Marth

112 moves51 changed by HDR61 vanillainternal marth
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-6378°55 / 30-184260sword2
4-6365°55 / 30-181armr
4-6590°55 / 30-172sword2
hdr
Jab
3-8445°62 / 75-183260, 1sword2, armr
3-8645°62 / 75-172sword2

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
13-1610110°70 / 55-1913400sword2
13-169Sakurai35 / 60-201armr
13-1612110°70 / 55-182sword2

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-118Sakurai40 / 75-198340, 1sword2, shoulderr
8-1111.5Sakurai70 / 80-172sword2
hdr
Up Tilt
6-89110°40 / 120-206330sword2
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 / 40-87220sword2
7-9830°25 / 40-81armr
7-91030°50 / 40-72sword2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
10-121438°52 / 72-2810480, 1sword2, shoulderr
10-1220Sakurai65 / 81-242sword2
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
13-143125°155 fixed-3213490top
13-171489°40 / 85-261sword1
13-171889°60 / 80-242sword1
13-171490°40 / 85-263sword1
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-81075°60 / 93-436570sword2
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 hitboxes12
SpecialNLoop vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
18Sakurai30 / 90-321400top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
18Sakurai30 / 90-321400top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
18Sakurai30 / 90-321400top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
122Sakurai30 / 90-241400top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Neutral Special
122Sakurai30 / 90-241400top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Neutral Special
122Sakurai30 / 90-241400top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
SpecialAirNStart vanilla
Neutral Special
no hitboxes12
SpecialAirNLoop vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
18Sakurai30 / 90-321400top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
18Sakurai30 / 90-321400top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
18Sakurai30 / 90-321400top
19Sakurai60 / 100-321top
18Sakurai30 / 90-322top
19Sakurai60 / 100-323top
hdr
Neutral Special
122Sakurai30 / 90-241400top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Neutral Special
122Sakurai30 / 90-241400top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Neutral Special
122Sakurai30 / 90-241400top
124Sakurai60 / 100-231top
122Sakurai30 / 90-242top
124Sakurai60 / 100-233top
hdr
Side Special
6480°25 / 60-196300top
6492°25 / 60-191top
6420°25 / 60-192top
hdr
Side Special
5-8380°30 / 70-305390top
5-8485°30 / 50-291top
5-8360°30 / 70-302top
hdr
Side Special
6-8375°30 / 30-296390top
6-8490°30 / 30-281top
6-8340°30 / 30-292top
hdr
Side Special
6-8480°60 / 60-336440top
6-8585°60 / 40-331top
6-8460°60 / 60-332top
hdr
Side Special
5-7350°52 / 30-355440top
5-7455°45 / 30-341top
5-7340°59 / 30-352top
hdr
Side Special
6-85270°41 / 65-336440top
6-86270°41 / 65-321top
vanilla
Side Special
6-10579°85 / 40-346450, 2top
6-10787°80 / 40-331, 3top
vanilla
Side Special
7-94Sakurai74 / 103-447560, 2top
7-96Sakurai85 / 125-431top
vanilla
Side Special
7-16 (every 3)280°2 / 20-647750, 1, 2top
19-21430°57 / 90-510, 2top
19-21530°60 / 90-511top
hdr
Side Special
9-11378°35 / 75-179300top
9-11488°35 / 75-161top
9-11320°35 / 75-172top
hdr
Side Special
5-8380°30 / 70-325410top
5-8485°30 / 50-311top
5-8360°30 / 70-322top
hdr
Side Special
6-8375°30 / 30-316410top
6-8490°30 / 30-301top
6-8340°30 / 30-312top
hdr
Side Special
6-8480°60 / 60-366470top
6-8585°60 / 40-361top
6-8460°60 / 60-362top
hdr
Side Special
5-7350°52 / 30-385470top
5-7455°45 / 30-371top
5-7340°59 / 30-382top
hdr
Side Special
6-85270°41 / 65-366470top
6-86270°41 / 65-351top
vanilla
Side Special
6-10579°85 / 40-346450, 2top
6-10787°80 / 40-331, 3top
vanilla
Side Special
7-94Sakurai74 / 103-447560, 2top
7-96Sakurai85 / 125-431top
vanilla
Side Special
7-16 (every 3)280°2 / 20-647750, 1, 2top
19-21430°57 / 90-510, 2top
19-21530°60 / 90-511top
hdr
Up Special
611Sakurai70 / 89-266410sword2
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 hitboxes65
hdr
Down Special
5-78Sakurai90 / 35-305420, 1, 2, 3sword1, armr, claviclel
vanilla
Down Special
no hitboxes65
hdr
Down Special
5-78Sakurai90 / 35-305420, 1, 2, 3sword1, armr, claviclel

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-251290top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –410grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1450°70 / 451528130
1-273Sakurai40 / 1000
hdr
Back Throw
14117°70 / 601645290
1-443Sakurai40 / 1000
vanilla
Up Throw
1593°70 / 1021337240
1-363Sakurai40 / 1000
hdr
Down Throw
14130°65 / 501641250
1-403Sakurai40 / 1000

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 4–265710
hdr
Air Dodge
intangible 4–265710
vanilla
Ledge Attack
23-25945°90 / 20-2823580top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
22-23748°80 / 48-240top
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 hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
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 hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes43
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes41

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

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.