Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 5-7 | 3 | 90° | 25 / 25 | -12 | 5 | 21 | – | 0, 1, 2, 3 | sword1, top |
| 5-7 | 3 | Sakurai | 15 / 20 | -12 | 4 | top | ||||
| hdr Jab | 5-7 | 3 | 270° | 25 / 25 | -15 | 5 | 24 | – | 0, 1, 2 | sword1 |
| 6-7 | 3 | Sakurai | 15 / 20 | -14 | 3 | top | ||||
| hdr¶ Jab | 7-9 | 9 | Sakurai | 60 / 73 | -21 | 7 | 35 | – | 0, 1, 2, 3, 4 | armr, sword1, top |
| 7-9 | 4 | Sakurai | 60 / 73 | -23 | 0, 1, 2, 3, 4 | armr, sword1, top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡¶ Dash Attack | 18-22 | 18 | Sakurai | 50 / 70 | -21 | 18 | 51 | – | 0, 1, 2, 3, 4 | armr, sword1, shoulderl |
| 18-22 | 12 | Sakurai | 50 / 70 | -24 | 0, 1, 4 | armr, shoulderl | ||||
| 18-22 | 15 | Sakurai | 50 / 80 | -22 | 2, 3 | sword1 |
Tilt Attacks
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 7-9 | 6 | 60° | 35 fixed | -15 | 7 | 28 | – | 0 | shield |
| 7-9 | 6 | 55° | 30 fixed | -15 | 1 | shield | ||||
| 7-9 | 6 | 55° | 50 fixed | -15 | 2 | top | ||||
| 7-9 | 6 | 35° | 40 fixed | -15 | 3 | top | ||||
| hdr‡¶ Forward Tilt | 8-11 | 12 | 40° | 35 / 110 | -17 | 8 | 34 | – | 0, 1, 2, 3 | armr, sword1 |
| 8-11 | 9 | 40° | 35 / 110 | -19 | 0, 1, 2, 3 | armr, sword1 | ||||
| hdr‡¶ Up Tilt | 8-11 | 14 | 94° | 80 / 70 | -21 | 8 | 39 | – | 0, 1, 2, 3 | armr, sword1 |
| 8-11 | 8 | 94° | 70 / 95 | -24 | 0, 1 | armr | ||||
| 8-11 | 11 | 94° | 70 / 95 | -22 | 2, 3 | sword1 | ||||
| 12-14 | 14 | 86° | 80 / 70 | -17 | 0, 1, 2, 3 | armr, sword1 | ||||
| 12-14 | 8 | 86° | 70 / 95 | -20 | 0, 1 | armr | ||||
| 12-14 | 11 | 86° | 70 / 95 | -18 | 2, 3 | sword1 | ||||
| hdr Down Tilt | 6-10 | 8 | 83° | 75 / 60 | -15 | 6 | 28 | – | 0 | kneel |
| 6-10 | 8 | 88° | 75 / 60 | -15 | 1 | kneel | ||||
| 6-10 | 8 | 93° | 75 / 60 | -15 | 2 | kneel |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 60 | – | – | |||||
| hdr‡¶ Forward Smash | 17-21 | 24 | Sakurai | 62 / 76 | -34 | 17 | 67 | – | 0, 1, 2, 3 | armr, sword1 |
| 17-21 | 16 | 42° | 62 / 76 | -39 | 0 | armr | ||||
| 17-21 | 18 | 42° | 62 / 76 | -38 | 1, 2, 3 | armr, sword1 | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr¶ Up Smash | 13-17 | 23 | 90° | 50 / 82 | -26 | 13 | 54 | – | 0, 1, 2, 3, 4 | top, armr, sword1 |
| 13-17 | 16 | 90° | 60 / 82 | -30 | 0, 1, 2 | top, armr | ||||
| 13-17 | 18 | 90° | 60 / 82 | -29 | 3, 4 | sword1 | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr¶ Down Smash | 9-10 | 22 | 60° | 25 / 95 | -32 | 9 | 56 | – | 0, 1, 2, 3 | armr, sword1 |
| 9-10 | 13 | 75° | 47 / 88 | -37 | 0, 1 | armr | ||||
| 9-10 | 15 | 75° | 47 / 88 | -36 | 2, 3 | sword1 | ||||
| 20-21 | 22 | 46° | 25 / 90 | -21 | 0, 1, 2, 3 | armr, sword1 | ||||
| 20-21 | 13 | 50° | 47 / 100 | -26 | 0, 1 | armr | ||||
| 20-21 | 15 | 50° | 47 / 100 | -25 | 2, 3 | sword1 | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡¶ Neutral Air | 7-18 | 13 | 60° | 50 / 70 | +1 | 7 | 38 | 8 | 1-3, 28– | 0, 1, 2, 3 | armr, sword1 |
| 7-18 | 7 | 50° | 50 / 60 | -3 | 0, 1 | armr | |||||
| 7-18 | 10 | 60° | 50 / 60 | -1 | 2, 3 | sword1 | |||||
| hdr‡¶ Forward Air | 14-17 | 15 | Sakurai | 36 / 96 | 0 | 14 | 41 | 10 | 1-3, 36– | 0, 1, 2, 3 | armr, sword1 |
| 14-17 | 9 | 50° | 35 / 95 | -4 | 0, 1 | armr | |||||
