Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 7-8 | 3 | 50° | 38 fixed | -8 | 7 | 19 | – | 0 | shoulderr |
| 7-8 | 3 | 60° | 34 fixed | -8 | 1, 2 | shoulderl, arml | ||||
| 7-8 | 3 | 70° | 30 fixed | -8 | 3 | handl | ||||
| 7-8 | 3 | Sakurai | 38 fixed | -8 | 4 | shoulderr | ||||
| 7-8 | 3 | Sakurai | 34 fixed | -8 | 5, 6 | shoulderl, arml | ||||
| 7-8 | 3 | Sakurai | 30 fixed | -8 | 7 | handl | ||||
| hdr Jab | 5-6 | 2 | 60° | 30 fixed | -11 | 5 | 20 | – | 0 | top |
| 5-6 | 2 | 60° | 36 fixed | -11 | 1 | top | ||||
| 5-6 | 2 | Sakurai | 30 fixed | -11 | 2 | top | ||||
| 5-6 | 2 | Sakurai | 36 fixed | -11 | 3 | top | ||||
| hdr Jab | 9-10 | 5 | 55° | 25 / 120 | -24 | 9 | 38 | – | 0, 1 | legr, kneer |
| 9-10 | 5.5 | 60° | 30 / 120 | -23 | 2, 3 | footr, top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 5-10 | 7.5 | 55° | 42 / 66 | -32 | 5 | 44 | – | 0, 1, 2 | top, legl, kneel |
| 5-10 | 8 | 60° | 48 / 66 | -32 | 3 | footl |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 12-14 | 3 | Sakurai | 25 fixed | -17 | 12 | 33 | – | 0, 1, 2, 3 | shoulderl, shoulderr, armr |
| 12-14 | 3 | 366° | 30 fixed | -17 | 4, 5, 6, 7 | shoulderl, shoulderr, armr | ||||
| 15-16 | 7 | 45° | 28 / 140 | -12 | 0, 1, 2, 3 | shoulderl, shoulderr, armr | ||||
| hdr Forward Tilt | 12-14 | 3 | Sakurai | 25 fixed | -17 | 12 | 33 | – | 0, 1, 2, 3 | shoulderl, shoulderr, armr |
| 12-14 | 3 | 366° | 30 fixed | -17 | 4, 5, 6, 7 | shoulderl, shoulderr, armr | ||||
| 15-16 | 7 | 45° | 28 / 140 | -12 | 0, 1, 2, 3 | shoulderl, shoulderr, armr | ||||
| hdr Forward Tilt | 12-14 | 3 | Sakurai | 25 fixed | -17 | 12 | 33 | – | 0, 1, 2, 3 | shoulderl, shoulderr, armr |
| 12-14 | 3 | 366° | 30 fixed | -17 | 4, 5, 6, 7 | shoulderl, shoulderr, armr | ||||
| 15-16 | 7 | 45° | 28 / 140 | -12 | 0, 1, 2, 3 | shoulderl, shoulderr, armr | ||||
| hdr Up Tilt | 6-14 | 5 | 94° | 60 / 100 | -24 | 6 | 35 | – | 0, 1 | legr, kneer |
| 6-14 | 6 | 99° | 60 / 100 | -23 | 2 | footr | ||||
| hdr‡ Down Tilt | 5-8 | 5 | 80° | 45 / 105 | -16 | 5 | 26 | – | 0, 1 | legl, kneel |
| 5-8 | 6 | 85° | 45 / 105 | -15 | 2 | footl |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Forward Smash | 19-20 | 16 | Sakurai | 40 / 106 | -21 | 19 | 51 | – | 0 | top |
| 21-23 | 12 | Sakurai | 40 / 85 | -21 | 0 | top | ||||
| AttackHi4Charge vanilla◆• Up Smash | no hitboxes | – | 55 | – | – | |||||
| hdr◆•‡ Up Smash | 10-12 | 4 | 85° | 100 fixed | -27 | 10 | 42 | 5 | 0 | bust |
| 10-12 | 4 | 112° | 100 fixed | -27 | 1 | armr | ||||
| 13-18 | 9 | 75° | 62 / 120 | -22 | 0, 1 | bust, armr | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 13-14 | 13.5 | 33° | 30 / 99 | -29 | 13 | 52 | – | 0, 1 | top |
| 15-19 | 10 | 33° | 30 / 80 | -29 | 0, 1 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 8-12 | 2 | 365° | 42 fixed | -7 | 8 | 41 | 10 | 1-4, 30– | 0, 1, 2, 3, 4 | handr, handl, shoulderr, shoulderl, legl |
| 16-23 | 10 | Sakurai | 18 / 118 | -3 | 0, 1, 2, 3, 4 | handr, handl, shoulderr, shoulderl, legl | |||||
| hdr‡ Forward Air | 4-6 | 6 | 66° | 60 / 70 | -3 | 4 | 31 | 8 | 1-2, 24– | 0, 1 | legl, kneel |
| 4-6 | 6.5 | 71° | 60 / 70 | -3 | 2, 3 | footl, top | |||||
| hdr‡ Back Air | 10-11 | 14.5 | Sakurai | 30 / 100 | -6 | 10 | 47 | 15 | 1-3, 38– | 0 | top |
| 10-11 | 13 | Sakurai | 24 / 104 | -6 | 1 | top | |||||
| 12-17 | 10 | 65° | 30 / 77 | -8 | 1 | top | |||||
| hdr‡ Up Air | 7-9 | 11 | 98° | 30 / 80 | -2 | 7 | 30 | 10 | 1-3, 22– | 0, 1 | legl, kneel |
| 7-9 | 13 | 94° | 30 / 100 | -1 | 2 | footl | |||||
| hdr Down Air | 4-5 | 5 | 367° | 50 fixed | -6 | 4 | 31 | 10 | 1, 25– | 0 | top |
| 4-5 | 5 | 100° | 20 / 30 | -6 | 1 | top | |||||
| 4-5 | 5 | 150° | 25 fixed | -6 | 2 | top | |||||
| 11-13 | 6 | 64° | 57 / 92 | -5 | 0, 1 | top |
Special Attacks
29 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔• Neutral Special | spawns auraball | 1 | 9 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | 85 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| hdr‡ Neutral Special | no hitboxes | – | 45 | – | – | |||||
| hdr‡ Neutral Special | no hitboxes | – | 5 | – | – | |||||
| hdr Neutral Special | no hitboxes | – | 44 | – | – | |||||
