Kazuya

146 moves62 changed by HDR84 vanillainternal demon
Notes ↓

Jabs

11 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-8380°25 fixed-12623–0, 1, 2, 3shoulderl, arml, top
6-83Sakurai30 / 10-134top
hdr
Jab
281253°60 / 65-332870–0, 1, 2top
hdr
Jab
7-9375°25 fixed-16727–0, 1, 2, 3shoulderl, arml, top
7-93Sakurai30 / 10-164top
hdr
Jab
62Sakurai30 / 10-20630–0, 1, 2, 3, 4top
62Sakurai25 / 10-205top
hdr
FlashPunch
2-60368°40 fixed–237–0, 1top
2-60Sakurai35 fixed–0top
7-10740°76 / 40-240, 1, 2top
7-10943°76 / 70-230, 1, 2top
hdr
Jab
10-113Sakurai35 / 10-261040–0, 1, 2, 3top
10-113Sakurai30 / 10-264top
10-113Sakurai25 / 10-265top
hdr
Jab
11342°40 / 20-271142–0top
1130°40 / 5-271, 2, 3top
1130°35 / 5-274top
1130°30 / 5-275top
hdr
Jab
2340°25 / 5-262354–0, 1, 2top
2340°20 / 5-263top
2340°15 / 5-264top
2440°25 / 5-250, 1, 2top
2440°20 / 5-253top
2440°15 / 5-254top
hdr
Jab
131.50°25 / 10-251341–0, 1, 2top
131.50°20 / 10-253top
hdr
Jab
181.50°20 / 10-261847–0, 1, 2top
181.50°15 / 10-263top
181.50°10 / 10-264top
hdr
Jab
155Sakurai30 fixed-281548–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
14-171444°45 / 73-241448–0, 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 / 71-191140–0, 1kneer, legl
11-151520°37 / 71-182, 3, 4kneel, footl
hdr‡
Up Tilt
7-10688°71 / 5-13726–0, 1, 2arml, shoulderl
7-10670°46 / 5-133, 4, 5arml, shoulderl
hdr‡
Up Tilt
9-13783°70 / 64-17932–0, 1, 2, 3armr, shoulderr
hdr‡
Down Tilt
10-1211271°100 / 20-161035–0, 1, 2armr, shoulderr
10-121185°85 / 20-163, 4, 5armr, shoulderr
AttackLw3Cancel vanilla
Down Tilt
no hitboxes–9––

Smash Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
25-2720Sakurai50 / 65-382567–0top
25-2720Sakurai50 / 65-201shoulderl
25-2725Sakurai50 / 75-262handl
25-2720Sakurai50 / 65-283arml
vanilla
Forward Smash
25-2623Sakurai50 / 63-382567–0top
25-2626Sakurai50 / 73-141handl
vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
16-171990°65 / 62-241653–0, 1, 2handr, top
18-211990°65 / 62-220, 1, 2handr, armr, shoulderr
vanilla‡
Up Smash
121990°65 / 62-231248–0, 1, 2handr, top
13-141990°65 / 62-220, 1handr
15-171590°65 / 62-220, 1handr
vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
17-19 (every 1)17277°100 / 10-161747–0top
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 / 10-161747–0top
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 / 40-191140–0, 1, 2kneel, legl
11-141384°78 / 40-193, 4, 5kneel, legl
hdr‡
AttackStand21
10-1260°60 fixed-231039–0, 1top
10-12610°100 fixed-232top
hdr
AttackStand22
10365°40 fixed-291045–0, 1top
10315°30 fixed-312top
11365°40 fixed-280, 1top
11315°30 fixed-302top
hdr•¶
AttackStand23
15-16375°40 fixed-261547–0, 1top
15-16370°40 fixed-282top
hdr
AttackStand24
13-1512.544°75 / 70-251347–0, 1, 2, 3top
13-1510.553°83 / 86-260, 1, 2, 3top
hdr‡
AttackStand31
5-9690°61 fixed-22533–0, 1, 2, 3, 4legr, kneer, top
5-6690°61 fixed-225top
hdr‡
AttackStand32
6-106115°70 / 65-18630–0, 1, 2kneer, legr
hdr‡
AttackStand4
10-1190°35 / 2-131034–0, 1, 2top
1290°35 / 2-110, 1, 2top
hdr‡¶
AttackStand5
9-12862°70 / 65-17933–0, 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 / 65-181239–0, 1, 2kneel, legl
12-131248°72 / 65-183top
16-171048°72 / 65-150, 1, 2kneel, legl
hdr
AttackSquat1
1316.548°70 / 64-251350–0, 1, 2top
14-1516.548°70 / 64-240, 1, 2top
hdr
AttackSquat2
6-75Sakurai30 fixed-15626–0top
6-7577°40 / 12-151, 2, 3top
hdr‡
AttackSquat3
6-11978°80 / 20-10626–0, 1, 2legl, kneel
hdr
AttackSquat4
1-60Sakurai0 / 0–140–0top
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 / 75-5114––0top