| 14-17 | 12 | Sakurai | 36 / 96 | -2 | 2, 3 | sword1 | |||||
| hdr‡¶ Back Air | 17-20 | 17 | 45° | 35 / 95 | -1 | 17 | 46 | 12 | 1-3, 38– | 0, 1, 2, 3 | armr, sword1 |
| 17-20 | 11 | 45° | 35 / 100 | -4 | 0, 1 | armr | |||||
| 17-20 | 14 | 40° | 35 / 97 | -3 | 2, 3 | sword1 | |||||
| hdr‡ Up Air | 6-8 | 9 | 75° | 53 / 86 | -1 | 6 | 34 | 7 | 1-2, 26– | 0, 1, 2, 3 | legr, kneer, legl |
| 9-18 | 7 | 70° | 53 / 72 | -2 | 0, 1, 2, 3 | legr, kneer, legl | |||||
| hdr‡¶ Down Air | 16-17 | 18 | 270° | 33 / 48 | -2 | 16 | 50 | 13 | 1-3, 42– | 0, 1, 2, 3 | armr, sword1 |
| 16-17 | 14 | 270° | 33 / 48 | -4 | 0 | armr | |||||
| 16-17 | 15 | 270° | 33 / 48 | -3 | 1, 2, 3 | armr, sword1 | |||||
| 18-27 | 12 | 55° | 35 / 80 | -5 | 0, 1, 2, 3 | armr, sword1 | |||||
| 18-27 | 9 | 55° | 35 / 80 | -7 | 0, 1, 2, 3 | armr, sword1 |
Special Attacks
106 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| SpecialNStart vanilla• Neutral Special | no hitboxes | – | 8 | – | – | – | |||||
| SpecialNHold vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| SpecialNCancel vanilla Neutral Special | no hitboxes | – | 8 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns fireball | 10 | 33 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns fireball | 11 | 42 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns fireball | 20 | 62 | – | – | – | |||||
| 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 fireball | 10 | 33 | – | – | – | |||||
| vanilla➔ Neutral Special | spawns fireball | 11 | 52 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns fireball | 20 | 62 | – | – | – | |||||
| SpecialSStart vanilla• Side Special | no hitboxes | – | 8 | – | – | – | |||||
| SpecialSHold vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| hdr‡¶ Side Special | 10 | 5 | 45° | 35 / 100 | -25 | 10 | 40 | – | – | 0 | top |
| 11-13 (every 1) | 3 | 45° | 35 / 100 | -25 | 0 | top | |||||
| 14 | 3 | 45° | 35 / 100 | -22 | 0 | top | |||||
| 15-39 | 2 | 45° | 30 / 100 | -21 | 0 | top | |||||
| hdr‡¶ Side Special | 14-19 | 6 | Sakurai | 25 / 90 | -35 | 14 | 55 | – | – | 0 | top |
| vanilla Side Special | no hitboxes | – | 70 | – | – | – | |||||
| hdr Side Special | 1 | 4 | 120° | 50 fixed | -72 | 1 | 78 | – | – | 0 | top |
| 23 | 6 | 100° | 50 fixed | -49 | 0 | top | |||||
| 26 | 6 | 100° | 50 fixed | -46 | 1 | top | |||||
| 32-33 | 12 | Sakurai | 75 / 100 | -42 | 0 | top | |||||
| 32-33 | 10 | Sakurai | 75 / 100 | -42 | 1 | top | |||||
| 32 | 8 | Sakurai | 75 / 70 | -42 | 2 | top | |||||
| 33 | 8 | Sakurai | 75 / 70 | -38 | 2 | top | |||||
| 34 | 8 | Sakurai | 75 / 70 | -37 | 2 | top | |||||
| SpecialAirSStart vanilla• Side Special | no hitboxes | – | 8 | – | – | – | |||||
| SpecialAirSHold vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| hdr‡¶ Side Special | 10 | 5 | 45° | 35 / 100 | -25 | 10 | 40 | – | – | 0 | top |
| 11-13 (every 1) | 3 | 45° | 35 / 100 | -25 | 0 | top | |||||
| 14 | 3 | 45° | 35 / 100 | -22 | 0 | top | |||||
| 15-39 | 2 | 45° | 30 / 100 | -21 | 0 | top | |||||
| hdr‡¶ Side Special | 14-19 | 6 | Sakurai | 25 / 90 | -35 | 14 | 55 | – | – | 0 | top |
| vanilla Side Special | no hitboxes | – | 70 | – | – | – | |||||
| hdr Side Special | 1 | 4 | 120° | 50 fixed | -72 | 1 | 78 | – | – | 0 | top |
