Little Mac

105 moves40 changed by HDR65 vanillainternal littlemac
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
1-2388°30 / 25-10115–0, 3handl, top
1-2383°30 / 25-101arml
1-2378°30 / 25-102shoulderl
1-23Sakurai27 / 10-104top
hdr
Jab
1-3488°20 / 55-7117–0, 3handr, top
1-3483°20 / 55-71armr
1-3478°20 / 55-72shoulderr
1-34Sakurai25 / 25-114top
hdr
Jab
4-65–762°–70°62–68 / 40–99-12 to -11421–0, 1, 2, 3arml, shoulderl, bust, top
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
1-19 (every 2)0.5Sakurai14 / 8–1––0top
vanilla
Jab
5375°90 / 123-26535–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-111055°45 / 104-24638–0, 1, 2arml, shoulderl

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
4-54Sakurai10 fixed-26436–0arml
4-54Sakurai40 fixed-261arml
4-54Sakurai80 fixed-262arml
4-54Sakurai100 fixed-263hip
4-54240°20 fixed-274arml
4-54359°40 fixed-275arml
4-54359°80 fixed-276arml
4-54359°100 fixed-277hip
10-11840°40 / 130-190, 1, 2, 3armr, bust, hip
hdr
Up Tilt
4-107100°70 / 80-18428–0, 1, 2, 3armr, shoulderr, bust
hdr‡
Down Tilt
4-7770°75 / 45-12425–0, 3shoulderr, hip
4-7880°75 / 46-111armr
4-7880°72 / 46-112armr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
14-161741°34 / 89-231449–0armr
14-161541°34 / 89-241, 2, 3, 4armr, bust, hip, kneel
hdr‡
Forward Smash
14-161385°35 / 87-221446–0, 3bust, hip
14-161680°35 / 91-211, 2armr
hdr
Forward Smash
15-161822°60 / 35-191546–0, 1, 2armr, top, hip
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
10-112186°40 / 76-241048–0armr
10-171785°40 / 76-261, 2, 3armr, shoulderr, bust
12-171785°40 / 76-240armr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
10-111330°25 / 94-281048–0, 1, 2armr, bust
17-181330°25 / 94-210, 1, 2armr, bust

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
3-66Sakurai18 / 140-332681-20, 1, 2arml, shoulderl
7-16430°5 / 128-40, 1, 2arml, shoulderl
hdr‡
Forward Air
6-9550°30 / 145-5632926–0, 1, 2armr, shoulderr
hdr‡
Back Air
8-127354°10 / 75-483091-2, 31–0, 1, 2armr, shoulderr
hdr‡
Up Air
4-10578°45 / 130-343571, 30–0, 1, 2arml, shoulderl
hdr
Down Air
8-109270°16 / 60-4828101, 25–0, 1, 2armr, shoulderr
11-137Sakurai10 / 90-50, 1, 2armr, shoulderr

