Jabs
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Jab | 2-3 | 4 | 180° | 8 fixed | -17 | 2 | 24 | – | 0 | top |
| 2-3 | 4 | 105° | 10 fixed | -17 | 1 | top | ||||
| hdr◆ Jab | 7-11 | 8 | 80° | 38 / 15 | -14 | 7 | 28 | – | 0, 1, 2 | bust, shoulderl, arml |
| 7 | 8 | 80° | 38 / 15 | -14 | 3, 4 | top | ||||
| hdr Jab | 7-11 | 8 | 80° | 38 / 15 | -14 | 7 | 28 | – | 0, 1, 2 | bust, shoulderl, arml |
| 7 | 8 | 80° | 38 / 15 | -14 | 3, 4 | top | ||||
| hdr◆ Jab | 7-11 | 8 | 80° | 38 / 15 | -24 | 7 | 38 | – | 0, 1, 2 | bust, shoulderl, arml |
| 7 | 8 | 80° | 38 / 15 | -24 | 3, 4 | top |
✕Jab 3 — removed in HDR. The combo ends after 2 hits.
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 7-9 | 12–12.6 | 55° | 40 / 95 | -25 | 7 | 41 | – | 0, 1, 2 | legl, kneel |
| 10-15 | 8–8.4 | 55° | 38 / 108 | -24 | 0, 1, 2 | legl, kneel |
Tilt Attacks
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 6-9 | 6.8–7.14 | 65° | 62 / 46 | -10 | 6 | 22 | – | 0 | top |
| 6-9 | 6.8–7.14 | 85° | 62 / 46 | -10 | 1 | top | ||||
| hdr Forward Tilt | 10-13 | 8 | 38° | 47 / 104 | -13 | 10 | 30 | – | 0 | top |
| 10-13 | 11 | 38° | 47 / 104 | -11 | 1 | top | ||||
| hdr‡ Up Tilt | 3-6 | 2 | 84° | 33 / 39 | -4 | 3 | 11 | – | 0 | top |
| 3-6 | 2 | 90° | 50 / 52 | -4 | 1 | top | ||||
| hdr◆‡ Up Tilt | 7-10 | 3–3.15 | 80° | 30 fixed | -21 | 7 | 32 | – | 0, 1, 2 | legr, kneer, footr |
| 7-10 | 3–3.15 | 280° | 30 fixed | -21 | 3, 4, 5 | legr, kneer, footr | ||||
| 14-17 | 4–4.2 | 90° | 59 / 82 | -13 | 0, 1, 2 | legr, kneer, footr | ||||
| hdr‡ Down Tilt | 5 | 1.5–1.575 | 310° | 20 fixed | -9 | 5 | 17 | – | 0 | legl |
| 5 | 1.5–1.575 | 306° | 20 fixed | -9 | 1 | top | ||||
| 5 | 1.5–1.575 | 302° | 20 fixed | -9 | 2 | top | ||||
| 5 | 1.5–1.575 | 365° | 20 fixed | -9 | 3, 4, 5 | legl, top | ||||
| hdr Down Tilt | 7-8 | 6–6.3 | 74° | 57 / 46 | -12 | 7 | 25 | – | 0 | top |
| 7-8 | 6–6.3 | 80° | 57 / 46 | -12 | 1 | top | ||||
| hdr◆‡ AttackNearW | 6-9 | 6.8–7.14 | 65° | 62 / 46 | -10 | 6 | 22 | – | 0 | top |
| 6-9 | 6.8–7.14 | 85° | 62 / 46 | -10 | 1 | top |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | – | |||||
| hdr Forward Smash | 13-15 | 12–12.6 | Sakurai | 28 / 103 | -20 | 13 | 42 | – | – | 0 | top |
| 13-15 | 16–16.8 | Sakurai | 28 / 102 | -18 to -17 | 1 | kneer | |||||
| AttackHi4Charge vanilla◆• Up Smash | no hitboxes | – | 62 | – | – | – | |||||
| hdr◆‡ Up Smash | 8 | 3.4 | 95° | 100 fixed | -28 | 8 | 40 | – | SpC 12f | 0, 1 | handl, arml |
| 9-14 | 11 | 80° | 80 / 97 | -22 | 0, 1 | handl, arml | |||||
| AttackLw4Charge vanilla◆• Down Smash | no hitboxes | – | 60 | – | – | – | |||||
| hdr◆ Down Smash | 5-6 | 16–16.8 | 35° | 50 / 47 | -19 to -18 | 5 | 35 | – | – | 0 | top |
| 5-6 | 12–12.6 | 80° | 50 / 50 | -21 | 1, 2 | top | |||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 6-8 | 6.5–6.825 | Sakurai | 20 / 100 | -2 | 6 | 28 | 7 | 1-2, 28– | 0 | top |
