Kirby

335 moves182 changed by HDR153 vanillainternal kirby
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
2-43Sakurai8 / 50-9215–0, 1, 2top
2-43Sakurai20 / 30-93top
hdr
Jab
3-5470°8 / 50-8316–0, 1top
3-54Sakurai20 / 20-82top
hdr↧
Jab
3-43Sakurai30 / 115-26333–0, 1top
Attack100Start vanilla•
Jab
no hitboxes–5––
vanilla•
Jab
2-16 (every 2)0.2Sakurai7 / 35–2––0top
vanilla
Jab
3-43Sakurai70 / 115-33340–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
9-1213Sakurai45 / 90-28947–0top
13-24965°45 / 90-270top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-89Sakurai40 / 104-15527–0, 1, 2footl
hdr
Forward Tilt
5-8960°60 / 45-15527–0, 1, 2footl
hdr
Forward Tilt
5-8935°60 / 35-15527–0, 1, 2footl
hdr
Up Tilt
4-5898°50 / 103-15426–0, 1footr
6-10688°50 / 103-140, 1footr
hdr‡
Down Tilt
5-7867°55 / 50-10522–0top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
13-1515–1938°40–44 / 100-29 to -271353–0footl
16-1911–1460°40–42 / 98-28 to -270footl
hdr
Forward Smash
13-1515–1938°40–44 / 100-29 to -271353–0footl
16-1911–1460°40–42 / 98-28 to -270footl
hdr
Forward Smash
13-1515–1938°40–44 / 100-29 to -271353–0footl
16-1911–1460°40–42 / 98-28 to -270footl
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
11-1215–1872°30 / 125-25 to -241147–0, 1kneer, footr
11-1214–1872°30 / 125-26 to -242footr
13-1514–1688°20 / 102-24 to -230, 1kneer, footr
13-1513–1688°20 / 102-24 to -232footr
1613–1550°10 / 52–78-21 to -200, 1kneer, footr
1612–1550°10 / 52–78-22 to -202footr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡¶
Down Smash
7-111550°30 / 100-27745–0top
7-111450°30 / 100-280top
7-111629°25 / 84-271, 2top
7-111429°25 / 84-281, 2top
12-1812–1550°30 / 100-24 to -220top
12-1810–1329°25 / 84-25 to -231, 2top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelCancelIDHitbox
hdr‡
Neutral Air
5-81280°15 / 100+153771-2, 34–ADC0, 1, 2, 3armr, arml, toer, toel
9-239Sakurai15 / 95-10, 1, 2, 3armr, arml, toer, toel
hdr‡
Forward Air
7-8360°25 / 50-574081-6, 36–ADC0top
7-8375°25 / 50-51top
14-15360°25 / 50-50top
14-15375°25 / 50-51top
22-23845°0 / 146-20, 1top
hdr
Back Air
6-814Sakurai15 / 108-1641101-2, 32–ADC0, 1, 2kneer, toer, top
9-1910Sakurai0 / 100-30, 1kneer, toer
hdr‡
Up Air
8-101372°5 / 120083491-7, 20–ADC0, 1footr
11-13930°5 / 120-30, 1footr
hdr‡
Down Air
14-302365°48 / 30-91446121-12, 42–ADC0top
14-302275°40 / 36-91top

Special Attacks

75 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Neutral Special
10-11––– / ––1012–0grab
10-115Sakurai0 / 100–0–
hdr•
Neutral Special
10160°30 fixed–1––0top
1+5Sakurai0 / 100–0–
1+––– / ––0, 1grab
1+0160°25 fixed–1top
SpecialNEnd vanilla
Neutral Special
no hitboxes–20––
vanilla
Neutral Special
1-185Sakurai0 / 100–119–0–
vanilla
Neutral Special
1-155Sakurai0 / 100–116–0–
vanilla➔
Neutral Special
16Sakurai0 / 0–131–0–
1-304Sakurai0 / 100–0–
hdr
Neutral Special
110Sakurai0 / 0–121–0–
1-204Sakurai0 / 100–0–
vanilla
Neutral Special
no hitboxes–38––
vanilla
Neutral Special
no hitboxes–72––
hdr‡
Neutral Special
no hitboxes–55––
hdr‡
Neutral Special
no hitboxes–25––
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla
Neutral Special
1-145Sakurai0 / 100–115–0–
vanilla
Neutral Special
1-175Sakurai0 / 100–118–0–
vanilla•
Neutral Special
1-305Sakurai0 / 100–131–0–
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla
Neutral Special
1-305Sakurai0 / 100–131–0–
SpecialNHit vanilla
Neutral Special
no hitboxes–22––
hdr‡
Neutral Special
10-11––– / ––1012–0grab
10-115Sakurai0 / 100–0–
hdr•
Neutral Special
10160°30 fixed–1––0top
1+5Sakurai0 / 100–0–
1+––– / ––0, 1grab
1+0160°25 fixed–1top
SpecialAirNEnd vanilla
Neutral Special
no hitboxes–20––
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla
Neutral Special
1-155Sakurai0 / 100–116–0–
vanilla➔
Neutral Special
16Sakurai0 / 0–139–0–
1-384Sakurai0 / 100–0–
vanilla
Neutral Special
no hitboxes–38––
vanilla
Neutral Special
no hitboxes–72––
hdr‡
Neutral Special
no hitboxes–55––
hdr‡
Neutral Special
no hitboxes–25––
hdr☆
Neutral Special
110Sakurai0 / 0–1––0–
1+4Sakurai0 / 100–0–
hdr↛•‡
Side Special
spawns hammer17––
SpecialSHoldStart vanilla•
Side Special
no hitboxes––––
SpecialSHold vanilla•
Side Special
no hitboxes––––
SpecialSHoldMax vanilla•
Side Special
no hitboxes––––
SpecialSWalk vanilla•
Side Special
no hitboxes––––
SpecialSTurn vanilla•
Side Special
no hitboxes–20––
SpecialSJumpSquat vanilla•
Side Special
no hitboxes–7––
SpecialSJump vanilla•
Side Special
no hitboxes–35––
SpecialSFall vanilla•
Side Special
no hitboxes––––
SpecialSLanding vanilla•
Side Special
no hitboxes–12––
hdr‡
Side Special
11-121948°60 / 78-201144–0, 1top
hdr‡
Side Special
11-121948°60 / 78-201144–0, 1top
hdr‡
Side Special
11-1235Sakurai60 / 78-131146–0, 1top
hdr↛•‡
Side Special
spawns hammer11119–
hdr•‡
Side Special
6-71150°67 / 106-35650190, 1top
20-211038°67 / 94-220, 1top
hdr•‡
Side Special
6-71150°67 / 106-35650190, 1top
20-211038°67 / 94-220, 1top
vanilla•
Side Special
11-122850°60 / 78-311160190, 1top
hdr↛•
Up Special
spawns finalcutter123––
vanilla
Up Special
1-2585°117 fixed-30136–0top
1-2593°117 fixed-301top
1-2590°102 fixed-302top
1-2593°102 fixed-303top
3-4585°60 fixed-280top
3-4593°60 fixed-281top
3-4590°50 fixed-282top
3-4593°50 fixed-283top
19-272275°96 fixed-130haver
28-352Sakurai30 / 180-40haver
vanilla•
Up Special
no hitboxes––––
vanilla➔
Up Special
spawns finalcuttershot131––
hdr↛‡
Up Special
28-331072°60 / 48-272863–0, 1haver
34-391072°50 / 48-210, 1top
hdr↛•
Up Special
spawns finalcutter123––
hdr
Up Special
1-2585°117 fixed-30136–0top
1-2593°117 fixed-301top
1-2590°102 fixed-302top
1-2593°102 fixed-303top
3585°60 fixed-280top
3593°60 fixed-281top
3590°50 fixed-282top
3593°50 fixed-283top
19-272275°40 / 102-130haver
28-352Sakurai30 / 180-40haver
hdr↛‡
Up Special
13-261078°80 / 48-341355–0, 1haver
hdr‡
Down Special
111425°86 / 30+101111–0, 1top
hdr
Down Special
11425°86 / 30–1––0, 1top
vanilla
Down Special
no hitboxes–28––
hdr
Down Special
1+1870°75 / 79–1––0top
hdr‡
Down Special
251870°69 / 76+122525–0top
vanilla
Down Special
no hitboxes–28––
DemonAttackRageDriveCaptured vanilla
DemonAttackRageDriveCaptured
no hitboxes––––
DemonAttackRageDriveCapturedDx vanilla
DemonAttackRageDriveCapturedDx
no hitboxes––––
DemonAttackRageDriveCapturedGirl vanilla
DemonAttackRageDriveCapturedGirl
no hitboxes––––
DemonAttackRageDriveCapturedBig vanilla
DemonAttackRageDriveCapturedBig
no hitboxes––––
DemonAttackRageDriveCapturedFall vanilla
DemonAttackRageDriveCapturedFall
no hitboxes––––
DemonAttackRageDriveCapturedFallDx vanilla
DemonAttackRageDriveCapturedFallDx
no hitboxes––––
DemonAttackRageDriveCapturedFallGirl vanilla
DemonAttackRageDriveCapturedFallGirl
no hitboxes––––
DemonAttackRageDriveCapturedFallBig vanilla
DemonAttackRageDriveCapturedFallBig
no hitboxes––––
DemonAttackRageDriveCapturedGround vanilla
DemonAttackRageDriveCapturedGround
no hitboxes––––
DemonAttackRageDriveCapturedGroundDx vanilla
DemonAttackRageDriveCapturedGroundDx
no hitboxes––––
DemonAttackRageDriveCapturedGroundGirl vanilla
DemonAttackRageDriveCapturedGroundGirl
no hitboxes––––
DemonAttackRageDriveCapturedGroundBig vanilla
DemonAttackRageDriveCapturedGroundBig
no hitboxes––––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0top
hdr
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––37–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1575°40 / 125–4559140–
1-583Sakurai60 / 100–0–
hdr◆
Back Throw
18115°30 / 120–415090–
1-493Sakurai60 / 100–0–
hdr
Up Throw
11478°75 / 70–5180290–
1-463Sakurai60 / 100–0–
hdr
Down Throw
12270°30 fixed–5871130–
1-83Sakurai60 / 100–0–
9-41 (every 4)0.5270°10 fixed–0top
56-571.590°10 / 100–0top

