Min Min

145 moves29 changed by HDR116 vanillainternal tantan
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
4-52.7Sakurai10 / 35-8416–0, 1, 2, 3legl, kneel
4-52.7Sakurai31 / 16-84top
hdr
Jab
8-102.460°15 / 40-10822–0top
8-102.480°15 / 40-101top
8-102.493°15 / 40-102top
hdr
Jab
6-75.5Sakurai60 / 90-12624–0, 1top
Attack100Start vanilla•
Jab
no hitboxes–4––
vanilla•
Jab
2-14 (every 2)0.5Sakurai12 / 16–2––1top
2-14 (every 2)0.5Sakurai8 / 16–2top
vanilla
Jab
7-8545°90 / 60-29741–0top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-101140°35 / 92-23739–0, 1, 2legl, kneel
11-17843°25 / 100-210, 1, 2legl, kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-810Sakurai37 / 75-13627–0, 1, 2kneer
hdr
Forward Tilt
6-810Sakurai37 / 75-13627–0, 1, 2kneer
hdr
Forward Tilt
6-810Sakurai37 / 75-13627–0, 1, 2kneer
hdr‡
Up Tilt
8-11996°45 / 109-22837–0, 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 -131334–0top
13-1510–11.590°40 / 80-13 to -121top

Smash Attacks

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
vanilla•
Forward Smash
no hitboxes–61––
vanilla•
Forward Smash
no hitboxes–61––
vanilla•
Forward Smash
no hitboxes–61––
vanilla•
Forward Smash
no hitboxes–61––
hdr‡¶
Forward Smash
18-2212Sakurai48 / 94-331860–3, 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 hitboxes–61––
hdr‡
Up Smash
11-131675°48 / 95-351157–0, 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 hitboxes–61––
hdr
Down Smash
6-81440°50 / 80-37653–0, 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
15-17151°25 / 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 / 87-26136–––0have
vanilla↛
Neutral Special
spawns spiralsimple113––––
hdr‡※¶
Neutral Special
8-181360°50 / 95-11829–1-3, 28––0, 1armr5, handr
8-188.547°45 / 68-140, 1armr5, handr
8-1810.5–12.07545°45 / 100-13 to -120, 1armr5, handr
hdr‡
Neutral Special
no hitboxes–11––C 9–
vanilla•
Up Special
no hitboxes–31––––
vanilla•
Up Special
no hitboxes–19––––
vanilla•
Up Special
no hitboxes–21––––
vanilla
Up Special
no hitboxes–1––––
hdr
Up Special
no hitboxes–1––––
hdr•‡
Up Special
no hitboxes–1534–––
vanilla•
Up Special
no hitboxes–2134–––
vanilla•
Up Special
no hitboxes–2434–––
hdr•‡
Up Special
no hitboxes–1534–––
vanilla•
Up Special
no hitboxes–2134–––
hdr¶•
Up Special
2
left arm not dragonized
945°56 / 78-2822734–C 240arml
2
with the left arm dragonized
10.3545°66 / 85-270arml
SpecialLw vanilla•
Down Special
no hitboxes–39––––
SpecialAirLw vanilla•
Down Special
no hitboxes–30––––

Grabs

27 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Grab
10-11––– / –––40–0grab
vanilla
Grab
1––– / –––61–0, 1grab
2-50––– / ––0, 1grab
vanilla
Dash Grab
1––– / –––61–0, 1grab
2-50––– / ––0, 1grab
vanilla
Pivot Grab
1––– / –––61–0, 1grab
2-50––– / ––0, 1grab
vanilla•
Grab
no hitboxes–61––
vanilla•
Dash Grab
no hitboxes–61––
vanilla•
Pivot Grab
no hitboxes–61––
vanilla
Grab
no hitboxes–20––
vanilla
Dash Grab
no hitboxes–20––
vanilla
Pivot Grab
no hitboxes–20––
CatchAirReturn vanilla•
Grab
no hitboxes–61––
CatchAirEnd vanilla
Grab
no hitboxes–33––
vanilla•
Grab
no hitboxes–10––
CatchPull2 vanilla•
Grab
no hitboxes–11––
CatchPull2Big vanilla•
Grab
no hitboxes–11––
CatchWait vanilla•
Grab
no hitboxes––––
CatchWaitBig vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.5Sakurai30 fixed–18–0top
vanilla
Pummel
11.5Sakurai30 fixed–17–0top
CatchCut vanilla
Grab
no hitboxes–30––
vanilla
Dash Grab
no hitboxes–57––
vanilla
Pivot Grab
no hitboxes–57––
AirCatch vanilla•
Air Grab (Tether)
no hitboxes–55––
vanilla•
Air Grab (Tether)
no hitboxes–181––
vanilla•
Air Grab (Tether)
no hitboxes–60––
vanilla•
Air Grab (Tether)
no hitboxes––––
vanilla•
Air Grab (Tether)
no hitboxes–8––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1433°58 / 75–1327140–
1-113Sakurai60 / 100–0–
12545°30 / 130–0, 1footl, legl
hdr
Back Throw
1047°32 / 340–3147160–
1-273Sakurai60 / 100–0–
271432°40 / 60–1top
hdr
Up Throw
1880°55 / 88–1131200–
1-93Sakurai60 / 100–0–
10245°30 / 130–0toer
vanilla‡
Down Throw
1475°90 / 60–1637210–
1-143Sakurai60 / 100–0–
1540°30 / 130–0top

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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
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–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–27––
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–33––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
vanilla‡
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
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–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–50––

