Min Min

145 moves29 changed by HDR116 vanillainternal tantan
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-52.7Sakurai10 / 35-84160, 1, 2, 3legl, kneel
4-52.7Sakurai31 / 16-84top
hdr
Jab
8-102.460°15 / 40-108220top
8-102.480°15 / 40-101top
8-102.493°15 / 40-102top
hdr
Jab
6-75.5Sakurai60 / 90-126240, 1top
Attack100Start vanilla
Jab
no hitboxes4
vanilla
Jab
1, 2, 4, 6, 8, 10, 120.5Sakurai12 / 1611top
1, 2, 4, 6, 8, 10, 120.5Sakurai8 / 162top
vanilla
Jab
7-8545°90 / 60-297410top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-101140°35 / 92-237390, 1, 2legl, kneel
11-17843°25 / 100-210, 1, 2legl, kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-810Sakurai37 / 75-136270, 1, 2kneer
hdr
Forward Tilt
6-810Sakurai37 / 75-136270, 1, 2kneer
hdr
Forward Tilt
6-810Sakurai37 / 75-136270, 1, 2kneer
hdr
Up Tilt
8-11996°45 / 109-228370, 1, 2legl, kneel, footl
10-11996°45 / 109-203, 4, 5legr, kneer, footr
12-14899°39 / 99-180, 1, 2legl, kneel, footl
12-17899°39 / 99-183, 4, 5legr, kneer, footr
hdr
Down Tilt
13-158–9.2Sakurai40 / 85-14 to -1313340top
13-1510–11.590°40 / 80-13 to -121top

Smash Attacks

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
vanilla
Forward Smash
no hitboxes61
vanilla
Forward Smash
no hitboxes61
vanilla
Forward Smash
no hitboxes61
vanilla
Forward Smash
no hitboxes61
hdr‡¶
Forward Smash
18-2212Sakurai48 / 94-3318603, 4shoulderl, arml2
18-22 (every 1)
left arm not dragonized
15Sakurai48 / 94-310, 1pl1_gimmickc, pr1_gimmickc
18-22 (every 1)
left arm not dragonized
13Sakurai48 / 94-320pl1_gimmickc
18-22 (every 1)
with the left arm dragonized
16Sakurai60 / 70-310throw
18-22 (every 1)
with the left arm dragonized
16Sakurai48 / 94-310pl1_gimmickc
18-22
with the left arm dragonized
20Sakurai60 / 70-281throw
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
11-131675°48 / 95-3511570, 1, 2legl, kneel, footl
14-161482°48 / 100-330, 1, 2legl, kneel, footl
17-191282°48 / 103-310, 1, 2legl, kneel, footl
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-81440°50 / 80-376530, 1top
6-81640°50 / 77-362, 3top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-910Sakurai33 / 64-174481-6, 30–0, 1, 2kneel, hip
10-258Sakurai31 / 69-20, 1, 2kneel, hip
hdr◆‡
Forward Air
141349°25 / 78-214471144–0, 1kneel, footl
15-171349°25 / 78-20kneel
15-1715274°25 / 52-11footl
15-171525 / 52-12footl
hdr
Back Air
8-1013Sakurai42 / 98-1840101-3, 31–0, 1kneer
hdr
Up Air
6-127.570°48 / 114-163271-2, 24–0, 1, 2legl, kneel, footl
hdr
Down Air
9-211180°30 / 90-5939131-2, 25–0, 1top, kneel

