Mythra

106 moves37 changed by HDR69 vanillainternal elight
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-5285°20 fixed-123190, 1, 2shoulderl, arml
3-52Sakurai15 / 15-123top
hdr
Jab
4275°30 fixed-134210, 1, 2top
4-52Sakurai15 / 15-133top
5275°30 fixed-120, 1, 2top
hdr
Jab
4-6 (every 1)460°46 / 98-224310, 1, 2, 3haver, top
vanilla•‡
Jab
no hitboxes6
vanilla
Jab
1, 2, 6, 100.4Sakurai10 / 2010top
vanilla
Jab
7-8340°80 / 90-277380top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-101050°40 / 81-248400, 1haver, armr
8-108Sakurai40 / 81-252, 3haver

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-12867°52 / 75-159310, 1armr, sword2
9-12661°52 / 75-162, 3sword2
hdr
Up Tilt
8-126.586°48 / 98-178310, 1armr, sword2
8-125.580°48 / 98-172, 3sword2
hdr
Down Tilt
6-9779°52 / 96-146260, 1armr, sword2
6-9673°52 / 96-142, 3sword2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
1414Sakurai65 / 65-3414580, 1, 2haver, armr
141238°65 / 65-353, 4haver
15-1714Sakurai65 / 65-330, 1, 2haver, armr
15-171238°65 / 65-343, 4haver
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
92120°90 fixed-429550top
102130°90 fixed-410top
11-121.5366°50 fixed-410top
11-121.5366°50 fixed-411top
11-121.590°60 fixed-412top
11-121.5366°65 fixed-413top
131.5366°50 fixed-390top
131.5366°50 fixed-391top
131.590°60 fixed-392top
131.5145°65 fixed-393top
141.5366°50 fixed-380top
141.5366°50 fixed-381top
141.590°60 fixed-382top
141.5145°65 fixed-383top
15-241.5366°50 fixed-370top
15-241.5366°50 fixed-371top
15-241.590°60 fixed-372top
15-241.5145°65 fixed-373, 4top
26-27683°75 / 108-230top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-1040 / 100-328450armr
8-104180°0 / 100-321, 2, 3sword2
8-1040 / 100-324legl
8-104180°0 / 100-325, 6kneel
14-1710100°53 / 81-230, 1, 2, 3armr, sword2
14-1710100°53 / 81-234, 5, 6legl, kneel

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
9-132120°80 fixed-694491-8, 39–0haver
9-132367°50 fixed-61, 2haver
14-205Sakurai48 / 118-50, 1, 2top, haver
hdr
Forward Air
8-11950°55 / 65-383291-2, 28–0, 1armr, haver
8-117Sakurai55 / 65-42, 3haver
hdr
Back Air
10-138.577°52 / 75-41034101-3, 26–0, 1armr, haver
10-136.571°52 / 75-52, 3haver
hdr
Up Air
9-13881°50 / 75-393491, 19–0, 1armr, haver
9-13675°50 / 75-42, 3haver
hdr
Down Air
11-141058°47 / 84-41137111-3, 27–0, 1armr, sword2
11-14752°47 / 84-62, 3sword2

