Joker

141 moves39 changed by HDR102 vanillainternal jack
Stance
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-53Sakurai32 / 30-10418–0, 1, 2top
hdr
Jab
4-53Sakurai32 / 30-10418–0, 1, 2top
4-51Sakurai33 / 30-114, 5top
hdr
Jab
3-5275°25 / 30-11318–0, 1top
3-5375°25 / 30-112top
hdr
Jab
3-5275°25 / 30-11318–0, 1top
3-5375°25 / 30-112top
3-5175°25 / 30-124, 5top
hdr
Jab
3-55Sakurai60 / 80-20328–0, 1, 2top, knife
hdr
Jab
3-55Sakurai60 / 80-26334–0, 1, 2top, knife
3-51.6Sakurai65 / 135-283top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
7-8775°37 / 115-26739–0, 1, 2legr, kneer
9-15662°37 / 115-240, 1, 2legr, kneer
hdr◆‡
Dash Attack
9-101285°50 / 67-25943–0, 1, 2legr, kneer
11-171072°50 / 67-240, 1, 2legr, kneer

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-9393°20 fixed-23835–0knife
8-9337°25 fixed-231armr
8-9335°25 fixed-232shoulderr
14-17540°45 / 110-160, 1, 2knife, armr, shoulderr
hdr
Forward Tilt
8-9393°20 fixed-25837–0knife
8-9337°25 fixed-251armr
8-9335°25 fixed-252shoulderr
14540°45 / 110-180, 1, 2knife, armr, shoulderr
14-171040°60 / 65-150knife
14-171040°60 / 65-151, 2armr, shoulderr
hdr
Forward Tilt
8-93180°10 fixed-23835–0knife
8-9339°25 fixed-231armr
8-9335°25 fixed-232shoulderr
14-17540°45 / 110-160, 1, 2knife, armr, shoulderr
hdr
Forward Tilt
8-93180°10 fixed-25837–0knife
8-9339°25 fixed-251armr
8-9335°25 fixed-252shoulderr
14540°45 / 110-180, 1, 2knife, armr, shoulderr
14-171045°60 / 65-150knife
14-171045°60 / 65-151, 2armr, shoulderr
hdr
Forward Tilt
8-9393°10 fixed-23835–0knife
8-9336°25 fixed-231armr
8-9335°25 fixed-232shoulderr
14-17540°45 / 105-160, 1, 2knife, armr, shoulderr
hdr
Forward Tilt
8-9393°10 fixed-25837–0knife
8-9336°25 fixed-251armr
8-9335°25 fixed-252shoulderr
14540°45 / 105-180, 1, 2knife, armr, shoulderr
14-171035°60 / 61-150knife
14-171035°60 / 61-151, 2armr, shoulderr
hdr◆‡
Up Tilt
82115°100 fixed-18830–0top
8-92115°100 fixed-181armr
92115°80 fixed-170top
10-18590°75 / 116-150, 1knife, top
hdr◆‡
Up Tilt
82115°100 fixed-18830–0top
8-92115°100 fixed-181armr
92115°80 fixed-170top
10-18590°75 / 116-150, 1knife, top
10-18590°55 / 144-152, 3knife, top
hdr‡
Down Tilt
8-91Sakurai20 / 20-19830–0top
8-91Sakurai0 / 0-191, 2top
16-171Sakurai20 / 20-110top
16-171Sakurai0 / 0-111, 2top
22-23939°60 / 50-10top
22-234Sakurai0 / 0-31top
22-231Sakurai0 / 0-52top
22-234Sakurai20 fixed-33top
hdr
Down Tilt
8-9939°60 / 35-12827–0top
8-94Sakurai0 / 0-141top
8-91Sakurai0 / 0-162top
8-94Sakurai20 fixed-143top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
16-1814Sakurai40 / 112-361662–0, 1, 2armr, shoulderr, knife