Special Attacks

19 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelCancelIDHitbox
vanilla
Neutral Special
spawns spiralsimple113
SpecialN vanilla
Neutral Special
no hitboxes
vanilla
Neutral Special
112Sakurai40 / 87-261360have
vanilla
Neutral Special
spawns spiralsimple113
hdr※¶
Neutral Special
10-231360°50 / 95-1810381-3, 37–0, 1armr5, handr
10-238.547°45 / 68-210, 1armr5, handr
10-2310.5–12.07545°45 / 100-20 to -190, 1armr5, handr
hdr
Neutral Special
no hitboxes11C 9
vanilla
Up Special
no hitboxes31
vanilla
Up Special
no hitboxes19
vanilla
Up Special
no hitboxes21
vanilla
Up Special
no hitboxes1
hdr
Up Special
no hitboxes1
hdr•‡
Up Special
no hitboxes1534
vanilla
Up Special
no hitboxes2134
vanilla
Up Special
no hitboxes2434
hdr•‡
Up Special
no hitboxes1534
vanilla
Up Special
no hitboxes2134
hdr¶•
Up Special
2
left arm not dragonized
945°56 / 78-2822734C 240arml
2
with the left arm dragonized
10.3545°66 / 85-270arml
SpecialLw vanilla
Down Special
no hitboxes39
SpecialAirLw vanilla
Down Special
no hitboxes30

Grabs

27 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Grab
10-11– / –400grab
vanilla
Grab
1– / –610, 1grab
2-50– / –0, 1grab
vanilla
Dash Grab
1– / –610, 1grab
2-50– / –0, 1grab
vanilla
Pivot Grab
1– / –610, 1grab
2-50– / –0, 1grab
vanilla
Grab
no hitboxes61
vanilla
Dash Grab
no hitboxes61
vanilla
Pivot Grab
no hitboxes61
vanilla
Grab
no hitboxes20
vanilla
Dash Grab
no hitboxes20
vanilla
Pivot Grab
no hitboxes20
CatchAirReturn vanilla
Grab
no hitboxes61
CatchAirEnd vanilla
Grab
no hitboxes33
vanilla
Grab
no hitboxes10
CatchPull2 vanilla
Grab
no hitboxes11
CatchPull2Big vanilla
Grab
no hitboxes11
CatchWait vanilla
Grab
no hitboxes
CatchWaitBig vanilla
Grab
no hitboxes
vanilla
Pummel
11.5Sakurai30 fixed-141180top
vanilla
Pummel
11.5Sakurai30 fixed-3170top
CatchCut vanilla
Grab
no hitboxes30
vanilla
Dash Grab
no hitboxes17
vanilla
Pivot Grab
no hitboxes17
AirCatch vanilla
Air Grab (Tether)
no hitboxes55
vanilla
Air Grab (Tether)
no hitboxes181
vanilla
Air Grab (Tether)
no hitboxes60
vanilla
Air Grab (Tether)
no hitboxes
vanilla
Air Grab (Tether)
no hitboxes8

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1433°58 / 751327140
1-113Sakurai60 / 1000
12545°30 / 130-100, 1footl, legl
hdr
Back Throw
1047°32 / 3403147160
1-273Sakurai60 / 1000
271432°40 / 60-101top
hdr
Up Throw
1880°55 / 881131200
1-93Sakurai60 / 1000
10245°30 / 130-170toer
vanilla
Down Throw
1475°90 / 601637210
1-143Sakurai60 / 1000
15430 / 130-170top

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
24-26945°90 / 20-2724580top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
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 hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes27
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes33
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes37
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
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 hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes50

