Mario

98 moves41 changed by HDR57 vanillainternal mario
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3383°25 fixed-10216–0, 1, 2shoulderl, arml, handl
2-33Sakurai20 / 30-103top
hdr
Jab
2-3280°25 fixed-12218–0, 1, 2shoulderr, bust, armr
2-32Sakurai20 / 30-123top
hdr‡
Jab
3-75Sakurai35 / 83-20328–0, 1legr, footr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-9960°60 / 61-25638–0, 1legl, kneel
10-208110°60 / 61-210, 1legl, kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-78Sakurai40 / 80-14526–0, 1, 2kneer, legr, hip
hdr
Forward Tilt
5-78Sakurai40 / 80-14526–0, 1, 2kneer, legr, hip
hdr
Forward Tilt
5-78Sakurai40 / 80-14526–0, 1, 2kneer, legr, hip
hdr‡
Up Tilt
5-6892°40 / 100-18530–0, 1, 2head, arml
7-11892°40 / 100-160, 1, 2head, arml
hdr
Down Tilt
5-8880°35 / 80-13525–0, 1, 2hip, kneel

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
15-1714Sakurai25 / 95-251550–0arml
15-1718Sakurai25 / 95-231arml
hdr
Forward Smash
15-1714Sakurai25 / 95-251550–0arml
15-1718Sakurai25 / 95-231arml
hdr
Forward Smash
15-1714Sakurai25 / 95-251550–0arml
15-1718Sakurai25 / 95-231arml
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
9-121483°32 / 95-23942–0, 1head, bust
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
5-615Sakurai40 / 75-29545–0, 1top
14-151238°35 / 75-220, 1top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-512Sakurai20 / 100+134671-2, 35–0, 1kneer, kneel
6-309Sakurai20 / 100-10, 1kneer, kneel
hdr
Forward Air
16-1714280°30 / 35-21646111-3, 43–0shoulderl
16-1715280°30 / 35-11arml
18-2114280°30 / 35-20shoulderl
18-2115280°30 / 35-11arml
2214280°30 / 35-20shoulderl
2215280°30 / 35-11arml
hdr‡
Back Air
6-71138°40 / 81+163471-5, 23–0, 1legr, kneer
8-168Sakurai19 / 110-10, 1legr, kneer
hdr‡
Up Air
4-71068°30 / 84043071-2, 19–0, 1legr, kneer
8-9960°30 / 82-10, 1legr, kneer
hdr◆‡
Down Air
8-291.180°33 / 25-10842121-2, 36–0top
8-291.1365°33 / 25-101, 2top

Special Attacks

21 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Neutral Special
spawns fireball1842––
hdr‡
Neutral Special
20-211450°52 / 101-222052–0, 1top
22-26940°50 / 100-230, 1top
hdr➔‡
Neutral Special
spawns fireball1842––
hdr‡
Neutral Special
20-211450°52 / 101-222052–0, 1top
22-26940°50 / 100-230, 1top
hdr◆∅⊘
Side Special
8-9870°88 / 40-27842–0, 1top
12-13870°88 / 40-230, 1top
16-17665°72 / 50-200, 1top
20-21665°72 / 50-160, 1top
hdr◆∅⊘
Side Special
8-9870°88 / 40-30845–0, 1top
12-13870°88 / 40-260, 1top
16-17665°72 / 50-230, 1top
20-21665°72 / 50-190, 1top
hdr
Up Special
4-6460°160 fixed-29438–0top
4-6486°150 fixed-291top
4-64100°150 fixed-292top
7-160.660°180 fixed-280top
7-160.692°170 fixed-281top
7-160.660°110 fixed-282top
7-160.692°110 fixed-283top
17-18360°50 / 140-170, 1shoulderl, hip
hdr
Up Special
4-6460°160 fixed-29438–0top
4-6486°150 fixed-291top
4-64100°150 fixed-292top
7-160.660°180 fixed-280top
7-160.692°170 fixed-281top
7-160.660°110 fixed-282top
7-160.692°110 fixed-283top
17-18360°50 / 140-170, 1shoulderl, hip
SpecialLwStart vanilla◆•
Down Special
no hitboxes–7––
SpecialLwHold vanilla◆•
Down Special
no hitboxes––––
SpecialLwLight vanilla◆
Down Special
no hitboxes–20––
SpecialLwHeavy vanilla
Down Special
no hitboxes–49––
hdr※¶
Down Special
1-19varies45°100 / 45–120–0top
SpecialLwLanding vanilla•
Down Special
no hitboxes–13––
hdr◆•‡
Down Special
no hitboxes–2112–
SpecialAirLwHold vanilla◆•
Down Special
no hitboxes––12–
SpecialAirLwLight vanilla◆
Down Special
no hitboxes–11––
SpecialAirLwHeavy vanilla◆•
Down Special
no hitboxes–2812–
SpecialAirLwCancel vanilla•
Down Special
no hitboxes–2812–
hdr
Down Special
1-101470°70 / 850111–0claviclec
hdr‡
Down Special
1-26770°0 / 100-20127–0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1845°60 / 65–1328150–
1-273Sakurai60 / 100–0–
hdr
Back Throw
11245°75 / 78–4460160–
1-393Sakurai40 / 100–0–
hdr
Up Throw
1690°70 / 90–1837190–
1-363Sakurai40 / 100–0–
hdr
Down Throw
1690°58 / 95–1838200–
1-373Sakurai40 / 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 4–26–5810–
hdr•
Air Dodge
intangible 4–26–5810–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
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–38––
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–38––
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–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
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–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–31––