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 4–26–6110–
hdr•
Air Dodge
intangible 4–26–6110–
vanilla
Ledge Attack
20-22945°90 / 20-292056–0top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
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––
DownSpot vanilla
DownSpot
no hitboxes–30––
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–33––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–34––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–25––

Other

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
hdr
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––
hdr↛‡
BuddyAttackS3
7-9945°46 / 67-22736–0, 2top
7-91145°46 / 71-201top
hdr↛‡
BuddyAttackS3Hi
7-9950°46 / 67-22736–0, 2top
7-91150°46 / 71-201top
hdr↛‡
BuddyAttackS3Lw
7-9940°46 / 67-22736–0, 2top
7-91140°46 / 71-201top

Copied Abilities

80 fighters

Kirby's copy of each fighter's neutral special. Where HDR writes him his own script that data is his and can differ from the original; otherwise the move plays the copied fighter's, timed by Kirby's animation.

Banjo & Kazooie

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔
Banjo & Kazooie's Neutral Special
spawns bullet1350––
vanilla➔
Banjo & Kazooie's Neutral Special
spawns bullet425––
vanilla➔
Banjo & Kazooie's Neutral Special
spawns bullet425––
vanilla➔•
Banjo & Kazooie's Neutral Special
spawns bullet135012–
vanilla➔•
Banjo & Kazooie's Neutral Special
spawns bullet42512–
vanilla➔•
Banjo & Kazooie's Neutral Special
spawns bullet42512–

Bayonetta

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Bayonetta's Neutral Special
spawns specialn_bullet230––
vanilla•➔
Bayonetta's Neutral Special
spawns specialn_bullet230––

Bowser

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
KoopaSpecialN vanilla•➔
Bowser's Neutral Special
spawns breath––––
KoopaSpecialAirN vanilla•➔
Bowser's Neutral Special
spawns breath––––
hdr➔•
Bowser's Neutral Special
spawns breath2465––
hdr➔•
Bowser's Neutral Special
spawns breath2465––

Bowser Jr.

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr•➔
Bowser Jr.'s Neutral Special
spawns cannonball432–––
hdr•➔
Bowser Jr.'s Neutral Special
spawns cannonball432–ShC 18–

Byleth

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Byleth's Neutral Special
spawns arrow2148––
vanilla•➔
Byleth's Neutral Special
spawns arrow2148––

Captain Falcon

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡¶
Captain Falcon's Neutral Special
4625Sakurai93 / 59-4146103–0, 1, 2armr, shoulderr
46-5025Sakurai93 / 59-410, 1, 2armr
hdr•‡¶
Captain Falcon's Neutral Special
4622Sakurai93 / 59-4246103–0, 1, 2armr, shoulderr
46-4922Sakurai93 / 59-420, 1, 2armr

Charizard

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•◆‡¶
Charizard's Neutral Special
18-20
with the water pledge
13Sakurai65 / 87-321860–0top
18-20
with the water pledge
11Sakurai20 / 100-330top
18-20
with the water pledge
20°0 / 0-381top
18-20
with the water pledge
20°0 / 0-381top
21-23
with the water pledge
13Sakurai65 / 87-290top
21-23
with the water pledge
9Sakurai20 / 80-320top
21-23
with the water pledge
20°0 / 0-351top
21-23
with the water pledge
20°0 / 0-351top
24-26
with the water pledge
11Sakurai67 / 87-270top
24-26
with the water pledge
7Sakurai20 / 70-300top
24-26
with the water pledge
10°0 / 0-331top
24-26
with the water pledge
10°0 / 0-331top
27-29
with the water pledge
11Sakurai67 / 87-240top
27-29
with the water pledge
5Sakurai20 / 60-280top
27-29
with the water pledge
10°0 / 0-301top
27-29
with the water pledge
10°0 / 0-301top
18-20
without the water pledge
2366°40 fixed-380top
21-23
without the water pledge
2366°40 fixed-350top
24-26
without the water pledge
2366°40 fixed-320top
27-29
without the water pledge
11Sakurai59 / 100-240top
hdr•◆‡¶
Charizard's Neutral Special
18-20
with the water pledge
13Sakurai65 / 87-321860–0top
18-20
with the water pledge
11Sakurai20 / 100-330top
18-20
with the water pledge
20°0 / 0-381top
18-20
with the water pledge
20°0 / 0-381top
21-23
with the water pledge
13Sakurai65 / 87-290top
21-23
with the water pledge
9Sakurai20 / 80-320top
21-23
with the water pledge
20°0 / 0-351top
21-23
with the water pledge
20°0 / 0-351top
24-26
with the water pledge
11Sakurai67 / 87-270top
24-26
with the water pledge
7Sakurai20 / 70-300top
24-26
with the water pledge
10°0 / 0-331top
24-26
with the water pledge
10°0 / 0-331top
27-29
with the water pledge
11Sakurai67 / 87-240top
27-29
with the water pledge
5Sakurai20 / 60-280top
27-29
with the water pledge
10°0 / 0-301top
27-29
with the water pledge
10°0 / 0-301top
18-20
without the water pledge
2366°40 fixed-380top
21-23
without the water pledge
2366°40 fixed-350top
24-26
without the water pledge
2366°40 fixed-320top
27-29
without the water pledge
11Sakurai59 / 100-240top

Chrom

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•¶
Chrom's Neutral Special
8-9580°60 / 70-17830–0, 1, 2arml, havel
10-13580°60 / 70-150top
hdr•¶
Chrom's Neutral Special
8-95272°15 / 50-25838–0, 1, 2arml, havel
8-95272°28 / 60-253, 4, 5arml, havel
10-135272°60 / 50-230top
10-135272°48 / 60-233top

Cloud

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Cloud's Neutral Special
14-150Sakurai40 fixed–1461–0top
hdr•➔‡
Cloud's Neutral Special
14-150Sakurai40 fixed–1461–0top

Corrin

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡※¶
Corrin's Neutral Special
6-710–2048°35–105 / 50–100-31 to -25645–0havel
hdr•‡※¶
Corrin's Neutral Special
6-710–2048°35–105 / 50–100-31 to -25645–0havel

Daisy

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•
Daisy's Neutral Special
20-445315°50 fixed-38206340top
hdr
Daisy's Neutral Special
1-41775°64 / 83-28141–0top
1-41260°64 / 83-310top
1-4675°64 / 78-341, 2top

Dark Pit

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Dark Pit's Neutral Special
spawns bowarrow715––
vanilla•➔
Dark Pit's Neutral Special
spawns bowarrow715––

Dark Samus

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Dark Samus's Neutral Special
spawns cshot332––
vanilla•➔
Dark Samus's Neutral Special
spawns cshot333––

Diddy Kong

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛•‡
Diddy Kong's Neutral Special
spawns gun1104–
hdr↛‡
Diddy Kong's Neutral Special
spawns gun110––

Donkey Kong

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡¶
Donkey Kong's Neutral Special
152570°30 / 65–70-171548–0, 1handl
152570°30 / 65–70-170, 1handl
162570°30 / 70-160bust
16-2028Sakurai30 / 70-141handl
hdr•‡¶
Donkey Kong's Neutral Special
152570°30 / 65–70-171548–0, 1handl
152570°30 / 65–70-170, 1handl
162570°30 / 70-160bust
16-2028Sakurai30 / 70-141handl

Dr. Mario

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Dr. Mario's Neutral Special
spawns drcapsule1850––
hdr➔‡
Dr. Mario's Neutral Special
spawns drcapsule1850––
hdr‡
Dr. Mario's Neutral Special
15-181269°42 / 84-311555–0, 1top
hdr‡
Dr. Mario's Neutral Special
15-181269°42 / 84-311555–0, 1top

Falco

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Falco's Neutral Special
spawns blaster_bullet1121––
hdr•➔‡
Falco's Neutral Special
spawns blaster_bullet7244–

Fox

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Fox's Neutral Special
spawns blaster_bullet411––
vanilla•➔
Fox's Neutral Special
spawns blaster_bullet4114–

