Mii Swordfighter

140 moves71 changed by HDR69 vanillainternal miiswordsman
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-73.5Sakurai27 / 25-106200top
6-73.5Sakurai25 / 15-101top
hdr
Jab
6-73.578°30 / 20-126220top
6-73.5Sakurai25 / 15-121top
hdr
Jab
5-7430°40 / 120-265360, 1armr, haver
5-7630°40 / 120-252haver

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-1113Sakurai50 / 75-248420, 1armr, haver
8-1115Sakurai50 / 75-232haver

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Forward Tilt
9-121072°50 / 55-189350, 1armr, haver
9-121287°50 / 55-172haver
hdr
Up Tilt
8-12980°68 / 93-168310, 1armr, haver
8-121182°68 / 98-142haver
hdr
Down Tilt
5-8870°52 / 66-85200armr
5-8880°52 / 66-81haver
5-81090°52 / 66-72haver

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
14-1615Sakurai41 / 98-3014550, 1armr, haver
14-1617Sakurai41 / 98-292haver
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
13-173100°80 fixed-3813550armr
13-173105°65 fixed-381haver
13-173115°50 fixed-382haver
22-261194°58 / 102-240, 1armr, haver
22-261394°58 / 102-232haver
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
7-81127°78 / 60-347500, 1armr, haver
7-81327°78 / 60-332haver
15-161332°71 / 57-250, 1armr, haver
15-161532°71 / 57-242haver

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-1310Sakurai34 / 85-163981-3, 32–0, 1armr, haver
6-1312Sakurai34 / 8502haver
14-22772°34 / 85-30, 1armr, haver
14-22972°34 / 85-22haver
hdr
Forward Air
10-11366°35 fixed-810391133–0, 3armr
10-114367°35 fixed-71, 2, 4, 5haver
14-15375°35 fixed-80armr
14-15480°35 fixed-71, 2haver
19-20650°50 / 130-60, 1haver
19-20550°50 / 130-72armr
hdr
Back Air
10-1312Sakurai10 / 112-11039931–0, 1armr, haver
10-1314Sakurai10 / 11202haver
hdr
Up Air
10-141480°30 / 98-11042101-4, 29–0armr
10-141480°30 / 96-11haver
10-141680°30 / 9602haver
15-221180°21 / 78-20, 1, 2armr, haver
hdr
Down Air
12-262270°33 / 49-91245121-4, 36–0, 1haver
12-262365°40 fixed-92, 3haver
28-30555°40 / 120-80, 1haver

