Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-3 | 3 | 83° | 20 fixed | -9 | 2 | 15 | – | 0, 1, 2 | shoulderl, arml |
| 2-3 | 3 | Sakurai | 20 / 20 | -9 | 3 | top | ||||
| hdr Jab | 3-4 | 2 | 83° | 20 fixed | -12 | 3 | 19 | – | 0, 1, 2 | shoulderr, armr |
| 3-4 | 2 | Sakurai | 20 / 20 | -12 | 3 | top | ||||
| hdr Jab | 5-7 | 5 | Sakurai | 30 / 100 | -13 | 5 | 23 | – | 0, 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 4-12 (every 4) | 2 | 0° | 38 / 10 | -40 | 4 | 48 | – | 0 | top |
| 4-12 (every 4) | 2 | 0° | 60 / 10 | -40 | 1 | top | ||||
| 16 | 2 | 15° | 24 / 10 | -28 | 0 | top | ||||
| 16 | 2 | 10° | 48 / 10 | -28 | 1 | top | ||||
| 25 | 4 | Sakurai | 40 / 161 | -18 | 0, 1 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 5-9 | 10 | Sakurai | 15 / 100 | -20 | 5 | 33 | – | 0 | hip |
| 5-9 | 11 | Sakurai | 15 / 100 | -19 | 1, 2 | legl, kneel | ||||
| hdr Forward Tilt | 5-9 | 10 | Sakurai | 15 / 100 | -20 | 5 | 33 | – | 0 | hip |
| 5-9 | 11 | Sakurai | 15 / 100 | -19 | 1, 2 | legl, kneel | ||||
| hdr Forward Tilt | 5-9 | 10 | Sakurai | 15 / 100 | -20 | 5 | 33 | – | 0 | hip |
| 5-9 | 11 | Sakurai | 15 / 100 | -19 | 1, 2 | legl, kneel | ||||
| hdr Up Tilt | 5-10 | 9 | 100° | 35 / 118 | -18 | 5 | 30 | – | 0, 1, 2 | neck, arml, handl |
| hdr Down Tilt | 5-8 | 5 | Sakurai | 32 / 72 | -7 | 5 | 17 | – | 0, 1 | kneer, legr |
Smash Attacks
8 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 | 12-13 | 15 | Sakurai | 20 / 119 | -20 | 12 | 43 | – | 0, 1, 2 | shoulderl, shoulderr |
| hdr Forward Smash | 12-13 | 15 | Sakurai | 20 / 119 | -19 | 12 | 42 | – | 0, 1, 2 | shoulderl, shoulderr |
| hdr Forward Smash | 12-13 | 15 | Sakurai | 20 / 119 | -19 | 12 | 42 | – | 0, 1, 2 | shoulderl, shoulderr |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 9-14 | 14 | 110° | 35 / 106 | -22 | 9 | 41 | – | 0, 1 | head, hip |
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 6-7 | 14 | 90° | 48 / 100 | -24 | 6 | 40 | – | 0, 1 | top |
| 14-15 | 14 | 90° | 48 / 100 | -16 | 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 | 3-5 | 12 | 90° | 20 / 106 | +1 | 3 | 45 | 7 | 1-2, 36– | 0, 1 | kneel, kneer |
| 6-31 | 8 | 80° | 20 / 100 | -1 | 0, 1 | kneel, kneer | |||||
| hdr‡ Forward Air | 7-10 | 13 | Sakurai | 41 / 94 | -2 | 7 | 29 | 11 | 1-2, 21– | 0, 1, 2 | shoulderl, arml, handl |
| hdr‡ Back Air | 6-7 | 11 | Sakurai | 22 / 94 | 0 | 6 | 32 | 8 | 1-2, 35– | 0, 1 | legr, kneer |
| 8-17 | 9 | Sakurai | 20 / 100 | -2 | 0, 1 | legr, kneer | |||||
| hdr Up Air | 4-11 | 11 | 70° | 30 / 95 | +1 | 4 | 30 | 7 | 1-2, 19– | 0, 1 | legr, kneer |
| hdr‡ Down Air | 10 | 14 | 270° | 10 / 55 | -1 | 10 | 29 | 10 | 1-5, 24– | 0 | hip |
| 10-14 | 14 | Sakurai | 25 / 110 | -1 | 1 | kneer | |||||
| 11-14 | 14 | Sakurai | 25 / 110 | -1 | 0 | hip |
Special Attacks
22 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔ Neutral Special | spawns fireball | 17 | 40 | – | – | |||||
| hdr Neutral Special | 17-20 | 9 | 68° | 65 / 55 | -31 | 17 | 55 | – | 0, 1 | top |
| hdr➔ Neutral Special | spawns fireball | 17 | 40 | – | – | |||||
| hdr Neutral Special | 17-20 | 9 | 68° | 65 / 55 | -26 | 17 | 50 | – | 0, 1 | top |
| vanilla• Side Special | no hitboxes | – | 18 | – | – | |||||
| SpecialSHold vanilla• Side Special | no hitboxes | – | – | – | – | |||||
| SpecialSHoldEnd vanilla Side Special | no hitboxes | – | 40 | – | – | |||||
| hdr Side Special | 5-7 | 10 | Sakurai | 30 / 80 | -31 | 5 | 44 | – | 0 | neck |
| 8-33 | 10 | Sakurai | 30 / 80 | -28 | 0 | neck | ||||
| hdr※ Side Special | 5-10 | varies | Sakurai | 20 / 100 | – | 5 | 44 | – | 0 | neck |