Ganondorf

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•¶
Ganondorf's Neutral Special
703050°120 / 46-2970118–0, 1, 2shoulderl, bust, arml
70-733050°120 / 46-290, 1, 2shoulderl, bust, arml
vanilla•¶
Ganondorf's Neutral Special
703830°30 / 100-2570118–0, 1, 2shoulderl, bust, arml
70-733830°30 / 100-250, 1, 2shoulderl, bust, arml

Greninja

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Greninja's Neutral Special
spawns shuriken629––
vanilla•➔
Greninja's Neutral Special
spawns shuriken625––

Hero

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Hero's Neutral Special
spawns fireball1044––
hdr•➔‡
Hero's Neutral Special
spawns fireball1044––

Ike

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Ike's Neutral Special
11-1535Sakurai20 / 70-271160–0top
11-1528Sakurai20 / 70-311top
11-1526Sakurai20 / 70-322top
15-2031Sakurai60 / 46-253top
15-2025Sakurai60 / 46-294top
19-2227Sakurai60 / 47-245top
19-2222Sakurai60 / 47-266top
vanilla•
Ike's Neutral Special
11-1535Sakurai20 / 70-271160–0top
11-1528Sakurai20 / 70-311top
11-1526Sakurai20 / 70-322top
15-2031Sakurai60 / 46-253top
15-2025Sakurai60 / 46-294top
19-2227Sakurai60 / 47-245top
19-2222Sakurai60 / 47-266top

Incineroar

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•∅
Incineroar's Neutral Special
5-71745°85 / 45-68585–0top
5-71345°80 / 48-701, 2top
9-101245°85 / 50-670top
9-101045°80 / 40-681, 2top
15-161245°85 / 50-610top
15-161045°80 / 40-621, 2top
23-241145°85 / 50-530top
23-24945°80 / 40-551, 2top
29-301145°85 / 50-470top
29-30945°80 / 40-491, 2top
37-381045°85 / 50-400top
37-38845°80 / 40-411, 2top
42-441045°85 / 50-350top
42-44845°80 / 40-361, 2top
50-51845°85 / 50-280top
50-51645°80 / 40-291, 2top
56-57845°85 / 50-220top
56-57645°80 / 40-231, 2top
hdr•∅
Incineroar's Neutral Special
5-71745°85 / 45-68585–0top
5-71345°80 / 48-701, 2top
9-101245°85 / 50-670top
9-101045°80 / 40-681, 2top
15-161245°85 / 50-610top
15-161045°80 / 40-621, 2top
23-241145°85 / 50-530top
23-24945°80 / 40-551, 2top
29-301145°85 / 50-470top
29-30945°80 / 40-491, 2top
37-381045°85 / 50-400top
37-38845°80 / 40-411, 2top
42-441045°85 / 50-350top
42-44845°80 / 40-361, 2top
50-51845°85 / 50-280top
50-51645°80 / 40-291, 2top
56-57845°85 / 50-220top
56-57645°80 / 40-231, 2top

Inkling

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•¶
Inkling's Neutral Special
3-5565°75 / 55-13321–3, 4handr
hdr•
Inkling's Neutral Special
3-5565°75 / 55-13321–3, 4haver

Isabelle

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•
Isabelle's Neutral Special
1-5669°70 / 90-21128–0, 1top
hdr•
Isabelle's Neutral Special
1-5669°70 / 90-21128–0, 1top

Ivysaur

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Ivysaur's Neutral Special
spawns seed134––
hdr•➔‡
Ivysaur's Neutral Special
spawns seed134––

Jigglypuff

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jigglypuff's Neutral Special
120Sakurai106 / 66-1951210–0bust
hdr⎘
Jigglypuff's Neutral Special
120Sakurai106 / 66-46161–0bust

Joker

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Joker's Neutral Special
10-24 (every 7)3365°10 / 70-461060–0top
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
Joker's Neutral Special
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai5 / 75–1––0throw
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai0 / 0–1throw

Kazuya

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Kazuya's Neutral Special
spawns blaster1167––
vanilla•➔
Kazuya's Neutral Special
spawns blaster1455––

Ken

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Ken's Neutral Special
spawns hadoken2258––
hdr•➔◆‡
Ken's Neutral Special
spawns hadoken22704 / 14–

King Dedede

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•¶
King Dedede's Neutral Special
1––– / ––1––0grab
15Sakurai0 / 100–0–
1+––– / ––0grab
1+5Sakurai0 / 100–0–
10170°30 fixed–1top
1+0170°30 fixed–1top
10170°10 fixed–2top
1+0170°10 fixed–2top
100°0 / 0–3top
1+00°0 / 0–3top
hdr•¶
King Dedede's Neutral Special
1––– / ––1––0grab
15Sakurai0 / 100–0–
1+––– / ––0grab
1+5Sakurai0 / 100–0–
10170°30 fixed–1top
1+0170°30 fixed–1top
10170°10 fixed–2top
1+0170°10 fixed–2top
100°0 / 0–3top
1+00°0 / 0–3top

King K. Rool

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•¶
King K. Rool's Neutral Special
1+––– / ––1––0, 1grab
1+5Sakurai0 / 100–0–
1+0160°50 fixed–1top
hdr•¶
King K. Rool's Neutral Special
1+––– / ––1––0, 1grab
1+5Sakurai0 / 100–0–
1+0160°50 fixed–1top

Link

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔‡
Link's Neutral Special
spawns bowarrow151––
vanilla•➔‡
Link's Neutral Special
spawns bowarrow151––

Little Mac

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Little Mac's Neutral Special
9-1316.64–20.875°–80°30–40 / 104–124-39 to -37960–0, 2, 3armr, shoulderr, bust
916.64–20.875°–80°30–40 / 104–124-39 to -371armr
hdr
Little Mac's Neutral Special
9-1316.64–20.875°–80°30–40 / 104–124-39 to -37960–0, 2, 3armr, shoulderr, bust
916.64–20.875°–80°30–40 / 104–124-39 to -371armr

Lucario

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔⎘
Lucario's Neutral Special
spawns auraball19––
hdr➔⎘
Lucario's Neutral Special
spawns auraball19––

Lucas

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr⎘
Lucas's Neutral Special
14-16010°55 / 0–1416–0top
hdr➔
Lucas's Neutral Special
spawns pkfreeze1–––
hdr
Lucas's Neutral Special
2-31245°50 / 115-21232–0top
2-31060°50 / 100-221top
hdr⎘
Lucas's Neutral Special
14-16010°55 / 0–1416–0top
hdr➔
Lucas's Neutral Special
spawns pkfreeze1–––
hdr
Lucas's Neutral Special
2-31245°50 / 115-21232–0top
2-31060°50 / 100-221top

Lucina

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•¶
Lucina's Neutral Special
88.5Sakurai45 / 90-30845–0, 1top
88.5Sakurai45 / 90-300, 1top
88.5Sakurai45 / 90-302, 3top
8-98.5Sakurai45 / 90-302, 3top
hdr•¶
Lucina's Neutral Special
88.5Sakurai45 / 90-25840–0, 1top
88.5Sakurai45 / 90-250, 1top
88.5Sakurai45 / 90-252, 3top
8-98.5Sakurai45 / 90-252, 3top

Luigi

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔
Luigi's Neutral Special
spawns fireball1741––
hdr➔
Luigi's Neutral Special
spawns fireball1741––
hdr
Luigi's Neutral Special
17-20968°65 / 55-261750–0, 1top
hdr
Luigi's Neutral Special
17-20968°65 / 55-311755–0, 1top

Mario

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Mario's Neutral Special
spawns fireball1842––
hdr➔‡
Mario's Neutral Special
spawns fireball1842––
hdr‡
Mario's Neutral Special
20-211450°52 / 101-222052–0, 1top
22-26940°50 / 100-230, 1top
hdr‡
Mario's Neutral Special
20-211450°52 / 101-222052–0, 1top
22-26940°50 / 100-230, 1top

Marth

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•¶
Marth's Neutral Special
18Sakurai30 / 90-32140–0top
1-398Sakurai30 / 90-320top
19Sakurai60 / 100-321top
1-399Sakurai60 / 100-321top
18Sakurai30 / 90-322top
1-398Sakurai30 / 90-322top
19Sakurai60 / 100-323top
1-399Sakurai60 / 100-323top
hdr•¶
Marth's Neutral Special
18Sakurai30 / 90-32140–0top
1-398Sakurai30 / 90-320top
19Sakurai60 / 100-321top
1-399Sakurai60 / 100-321top
18Sakurai30 / 90-322top
1-398Sakurai30 / 90-322top
19Sakurai60 / 100-323top
1-399Sakurai60 / 100-323top

Mega Man

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla•↛
Mega Man's Neutral Special
spawns metalblade739–ADC 18–
vanilla•↛
Mega Man's Neutral Special
spawns metalblade739–ADC 18–

Meta Knight

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•
Meta Knight's Neutral Special
1+195°45 fixed–1––0top
1+1100°45 fixed–1top
hdr•
Meta Knight's Neutral Special
1-3590°50 / 125-49155–0, 1top

Mewtwo

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔⎘
Mewtwo's Neutral Special
spawns shadowball113––
hdr➔⎘
Mewtwo's Neutral Special
spawns shadowball113––

