Incineroar

108 moves44 changed by HDR64 vanillainternal gaogaen
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-7378°26 / 38-9518–0, 1, 2shoulderl, arml, handl
5-73Sakurai25 / 20-93top
hdr
Jab
4-6378°26 / 38-12420–0, 1, 2, 3hip, legr, kneer
4-63Sakurai25 / 20-124top
hdr
Jab
3-77Sakurai40 / 88-25334–0, 1, 2, 3, 4, 5bust, waist, shoulderl, arml
Attack13Hit vanilla
Jab
no hitboxes–15––

Dash Attack

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-101350°60 / 88-24842–0legl
11-18990°45 / 90-240legl
AttackDashHit vanilla
Dash Attack
no hitboxes–23––

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
12-141231°54 / 88-161237–0, 1shoulderl, arml
12-141431°55 / 82-152handl
hdr
Forward Tilt
12-141231°54 / 88-161237–0, 1shoulderl, arml
12-141431°55 / 82-152handl
hdr
Forward Tilt
12-141231°54 / 88-161237–0, 1shoulderl, arml
12-141431°55 / 82-152handl
hdr
Up Tilt
6-8986°90 / 55-19632–0, 1head, bust
9-11994°90 / 55-160, 1head, bust
hdr
Down Tilt
9-11989°90 / 42-13929–0legl
9-11993°90 / 42-131kneel
9-11997°80 / 42-132kneel

Smash Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
16-1916Sakurai65 / 84-331660–0, 1legr, hip
16-1920Sakurai65 / 79-302legr
AttackS4SHit vanilla
Forward Smash
no hitboxes–35––
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
13-161788°94 / 63-311356–0, 1armr, shoulderr
17-181488°94 / 63-290, 1armr, shoulderr
AttackHi4Hit vanilla
Up Smash
no hitboxes–33––
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
173270°250 fixed-441765–0, 1, 2hip
17-184270°50 fixed-430, 1, 2hip
19-2013270°103 / 62-360top
2113270°103 / 62-340top
AttackLw4Hit vanilla
Down Smash
no hitboxes–36––

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 / 45-68585–0top
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 / 45-68585–0top
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 fixed–1358–0top
16-32––– / ––0grab
16-32––– / ––0grab
16-32––– / ––0grab
hdr‡
Side Special
no hitboxes–56––
hdr‡¶
Side Special
1-70179°80 / 0–143–0–
1-70103°90 / 10–0–
1-70100°72 / 100–0–
8-1710105°128 / 34-270top
8-1712105°128 / 34-260top
8-1712105°128 / 34-260top
hdr‡¶
Side Special
1-8015°80 / 0–146–0–
1-8080°100 / 10–0–
1-80145°20 / 474–0–
9-191515°80 / 0-260arml
9-1915105°88 / 35-260arml
9-1920145°88 / 40-230arml
vanilla
Side Special
1030°30 / 50–135–0–
1-2430°70 fixed-290top
vanilla
Side Special
no hitboxes–20––
hdr‡
Side Special
13-150350°30 fixed–1353–0top
14-150350°30 fixed–1top
16-32––– / ––0, 1grab
hdr‡
Side Special
no hitboxes–56––
hdr‡
Side Special
1-70100°72 / 100–143–0–
8-1712105°128 / 34-260top
hdr
Side Special
1-80145°20 / 474–150–0–
9-1920145°88 / 40-270arml
vanilla
Side Special
1030°30 / 50–135–0–
1-2430°70 fixed-290top
vanilla
Side Special
no hitboxes–20––
hdr‡
Up Special
11-12381°82 / 1-121127–0top
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
20-242.55°30 / 5-30, 1armr, arml
hdr
Up Special
1-410.8Sakurai89 / 72-31140–0top
1-45.5Sakurai85 / 80-331top
hdr‡
Up Special
13-14381°82 / 1-121329–0top
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
22-262.55°30 / 5-30, 1armr, arml
hdr•
Up Special
no hitboxes–11––
hdr‡
Up Special
2770°50 / 100-15223–0top
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 / 100-12220–0top
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 hitboxes–50––
vanilla
Up Special
no hitboxes–21––
hdr‡
Down Special
no hitboxes–53––
vanilla
Down Special
8-92.451°40 fixed-15827–0top
8-92.454°38 fixed-151top
vanilla
Down Special
8-92.451°40 fixed-15827–0top
8-92.454°38 fixed-151top
hdr‡
Down Special
no hitboxes–53––
vanilla
Down Special
8-92.451°40 fixed-15827–0top
8-92.454°38 fixed-151top
vanilla
Down Special
8-92.451°40 fixed-15827–0top
8-92.454°38 fixed-151top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10––– / ––839–0grab
8-100Sakurai10 fixed–0top
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.680°30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
12-14––– / ––1247–0grab
12-140Sakurai10 fixed–0top
hdr
Pivot Grab
13-15––– / ––1343–0grab
13-150Sakurai10 fixed–0top

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11140°82 / 64–5876180–
1-563Sakurai60 / 100–0–
hdr‡¶
Back Throw
1040°20 / 490–3043130–
10275°30 fixed–0–
1-283Sakurai60 / 100–0–
28832°60 / 80–1top
28832°60 / 80–1top
hdr
Up Throw
11445°80 / 20–2753260–
11288°65 / 79–0–
1-253Sakurai60 / 100–0–
25188°65 / 70–1top
hdr
Down Throw
1968°50–70 / 47–243390–
1-323Sakurai60 / 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 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
24-261045°90 / 20-262458–0top
vanilla
Get-Up Attack
18-19748°80 / 48-281852–0top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
18-19748°80 / 48-281852–0top
23-24748°80 / 48-230top
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–30––
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–33––
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–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
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––––
vanilla‡
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–34––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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, 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.