Marth

112 moves51 changed by HDR61 vanillainternal marth
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Jab
4-6378°55 / 30-18426–0sword2
4-6365°55 / 30-181armr
4-6590°55 / 30-172sword2
hdr◆
Jab
3-8445°62 / 75-18326–0, 1sword2, armr
3-8645°62 / 75-172sword2

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
13-1610110°70 / 55-191340–0sword2
13-169Sakurai35 / 60-201armr
13-1612110°70 / 55-182sword2

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-118Sakurai40 / 75-19834–0, 1sword2, shoulderr
8-1111.5Sakurai70 / 80-172sword2
hdr‡
Up Tilt
6-89110°40 / 120-20633–0sword2
6-89Sakurai40 / 118-201shoulderr
6-812110°50 / 100-182sword2
9-131085°40 / 120-160sword2
9-139Sakurai40 / 118-171shoulderr
9-131380°50 / 100-142sword2
hdr
Down Tilt
7-9930°40 / 40-8722–0sword2
7-9830°25 / 40-81armr
7-91030°50 / 40-72sword2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
10-121438°52 / 72-281048–0, 1sword2, shoulderr
10-1220Sakurai65 / 81-242sword2
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
13-143125°155 fixed-321349–0top
13-171489°40 / 85-261sword1
13-171889°60 / 80-242sword1
13-171490°40 / 85-263sword1
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
6-81075°60 / 93-43657–0sword2
6-810Sakurai60 / 93-431, 2armr, hip
6-81580°50 / 93-403sword2
22-241175°40 / 93-260sword2
22-2411Sakurai40 / 93-261, 2armr, hip
22-241680°50 / 89-243sword2

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-7490°40 / 50-465081-2, 37–0, 4sword2
6-74100°50 / 50-41, 2, 3sword2, armr, hip
6-74100°40 / 50-45, 6, 7sword2, armr, hip
15-2110Sakurai50 / 80-10, 1, 2sword2, armr
15-2110Sakurai55 / 80-13hip
hdr‡
Forward Air
5-910Sakurai30 / 70-2532933–0sword2
5-99Sakurai20 / 70-31claviclec
5-91367°42 / 7002sword2
hdr‡
Back Air
7-1110Sakurai30 / 70-5733121-2, 28–0sword2
7-119Sakurai25 / 70-61claviclec
7-1113Sakurai30 / 70-32sword2
hdr‡
Up Air
5-101390°45 / 70+154281-2, 36–0sword2
5-101080°30 / 70-11sword2
5-10980°18 / 70-22claviclec
hdr◆
Down Air
6-913290°32 / 54-5660141-2, 55–0sword2
6-91080°40 / 70-71sword2
6-99Sakurai20 / 70-82shoulderr