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––

✕Vanilla spawned Mantle here; HDR does not, so it is not listed.

Projectiles & Articles

3 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
1-46Sakurai25 / 300top
5-296Sakurai25 / 300top
30-1006Sakurai25 / 300top

Hugeflame

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Regular
60-992.550°25 / 400fire1
60-992.548°25 / 401fire2
100-149323°20 / 900fire1
100-149320°20 / 901fire2
100-149350°15 / 1002fire1
100-149348°15 / 1003fire2
150-2193.523°10 / 1200fire1
150-2193.520°10 / 1201fire2
150-2193.550°5 / 1302fire1
150-2193.548°5 / 1303fire2

Pumpwater

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Regular
1-12055°70 fixed0top

Attributes

Weight & Size

Weight
100
Jostle Weight
5.8
Shield Radius
10

Ground Movement

Walk Speed
1.125
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.62
Run Speed
1.6
Run Accel (mul)
0.06
Run Accel (add)
0.02
Traction
0.061

Jumps

Jumpsquat
4
Jump Initial Y
11.946
Full Hop Height
34
Short Hop Height
13
Air Jump Height
33.5
Jump Count
2
Horizontal Jump Speed
1.6
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1
Air Accel (add)
0.01
Air Accel (mul)
0.065
Air Friction
0.016
Gravity
0.095
Fall Speed
1.8

Landing Lag

Nair
7
Fair
11
Bair
7
Uair
7
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (52 -> 40 frames).Down Air
  • HDR replaces the animation (59 -> 48 frames).Side Special, Side Special (Air)
  • HDR replaces the animation (20 -> 7 frames).Down Special (Start)
  • HDR replaces the animation (47 -> 13 frames).Down Special (Hold)
  • HDR replaces the animation (58 -> 20 frames).Down Special (Light)
  • HDR replaces the animation (20 -> 15 frames).Down Special (Air, Start)
  • HDR replaces the animation (47 -> 22 frames).Down Special (Air, Hold)
  • HDR replaces the animation (58 -> 11 frames).Down Special (Air, Light)
  • HDR replaces the animation (65 -> 28 frames).Down Special (Air, Heavy)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 3, Up Tilt, Up Smash, Back Air, Up Air, Down Air, Neutral Special, Neutral Special (Fire), Neutral Special (Air), Neutral Special (Air, Fire), Down Special (Air, Start), Down Special (Air, Landing), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Special (Jump)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Down Special (Jump)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frames 10-11, 14-15, 18-19: out, but unable to collide with a fighter, so not counted as active frames.Side Special, Side Special (Air)
✕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.
  • Pumpwater is on the field for up to 12 frames (param_pumpwater.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pumpwater: Regular
⊘This move spawned a projectile in vanilla that HDR no longer creates.
  • Spawned Mantle in vanilla; HDR does not.Side Special, Side Special (Air)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fireball — see Projectiles & Articles below.Neutral Special, Neutral 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, Down Special (Start), Down Special (Landing), Down Special (Air, Start), Down Special (Air, Cancel), 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.Down Special (Hold), Down Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames rather than the 20 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Start)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames and is the only way out of it. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Hold)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames rather than the 27 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Heavy), Down Special (Air, Cancel)
  • 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.