Jabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| Attack11Start vanilla• Jab | no hitboxes | – | 6 | – | – | |||||
| hdr➔• Jab | spawns rockbuster | 2 | 13 | – | – | |||||
| hdr◆ Jab | 6-9 | 2 | 90° | 30 / 15 | -10 | 6 | 20 | – | 0 | top |
| 6-9 | 2 | 100° | 30 / 15 | -10 | 1 | top | ||||
| 6-9 | 2 | Sakurai | 20 / 30 | -10 | 2 | top | ||||
| Attack11End vanilla Jab | no hitboxes | – | 16 | – | – | |||||
| hdr Jab | 7-9 | 3 | 100° | 30 / 15 | -13 | 7 | 24 | – | 0 | top |
| 7-9 | 3 | 80° | 30 / 15 | -13 | 1 | top | ||||
| hdr Jab | 10-12 | 5 | 74° | 70 / 70 | -20 | 10 | 35 | – | 0 | top |
| Attack1Turn vanilla• Jab | no hitboxes | – | 13 | – | – | |||||
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Dash Attack | 10-12 | 10 | Sakurai | 43 / 85 | -19 | 10 | 37 | – | 0 | top |
| 13-21 | 7 | 65° | 38 / 112 | -18 | 0 | top |
Tilt Attacks
9 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS3Start vanilla• Forward Tilt | no hitboxes | – | 6 | – | – | |||||
| hdr➔• Forward Tilt | spawns rockbuster | 2 | 13 | – | – | |||||
| 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 | 14 | 10 | 65° | 54 / 94 | -22 | 14 | 44 | – | 0, 1 | arml |
| 15-18 | 14 | 270° | 70 / 10 | -13 | 0 | handl | ||||
| 15-18 | 10 | 65° | 54 / 94 | -17 | 1 | handl | ||||
| hdr• Up Tilt | 6 | 17 | 85° | 84 / 73 | -35 | 6 | 53 | 18 | 0 | top |
| 7-8 | 12 | 85° | 80 / 73 | -37 | 0 | armr | ||||
| 9-16 | 8 | 70° | 80 / 90 | -37 | 0, 1 | armr | ||||
| hdr‡ Down Tilt | 5-17 | 9 | 67° | 70 / 60 | -26 | 5 | 38 | – | 0 | top |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla◆• Forward Smash | no hitboxes | – | 60 | – | – | |||||
| hdr◆‡ Forward Smash | 15-19 | 14 | Sakurai | 45 / 87 | -30 | 15 | 55 | – | 0 | footr |
| 20-25 | 11 | Sakurai | 45 / 87 | -26 | 0 | footr | ||||
| hdr Forward Smash | 15-18 | 12 | 78° | 50 / 64 | -24 | 15 | 48 | – | 0 | footr |
| 15 | 12 | 78° | 50 / 64 | -24 | 1 | top | ||||
| hdr‡ Forward Smash | 15-19 | 9 | Sakurai | 60 / 62 | -27 | 15 | 49 | – | 0 | footr |
| 20-25 | 6 | Sakurai | 60 / 62 | -23 | 0 | footr | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 8 | 1.5 | 120° | 160 fixed | -58 | 8 | 69 | – | 0, 1 | top |
| 11-27 (every 4) | 1 | 90° | 40 fixed | -55 | 0 | top | ||||
| 11-27 (every 4) | 1 | 366° | 15 fixed | -55 | 1, 2 | top | ||||
| 31-33 | 9 | 90° | 40 / 137 | -31 | 0, 1 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 16 | 17 | 80° | 31 / 101 | -41 | 16 | 69 | – | 0, 1, 2, 3 | top |
| 17-18 | 17 | 80° | 30 / 101 | -40 | 0, 1, 2, 3 | top | ||||
| 19-32 | 14 | 65° | 30 / 114 | -40 | 0, 1, 2, 3 | top | ||||
Aerial Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 6-8 | 7 | 62° | 40 / 80 | -25 | 6 | 37 | – | 1-2, 28– | 0, 1, 2, 3 | legl, kneel, footl, legr |
| 9-18 | 4.5 | 62° | 40 / 80 | -23 | 0, 1, 2, 3 | legl, kneel, footl, legr | |||||
| hdr➔‡ Neutral Air | spawns rockbuster | 2 | – | 7 | 1, 21– | – | |||||
| AttackAirNEnd vanilla Neutral Air | no hitboxes | – | – | – | – | – | |||||
| AttackAirNStart vanilla Neutral Air | no hitboxes | – | – | – | – | – | |||||
| hdr Forward Air | 8-11 | 11 | 55° | 60 / 84 | -2 | 8 | 35 | 10 | 1-2, 30– | 0, 1 | havel |
| 8-11 | 13 | 55° | 60 / 84 | -1 | 2 | havel | |||||
| 12-15 | 9 | 58° | 35 / 64 | -4 | 0, 1, 2 | havel | |||||
| hdr‡ Back Air | 4-5 | 4.5 | 365° | 40 / 19 | -10 | 4 | 39 | 14 | 1-3, 29– | 0, 1 | top |
| 7 | 4.5 | 365° | 40 / 19 | -10 | 0, 1 | top | |||||
| 9-10 | 5 | Sakurai | 20 / 200 | -10 | 0, 1 | top | |||||
| hdr↛‡ Up Air | spawns airshooter | 12 | 51 | 17 | 1-3, 42– | – | |||||
| hdr➔‡ Down Air | spawns hardknuckle | 18 | 52 | 13 | 1-4, 50– | – | |||||
Special Attacks
19 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| vanilla↛ Neutral Special | spawns metalblade | 7 | 39 | – | – | – | |||||
