Mega Man

107 moves38 changed by HDR69 vanillainternal rockman
Notes ↓

Jabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
Attack11Start vanilla
Jab
no hitboxes6
hdr➔•
Jab
spawns rockbuster213
hdr
Jab
6-9290°30 / 15-106200top
6-92100°30 / 15-101top
6-92Sakurai20 / 30-102top
Attack11End vanilla
Jab
no hitboxes16
hdr
Jab
7-93100°30 / 15-137240top
7-9380°30 / 15-131top
hdr
Jab
10-12574°70 / 70-2010350top
Attack1Turn vanilla
Jab
no hitboxes13

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
10-1210Sakurai43 / 85-1910370top
13-21765°38 / 112-180top

Tilt Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS3Start vanilla
Forward Tilt
no hitboxes6
hdr➔•
Forward Tilt
spawns rockbuster213
AttackS3End vanilla
Forward Tilt
no hitboxes17
AttackS3Slow vanilla
Forward Tilt
no hitboxes
AttackS3Middle vanilla
Forward Tilt
no hitboxes
AttackS3Fast vanilla
Forward Tilt
no hitboxes
hdr
Forward Tilt
141065°54 / 94-2214440, 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 / 60-265380top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla◆•
Forward Smash
no hitboxes60
hdr◆‡
Forward Smash
15-1914Sakurai45 / 87-3015550footr
20-2511Sakurai45 / 87-260footr
hdr
Forward Smash
15-181278°50 / 64-2415480footr
151278°50 / 64-241top
hdr
Forward Smash
15-199Sakurai60 / 62-2715490footr
20-256Sakurai60 / 62-230footr
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
81.5120°160 fixed-588690, 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 hitboxes61
hdr
Down Smash
161780°31 / 101-4116690, 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 / 80-256371-2, 28–0, 1, 2, 3legl, kneel, footl, legr
9-184.562°40 / 80-230, 1, 2, 3legl, kneel, footl, legr
hdr➔‡
Neutral Air
spawns rockbuster271, 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 hitboxes33
vanilla
Neutral Special
no hitboxes35
vanilla↛•
Neutral Special
spawns metalblade7394
vanilla↛•
Neutral Special
spawns metalblade7414
vanilla
Neutral Special
no hitboxes33
vanilla
Neutral Special
no hitboxes35
hdr
Side Special
spawns crashbomb1945ADC 18
hdr
Side Special
spawns crashbomb1945ADC 18
SpecialHiSquat vanilla
Up Special
no hitboxes4
hdr
Up Special
no hitboxes24
hdr
Up Special
no hitboxes24
hdr➔•‡
Down Special
spawns leafshield1643
vanilla
Down Special
no hitboxes34
hdr➔•‡
Down Special
spawns leafshield1643
vanilla
Down Special
no hitboxes34
hdr➔‡
BusterAirChargeShot
spawns chargeshot1552
hdr➔‡
BusterChargeShot
spawns chargeshot1552

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-221260top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –440grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°60 / 651033230
1-323Sakurai60 / 1000
hdr
Back Throw
11140°70 / 721844260
1-433Sakurai40 / 1000
hdr
Up Throw
1790°70 / 721538230
1-373Sakurai40 / 1000
hdr
Down Throw
1677°68 / 801735180
1-343Sakurai40 / 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 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
24-26945°90 / 20-2724580top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
24-25748°80 / 48-220top
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 hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
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 hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes26
PassiveWallJump vanilla
Tech
no hitboxes40
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes51
CliffJump1 vanilla
Ledge Jump
no hitboxes13
hdr
Ledge Jump
no hitboxes31

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

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.