Attack100Start

33 fighters0 changed by HDRJabsinternal attack100start
Banjo & Kazooie vanilla
buddy
0–––––––4–
Bayonetta vanilla
bayonetta
0–––––––4–
Bowser Jr. vanilla
koopajr
0–––––––4–
Byleth vanilla
master
0–––––––9–
Captain Falcon vanilla
captain
0–––––––3–
Corrin vanilla
kamui
0–––––––10–
Dark Pit vanilla
pitb
0–––––––4–
Duck Hunt vanilla
duckhunt
0–––––––3–
Falco vanilla
falco
0–––––––3–
Fox vanilla
fox
0–––––––3–
Greninja vanilla
gekkouga
0–––––––4–
Inkling vanilla
inkling
0–––––––2–
Ivysaur vanilla
pfushigisou
0–––––––3–
King Dedede vanilla
dedede
0–––––––3–
Kirby vanilla
kirby
0–––––––5–
Little Mac vanilla
littlemac
0–––––––3–
Meta Knight vanilla
metaknight
0–––––––3–
Mewtwo vanilla
mewtwo
0–––––––3–
Mii Brawler vanilla
miifighter
0–––––––4–
Min Min vanilla
tantan
0–––––––4–
Mythra vanilla
elight
0–––––––6–
Palutena vanilla
palutena
0–––––––2–
Piranha Plant vanilla
packun
0–––––––4–
Pit vanilla
pit
0–––––––4–
Pyra vanilla
eflame
0–––––––7–
Richter vanilla
richter
0–––––––7–
Ridley vanilla
ridley
0–––––––3–
Robin vanilla
reflet
0–––––––3–
Rosalina & Luma vanilla
rosetta
0–––––––3–
Sheik vanilla
sheik
0–––––––3–
Simon vanilla
simon
0–––––––7–
Young Link vanilla
younglink
0–––––––4–
Zelda vanilla
zelda
0–––––––3–

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.