Kazuya

146 moves62 changed by HDR84 vanillainternal demon
Notes ↓

Jabs

11 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-8380°25 fixed-126230, 1, 2, 3shoulderl, arml, top
6-83Sakurai30 / 10-134top
hdr
Jab
281253°60 / 65-3328700, 1, 2top
hdr
Jab
7-9375°25 fixed-167270, 1, 2, 3shoulderl, arml, top
7-93Sakurai30 / 10-164top
hdr
Jab
62Sakurai30 / 10-206300, 1, 2, 3, 4top
62Sakurai25 / 10-205top
hdr
FlashPunch
2-60368°40 fixed2370, 1top
2-60Sakurai35 fixed0top
7-10740°76 / 40-240, 1, 2top
7-10943°76 / 70-230, 1, 2top
hdr
Jab
10-113Sakurai35 / 10-2610400, 1, 2, 3top
10-113Sakurai30 / 10-264top
10-113Sakurai25 / 10-265top
hdr
Jab
11342°40 / 20-2711420top
11340 / 5-271, 2, 3top
11335 / 5-274top
11330 / 5-275top
hdr
Jab
23425 / 5-2623540, 1, 2top
23420 / 5-263top
23415 / 5-264top
24425 / 5-250, 1, 2top
24420 / 5-253top
24415 / 5-254top
hdr
Jab
131.525 / 10-2513410, 1, 2top
131.520 / 10-253top
hdr
Jab
181.520 / 10-2618470, 1, 2top
181.515 / 10-263top
181.510 / 10-264top
hdr
Jab
155Sakurai30 fixed-2815480, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
14-171444°45 / 73-2414480, 1, 5kneel, top, hip
14-171644°45 / 76-232, 3footl
18-241094°45 / 69-220, 2, 3, 5kneel, footl, hip

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
11-151320°37 / 71-1911400, 1kneer, legl
11-151520°37 / 71-182, 3, 4kneel, footl
hdr
Up Tilt
7-10688°71 / 5-137260, 1, 2arml, shoulderl
7-10670°46 / 5-133, 4, 5arml, shoulderl
hdr
Up Tilt
9-13783°70 / 64-179320, 1, 2, 3armr, shoulderr
hdr
Down Tilt
10-1211271°100 / 20-1610350, 1, 2armr, shoulderr
10-121185°85 / 20-163, 4, 5armr, shoulderr
AttackLw3Cancel vanilla
Down Tilt
no hitboxes9

Smash Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
25-2720Sakurai50 / 65-3825670top
25-2720Sakurai50 / 65-201shoulderl
25-2725Sakurai50 / 75-262handl
25-2720Sakurai50 / 65-283arml
vanilla
Forward Smash
25-2623Sakurai50 / 63-3825670top
25-2626Sakurai50 / 73-141handl
vanilla
Up Smash
no hitboxes61
hdr
Up Smash
16-171990°65 / 62-2416530, 1, 2handr, top
18-211990°65 / 62-220, 1, 2handr, armr, shoulderr
vanilla
Up Smash
121990°65 / 62-2312480, 1, 2handr, top
13-141990°65 / 62-220, 1handr
15-171590°65 / 62-220, 1handr
vanilla
Down Smash
no hitboxes61
hdr
Down Smash
17-19 (every 1)17277°100 / 10-1617470top
17-19 (every 1)15277°100 / 10-181top
1716277°20 / 52-192, 3top
1816277°20 / 52-182, 3top
1913277°20 / 60-182, 3top
vanilla
Down Smash
17-19 (every 1)17277°100 / 10-1617470top
17-19 (every 1)15277°100 / 10-181top
1717277°20 / 80-182top
1715277°20 / 80-193top
1817277°20 / 80-172top
1815277°20 / 80-183top
1913277°20 / 80-182top
1911277°20 / 80-193top

