Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3-5 | 2.5 | 81° | 22 fixed | -9 | 3 | 16 | – | 0, 1, 2 | shoulderl, arml |
| 3-5 | 2.5 | Sakurai | 15 / 20 | -9 | 3 | top | ||||
| hdr Jab | 2-4 | 2.5 | 80° | 25 fixed | -11 | 2 | 17 | – | 0, 1, 2 | legr, kneer, footr |
| 2-4 | 2.5 | 80° | 25 fixed | -11 | 3 | top | ||||
| hdr Jab | 4-6 | 4 | 50° | 40 / 90 | -16 | 4 | 25 | – | 0, 1, 2 | legl, kneel, footl |
| Attack100Start vanilla• Jab | no hitboxes | – | 2 | – | – | |||||
| vanilla•¶ Jab | 1, 2, 4, 6, 8, 10, 12, 14 | 0.4 | Sakurai | 12 / 10 | – | 1 | – | – | 0 | top |
| 1, 2, 4, 6, 8, 10, 12, 14 | 0.4 | Sakurai | 7 / 10 | – | 1 | top | ||||
| hdr¶ Jab | 6-7 | 2 | Sakurai | 50 / 100 | -32 | 6 | 42 | – | 0, 1, 2, 3 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛ Dash Attack | 8-10 | 8 | 60° | 35 / 112 | -20 | 8 | 35 | – | 0 | top |
| 11-17 | 6 | 50° | 25 / 120 | -18 | 0 | top |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 7-10 | 8 | Sakurai | 42 / 99 | -20 | 7 | 34 | – | 0 | shoulderr |
| 7-10 | 9 | Sakurai | 42 / 99 | -20 | 1, 2 | handr | ||||
| hdr‡ Up Tilt | 7-11 | 8 | 108° | 50 / 90 | -18 | 7 | 32 | – | 0, 1 | legl |
| 12-15 | 7 | 103° | 45 / 95 | -14 | 0, 1 | legl | ||||
| hdr Down Tilt | 5-8 | 3 | 5° | 20 fixed | -23 | 5 | 32 | – | 0 | kneel |
| 5-8 | 3 | 190° | 25 fixed | -23 | 1 | kneel | ||||
| 12-15 | 7 | 40° | 45 / 80 | -14 | 0, 1 | kneer |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr¶ Forward Smash | 16-18 | 16 | Sakurai | 36 / 98 | -29 | 16 | 56 | – | 0, 1 | top |
| 16-18 | 12 | Sakurai | 35 / 93 | -31 | 0, 1 | top | ||||
| hdr• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr¶ Up Smash | 9-10 | 2 | 100° | 90 fixed | -47 | 9 | 60 | – | 0 | top |
| 9-10 | 2 | 120° | 90 fixed | -47 | 1 | top | ||||
| 18-19 | 16 | 90° | 59 / 77 | -31 | 0 | top | ||||
| 18-19 | 10 | 90° | 55 / 66 | -34 | 0 | top | ||||
| 18-19 | 12 | 90° | 55 / 70 | -33 | 1 | top | ||||
| 18-19 | 6 | 90° | 55 / 66 | -36 | 1 | top | ||||
| vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡¶ Down Smash | 11-12 | 12.5 | 32° | 40 / 82 | -34 | 11 | 54 | – | 0 | top |
| 11-12 | 10 | 32° | 35 / 75 | -35 | 0 | top | ||||
| 13-15 | 7 | 32° | 40 / 85 | -35 | 0 | top | ||||
| 13-15 | 5 | 32° | 35 / 75 | -36 | 0 | top | ||||
| 20-21 | 11 | 30° | 40 / 82 | -25 | 0 | top | ||||
| 20-21 | 9 | 30° | 35 / 75 | -27 | 0 | top | ||||
| 22-24 | 6 | 30° | 40 / 85 | -26 | 0 | top | ||||
| 22-24 | 4 | 30° | 35 / 75 | -27 | 0 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 6-13 | 7 | 55° | 50 / 85 | -2 | 6 | 31 | 7 | 1-2, 27– | 0, 1, 2 | head, legl, legr |
| hdr‡ Forward Air | 8-10 | 10 | Sakurai | 30 / 115 | -2 | 8 | 40 | 9 | 1-3, 33– | 0 | hip |
| 8-10 | 12 | Sakurai | 30 / 118 | -1 | 1, 2 | kneel, kneer | |||||
| 11-17 | 7 | Sakurai | 30 / 95 | -4 | 0, 1, 2 | hip, kneel, kneer | |||||
| hdr‡ Back Air | 6-10 | 7 | 50° | 23 / 118 | -3 | 6 | 34 | 8 | 1-5, 29– | 0, 1, 2 | arml, shoulderr, armr |
| 6-10 | 9 | Sakurai | 23 / 118 | -2 | 3, 4 | haver | |||||
| hdr‡ Up Air | 7-12 | 4.5 | 70° | 33 / 30 | -4 | 7 | 43 | 8 | 1, 39– | 0, 1, 2 | kneer, hip |
| 7-12 | 4.5 | 366° | 33 / 30 | -4 | 3, 4, 5 | kneer, hip | |||||
| 16-21 | 6.5 | 80° | 30 / 158 | -3 | 0, 1, 2 | kneel, hip | |||||