Mii Brawler

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Mii Brawler's Neutral Special
spawns ironball180––
hdr•➔‡
Mii Brawler's Neutral Special
spawns ironball167––

Mii Gunner

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔
Mii Gunner's Neutral Special
spawns gunnercharge340––
hdr➔
Mii Gunner's Neutral Special
spawns gunnercharge340––
hdr➔‡
Mii Gunner's Neutral Special
11-1525Sakurai61 / 74-291156–0top
11-1522Sakurai61 / 74-301top
hdr➔‡
Mii Gunner's Neutral Special
11-1525Sakurai61 / 74-291156–0top
11-1522Sakurai61 / 74-301top

Mii Swordfighter

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Mii Swordfighter's Neutral Special
spawns tornadoshot1565––
hdr•➔‡
Mii Swordfighter's Neutral Special
spawns tornadoshot1565––

Min Min

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•¶
Min Min's Neutral Special
112Sakurai40 / 87-30140–0have
hdr•‡※¶
Min Min's Neutral Special
8-181360°50 / 95-11829–0, 1armr5, handr
8-188.547°45 / 68-140, 1armr5, handr
8-1810.5–12.07545°45 / 100-13 to -120, 1armr5, handr

Mr. Game & Watch

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡
Mr. Game & Watch's Neutral Special
10-12810°60 / 30-331050–0, 1top
hdr•‡
Mr. Game & Watch's Neutral Special
10-12810°60 / 30-33105060, 1top

Mythra

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•¶
Mythra's Neutral Special
5290°40 fixed-59569–0top
5290°40 fixed-590top
52366°40 fixed-591, 3top
52366°40 fixed-591, 3top
52110°40 fixed-592top
52110°40 fixed-592top
16215°40 fixed-480, 1sword2
16-17215°40 fixed-480, 1haver
162100°40 fixed-482sword2
16-172100°40 fixed-482haver
162366°50 fixed-483sword2
16-172366°40 fixed-483haver
162366°50 fixed-484, 5, 6top
16-172366°50 fixed-484, 5, 6top
16215°40 fixed-497top
16-17215°40 fixed-497top
26290°40 fixed-380, 1, 2sword2
26-27290°40 fixed-380, 1, 2haver
262366°40 fixed-383sword2
26-272366°40 fixed-383haver
262366°50 fixed-384, 5top
26-272366°50 fixed-384, 5top
35290°30 fixed-290, 1, 2, 3sword2
35-36290°30 fixed-290, 1, 2, 3haver
352366°50 fixed-294, 5top
35-362366°50 fixed-294, 5top
458.542°55 / 78-170, 1, 2, 3, 4sword2, top
45-468.542°55 / 78-170, 1, 2, 3, 4haver, top
hdr•¶
Mythra's Neutral Special
5290°50 fixed-59569–0top
5290°50 fixed-590top
5290°20 fixed-591top
5290°20 fixed-591top
5290°60 fixed-592, 3top
5290°60 fixed-592, 3top
162366°80 fixed-480, 1, 2, 3sword2
16-172366°80 fixed-480, 1, 2, 3haver
16290°30 fixed-484top
16-17290°30 fixed-484top
162366°80 fixed-495top
16-172366°80 fixed-495top
26290°20 fixed-380, 1, 2, 3sword2
26-27290°20 fixed-380, 1, 2, 3haver
262366°80 fixed-384top
26-272366°80 fixed-384top
35290°20 fixed-290, 1, 2, 3sword2
35-36290°20 fixed-290, 1, 2, 3haver
352366°80 fixed-294top
35-362366°80 fixed-294top
458.542°55 / 78-170, 1, 2, 3, 4sword2, top
45-468.542°55 / 78-170, 1, 2, 3, 4haver, top

Ness

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Ness's Neutral Special
spawns pkflash1–––
vanilla•➔
Ness's Neutral Special
spawns pkflash1–––

Olimar

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Olimar's Neutral Special
15-20280°20 / 223-101529–0top
hdr•
Olimar's Neutral Special
9-14280°20 / 223-1692940top

Palutena

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡¶
Palutena's Neutral Special
9-10572°70 / 40-49963–0top
hdr•➔‡¶
Palutena's Neutral Special
9-10572°70 / 40-49963–0top

Peach

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Peach's Neutral Special
spawns kinopiospore163––
hdr•➔‡
Peach's Neutral Special
spawns kinopiospore163––

Pichu

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Pichu's Neutral Special
spawns dengekidama1552––
hdr•➔‡
Pichu's Neutral Special
spawns dengekidama1552––

Pikachu

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔‡
Pikachu's Neutral Special
spawns dengekidama1961––
vanilla•➔‡
Pikachu's Neutral Special
spawns dengekidama1961––

Piranha Plant

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Piranha Plant's Neutral Special
spawns spikeball1122––
hdr•➔‡
Piranha Plant's Neutral Special
spawns spikeball1122––

Pit

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Pit's Neutral Special
spawns bowarrow715––
vanilla•➔
Pit's Neutral Special
spawns bowarrow7154–

Pyra

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•‡¶
Pyra's Neutral Special
5-73270°1 fixed-13522–0top
5-73270°1 fixed-130top
5-73270°1 fixed-130top
5-7340°10 fixed-131top
5-73340°10 fixed-131top
5-73100°40 fixed-131top
5-73130°35 fixed-132top
5-73130°35 fixed-132top
5-73120°50 fixed-132top
5-73180°10 fixed-133top
5-73180°10 fixed-133top
5-73180°10 fixed-133top
5-73170°50 fixed-134top
5-73180°40 fixed-134top
5-73140°60 fixed-134top
5-7330°30 fixed-135top
5-7330°30 fixed-135top
5-7370°130 fixed-135top
5-73180°20 fixed-136top
5-73180°20 fixed-136top
5-73180°20 fixed-136top
5-73100°30 fixed-137top
5-73100°30 fixed-137top
5-7395°130 fixed-137top
5-73135°60 fixed-138top
5-73110°40 fixed-138top
5-73110°130 fixed-138top
13-153270°1 fixed-50top
13-153270°1 fixed-50top
13-153270°1 fixed-50top
13-153100°40 fixed-51top
13-15340°30 fixed-51top
13-153250°30 fixed-51top
13-153120°50 fixed-52top
13-153130°30 fixed-52top
13-153270°30 fixed-52, 5top
13-153180°10 fixed-53top
13-153180°10 fixed-53top
13-153180°10 fixed-53top
13-153170°30 fixed-54top
13-153150°30 fixed-54top
13-153140°70 fixed-54top
13-15370°130 fixed-55top
13-153270°30 fixed-55top
13-153180°20 fixed-56top
13-153180°20 fixed-56top
13-153180°20 fixed-56top
13-15395°130 fixed-57top
13-153230°30 fixed-57top
13-153230°30 fixed-57top
13-153110°130 fixed-58top
13-153210°70 fixed-58top
13-153210°70 fixed-58top
19-213270°20 fixed+10top
19-213270°20 fixed+10top
19-213230°30 fixed+11top
19-213230°30 fixed+11top
19-213100°30 fixed+11top
19-213180°30 fixed+12top
19-213180°30 fixed+12top
19-213120°45 fixed+12top
19-213180°20 fixed+13top
19-213180°20 fixed+13top
19-213150°30 fixed+14top
19-213150°30 fixed+14top
19-213280°30 fixed+15top
19-213280°30 fixed+15top
19-21340°60 fixed+15top
19-213180°25 fixed+16top
19-213180°25 fixed+16top
19-213240°45 fixed+17top
19-213240°45 fixed+17top
19-213210°70 fixed+18top
19-213210°70 fixed+18top
vanilla•‡¶
Pyra's Neutral Special
5-73270°1 fixed-13522–0top
5-73270°1 fixed-130top
5-73270°1 fixed-130top
5-7340°10 fixed-131top
5-73340°10 fixed-131top
5-73100°40 fixed-131top
5-73130°35 fixed-132top
5-73130°35 fixed-132top
5-73120°50 fixed-132top
5-73180°10 fixed-133top
5-73180°10 fixed-133top
5-73180°10 fixed-133top
5-73170°50 fixed-134top
5-73180°40 fixed-134top
5-73140°60 fixed-134top
5-7330°30 fixed-135top
5-7330°30 fixed-135top
5-7370°130 fixed-135top
5-73180°20 fixed-136top
5-73180°20 fixed-136top
5-73180°20 fixed-136top
5-73100°30 fixed-137top
5-73100°30 fixed-137top
5-7395°130 fixed-137top
5-73135°60 fixed-138top
5-73110°40 fixed-138top
5-73110°130 fixed-138top
13-153270°1 fixed-50top
13-153270°1 fixed-50top
13-153270°1 fixed-50top
13-153100°40 fixed-51top
13-15340°30 fixed-51top
13-153250°30 fixed-51top
13-153120°50 fixed-52top
13-153130°30 fixed-52top
13-153270°30 fixed-52, 5top
13-153180°10 fixed-53top
13-153180°10 fixed-53top
13-153180°10 fixed-53top
13-153170°30 fixed-54top
13-153150°30 fixed-54top
13-153140°70 fixed-54top
13-15370°130 fixed-55top
13-153270°30 fixed-55top
13-153180°20 fixed-56top
13-153180°20 fixed-56top
13-153180°20 fixed-56top
13-15395°130 fixed-57top
13-153230°30 fixed-57top
13-153230°30 fixed-57top
13-153110°130 fixed-58top
13-153210°70 fixed-58top
13-153210°70 fixed-58top
19-213270°20 fixed+10top
19-213270°20 fixed+10top
19-213230°30 fixed+11top
19-213230°30 fixed+11top
19-213100°30 fixed+11top
19-213180°30 fixed+12top
19-213180°30 fixed+12top
19-213120°45 fixed+12top
19-213180°20 fixed+13top
19-213180°20 fixed+13top
19-213150°30 fixed+14top
19-213150°30 fixed+14top
19-213280°30 fixed+15top
19-213280°30 fixed+15top
19-21340°60 fixed+15top
19-213180°25 fixed+16top
19-213180°25 fixed+16top
19-213240°45 fixed+17top
19-213240°45 fixed+17top
19-213210°70 fixed+18top
19-213210°70 fixed+18top

R.O.B.

