Up Throw

89 fighters67 changed by HDRThrowsinternal throwhi
Banjo & Kazooie hdr
buddy
313104°7864–153722
Bayonetta hdr
bayonetta
314.582°5587–133320
Bowser hdr
koopa
51277°50189–577417
Bowser Jr. vanilla
koopajr
21775°6560–183416
Byleth vanilla
master
31384°8090–153823
Captain Falcon hdr
captain
31382°65135–133825
Charizard hdr
plizardon
31380°80185–588022
Chrom vanilla
chrom
21697°60100–133926
Cloud vanilla
cloud
41480°7897–154126
Corrin vanilla
kamui
31385°30198–133724
Daisy hdr
daisy
31688°7270–265024
Dark Pit hdr
pitb
31590°7072–153823
Dark Samus hdr
samusd
31790°70108–164226
Diddy Kong hdr
diddy
31780°5090–19289
Donkey Kong vanilla
donkey
21990°7050–144430
Dr. Mario hdr
mariod
21790°7073–184022
Duck Hunt hdr
duckhunt
21688°6572–184426
Falco hdr
falco
21490°60100–74235
Fox hdr
fox
21290°75110–115241
Ganondorf hdr
ganon
31395°70105–134027
Greninja vanilla
gekkouga
21593°60120–164327
Hero hdr
brave
21790°5585–173215
Ice Climbers hdr
iceclimber
31588°12026–356126
Ike hdr
ike
31488°70135–204424
Incineroar hdr
gaogaen
41-253Sakurai60100–275326
Inkling vanilla
inkling
31390°7075–223614
Isabelle hdr
shizue
211090°6094–204323
Ivysaur hdr
pfushigisou
31290°9295–214019
Jigglypuff hdr
purin
21890°11520–93627
Joker vanilla
jack
21790°7072–163519
Kazuya vanilla
demon
21276°10 fixed––147662
Ken hdr
ken
31287°40241–133421
King Dedede hdr
dedede
31490°38155–194021
King K. Rool hdr
krool
211388°9756–406727
Kirby hdr
kirby
211478°7570–518029
Link hdr
link
31690°39145–295627
Little Mac hdr
littlemac
31390°8535–124129
Lucario hdr
lucario
31688°9060–173821
Lucas hdr
lucas
21890°75103–255631
Lucina vanilla
lucina
21593°70102–133421
Luigi hdr
luigi
21890°8972–184022
Mario hdr
mario
21690°7090–183719
Marth vanilla
marth
21593°70102–133724
Mega Man hdr
rockman
21790°7072–153823
Meta Knight hdr
metaknight
211083°7085–467832
Mewtwo hdr
mewtwo
211290°7080–437229
Mii Brawler hdr
miifighter
21785°6590–164024
Mii Gunner hdr
miigunner
21790°40 fixed––74538
Mii Swordfighter hdr
miiswordsman
31384°50205–234320
Min Min hdr
tantan
31880°5588–113120
Mr. Game & Watch hdr
gamewatch
21890°60110–264014
Mythra vanilla
elight
21484°7065–93021
Ness hdr
ness
21990°7575–365620
Olimar vanilla
pikmin
51-485.485°8180–214928
Pac-Man hdr
pacman
21590°4580–183618
Palutena hdr
palutena
21798°6695–174427
Peach hdr
peach
31683°7056–244218
Pichu hdr
pichu
Uncharged · +1 stance
31-133Sakurai40100–153823
Pikachu hdr
pikachu
31590°55125–153722
Piranha Plant hdr
packun
Normal · +2 stances
2111.790°6467–205030
Pit hdr
pit
31590°7072–153823
Pyra hdr
eflame
21581°7075–123321
R.O.B. hdr
robot
21990°56114–587517
Richter hdr
richter
21689°6570–153924
Ridley hdr
ridley
31487°55144–194425
Robin hdr
reflet
21997°8660–174023
Rosalina & Luma vanilla
rosetta
21788°5090–133825
Roy hdr
roy
21697°60100–133926
Ryu hdr
ryu
327-328Sakurai30100-9184729
Samus vanilla
samus
31790°8080–164226
Sephiroth hdr
edge
31398°50138–143521
Sheik vanilla
sheik
31385°11062–215029
Shulk hdr
shulk
31488°8075–224422
Simon hdr
simon
31488°7084–365721
Snake vanilla
snake
31490°55130–234825
Sonic hdr
sonic
31576°9560–234017
Sora hdr
trail
216.8108°6665–133017
Squirtle hdr
pzenigame
31590°48150–173821
Steve hdr
pickel
21890°7080–193617
Terry hdr
dolly
31182°40250–133320
Toon Link vanilla
toonlink
41292°25220–285022
Villager hdr
murabito
211090°9452–133825
Wario hdr
wario
211280°9521–487830
Wii Fit Trainer vanilla
wiifit
21880°4080–285022
Wolf vanilla
wolf
31280°75110–274619
Yoshi vanilla
yoshi
21590°6590–134431
Young Link hdr
younglink
31480°55100–294213
Zelda hdr
zelda
21987°5090–304919
Zero Suit Samus hdr
szerosuit
314105°65100–103525

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. Release stands where Startup does on every other move: a throw's hit is registered on frame 1 and dealt later, so the frame it lets go is the only timing it has. Throw release endlag stands where Land lag does, since a throw never lands — it is FAF minus release, the frames you spend recovering after the opponent is already flying. 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.