Lucas

111 moves47 changed by HDR64 vanillainternal lucas
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-4365°20 fixed-10216–0, 1legl, kneel
2-4365°20 fixed-102kneel
2-43Sakurai20 / 10-103top
hdr
Jab
6-8448°57 / 93-16627–0, 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 / 77-24739–0shoulderr
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 / 100-15628–0, 1shoulderr, armr
6-911Sakurai20 / 100-132, 3armr
hdr
Forward Tilt
6-98Sakurai20 / 100-15628–0, 1shoulderr, armr
6-911Sakurai20 / 100-132, 3armr
hdr
Forward Tilt
6-98Sakurai20 / 100-15628–0, 1shoulderr, armr
6-911Sakurai20 / 100-132, 3armr
hdr◆
Up Tilt
8-10785°50 / 110-19833–0, 1hip, kneer
8-101095°60 / 85-172kneer
11-12785°50 / 110-160, 1hip, kneer
11-12985°50 / 100-152kneer
hdr‡
Down Tilt
5-65Sakurai45 / 80-8518–0, 1kneer
5-6684°50 / 75-72kneer

Smash Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
14-1518Sakurai54 / 89-261452–0top
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 hitboxes–61––
hdr‡¶
Up Smash
22-242195°48 / 77-552291–0, 1throw, head
22-342495°48 / 74-530, 1top, head
25-292095°42 / 77-520, 1throw, head
30-341895°37 / 77-490, 1throw, head
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr◆¶
Down Smash
20-2421Sakurai50 / 80-102044–0top
20-2417Sakurai46 / 85-120top
hdr
Down Smash
4-817Sakurai50 / 80-20436–0top
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 / 100-14120––0, 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 / 70-575411–0throw
8-10870°30 / 70-50throw

Special Attacks

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Neutral Special
14-16010°55 / 0–1416––0top
hdr➔•
Neutral Special
spawns pkfreeze1––––
hdr
Neutral Special
2-31245°60 / 60-21232––0top
2-31060°50 / 100-221top
SpecialNEnd vanilla
Neutral Special
no hitboxes–20–––
hdr
Neutral Special
14-16010°55 / 0–1416––0top
hdr➔•
Neutral Special
spawns pkfreeze1––––
hdr
Neutral Special
2-31245°60 / 60-21232––0top
2-31060°50 / 100-221top
SpecialAirNEnd vanilla
Neutral Special
no hitboxes–20–––
hdr➔‡
Side Special
spawns pkfire2648–––
hdr➔‡•
Side Special
spawns pkfire143311––
SpecialHiStart vanilla•
Up Special
no hitboxes–20–––
SpecialHiHold vanilla•
Up Special
no hitboxes–––––
hdr
Up Special
no hitboxes–35–––
vanilla
Up Special
1-21050°90 / 74-17126––0hip
vanilla
Up Special
1-21050°90 / 74-17126––0hip
SpecialAirHiStart vanilla•
Up Special
no hitboxes–2022––
SpecialAirHiHold vanilla•
Up Special
no hitboxes––22––
hdr•
Up Special
no hitboxes–4022––
hdr◆•
Up Special
1-25367°50 fixed-1813922–0, 1hip
3-262363°50 fixed-190rot
3-262366°50 fixed-191rot
27-281050°90 / 74-150, 1rot
SpecialAirHiAttackEnd vanilla•
Up Special
no hitboxes–2522––
vanillaথ
Up Special
1-21050°90 / 74-1513322–0hip
hdr•‡
Down Special
no hitboxes–5–––
hdr•
Down Special
1-2280°30 fixed–1–––0, 1top
12-13280°0 / 0–0, 1top
SpecialLwHit vanilla•
Down Special
no hitboxes–20–JC 2–
hdr‡
Down Special
14127°77 / 80-15121–JC 20, 1top
hdr•‡
Down Special
no hitboxes–5–––
hdr•
Down Special
1-2280°30 fixed–1–––0, 1top
12-13280°0 / 0–0, 1top
SpecialAirLwHit vanilla•
Down Special
no hitboxes–20–JC 2–
hdr‡
Down Special
14127°77 / 80-15121–JC 20, 1top

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛‡
Grab
12––– / ––145–0grab
13––– / ––0grab
14-15––– / ––0grab
vanilla
Grab
no hitboxes–2––
vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr↛
Dash Grab
14––– / ––155–0grab
15––– / ––0grab
16-19––– / ––0grab
hdr↛
Pivot Grab
15––– / ––150–0grab
16––– / ––0grab
17-20––– / ––0grab
hdr‡
Air Grab (Tether)
no hitboxes–12––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
AirCatchHit vanilla•
Air Grab (Tether)
no hitboxes–60––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–10––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
11045°50 / 65–2040200–
1-393Sakurai60 / 100–0–
hdr
Back Throw
11045°70 / 75–2053330–
1-523Sakurai60 / 100–0–
hdr
Up Throw
1890°75 / 103–2556310–
1-553Sakurai60 / 100–0–
hdr‡
Down Throw
17100°85 / 55–2239170–
1-383Sakurai60 / 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–
vanilla
Ledge Attack
22-24945°90 / 20-292258–0top
vanilla
Get-Up Attack
17-18748°80 / 48-271750–0top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
17-18748°80 / 48-271750–0top
21-22748°80 / 48-230top
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–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
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––
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–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–24––

Other

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

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, Up Smash, 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.