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
R.O.B.'s Neutral Special
25-277Sakurai40 / 95-192550–0head1
vanilla•
R.O.B.'s Neutral Special
25-277Sakurai40 / 95-192550–0head1

Richter

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔◆
Richter's Neutral Special
spawns axe237––
hdr•➔◆
Richter's Neutral Special
spawns axe23710–

Ridley

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Ridley's Neutral Special
18-2120Sakurai58 / 80-281860–0top
hdr
Ridley's Neutral Special
18-2120Sakurai58 / 80-281860–0top

Robin

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Robin's Neutral Special
spawns thunder1–––
vanilla•➔
Robin's Neutral Special
spawns thunder1–––

Rosalina & Luma

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•‡
Rosalina & Luma's Neutral Special
6-90Sakurai30 fixed–640–0top
vanilla•‡
Rosalina & Luma's Neutral Special
6-90Sakurai30 fixed–642–0top

Roy

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•¶
Roy's Neutral Special
95Sakurai40 / 110-20934–0, 1, 2arml, havel
10-135Sakurai40 / 110-190top
hdr•¶
Roy's Neutral Special
95Sakurai40 / 110-20934–0, 1, 2arml, havel
10-135Sakurai40 / 110-190top

Ryu

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Ryu's Neutral Special
spawns hadoken1458––
hdr•➔‡
Ryu's Neutral Special
spawns hadoken14584 / 14–

Samus

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Samus's Neutral Special
spawns cshot332––
vanilla•➔
Samus's Neutral Special
spawns cshot333––

Sephiroth

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Sephiroth's Neutral Special
spawns fire130182––
hdr➔‡
Sephiroth's Neutral Special
spawns fire130182––

Simon

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Simon's Neutral Special
spawns axe160––
hdr•➔‡
Simon's Neutral Special
spawns axe160––

Snake

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•↛‡
Snake's Neutral Special
spawns grenade, grenade_pin716––
hdr•↛‡
Snake's Neutral Special
spawns grenade, grenade_pin715––

Sonic

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡
Sonic's Neutral Special
1+880°50 / 90–1––0bone_hash

Sora

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr↛‡
Sora's Neutral Special
8-134.578°70 / 60-48861–JC 120, 1top
18-48 (every 10)4.5Sakurai30 / 60-380, 1top
hdr↛‡
Sora's Neutral Special
8-134.578°70 / 60-48861–JC 120, 1top
18-48 (every 10)4.5Sakurai30 / 60-380, 1top

Squirtle

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔◆
Squirtle's Neutral Special
spawns water631––
hdr•➔◆
Squirtle's Neutral Special
spawns water631––

Terry

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Terry's Neutral Special
spawns wave2150––
hdr•➔
Terry's Neutral Special
spawns wave1840––

Toon Link

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Toon Link's Neutral Special
spawns bow, bowarrow160––
vanilla•➔
Toon Link's Neutral Special
spawns bow, bowarrow160––

Wario

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•
Wario's Neutral Special
2562°70 / 40–2––0–
2+––– / ––0, 1grab
2+1Sakurai60 / 100–0–
hdr•
Wario's Neutral Special
2562°70 / 40–2––0–
2+––– / ––0, 1grab
2+1Sakurai60 / 100–0–

Wolf

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr•➔
Wolf's Neutral Special
spawns blaster, blaster_bullet253–ADC 19–
hdr•➔
Wolf's Neutral Special
spawns blaster, blaster_bullet246–ADC 19–

Yoshi

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•‡¶
Yoshi's Neutral Special
19-22––– / ––1940–0, 1grab
19-2210°70 / 50–0–
19––– / ––2grab
vanilla•‡¶
Yoshi's Neutral Special
19-22––– / ––1940–0, 1grab
19-2210°70 / 50–0–
19––– / ––2grab

Young Link

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•➔
Young Link's Neutral Special
spawns bow, bowarrow160––
vanilla•➔
Young Link's Neutral Special
spawns bow, bowarrow160––

Zelda

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡
Zelda's Neutral Special
8-192Sakurai12 / 45-52864–0top
8-191Sakurai12 / 45-531, 2top
8-192160°12 / 45-523top
235Sakurai50 / 111-360top
234Sakurai40 / 111-361top
hdr•‡
Zelda's Neutral Special
8-17977°50 / 80-4986480top
8-17977°40 / 80-491top
18-23760°50 / 100-400top
18-23760°40 / 100-401top

Zero Suit Samus

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•➔‡
Zero Suit Samus's Neutral Special
spawns paralyzer_bullet129––
hdr•➔‡
Zero Suit Samus's Neutral Special
spawns paralyzer_bullet129––

Projectiles & Articles

3 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.

Finalcuttershot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
FinalCutTerRegular
1570°85 / 950top
2-19645°60 / 300top

Rosettaticomissile

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Neutral Special (Fly)
1+152°50 / 1020top

Starmissile

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1+045°70 / 780top

Attributes

Weight & Size

Weight
74
Jostle Weight
3.9
Shield Radius
8.9

Ground Movement

Walk Speed
0.927
Walk Accel (mul)
0.168
Walk Accel (add)
0.105
Initial Dash
1.524
Run Speed
1.6
Run Accel (mul)
0.0805
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
4
Jump Initial Y
9.07
Full Hop Height
25.37
Short Hop Height
12.24
Air Jump Height
22
Jump Count
6
Horizontal Jump Speed
1.6

Air Movement

Air Speed
1
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.02
Gravity
0.082
Fall Speed
1.6