Special Attacks

67 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡
Neutral Special
spawns tornadoshot1552
hdr➔◆‡¶
Neutral Special
23-2910Sakurai39 / 100-2523560, 1armr, haver
23-2912Sakurai39 / 100-240, 1armr, haver
23-2912Sakurai39 / 100-242haver
23-2914Sakurai39 / 100-232haver
SpecialN3Start vanilla
Neutral Special
no hitboxes12
SpecialN3Loop vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
6-18 (every 4)1180°7 fixed-536620haver
6-18 (every 4)15 fixed-531haver
22-23191°21 fixed-361haver
29-311170°80 / 70-240top
hdr
Neutral Special
6-18 (every 4)1180°7 fixed-536620haver
6-18 (every 4)15 fixed-531haver
22-23191°21 fixed-361haver
29-311170°80 / 70-240top
hdr
Neutral Special
6-18 (every 4)1180°7 fixed-536620haver
6-18 (every 4)15 fixed-531haver
22-23191°21 fixed-361haver
29-311170°80 / 70-240top
hdr
Neutral Special
6-18 (every 4)1180°7 fixed-536620haver
6-18 (every 4)15 fixed-531haver
22-23191°21 fixed-361haver
29-311170°80 / 70-240top
hdr➔‡
Neutral Special
spawns tornadoshot1552
hdr➔◆‡¶
Neutral Special
23-2910Sakurai39 / 100-2523560, 1armr, haver
23-2912Sakurai39 / 100-240, 1armr, haver
23-2912Sakurai39 / 100-242haver
23-2914Sakurai39 / 100-232haver
SpecialAirN3Start vanilla
Neutral Special
no hitboxes12
SpecialAirN3Loop vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
6-18 (every 4)1366°10 fixed-536620haver
22-231120°20 fixed-360haver
22-23145°25 fixed-361haver
29-311170°80 / 70-240top
hdr
Neutral Special
6-18 (every 4)1366°10 fixed-536620haver
22-231120°20 fixed-360haver
22-23145°25 fixed-361haver
29-311170°80 / 70-240top
hdr
Neutral Special
6-18 (every 4)1366°10 fixed-536620haver
22-231120°20 fixed-360haver
22-23145°25 fixed-361haver
29-311170°80 / 70-240top
hdr
Neutral Special
6-18 (every 4)1366°10 fixed-536620haver
22-231120°20 fixed-360haver
22-23145°25 fixed-361haver
29-311170°80 / 70-240top
hdr•‡
Side Special
no hitboxes11
hdr
Side Special
no hitboxes41
vanilla
Side Special
3-61450°70 / 85-383510top
vanilla
Side Special
no hitboxes45
hdr•‡
Side Special
no hitboxes12
SpecialS2Hold vanilla
Side Special
no hitboxes
hdr•‡
Side Special
no hitboxesJC
hdr
Side Special
3-5855°40 / 115-253350, 1top
SpecialS2End vanilla
Side Special
no hitboxes35
hdr➔‡
Side Special
spawns chakram148
hdr➔‡
Side Special
spawns chakram148
hdr➔‡
Side Special
spawns chakram148
hdr•‡
Side Special
no hitboxes11
hdr
Side Special
no hitboxes41
vanilla
Side Special
no hitboxes454
vanilla•‡
Side Special
no hitboxes11
SpecialAirS2Hold vanilla
Side Special
no hitboxes
hdr•‡
Side Special
no hitboxesJC
hdr
Side Special
3-5855°40 / 115-493590, 1top
vanilla
Side Special
no hitboxes36
hdr➔‡
Side Special
spawns chakram148
hdr➔‡
Side Special
spawns chakram148
hdr➔‡
Side Special
spawns chakram154
hdr•‡
Up Special
no hitboxes10
hdr
Up Special
1-3555°70 / 165-311370top
hdr•‡
Up Special
no hitboxes21
hdr•‡
Up Special
no hitboxes21
hdr•※¶
Up Special
23367°40 / 402290rot
21367°40 / 400rot
2-33367°40 / 400rot
2-31367°40 / 400rot
2355°40 / 401rot
2155°40 / 401rot
2-3355°40 / 401rot
2-3155°40 / 401rot
23367°100 fixed2rot
21367°100 fixed2rot
2-33367°100 fixed2rot
2-31367°100 fixed2rot
23363°120 fixed3rot
21363°120 fixed3rot
2-33363°120 fixed3rot
2-31363°120 fixed3rot
5-66varies70 / 1100, 1rot
5-6485°90 / 400, 1rot
hdr
Up Special
no hitboxes30
hdr
Up Special
no hitboxes3629
vanilla
Up Special
no hitboxes26
hdr
Up Special
no hitboxes8
SpecialHi3Hold vanilla
Up Special
no hitboxes
hdr
Up Special
4-51340°90 / 64-614750, 1armr, haver
4-51440°90 / 64-612haver
6-1011Sakurai80 / 64-600, 1armr, haver
6-1012Sakurai80 / 64-602haver
11-207Sakurai75 / 64-580, 1haver
11-209Sakurai75 / 64-572haver
21-365Sakurai70 / 64-490, 1haver
21-367Sakurai70 / 64-482haver
SpecialAirHi1Start vanilla
Up Special
no hitboxes13
hdr
Up Special
1-31046°60 / 95-361450, 1, 2top
4-10488°60 fixed-360top
4-10490°60 fixed-361top
4-10492°60 fixed-362top
29-593Sakurai20 fixed-120, 1, 2haver
29-593268°100 fixed-123haver
29-593268°70 fixed-124haver
29-593268°40 fixed-125haver
vanilla
Up Special
no hitboxes
hdr
Up Special
8395°115 fixed-728840top
8, 11, 16, 19, 22, 26, 31285°60 fixed-722hip
11260°80 fixed-691top
162100°80 fixed-640top
19260°90 fixed-611top
222105°65 fixed-580top
26260°70 fixed-541top
312105°50 fixed-490top
38230°80 fixed-421top
38260°60 fixed-422hip
455Sakurai30 / 200-340top
465Sakurai30 / 200-330top
hdr☆‡
Up Special
1-3555°70 / 16510top
vanilla
Down Special
no hitboxes60
hdr
Down Special
16-18880°85 / 60-1516380top
hdr
Down Special
24-27660°40 / 55-2324530top
24-271260°40 / 55-201, 2top
hdr
Down Special
141540°50 / 72-1214370, 1haver
15-171540°50 / 72-110, 1top
18-251342°50 / 72-90, 1top
26-331050°50 / 72-30, 1top
vanilla
Down Special
no hitboxes26
vanilla
Down Special
no hitboxes32
vanilla
Down Special
no hitboxes65
hdr
Down Special
16-18873°85 / 60-2216450top
hdr
Down Special
24-27660°40 / 55-2324530top
24-271260°40 / 55-201, 2top
hdr
Down Special
17-1913275°40 / 50-517320, 2top
17-1913Sakurai40 / 90-51, 3top
20-2711Sakurai40 / 75-30, 1top
28-358Sakurai40 / 75+30, 1top
hdr
Down Special
2-4745°60 / 120-24232C 210top
vanilla
Down Special
no hitboxes30

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-231270top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
9-10– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1345°60 / 901329160
1-103Sakurai60 / 1000
11-12340°70 / 100-140top
hdr
Back Throw
1350°55 / 1001633170
1-143Sakurai60 / 1000
15-164110°70 / 100-130, 1kneel
hdr
Up Throw
1384°50 / 2052343200
1-203Sakurai40 / 1000
21-22495°30 / 122-170top
hdr
Down Throw
1280°75 / 1151634180
1-143Sakurai60 / 1000
155Sakurai30 / 150-140top

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
22-24945°90 / 20-2922580top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
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 hitboxes38
DownSpot vanilla
DownSpot
no hitboxes32
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil 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 hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes36

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

4 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.