| hdr‡ Down Air | 14-15 | 12 | 270° | 30 / 55 | -3 | 14 | 43 | 11 | 1-5, 33– | 0, 1, 2 | shoulderr, haver |
| 16-23 | 9 | 65° | 10 / 100 | -5 | 0, 1, 2 | shoulderr, haver |
Special Attacks
49 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| vanilla•‡ Neutral Special | no hitboxes | – | 11 | – | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | – | – | |||||
| SpecialNFireU vanilla• Neutral Special | no hitboxes | – | – | – | – | – | – | |||||
| SpecialNFireD vanilla• Neutral Special | no hitboxes | – | – | – | – | – | – | |||||
| hdr¶ Neutral Special | 3-5 | 5 | 65° | 75 / 55 | -13 | 3 | 21 | – | 1-2 | – | 3, 4 | haver |
| vanilla•‡ Neutral Special | no hitboxes | – | 11 | – | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | – | – | |||||
| SpecialAirNFireU vanilla• Neutral Special | no hitboxes | – | – | – | – | – | – | |||||
| SpecialAirNFireD vanilla• Neutral Special | no hitboxes | – | – | – | – | – | – | |||||
| hdr Neutral Special | 3-5 | 5 | 65° | 75 / 55 | -13 | 3 | 21 | – | 1-2 | – | 3, 4 | haver |
| vanilla• Side Special | no hitboxes | – | 16 | – | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | – | – | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 36 | – | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | – | – | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 20 | – | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | 16 | – | – | – | – | |||||
| SpecialSStartEmpty vanilla• Side Special | no hitboxes | – | 16 | – | – | – | – | |||||
| SpecialSWalkEmpty vanilla• Side Special | no hitboxes | – | – | – | – | – | – | |||||
| SpecialSStopWall vanilla Side Special | no hitboxes | – | 34 | – | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 36 | – | – | JC 12 | – | |||||
| vanilla Side Special | no hitboxes | – | 15 | – | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | 16 | – | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | – | – | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | – | – | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | 16 | – | – | – | – | |||||
| SpecialAirSStartEmpty vanilla• Side Special | no hitboxes | – | 16 | – | – | – | – | |||||
| SpecialAirSWalkEmpty vanilla• Side Special | no hitboxes | – | – | – | – | – | – | |||||
| SpecialAirSStopWall vanilla Side Special | no hitboxes | – | 34 | – | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 36 | – | – | JC 12 | – | |||||
| vanilla Side Special | no hitboxes | – | 40 | – | – | C 8 | – | |||||
| vanilla• Up Special | no hitboxes | – | 12 | – | – | – | – | |||||
| hdr Up Special | 1-6 | 7.5 | Sakurai | 75 / 55 | -7 | 1 | 15 | – | – | – | 0 | head |
| 7-14 | 7.5 | 80° | 75 / 55 | -1 | 0 | head | ||||||
| hdr• Up Special | no hitboxes | – | 36 | – | – | – | – | |||||
| SpecialHiStopCeil vanilla Up Special | no hitboxes | – | 18 | – | – | – | – | |||||
| vanilla➔ Up Special | spawns splash | 1 | 36 | – | – | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 12 | 26 | – | – | – | |||||
| vanilla•‡ Down Special | no hitboxes | – | 27 | – | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 42 | – | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 37 | – | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 40 | – | – | – | – | |||||
| SpecialLwEmpty vanilla Down Special | no hitboxes | – | 45 | – | – | – | – | |||||
