Link

95 moves29 changed by HDR66 vanillainternal link
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-7470°25 / 30-86190, 1, 2, 3armr, sword2
6-74Sakurai20 / 20-84top
hdr
Jab
5-6370°25 / 25-95180, 1, 2, 3armr, sword2
5-64Sakurai20 / 20-84top
hdr
Jab
6-94Sakurai50 / 80-216320, 1, 2, 3armr, sword2

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-91270°40 / 93-267420top
10-14962°45 / 67-250top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
13-181335°35 / 90-1313360, 1, 2armr, sword2
13-1814Sakurai35 / 100-133sword2
hdr
Up Tilt
8-131085°30 / 115-178330, 1, 2, 3armr, sword2
hdr
Down Tilt
10-121082°50 / 100-1110290armr
10-121282°50 / 110-101sword2
10-1212280°25 / 50-102sword2
10-121182°50 / 100-103, 4sword2

Smash Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr➔‡
Forward Smash
16-191545°25 / 93-2416510, 1armr, sword2
16-191445°25 / 93-252, 3sword2
hdr
Forward Smash
8-101965°30 / 100-268470, 1, 2shoulderr, armr, sword2
8-101765°30 / 100-273, 4sword2
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
11-164105°55 fixed-5311690armr
11-164115°38 fixed-531sword2
11-164107°28 fixed-532, 4, 6sword2
11-134115°28 fixed-533sword2
114115°28 fixed-535sword2
12-134200°28 fixed-525sword2
14-164135°45 fixed-503, 5sword2
23-293105°55 fixed-420armr
23-293115°38 fixed-421sword2
23-293107°28 fixed-422, 4, 6sword2
23-263115°28 fixed-423sword2
23-243115°28 fixed-425sword2
25-263200°28 fixed-405sword2
27-293135°40 fixed-383, 5sword2
36-421190°60 / 103-240, 1sword2
36-421090°60 / 103-252, 3, 4sword2, armr, top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-101375°30 / 95-249430, 4armr, kneel
9-101675°30 / 95-231, 2, 3sword2
21-221175°20 / 91-130, 4armr, kneer
21-221475°20 / 101-121, 2, 3sword2

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-610Sakurai15 / 100-143581-2, 33–0kneer
4-612Sakurai15 / 10001kneer
4-69Sakurai15 / 100-22kneel
7-248Sakurai10 / 100-20, 1, 2kneer, kneel
hdr
Forward Air
14-1614Sakurai30 / 100-11447101-2, 56–0, 1, 2, 3armr, sword2
25-271068°43 / 65-30, 1, 2, 3armr, sword2
hdr
Back Air
6-9570°40 fixed-3628729–0, 2, 4hip, kneer
6-95365°40 fixed-31, 3, 5hip, kneer
16-20745°25 / 90-20, 1, 2hip, kneel
hdr
Up Air
8-101480°25 / 98-5857141-7, 40–0sword2
11-371280°22 / 91-60sword2
hdr
Down Air
14-1618270°30 / 38-71469181-9, 54–0top
14-161865°42 / 98-71top
17-531365°41 / 100-90top
hdr
Down Air
1+1065°41 / 7510top