| vanilla➔• Neutral Special | spawns auraball | 1 | 9 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | 85 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| hdr‡ Neutral Special | no hitboxes | – | 45 | – | – | |||||
| SpecialAirNCancel vanilla Neutral Special | no hitboxes | – | 9 | – | – | |||||
| SpecialAirNJumpCancel vanilla Neutral Special | no hitboxes | – | 6 | – | – | |||||
| hdr Neutral Special | no hitboxes | – | 44 | – | – | |||||
| hdr➔‡ Side Special | 1-64 | 6 | Sakurai | 60 / 100 | – | 1 | 65 | – | 0 | – |
| 14-15 | – | – | – / – | – | 0, 1 | grab | ||||
| hdr Side Special | 1 | 12 | 60° | 105 / 62 | – | 1 | 43 | – | 0 | – |
| 1-24 | 6 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr➔‡ Side Special | 1-64 | 6 | Sakurai | 60 / 100 | – | 1 | 65 | – | 0 | – |
| 11-12 | – | – | – / – | – | 0, 1 | grab | ||||
| hdr※ Side Special | 22-24 | 12 | varies | 25 / 54 | – | 22 | 43 | – | 0 | – |
| hdr•‡ Up Special | no hitboxes | – | 33 | – | – | |||||
| hdr Up Special | 1-16 | 0.5 | 367° | 16 fixed | -13 | 1 | 17 | – | 0 | hip |
| 1-16 | 0.5 | 367° | 32 fixed | -13 | 1 | hip | ||||
| hdr¶ Up Special | 1-2 | 0.5 | 365° | 32 fixed | -26 | 1 | 30 | – | 0 | hip |
| 1-2 | 6 | 70° | 96 / 10 | -23 | 0 | hip | ||||
| vanilla Up Special | 2-3 | 4 | 38° | 70 / 100 | -30 | 2 | 37 | – | 0 | hip |
| hdr•‡ Up Special | no hitboxes | – | 33 | 32 | – | |||||
| hdr¶• Up Special | 1-2 | 0.5 | 365° | 32 fixed | -30 | 1 | 33 | 32 | 0 | hip |
| 1-2 | 6 | 70° | 96 / 10 | -27 | 0 | hip | ||||
| hdr◆‡ Down Special | no hitboxes | – | 30 | – | – | |||||
| vanilla• Down Special | no hitboxes | – | 20 | – | – | |||||
| SpecialLwEnd vanilla Down Special | no hitboxes | – | 11 | – | – | |||||
| hdr◆‡ Down Special | no hitboxes | – | 30 | – | – | |||||
| SpecialAirLwEnd vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
| vanilla• SpecialAirAppear | 1+ | 12.5 | 70° | 50 / 105 | – | 1 | – | – | 0, 1, 2 | legl, kneel, toel |
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| hdr Pummel | 1 | 1.3 | Sakurai | 40 fixed | -20 | 1 | 24 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 10-11 | – | – | – / – | – | – | 44 | – | 0 | grab |
| hdr Pivot Grab | 11-12 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 3 | Sakurai | 65 / 92 | – | 7 | 22 | 15 | 0 | – |
| 1-5 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 6-7 | 5 | Sakurai | 60 / 100 | -11 | 0 | top | ||||
| hdr Back Throw | 1 | 10 | 40° | 50 / 60 | – | 14 | 36 | 22 | 0 | – |
| 1-35 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 6 | 88° | 90 / 60 | – | 17 | 38 | 21 | 0 | – |
| 1-15 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 16-17 | 5 | 78° | 75 / 110 | -17 | 0 | top | ||||
| hdr Down Throw | 1 | 7 | 80° | 100 / 30 | – | 28 | 51 | 23 | 0 | – |
| 1-50 | 3 | 75° | 60 / 100 | – | 0 | – |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| EscapeN vanilla• Spot Dodge | intangible 3–15 | – | 27 | – | – | |||||
| vanilla• Forward Roll | intangible 4–13 | – | 34 | – | – | |||||
| EscapeB vanilla• Back Roll | intangible 4–13 | – | 34 | – | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 55 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 55 | 10 | – | |||||
| hdr Ledge Attack | 18-20 | 9 | 45° | 90 / 20 | -33 | 18 | 58 | – | 0 | top |
| hdr Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -28 | 16 | 50 | – | 0 | top |
| 20-21 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| hdr Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -28 | 16 | 50 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -21 | 0 | top | ||||
| DamageFall vanilla• DamageFall | no hitboxes | – | – | – | – | |||||
| vanilla DownBoundU | no hitboxes | – | 26 | – | – | |||||
| DownWaitU vanilla• DownWaitU | no hitboxes | – | – | – | – | |||||
| DownDamageU vanilla• DownDamageU | no hitboxes | – | 14 | – | – | |||||
| DownDamageU3 vanilla• DownDamageU3 | no hitboxes | – | 40 | – | – | |||||
| vanilla DownEatU | no hitboxes | – | 30 | – | – | |||||
| DownStandU vanilla Get-Up | no hitboxes | – | 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 | – | 36 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 29 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 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 | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| hdr• Ledge Jump | no hitboxes | – | 31 | – | – | |||||
