Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-3 | 3 | 83° | 25 fixed | -10 | 2 | 16 | – | 0, 1, 2 | shoulderl, arml, handl |
| 2-3 | 3 | Sakurai | 20 / 30 | -10 | 3 | top | ||||
| hdr Jab | 2-3 | 2 | 80° | 25 fixed | -12 | 2 | 18 | – | 0, 1, 2 | shoulderr, bust, armr |
| 2-3 | 2 | Sakurai | 20 / 30 | -12 | 3 | top | ||||
| hdr‡ Jab | 3-7 | 5 | Sakurai | 35 / 83 | -20 | 3 | 28 | – | 0, 1 | legr, footr |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 6-9 | 9 | 60° | 60 / 61 | -25 | 6 | 38 | – | 0, 1 | legl, kneel |
| 10-20 | 8 | 110° | 60 / 61 | -21 | 0, 1 | legl, kneel |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 5-7 | 8 | Sakurai | 40 / 80 | -14 | 5 | 26 | – | 0, 1, 2 | kneer, legr, hip |
| hdr Forward Tilt | 5-7 | 8 | Sakurai | 40 / 80 | -14 | 5 | 26 | – | 0, 1, 2 | kneer, legr, hip |
| hdr Forward Tilt | 5-7 | 8 | Sakurai | 40 / 80 | -14 | 5 | 26 | – | 0, 1, 2 | kneer, legr, hip |
| hdr‡ Up Tilt | 5-6 | 8 | 92° | 40 / 100 | -18 | 5 | 30 | – | 0, 1, 2 | head, arml |
| 7-11 | 8 | 92° | 40 / 100 | -16 | 0, 1, 2 | head, arml | ||||
| hdr Down Tilt | 5-8 | 8 | 80° | 35 / 80 | -13 | 5 | 25 | – | 0, 1, 2 | hip, kneel |
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 | 15-17 | 14 | Sakurai | 25 / 95 | -25 | 15 | 50 | – | 0 | arml |
| 15-17 | 18 | Sakurai | 25 / 95 | -23 | 1 | arml | ||||
| hdr Forward Smash | 15-17 | 14 | Sakurai | 25 / 95 | -25 | 15 | 50 | – | 0 | arml |
| 15-17 | 18 | Sakurai | 25 / 95 | -23 | 1 | arml | ||||
| hdr Forward Smash | 15-17 | 14 | Sakurai | 25 / 95 | -25 | 15 | 50 | – | 0 | arml |
| 15-17 | 18 | Sakurai | 25 / 95 | -23 | 1 | arml | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 9-12 | 14 | 83° | 32 / 95 | -23 | 9 | 42 | – | 0, 1 | head, bust |
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 5-6 | 15 | Sakurai | 40 / 75 | -29 | 5 | 45 | – | 0, 1 | top |
| 14-15 | 12 | 38° | 35 / 75 | -22 | 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 | Sakurai | 20 / 100 | +1 | 3 | 46 | 7 | 1-2, 35– | 0, 1 | kneer, kneel |
| 6-30 | 9 | Sakurai | 20 / 100 | -1 | 0, 1 | kneer, kneel | |||||
| hdr Forward Air | 16-17 | 14 | 280° | 30 / 35 | -2 | 16 | 46 | 11 | 1-3, 43– | 0 | shoulderl |
| 16-17 | 15 | 280° | 30 / 35 | -1 | 1 | arml | |||||
| 18-21 | 14 | 280° | 30 / 35 | -2 | 0 | shoulderl | |||||
| 18-21 | 15 | 280° | 30 / 35 | -1 | 1 | arml | |||||
| 22 | 14 | 280° | 30 / 35 | -2 | 0 | shoulderl | |||||
| 22 | 15 | 280° | 30 / 35 | -1 | 1 | arml | |||||
| hdr‡ Back Air | 6-7 | 11 | 38° | 40 / 81 | +1 | 6 | 34 | 7 | 1-5, 23– | 0, 1 | legr, kneer |
| 8-16 | 8 | Sakurai | 19 / 110 | -1 | 0, 1 | legr, kneer | |||||
| hdr‡ Up Air | 4-7 | 10 | 68° | 30 / 84 | 0 | 4 | 30 | 7 | 1-2, 19– | 0, 1 | legr, kneer |
| 8-9 | 9 | 60° | 30 / 82 | -1 | 0, 1 | legr, kneer | |||||
| hdr◆‡ Down Air | 8-29 | 1.1 | 80° | 33 / 25 | -10 | 8 | 42 | 12 | 1-2, 36– | 0 | top |
| 8-29 | 1.1 | 365° | 33 / 25 | -10 | 1, 2 | top |
Special Attacks
21 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | spawns fireball | 18 | 42 | – | – | |||||
| hdr‡ Neutral Special | 20-21 | 14 | 50° | 52 / 101 | -22 | 20 | 52 | – | 0, 1 | top |
| 22-26 | 9 | 40° | 50 / 100 | -23 | 0, 1 | top | ||||
| hdr➔‡ Neutral Special | spawns fireball | 18 | 42 | – | – | |||||
| hdr‡ Neutral Special | 20-21 | 14 | 50° | 52 / 101 | -22 | 20 | 52 | – | 0, 1 | top |
| 22-26 | 9 | 40° | 50 / 100 | -23 | 0, 1 | top | ||||
| hdr◆∅⊘ Side Special | 8-9 | 8 | 70° | 88 / 40 | -27 | 8 | 42 | – | 0, 1 | top |
| 12-13 | 8 | 70° | 88 / 40 | -23 | 0, 1 | top | ||||
| 16-17 | 6 | 65° | 72 / 50 | -20 | 0, 1 | top | ||||
| 20-21 | 6 | 65° | 72 / 50 | -16 | 0, 1 | top | ||||
| hdr◆∅⊘ Side Special | 8-9 | 8 | 70° | 88 / 40 | -30 | 8 | 45 | – | 0, 1 | top |
| 12-13 | 8 | 70° | 88 / 40 | -26 | 0, 1 | top | ||||
| 16-17 | 6 | 65° | 72 / 50 | -23 | 0, 1 | top | ||||
| 20-21 | 6 | 65° | 72 / 50 | -19 | 0, 1 | top | ||||
