Dair Landing

9 fighters5 changed by HDRAerial Attacksinternal landingairlw
Bayonetta hdr
bayonetta
11-3645°78111-13120
Bowser hdr
koopa
11-3320°6030-15120
Kazuya vanilla
demon
11-21050°5075-5114
Pichu hdr
pichu
11-24Sakurai50100-24130
Pikachu hdr
pikachu
11-24Sakurai50100-24130
Sephiroth vanilla
edge
21553°5873-13120
Toon Link vanilla
toonlink
31030°20100-29135
Wario hdr
wario
11-2260°7030-15120
Yoshi vanilla
yoshi
121Sakurai65100-15220

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.