Luigi

101 moves40 changed by HDR61 vanillainternal luigi
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3383°20 fixed-92150, 1, 2shoulderl, arml
2-33Sakurai20 / 20-93top
hdr
Jab
3-4283°20 fixed-123190, 1, 2shoulderr, armr
3-42Sakurai20 / 20-123top
hdr
Jab
5-75Sakurai30 / 100-135230, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
4-12 (every 4)238 / 10-404480top
4-12 (every 4)260 / 10-401top
16215°24 / 10-280top
16210°48 / 10-281top
254Sakurai40 / 161-180, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-910Sakurai15 / 100-205330hip
5-911Sakurai15 / 100-191, 2legl, kneel
hdr
Forward Tilt
5-910Sakurai15 / 100-205330hip
5-911Sakurai15 / 100-191, 2legl, kneel
hdr
Forward Tilt
5-910Sakurai15 / 100-205330hip
5-911Sakurai15 / 100-191, 2legl, kneel
hdr
Up Tilt
5-109100°35 / 118-185300, 1, 2neck, arml, handl
hdr
Down Tilt
5-85Sakurai32 / 72-75170, 1kneer, legr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
12-1315Sakurai20 / 119-2012430, 1, 2shoulderl, shoulderr
hdr
Forward Smash
12-1315Sakurai20 / 119-1912420, 1, 2shoulderl, shoulderr
hdr
Forward Smash
12-1315Sakurai20 / 119-1912420, 1, 2shoulderl, shoulderr
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
9-1414110°35 / 106-229410, 1head, hip
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-71490°48 / 100-246400, 1top
14-151490°48 / 100-160, 1top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-51290°20 / 106+134571-2, 36–0, 1kneel, kneer
6-31880°20 / 100-10, 1kneel, kneer
hdr
Forward Air
7-1013Sakurai41 / 94-2729111-2, 21–0, 1, 2shoulderl, arml, handl
hdr
Back Air
6-711Sakurai22 / 94063281-2, 35–0, 1legr, kneer
8-179Sakurai20 / 100-20, 1legr, kneer
hdr
Up Air
4-111170°30 / 95+143071-2, 19–0, 1legr, kneer
hdr
Down Air
1014270°10 / 55-11029101-5, 24–0hip
10-1414Sakurai25 / 110-11kneer
11-1414Sakurai25 / 110-10hip

Special Attacks

22 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Neutral Special
spawns fireball1740
hdr
Neutral Special
17-20968°65 / 55-3117550, 1top
hdr
Neutral Special
spawns fireball1740
hdr
Neutral Special
17-20968°65 / 55-2617500, 1top
vanilla
Side Special
no hitboxes18
SpecialSHold vanilla
Side Special
no hitboxes
SpecialSHoldEnd vanilla
Side Special
no hitboxes40
hdr
Side Special
5-710Sakurai30 / 80-315440neck
8-3310Sakurai30 / 80-280neck
hdr
Side Special
5-10variesSakurai20 / 1005440neck
11-33variesSakurai20 / 1000neck
vanilla
Side Special
no hitboxes40
SpecialSWall vanilla
Side Special
no hitboxes51
vanilla
Side Special
no hitboxes42
hdr
Side Special
no hitboxes18
SpecialAirSHold vanilla
Side Special
no hitboxes
hdr
Side Special
no hitboxes25
hdr
Up Special
82590°50 / 8408240top
82090°40 / 80-20top
9-23180°1 / 1-120, 1head, hip
hdr
Up Special
no hitboxes33
SpecialHiFall vanilla
Up Special
no hitboxes
SpecialHiLandingFall vanilla
Up Special
no hitboxes46
hdr¶•
Up Special
82590°50 / 84-27824420top
82090°40 / 80-290top
9-23180°1 / 1-400, 1head, hip
hdr
Down Special
10-33875°40 / 100-6910860, 1, 2top
40-431090°60 / 100-380, 1, 2top
hdr
Down Special
10-332367°80 / 30-7210860, 1, 2top
40-43470°85 / 120-410, 1, 2top

Grabs

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Grab
7-8– / –1370grab
CatchPull vanilla
Grab
no hitboxes2
vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-161200top
vanilla
Grab
no hitboxes30
vanilla
Dash Grab
16-22– / –1560grab
16-17– / –1grab
vanilla
Pivot Grab
17-23– / –1540grab
17-18– / –1grab
vanilla
Air Grab (Tether)
spawns plunger153
vanilla
Air Grab (Tether)
no hitboxes21

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1945°60 / 651538230
1-143Sakurai60 / 1000
hdr
Back Throw
11145°80 / 731538230
1-143Sakurai40 / 1000
hdr
Up Throw
1890°89 / 721840220
1-393Sakurai40 / 1000
hdr
Down Throw
1765°75 / 302641150
1-173Sakurai40 / 1000
18-250.5Sakurai30 / 100-200top

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 4–266010
hdr
Air Dodge
intangible 4–266010
vanilla
Ledge Attack
20-22945°90 / 20-2920560top
vanilla
Get-Up Attack
19-20748°80 / 48-2519500top
24-25748°80 / 48-200top
vanilla
Get-Up Attack
20-21748°80 / 48-2420500top
24-25748°80 / 48-200top
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 hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes38
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
DownSpot vanilla
DownSpot
no hitboxes30
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 hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes31

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

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.

Fireball

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1-506Sakurai11 / 230top

Plunger

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Air Grab (Tether)
1+542°10 / 1000plungerrope26

Attributes

Weight & Size

Weight
100
Jostle Weight
5.7
Shield Radius
10.5

Ground Movement

Walk Speed
1.1
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.435
Run Speed
1.555
Run Accel (mul)
0.04
Run Accel (add)
0.02
Traction
0.031

Jumps

Jumpsquat
4
Jump Initial Y
12.1
Full Hop Height
44
Short Hop Height
14
Air Jump Height
34
Jump Count
2
Horizontal Jump Speed
1.28
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
0.8
Air Accel (add)
0.015
Air Accel (mul)
0.03
Air Friction
0.01
Gravity
0.079
Fall Speed
1.71

Landing Lag

Nair
7
Fair
11
Bair
8
Uair
7
Dair
10
Empty Landing
4
Heavy Landing
5

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Air, Back Air, Down Air, Side Special (End), Side Special (Air, End), Down Special, Down Special (Air), Grab, Up Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Up Special, Up Special (Air)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Side Special (Discharge)
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.
  • Fireball is on the field for up to 50 frames (param_fireball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Fireball: Regular
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fireball — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
  • Also spawns Plunger — see Projectiles & Articles below.Grab, Dash Grab, Pivot Grab
  • Damage comes from Plunger — see Projectiles & Articles below.Air Grab (Tether)
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, Side Special (Start), Side Special (Wall), Side Special (Air, Start), Up Special (Drop), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Hold), Side Special (Air, Hold), Up Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 42 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)
  • 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.