Lucas

111 moves47 changed by HDR64 vanillainternal lucas
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-4365°20 fixed-102160, 1legl, kneel
2-4365°20 fixed-102kneel
2-43Sakurai20 / 10-103top
hdr
Jab
6-8448°57 / 93-166270, 1legr, kneer
6-8448°57 / 93-162kneer

Jab 3 — removed in HDR. The combo ends after 2 hits.

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-91083°55 / 77-247390shoulderr
7-91083°50 / 77-241top
10-167Sakurai40 / 90-230shoulderr
10-167Sakurai35 / 90-231top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-98Sakurai20 / 100-156280, 1shoulderr, armr
6-911Sakurai20 / 100-132, 3armr
hdr
Forward Tilt
6-98Sakurai20 / 100-156280, 1shoulderr, armr
6-911Sakurai20 / 100-132, 3armr
hdr
Forward Tilt
6-98Sakurai20 / 100-156280, 1shoulderr, armr
6-911Sakurai20 / 100-132, 3armr
hdr
Up Tilt
8-10785°50 / 110-198330, 1hip, kneer
8-101095°60 / 85-172kneer
11-12785°50 / 110-160, 1hip, kneer
11-12985°50 / 100-152kneer
hdr
Down Tilt
5-65Sakurai45 / 80-85180, 1kneer
5-6684°50 / 75-72kneer

Smash Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
14-1518Sakurai54 / 89-2614520top
14-1520Sakurai54 / 89-240top
14-1519Sakurai54 / 89-250top
14-1513Sakurai45 / 89-280top
14-1515Sakurai45 / 89-270top
14-1514Sakurai45 / 89-280top
14-1520Sakurai54 / 92-241top
14-1522Sakurai54 / 92-231top
14-1521Sakurai54 / 92-241top
14-1515Sakurai45 / 92-271top
14-1517Sakurai45 / 92-261top
14-1516Sakurai45 / 92-271top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
30-322195°48 / 77-5530990, 1throw, head
30-422495°48 / 74-530, 1top, head
33-372095°42 / 77-520, 1throw, head
38-421895°37 / 77-490, 1throw, head
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr◆¶
Down Smash
20-2421Sakurai50 / 80-1020440top
20-2417Sakurai46 / 85-120top
hdr
Down Smash
4-817Sakurai50 / 80-204360top
4-815Sakurai46 / 85-210top

Aerial Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-141.4365°34 fixed-753291-4, 30–0, 1, 2, 3top
16-19650°35 / 127-40, 1top
hdr
Neutral Air
1-44Sakurai40 / 100-141200, 1, 2top
hdr
Forward Air
6-8855°36 / 94-163971, 32–0, 1hip, footl
6-81045°30 / 11102toel
9-11855°36 / 94-10, 1hip, footl
9-11855°36 / 94-12toel
hdr
Back Air
13-1715Sakurai20 / 10001343101-3, 38–0kneer
13-1712Sakurai20 / 100-21legr
13-1715290°24 / 5002kneer
hdr
Up Air
5-91070°20 / 100052871-3, 28–0head
hdr
Down Air
4-63.5365°30 fixed-74441037–0, 1top
4-63.5270°29 fixed-72, 3top
11-133.5365°30 fixed-70, 1top
11-133.5270°29 fixed-72, 3top
19-215270°20 / 84-60, 1top
hdr↛‡
Air Grab (Tether)
7870°30 / 70-5754110throw
8-10870°30 / 70-50throw

Special Attacks

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Neutral Special
14-16010°55 / 014160top
hdr➔•
Neutral Special
spawns pkfreeze1
hdr
Neutral Special
2-31245°60 / 60-212320top
2-31060°50 / 100-221top
SpecialNEnd vanilla
Neutral Special
no hitboxes20
hdr
Neutral Special
14-16010°55 / 014160top
hdr➔•
Neutral Special
spawns pkfreeze1
hdr
Neutral Special
2-31245°60 / 60-212320top
2-31060°50 / 100-221top
SpecialAirNEnd vanilla
Neutral Special
no hitboxes20
hdr➔‡
Side Special
spawns pkfire2648
hdr➔‡•
Side Special
spawns pkfire143311
SpecialHiStart vanilla
Up Special
no hitboxes20
SpecialHiHold vanilla
Up Special
no hitboxes
hdr
Up Special
no hitboxes35
vanilla
Up Special
1-21050°90 / 74-171260hip
vanilla
Up Special
1-21050°90 / 74-171260hip
SpecialAirHiStart vanilla
Up Special
no hitboxes2022
SpecialAirHiHold vanilla
Up Special
no hitboxes22
hdr
Up Special
no hitboxes4022
hdr◆•
Up Special
1-25367°50 fixed-18139220, 1hip
3-262363°50 fixed-190rot
3-262366°50 fixed-191rot
27-281050°90 / 74-150, 1rot
SpecialAirHiAttackEnd vanilla
Up Special
no hitboxes2522
vanillaথ
Up Special
1-21050°90 / 74-15133220hip
hdr•‡
Down Special
no hitboxes5
hdr
Down Special
1-2280°30 fixed10, 1top
12-13280°0 / 00, 1top
SpecialLwHit vanilla
Down Special
no hitboxes20JC 2
hdr
Down Special
14127°77 / 80-15121JC 20, 1top
hdr•‡
Down Special
no hitboxes5
hdr
Down Special
1-2280°30 fixed10, 1top
12-13280°0 / 00, 1top
SpecialAirLwHit vanilla
Down Special
no hitboxes20JC 2
hdr
Down Special
14127°77 / 80-15121JC 20, 1top

