Mega Man

107 moves38 changed by HDR69 vanillainternal rockman
Notes ↓

Jabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
Attack11Start vanilla•
Jab
no hitboxes–6––
hdr➔•
Jab
spawns rockbuster213––
hdr◆
Jab
6-9290°30 / 15-10620–0top
6-92100°30 / 15-101top
6-92Sakurai20 / 30-102top
Attack11End vanilla
Jab
no hitboxes–16––
hdr
Jab
7-93100°30 / 15-13724–0top
7-9380°30 / 15-131top
hdr
Jab
10-12574°70 / 70-201035–0top
Attack1Turn vanilla•
Jab
no hitboxes–13––

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
10-1210Sakurai43 / 85-191037–0top
13-21765°38 / 112-180top

Tilt Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS3Start vanilla•
Forward Tilt
no hitboxes–6––
hdr➔•
Forward Tilt
spawns rockbuster213––
AttackS3End vanilla
Forward Tilt
no hitboxes–17––
AttackS3Slow vanilla•
Forward Tilt
no hitboxes––––
AttackS3Middle vanilla•
Forward Tilt
no hitboxes––––
AttackS3Fast vanilla•
Forward Tilt
no hitboxes––––
hdr‡
Forward Tilt
141065°54 / 94-221444–0, 1arml
15-1814270°70 / 10-130handl
15-181065°54 / 94-171handl
hdr•
Up Tilt
61785°84 / 73-35653180top
7-81285°80 / 73-370armr
9-16870°80 / 90-370, 1armr
hdr‡
Down Tilt
5-17967°70 / 60-26538–0top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla◆•
Forward Smash
no hitboxes–60––
hdr◆‡
Forward Smash
15-1914Sakurai45 / 87-301555–0footr
20-2511Sakurai45 / 87-260footr
hdr
Forward Smash
15-181278°50 / 64-241548–0footr
151278°50 / 64-241top
hdr‡
Forward Smash
15-199Sakurai60 / 62-271549–0footr
20-256Sakurai60 / 62-230footr
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
81.5120°160 fixed-58869–0, 1top
11-27 (every 4)190°40 fixed-550top
11-27 (every 4)1366°15 fixed-551, 2top
31-33990°40 / 137-310, 1top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
161780°31 / 101-411669–0, 1, 2, 3top
17-181780°30 / 101-400, 1, 2, 3top
19-321465°30 / 114-400, 1, 2, 3top

Aerial Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
6-8762°40 / 80-25637–1-2, 28–0, 1, 2, 3legl, kneel, footl, legr
9-184.562°40 / 80-230, 1, 2, 3legl, kneel, footl, legr
hdr➔‡
Neutral Air
spawns rockbuster2–71, 21––
AttackAirNEnd vanilla
Neutral Air
no hitboxes–––––
AttackAirNStart vanilla
Neutral Air
no hitboxes–––––
hdr
Forward Air
8-111155°60 / 84-2835101-2, 30–0, 1havel
8-111355°60 / 84-12havel
12-15958°35 / 64-40, 1, 2havel
hdr‡
Back Air
4-54.5365°40 / 19-10439141-3, 29–0, 1top
74.5365°40 / 19-100, 1top
9-105Sakurai20 / 200-100, 1top
hdr↛‡
Up Air
spawns airshooter1251171-3, 42––
hdr➔‡
Down Air
spawns hardknuckle1852131-4, 50––

Special Attacks

19 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla↛
Neutral Special
spawns metalblade739–––
vanilla↛
Neutral Special
spawns metalblade741–––
vanilla
Neutral Special
no hitboxes–33–––
vanilla
Neutral Special
no hitboxes–35–––
vanilla↛•
Neutral Special
spawns metalblade7394––
vanilla↛•
Neutral Special
spawns metalblade7414––
vanilla
Neutral Special
no hitboxes–33–––
vanilla
Neutral Special
no hitboxes–35–––
hdr➔
Side Special
spawns crashbomb1945–ADC 18–
hdr➔
Side Special
spawns crashbomb1945–ADC 18–
SpecialHiSquat vanilla•
Up Special
no hitboxes–4–––
hdr
Up Special
no hitboxes–24–––
hdr
Up Special
no hitboxes–24–––
hdr➔•‡
Down Special
spawns leafshield1643–––
vanilla
Down Special
no hitboxes–34–––
hdr➔•‡
Down Special
spawns leafshield1643–––
vanilla
Down Special
no hitboxes–34–––
hdr➔‡
BusterAirChargeShot
spawns chargeshot1552–––
hdr➔‡
BusterChargeShot
spawns chargeshot1552–––

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––– / –––44–0grab
hdr‡
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°60 / 65–1033230–
1-323Sakurai60 / 100–0–
hdr
Back Throw
11140°70 / 72–1844260–
1-433Sakurai40 / 100–0–
hdr‡
Up Throw
1790°70 / 72–1538230–
1-373Sakurai40 / 100–0–
hdr
Down Throw
1677°68 / 80–1735180–
1-343Sakurai40 / 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 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
14-15748°80 / 48-321452–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-321452–0top
24-25748°80 / 48-220top
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–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–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–26––
PassiveWallJump vanilla•
Tech
no hitboxes–40––
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–51––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
hdr•
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––

Projectiles & Articles

6 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.