Ground

14 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
AttackStand1
11-1413275°95 / 40-1911400, 1, 2kneel, legl
11-141384°78 / 40-193, 4, 5kneel, legl
hdr
AttackStand21
10-12660 fixed-2310390, 1top
10-12610°100 fixed-232top
hdr
AttackStand22
10365°40 fixed-2910450, 1top
10315°30 fixed-312top
11365°40 fixed-280, 1top
11315°30 fixed-302top
hdr•¶
AttackStand23
15-16375°40 fixed-2615470, 1top
15-16370°40 fixed-282top
hdr
AttackStand24
13-1512.544°75 / 70-2513470, 1, 2, 3top
13-1510.553°83 / 86-260, 1, 2, 3top
hdr
AttackStand31
5-9690°61 fixed-225330, 1, 2, 3, 4legr, kneer, top
5-6690°61 fixed-225top
hdr
AttackStand32
6-106115°70 / 65-186300, 1, 2kneer, legr
hdr
AttackStand4
10-11935 / 2-1310340, 1, 2top
12935 / 2-110, 1, 2top
hdr‡¶
AttackStand5
9-12862°70 / 65-179330, 1, 2, 3legr, kneer, top
9-121146°60 / 70-150, 1, 4legr, top
9-121346°55 / 80-142, 3, 5kneer, top
hdr
AttackStand6
12-151248°72 / 65-1812390, 1, 2kneel, legl
12-131248°72 / 65-183top
16-171048°72 / 65-150, 1, 2kneel, legl
hdr
AttackSquat1
1316.548°70 / 64-2513500, 1, 2top
14-1516.548°70 / 64-240, 1, 2top
hdr
AttackSquat2
6-75Sakurai30 fixed-156260top
6-7577°40 / 12-151, 2, 3top
hdr
AttackSquat3
6-11978°80 / 20-106260, 1, 2legl, kneel
hdr
AttackSquat4
1-60Sakurai0 / 01400top
12-131265°40 / 50-190, 1top
12-131265°40 / 50-192top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
8-910280°70 / 75082971-2, 25–0arml
8-910300°7 / 8601arml
8-9865°40 / 85-12, 3arml, shoulderl
10-16665°30 / 85-21, 2, 3arml, shoulderl
hdr
Forward Air
8-9945°40 / 64-283181-2, 25–0, 1hip, legl
8-91145°40 / 7502, 3, 4kneel, toel
10-14845°40 / 70-20, 1, 2, 3, 4hip, legl, kneel, toel
hdr
Back Air
11-131440°40 / 740114691-4, 35–0legr
11-131640°40 / 74+11, 2kneer, toer
14-181040°40 / 74-20, 1, 2legr, kneer, toer
hdr
Up Air
4-7875°50 / 70-243581, 31–0, 1hip, legr
4875°50 / 70-22kneer
4-71177°60 / 8303, 4kneer, toer
5-71177°60 / 8302kneer
8-10875°50 / 70-20, 1, 2hip, legr, kneer
8-10877°50 / 75-23, 4kneer, toer
vanilla
Down Air
17-186300°80 fixed-171758221-18, 50–0, 1, 2legl, kneel, footl
17-18670°55 fixed-173, 4, 5legl, kneel, footl
191548°70 / 60-120, 1, 2legl, kneel, footl
20-391548°70 / 60-120, 1, 2legl, kneel, footl
vanilla
Down Air
1-21050°50 / 75-51140top