Landing Lag

Nair
7
Fair
8
Bair
10
Uair
9
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (63 -> 62 frames).Back Throw
  • HDR replaces the animation (54 -> 32 frames).Squirtle's Neutral Special, Squirtle's Neutral Special (Air)
  • HDR replaces the animation (18 -> 65 frames).Charizard's Neutral Special, Charizard's Neutral Special (Air)
  • HDR replaces the animation (83 -> 80 frames).Ken's Neutral Special (Air)
  • HDR replaces the animation (89 -> 59 frames).Richter's Neutral Special, Richter's Neutral Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Down Tilt, Up Smash, Down Smash, Neutral Air, Forward Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Large), Neutral Special (Eat), Neutral Special (Air, Start), Neutral Special (Air, Large), Neutral Special (Air, Eat), Side Special (Start), Side Special (S), Side Special, Side Special (Max), Side Special (Air, Start), Side Special (Air, S), Side Special (Air), Up Special (H), Up Special (Air, H), Down Special, Down Special (Air), Grab, Mario's Neutral Special, Mario's Neutral Special (Air), Donkey Kong's Neutral Special, Donkey Kong's Neutral Special (Air), Link's Neutral Special, Link's Neutral Special (Air), Yoshi's Neutral Special, Yoshi's Neutral Special (Air), Pikachu's Neutral Special, Pikachu's Neutral Special (Air), Captain Falcon's Neutral Special, Captain Falcon's Neutral Special (Air), Peach's Neutral Special, Peach's Neutral Special (Air), Zelda's Neutral Special, Zelda's Neutral Special (Air), Dr. Mario's Neutral Special, Dr. Mario's Neutral Special (Air), Pichu's Neutral Special, Pichu's Neutral Special (Air), Falco's Neutral Special, Falco's Neutral Special (Air), Mr. Game & Watch's Neutral Special, Mr. Game & Watch's Neutral Special (Air), Zero Suit Samus's Neutral Special, Zero Suit Samus's Neutral Special (Air), Snake's Neutral Special, Snake's Neutral Special (Air), Ivysaur's Neutral Special, Ivysaur's Neutral Special (Air), Charizard's Neutral Special, Charizard's Neutral Special (Air), Sonic's Neutral Special, Rosalina & Luma's Neutral Special, Rosalina & Luma's Neutral Special (Air), Mii Brawler's Neutral Special, Mii Brawler's Neutral Special (Air), Mii Swordfighter's Neutral Special, Mii Swordfighter's Neutral Special (Air), Palutena's Neutral Special, Palutena's Neutral Special (Air), Ryu's Neutral Special, Ryu's Neutral Special (Air), Ken's Neutral Special, Ken's Neutral Special (Air), Cloud's Neutral Special, Cloud's Neutral Special (Air), Corrin's Neutral Special, Corrin's Neutral Special (Air), Simon's Neutral Special, Simon's Neutral Special (Air), Piranha Plant's Neutral Special, Piranha Plant's Neutral Special (Air), Hero's Neutral Special, Hero's Neutral Special (Air), Terry's Neutral Special, Min Min's Neutral Special (Air), Sephiroth's Neutral Special (Start), Sephiroth's Neutral Special (Air, Start), Pyra's Neutral Special, Pyra's Neutral Special (Air), Sora's Neutral Special (2), Sora's Neutral Special (Air, 2), BuddyAttackS3, BuddyAttackS3Hi, BuddyAttackS3Lw, Diddy Kong's Neutral Special (Air, Cancel), Diddy Kong's Neutral Special (Cancel), Dr. Mario's Neutral Special (Air, Chill), Dr. Mario's Neutral Special (Chill), Mario's Neutral Special (Air, Fire), Mario's Neutral Special (Fire), Mii Gunner's Neutral Special (Air, 1Neon), Mii Gunner's Neutral Special (1Neon)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Smash, Donkey Kong's Neutral Special, Donkey Kong's Neutral Special (Air), Yoshi's Neutral Special, Yoshi's Neutral Special (Air), Captain Falcon's Neutral Special, Captain Falcon's Neutral Special (Air), Marth's Neutral Special, Marth's Neutral Special (Air), Lucina's Neutral Special, Lucina's Neutral Special (Air), Ganondorf's Neutral Special, Ganondorf's Neutral Special (Air), Roy's Neutral Special, Roy's Neutral Special (Air), Chrom's Neutral Special, Chrom's Neutral Special (Air), Charizard's Neutral Special, Charizard's Neutral Special (Air), Lucas's Neutral Special (Fire), Lucas's Neutral Special (Air, Fire), King Dedede's Neutral Special, King Dedede's Neutral Special (Air), Palutena's Neutral Special, Palutena's Neutral Special (Air), Corrin's Neutral Special, Corrin's Neutral Special (Air), Inkling's Neutral Special, King K. Rool's Neutral Special, King K. Rool's Neutral Special (Air), Min Min's Neutral Special, Min Min's Neutral Special (Air), Pyra's Neutral Special, Pyra's Neutral Special (Air), Mythra's Neutral Special, Mythra's Neutral Special (Air), Daisy's Neutral Special (Attack)
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
⎘A copied move. Its FAF is the same as the move it copies.
  • FAF matches Jigglypuff's Neutral Special (Air), which this copies.Jigglypuff's Neutral Special (Air)
  • FAF matches Mewtwo's Neutral Special (Start), which this copies.Mewtwo's Neutral Special (Start)
  • FAF matches Mewtwo's Neutral Special (Air, Start), which this copies.Mewtwo's Neutral Special (Air, Start)
  • FAF matches Lucas's Neutral Special (Start), which this copies.Lucas's Neutral Special (Start)
  • FAF matches Lucas's Neutral Special (Air, Start), which this copies.Lucas's Neutral Special (Air, Start)
  • FAF matches Lucario's Neutral Special (Start), which this copies.Lucario's Neutral Special (Start)
  • FAF matches Lucario's Neutral Special (Air, Start), which this copies.Lucario's Neutral Special (Air, Start)
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Neutral Special (Air, Drink)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: size.Corrin's Neutral Special, Corrin's Neutral Special (Air), Min Min's Neutral Special (Air)
∅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 8, 11-14, 17-22, 25-28 and 4 more: out, but unable to collide with a fighter, so not counted as active frames.Incineroar's Neutral Special, Incineroar's Neutral 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.
  • Finalcuttershot is on the field for up to 19 frames (param_finalcuttershot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Finalcuttershot: FinalCutTerRegular
↛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 hammer — the engine's name for it, and there is no table for it here.Side Special (Start), Side Special (Air, Start)
  • Damage comes from finalcutter — the engine's name for it, and there is no table for it here.Up Special, Up Special (Air)
  • Also spawns finalcutter — the engine's name for it, and there is no table for it here.Up Special (H), Up Special (Air, H)
  • Damage comes from grenade, grenade_pin — the engine's name for it, and there is no table for it here.Snake's Neutral Special, Snake's Neutral Special (Air)
  • Damage comes from metalblade — the engine's name for it, and there is no table for it here.Mega Man's Neutral Special, Mega Man's Neutral Special (Air)
  • Also spawns flower — the engine's name for it, and there is no table for it here.Sora's Neutral Special (2), Sora's Neutral Special (Air, 2)
  • Also spawns partner — the engine's name for it, and there is no table for it here.BuddyAttackS3, BuddyAttackS3Hi, BuddyAttackS3Lw
  • Damage comes from gun — the engine's name for it, and there is no table for it here.Diddy Kong's Neutral Special (Air, Cancel), Diddy Kong's Neutral Special (Cancel)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Starmissile — see Projectiles & Articles below.Neutral Special (Spit), Neutral Special (Air, Spit)
  • Damage comes from Finalcuttershot — see Projectiles & Articles below.Up Special (4)
  • Damage comes from Fireball — see Mario's Projectiles & Articles.Mario's Neutral Special, Mario's Neutral Special (Air)
  • Damage comes from Bowarrow — see Link's Projectiles & Articles.Link's Neutral Special, Link's Neutral Special (Air)
  • Damage comes from Cshot — see Samus's Projectiles & Articles.Samus's Neutral Special, Samus's Neutral Special (Air)
  • Damage comes from Cshot — see Dark Samus's Projectiles & Articles.Dark Samus's Neutral Special, Dark Samus's Neutral Special (Air)
  • Damage comes from Blaster Bullet — see Fox's Projectiles & Articles.Fox's Neutral Special, Fox's Neutral Special (Air)
  • Damage comes from Dengekidama — see Pikachu's Projectiles & Articles.Pikachu's Neutral Special, Pikachu's Neutral Special (Air)
  • Damage comes from Fireball — see Luigi's Projectiles & Articles.Luigi's Neutral Special, Luigi's Neutral Special (Air)
  • Damage comes from Pkflash — see Ness's Projectiles & Articles.Ness's Neutral Special, Ness's Neutral Special (Air)
  • Damage comes from Kinopiospore — see Peach's Projectiles & Articles.Peach's Neutral Special, Peach's Neutral Special (Air)
  • Damage comes from Breath — see Bowser's Projectiles & Articles.Bowser's Neutral Special, Bowser's Neutral Special (Air), Bowser's Neutral Special (Air, Max), Bowser's Neutral Special (Max)
  • Damage comes from Drcapsule — see Dr. Mario's Projectiles & Articles.Dr. Mario's Neutral Special, Dr. Mario's Neutral Special (Air)
  • Damage comes from Dengekidama — see Pichu's Projectiles & Articles.Pichu's Neutral Special, Pichu's Neutral Special (Air)
  • Damage comes from Blaster Bullet — see Falco's Projectiles & Articles.Falco's Neutral Special, Falco's Neutral Special (Air)
  • Damage comes from bow, Bowarrow — see Young Link's Projectiles & Articles.Young Link's Neutral Special, Young Link's Neutral Special (Air)
  • Damage comes from Shadowball — see Mewtwo's Projectiles & Articles.Mewtwo's Neutral Special (Start), Mewtwo's Neutral Special (Air, Start)
  • Damage comes from Bowarrow — see Pit's Projectiles & Articles.Pit's Neutral Special, Pit's Neutral Special (Air)
  • Damage comes from Bowarrow — see Dark Pit's Projectiles & Articles.Dark Pit's Neutral Special, Dark Pit's Neutral Special (Air)
  • Damage comes from Paralyzer Bullet — see Zero Suit Samus's Projectiles & Articles.Zero Suit Samus's Neutral Special, Zero Suit Samus's Neutral Special (Air)
  • Damage comes from Water — see Squirtle's Projectiles & Articles.Squirtle's Neutral Special, Squirtle's Neutral Special (Air)
  • Damage comes from Seed — see Ivysaur's Projectiles & Articles.Ivysaur's Neutral Special, Ivysaur's Neutral Special (Air)
  • Damage comes from Pkfreeze — see Lucas's Projectiles & Articles.Lucas's Neutral Special (Hold), Lucas's Neutral Special (Air, Hold)
  • Damage comes from Auraball — see Lucario's Projectiles & Articles.Lucario's Neutral Special (Start), Lucario's Neutral Special (Air, Start)
  • Damage comes from bow, Bowarrow — see Toon Link's Projectiles & Articles.Toon Link's Neutral Special, Toon Link's Neutral Special (Air)
  • Damage comes from blaster, Blaster Bullet — see Wolf's Projectiles & Articles.Wolf's Neutral Special, Wolf's Neutral Special (Air)
  • Damage comes from Shuriken — see Greninja's Projectiles & Articles.Greninja's Neutral Special, Greninja's Neutral Special (Air)
  • Damage comes from Ironball — see Mii Brawler's Projectiles & Articles.Mii Brawler's Neutral Special, Mii Brawler's Neutral Special (Air)
  • Damage comes from Tornadoshot — see Mii Swordfighter's Projectiles & Articles.Mii Swordfighter's Neutral Special, Mii Swordfighter's Neutral Special (Air)
  • Damage comes from Gunnercharge — see Mii Gunner's Projectiles & Articles.Mii Gunner's Neutral Special (1FireMax), Mii Gunner's Neutral Special (Air, 1FireMax)