| vanilla•‡ Down Special | no hitboxes | – | 27 | – | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 45 | – | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 39 | – | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 43 | – | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 39 | – | – | – | – | |||||
| vanilla↛ SpecialInkChargeStart | spawns squid | 1 | 15 | – | – | – | – | |||||
| vanilla↛• SpecialInkCharge | spawns squid | 1 | – | – | – | – | – | |||||
| vanilla↛ SpecialInkChargeEnd | spawns squid | 1 | 30 | – | – | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 35 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr↛ Dash Grab | 9-10 | – | – | – / – | – | 1 | 41 | – | 0 | grab |
| hdr↛ Pivot Grab | 10-11 | – | – | – / – | – | 1 | 37 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡¶ Forward Throw | 1 | 3 | 50° | 70 / 60 | – | 23 | 35 | 12 | 0 | – |
| 1-21 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 22 | 5 | Sakurai | 30 fixed | -8 | 0 | top | ||||
| hdr↛ Back Throw | 1 | 9 | 45° | 55 / 97 | – | 17 | 37 | 20 | 0 | – |
| 1-36 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla↛ Up Throw | 1 | 3 | 90° | 70 / 75 | – | 22 | 36 | 14 | 0 | – |
| 1-20 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 21 | 3 | Sakurai | 80 / 30 | -11 | 0 | top | ||||
| hdr Down Throw | 1 | 6 | 68° | 60 / 90 | – | 14 | 33 | 19 | 0 | – |
| 1-12 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 13 | 1 | Sakurai | 30 fixed | -17 | 0 | top |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla↛• Spot Dodge | spawns squid | 1 | 27 | – | – | |||||
| vanilla↛• Forward Roll | spawns squid | 1 | 34 | – | – | |||||
| vanilla↛• Back Roll | spawns squid | 1 | 34 | – | – | |||||
| hdr↛• Air Dodge | spawns squid | 1 | 57 | 10 | – | |||||
| hdr↛• Air Dodge | spawns squid | 1 | 57 | 10 | – | |||||
| vanilla Ledge Attack | 18-20 | 9 | 45° | 90 / 20 | -32 | 18 | 57 | – | 0 | top |
| vanilla Get-Up Attack | 15-16 | 7 | 48° | 80 / 48 | -31 | 15 | 52 | – | 0 | top |
| 25-26 | 7 | 48° | 80 / 48 | -21 | 0 | top | ||||
| vanilla Get-Up Attack | 15-16 | 7 | 48° | 80 / 48 | -31 | 15 | 52 | – | 0 | top |
| 25-26 | 7 | 48° | 80 / 48 | -21 | 0 | top | ||||
| 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 | – | 38 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| 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 | – | 38 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownSpot 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 | – | 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 | – | 52 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 39 | – | – | |||||
Other
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla↛ Dash | spawns squid | 1 | 20 | – | – | |||||
| vanilla↛ TurnDash | spawns squid | 1 | 22 | – | – | |||||
| vanilla↛◆• Run | spawns squid | 1 | – | – | – | |||||
| vanilla↛ RunBrakeR | spawns squid | 1 | 20 | – | – | |||||
| vanilla↛• TurnRun | spawns squid | 1 | 27 | – | – | |||||
| vanilla↛• FallSpecial | spawns squid | 1 | – | – | – | |||||
| vanilla↛ Landing | spawns squid | 1 | 30 | – | – | |||||
| 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
4 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.