Other

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12
vanilla
AttackShortPullL2
115Sakurai40 / 75-601720arml
113.8Sakurai40 / 75-610arml
18Sakurai50 / 90-640arml
vanilla
AttackShortPullR2
121.8545°48 / 70-561720armr
111.530°25 / 67-620armr
113.8Sakurai40 / 75-610armr
18Sakurai50 / 90-640armr
vanilla
AttackLongPullL2
115Sakurai40 / 75-601720arml
113.8Sakurai40 / 75-610arml
18Sakurai50 / 90-640arml
vanilla
AttackLongPullR2
121.8545°48 / 70-561720armr
111.530°25 / 67-620armr
113.8Sakurai40 / 75-610armr
18Sakurai50 / 90-640armr
vanilla
AttackShortPullL3
115Sakurai40 / 75-601720arml
113.8Sakurai40 / 75-610arml
18Sakurai50 / 90-640arml
vanilla
AttackShortPullR3
121.8545°48 / 70-561720armr
111.530°25 / 67-620armr
113.8Sakurai40 / 75-610armr
18Sakurai50 / 90-640armr
vanilla
AttackLongPullL3
115Sakurai40 / 75-601720top
113.8Sakurai40 / 75-610top
18Sakurai50 / 90-640top
vanilla
AttackLongPullR3
121.8545°48 / 70-561720top
111.530°25 / 67-620top
113.8Sakurai40 / 75-610top
18Sakurai50 / 90-640top
vanilla
AttackShortEndL1
115Sakurai40 / 75-81200arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackLongEndL1
115Sakurai40 / 75-81200arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackShortPullLb2
115Sakurai40 / 75-361480arml
113.8Sakurai40 / 75-370arml
18Sakurai50 / 90-400arml
vanilla
AttackShortPullRb2
121.8545°48 / 70-321480armr
111.530°25 / 67-380armr
113.8Sakurai40 / 75-370armr
18Sakurai50 / 90-400armr
vanilla
AttackLongPullLb2
115Sakurai40 / 75-361480top
113.8Sakurai40 / 75-370top
18Sakurai50 / 90-400top
vanilla
AttackLongPullRb2
121.8545°48 / 70-321480top
111.530°25 / 67-380top
113.8Sakurai40 / 75-370top
18Sakurai50 / 90-400top
vanilla
AttackShortPullLb3
115Sakurai40 / 75-361480arml
113.8Sakurai40 / 75-370arml
18Sakurai50 / 90-400arml
vanilla
AttackShortPullRb3
121.8545°48 / 70-321480armr
111.530°25 / 67-380armr
113.8Sakurai40 / 75-370armr
18Sakurai50 / 90-400armr
vanilla
AttackLongPullLb3
115Sakurai40 / 75-361480arml
113.8Sakurai40 / 75-370arml
18Sakurai50 / 90-400arml
vanilla
AttackLongPullRb3
121.8545°48 / 70-321480armr
111.530°25 / 67-380armr
113.8Sakurai40 / 75-370armr
18Sakurai50 / 90-400armr
vanilla
AttackShortEndLb1
115Sakurai40 / 75-81200arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla‡¶
AttackLongEndLb1
115Sakurai40 / 75-81200arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackShortEndLb3
115Sakurai40 / 75-81200arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackLongEndLb3
115Sakurai40 / 75-81200arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackBothEndL
121.8545°48 / 70-41200armr
111.530°25 / 67-100armr
113.8Sakurai40 / 75-90armr
18Sakurai50 / 90-120armr
vanilla
AttackBothEndR
115Sakurai40 / 75-81200arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml

Projectiles & Articles

5 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.

Beam

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1+6–9Sakurai70 / 750top
hdr
BigShoot
1+6–9Sakurai70 / 750top

Punch1

6 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Up Special (Air, Attack)
112.75varies56 / 730have
1-812.75varies56 / 730have
hdr
Up Special (Air, AttackDragon)
112.75varies56 / 730have
1-812.75varies56 / 730have
hdr
AttackShort
1845°50 / 870have
2-10845°50 / 870have
hdr
AttackLong
11245°40 / 780have
2-31245°40 / 780have
4-61645°40 / 780have
9-101345°40 / 780have
vanilla
AttackDragonShootShort
19.2Sakurai50 / 860have
19.2Sakurai50 / 860have
1-89.2Sakurai50 / 900have
9-119.2Sakurai50 / 900have
hdr
AttackDragonShootLong
113.845°40 / 780have
1-313.845°40 / 780have
4-516.7545°40 / 780have
6-816.7545°–Sakurai40–60 / 0–700have