| 6-8 | 8–8.4 | Sakurai | 20 / 100 | -1 | 1 | top | |||||
| 9-17 | 4–4.2 | Sakurai | 20 / 90 | -3 | 0 | top | |||||
| 9-17 | 6.5–6.825 | Sakurai | 20 / 90 | -2 | 1 | top | |||||
| hdr◆ Forward Air | 6-7 | 14 | 48° | 60 / 62 | -1 | 6 | 26 | 10 | 1-2, 25– | 0 | handr |
| 6-7 | 12 | 48° | 60 / 62 | -2 | 1, 2 | shoulderr, waist | |||||
| 8-14 | 10 | 70° | 65 / 25 | -3 | 0, 1, 2 | handr, shoulderr, waist | |||||
| hdr◆∅ Back Air | 8-10 | 11–11.55 | Sakurai | 20 / 115 | -2 | 8 | 42 | 10 | 1, 31– | 0 | legl |
| 8-10 | 14–14.7 | Sakurai | 20 / 115 | -1 to 0 | 1 | kneel | |||||
| 15-18 | 11–11.55 | Sakurai | 20 / 115 | -2 | 0 | legl | |||||
| 15-18 | 14–14.7 | Sakurai | 20 / 115 | -1 to 0 | 1 | kneel | |||||
| hdr◆ Up Air | 5-8 | 6–6.3 | 78° | 41 / 96 | -6 | 5 | 33 | 11 | 1-2, 18– | 0, 1, 2 | legr, kneer, footr |
| hdr Down Air | 8-10 | 13 | 300° | 22 / 57 | -3 | 8 | 46 | 12 | 1-2, 33– | 0 | top |
| 8-13 | 11 | 48° | 48 / 58 | -4 | 1 | top | |||||
| 8-10 | 13 | 275° | 22 / 57 | -3 | 2 | top | |||||
| 8-13 | 11 | 85° | 60 / 15 | -4 | 3 | top |
Special Attacks
30 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | spawns hadoken | 22 | 60 | – | – | |||||
| hdr➔◆•‡ Neutral Special | spawns hadoken | 22 | 60 | 5 / 14 | – | |||||
| hdr∅ Side Special | 8-9 | 2–2.1 | 0° | 100 fixed | -1 | 8 | 13 | – | 0 | top |
| hdr‡¶∅ Side Special | 2-3 | 2–2.1 | 363° | 45 fixed | -5 | 2 | 11 | – | 0, 1 | top |
| 2-3 | 2–2.1 | 55° | 45 fixed | -5 | 0, 1 | top | ||||
| 2-3 | 2–2.1 | 365° | 45 fixed | -5 | 2 | top | ||||
| 2-3 | 2–2.1 | 31° | 45 fixed | -5 | 2 | top | ||||
| 7 | 2–2.1 | 363° | 45 fixed | 0 | 0, 1 | top | ||||
| 7 | 2–2.1 | 55° | 45 fixed | 0 | 0, 1 | top | ||||
| 2 not as an EX special | 3–3.15 | 45° | 26 / 160 | -5 | 0, 1 | top | ||||
| 7 not as an EX special | 3–3.15 | 45° | 26 / 142 | 0 | 0, 1 | top | ||||
| hdr¶ Side Special | 1-2 | 3–3.15 | 50° | 45 / 177 | -23 | 1 | 28 | – | 0, 1 | top |
| 1 as an EX special | 6–6.3 | 50° | 72 / 105 | -21 | 0, 1 | top | ||||
| hdr∅ Side Special | 8-9 | 2–2.1 | 0° | 100 fixed | -1 | 8 | 13 | – | 0 | top |
| hdr‡¶∅ Side Special | 2-3 | 2–2.1 | 363° | 45 fixed | -5 | 2 | 11 | – | 0, 1 | top |
| 2-3 | 2–2.1 | 55° | 45 fixed | -5 | 0, 1 | top | ||||
| 2-3 | 2–2.1 | 365° | 45 fixed | -5 | 2 | top | ||||
| 2-3 | 2–2.1 | 31° | 45 fixed | -5 | 2 | top | ||||
| 7 | 2–2.1 | 363° | 45 fixed | 0 | 0, 1 | top | ||||
| 7 | 2–2.1 | 55° | 45 fixed | 0 | 0, 1 | top | ||||
| 2 not as an EX special | 3–3.15 | 45° | 26 / 160 | -5 | 0, 1 | top | ||||
| 7 not as an EX special | 3–3.15 | 45° | 26 / 142 | 0 | 0, 1 | top | ||||
| hdr¶ Side Special | 1-2 | 3–3.15 | 50° | 45 / 177 | -23 | 1 | 28 | – | 0, 1 | top |
| 1 as an EX special | 6–6.3 | 50° | 72 / 105 | -21 | 0, 1 | top | ||||
| hdr‡¶ Up Special | 6 | 2 | 105° | 100 fixed | -29 | 6 | 39 | – | 0 | top |
| 7 | 8 | 80° | 100 fixed | -25 | 0 | top | ||||
| 7-20 | 4 | 95° | 95 / 10 | -27 | 0 | top | ||||