1614Sakurai40 / 112-363top
hdr‡
Forward Smash
16-1714Sakurai40 / 120-361662–0, 1, 2top
16-173Sakurai50 / 180-423, 4, 5top
18-1914Sakurai40 / 120-340, 1, 2top
18-193Sakurai50 / 180-403, 4, 5top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
9-141283°43 / 116-35953–0armr
9-141283°43 / 116-351knife
hdr‡
Up Smash
91283°43 / 116-40958–0armr
91283°43 / 116-401knife
9-141283°43 / 122-400knife
9-101283°43 / 122-401armr
91283°43 / 122-402top
9-14383°59 / 180-453, 4knife, armr
9383°59 / 180-455top
11-141283°43 / 122-381top
11383°59 / 180-435top
12-141283°43 / 122-372top
12-14383°59 / 180-425top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
12-151332°30 / 106-321254–0, 1, 2armr, knife
16-171230°35 / 106-290, 1armr
16-171330°35 / 106-282knife
hdr
Down Smash
121332°30 / 106-361258–0, 1, 2armr, knife
161230°35 / 106-330, 1armr
161330°35 / 106-322knife
12-151332°30 / 108-360, 1, 2, 3knife, armr, top
12-15238°44 / 250-424top
16-171330°35 / 108-320, 1, 2, 3knife, armr, top
16-17230°44 / 250-384top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
11-20952°47 / 87-2114381-4, 43–0, 1, 2armr, shoulderr, knife
21-277Sakurai31 / 76-30, 1, 2armr, shoulderr, knife
hdr‡
Neutral Air
11-20952°47 / 87-51151111-4, 52–0, 1, 2armr, shoulderr, knife
21-277Sakurai31 / 76-60, 1, 2armr, shoulderr, knife
11-20352°50 / 139-83throw
21-272Sakurai30 / 139-83throw
hdr‡
Forward Air
7-114366°48 fixed-574491-3, 29–0, 1, 2hip, legr, kneer
7-11474°35 / 35-54hip
7-11482°35 / 35-55legr
7-11480°35 / 35-56kneer
15-196Sakurai40 / 125-40, 1, 2hip, legl, kneel
hdr‡
Forward Air
7-114366°48 fixed-10750141-3, 32–0, 1, 2hip, legr, kneer
7-11474°35 / 35-103hip
7-11482°35 / 35-104legr
7-11480°35 / 35-105kneer
15-199Sakurai58 / 110-80, 1, 2, 3hip, legl, kneel, top
hdr‡
Back Air
6-81145°50 / 90-163991-3, 28–0, 1shoulderr, armr
6-81143°50 / 90-12knife
9-101143°50 / 95-10, 1, 2shoulderr, armr, knife
hdr‡
Back Air
6-71445°58 / 87-5639141-3, 28–0, 1top
6-71445°58 / 87-52, 5, 6top
6-81445°58 / 87-53, 4shoulderr, armr
81445°58 / 87-50, 1top
81445°58 / 87-52, 5, 6top
hdr
Up Air
5-181.5367°44 / 87-10540121-4, 30–0, 1, 2kneer, legr
5-181.5367°33 / 30-103, 4, 5kneer, legr
20-22480°53 / 130-80, 1, 2kneer, legr
hdr
Up Air
5-181.5367°44 / 87-13545151-4, 32–0, 1, 2kneer, legr
5-181.5367°33 / 30-133, 4, 5kneer, legr
20-221080°50 / 106-80, 1, 2kneer, legr
20-221080°50 / 106-83top
hdr‡
Down Air
11-1510Sakurai40 / 100-31146101-3, 26–0, 1, 2armr, shoulderr, knife
16-187325°25 / 75-50, 2armr, knife
hdr‡
Down Air
11-135367°37 / 64-111152151-3, 27–0, 1, 2armr, shoulderr, knife
14-151038°47 / 50-82knife
14-1510270°31 / 63-83top