Chakram

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-361.5365°30 / 400top
37-661.530 / 400top
37-66985°60 / 500top
hdr
FlyFlickSub
1-66985°60 / 500top
hdr
FlyNormalSub
1-361.5365°30 / 400top
37-661.530 / 400top

Lightshuriken

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-50955°38 / 600, 1top

Tornadoshot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-17765°53 / 230top
18-50680°48 / 610top

Wave

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-171.825°20 / 700top
18-252.432°12 / 1700top
26+345°5 / 1950top

Attributes

Weight & Size

Weight
98
Jostle Weight
6
Shield Radius
9.9

Ground Movement

Walk Speed
1.17
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.81
Run Speed
1.6
Run Accel (mul)
0.1009
Run Accel (add)
0.02
Traction
0.077

Jumps

Jumpsquat
4
Jump Initial Y
10.114
Full Hop Height
28.5
Short Hop Height
13
Air Jump Height
27.5
Jump Count
2
Horizontal Jump Speed
1.32

Air Movement

Air Speed
1.112
Air Accel (add)
0.015
Air Accel (mul)
0.036
Air Friction
0.005
Gravity
0.11
Fall Speed
2.06

Landing Lag

Nair
8
Fair
11
Bair
9
Uair
10
Dair
12
Empty Landing
4
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (46 -> 62 frames).Forward Tilt
  • HDR replaces the animation (51 -> 59 frames).Neutral Special (2), Neutral Special (Air, 2)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Forward Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (1), Neutral Special (2), Neutral Special (3End), Neutral Special (3EndTurn), Neutral Special (3EndMax), Neutral Special (3EndMaxTurn), Neutral Special (Air, 1), Neutral Special (Air, 2), Neutral Special (Air, 3End), Neutral Special (Air, 3EndTurn), Neutral Special (Air, 3EndMax), Neutral Special (Air, 3EndMaxTurn), Side Special (1Start), Side Special (2Start), Side Special (2Dash), Side Special (3 1Hi), Side Special (3 1), Side Special (3 1Lw), Side Special (Air, 1Start), Side Special (Air, 2Start), Side Special (Air, 2Dash), Side Special (Air, 3 1Hi), Side Special (Air, 3 1), Side Special (Air, 3 1Lw), Up Special (1Start), Up Special (1End), Up Special (2Hold), Up Special (Air, 2Hold), Up Special (Air, 3), Up Special (Air, 1End), Down Special (1Hit), Down Special (2), Down Special (Air, 1Hit), Down Special (Air, 2), Down Special (Air, 3End), Forward Throw, Back Throw, Up Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (2), Neutral Special (Air, 2), Up Special (2)
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Up Special (Air, 1End)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle.Up Special (2)
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.
  • Chakram is on the field for up to 66 frames (param_chakram.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Chakram: Fly, Chakram: FlyFlickSub, Chakram: FlyNormalSub
  • Lightshuriken is on the field for up to 50 frames (param_lightshuriken.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Lightshuriken: Fly
  • Tornadoshot is on the field for up to 50 frames (param_tornadoshot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Tornadoshot: Fly
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Tornadoshot — see Projectiles & Articles below.Neutral Special (1), Neutral Special (Air, 1)
  • Also spawns Lightshuriken — see Projectiles & Articles below.Neutral Special (2), Neutral Special (Air, 2)
  • Damage comes from Chakram — see Projectiles & Articles below.Side Special (3 1Hi), Side Special (3 1), Side Special (3 1Lw), Side Special (Air, 3 1Hi), Side Special (Air, 3 1), Side Special (Air, 3 1Lw)
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 (3Start), Neutral Special (Air, 3Start), Side Special (1Start), Side Special (1), Side Special (2Start), Side Special (Air, 1Start), Side Special (Air, 1), Side Special (Air, 2Start), Side Special (Air, 2End), Up Special (1Start), Up Special (2Hold), Up Special (Air, 2Hold), Up Special (2Fall), Up Special (2Bound), Up Special (3Start), Up Special (Air, 1Start), 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 (3Loop), Neutral Special (Air, 3Loop), Side Special (2Hold), Side Special (2Dash), Side Special (Air, 2Hold), Side Special (Air, 2Dash), Up Special (2), Up Special (3Hold), Up Special (Air, 1Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • 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.Side Special (Air, 1End)
  • Land cancels: touching the ground during this move ends it in Up Special (2Landing), which recovers in 29 frames and is the only way out of it.Up Special (2)
  • Land cancels: touching the ground during this move ends it in Up Special (2Landing), which recovers in 29 frames rather than the 35 this move would otherwise run.Up Special (2Fall)
  • 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.