| 23 | 6 | 100° | 50 fixed | -49 | 0 | top | |||||
| 26 | 6 | 100° | 50 fixed | -46 | 1 | top | |||||
| 32-33 | 12 | Sakurai | 75 / 100 | -42 | 0 | top | |||||
| 32-33 | 10 | Sakurai | 75 / 100 | -42 | 1 | top | |||||
| 32 | 8 | Sakurai | 75 / 70 | -42 | 2 | top | |||||
| 33 | 8 | Sakurai | 75 / 70 | -38 | 2 | top | |||||
| 34 | 8 | Sakurai | 75 / 70 | -37 | 2 | top | |||||
| SpecialHiStart vanilla• Up Special | no hitboxes | – | 4 | – | – | – | |||||
| SpecialHiHold vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| hdr➔◆•‡ Up Special | spawns tornado | 8 | 29 | – | – | – | |||||
| hdr➔•‡ Up Special | spawns tornado | 12 | 96 | – | – | – | |||||
| hdr➔•‡ Up Special | spawns tornado | 15 | 117 | – | – | – | |||||
| hdr◆• Up Special | no hitboxes | – | 50 | – | – | – | |||||
| SpecialAirHiStart vanilla• Up Special | no hitboxes | – | 4 | – | – | – | |||||
| SpecialAirHiHold vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| hdr➔◆•‡ Up Special | spawns tornado | 8 | 29 | – | – | – | |||||
| hdr➔•‡ Up Special | spawns tornado | 12 | 96 | – | – | – | |||||
| hdr➔•‡ Up Special | spawns tornado | 15 | 117 | – | – | – | |||||
| 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 flash | 6 | 40 | – | – | – | |||||
| vanilla➔ Down Special | spawns flash | 6 | 44 | – | – | – | |||||
| vanilla➔‡ Down Special | spawns explosion | 5 | 39 | – | – | – | |||||
| vanilla➔‡ Down Special | spawns explosion | 6 | 50 | – | – | – | |||||
| vanilla➔‡ Down Special | spawns deathball | 6 | 42 | – | – | – | |||||
| vanilla➔‡ Down Special | spawns deathball | 22 | 59 | – | – | – | |||||
| hdr➔ Down Special | spawns crash | 20 | 152 | – | – | – | |||||
| vanilla➔‡ Down Special | spawns crash | 41 | 61 | – | – | – | |||||
| 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 sleep | 9 | 51 | – | – | – | |||||
| 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 | 6-8 | 22 | 46° | 68 / 67 | -18 | 6 | 39 | – | – | 0, 1, 2 | sword1, armr |
| 6 | 17 | 50° | 68 / 62 | -21 | 4 | top | |||||
| 7-8 | 22 | 46° | 68 / 67 | -17 | 3 | top | |||||
| 7-8 | 17 | 50° | 68 / 62 | -20 | 4 | top | |||||
| hdr‡ Down Special | 6-8 | 17 | 50° | 70 / 7 | -18 | 6 | 36 | – | – | 0, 1, 2 | sword1, armr |
| 6 | 13 | 60° | 70 / 7 | -20 | 4 | top | |||||
| 7-8 | 17 | 50° | 70 / 7 | -17 | 3 | top | |||||
| 7-8 | 13 | 60° | 70 / 7 | -19 | 4 | top | |||||
| hdr Down Special | 10-12 | 1 | Sakurai | 10 fixed | -27 | 10 | 40 | – | – | 0, 1, 2, 3 | armr, sword1 |
| hdr‡ Down Special | 30-35 | 35 | 55° | 36 / 89 | -31 | 30 | 83 | – | – | 0, 1, 2, 3 | armr, sword1 |
| hdr Down Special | no hitboxes | – | 46 | – | – | – | |||||
| hdr•‡ Down Special | no hitboxes | – | 18 | – | – | – | |||||
| vanilla• Down Special | no hitboxes | – | – | 35 | – | – | |||||
| vanilla• Down Special | no hitboxes | – | 92 | 35 | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 5 | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 5 | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 12 | – | – | – | |||||
| vanilla• Down Special | no hitboxes | – | 40 | 35 | – | – | |||||
| vanilla➔• Down Special | spawns flash | 6 | 40 | 35 | JC | – | |||||
| vanilla➔• Down Special | spawns flash | 6 | 44 | 35 | JC | – | |||||