| 6 as an EX special | 2 | 105° | 100 fixed | -29 | 0 | top | ||||
| 7 as an EX special | 8 | 95° | 95 / 10 | -25 | 0 | top | ||||
| 10-14 as an EX special | 7.4 | 80° | 80 / 126 | -22 | 0, 1 | armr, legr | ||||
| 10-14 as an EX special | 7.2 | 80° | 80 / 126 | -23 | 0, 1 | armr, legr | ||||
| 15-20 as an EX special | 7.4 | 80° | 80 / 126 | -17 | 0, 1 | armr, legr | ||||
| 15-20 as an EX special | 7.2 | 80° | 80 / 126 | -18 | 0, 1 | armr, legr | ||||
| 10-14 not as an EX special | 6.8 | 80° | 78 / 121 | -23 | 0 | armr | ||||
| 15-20 not as an EX special | 6.8 | 80° | 78 / 121 | -18 | 0 | armr | ||||
| hdr‡¶ Up Special | 6 | 2 | 105° | 100 fixed | -29 | 6 | 39 | – | 0 | top |
| 7 | 8 | 80° | 100 fixed | -25 | 0 | top | ||||
| 7-20 | 4 | 95° | 95 / 10 | -27 | 0 | top | ||||
| 6 as an EX special | 2 | 105° | 100 fixed | -29 | 0 | top | ||||
| 7 as an EX special | 8 | 95° | 95 / 10 | -25 | 0 | top | ||||
| 10-14 as an EX special | 7.4 | 80° | 80 / 126 | -22 | 0, 1 | armr, legr | ||||
| 10-14 as an EX special | 7.2 | 80° | 80 / 126 | -23 | 0, 1 | armr, legr | ||||
| 15-20 as an EX special | 7.4 | 80° | 80 / 126 | -17 | 0, 1 | armr, legr | ||||
| 15-20 as an EX special | 7.2 | 80° | 80 / 126 | -18 | 0, 1 | armr, legr | ||||
| 10-14 not as an EX special | 6.8 | 80° | 78 / 121 | -23 | 0 | armr | ||||
| 15-20 not as an EX special | 6.8 | 80° | 78 / 121 | -18 | 0 | armr | ||||
| hdr• Up Special | no hitboxes | – | – | – | – | |||||
| SpecialHiLanding vanilla Up Special | no hitboxes | – | 27 | – | – | |||||
| hdr•‡¶ Up Special | 6 | 2 | 90° | 90 fixed | -29 | 6 | 39 | 13 / 26 | 0 | top |
| 7 | 7 | 80° | 80 / 54 | -26 | 0 | top | ||||
| 7-9 | 4 | 80° | 100 fixed | -27 | 0 | top | ||||
| 10 | 6 | 80° | 77 / 109 | -23 | 0 | armr | ||||
| 10-14 | 6 | 80° | 74 / 100 | -23 | 0 | armr | ||||
| 15 | 6 | 80° | 77 / 109 | -18 | 0 | armr | ||||
| 15-20 | 6 | 80° | 74 / 100 | -18 | 0 | armr | ||||
| 6 as an EX special | 2 | 90° | 90 fixed | -29 | 0 | top | ||||
| 7 as an EX special | 8 | 80° | 100 fixed | -25 | 0 | top | ||||
| 10 as an EX special | 6 | 80° | 78 / 112 | -23 | 0 | armr | ||||
| 15 as an EX special | 6 | 80° | 78 / 112 | -18 | 0 | armr | ||||
| hdr‡¶• Up Special | 6 | 2 | 90° | 90 fixed | -29 | 6 | 39 | 13 / 26 | 0 | top |
| 7 | 7 | 80° | 80 / 54 | -26 | 0 | top | ||||
| 7-9 | 4 | 80° | 100 fixed | -27 | 0 | top | ||||
| 10 | 6 | 80° | 77 / 109 | -23 | 0 | armr | ||||
| 10-14 | 6 | 80° | 74 / 100 | -23 | 0 | armr | ||||
| 15 | 6 | 80° | 77 / 109 | -18 | 0 | armr | ||||
| 15-20 | 6 | 80° | 74 / 100 | -18 | 0 | armr | ||||
| 6 as an EX special | 2 | 90° | 90 fixed | -29 | 0 | top | ||||
| 7 as an EX special | 8 | 80° | 100 fixed | -25 | 0 | top | ||||
| 10 as an EX special | 6 | 80° | 78 / 112 | -23 | 0 | armr | ||||
| 15 as an EX special | 6 | 80° | 78 / 112 | -18 | 0 | armr | ||||
| hdr• Up Special | no hitboxes | – | 38 | 13 / 26 | – | |||||