Inkbullet
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⊕ Fly | 1-2 | 0.1–0.3 | 45° | 6 fixed | 0 | top |
| 3+ | 0.1–0.3 | Sakurai | 0 / 0 | 0 | top |
Roller
9 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Side Special (Walk) | 1+ | 4 | 60° | 60 / 80 | 0, 1 | neck |
| hdr Side Special (WalkNoInk) | 1+ | 2 | 50° | 50 / 50 | 0, 1 | neck |
| hdr Side Special (Dash) | 4-5 | 8 | 60° | 25 / 90 | 0 | neck |
| 4-5 | 8 | 80° | 95 / 80 | 1 | neck | |
| 6-15 | 8 | 80° | 95 / 80 | 0, 1 | neck | |
| hdr Side Special (DashNoInk) | 4-15 | 5 | 50° | 60 / 80 | 0, 1 | neck |
| hdr Side Special (Run) | 1+ | 11 | 75° | 90 / 80 | 0, 1 | neck |
| hdr Side Special (RunNoInk) | 1+ | 8 | 50° | 60 / 80 | 0, 1 | neck |
| hdr Side Special (Air, Walk) | 1+ | 4 | 60° | 60 / 80 | 0, 1 | neck |
| hdr Side Special (Air, Dash) | 4-15 | 8 | 75° | 100 / 60 | 0, 1 | neck |
| hdr Side Special (Air, Run) | 1+ | 11 | 75° | 90 / 80 | 0, 1 | neck |
Splash
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Normal | 1-2 | 8 | 50° | 60 / 30 | 0, 1 | top |
| 3-4 | 6 | 50° | 60 / 30 | 0, 1 | top |
Splashbomb
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Loop | 1+ | 0 | Sakurai | 0 / 0 | 0 | top |
| hdr⊕ Explode | 1-4 | 10–16 | Sakurai | 60 / 47 | 0 | top |
Attributes
Weight & Size
- Weight
- 94
- Jostle Weight
- 6
- Shield Radius
- 10.3
Ground Movement
- Walk Speed
- 1.134
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.525
- Run Speed
- 1.875
- Run Accel (mul)
- 0.0825
- Run Accel (add)
- 0.02
- Traction
- 0.0585
Jumps
- Jumpsquat
- 3
- Jump Initial Y
- 11.7975
- Full Hop Height
- 33
- Short Hop Height
- 12.2
- Air Jump Height
- 33
- Jump Count
- 2
- Horizontal Jump Speed
- 1.6
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.3
Air Movement
- Air Speed
- 1.095
- Air Accel (add)
- 0.018
- Air Accel (mul)
- 0.05
- Air Friction
- 0.0125
- Gravity
- 0.095
- Fall Speed
- 2.05
Landing Lag
- Nair
- 7
- Fair
- 9
- Bair
- 8
- Uair
- 8
- Dair
- 11
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (49 -> 32 frames).Run
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Up Tilt, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Down Special (Start), Down Special (Middle), Down Special (Max), Down Special (Air, Start), Down Special (Air, Middle), Down Special (Air, Max), Down Special (Air, Empty), Forward Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Rapid Jab, Rapid Jab Finisher, Forward Smash, Up Smash, Down Smash, Neutral Special (End), Forward Throw
✕HDR removes this move’s hitboxes.
- CliffEscape
⊕Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
- Each bullet deals 0.1–0.3%, which its script does not state: it passes 0 and the engine sets the power from its params (param_inkbullet.last_attack, param_inkbullet.default_attack). It leaves the muzzle at default_attack and falls to last_attack as it slows over its life.Inkbullet: Fly
- The explosion deals 10–16%, which its script does not state: it passes 0 and the engine sets the power from its params (param_splashbomb.min_attack, param_splashbomb.max_attack). Charging the throw is what raises it.Splashbomb: Explode
↛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.
- Also spawns squid — the engine's name for it, and there is no table for it here.Dash Attack, Dash Grab, Pivot Grab, Back Throw, Up Throw
- Damage comes from squid — the engine's name for it, and there is no table for it here.Spot Dodge, Forward Roll, Back Roll, Air Dodge, Air Dodge (Directional), Dash, TurnDash, Run, RunBrakeR, TurnRun, FallSpecial, LandingFallSpecial, SpecialInkChargeStart, SpecialInkCharge, SpecialInkChargeEnd
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Splash — see Projectiles & Articles below.Up Special (Landing)
•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 (Air, Start), Side Special (Start), Side Special (Dash), Side Special (StartEmpty), Side Special (Air, Start), Side Special (Air, Dash), Side Special (Air, StartEmpty), Up Special (Start), Up Special (Top), Up Special (Air, Start), Down Special (Start), Down Special (Air, Start), TurnRun, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (FireN), Neutral Special (FireU), Neutral Special (FireD), Neutral Special (Air, FireN), Neutral Special (Air, FireU), Neutral Special (Air, FireD), Side Special (Run), Side Special (Walk), Side Special (WalkEmpty), Side Special (Air, Run), Side Special (Air, Walk), Side Special (Air, WalkEmpty), CatchWait, Run, FallSpecial, DamageFall, SpecialInkCharge, DownWaitU, DownWaitD, CliffWait
- Landing lag is 26 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)
- 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
Inkling