Special Attacks

43 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•‡
Neutral Special
no hitboxes17
vanilla
Neutral Special
spawns blaster1167
vanilla
Neutral Special
spawns blaster1167
vanilla
Neutral Special
spawns blaster1167
vanilla
Neutral Special
no hitboxes14
vanilla
Neutral Special
spawns blaster1455
vanilla
Neutral Special
spawns blaster1455
vanilla
Neutral Special
spawns blaster1455
hdr
Side Special
161160°80 / 50-3216570, 1top
vanilla
Side Special
1-66100°60 / 75-31100top
1-66100°80 / 50-31top
hdr
Side Special
no hitboxes36
vanilla
Side Special
no hitboxes30
hdr‡•
Side Special
161160°80 / 50-321657290, 1top
vanilla
Side Special
1-66100°60 / 75-31100top
1-66100°80 / 60-31top
hdr
Side Special
no hitboxes28
vanilla•‡
Up Special
no hitboxes12
hdr
Up Special
11876°80 / 55-431560, 2top
1-31676°80 / 55-441top
4-61371°75 / 68-421top
7-91063°60 / 90-411top
10-14760°60 / 90-401top
hdr
Up Special
11876°80 / 5310, 2top
1-31676°80 / 531top
4-61371°75 / 651top
7-91063°60 / 851top
10-14760°60 / 851top
vanilla•‡
Up Special
no hitboxes1233
hdr
Down Special
1-15570°60 / 301500
14– / –0, 1grab
15– / –0, 1grab
161070°80 / 60-260top
161060°80 / 60-261top
16864°75 / 50-272top
171070°80 / 60-250top
171060°80 / 60-251top
18-191070°80 / 60-240top
vanilla
Down Special
1-51570°60 / 301520
vanilla
Down Special
1+570°60 / 3010
vanilla
Down Special
11760°80 / 601430
1570°60 / 300
hdr
Down Special
1-15570°60 / 301550
14– / –0, 1grab
15– / –0, 1grab
161070°80 / 60-310top
161060°80 / 60-311top
16864°75 / 50-322top
171070°80 / 60-300top
171060°80 / 60-301top
18-191070°80 / 60-290top
hdr•‡
AttackStep
no hitboxes20
hdr
AttackStep2
8-1013.588°63 / 41-138320, 1, 2, 3handr, armr, shoulderr, bust
8-913.588°63 / 41-134, 5top
hdr
AttackStep2f
8-1014.586°98 / 9-118310handr
8-1014.586°98 / 9+21, 2, 3armr, shoulderr, bust
8-914.586°98 / 9+24top
8-914.586°98 / 9-115top
hdr
AttackStep2l
212260°80 / 65-2321530, 1, 2handl, top
221870°80 / 60-240, 1handl, top
231670°60 / 50-230, 1handl, top
24-261470°60 / 50-190handl
24-26 (every 1)1470°60 / 50-191top
hdr•‡¶
AttackStep2s
7-11360°50 fixed-407510legr
7-11372°50 fixed-401kneer
7-11385°50 fixed-402kneer
26-2811.525°79 / 20-160, 1, 2, 3, 4top, shoulderl, shoulderr
29-370235°16 fixed5top
hdr
AttackRageDrive
1-51570°60 / 301520
12– / –0, 1, 2, 3grab
13– / –0, 1, 2, 3grab
14– / –0, 1, 2, 3grab
15– / –0, 1, 2, 3grab
52570°60 / 300
vanilla
AttackRageDriveCatch
1-51570°60 / 301520
30-51570°60 / 300
vanilla
AttackRageDriveFall
1+570°60 / 3010
hdr
AttackRageDriveGround
113100°100 fixed-321430top
11660°55 / 950
111.5100°100 fixed-330top
11360°67 / 950
1570°60 / 300
vanilla
AttackAirRageDrive
1-51570°60 / 301520
12– / –0, 1, 2, 3grab
13– / –0, 1, 2, 3grab
13-51– / –0, 1, 2, 3grab
52570°60 / 300
DemonAttackRageDriveCaptured vanilla
DemonAttackRageDriveCaptured
no hitboxes52
DemonAttackRageDriveCapturedFall vanilla
DemonAttackRageDriveCapturedFall
no hitboxes
DemonAttackRageDriveCapturedGround vanilla
DemonAttackRageDriveCapturedGround
no hitboxes2
DemonAttackRageDriveCapturedDx vanilla
DemonAttackRageDriveCapturedDx
no hitboxes52
DemonAttackRageDriveCapturedFallDx vanilla
DemonAttackRageDriveCapturedFallDx
no hitboxes
DemonAttackRageDriveCapturedBig vanilla
DemonAttackRageDriveCapturedBig
no hitboxes52
DemonAttackRageDriveCapturedFallBig vanilla
DemonAttackRageDriveCapturedFallBig
no hitboxes
DemonAttackRageDriveCapturedGirl vanilla
DemonAttackRageDriveCapturedGirl
no hitboxes52
DemonAttackRageDriveCapturedFallGirl vanilla
DemonAttackRageDriveCapturedFallGirl
no hitboxes

Grabs

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –380grab
vanilla
Grab
6-7– / –540, 1grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
53.4Sakurai30 fixed-225310top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –440grab
hdr
Pivot Grab
10-11– / –400grab

Throws

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1240°70 / 1254276340
1-103Sakurai60 / 1000
11-125Sakurai58 / 100-600, 1kneer, footr
11-125Sakurai58 / 100-600, 1kneer, footr
395Sakurai58 / 100-320, 1top
395Sakurai58 / 100-320, 1top
40-415Sakurai58 / 100-310, 1kneer, footr
40-415Sakurai58 / 100-310, 1kneer, footr
hdr
Back Throw
271270°30 fixed4762150
27-463Sakurai40 / 1000
46858°60 / 55-91top
vanilla
Up Throw
1276°10 fixed1476620
1-753Sakurai40 / 1000
hdr
Down Throw
1180°50 / 1353554190
1-333Sakurai40 / 1000
34750°50 / 65-140top
hdr
ThrowCommand
101155°45 / 20581105240
10-313Sakurai40 / 1000
32-331060°50 / 80-650top
801319°30 / 50-150, 1top

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 4–265710
hdr
Air Dodge
intangible 4–265710
vanilla
Ledge Attack
24-261045°90 / 20-2624580top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes27
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes25
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes40
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2921
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes40

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes10

Projectiles & Articles

1 article

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.