| vanilla↛ Neutral Special | spawns metalblade | 7 | 41 | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 33 | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 35 | – | – | – | |||||
| vanilla↛• Neutral Special | spawns metalblade | 7 | 39 | 4 | – | – | |||||
| vanilla↛• Neutral Special | spawns metalblade | 7 | 41 | 4 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 33 | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 35 | – | – | – | |||||
| hdr➔ Side Special | spawns crashbomb | 19 | 45 | – | ADC 18 | – | |||||
| hdr➔ Side Special | spawns crashbomb | 19 | 45 | – | 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 leafshield | 16 | 43 | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 34 | – | – | – | |||||
| hdr➔•‡ Down Special | spawns leafshield | 16 | 43 | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 34 | – | – | – | |||||
| hdr➔‡ BusterAirChargeShot | spawns chargeshot | 15 | 52 | – | – | – | |||||
| hdr➔‡ BusterChargeShot | spawns chargeshot | 15 | 52 | – | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -22 | 1 | 26 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 9-10 | – | – | – / – | – | – | 44 | – | 0 | grab |
| hdr‡ Pivot Grab | 11-12 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 8 | 45° | 60 / 65 | – | 10 | 33 | 23 | 0 | – |
| 1-32 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 11 | 40° | 70 / 72 | – | 18 | 44 | 26 | 0 | – |
| 1-43 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 7 | 90° | 70 / 72 | – | 15 | 38 | 23 | 0 | – |
| 1-37 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 6 | 77° | 68 / 80 | – | 17 | 35 | 18 | 0 | – |
| 1-34 | 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 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 9 | 45° | 90 / 20 | -27 | 24 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 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 | – | 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
| 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 | – | – | |||||
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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Move | 1-70 | 1 | 65° | 80 fixed | 0 | top |
| vanilla Bomb | 10-43 | 2 | 65° | 50 / 100 | 0 | top |
Chargeshot
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Regular | 1+ | 9–18 | Sakurai | 42–50 / 76–85 | 0 | top |
Crashbomb
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1 | 0 | Sakurai | 5 / 0 | 0 | top |
| 2-51 | 0 | Sakurai | 5 / 0 | 0 | top | |
| vanilla⇥ Explode | 1-18 | 1.5 | Sakurai | 16 / 15 | 0 | top |
| 19-51 | 4 | 70° | 70 / 65 | 0 | top |
Hardknuckle
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Regular | 1-3 | 14 | 270° | 30 / 48 | 0 | top |
| 4-13 | 6 | 90° | 30 / 60 | 0 | top | |
| hdr⇥ Stick | 1-13 | 4 | 75° | 60 / 70 | 0 | top |
Leafshield
6 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Start | 1-48 | 1.5 | Sakurai | 35 / 20 | 0, 1, 2, 3 | leafshield1, leafshield2, leafshield3, leafshield4 |
| hdr Shield | 1+ | 1.5 | Sakurai | 35 / 20 | 0, 1, 2, 3 | leafshield1, leafshield2, leafshield3, leafshield4 |
| hdr Fly | 1+ | 3.8 | 65° | 50 / 70 | 0, 1, 2, 3 | leafshield1, leafshield2, leafshield3, leafshield4 |
| hdr StartReverse | 1-48 | 1.5 | Sakurai | 35 / 20 | 0, 1, 2, 3 | leafshield1, leafshield2, leafshield3, leafshield4 |
| hdr ShieldReverse | 1+ | 1.5 | Sakurai | 35 / 20 | 0, 1, 2, 3 | leafshield1, leafshield2, leafshield3, leafshield4 |
| hdr FlyReverse | 1+ | 3.8 | 65° | 50 / 70 | 0, 1, 2, 3 | leafshield1, leafshield2, leafshield3, leafshield4 |
Rockbuster
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Regular | 1-7 | 2 | Sakurai | 22 / 0 | 0 | top |
| 8-15 | 2 | Sakurai | 11 / 0 | 0 | top | |
| 16-36 | 2 | Sakurai | 0 / 0 | 0 | top |
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
Mega Man