  • Also spawns Explosiveflame — see Palutena's Projectiles & Articles.Palutena's Neutral Special, Palutena's Neutral Special (Air)
  • Damage comes from Thunder — see Robin's Projectiles & Articles.Robin's Neutral Special, Robin's Neutral Special (Air)
  • Damage comes from Cannonball — see Bowser Jr.'s Projectiles & Articles.Bowser Jr.'s Neutral Special, Bowser Jr.'s Neutral Special (Air)
  • Damage comes from Hadoken — see Ryu's Projectiles & Articles.Ryu's Neutral Special, Ryu's Neutral Special (Air)
  • Damage comes from Hadoken — see Ken's Projectiles & Articles.Ken's Neutral Special, Ken's Neutral Special (Air)
  • Also spawns Wave — see Cloud's Projectiles & Articles.Cloud's Neutral Special, Cloud's Neutral Special (Air)
  • Damage comes from Specialn Bullet — see Bayonetta's Projectiles & Articles.Bayonetta's Neutral Special, Bayonetta's Neutral Special (Air)
  • Damage comes from Axe — see Simon's Projectiles & Articles.Simon's Neutral Special, Simon's Neutral Special (Air)
  • Damage comes from Axe — see Richter's Projectiles & Articles.Richter's Neutral Special, Richter's Neutral Special (Air)
  • Damage comes from Spikeball — see Piranha Plant's Projectiles & Articles.Piranha Plant's Neutral Special, Piranha Plant's Neutral Special (Air)
  • Damage comes from Fireball — see Hero's Projectiles & Articles.Hero's Neutral Special, Hero's Neutral Special (Air)
  • Damage comes from Bullet — see Banjo & Kazooie's Projectiles & Articles.Banjo & Kazooie's Neutral Special (Fire), Banjo & Kazooie's Neutral Special (Fire2), Banjo & Kazooie's Neutral Special (UpperFire), Banjo & Kazooie's Neutral Special (Air, Fire), Banjo & Kazooie's Neutral Special (Air, Fire2), Banjo & Kazooie's Neutral Special (Air, Fire3)
  • Damage comes from Wave — see Terry's Projectiles & Articles.Terry's Neutral Special, Terry's Neutral Special (Air)
  • Damage comes from Arrow2 — see Byleth's Projectiles & Articles.Byleth's Neutral Special, Byleth's Neutral Special (Air)
  • Damage comes from Fire — see Sephiroth's Projectiles & Articles.Sephiroth's Neutral Special (Start), Sephiroth's Neutral Special (Air, Start)
  • Damage comes from Blaster — see Kazuya's Projectiles & Articles.Kazuya's Neutral Special, Kazuya's Neutral Special (Air)
  • Also spawns Gunnercharge — see Mii Gunner's Projectiles & Articles.Mii Gunner's Neutral Special (Air, 1Neon), Mii Gunner's Neutral Special (1Neon)
•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, Side Special (Start), Side Special (Turn), Side Special (JumpSquat), Side Special (Jump), Side Special (Landing), Side Special (Air, Start), Up Special, Up Special (Air), Link's Neutral Special, Link's Neutral Special (Air), Fox's Neutral Special, Fox's Neutral Special (Air), Falco's Neutral Special, Falco's Neutral Special (Air), Young Link's Neutral Special, Young Link's Neutral Special (Air), Pit's Neutral Special, Pit's Neutral Special (Air), Dark Pit's Neutral Special, Dark Pit's Neutral Special (Air), Snake's Neutral Special, Snake's Neutral Special (Air), Squirtle's Neutral Special, Squirtle's Neutral Special (Air), Toon Link's Neutral Special, Toon Link's Neutral Special (Air), Bayonetta's Neutral Special, Bayonetta's Neutral Special (Air), Piranha Plant's Neutral Special, Piranha Plant's Neutral Special (Air), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 16 frames. 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 (Loop), Neutral Special (EatWait), Neutral Special (EatWalkSlow), Neutral Special (EatWalkMiddle), Neutral Special (EatWalkFast), Neutral Special (EatFall), Neutral Special (Air, Loop), Neutral Special (Air, SwallowWait), Side Special (HoldStart), Side Special (Hold), Side Special (HoldMax), Side Special (Walk), Side Special (Fall), Up Special (3), CatchWait, DamageFall, Ness's Neutral Special, Ness's Neutral Special (Air), Bowser's Neutral Special, Bowser's Neutral Special (Air), Meta Knight's Neutral Special, Wario's Neutral Special, Wario's Neutral Special (Air), Sonic's Neutral Special, King Dedede's Neutral Special, King Dedede's Neutral Special (Air), Robin's Neutral Special, Robin's Neutral Special (Air), King K. Rool's Neutral Special, King K. Rool's Neutral Special (Air), DownWaitU, DownWaitD, CliffWait
  • HDR ends this status after 81 frames and goes into Neutral Special (Drink); the animation does not bound it (inhale_forced_end, fighters/kirby/src/opff.rs).Neutral Special (EatJump2)
  • HDR ends this status after 21 or 41 frames and goes into Neutral Special (Drink); the animation does not bound it (inhale_forced_end, fighters/kirby/src/opff.rs). Which one applies depends on how the move was entered. It sits behind a condition beyond being in the move, so it will not always apply.Neutral Special (EatFall)
  • Land cancels: touching the ground during this move ends it with 19 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Side Special (Air, Start), Side Special (Air, S), Side Special (Air), Side Special (Air, Max)
  • 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
  • Copied from Donkey Kong's Neutral Special (Max). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Donkey Kong's Neutral Special
  • Copied from Donkey Kong's Neutral Special (Air, Max). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Donkey Kong's Neutral Special (Air)
  • Copied from Link's Neutral Special (Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Link's Neutral Special
  • Copied from Link's Neutral Special (Air, Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Link's Neutral Special (Air)
  • Copied from Samus's Neutral Special (Fire). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Samus's Neutral Special
  • Copied from Samus's Neutral Special (Air, Fire). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Samus's Neutral Special (Air)
  • Copied from Dark Samus's Neutral Special (Fire). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Dark Samus's Neutral Special
  • Copied from Dark Samus's Neutral Special (Air, Fire). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Dark Samus's Neutral Special (Air)
  • Copied from Yoshi's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Yoshi's Neutral Special
  • Copied from Yoshi's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Yoshi's Neutral Special (Air)
  • Copied from Fox's Neutral Special (Loop). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Fox's Neutral Special
  • Copied from Fox's Neutral Special (Air, Loop). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Fox's Neutral Special (Air)
  • Copied from Pikachu's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Pikachu's Neutral Special
  • Copied from Pikachu's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Pikachu's Neutral Special (Air)
  • Copied from Ness's Neutral Special (Hold). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ness's Neutral Special
  • Copied from Ness's Neutral Special (Air, Hold). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ness's Neutral Special (Air)
  • Landing lag is 30 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.Ness's Neutral Special (Air)
  • Copied from Captain Falcon's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Captain Falcon's Neutral Special
  • Copied from Captain Falcon's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Captain Falcon's Neutral Special (Air)
  • Copied from Peach's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Peach's Neutral Special
  • Copied from Peach's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Peach's Neutral Special (Air)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Daisy's Neutral Special (Air)
  • Copied from Bowser's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Bowser's Neutral Special
  • Copied from Bowser's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Bowser's Neutral Special (Air)
  • Copied from Zelda's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Zelda's Neutral Special
  • Copied from Zelda's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Zelda's Neutral Special (Air)
  • Land cancels: touching the ground during this move ends it with 8 frames of landing lag rather than the usual special-fall landing.Zelda's Neutral Special (Air)
  • Copied from Pichu's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Pichu's Neutral Special
  • Copied from Pichu's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Pichu's Neutral Special (Air)
  • Copied from Falco's Neutral Special (Loop). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Falco's Neutral Special
  • Copied from Falco's Neutral Special (Air, Loop). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Falco's Neutral Special (Air)
  • Copied from Marth's Neutral Special (End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Marth's Neutral Special
  • Copied from Marth's Neutral Special (Air, End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Marth's Neutral Special (Air)
  • Copied from Lucina's Neutral Special (End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Lucina's Neutral Special
  • Copied from Lucina's Neutral Special (Air, End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Lucina's Neutral Special (Air)
  • Copied from Young Link's Neutral Special (Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Young Link's Neutral Special
  • Copied from Young Link's Neutral Special (Air, Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Young Link's Neutral Special (Air)
  • Copied from Ganondorf's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ganondorf's Neutral Special
  • Copied from Ganondorf's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ganondorf's Neutral Special (Air)
  • Copied from Roy's Neutral Special (End2). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Roy's Neutral Special
  • Copied from Roy's Neutral Special (Air, End2). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Roy's Neutral Special (Air)
  • Copied from Chrom's Neutral Special (End2). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Chrom's Neutral Special
  • Copied from Chrom's Neutral Special (Air, End3). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Chrom's Neutral Special (Air)
  • Copied from Mr. Game & Watch's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mr. Game & Watch's Neutral Special
  • Copied from Mr. Game & Watch's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mr. Game & Watch's Neutral Special (Air)
  • Land cancels: touching the ground during this move ends it with 6 frames of landing lag rather than the usual special-fall landing.Mr. Game & Watch's Neutral Special (Air)
  • Copied from Meta Knight's Neutral Special (Spin). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Meta Knight's Neutral Special
  • Copied from Meta Knight's Neutral Special (Air, End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Meta Knight's Neutral Special (Air)
  • Copied from Pit's Neutral Special (Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Pit's Neutral Special
  • Copied from Pit's Neutral Special (Air, Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Pit's Neutral Special (Air)
  • Copied from Dark Pit's Neutral Special (Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Dark Pit's Neutral Special
  • Copied from Dark Pit's Neutral Special (Air, Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Dark Pit's Neutral Special (Air)
