Lucario

105 moves49 changed by HDR56 vanillainternal lucario
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
7-8350°38 fixed-8719–0shoulderr
7-8360°34 fixed-81, 2shoulderl, arml
7-8370°30 fixed-83handl
7-83Sakurai38 fixed-84shoulderr
7-83Sakurai34 fixed-85, 6shoulderl, arml
7-83Sakurai30 fixed-87handl
hdr
Jab
5-6260°30 fixed-11520–0top
5-6260°36 fixed-111top
5-62Sakurai30 fixed-112top
5-62Sakurai36 fixed-113top
hdr
Jab
9-10555°25 / 120-24938–0, 1legr, kneer
9-105.560°30 / 120-232, 3footr, top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
5-107.555°42 / 66-32544–0, 1, 2top, legl, kneel
5-10860°48 / 66-323footl

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
12-143Sakurai25 fixed-171233–0, 1, 2, 3shoulderl, shoulderr, armr
12-143366°30 fixed-174, 5, 6, 7shoulderl, shoulderr, armr
15-16745°28 / 140-120, 1, 2, 3shoulderl, shoulderr, armr
hdr
Forward Tilt
12-143Sakurai25 fixed-171233–0, 1, 2, 3shoulderl, shoulderr, armr
12-143366°30 fixed-174, 5, 6, 7shoulderl, shoulderr, armr
15-16745°28 / 140-120, 1, 2, 3shoulderl, shoulderr, armr
hdr
Forward Tilt
12-143Sakurai25 fixed-171233–0, 1, 2, 3shoulderl, shoulderr, armr
12-143366°30 fixed-174, 5, 6, 7shoulderl, shoulderr, armr
15-16745°28 / 140-120, 1, 2, 3shoulderl, shoulderr, armr
hdr
Up Tilt
6-14594°60 / 100-24635–0, 1legr, kneer
6-14699°60 / 100-232footr
hdr‡
Down Tilt
5-8580°45 / 105-16526–0, 1legl, kneel
5-8685°45 / 105-152footl

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
19-2016Sakurai40 / 106-211951–0top
21-2312Sakurai40 / 85-210top
AttackHi4Charge vanilla◆•
Up Smash
no hitboxes–55––
hdr◆•‡
Up Smash
10-12485°100 fixed-27104250bust
10-124112°100 fixed-271armr
13-18975°62 / 120-220, 1bust, armr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
13-1413.533°30 / 99-291352–0, 1top
15-191033°30 / 80-290, 1top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
8-122365°42 fixed-7841101-4, 30–0, 1, 2, 3, 4handr, handl, shoulderr, shoulderl, legl
16-2310Sakurai18 / 118-30, 1, 2, 3, 4handr, handl, shoulderr, shoulderl, legl
hdr‡
Forward Air
4-6666°60 / 70-343181-2, 24–0, 1legl, kneel
4-66.571°60 / 70-32, 3footl, top
hdr‡
Back Air
10-1114.5Sakurai30 / 100-61047151-3, 38–0top
10-1113Sakurai24 / 104-61top
12-171065°30 / 77-81top
hdr‡
Up Air
7-91198°30 / 80-2730101-3, 22–0, 1legl, kneel
7-91394°30 / 100-12footl
hdr
Down Air
4-55367°50 fixed-6431101, 25–0top
4-55100°20 / 30-61top
4-55150°25 fixed-62top
11-13664°57 / 92-50, 1top

Special Attacks

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔•
Neutral Special
spawns auraball19––
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 auraball19––
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
1-646Sakurai60 / 100–165–0–
14-15––– / ––0, 1grab
hdr
Side Special
11260°105 / 62–143–0–
1-246Sakurai60 / 100–0–
hdr➔‡
Side Special
1-646Sakurai60 / 100–165–0–
11-12––– / ––0, 1grab
hdr※
Side Special
22-2412varies25 / 54–2243–0–
hdr•‡
Up Special
no hitboxes–33––
hdr
Up Special
1-160.5367°16 fixed-13117–0hip
1-160.5367°32 fixed-131hip
hdr
Up Special
1-20.5365°32 fixed-26130–0hip
1-2670°96 / 10-230hip
vanilla
Up Special
2-3438°70 / 100-30237–0hip
hdr•‡
Up Special
no hitboxes–3332–
hdr¶•
Up Special
1-20.5365°32 fixed-30133320hip
1-2670°96 / 10-270hip
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+12.570°50 / 105–1––0, 1, 2legl, kneel, toel

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
hdr
Pummel
11.3Sakurai40 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––44–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
13Sakurai65 / 92–722150–
1-53Sakurai60 / 100–0–
6-75Sakurai60 / 100–0top
hdr
Back Throw
11040°50 / 60–1436220–
1-353Sakurai60 / 100–0–
hdr
Up Throw
1688°90 / 60–1738210–
1-153Sakurai60 / 100–0–
16-17578°75 / 110–0top
hdr
Down Throw
1780°100 / 30–2851230–
1-50375°60 / 100–0–

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 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
hdr
Ledge Attack
18-20945°90 / 20-331858–0top
hdr
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
hdr
Get-Up Attack
16-17748°80 / 48-281650–0top
23-24748°80 / 48-210top
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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
19-205Sakurai60 / 50–19––0top
28-295Sakurai60 / 50–0top

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
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Charge
1-3183°10 / 930top
vanilla
ChargeMax
1-3183°10 / 930top
vanilla⇥
Shoot
1-6010Sakurai14 / 420top
1-602547°35 / 691top

Qigong

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1-21143°48 / 580, 3top
1-2543°48 / 581top
3-4843°48 / 460, 3top
3-4543°48 / 461top

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

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.