Punch2

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
AttackShort
11355°50 / 920center
1-101355°50 / 920center
hdr
AttackLong
11755°60 / 750center
1-31755°60 / 750center
4-131955°60 / 750center
141755°60 / 750center
hdr
AttackLongHold
12055°60 / 750center
1-32055°60 / 750center
4-132255°60 / 750center
14+2055°60 / 750center

Punch3

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
AttackShort
1570°40 / 950cakram1
1-36690°10 fixed0cakram1
hdr
AttackLong
11070°30 / 690cakram1
1-31070°30 / 690cakram1
4-361290°10 fixed0cakram1
hdr
AttackLongHold
112368°10 fixed0cakram1
1-312368°10 fixed0cakram1
4-613.8368°10 fixed0cakram1
7+13.890°10 fixed0cakram1

Ring

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
AttackS4Fly
1-2450°10 fixed0cakram1
3+435°10 fixed0cakram1
hdr
AttackFly
1-22.550°60 / 400cakram1
3+2.535°60 / 400cakram1

Attributes

Weight & Size

Weight
100
Jostle Weight
6.5
Shield Radius
11.2

Ground Movement

Walk Speed
1.05
Walk Accel (mul)
0.15
Walk Accel (add)
1.06
Initial Dash
1.855
Run Speed
1.54
Run Accel (mul)
0.0832
Run Accel (add)
0.02
Traction
0.084

Jumps

Jumpsquat
4
Jump Initial Y
14.55
Full Hop Height
30.7
Short Hop Height
12
Air Jump Height
29
Jump Count
2
Horizontal Jump Speed
1.6

Air Movement

Air Speed
0.86
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.012
Gravity
0.11
Fall Speed
1.815

Landing Lag

Nair
8
Fair
11
Bair
10
Uair
7
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (52 -> 56 frames).Down Tilt
  • HDR replaces the animation (49 -> 54 frames).Neutral Air
  • HDR replaces the animation (47 -> 68 frames).Forward Air
  • HDR replaces the animation (17 -> 52 frames).Grab
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Up Tilt, Forward Smash, Up Smash, Neutral Air, Forward Air, Down Air, Neutral Special (Air, End), Up Special (Air, Start2), Up Special (Air, Start), Grab, Down Throw, AttackLongEndLb1
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Forward Smash, Neutral Special (End), Neutral Special (Air), Up Special (Air, End), AttackShortPullL2, AttackShortPullR2, AttackLongPullL2, AttackLongPullR2, AttackShortPullL3, AttackShortPullR3, AttackLongPullL3, AttackLongPullR3, AttackShortEndL1, AttackLongEndL1, AttackShortPullLb2, AttackShortPullRb2, AttackLongPullLb2, AttackLongPullRb2, AttackShortPullLb3, AttackShortPullRb3, AttackLongPullLb3, AttackLongPullRb3, AttackShortEndLb1, AttackLongEndLb1, AttackShortEndLb3, AttackLongEndLb3, AttackBothEndL, AttackBothEndR
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: size.Neutral Special (Air)
HDR removes this move’s hitboxes.
  • CliffEscape
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 spiralsimple — the engine's name for it, and there is no table for it here.Neutral Special (Start), Neutral Special (Air, Start)
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.Attack100Start, AttackS4Charge, AttackS4ChargeR, AttackS4ChargeL, AttackS4ChargeRb, AttackS4ChargeLb, AttackHi4Charge, AttackLw4Charge, Up Special (Start), Up Special (Short), Up Special (Long), Up Special (Air, Start2), Up Special (Air, 2), Up Special (Air, Start), Up Special (Air), Down Special, Down Special (Air), CatchReturn, CatchDashReturn, CatchTurnReturn, CatchAirReturn, CatchPull, CatchPull2, CatchPull2Big, Dash Grab, Pivot Grab, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, Air Grab (Tether), AirCatchPose, AirCatchHit, AirCatchHang
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Landing lag is 34 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, Start2), Up Special (Air, 2), Up Special (Air, End2), Up Special (Air, Start), Up Special (Air), Up Special (Air, End)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, CatchWaitBig, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • 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.