Special Attacks

43 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•‡
Neutral Special
no hitboxes–17––
vanilla➔
Neutral Special
spawns blaster1167––
vanilla➔
Neutral Special
spawns blaster1167––
vanilla➔
Neutral Special
spawns blaster1167––
vanilla•
Neutral Special
no hitboxes–14––
vanilla➔
Neutral Special
spawns blaster1455––
vanilla➔
Neutral Special
spawns blaster1455––
vanilla➔
Neutral Special
spawns blaster1455––
hdr‡
Side Special
161160°80 / 50-321657–0, 1top
vanilla
Side Special
1-66100°60 / 75-3110–0top
1-66100°80 / 50-31top
hdr‡
Side Special
no hitboxes–36––
vanilla
Side Special
no hitboxes–30––
hdr‡•
Side Special
161160°80 / 50-321657290, 1top
vanilla
Side Special
1-66100°60 / 75-3110–0top
1-66100°80 / 60-31top
hdr‡
Side Special
no hitboxes–28––
vanilla•‡
Up Special
no hitboxes–12––
hdr
Up Special
11876°80 / 55-43156–0, 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 / 53–1––0, 2top
1-31676°80 / 53–1top
4-61371°75 / 65–1top
7-91063°60 / 85–1top
10-14760°60 / 85–1top
vanilla•‡
Up Special
no hitboxes–1233–
hdr‡
Down Special
1-15570°60 / 30–150–0–
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
SpecialLwCatch vanilla•
Down Special
no hitboxes–52––
vanilla•
Down Special
1+570°60 / 30–1––0–
vanilla
Down Special
11760°80 / 60–143–0–
1570°60 / 30–0–
hdr‡
Down Special
1-15570°60 / 30–155–0–
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 hitboxes–20––
hdr‡
AttackStep2
8-1013.588°63 / 41-13832–0, 1, 2, 3handr, armr, shoulderr, bust
8-913.588°63 / 41-134, 5top
hdr‡
AttackStep2f
8-1014.586°98 / 9-11831–0handr
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 / 65-232153–0, 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-40751–0legr
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 fixed–5top
hdr‡¶
AttackRageDrive
1-53570°60 / 30–154–0–
10––– / ––0, 1, 2, 3grab
11––– / ––0, 1, 2, 3grab
12––– / ––0, 1, 2, 3grab
13––– / ––0, 1, 2, 3grab
AttackRageDriveCatch vanilla•
AttackRageDriveCatch
no hitboxes–52––
vanilla•
AttackRageDriveFall
1+570°60 / 30–1––0–
hdr
AttackRageDriveGround
113100°100 fixed–143–0top
11660°55 / 95–0–
111.5100°100 fixed–0top
11360°67 / 95–0–
1570°60 / 30–0–
1570°60 / 30–0–
vanilla‡¶
AttackAirRageDrive
1-53570°60 / 30–154–0–
10––– / ––0, 1, 2, 3grab
11––– / ––0, 1, 2, 3grab
12––– / ––0, 1, 2, 3grab
13––– / ––0, 1, 2, 3grab
DemonAttackRageDriveCaptured vanilla•
DemonAttackRageDriveCaptured
no hitboxes–52––
DemonAttackRageDriveCapturedFall vanilla•
DemonAttackRageDriveCapturedFall
no hitboxes––––
DemonAttackRageDriveCapturedGround vanilla•
DemonAttackRageDriveCapturedGround
no hitboxes–2––
DemonAttackRageDriveCapturedDx vanilla•
DemonAttackRageDriveCapturedDx
no hitboxes–52––
DemonAttackRageDriveCapturedFallDx vanilla•
DemonAttackRageDriveCapturedFallDx
no hitboxes––––
DemonAttackRageDriveCapturedBig vanilla•
DemonAttackRageDriveCapturedBig
no hitboxes–52––
DemonAttackRageDriveCapturedFallBig vanilla•
DemonAttackRageDriveCapturedFallBig
no hitboxes––––
DemonAttackRageDriveCapturedGirl vanilla•
DemonAttackRageDriveCapturedGirl
no hitboxes–52––
DemonAttackRageDriveCapturedFallGirl vanilla•
DemonAttackRageDriveCapturedFallGirl
no hitboxes––––

Grabs

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––38–0grab
vanilla‡
Grab
6-7––– / –––54–0, 1grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
53.4Sakurai30 fixed–58–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––44–0grab
hdr
Pivot Grab
10-11––– / –––40–0grab

Throws

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1240°70 / 125–4276340–
1-103Sakurai60 / 100–0–
11-125Sakurai58 / 100–0, 1kneer, footr
11-125Sakurai58 / 100–0, 1kneer, footr
395Sakurai58 / 100–0, 1top
395Sakurai58 / 100–0, 1top
40-415Sakurai58 / 100–0, 1kneer, footr
40-415Sakurai58 / 100–0, 1kneer, footr
hdr‡
Back Throw
271270°30 fixed–4762150–
27-463Sakurai40 / 100–0–
46858°60 / 55–1top
vanilla➔
Up Throw
1276°10 fixed–1476620–
1-753Sakurai40 / 100–0–
hdr‡
Down Throw
1180°50 / 135–3554190–
1-333Sakurai40 / 100–0–
34750°50 / 65–0top
hdr
ThrowCommand
101155°45 / 205–81105240–
10-313Sakurai40 / 100–0–
32-331060°50 / 80–0top
801319°30 / 50–0, 1top

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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
24-261045°90 / 20-262458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–27––
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–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–25––
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–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–40––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–21––
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–40––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–10––

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, AttackRageDrive, AttackAirRageDrive
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, 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), Down Special (Catch), AttackStep, AttackRageDriveCatch, 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.