| vanilla➔‡• Down Special | spawns explosion | 5 | 39 | 35 | JC | – | |||||
| vanilla➔‡• Down Special | spawns explosion | 6 | 50 | 35 | JC | – | |||||
| vanilla➔‡• Down Special | spawns deathball | 6 | 42 | 35 | JC | – | |||||
| vanilla➔‡• Down Special | spawns deathball | 22 | 59 | 35 | JC | – | |||||
| hdr➔• Down Special | spawns crash | 20 | 152 | 35 | JC | – | |||||
| vanilla➔‡• Down Special | spawns crash | 41 | 61 | 35 | JC | – | |||||
| vanilla•‡ Down Special | no hitboxes | – | 16 | – | – | – | |||||
| hdr• Down Special | 2+ | 18 | 270° | 55 / 30 | – | 2 | – | 35 | JC | 0 | top |
| vanilla‡ Down Special | no hitboxes | – | 30 | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 35 | – | – | – | |||||
| vanilla‡• Down Special | no hitboxes | – | 43 | 35 | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 35 | – | – | – | |||||
| hdr↛‡• Down Special | spawns sleep | 9 | 51 | 35 | JC | – | |||||
| 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 | 6-8 | 22 | 46° | 68 / 67 | -18 | 6 | 39 | 35 | JC | 0, 1, 2 | sword1, armr |
| 6 | 17 | 50° | 68 / 62 | -21 | 4 | top | |||||
| 7-8 | 22 | 46° | 68 / 67 | -17 | 3 | top | |||||
| 7-8 | 17 | 50° | 68 / 62 | -20 | 4 | top | |||||
| hdr‡ Down Special | 6-8 | 17 | 50° | 70 / 7 | -18 | 6 | 36 | – | JC | 0, 1, 2 | sword1, armr |
| 6 | 13 | 60° | 70 / 7 | -20 | 4 | top | |||||
| 7-8 | 17 | 50° | 70 / 7 | -17 | 3 | top | |||||
| 7-8 | 13 | 60° | 70 / 7 | -19 | 4 | top | |||||
| hdr• Down Special | 10-12 | 1 | Sakurai | 10 fixed | -27 | 10 | 40 | 35 | JC | 0, 1, 2, 3 | armr, sword1 |
| hdr‡• Down Special | 30-35 | 35 | 55° | 36 / 89 | -31 | 30 | 83 | 35 | JC | 0, 1, 2, 3 | armr, sword1 |
| hdr• Down Special | no hitboxes | – | 46 | 35 | – | – | |||||
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 | -21 | 1 | 25 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 43 | – | 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 7 | 35° | 60 / 55 | – | 16 | 35 | 19 | 0 | – |
| 1-34 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Back Throw | 1 | 9 | 47° | 70 / 57 | – | 18 | 38 | 20 | 0 | – |
| 1-37 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 7 | 90° | 55 / 85 | – | 17 | 32 | 15 | 0 | – |
| 1-31 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 6 | 76° | 77 / 60 | – | 19 | 33 | 14 | 0 | – |
| 1-32 | 3 | Sakurai | 40 / 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 | – | 57 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 57 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 9 | 45° | 90 / 20 | -27 | 24 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -27 | 19 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -29 | 17 | 52 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -25 | 0 | top | ||||
| 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 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 32 | – | – | |||||
| 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
| 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
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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Crash1 | 3-12 | 5.4 | 366° | 10 / 5 | 0 | top |
| 13-22 | 4.2 | 115° | 10 / 5 | 0 | top | |
| 23-32 | 4.2 | 105° | 10 / 5 | 0 | top | |
| 33-42 | 4.2 | 100° | 10 / 5 | 0 | top | |