Special Attacks

60 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla
Neutral Special
125Sakurai5 / 75-201237––0top
123Sakurai1 / 50-211top
121Sakurai0 / 0-222top
vanilla
Neutral Special
125Sakurai5 / 75-201237––0top
123Sakurai1 / 50-211top
121Sakurai0 / 0-222top
vanilla
Neutral Special
125Sakurai5 / 75-201237––0top
123Sakurai1 / 50-211top
121Sakurai0 / 0-222top
SpecialNLanding vanilla
Neutral Special
no hitboxes–20–––
vanilla
Neutral Special
206Sakurai30 / 67-142040––0top
204Sakurai4 / 45-151top
202Sakurai0 / 0-162top
vanilla
Neutral Special
225Sakurai5 / 75-192246––0top
223Sakurai1 / 50-201top
221Sakurai0 / 0-212top
vanilla•
Neutral Special
10-24 (every 7)3365°10 / 70-46106014–0top
100.8365°20 / 120-471, 2, 3top
170.8365°20 / 120-401, 2, 3top
240.850°20 / 120-331top
240.8365°20 / 120-332, 3top
313125°50 / 70-250top
310.890°35 / 120-261top
310.845°35 / 120-262, 3top
vanilla•
Neutral Special
10-24 (every 7)3365°10 / 70-46106014–0top
100.8365°20 / 120-471, 2, 3top
170.8365°20 / 120-401, 2, 3top
240.850°20 / 120-331top
240.8365°20 / 120-332, 3top
313125°50 / 70-250top
310.890°35 / 120-261top
310.845°35 / 120-262, 3top
10-24 (every 7)3365°10 / 70-460top
100.8365°20 / 120-471, 2, 3top
13-27 (every 7)1365°0 / 0-440top
130.5365°0 / 0-441, 2, 3top
170.8365°20 / 120-401, 2, 3top
200.5365°0 / 0-371, 2, 3top
240.850°20 / 120-331top
240.8365°20 / 120-332, 3top
270.550°0 / 0-301top
270.5365°0 / 0-302, 3top
313125°60 / 70-250top
310.890°50 / 120-261top
310.845°50 / 120-262, 3top
SpecialNJumpLanding vanilla
Neutral Special
no hitboxes–20–––
SpecialNDownLanding vanilla
Neutral Special
no hitboxes–20–––
vanilla
Neutral Special
no hitboxes–30–––
vanilla
Neutral Special
126Sakurai60 / 50-241242––0top
123Sakurai1 / 50-261top
12-24 (every 6)1Sakurai0 / 0-272top
182Sakurai0 / 0-200top
181.5Sakurai0 / 0-211top
242Sakurai0 / 0-140top
241.5Sakurai0 / 0-151top
vanilla
Neutral Special
126Sakurai60 / 50-241242––0top
123Sakurai1 / 50-261top
12-24 (every 6)1Sakurai0 / 0-272top
182Sakurai0 / 0-200top
181.5Sakurai0 / 0-211top
242Sakurai0 / 0-140top
241.5Sakurai0 / 0-151top
vanilla
Neutral Special
126Sakurai60 / 50-241242––0top
123Sakurai1 / 50-261top
12-24 (every 6)1Sakurai0 / 0-272top
182Sakurai0 / 0-200top
181.5Sakurai0 / 0-211top
242Sakurai0 / 0-140top
241.5Sakurai0 / 0-151top
vanilla
Neutral Special
20430°30 / 120-202045––0top
207Sakurai50 / 50-190top
204Sakurai4 / 50-201top
202Sakurai0 / 0-212top
262Sakurai0 / 0-150top
261.5Sakurai0 / 0-161top
261Sakurai0 / 0-162top
322Sakurai0 / 0-90top
321.5Sakurai0 / 0-101top
321Sakurai0 / 0-102top
vanilla
Neutral Special
225Sakurai5 / 75-222249––0top
223Sakurai1 / 50-231top
22-34 (every 6)1Sakurai0 / 0-242top
282Sakurai0 / 0-170top
281.5Sakurai0 / 0-181top
342Sakurai5 / 75-110top
341.5Sakurai1 / 50-121top
vanilla¶•
Neutral Special
125Sakurai5 / 75-2012374–0top
123Sakurai3 / 50-211top
121Sakurai0 / 0-222top
vanilla¶•
Neutral Special
125Sakurai5 / 75-2012374–0top
123Sakurai3 / 50-211top
121Sakurai0 / 0-222top
vanilla¶•
Neutral Special
125Sakurai5 / 75-2012374–0top
123Sakurai3 / 50-211top
121Sakurai0 / 0-222top
vanilla¶•
Neutral Special
206Sakurai35 / 67-1420404–0top
204Sakurai4 / 45-151top
202Sakurai0 / 0-162top
vanilla¶•
Neutral Special
225Sakurai5 / 75-1922464–0top
223Sakurai3 / 50-201top
221Sakurai0 / 0-212top
vanilla•‡
Neutral Special
no hitboxes–64––
hdr•
Neutral Special
1-267 (every 14)450°25 / 80–1–12–0top
1-267 (every 14)1.245°29 / 0–1, 3top
1-267 (every 14)1.255°29 / 0–2top
hdr•
Neutral Special
1-267 (every 14)450°25 / 80–1–10–0top