Special Attacks

40 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–12––
SpecialNLoop vanilla•
Neutral Special
no hitboxes––––
hdr
Neutral Special
18Sakurai30 / 90-32140–0top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
18Sakurai30 / 90-32140–0top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
18Sakurai30 / 90-32140–0top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
122Sakurai30 / 90-24140–0top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Neutral Special
122Sakurai30 / 90-24140–0top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Neutral Special
122Sakurai30 / 90-24140–0top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–12––
SpecialAirNLoop vanilla•
Neutral Special
no hitboxes––––
hdr
Neutral Special
18Sakurai30 / 90-32140–0top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
18Sakurai30 / 90-32140–0top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
18Sakurai30 / 90-32140–0top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
122Sakurai30 / 90-24140–0top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Neutral Special
122Sakurai30 / 90-24140–0top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Neutral Special
122Sakurai30 / 90-24140–0top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr‡
Side Special
6480°25 / 60-19630–0top
6492°25 / 60-191top
6420°25 / 60-192top
hdr
Side Special
5-8380°30 / 70-30539–0top
5-8485°30 / 50-291top
5-8360°30 / 70-302top
hdr
Side Special
6-8375°30 / 30-29639–0top
6-8490°30 / 30-281top
6-8340°30 / 30-292top
hdr
Side Special
6-8480°60 / 60-33644–0top
6-8585°60 / 40-331top
6-8460°60 / 60-332top
hdr
Side Special
5-7350°52 / 30-35544–0top
5-7455°45 / 30-341top
5-7340°59 / 30-352top
hdr
Side Special
6-85270°41 / 65-33644–0top
6-86270°41 / 65-321top
vanilla
Side Special
6-10579°85 / 40-34645–0, 2top
6-10787°80 / 40-331, 3top
vanilla
Side Special
7-94Sakurai74 / 103-44756–0, 2top
7-96Sakurai85 / 125-431top
vanilla
Side Special
7-16 (every 3)280°2 / 20-64775–0, 1, 2top
19-21430°57 / 90-510, 2top
19-21530°60 / 90-511top
hdr
Side Special
9-11378°35 / 75-17930–0top
9-11488°35 / 75-161top
9-11320°35 / 75-172top
hdr
Side Special
5-8380°30 / 70-32541–0top
5-8485°30 / 50-311top
5-8360°30 / 70-322top
hdr
Side Special
6-8375°30 / 30-31641–0top
6-8490°30 / 30-301top
6-8340°30 / 30-312top
hdr
Side Special
6-8480°60 / 60-36647–0top
6-8585°60 / 40-361top
6-8460°60 / 60-362top
hdr
Side Special
5-7350°52 / 30-38547–0top
5-7455°45 / 30-371top
5-7340°59 / 30-382top
hdr
Side Special
6-85270°41 / 65-36647–0top
6-86270°41 / 65-351top
vanilla
Side Special
6-10579°85 / 40-34645–0, 2top
6-10787°80 / 40-331, 3top
vanilla
Side Special
7-94Sakurai74 / 103-44756–0, 2top
7-96Sakurai85 / 125-431top
vanilla
Side Special
7-16 (every 3)280°2 / 20-64775–0, 1, 2top
19-21430°57 / 90-510, 2top
19-21530°60 / 90-511top
hdr‡
Up Special
611Sakurai70 / 89-26641–0sword2
61074°70 / 74-271, 2sword2, shoulderr
7-12774°20 / 90-280, 2sword2, shoulderr
7-127Sakurai20 / 90-281sword2
hdr‡•
Up Special
611Sakurai70 / 89-28641360sword2
61074°70 / 74-291, 2sword2, shoulderr
7-12774°20 / 90-310, 2sword2, shoulderr
7-127Sakurai20 / 90-311sword2
vanilla
Down Special
no hitboxes–65––
hdr⊗
Down Special
5-78Sakurai90 / 35-30542–0, 1, 2, 3sword1, armr, claviclel
vanilla
Down Special
no hitboxes–65––
hdr⊗
Down Special
5-78Sakurai90 / 35-30542–0, 1, 2, 3sword1, armr, claviclel

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
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
1450°70 / 45–1528130–
1-273Sakurai40 / 100–0–
hdr
Back Throw
14117°70 / 60–1645290–
1-443Sakurai40 / 100–0–
vanilla
Up Throw
1593°70 / 102–1337240–
1-363Sakurai40 / 100–0–
hdr
Down Throw
14130°65 / 50–1641250–
1-403Sakurai40 / 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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
23-25945°90 / 20-282358–0top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
22-23748°80 / 48-240top
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–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
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–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
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–43––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
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–41––

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––

Attributes

Weight & Size

Weight
87
Jostle Weight
5
Shield Radius
12.5

Ground Movement

Walk Speed
1.6
Walk Accel (mul)
0.189
Walk Accel (add)
0
Initial Dash
1.5
Run Speed
1.8
Run Accel (mul)
0.06
Run Accel (add)
0
Traction
0.06

Jumps

Jumpsquat
4
Jump Initial Y
12.0335
Full Hop Height
33.66
Short Hop Height
13.995
Air Jump Height
26.24
Jump Count
2
Horizontal Jump Speed
1.2

Air Movement

Air Speed
0.9
Air Accel (add)
0.02
Air Accel (mul)
0.02
Air Friction
0.005
Gravity
0.085
Fall Speed
2.2

Landing Lag

Nair
8
Fair
9
Bair
12
Uair
8
Dair
14
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (50 -> 35 frames).Jab 1
  • HDR replaces the animation (45 -> 31 frames).Jab 2
  • HDR replaces the animation (70 -> 60 frames).Down Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Forward Smash, Down Smash, Forward Air, Back Air, Up Air, Side Special (1), Up Special, Up Special (Air), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (End), Neutral Special (EndHi), Neutral Special (EndLw), Neutral Special (EndMax), Neutral Special (EndMaxHi), Neutral Special (EndMaxLw), Neutral Special (Air, End), Neutral Special (Air, EndHi), Neutral Special (Air, EndLw), Neutral Special (Air, EndMax), Neutral Special (Air, EndMaxHi), Neutral Special (Air, EndMaxLw)
✕HDR removes this move’s hitboxes.
  • CliffEscape
⊗A counter. What it deals is a multiple of the attack it countered, so the figure in the damage column is only the floor — the multiplier and the ceiling come from the fighter’s parameters.
  • The counterattack deals 1.2x the damage of the move it counters (param_special_lw.attack_mul), never less than 8%, and at most 12% (param_special_lw.attack_max).Down Special (Hit), Down Special (Air, Hit)
•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, Neutral Special (Start), Neutral Special (Air, Start), 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.Neutral Special (Loop), Neutral Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 36 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.