Special Attacks

27 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Neutral Special
no hitboxes–120––
vanilla
Neutral Special
41235°50 / 70-32445–0armr
61035°50 / 70-310armr
10835°50 / 70-280armr
vanilla
Neutral Special
81035°50 / 70-38854–0armr
10835°50 / 70-370armr
14635°50 / 70-340armr
vanilla
Neutral Special
430Sakurai50 / 77-1424–0armr
730Sakurai50 / 77+20armr
1330Sakurai50 / 77+80armr
vanilla
Neutral Special
828Sakurai50 / 77-2828–0armr
1128Sakurai50 / 77+10armr
1728Sakurai50 / 77+70armr
SpecialNMaxDashEnd vanilla
Neutral Special
no hitboxes–90––
hdr※
Neutral Special
9-13varies80°varies / varies–977–0, 2, 3armr, shoulderr, bust
9varies80°varies / varies–1armr
vanilla•
Neutral Special
no hitboxes–120––
vanilla
Neutral Special
41035°25 / 85-40452–0armr
8835°25 / 85-370armr
vanilla
Neutral Special
8835°25 / 85-41856–0armr
12635°25 / 85-380armr
vanilla
Neutral Special
320Sakurai25 / 95-7324–0armr
vanilla
Neutral Special
718Sakurai25 / 95-9728–0armr
SpecialAirNMaxDashEnd vanilla
Neutral Special
no hitboxes–90––
hdr※
Neutral Special
9-13varies80°varies / varies–950–0, 2, 3armr, shoulderr, bust
9varies80°varies / varies–1armr
hdr
Side Special
4-170Sakurai23 fixed–425–0top
SpecialSBlowEnd vanilla
Side Special
no hitboxes–44––
SpecialAirSJump vanilla•
Side Special
no hitboxes–25––
hdr
Side Special
1-214Sakurai75 / 68-31142–0, 1, 2arml, shoulderl, top
1-212Sakurai75 / 68-323top
3-612Sakurai75 / 68-300, 1, 2arml, shoulderl, top
hdr‡
Up Special
43103°155 fixed+246–0top
4395°160 fixed+21top
hdr‡¶
Up Special
1-181367°40 / 50-50154–0top
1-18190°180 fixed-501top
22-23380°45 / 197-280top
22-23375°40 / 195-280top
hdr•‡
Up Special
43103°185 fixed+345–0top
4395°180 fixed+31top
43103°155 fixed+32top
4395°160 fixed+33top
hdr
Down Special
no hitboxes–57––
hdr◆‡
Down Special
no hitboxes–31––
hdr‡
Down Special
no hitboxes–31––
hdr
Down Special
no hitboxes–57––
hdr◆‡
Down Special
no hitboxes–31––
hdr‡
Down Special
no hitboxes–31––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
13-14––– / –––45–0grab
hdr
Pivot Grab
14-15––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1465°40 / 65–1737200–
1-143Sakurai60 / 100–0–
15-16480°60 / 100–0top
hdr‡
Back Throw
1565°40 / 65–1637210–
1-133Sakurai60 / 100–0–
14-154100°60 / 100–0top
hdr
Up Throw
1390°85 / 35–1241290–
1-93Sakurai60 / 100–0–
10-11480°60 / 100–0top
hdr
Down Throw
1435°40 / 85–1640240–
1-133Sakurai60 / 100–0–
14-15280°60 / 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 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
23-25945°90 / 20-282358–0top
vanilla
Get-Up Attack
14-15748°80 / 48-321452–0top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
14-15748°80 / 48-321452–0top
19-20748°80 / 48-270top
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–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
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–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–76––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Attributes

Weight & Size

Weight
90
Jostle Weight
4.2
Shield Radius
10.7

Ground Movement

Walk Speed
1.386
Walk Accel (mul)
0.1575
Walk Accel (add)
0.105
Initial Dash
1.88
Run Speed
2.046
Run Accel (mul)
0.1252
Run Accel (add)
0.02
Traction
0.0835

Jumps

Jumpsquat
5
Jump Initial Y
10.725
Full Hop Height
28
Short Hop Height
12.53
Air Jump Height
27
Jump Count
2
Horizontal Jump Speed
1.5
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.6

Air Movement

Air Speed
1.085
Air Accel (add)
0.014
Air Accel (mul)
0.02
Air Friction
0.01
Gravity
0.117
Fall Speed
2.165

Landing Lag

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

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (62 -> 30 frames).Down Special (Hit)
  • HDR replaces the animation (63 -> 30 frames).Down Special (Air, Hit)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Neutral Air, Forward Air, Back Air, Up Air, Up Special (Start), Up Special, Up Special (Air, Start), Down Special (Hit), Down Special (HitF), Down Special (Air, Hit), Down Special (Air, HitF), Grab, Back Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (Dash), Neutral Special (DashTurn), Neutral Special (MaxDash), Neutral Special (MaxDashTurn), Neutral Special (Air, Dash), Neutral Special (Air, DashTurn), Neutral Special (Air, MaxDash), Neutral Special (Air, MaxDashTurn), Up Special
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: bkb, damage, kbg.Neutral Special (2), Neutral Special (Air, 2)
✕HDR removes this move’s hitboxes.
  • CliffEscape
•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, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Air, Jump), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 19 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Touching the ground from frame 30 on ends this in the special-fall landing rather than carrying on (up_special_proper_landing, fighters/littlemac/src/opff.rs). The code names the status rather than this animation, so the frame may belong to another of the move's segments.Up Special (Air, Start)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

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.