Rapid Jab Finisher

34 fighters16 changed by HDRJabsinternal attack100end
Banjo & Kazooie vanilla
buddy
18-91.650°9866-28839
Bayonetta hdr
bayonetta
311-120.545°60136-32448
Bowser Jr. hdr
koopajr
16-73Sakurai60170-30640
Byleth vanilla
master
17-83.554°60162-36747
Captain Falcon hdr
captain
17-8345°8055-31742
Corrin vanilla
kamui
13-4340°8590-33340
Dark Pit vanilla
pitb
14-52Sakurai40185-35443
Duck Hunt hdr
duckhunt
15380°70140-34543
Falco vanilla
falco
15-6345°60100-27536
Fox hdr
fox
13-42Sakurai35130-32339
Greninja vanilla
gekkouga
14-5245°60120-34442
Inkling hdr
inkling
16-72Sakurai50100-32642
Ivysaur vanilla
pfushigisou
15-6245°8066-31540
King Dedede hdr
dedede
14-5370°80162-39447
Kirby vanilla
kirby
13-43Sakurai70115-33340
Little Mac vanilla
littlemac
15375°90123-26535
Meta Knight vanilla
metaknight
132Sakurai60140-20327
Mewtwo hdr
mewtwo
16-86Sakurai8969-28640
Mii Brawler hdr
miifighter
15-6245°65130-28537
Min Min vanilla
tantan
17-8545°9060-29741
Mr. Game & Watch hdr
gamewatch
12-44.550°60160-27234
Mythra vanilla
elight
17-8340°8090-27738
Palutena hdr
palutena
13-53.5Sakurai55140-33340
Piranha Plant hdr
packun
Normal · +2 stances
16-73.0650°40150-28638
Pit vanilla
pit
14-52Sakurai40185-37445
Pyra vanilla
eflame
16-7540°8080-27638
Richter vanilla
richter
14-52.555°80115-37445
Ridley vanilla
ridley
25-6250°11060-37546
Robin hdr
reflet
15-10274°80186-39548
Rosalina & Luma vanilla
rosetta
16-72.5Sakurai60108-28638
Sheik hdr
sheik
15-6540°4082-26536
Simon hdr
simon
14-52.555°80115-37445
Young Link vanilla
younglink
15-62.545°9555-35544
Zelda hdr
zelda
16-73Sakurai40140-29639

One row per fighter, so a multi-hit move shows only its first hitbox here — Hits says how many it has, and the fighter's own page lists them all. On shield is frame advantage: −7 means the defender acts seven frames before you, so anything faster than that punishes. Aerials are measured against landing lag and assume you land on the hitting frame; everything else against the move's first actionable frame. Throws and command grabs show no figure, because those hits land on an opponent already held and never meet a shield. Anything marked with a dotted underline has more to it than the one number — hover or tap it for the rest. Clicking anywhere in the Fighter cell opens the ACMD script their version of the move is read from; clicking the name itself goes to their page.

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.