| 43-52 | 4.2 | 95° | 10 / 5 | 0 | top | |
| 53-62 | 4.2 | 95° | 10 / 5 | 0 | top | |
| 63-72 | 4.2 | 95° | 10 / 5 | 0 | top | |
| 73-80 | 4.2 | 95° | 10 / 5 | 0 | top | |
| 81-92 | 11 | 63° | 80 / 135 | 0 | top | |
| vanilla Crash2 | 4-9 | 0.1 | 366° | 10 / 50 | 3 | top |
| 10 | 50 | 60° | 30 / 45 | 0 | top | |
| 10 | 35 | 60° | 40 / 60 | 1 | top |
Deathball
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Deathball1 | 1+ | 1 | Sakurai | 0 / 100 | 0 | deathball |
| hdr Deathball2 | 1-11 | 3 | Sakurai | 0 / 150 | 0, 1 | top |
Explosion
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Move1 | 1+ | 1.5 | 70° | 20 / 100 | 0 | top |
| vanilla Explode1 | 1-20 | 14 | 65° | 88 / 60 | 0 | top |
| 1-20 | 12 | 60° | 88 / 60 | 1 | top | |
| vanilla Move2 | 1+ | 2 | Sakurai | 25 / 40 | 0 | top |
| hdr Explode2 | 1-15 | 0 | 366° | 100 fixed | 2 | top |
| 1-15 | 0 | 366° | 50 fixed | 3 | top | |
| 16-39 | 26 | 65° | 80 / 50 | 0 | top | |
| 16-39 | 21 | 60° | 80 / 50 | 1 | top |
Fireball
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Neutral Special (1) | 1+ | 9 | 72° | 45 / 55 | 0 | top |
| hdr Neutral Special (2) | 1+ | 9 | Sakurai | 71 / 72 | 0, 1 | fireball2, fireball1 |
| vanilla Neutral Special (3) | 1+ | 19 | 130° | 30 fixed | 0 | top |
| hdr BurstL | 1-18 | 3 | 115° | 50 fixed | 0 | top |
| 1-18 | 10 | 56° | 60 / 70 | 1 | top | |
| 19+ | 3 | 46° | 15 / 345 | 0 | top | |
| 19+ | 8 | Sakurai | 50 / 70 | 1 | top |
Flash
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Flash1 | 1+ | 1.5 | 50° | 50 / 100 | 0 | top |
| vanilla FlashHit1 | 1-12 | 12 | 45° | 40 / 70 | 0 | top |
| 13+ | 12 | 45° | 40 / 70 | 0 | top | |
| vanilla Flash2 | 1+ | 3 | 50° | 50 / 100 | 0 | top |
| vanilla FlashHit2 | 1-9 | 22 | 42° | 30 / 60 | 0 | top |
| 10-16 | 22 | 42° | 30 / 60 | 0 | top | |
| 17+ | 22 | 42° | 30 / 60 | 0 | top |
Lightning
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Regular | 1-2 | 14 | 56° | 100 / 40 | 0 | top |
| 3-5 | 12 | 64° | 100 / 40 | 0 | top | |
| 6+ | 10 | 366° | 60 fixed | 0 | top |
Spark
3 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Side Special (1) | 1+ | 6 | 82° | 80 / 76 | 0 | top |
| 1+ | 5 | 82° | 80 / 76 | 1 | top | |
| 1+ | 2.5 | 90° | 100 / 40 | 2 | top | |
| vanilla Side Special (2) | 1+ | 14 | 58° | 80 / 60 | 0 | top |
| 1+ | 10 | 58° | 80 / 60 | 1 | top | |
| 1+ | 5 | 58° | 100 / 40 | 2 | top | |
| vanilla Side Special (32) | 1+ | 16 | 44° | 24 / 134 | 0 | top |
| 1+ | 12 | 58° | 24 / 70 | 1 | top | |
| 1+ | 6 | 58° | 100 / 40 | 2 | top |
Tornado
3 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Up Special (1) | 1+ | 7 | 108° | 160 fixed | 0 | tornado1 |
| 1+ | 7 | 108° | 85 / 55 | 1 | tornado1 | |
| hdr Up Special (2) | 1-20 | 3 | 130° | 60 fixed | 0 | tornado1 |
| 1-20 | 3 | 367° | 40 fixed | 1 | tornado1 | |
| 21+ | 4 | 120° | 85 / 120 | 0, 1 | tornado1 | |
| hdr Up Special (3) | 1 | 3 | 130° | 60 fixed | 0, 1 | tornado1, tornado2 |
| 1+ | 4 | 120° | 85 / 125 | 0, 1, 2, 3, 4, 5, 6 | tornado1, tornado2, top | |
| 1 | 3 | 140° | 45 fixed | 2, 3 | tornado1, tornado2 | |
| 1 | 3 | 175° | 35 fixed | 4, 5 | tornado1, 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
¶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
Hero