  • Copied from Zero Suit Samus's Neutral Special (Shoot). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Zero Suit Samus's Neutral Special
  • Copied from Zero Suit Samus's Neutral Special (Air, Shoot). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Zero Suit Samus's Neutral Special (Air)
  • Copied from Wario's Neutral Special (OpenWait). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Wario's Neutral Special
  • Copied from Wario's Neutral Special (Air, OpenWait). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Wario's Neutral Special (Air)
  • Copied from Snake's Neutral Special (Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Snake's Neutral Special
  • Copied from Snake's Neutral Special (Air, Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Snake's Neutral Special (Air)
  • Copied from Ike's Neutral Special (EndMax). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ike's Neutral Special
  • Copied from Ike's Neutral Special (Air, EndMax). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ike's Neutral Special (Air)
  • Copied from Squirtle's Neutral Special (Shot). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Squirtle's Neutral Special
  • Copied from Squirtle's Neutral Special (Air, Shot). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Squirtle's Neutral Special (Air)
  • Landing lag is 9 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.Squirtle's Neutral Special (Air)
  • Copied from Ivysaur's Neutral Special (End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ivysaur's Neutral Special
  • Copied from Ivysaur's Neutral Special (Air, End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ivysaur's Neutral Special (Air)
  • Copied from Charizard's Neutral Special (Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Charizard's Neutral Special
  • Copied from Charizard's Neutral Special (Air, Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Charizard's Neutral Special (Air)
  • Copied from Sonic's Neutral Special (Homing). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Sonic's Neutral Special
  • Copied from King Dedede's Neutral Special (Loop). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.King Dedede's Neutral Special
  • Copied from King Dedede's Neutral Special (Air, Loop). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.King Dedede's Neutral Special (Air)
  • Copied from R.O.B.'s Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.R.O.B.'s Neutral Special
  • Copied from R.O.B.'s Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.R.O.B.'s Neutral Special (Air)
  • Copied from Toon Link's Neutral Special (Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Toon Link's Neutral Special
  • Copied from Toon Link's Neutral Special (Air, Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Toon Link's Neutral Special (Air)
  • Copied from Wolf's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Wolf's Neutral Special
  • Copied from Wolf's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Wolf's Neutral Special (Air)
  • Copied from Mega Man's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mega Man's Neutral Special
  • Copied from Mega Man's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mega Man's Neutral Special (Air)
  • Copied from Rosalina & Luma's Neutral Special (Return). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Rosalina & Luma's Neutral Special
  • Copied from Rosalina & Luma's Neutral Special (Air, Return). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Rosalina & Luma's Neutral Special (Air)
  • Copied from Greninja's Neutral Special (Shot). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Greninja's Neutral Special
  • Copied from Greninja's Neutral Special (Air, Shot). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Greninja's Neutral Special (Air)
  • Copied from Mii Brawler's Neutral Special (1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mii Brawler's Neutral Special
  • Copied from Mii Brawler's Neutral Special (Air, 1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mii Brawler's Neutral Special (Air)
  • Copied from Mii Swordfighter's Neutral Special (1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mii Swordfighter's Neutral Special
  • Copied from Mii Swordfighter's Neutral Special (Air, 1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mii Swordfighter's Neutral Special (Air)
  • Copied from Palutena's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Palutena's Neutral Special
  • Copied from Palutena's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Palutena's Neutral Special (Air)
  • Copied from Robin's Neutral Special (TronHold). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Robin's Neutral Special
  • Copied from Robin's Neutral Special (Air, TronHold). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Robin's Neutral Special (Air)
  • Copied from Bowser Jr.'s Neutral Special (Shoot). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Bowser Jr.'s Neutral Special
  • Copied from Bowser Jr.'s Neutral Special (Air, Shoot). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Bowser Jr.'s Neutral Special (Air)
  • Copied from Ryu's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ryu's Neutral Special
  • Copied from Ryu's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ryu's Neutral Special (Air)
  • Copied from Ken's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ken's Neutral Special
  • Copied from Ken's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Ken's Neutral Special (Air)
  • 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.Ken's Neutral Special (Air)
  • Copied from Cloud's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Cloud's Neutral Special
  • Copied from Cloud's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Cloud's Neutral Special (Air)
  • Copied from Corrin's Neutral Special (End1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Corrin's Neutral Special
  • Copied from Corrin's Neutral Special (Air, End1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Corrin's Neutral Special (Air)
  • Copied from Bayonetta's Neutral Special (FireH). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Bayonetta's Neutral Special
  • Copied from Bayonetta's Neutral Special (Air, FireH). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Bayonetta's Neutral Special (Air)
  • Copied from Inkling's Neutral Special (End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Inkling's Neutral Special
  • Copied from Inkling's Neutral Special (Air, End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Inkling's Neutral Special (Air)
  • Copied from King K. Rool's Neutral Special (Loop). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.King K. Rool's Neutral Special
  • Copied from King K. Rool's Neutral Special (Air, Loop). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.King K. Rool's Neutral Special (Air)
  • Copied from Simon's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Simon's Neutral Special
  • Copied from Simon's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Simon's Neutral Special (Air)
  • Copied from Richter's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Richter's Neutral Special
  • Copied from Richter's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Richter's Neutral Special (Air)
  • Land cancels: touching the ground during this move ends it with 10 frames of landing lag rather than the usual special-fall landing.Richter's Neutral Special (Air)
  • Copied from Isabelle's Neutral Special (Failure). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Isabelle's Neutral Special
  • Copied from Isabelle's Neutral Special (Air, Failure). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Isabelle's Neutral Special (Air)
  • Copied from Incineroar's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Incineroar's Neutral Special
  • Copied from Incineroar's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Incineroar's Neutral Special (Air)
  • Copied from Piranha Plant's Neutral Special (Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Piranha Plant's Neutral Special
  • Copied from Piranha Plant's Neutral Special (Air, Start). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Piranha Plant's Neutral Special (Air)
  • Copied from Joker's Neutral Special (Jump). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Joker's Neutral Special
  • Copied from Hero's Neutral Special (1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Hero's Neutral Special
  • Copied from Hero's Neutral Special (Air, 1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Hero's Neutral Special (Air)
  • Land cancels: touching the ground during this move ends it with 12 frames of landing lag rather than the usual special-fall landing.Banjo & Kazooie's Neutral Special (Air, Fire), Banjo & Kazooie's Neutral Special (Air, Fire2), Banjo & Kazooie's Neutral Special (Air, Fire3)
  • Copied from Terry's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Terry's Neutral Special
  • Copied from Terry's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Terry's Neutral Special (Air)
  • Copied from Byleth's Neutral Special (Max). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Byleth's Neutral Special
  • Copied from Byleth's Neutral Special (Air, Max). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Byleth's Neutral Special (Air)
  • Copied from Min Min's Neutral Special (End). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Min Min's Neutral Special
  • Copied from Min Min's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Min Min's Neutral Special (Air)
  • Copied from Pyra's Neutral Special (1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Pyra's Neutral Special
  • Copied from Pyra's Neutral Special (Air, 1). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Pyra's Neutral Special (Air)
  • Copied from Mythra's Neutral Special (2). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mythra's Neutral Special
  • Copied from Mythra's Neutral Special (Air, 2). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Mythra's Neutral Special (Air)
  • Copied from Kazuya's Neutral Special. HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Kazuya's Neutral Special
  • Copied from Kazuya's Neutral Special (Air). HDR gives this no script of its own, so it uses that move's frame data; its own timing comes from Kirby's animation.Kazuya's Neutral Special (Air)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Diddy Kong's Neutral Special (Air, Cancel)
  • HDR's charged Neutral Special, and the one of the two that fires a projectile. It is available once the fireball cooldown has run out: 900 frames (MAX_COOLDOWN, 15 seconds), reset to full on frame 4 of this move and again on every death, respawn and entry. Holding the ordinary fire breath stalls the countdown -- Bowser's counts back up while he breathes -- so breathing delays the next fireball. Training mode starts it ready, and a flame in the mouth says it is.Bowser's Neutral Special (Air, Max), Bowser's Neutral Special (Max)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing.Olimar's Neutral Special (Failure)

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.