| SpecialLwStart vanilla• Down Special | no hitboxes | – | 60 | – | – | |||||
| vanilla¶ Down Special | 12-13 | 12 | 45° | 110 / 10 | -35 | 12 | 56 | – | 0 | top |
| 12-13 | 10 | 45° | 0 / 100 | -36 | 0, 1 | top | ||||
| 12-13 | 17 | 45° | 0 / 100 | -32 | 0, 1 | top | ||||
| vanilla¶ Down Special | 12-13 | 12 | 45° | 110 / 10 | -35 | 12 | 56 | – | 0 | top |
| 12-13 | 10 | 45° | 0 / 100 | -36 | 0, 1 | top | ||||
| 12-13 | 17 | 45° | 0 / 100 | -32 | 0, 1 | top | ||||
| hdr‡ Down Special | no hitboxes | – | 16 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 14 | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 20 | – | – | |||||
| SpecialAirLwStart vanilla• Down Special | no hitboxes | – | 60 | – | – | |||||
| vanilla¶ Down Special | 12-13 | 12 | 45° | 110 / 10 | -35 | 12 | 56 | – | 0 | top |
| 12-13 | 10 | 45° | 0 / 100 | -36 | 0, 1 | top | ||||
| 12-13 | 17 | 45° | 0 / 100 | -32 | 0, 1 | top | ||||
| vanilla¶ Down Special | 12-13 | 12 | 45° | 110 / 10 | -35 | 12 | 56 | – | 0 | top |
| 12-13 | 10 | 45° | 0 / 100 | -36 | 0, 1 | top | ||||
| 12-13 | 17 | 45° | 0 / 100 | -32 | 0, 1 | top | ||||
| hdr‡ Down Special | no hitboxes | – | 16 | – | – | |||||
| SpecialAirLwStepB vanilla Down Special | no hitboxes | – | 14 | – | – | |||||
| hdr‡ AttackCommand1 | 12 | 5–5.25 | 84° | 10 / 80 | -10 | 12 | 27 | – | 0, 1 | top, hip |
| 15-16 | 5–5.25 | 72° | 40 / 30 | -7 | 0, 1 | top, hip | ||||
| hdr AttackCommand2 | 9-10 | 12–12.6 | 50° | 41 / 103 | -15 | 9 | 33 | – | 0 | top |
| hdr AttackCommand3 | 15-17 | 12–12.6 | 30° | 35 / 80 | -21 | 15 | 47 | – | 0 | kneer |
| hdr‡ AttackCommand4 | 12 | 4–4.2 | 366° | 30 fixed | -15 | 12 | 32 | – | 0, 1 | kneer, footr |
| 14-16 | 14–14.7 | 65° | 28 / 103 | -8 to -7 | 0, 1 | kneer, footr | ||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| hdr Pummel | 1 | 1.3 | Sakurai | 30 fixed | -6 | 1 | 10 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 43 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 8 | 40° | 75 / 30 | – | 16 | 40 | 24 | 0 | – |
| 1-39 | 6 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Back Throw | 1 | 10–10.5 | 45° | 70 / 73 | – | 41 | 65 | 24 | 0 | – |
| 1-64 | 6 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr◆ Up Throw | 1 | 2 | 87° | 40 / 241 | – | 13 | 34 | 21 | 0 | – |
| 1-11 | 2 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 12 | 4 | 87° | 60 / 130 | -17 | 0, 1, 2 | arml, shoulderl | ||||
| hdr Down Throw | 1 | 6 | 70° | 69 / 64 | – | 19 | 41 | 22 | 0 | – |
| 1-17 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 18-19 | 2 | 50° | 40 fixed | -19 | 0 | top |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 55 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 55 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 10 | 45° | 90 / 20 | -26 | 24 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 19-20 | 7 | 48° | 80 / 48 | -27 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 19-20 | 7 | 48° | 80 / 48 | -27 | 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 | – | 33 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| 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 | – | 36 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| 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 | – | 42 | – | – | |||||