1-267 (every 14)1.245°29 / 0–1, 3top
1-267 (every 14)1.255°29 / 0–2top
1-267 (every 14)450°25 / 80–0top
1-267 (every 14)1.245°29 / 0–1, 3top
1-267 (every 14)1.255°29 / 0–2top
8-274 (every 14)1.650°0 / 0–0top
8-274 (every 14)0.845°0 / 0–1, 3top
8-274 (every 14)0.855°0 / 0–2top
vanilla•
Neutral Special
34125°45 / 800384–0top
31.290°35 / 0-21top
31.245°35 / 0-22, 3top
vanilla•
Neutral Special
34125°45 / 80-5389–0top
31.290°35 / 0-71top
31.245°35 / 0-72, 3top
34125°45 / 80-50top
31.290°35 / 0-71top
31.245°35 / 0-72, 3top
vanilla•‡
Neutral Special
no hitboxes–114––
vanilla•
Neutral Special
no hitboxes––12––
vanilla•
Neutral Special
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai5 / 75–1–12–0gunl
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai0 / 0–1gunl
vanilla•
Neutral Special
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai5 / 75–1–20–0gunl
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai0 / 0–1gunl
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 434.5Sakurai5 / 75–0gunl
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 434.5Sakurai0 / 0–1gunl
SpecialAirNRandomEnd vanilla•
Neutral Special
no hitboxes–124––
vanilla•
Neutral Special
126Sakurai60 / 50-1912379–0top
123Sakurai3 / 50-211top
12-24 (every 6)1Sakurai0 / 0-222top
182Sakurai0 / 0-150top
181.5Sakurai0 / 0-161top
242Sakurai0 / 0-90top
241.5Sakurai0 / 0-101top
vanilla•
Neutral Special
126Sakurai60 / 50-1912379–0top
123Sakurai3 / 50-211top
12-24 (every 6)1Sakurai0 / 0-222top
182Sakurai5 / 75-150top
181.5Sakurai3 / 50-161top
242Sakurai5 / 75-90top
241.5Sakurai3 / 50-101top
vanilla•
Neutral Special
126Sakurai60 / 50-1912379–0top
123Sakurai3 / 50-211top
12-24 (every 6)1Sakurai0 / 0-222top
182Sakurai0 / 0-150top
181.5Sakurai0 / 0-161top
242Sakurai0 / 0-90top
241.5Sakurai0 / 0-101top
vanilla•
Neutral Special
207Sakurai50 / 50-1420409–0top
204Sakurai4 / 50-151top
202Sakurai0 / 0-162top
262Sakurai0 / 0-100top
261.5Sakurai0 / 0-111top
261Sakurai0 / 0-112top
322Sakurai0 / 0-40top
321.5Sakurai0 / 0-51top
321Sakurai0 / 0-52top
vanilla•
Neutral Special
226Sakurai60 / 50-1822469–0top
223Sakurai3 / 50-201top
22-34 (every 6)1Sakurai0 / 0-212top
282Sakurai0 / 0-140top
281.5Sakurai0 / 0-151top
342Sakurai0 / 0-80top
341.5Sakurai0 / 0-91top
vanilla➔
Side Special
spawns fire1653–––
vanilla
Side Special
no hitboxes–58–––
vanilla➔
Side Special
spawns fire1653–––
vanilla
Side Special
no hitboxes–58–––
hdr↛
Up Special
spawns wirerope160–––
SpecialHiPull vanilla•
Up Special
no hitboxes–16–––
SpecialHiPull2 vanilla•
Up Special
no hitboxes–16–––
vanilla↛
Up Special
1-291178°75 / 40–130––0–
vanilla
Up Special
no hitboxes–26–––
vanilla
Up Special
no hitboxes–25–––
vanilla
Up Special
no hitboxes–10–––
hdr↛•
Up Special
201070°60 / 60-25206032C 450, 1throw, top
21-2310255°70 / 15-250throw
SpecialAirHiPull vanilla•
Up Special
no hitboxes–1632––
SpecialAirHiPull2 vanilla•
Up Special
no hitboxes–1632––
vanilla↛•
Up Special
1-141178°75 / 40–11532–0–
vanilla•
Up Special
no hitboxes–2632––
vanilla•
Up Special
no hitboxes–2532––
vanilla•
Up Special
no hitboxes–1032AirC, ADC–
hdr‡•
Up Special
1-19675°80 / 10-2712032–0hip
hdr‡•
Up Special
1-19675°80 / 10-2712032–0hip
hdr•
Up Special
no hitboxes–3032––
hdr•
Up Special
no hitboxes–3032AirC, ADC–
Summon hdr•
Down Special
no hitboxes–15–––
Dispatch hdr•
Down Special
no hitboxes–15–––
SpecialLwStart hdr✕•
Down Special
no hitboxes–20–––
hdr•‡
Down Special
no hitboxes–16–––
SpecialAirLwStart hdr✕•
Down Special
no hitboxes–20–––
hdr•‡
Down Special
no hitboxes–16–––