| hdr Up Special | 4-6 | 4 | 60° | 160 fixed | -29 | 4 | 38 | – | 0 | top |
| 4-6 | 4 | 86° | 150 fixed | -29 | 1 | top | ||||
| 4-6 | 4 | 100° | 150 fixed | -29 | 2 | top | ||||
| 7-16 | 0.6 | 60° | 180 fixed | -28 | 0 | top | ||||
| 7-16 | 0.6 | 92° | 170 fixed | -28 | 1 | top | ||||
| 7-16 | 0.6 | 60° | 110 fixed | -28 | 2 | top | ||||
| 7-16 | 0.6 | 92° | 110 fixed | -28 | 3 | top | ||||
| 17-18 | 3 | 60° | 50 / 140 | -17 | 0, 1 | shoulderl, hip | ||||
| hdr Up Special | 4-6 | 4 | 60° | 160 fixed | -29 | 4 | 38 | – | 0 | top |
| 4-6 | 4 | 86° | 150 fixed | -29 | 1 | top | ||||
| 4-6 | 4 | 100° | 150 fixed | -29 | 2 | top | ||||
| 7-16 | 0.6 | 60° | 180 fixed | -28 | 0 | top | ||||
| 7-16 | 0.6 | 92° | 170 fixed | -28 | 1 | top | ||||
| 7-16 | 0.6 | 60° | 110 fixed | -28 | 2 | top | ||||
| 7-16 | 0.6 | 92° | 110 fixed | -28 | 3 | top | ||||
| 17-18 | 3 | 60° | 50 / 140 | -17 | 0, 1 | shoulderl, 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 | 1-19 | varies | 45° | 100 / 45 | – | 1 | 20 | – | 0 | top |
| SpecialLwLanding vanilla• Down Special | no hitboxes | – | 13 | – | – | |||||
| hdr◆•‡ Down Special | no hitboxes | – | 21 | 12 | – | |||||
| SpecialAirLwHold vanilla◆• Down Special | no hitboxes | – | – | 12 | – | |||||
| SpecialAirLwLight vanilla◆ Down Special | no hitboxes | – | 11 | – | – | |||||
| SpecialAirLwHeavy vanilla◆• Down Special | no hitboxes | – | 28 | 12 | – | |||||
| SpecialAirLwCancel vanilla• Down Special | no hitboxes | – | 28 | 12 | – | |||||
| hdr Down Special | 1-10 | 14 | 70° | 70 / 85 | 0 | 1 | 11 | – | 0 | claviclec |
| hdr‡ Down Special | 1-26 | 7 | 70° | 0 / 100 | -20 | 1 | 27 | – | 0 | top |
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 35 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -18 | 1 | 22 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 41 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 8 | 45° | 60 / 65 | – | 13 | 28 | 15 | 0 | – |
| 1-27 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 12 | 45° | 75 / 78 | – | 44 | 60 | 16 | 0 | – |
| 1-39 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 6 | 90° | 70 / 90 | – | 18 | 37 | 19 | 0 | – |
| 1-36 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 6 | 90° | 58 / 95 | – | 18 | 38 | 20 | 0 | – |
| 1-37 | 3 | Sakurai | 40 / 100 | – | 0 | – |
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 | – | 58 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 58 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 9 | 45° | 90 / 20 | -27 | 24 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -27 | 19 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -30 | 16 | 52 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -25 | 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 | – | 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
| 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 | – | – | |||||
✕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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Regular | 1-4 | 6 | Sakurai | 25 / 30 | 0 | top |
| 5-29 | 6 | Sakurai | 25 / 30 | 0 | top | |
| 30-100 | 6 | Sakurai | 25 / 30 | 0 | top |
Hugeflame
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Regular | 60-99 | 2.5 | 50° | 25 / 40 | 0 | fire1 |
| 60-99 | 2.5 | 48° | 25 / 40 | 1 | fire2 | |
| 100-149 | 3 | 23° | 20 / 90 | 0 | fire1 | |
| 100-149 | 3 | 20° | 20 / 90 | 1 | fire2 | |
| 100-149 | 3 | 50° | 15 / 100 | 2 | fire1 | |
| 100-149 | 3 | 48° | 15 / 100 | 3 | fire2 | |
| 150-219 | 3.5 | 23° | 10 / 120 | 0 | fire1 | |
| 150-219 | 3.5 | 20° | 10 / 120 | 1 | fire2 | |
| 150-219 | 3.5 | 50° | 5 / 130 | 2 | fire1 | |
| 150-219 | 3.5 | 48° | 5 / 130 | 3 | fire2 |
Pumpwater
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Regular | 1-12 | 0 | 55° | 70 fixed | 0 | top |
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
Mario