Blackhole

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Move
1-70165°80 fixed0top
vanilla
Bomb
10-43265°50 / 1000top

Chargeshot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1+9–18Sakurai42–50 / 76–850top

Crashbomb

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
10Sakurai5 / 00top
2-510Sakurai5 / 00top
vanilla⇥
Explode
1-181.5Sakurai16 / 150top
19-51470°70 / 650top

Hardknuckle

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Regular
1-314270°30 / 480top
4-13690°30 / 600top
hdr⇥
Stick
1-13475°60 / 700top

Leafshield

6 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Start
1-481.5Sakurai35 / 200, 1, 2, 3leafshield1, leafshield2, leafshield3, leafshield4
hdr
Shield
1+1.5Sakurai35 / 200, 1, 2, 3leafshield1, leafshield2, leafshield3, leafshield4
hdr
Fly
1+3.865°50 / 700, 1, 2, 3leafshield1, leafshield2, leafshield3, leafshield4
hdr
StartReverse
1-481.5Sakurai35 / 200, 1, 2, 3leafshield1, leafshield2, leafshield3, leafshield4
hdr
ShieldReverse
1+1.5Sakurai35 / 200, 1, 2, 3leafshield1, leafshield2, leafshield3, leafshield4
hdr
FlyReverse
1+3.865°50 / 700, 1, 2, 3leafshield1, leafshield2, leafshield3, leafshield4

Rockbuster

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Regular
1-72Sakurai22 / 00top
8-152Sakurai11 / 00top
16-362Sakurai0 / 00top

Attributes

Weight & Size

Weight
102
Jostle Weight
6.2
Shield Radius
9.8

Ground Movement

Walk Speed
1.232
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.738
Run Speed
1.542
Run Accel (mul)
0.0858
Run Accel (add)
0.02
Traction
0.076

Jumps

Jumpsquat
4
Jump Initial Y
11.726
Full Hop Height
32.8
Short Hop Height
11.99
Air Jump Height
32.8
Jump Count
2
Horizontal Jump Speed
1.5
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1.08
Air Accel (add)
0.01
Air Accel (mul)
0.065
Air Friction
0.025
Gravity
0.11
Fall Speed
2.18

Landing Lag

Nair
7
Fair
10
Bair
14
Uair
17
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (13 -> 45 frames).Attack11Melee
  • HDR replaces the animation (69 -> 68 frames).Dash Attack
  • HDR replaces the animation (61 -> 60 frames).AttackS4Charge
  • HDR replaces the animation (85 -> 66 frames).Forward Smash
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, AttackS3Melee, Down Tilt, Forward Smash, Forward Smash (Down), Down Smash, AttackAirNmelee, Neutral Air, Back Air, Up Air, Down Air, Down Special, Down Special (Air), Grab, Dash Grab, Pivot Grab, Up Throw, BusterAirChargeShot, BusterChargeShot
✕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.
  • Blackhole is on the field for up to 70 frames (param_blackhole.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Blackhole: Move
  • Crashbomb is on the field for up to 51 frames (param_crashbomb.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Crashbomb: Fly, Crashbomb: Explode
  • Hardknuckle is on the field for up to 13 frames (param_hardknuckle.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Hardknuckle: Regular, Hardknuckle: Stick
  • Rockbuster is on the field for up to 36 frames (param_rockbuster.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Rockbuster: Regular
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Damage comes from airshooter — the engine's name for it, and there is no table for it here.Up Air
  • Damage comes from metalblade — the engine's name for it, and there is no table for it here.Neutral Special, Neutral Special (Turn), Neutral Special (Air), Neutral Special (Air, Turn)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Rockbuster — see Projectiles & Articles below.Jab 1, Forward Tilt, Neutral Air
  • Damage comes from Hardknuckle — see Projectiles & Articles below.Down Air
  • Damage comes from Crashbomb — see Projectiles & Articles below.Side Special, Side Special (Air)
  • Damage comes from Leafshield — see Projectiles & Articles below.Down Special, Down Special (Air)
  • Damage comes from Chargeshot — see Projectiles & Articles below.BusterAirChargeShot, BusterChargeShot
•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.Attack11Start, Jab 1, AttackS3Start, Forward Tilt, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Up Special (Squat), Down Special, Down Special (Air), Attack1Turn, 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.AttackS3Slow, AttackS3Middle, AttackS3Fast, CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it with 18 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Up Tilt
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Neutral Special (Air), Neutral Special (Air, Turn)
  • 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.