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛‡
Grab
12– / –1450grab
13– / –0grab
14-15– / –0grab
vanilla
Grab
no hitboxes2
vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-131170top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
14– / –1550grab
15– / –0grab
16-19– / –0grab
hdr
Pivot Grab
15– / –1500grab
16– / –0grab
17-20– / –0grab
hdr
Air Grab (Tether)
no hitboxes12
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
AirCatchHit vanilla
Air Grab (Tether)
no hitboxes60
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes10

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11045°50 / 652040200
1-393Sakurai60 / 1000
hdr
Back Throw
11045°70 / 752053330
1-523Sakurai60 / 1000
hdr
Up Throw
1890°75 / 1032556310
1-553Sakurai60 / 1000
hdr
Down Throw
17100°85 / 552239170
1-383Sakurai60 / 1000

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
22-24945°90 / 20-2922580top
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
DownSpot vanilla
DownSpot
no hitboxes30
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 hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes24

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn 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.

Pkfire

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1-22565°35 / 480top
vanilla
Pillar
1-20742°45 / 1100top
1-20442°40 / 1101top

Pkfreeze

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Bang
1-36–23.8534°35 / 600top

Pkstarstorm

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Move
1-1806.538°80 / 900top

Pkthunder

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Move
12.5Sakurai60 / 500top
2-1202.5Sakurai60 / 500top
hdr
MoveChild
10.7580°4 / 401top
2-1200.7580°4 / 401top

Attributes

Weight & Size

Weight
80
Jostle Weight
5.4
Shield Radius
9.1

Ground Movement

Walk Speed
0.82
Walk Accel (mul)
0.084
Walk Accel (add)
0.105
Initial Dash
1.625
Run Speed
1.725
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.0475

Jumps

Jumpsquat
4
Jump Initial Y
17.0741
Full Hop Height
49
Short Hop Height
12.5
Air Jump Height
44.13
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
1
Air Accel (add)
0.01
Air Accel (mul)
0.075
Air Friction
0.014
Gravity
0.125
Fall Speed
2.3

Landing Lag

Nair
9
Fair
7
Bair
10
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 (70 -> 49 frames).Dash Attack
  • HDR replaces the animation (55 -> 51 frames).Up Tilt
  • HDR replaces the animation (74 -> 44 frames).Down Smash
  • HDR replaces the animation (55 -> 44 frames).Up Air
  • HDR replaces the animation (61 -> 44 frames).Down Air
  • HDR replaces the animation (56 -> 39 frames).Up Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Down Tilt, Neutral Air, Forward Air, Back Air, Side Special, Side Special (Air), Up Special (Air, Reflect), Down Special (Start), Down Special (End), Down Special (Air, Start), Down Special (Air, End), Grab, Forward Throw, Down Throw, Air Grab (Tether), AirCatchLanding
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Forward Smash, Up Smash, Down Smash, AttackLw42, Nair Landing, Neutral Special (Fire), Neutral Special (Air, Fire), Up Special (DownBoundU), Up Special (DownBoundD), Up Special (Air, Reflect)
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.
  • Pkfire is on the field for up to 22 frames (param_pkfire.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkfire: Shoot
  • Pkstarstorm is on the field for up to 180 frames (param_pkstarstorm.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkstarstorm: Move
  • Pkthunder is on the field for up to 120 frames (param_pkthunder.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkthunder: Move, Pkthunder: MoveChild
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 burst deals 6–23.85%. The figure in its script is not used: the engine sets the power from its params (param_pkfreeze.power_min, param_pkfreeze.power_mul, param_pkfreeze.count). Charging adds power_mul a frame, up to count frames. The floor is the figure at no charge; the move cannot be released that early.Pkfreeze: Bang
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.
  • Also spawns himohebi — the engine's name for it, and there is no table for it here.Grab, Dash Grab, Pivot Grab, Air Grab (Tether)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Pkfreeze — see Projectiles & Articles below.Neutral Special (Hold), Neutral Special (Air, Hold)
  • Damage comes from Pkfire — 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, Up Special (Start), Up Special (Air, Start), Up Special (Air, End), Up Special (Air, AttackEnd), Down Special (Start), Down Special (Hit), Down Special (Air, Start), Down Special (Air, Hit), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (Air, Hold), Up Special (Hold), Up Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • Landing lag is 11 frames, from `param_special_s.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.Side Special (Air)
  • Landing lag is 22 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, Start), Up Special (Air, Hold), Up Special (Air, End), Up Special (Air), Up Special (Air, AttackEnd), Up Special (Air, Reflect)
  • Repeats while the input is held or mashed; one cycle is 11 frames. Frames shown are one cycle, so there is no fixed FAF.Down Special (Hold), Down Special (Air, Hold)
  • 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.