Other
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 6 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
| hdr☆ SlipAttack | 19-20 | 5 | Sakurai | 60 / 50 | – | 19 | – | – | 0 | top |
| 28-29 | 5 | Sakurai | 60 / 50 | – | 0 | top | ||||
Projectiles & Articles
2 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.
Auraball
3 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Charge | 1-3 | 1 | 83° | 10 / 93 | 0 | top |
| vanilla ChargeMax | 1-3 | 1 | 83° | 10 / 93 | 0 | top |
| vanilla⇥ Shoot | 1-60 | 10 | Sakurai | 14 / 42 | 0 | top |
| 1-60 | 25 | 47° | 35 / 69 | 1 | top |
Qigong
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Shoot | 1-2 | 11 | 43° | 48 / 58 | 0, 3 | top |
| 1-2 | 5 | 43° | 48 / 58 | 1 | top | |
| 3-4 | 8 | 43° | 48 / 46 | 0, 3 | top | |
| 3-4 | 5 | 43° | 48 / 46 | 1 | top |
Attributes
Weight & Size
- Weight
- 94
- Jostle Weight
- 5.9
- Shield Radius
- 10.6
Ground Movement
- Walk Speed
- 1.303
- Walk Accel (mul)
- 0.21
- Walk Accel (add)
- 0.105
- Initial Dash
- 2.05
- Run Speed
- 1.85
- Run Accel (mul)
- 0.15
- Run Accel (add)
- 0.02
- Traction
- 0.095
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 13.4491
- Full Hop Height
- 37.62
- Short Hop Height
- 15.19
- Air Jump Height
- 37.62
- Jump Count
- 2
- Horizontal Jump Speed
- 1.25
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.8
Air Movement
- Air Speed
- 1
- Air Accel (add)
- 0
- Air Accel (mul)
- 0.035
- Air Friction
- 0.005
- Gravity
- 0.125
- Fall Speed
- 2.02
Landing Lag
- Nair
- 10
- Fair
- 8
- Bair
- 15
- Uair
- 10
- Dair
- 10
- Empty Landing
- 5
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (61 -> 55 frames).AttackHi4Charge
- HDR replaces the animation (71 -> 39 frames).Up Smash
- HDR replaces the animation (85 -> 40 frames).Down Special
- HDR replaces the animation (85 -> 47 frames).Down Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Down Tilt, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Neutral Special (Shoot), Neutral Special (Cancel), Neutral Special (Air, Shoot), Side Special, Side Special (Air), Up Special, Up Special (Air), Down Special, Down Special (Air)
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Up Special (End), Up Special (Air, End)
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
- SlipAttack
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: angle.Side Special (Air, Throw)
✕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.
- Auraball is on the field for up to 60 frames (param_auraball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Auraball: Shoot
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Auraball — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
- Also spawns Qigong — see Projectiles & Articles below.Side Special, Side Special (Air)
•Other notes.
- FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Hold), Neutral Special (Air, Start), Neutral Special (Air, Hold), Up Special, Up Special (Air), Down Special (Split), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Land cancels: touching the ground during this move ends it with 5 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.Up Smash
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Max), Neutral Special (Air, Max), CatchWait, DamageFall, SpecialAirAppear, DownWaitU, DownWaitD, CliffWait
- Landing lag is 32 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air), Up Special (Air, End)
- Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
- Intangible on frames 3-15.Spot Dodge
- Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
- Intangible on frames 4-13.Forward Roll, Back Roll
- Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
- Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
- Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
- Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
- Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
- Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
- Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield
Lucario