| 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 | – | 48 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 12 | – | – | |||||
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.
Hadoken
9 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr MoveW | 1-6 | 9 | 0° | 38 / 16 | 0, 1 | top |
| 1-6 | 9 | 60° | 38 / 16 | 2 | top | |
| 7+ | 9 | 0° | 38 / 16 | 0, 1 | top | |
| 7+ | 9 | 60° | 38 / 16 | 2 | top | |
| hdr MoveM | 1-6 | 9 | 0° | 38 / 16 | 0, 1 | top |
| 1-6 | 9 | 60° | 38 / 16 | 2 | top | |
| 7+ | 9 | 0° | 38 / 16 | 0, 1 | top | |
| 7+ | 9 | 60° | 38 / 16 | 2 | top | |
| hdr MoveS | 1-6 | 9 | 0° | 38 / 16 | 0, 1 | top |
| 1-6 | 9 | 60° | 38 / 16 | 2 | top | |
| 7+ | 9 | 0° | 38 / 16 | 0, 1 | top | |
| 7+ | 9 | 60° | 38 / 16 | 2 | top | |
| hdr MovespW | 1-9 | 0.5 | 366° | 45 fixed | 0, 1 | top |
| 10+ | 0.5 | 366° | 45 fixed | 0, 1, 2, 3 | top | |
| hdr MovespM | 1-9 | 0.5 | 366° | 45 fixed | 0, 1 | top |
| 10+ | 0.5 | 366° | 45 fixed | 0, 1, 2, 3 | top | |
| hdr MovespS | 1-9 | 0.5 | 366° | 45 fixed | 0, 1 | top |
| 10+ | 0.5 | 366° | 45 fixed | 0, 1, 2, 3 | top | |
| hdr MovespW_Last | 3+ | 8.8 | 60° | 58 / 60 | 0 | top |
| hdr MovespM_Last | 3+ | 8.8 | 60° | 58 / 60 | 0 | top |
| hdr MovespS_Last | 3+ | 8.8 | 60° | 58 / 60 | 0 | top |
Attributes
Weight & Size
- Weight
- 94
- Jostle Weight
- 6.3
- Shield Radius
- 12.3
Ground Movement
- Walk Speed
- 0.825
- Walk Accel (mul)
- 0.11
- Walk Accel (add)
- 1.12
- Initial Dash
- 1.825
- Run Speed
- 1.8
- Run Accel (mul)
- 0.1
- Run Accel (add)
- 0.02
- Traction
- 0.1
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 10.725
- Full Hop Height
- 26
- Short Hop Height
- 13
- Air Jump Height
- 29.5
- Jump Count
- 2
- Horizontal Jump Speed
- 1.5
Air Movement
- Air Speed
- 1.1
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.025
- Air Friction
- 0.005
- Gravity
- 0.13
- Fall Speed
- 2.07
Landing Lag
- Nair
- 7
- Fair
- 10
- Bair
- 10
- Uair
- 11
- Dair
- 12
- Empty Landing
- 5
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (31 -> 39 frames).Attack11W
- HDR replaces the animation (52 -> 42 frames).Attack11S
- HDR replaces the animation (39 -> 42 frames).Jab 2
- HDR replaces the animation (42 -> 52 frames).AttackHi3S
- HDR replaces the animation (61 -> 62 frames).AttackHi4Charge
- HDR replaces the animation (54 -> 52 frames).Up Smash
- HDR replaces the animation (61 -> 60 frames).AttackLw4Charge
- HDR replaces the animation (46 -> 47 frames).Down Smash
- HDR replaces the animation (37 -> 31 frames).Forward Air