Special Attacks

20 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔•‡
Neutral Special
spawns bowarrow151
SpecialN vanilla
Neutral Special
no hitboxes
SpecialNEnd vanilla
Neutral Special
no hitboxes30
vanilla➔•‡
Neutral Special
spawns bowarrow1514
SpecialAirN vanilla
Neutral Special
no hitboxes
SpecialAirNEnd vanilla
Neutral Special
no hitboxes30
vanilla
Side Special
spawns boomerang546
SpecialS1Blank vanilla
Side Special
no hitboxes60
vanilla
Side Special
no hitboxes10
vanilla
Side Special
spawns boomerang546
SpecialAirS1Blank vanilla
Side Special
no hitboxes46
vanilla
Side Special
no hitboxes10
SpecialHiStart vanilla
Up Special
no hitboxes4
hdr‡∅
Up Special
9-111640°49 / 82-659850top
12-141640°49 / 82-620top
17-201140°52 / 92-590top
23-251140°52 / 92-530top
28-31640°40 / 100-510top
35-47 (every 6)640°40 / 100-440top
SpecialHiHold vanilla
Up Special
no hitboxes
hdr
Up Special
8-94367°107 fixed-798920top
12-132145°95 fixed-761top
12-132145°30 fixed-762top
16-172367°107 fixed-720top
19-202145°95 fixed-691top
19-202145°30 fixed-692top
22-23283°71 fixed-660top
26-272150°95 fixed-621sword2
26-272150°30 fixed-622sword2
31-32269°62 fixed-570top
38-392160°95 fixed-501sword2
38-392160°30 fixed-502sword2
47-49 (every 1)4Sakurai30 / 210-400top
vanilla
Down Special
no hitboxes40
vanilla
Down Special
no hitboxes40
vanilla
Down Special
no hitboxes40
vanilla
Down Special
no hitboxes40

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-211250top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1366°60 / 1321330170
1-113Sakurai40 / 1000
12-134Sakurai55 / 55-130, 1kneer
hdr
Back Throw
13113°55 / 1351427130
1-113Sakurai40 / 1000
12-134Sakurai55 / 55-100, 1kneer
hdr
Up Throw
1690°39 / 1452956270
1-263Sakurai40 / 1000
27-30520°50 / 100-240, 1sword2
hdr
Down Throw
1343°52 / 1052446220
1-213Sakurai40 / 1000
22-234Sakurai60 / 150-190top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265510
hdr
Air Dodge
intangible 4–265510
vanilla
Ledge Attack
20-22945°90 / 20-2920560top
vanilla
Get-Up Attack
17-18748°80 / 48-2717500top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
17-18748°80 / 48-2717500top
21-22748°80 / 48-230top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes32
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes28

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

4 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.

Ancientbowarrow

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-100Sakurai10 / 660top
vanilla
Stick
13560°102 / 460top
vanilla
StickWall
12050°122 / 350top

Boomerang

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-91080°91 / 290top
10-22880°74 / 370top
23-129680°55 / 440top
hdr
Turn
1-129480°50 / 400top

Bowarrow

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥⊕
Fly
1-464–17Sakurai10 / 710top
1-464–17Sakurai25 / 1100top

Swordbeam

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1+5Sakurai45 / 150top

Attributes

Weight & Size

Weight
104
Jostle Weight
6.4
Shield Radius
10.4

Ground Movement

Walk Speed
1.217
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.5
Run Speed
1.5
Run Accel (mul)
0.1017
Run Accel (add)
0.02
Traction
0.09

Jumps

Jumpsquat
4
Jump Initial Y
9.9385
Full Hop Height
27.8
Short Hop Height
12.58
Air Jump Height
25
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
1
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.005
Gravity
0.11
Fall Speed
2.13

Landing Lag

Nair
8
Fair
10
Bair
7
Uair
14
Dair
18
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (68 -> 53 frames).Dash Attack
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 3, Forward Tilt, Down Tilt, Forward Smash, AttackS4S2, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Up Special, Grab, Forward Throw, Back Throw, Up Throw, Down Throw
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • AttackAirLw2Attack
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 12, 15-16, 21-22, 26-27 and 3 more: out, but unable to collide with a fighter, so not counted as active frames.Up Special
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.
  • Ancientbowarrow is on the field for up to 10 frames (param_ancientbowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Ancientbowarrow: Fly
  • Boomerang is on the field for up to 129 frames (param_boomerang.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Boomerang: Fly, Boomerang: Turn
  • Bowarrow is on the field for up to 46 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • The arrow deals 4–17%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power_min, param_bowarrow.power_max). Charging the bow is what raises it.Bowarrow: Fly
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Swordbeam — see Projectiles & Articles below.Forward Smash
  • Damage comes from Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Damage comes from Boomerang — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Up Special (Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special, Neutral Special (Air), Up Special (Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • 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.Neutral Special (Air, Start)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.