✕Down Special (Air) — removed in HDR. Never played: HDR's Down Special begins at its Start animation.

✕Down Special (Air, Attack) — removed in HDR. Rebel's Guard's release attack, gone with the guard.

✕Down Special (Air, Counter) — removed in HDR. Tetrakarn, Arsene's counter. With Arsene out, HDR's Down Special dismisses him instead.

✕Down Special (Air, Damage) — removed in HDR. Rebel's Guard absorbing a hit, gone with the guard.

✕Down Special (Air, Loop) — removed in HDR. Rebel's Guard itself. HDR's Down Special summons or dismisses Arsene instead of guarding.

✕Down Special (Air, Reflector) — removed in HDR. Makarakarn, Arsene's reflector. With Arsene out, HDR's Down Special dismisses him instead.

✕Down Special — removed in HDR. Never played: HDR's Down Special begins at its Start animation.

✕Down Special (Attack) — removed in HDR. Rebel's Guard's release attack, gone with the guard.

✕Down Special (Counter) — removed in HDR. Tetrakarn, Arsene's counter. With Arsene out, HDR's Down Special dismisses him instead.

✕Down Special (Damage) — removed in HDR. Rebel's Guard absorbing a hit, gone with the guard.

✕Down Special (Loop) — removed in HDR. Rebel's Guard itself. HDR's Down Special summons or dismisses Arsene instead of guarding.

✕Down Special (Reflector) — removed in HDR. Makarakarn, Arsene's reflector. With Arsene out, HDR's Down Special dismisses him instead.

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.5Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
8-9––– / –––43–0grab
hdr
Pivot Grab
9-10––– / –––38–0grab
AirCatch vanilla•
Air Grab (Tether)
no hitboxes–26––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
AirCatchHit vanilla•
Air Grab (Tether)
no hitboxes–60––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–12––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°65 / 65–926170–
1-253Sakurai60 / 100–0–
hdr
Back Throw
19134°52 / 85–1433190–
1-323Sakurai40 / 100–0–
vanilla
Up Throw
1790°70 / 72–1635190–
1-343Sakurai40 / 100–0–
vanilla‡
Down Throw
1779°55 / 95–2341180–
1-403Sakurai40 / 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 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
15-16748°80 / 48-311552–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
15-16748°80 / 48-311552–0top
24-25748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
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––
hdr•
Ledge Jump
no hitboxes–50––

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

2 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.

Fire

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
1-271Sakurai35 / 200, 1, 2top
vanilla⇥
Hit
1-27275°20 / 2100top

Fire2

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
1-17190°35 / 200, 1, 2top
vanilla⇥
Hit
1-11 (every 5)0.5367°5 / 1000top
16-172.573°105 / 1050top

Attributes

Weight & Size

Weight
87
Jostle Weight
5.3
Shield Radius
12.5

Ground Movement

Walk Speed
1.25
Walk Accel (mul)
0.11
Walk Accel (add)
0.2
Initial Dash
1.705
Run Speed
1.86
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.086

Jumps

Jumpsquat
4
Jump Initial Y
11.6188
Full Hop Height
32.5
Short Hop Height
12
Air Jump Height
32
Jump Count
2
Horizontal Jump Speed
1.5
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.7

Air Movement

Air Speed
1.01
Air Accel (add)
0.01
Air Accel (mul)
0.055
Air Friction
0.01
Gravity
0.145
Fall Speed
2.45