Other

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––
vanilla
AttackShortPullL2
115Sakurai40 / 75-60172–0arml
19.2Sakurai50 / 90-630arml
113.8Sakurai40 / 75-610arml
18Sakurai50 / 90-640arml
vanilla
AttackShortPullR2
121.8545°48 / 70-56172–0armr
11145°50 / 97-620armr
111.530°25 / 67-620armr
1530°25 / 95-660armr
113.8Sakurai40 / 75-610armr
18Sakurai50 / 90-640armr
vanilla
AttackLongPullL2
115Sakurai40 / 75-60172–0arml
19.2Sakurai50 / 90-630arml
113.8Sakurai40 / 75-610arml
18Sakurai50 / 90-640arml
vanilla
AttackLongPullR2
121.8545°48 / 70-56172–0armr
11145°50 / 97-620armr
111.530°25 / 67-620armr
1530°25 / 95-660armr
113.8Sakurai40 / 75-610armr
18Sakurai50 / 90-640armr
vanilla
AttackShortPullL3
115Sakurai40 / 75-60172–0arml
19.2Sakurai50 / 90-630arml
113.8Sakurai40 / 75-610arml
18Sakurai50 / 90-640arml
vanilla
AttackShortPullR3
121.8545°48 / 70-56172–0armr
11145°50 / 97-620armr
111.530°25 / 67-620armr
1530°25 / 95-660armr
113.8Sakurai40 / 75-610armr
18Sakurai50 / 90-640armr
vanilla
AttackLongPullL3
115Sakurai40 / 75-60172–0top
19.2Sakurai50 / 90-630top
113.8Sakurai40 / 75-610top
18Sakurai50 / 90-640top
vanilla
AttackLongPullR3
121.8545°48 / 70-56172–0top
11145°50 / 97-620top
111.530°25 / 67-620top
1530°25 / 95-660top
113.8Sakurai40 / 75-610top
18Sakurai50 / 90-640top
vanilla
AttackShortEndL1
115Sakurai40 / 75-8120–0arml
19.2Sakurai50 / 90-110arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackLongEndL1
115Sakurai40 / 75-8120–0arml
19.2Sakurai50 / 90-110arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackShortPullLb2
115Sakurai40 / 75-36148–0arml
19.2Sakurai50 / 90-390arml
113.8Sakurai40 / 75-370arml
18Sakurai50 / 90-400arml
vanilla
AttackShortPullRb2
121.8545°48 / 70-32148–0armr
11145°50 / 97-380armr
111.530°25 / 67-380armr
1530°25 / 95-420armr
113.8Sakurai40 / 75-370armr
18Sakurai50 / 90-400armr
vanilla
AttackLongPullLb2
115Sakurai40 / 75-36148–0top
19.2Sakurai50 / 90-390top
113.8Sakurai40 / 75-370top
18Sakurai50 / 90-400top
vanilla
AttackLongPullRb2
121.8545°48 / 70-32148–0top
11145°50 / 97-380top
111.530°25 / 67-380top
1530°25 / 95-420top
113.8Sakurai40 / 75-370top
18Sakurai50 / 90-400top
vanilla
AttackShortPullLb3
115Sakurai40 / 75-36148–0arml
19.2Sakurai50 / 90-390arml
113.8Sakurai40 / 75-370arml
18Sakurai50 / 90-400arml
vanilla
AttackShortPullRb3
121.8545°48 / 70-32148–0armr
11145°50 / 97-380armr
111.530°25 / 67-380armr
1530°25 / 95-420armr
113.8Sakurai40 / 75-370armr
18Sakurai50 / 90-400armr
vanilla
AttackLongPullLb3
115Sakurai40 / 75-36148–0arml
19.2Sakurai50 / 90-390arml
113.8Sakurai40 / 75-370arml
18Sakurai50 / 90-400arml
vanilla
AttackLongPullRb3
121.8545°48 / 70-32148–0armr
11145°50 / 97-380armr
111.530°25 / 67-380armr
1530°25 / 95-420armr
113.8Sakurai40 / 75-370armr
18Sakurai50 / 90-400armr
vanilla
AttackShortEndLb1
115Sakurai40 / 75-8120–0arml
19.2Sakurai50 / 90-110arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla‡¶
AttackLongEndLb1
115Sakurai40 / 75-8120–0arml
19.2Sakurai50 / 90-110arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackShortEndLb3
115Sakurai40 / 75-8120–0arml
19.2Sakurai50 / 90-110arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackLongEndLb3
115Sakurai40 / 75-8120–0arml
19.2Sakurai50 / 90-110arml
113.8Sakurai40 / 75-90arml
18Sakurai50 / 90-120arml
vanilla
AttackBothEndL
121.8545°48 / 70-4120–0armr
11145°50 / 97-100armr
111.530°25 / 67-100armr
1530°25 / 95-140armr
113.8Sakurai40 / 75-90armr
18Sakurai50 / 90-120armr
vanilla
AttackBothEndR
115Sakurai40 / 75-8120–0arml
19.2Sakurai50 / 90-110arml
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 / 900have
1-119.2Sakurai50 / 860have
1-119.2Sakurai50 / 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), Neutral Special (Air, End), Up Special (Air, Start2), Up Special (Air, Start), Grab, Down Throw, AttackLongEndLb1, DownSpot
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, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, Air Grab (Tether), AirCatchPose, AirCatchHit, AirCatchHang
  • Repeats while the input is held or mashed; one cycle is 14 frames. 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.