up Special (Air, 1), Up Special (Air, 2), Up Special (Air, 3), Up Special (Air, Empty), Down Special (Start), Down Special (Select2), Down Special (Landing), Down Special (10Start), Down Special (16Start), Down Special (Air, Start), Down Special (Air, Select2), Down Special (Air, 10Start), Down Special (Air, 16Start), 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.Neutral Special (Hold), Neutral Special (Air, Hold), Side Special (Hold), Side Special (Air, Hold), Up Special (Hold), Up Special (Air, Hold), Down Special (Select), Down Special (10), Down Special (16Hi), Down Special (16Lw), Down Special (Air, Select), Down Special (Air, 10), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames and is the only way out of it. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Select), Down Special (Air, 10)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 91 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Select2)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 39 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 1), Down Special (Air, 2), Down Special (Air, 19)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 43 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 3)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 38 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 4), Down Special (Air, 17)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 49 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 5)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 41 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 6)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 58 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 7)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 151 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 8)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 60 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 9)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 42 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 12)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 50 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 14)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 82 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 20)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 45 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 21)
  • 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.