Blaster

7 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
FlyN
11160°80 / 350top
1-171160°80 / 350top
1-171150°80 / 351top
vanilla
FlyHi
11260°80 / 350top
1-171260°80 / 350top
1-171250°80 / 351top
vanilla
FlyLw
11060°80 / 350top
1-171060°80 / 350top
1-171050°80 / 351top
vanilla
FlyAirN
11060°80 / 350top
1-171060°80 / 350top
1-171050°80 / 351top
vanilla
FlyAirHi
11160°80 / 350top
1-171160°80 / 350top
1-171150°80 / 351top
vanilla
FlyAirLw
1960°80 / 350top
1-17960°80 / 350top
1-17950°80 / 351top
hdr
FlyThrow
1-171280°85 / 650, 1top

Attributes

Weight & Size

Weight
110
Jostle Weight
6.5
Shield Radius
12.6

Ground Movement

Walk Speed
0.8
Walk Accel (mul)
0.16
Walk Accel (add)
0.7
Initial Dash
1.8
Run Speed
1.75
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.1

Jumps

Jumpsquat
5
Jump Initial Y
9.9
Full Hop Height
18
Short Hop Height
12
Air Jump Height
49
Jump Count
2
Horizontal Jump Speed
1.45

Air Movement

Air Speed
0.91
Air Accel (add)
0.01
Air Accel (mul)
0.03
Air Friction
0.01
Gravity
0.108
Fall Speed
1.8

Landing Lag

Nair
7
Fair
8
Bair
9
Uair
8
Dair
22
Empty Landing
5
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 14 frames).Dair Landing
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Up Tilt, AttackHi32, Down Tilt, Up Smash, AttackHi4Transform, Down Smash, AttackLw4Transform, Up Air, Down Air, Neutral Special (Start), Side Special, Side Special (End), Side Special (Air), Side Special (Air, End), Up Special (Start), Up Special (Air, Start), Down Special, Down Special (Air), CatchCommand, Back Throw, Down Throw, AttackStand21, AttackStand31, AttackStand32, AttackStand4, AttackStand5, AttackSquat3, AttackStep, AttackStep2, AttackStep2f, AttackStep2l, AttackStep2s
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Forward Throw, FlashPunch, AttackStand22, AttackStand23, AttackStand24, AttackStand5, AttackStep2s, AttackRageDrive, AttackRageDriveCatch, AttackRageDriveGround, AttackAirRageDrive
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Up Special (Air)
HDR removes this move’s hitboxes.
  • 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.
  • Blaster is on the field for up to 17 frames (param_blaster.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Blaster: FlyN, Blaster: FlyHi, Blaster: FlyLw, Blaster: FlyAirN, Blaster: FlyAirHi, Blaster: FlyAirLw, Blaster: FlyThrow
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Blaster — see Projectiles & Articles below.Neutral Special, Neutral Special (Hi), Neutral Special (Lw), Neutral Special (Air), Neutral Special (Air, Hi), Neutral Special (Air, Lw)
  • Also spawns Blaster — see Projectiles & Articles below.Up Throw
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), Up Special (Start), Up Special (Air, Start), AttackStep, DemonAttackRageDriveCaptured, DemonAttackRageDriveCapturedGround, DemonAttackRageDriveCapturedDx, DemonAttackRageDriveCapturedBig, DemonAttackRageDriveCapturedGirl, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 29 frames rather than the 56 this move would otherwise run.Side Special (Air)
  • Landing lag is 33 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)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Down Special (Fall), CatchWait, DamageFall, AttackRageDriveFall, DemonAttackRageDriveCapturedFall, DemonAttackRageDriveCapturedFallDx, DemonAttackRageDriveCapturedFallBig, DemonAttackRageDriveCapturedFallGirl, 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
  • HDR ends this status after 18 frames and goes into AttackStep2l; the animation does not bound it (lightning_screw_uppercut, fighters/demon/src/opff.rs). It sits behind a condition beyond being in the move, so it will not always apply.AttackStand23
  • HDR ends this status after 19 frames and goes into AttackStand2; the animation does not bound it (spinning_demon, fighters/demon/src/opff.rs). It sits behind a condition beyond being in the move, so it will not always apply.AttackStep2s

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.