Landing Lag

Nair
8
Fair
9
Bair
9
Uair
12
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (66 -> 50 frames).Dash Attack
  • HDR replaces the animation (60 -> 52 frames).Up Tilt
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Up Tilt, AttackLw3_Ex, Forward Smash, Up Smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral Special (Air, DownStart), Neutral Special (Air, RandomStart), Up Special (Air, F), Up Special (Air, B), Down Special (End), Down Special (Air, End), Grab, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (1), Neutral Special (2), Neutral Special (3), Neutral Special (EscapeF), Neutral Special (EscapeB), Neutral Special (Air, 1), Neutral Special (Air, 2), Neutral Special (Air, 3), Neutral Special (Air, EscapeF), Neutral Special (Air, EscapeB)
✕HDR removes this move’s hitboxes.
  • Down Special (Start), Down Special (Air, Start), CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Fire is on the field for up to 27 frames (param_fire.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Fire: Fly, Fire: Hit
  • Fire2 is on the field for up to 17 frames (param_fire2.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Fire2: Fly, Fire2: Hit
↛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 wirerope — the engine's name for it, and there is no table for it here.Up Special
  • Also spawns wirerope — the engine's name for it, and there is no table for it here.Up Special (Throw), Up Special (Air), Up Special (Air, Throw)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fire — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
•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 (Air, DownStart), Neutral Special (Air, RandomStart), Up Special (Pull), Up Special (Pull2), Up Special (Air, Pull), Up Special (Air, Pull2), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, Air Grab (Tether), AirCatchPose, AirCatchHit, AirCatchHang
  • Land cancels: touching the ground during this move ends it in Neutral Special (JumpLanding), which recovers in 14 frames rather than the 59 this move would otherwise run. The figure is param_special_n.jump_barrage_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Jump)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 4 frames rather than the 36 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, 1), Neutral Special (Air, 2), Neutral Special (Air, 3)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 4 frames rather than the 39 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, EscapeF)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 4 frames rather than the 45 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, EscapeB)
  • Landing lag is 4 frames, from `param_special_n.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.Neutral Special (Air, DownStart), Neutral Special (Air, DownEnd), Neutral Special (Air, RandomStart), Neutral Special (Air, RandomEnd)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Air, Down), Neutral Special (Air, Random), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • Land cancels: touching the ground during this move ends it in Neutral Special (DownLanding), which recovers in 12 frames and is the only way out of it. The figure is param_special_n.air_barrage_lw_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, Down)
  • Land cancels: touching the ground during this move ends it in Neutral Special (RandomLanding), which recovers in 12 frames and is the only way out of it. The figure is param_special_n.barrage_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, Random), Neutral Special (Air, Shoot)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames rather than the 36 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, 1 Ex), Neutral Special (Air, 2 Ex), Neutral Special (Air, 3 Ex)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames rather than the 39 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, EscapeF Ex)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames rather than the 45 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, EscapeB Ex)
  • Landing lag is 32 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), Up Special (Air, Pull), Up Special (Air, Pull2), Up Special (Air, Throw), Up Special (Air, Cut), Up Special (Air, Item), Up Special (Air, Start), Up Special (Air, F), Up Special (Air, B), Up Special (Air, EndF), Up Special (Air, EndB)
  • HDR's Down Special without Arsene, and the only way to call him: the Rebellion Gauge no longer summons him on its own. Needs 40 meter, and spends 20 - 0.15x the gauge on the summon -- 14 at the 40 minimum, down to 5 at full. What is left afterwards is how long Arsene stays: his entry scales his own timer by the remaining gauge (fighters/jack/src/doyle/status.rs). Meter comes only from damage Joker deals (fighters/jack/src/opff.rs), not from damage he takes. Vanilla made him intangible for the whole summon (frames 2-60); HDR's motion patch removes that along with most of the wait.Down Special (Summon Arsene)
  • HDR's Down Special with Arsene out, sending him away early. Unavailable below 1 meter, which is the gauge running dry and dismissing him anyway (`special_lw_uniq`, fighters/jack/src/status/mod.rs). Vanilla made him intangible for the whole animation (frames 2-70); HDR's motion patch removes that along with most of the wait.Down Special (Dismiss Arsene)
  • What Down Special does without Arsene and under 40 meter. Rebel's Guard is gone in HDR and this is the animation left behind: it counters nothing, absorbs nothing and builds no meter.Down Special (Start), Down Special (End), Down Special (Air, Start), Down Special (Air, End)
  • 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.