Incineroar

108 moves44 changed by HDR64 vanillainternal gaogaen
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-7378°26 / 38-95180, 1, 2shoulderl, arml, handl
5-73Sakurai25 / 20-93top
hdr
Jab
4-6378°26 / 38-124200, 1, 2, 3hip, legr, kneer
4-63Sakurai25 / 20-124top
hdr
Jab
3-77Sakurai40 / 88-253340, 1, 2, 3, 4, 5bust, waist, shoulderl, arml
Attack13Hit vanilla
Jab
no hitboxes15

Dash Attack

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-101350°60 / 88-248420legl
11-18990°45 / 90-240legl
AttackDashHit vanilla
Dash Attack
no hitboxes23

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
12-141231°54 / 88-1612370, 1shoulderl, arml
12-141431°55 / 82-152handl
hdr
Forward Tilt
12-141231°54 / 88-1612370, 1shoulderl, arml
12-141431°55 / 82-152handl
hdr
Forward Tilt
12-141231°54 / 88-1612370, 1shoulderl, arml
12-141431°55 / 82-152handl
hdr
Up Tilt
6-8986°90 / 55-196320, 1head, bust
9-11994°90 / 55-160, 1head, bust
hdr
Down Tilt
9-11989°90 / 42-139290legl
9-11993°90 / 42-131kneel
9-11997°80 / 42-132kneel

Smash Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-1916Sakurai65 / 84-3316600, 1legr, hip
16-1920Sakurai65 / 79-302legr
AttackS4SHit vanilla
Forward Smash
no hitboxes35
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
13-161788°94 / 63-3113560, 1armr, shoulderr
17-181488°94 / 63-290, 1armr, shoulderr
AttackHi4Hit vanilla
Up Smash
no hitboxes33
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
173270°250 fixed-4417650, 1, 2hip
17-184270°50 fixed-430, 1, 2hip
19-2013270°103 / 62-360top
2113270°103 / 62-340top
AttackLw4Hit vanilla
Down Smash
no hitboxes36

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-71064°37 / 100-254291-3, 36–0, 1, 2top, kneer, head
8-25969°34 / 100-30, 1, 2top, kneer, head
hdr
Forward Air
8-101050°55 / 73-4837111-6, 28–0, 1hip
8-1013Sakurai30 / 101-22hip
11-14935°36 / 90-50, 1, 2hip
hdr
Back Air
7-101150°40 / 100-5737131-5, 25–0, 1hip, legr
7-101445°45 / 104-42kneer
hdr
Up Air
6-131065°58 / 79-3632101-3, 27–0legr
6-131171°58 / 79-21kneer
hdr
Down Air
16-1915270°23 / 55-31645131-4, 46–0top
16-1914290°23 / 55-41top
20-229Sakurai50 / 70-70top
20-228Sakurai50 / 70-71top