- HDR replaces the animation (52 -> 58 frames).Back Air
- HDR replaces the animation (38 -> 40 frames).Up Air
- HDR replaces the animation (83 -> 80 frames).Neutral Special (Air)
- HDR replaces the animation (64 -> 43 frames).Up Throw
- HDR replaces the animation (40 -> 42 frames).AttackNearW
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Attack11W, AttackS3W, AttackHi3W, AttackHi3S, AttackLw3W, Up Smash, Neutral Special, Neutral Special (Air), Side Special, Side Special (Air), Up Special, Up Special (Command), Up Special (Air), Up Special (Air, Command), Down Special (StepF), Down Special (Install), Down Special (Air, StepF), Grab, Forward Throw, Back Throw, AttackNearW, AttackCommand1, AttackCommand4
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Side Special, Side Special (End), Side Special (Air), Side Special (Air, End), Up Special, Up Special (Command), Up Special (Air), Up Special (Air, Command), Down Special, Down Special (Turn), Down Special (Air), Down Special (Air, Turn)
∅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 11-14: out, but unable to collide with a fighter, so not counted as active frames.Back Air
- Inert hitboxes on frames 10-12: out, but unable to collide with a fighter, so not counted as active frames.Side Special (Start), Side Special (Air, Start)
- Inert hitboxes on frames 4-6, 4-10, 8-10: out, but unable to collide with a fighter, so not counted as active frames.Side Special, Side Special (Air)
✕HDR removes this move’s hitboxes.
- CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Hadoken — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
•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, End), Down Special (Start), Down Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Land cancels: touching the ground during this move ends it with 5 or 14 frames of landing lag rather than the usual special-fall landing. Which value applies depends on when you land.Neutral Special (Air)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Up Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Touching the ground from frame 27 on ends this in Up Special (Landing) rather than carrying on (up_special_early_landing, fighters/common/src/opff/shotos.rs). The code names the status rather than this animation, so the frame may belong to another of the move's segments.Up Special (Air)
- Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 13 or 26 frames rather than the 38 this move would otherwise run. The figure is param_special_hi.landing_frame_*, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air), Up Special (Air, Command)
- Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 13 or 26 frames rather than the 37 this move would otherwise run. The figure is param_special_hi.landing_frame_*, which is what that status becomes actionable on -- its animation runs longer.Up 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
Ken