| 11-33 | varies | Sakurai | 20 / 100 | – | 0 | neck | ||||
| vanilla‡ Side Special | no hitboxes | – | 40 | – | – | |||||
| SpecialSWall vanilla• Side Special | no hitboxes | – | 51 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 42 | – | – | |||||
| hdr• Side Special | no hitboxes | – | 18 | – | – | |||||
| SpecialAirSHold vanilla• Side Special | no hitboxes | – | – | – | – | |||||
| hdr‡ Side Special | no hitboxes | – | 25 | – | – | |||||
| hdr¶ Up Special | 8 | 25 | 90° | 50 / 84 | 0 | 8 | 24 | – | 0 | top |
| 8 | 20 | 90° | 40 / 80 | -2 | 0 | top | ||||
| 9-23 | 1 | 80° | 1 / 1 | -12 | 0, 1 | head, hip | ||||
| hdr• Up Special | no hitboxes | – | 33 | – | – | |||||
| SpecialHiFall vanilla• Up Special | no hitboxes | – | – | – | – | |||||
| SpecialHiLandingFall vanilla Up Special | no hitboxes | – | 46 | – | – | |||||
| hdr¶• Up Special | 8 | 25 | 90° | 50 / 84 | -27 | 8 | 24 | 42 | 0 | top |
| 8 | 20 | 90° | 40 / 80 | -29 | 0 | top | ||||
| 9-23 | 1 | 80° | 1 / 1 | -40 | 0, 1 | head, hip | ||||
| hdr‡ Down Special | 10-33 | 8 | 75° | 40 / 100 | -69 | 10 | 86 | – | 0, 1, 2 | top |
| 40-43 | 10 | 90° | 60 / 100 | -38 | 0, 1, 2 | top | ||||
| hdr‡ Down Special | 10-33 | 2 | 367° | 80 / 30 | -72 | 10 | 86 | – | 0, 1, 2 | top |
| 40-43 | 4 | 70° | 85 / 120 | -41 | 0, 1, 2 | top | ||||
Grabs
9 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Grab | 7-8 | – | – | – / – | – | 1 | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | top |
| vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| vanilla➔ Dash Grab | 16-22 | – | – | – / – | – | 1 | 56 | – | 0 | grab |
| 16-17 | – | – | – / – | – | 1 | grab | ||||
| vanilla➔ Pivot Grab | 17-23 | – | – | – / – | – | 1 | 54 | – | 0 | grab |
| 17-18 | – | – | – / – | – | 1 | grab | ||||
| vanilla➔ Air Grab (Tether) | spawns plunger | 1 | 53 | – | – | |||||
| vanilla Air Grab (Tether) | no hitboxes | – | 21 | – | – | |||||
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 9 | 45° | 60 / 65 | – | 15 | 38 | 23 | 0 | – |
| 1-14 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 11 | 45° | 80 / 73 | – | 15 | 38 | 23 | 0 | – |
| 1-14 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 8 | 90° | 89 / 72 | – | 18 | 40 | 22 | 0 | – |
| 1-39 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 7 | 65° | 75 / 30 | – | 26 | 41 | 15 | 0 | – |
| 1-17 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 18-25 | 0.5 | Sakurai | 30 / 100 | -20 | 0 | top |
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 | – | 60 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 60 | 10 | – | |||||
| vanilla Ledge Attack | 20-22 | 9 | 45° | 90 / 20 | -29 | 20 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -25 | 19 | 50 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -20 | 0 | top | ||||
| vanilla Get-Up Attack | 20-21 | 7 | 48° | 80 / 48 | -24 | 20 | 50 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -20 | 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 | – | 38 | – | – | |||||
| 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 | – | 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 | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 31 | – | – | |||||
Other
5 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 | – | 5 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Regular | 1-50 | 6 | Sakurai | 11 / 23 | 0 | top |
Plunger
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Air Grab (Tether) | 1+ | 5 | 42° | 10 / 100 | 0 | plungerrope26 |
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
Luigi