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Neutral Special
5-71745°85 / 45-685850top
5-71345°80 / 48-701, 2top
9-101245°85 / 50-670top
9-101045°80 / 40-681, 2top
15-161245°85 / 50-610top
15-161045°80 / 40-621, 2top
23-241145°85 / 50-530top
23-24945°80 / 40-551, 2top
29-301145°85 / 50-470top
29-30945°80 / 40-491, 2top
37-381045°85 / 50-400top
37-38845°80 / 40-411, 2top
42-441045°85 / 50-350top
42-44845°80 / 40-361, 2top
50-51845°85 / 50-280top
50-51645°80 / 40-291, 2top
56-57845°85 / 50-220top
56-57645°80 / 40-231, 2top
hdr
Neutral Special
5-71745°85 / 45-685850top
5-71345°80 / 48-701, 2top
9-101245°85 / 50-670top
9-101045°80 / 40-681, 2top
15-161245°85 / 50-610top
15-161045°80 / 40-621, 2top
23-241145°85 / 50-530top
23-24945°80 / 40-551, 2top
29-301145°85 / 50-470top
29-30945°80 / 40-491, 2top
37-381045°85 / 50-400top
37-38845°80 / 40-411, 2top
42-441045°85 / 50-350top
42-44845°80 / 40-361, 2top
50-51845°85 / 50-280top
50-51645°80 / 40-291, 2top
56-57845°85 / 50-220top
56-57645°80 / 40-231, 2top
hdr‡¶
Side Special
13-32070°1 fixed13580top
16-32– / –0grab
16-32– / –0grab
16-32– / –0grab
hdr
Side Special
no hitboxes56
hdr‡¶
Side Special
1-70179°80 / 01430
1-70103°90 / 100
1-70100°72 / 1000
8-1710105°128 / 34-270top
8-1712105°128 / 34-260top
8-1712105°128 / 34-260top
hdr‡¶
Side Special
1-8015°80 / 01460
1-8080°100 / 100
1-80145°20 / 4740
9-191515°80 / 0-260arml
9-1915105°88 / 35-260arml
9-1920145°88 / 40-230arml
vanilla
Side Special
1030°30 / 501350
1-2430°70 fixed-290top
vanilla
Side Special
no hitboxes20
hdr
Side Special
13-150350°30 fixed13530top
14-150350°30 fixed1top
16-32– / –0, 1grab
hdr
Side Special
no hitboxes56
hdr
Side Special
1-70100°72 / 1001430
8-1712105°128 / 34-260top
hdr
Side Special
1-80145°20 / 4741500
9-1920145°88 / 40-270arml
vanilla
Side Special
1030°30 / 501350
1-2430°70 fixed-290top
vanilla
Side Special
no hitboxes20
hdr
Up Special
11-12381°82 / 1-1211270top
11-12387°81 / 1-121top
11-12380°80 / 1-122top
11-12578°90 / 1-113top
11-12490°91 / 1-114top
13-14466°58 / 5-90, 1armr, arml
15445°49 / 5-70, 1armr, arml
16-192.530°34 / 5-70, 1armr, arml
20-242.530 / 5-30, 1armr, arml
hdr
Up Special
1-410.8Sakurai89 / 72-311400top
1-45.5Sakurai85 / 80-331top
hdr
Up Special
13-14381°82 / 1-1213290top
13-14387°81 / 1-121top
13-14380°80 / 1-122top
13-14578°90 / 1-113top
13-14490°91 / 1-114top
15-16466°58 / 5-90, 1armr, arml
17445°49 / 5-70, 1armr, arml
18-212.530°34 / 5-70, 1armr, arml
22-262.530 / 5-30, 1armr, arml
hdr•‡
Up Special
no hitboxes22
hdr
Up Special
2770°50 / 100-152230top
3-73.5312°175 fixed-160top
3-221354°135 / 48-101top
8-103.5312°100 fixed-110top
11-133.5312°80 fixed-80top
14-163.5312°60 fixed-50top
17-223.5312°40 fixed-20top
vanilla
Up Special
2770°50 / 100-122200top
3-63.5312°175 fixed-130top
3-191354°135 / 48-71top
7-93.5312°100 fixed-90top
10-113.5312°80 fixed-60top
12-143.5312°60 fixed-40top
15-193.5312°40 fixed-10top
vanilla
Up Special
no hitboxes50
vanilla
Up Special
no hitboxes21
hdr
Down Special
no hitboxes53
vanilla
Down Special
8-92.451°40 fixed-158270top
8-92.454°38 fixed-151top
vanilla
Down Special
8-92.451°40 fixed-158270top
8-92.454°38 fixed-151top
hdr
Down Special
no hitboxes53
vanilla
Down Special
8-92.451°40 fixed-158270top
8-92.454°38 fixed-151top
vanilla
Down Special
8-92.451°40 fixed-158270top
8-92.454°38 fixed-151top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10– / –8390grab
8-100Sakurai10 fixed0top
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.680°30 fixed-261300top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
12-14– / –12470grab
12-140Sakurai10 fixed0top
hdr
Pivot Grab
13-15– / –13430grab
13-150Sakurai10 fixed0top

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11140°82 / 645876180
1-563Sakurai60 / 1000
hdr‡¶
Back Throw
1040°20 / 4903043130
10275°30 fixed0
1-283Sakurai60 / 1000
28832°60 / 80-81top
28832°60 / 80-81top
hdr
Up Throw
11445°80 / 202753260
11288°65 / 790
1-253Sakurai60 / 1000
25188°65 / 70-251top
hdr
Down Throw
1968°50–70 / 47243390
1-323Sakurai60 / 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 4–265510
hdr
Air Dodge
intangible 4–265510
vanilla
Ledge Attack
24-261045°90 / 20-2624580top
vanilla
Get-Up Attack
18-19748°80 / 48-2818520top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
18-19748°80 / 48-2818520top
23-24748°80 / 48-230top
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 hitboxes30
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 hitboxes33
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes34

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Attributes

Weight & Size

Weight
112
Jostle Weight
6.4
Shield Radius
12.3

Ground Movement

Walk Speed
0.87
Walk Accel (mul)
0.05
Walk Accel (add)
0.1
Initial Dash
1.6
Run Speed
1.45
Run Accel (mul)
0.0557
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
5
Jump Initial Y
11.297
Full Hop Height
31.6
Short Hop Height
11
Air Jump Height
32.8
Jump Count
2
Horizontal Jump Speed
1.45
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.7

Air Movement

Air Speed
0.97
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.0115
Gravity
0.126
Fall Speed
2.2

Landing Lag

Nair
9
Fair
11
Bair
13
Uair
10
Dair
13
Empty Landing
5
Heavy Landing
5

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Air, Up Air, Side Special (Start), Side Special (Throw), Side Special (Shoulder), Side Special (Lariat), Side Special (Air, Start), Side Special (Air, Throw), Side Special (Air, Shoulder), Up Special (Start), Up Special (Air, Start), Up Special (Air, Turn), Up Special (Air, Fall), Up Special (Air, Fall2), Down Special (Start), Down Special (Air, Start), Back Throw, Ledge Climb
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Smash, Side Special (Start), Side Special (Shoulder), Side Special (Lariat), Grab, Dash Grab, Pivot Grab, Back Throw, Up Throw
A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frames 8, 11-14, 17-22, 25-28 and 4 more: out, but unable to collide with a fighter, so not counted as active frames.Neutral Special, Neutral Special (Air)
HDR removes this move’s hitboxes.
  • CliffEscape
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, Up Special (Air, Turn), Up Special (Air, Loop), 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.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.