Special Attacks

25 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Neutral Special
no hitboxes5
vanilla
Neutral Special
100.5320°35 fixed-4810610, 1, 2haver
hdr‡¶
Neutral Special
5290°40 fixed-545640top
16290°40 fixed-430top
262366°50 fixed-330top
26-27290°10 fixed-330, 1, 2haver
26-272366°10 fixed-333haver
26-272366°50 fixed-334top
36642°75 / 84-220top
36-37642°75 / 84-220, 1, 2, 3, 4haver, top
hdr
Neutral Special
5290°40 fixed-595690top
52366°40 fixed-591, 3top
52110°40 fixed-592top
16215°40 fixed-480, 1sword2
162100°40 fixed-482sword2
162366°50 fixed-483sword2
162366°50 fixed-484, 5, 6top
16215°40 fixed-497top
26290°40 fixed-380, 1, 2sword2
262366°40 fixed-383sword2
262366°50 fixed-384, 5top
35290°30 fixed-290, 1, 2, 3sword2
352366°50 fixed-294, 5top
458.542°55 / 78-170, 1, 2, 3, 4sword2, top
SpecialAirNStart vanilla
Neutral Special
no hitboxes5
vanilla
Neutral Special
100.5320°35 fixed-4810610, 1, 2haver
hdr‡¶
Neutral Special
5290°40 fixed-545640top
16290°40 fixed-430top
262366°50 fixed-330top
26-27290°10 fixed-330, 1, 2haver
26-272366°10 fixed-333haver
26-272366°50 fixed-334top
36642°75 / 84-220top
36-37642°75 / 84-220, 1, 2, 3, 4haver, top
hdr
Neutral Special
5290°50 fixed-595690top
5290°20 fixed-591top
5290°60 fixed-592, 3top
162366°80 fixed-480, 1, 2, 3sword2
16290°30 fixed-484top
162366°80 fixed-495top
26290°20 fixed-380, 1, 2, 3sword2
262366°80 fixed-384top
35290°20 fixed-290, 1, 2, 3sword2
352366°80 fixed-294top
458.542°55 / 78-170, 1, 2, 3, 4sword2, top
vanilla•‡
Side Special
no hitboxes18
hdr➔‡
Side Special
1-4680°70 fixed+2150rot
hdr
Side Special
no hitboxes45
vanilla•‡
Side Special
no hitboxes18
hdr➔‡
Side Special
1-4680°70 fixed+2150rot
hdr
Side Special
no hitboxes65
vanilla•‡
Up Special
no hitboxes10
vanilla•‡
Up Special
no hitboxes10
hdr
Up Special
1-27varies100 fixed-151220, 1, 2, 3sword2, top
3780°60 / 10-130, 1, 2, 3top
4-5772°50 / 10-120sword2
4-5768°50 / 10-121sword2
vanilla➔•‡
Up Special
spawns exprosiveshot1113
vanilla➔•
Up Special
spawns spreadbullet1219
vanilla
Up Special
no hitboxes46
hdr
Up Special
no hitboxes20
hdr•‡
Down Special
no hitboxes7
hdr
Down Special
no hitboxes15
hdr•‡
Down Special
no hitboxes7
hdr
Down Special
no hitboxes15

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.5Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-12– / –440grab
hdr
Pivot Grab
12-13– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
12.533°58 / 751128170
1-93Sakurai60 / 1000
10345°30 / 130-140top
vanilla
Back Throw
12.550°72 / 451736190
1-143Sakurai60 / 1000
15-16345°30 / 130-170top
vanilla
Up Throw
1484°70 / 65930210
1-293Sakurai40 / 1000
hdr
Down Throw
1370°75 / 902546210
1-193Sakurai60 / 1000
20-244Sakurai30 / 150-210top

Defensive

44 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Spot Dodge
intangible 3–1527
EscapeNForesight vanilla
Spot Dodge
no hitboxes26
vanilla•‡
Forward Roll
intangible 4–1334
vanilla
Forward Roll
no hitboxes30
vanilla•‡
Back Roll
intangible 4–1334
EscapeBForesight vanilla
Back Roll
no hitboxes36
hdr
Air Dodge
intangible 4–265310
EscapeAirForesight vanilla
Air Dodge
no hitboxes68
vanilla
Air Dodge
no hitboxes70
hdr
Air Dodge
intangible 4–265310
vanilla
Ledge Attack
24-26945°90 / 20-2724580top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
24-25748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes27
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
DownBoundD vanilla
DownBoundD
no hitboxes26
vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes13
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes33
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes30
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2921
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes47

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

3 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.

Bunshin

13 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Side Special (1)
42.550°20 fixed0top
42.510°15 fixed1top
42.535 fixed2top
42.545°55 fixed3top
42.545°25 fixed4top
42.540°55 fixed5top
42.540°15 fixed6top
hdr
Side Special (2)
87Sakurai80 / 1000, 1, 2, 3, 4top
hdr
Side Special (3)
87Sakurai80 / 1000, 1, 2, 3, 4top
hdr
Side Special (4)
87Sakurai80 / 1000, 1, 2, 3top
vanilla
Side Special (5)
5760°85 / 600top
vanilla
Side Special (Air, 1)
42.550°20 fixed0top
42.510°15 fixed1top
42.535 fixed2top
42.545°55 fixed3top
42.545°25 fixed4top
42.540°55 fixed5top
42.540°15 fixed6top
hdr
Side Special (Air, 2)
87Sakurai80 / 1000, 1, 2, 3, 4top
hdr
Side Special (Air, 3)
87Sakurai80 / 1000, 1, 2, 3, 4top
hdr
Side Special (Air, 4)
87Sakurai80 / 1000, 1, 2, 3top
vanilla
Side Special (Air, 5)
5760°85 / 600top
vanilla
SpecialCliffS3
42.545°40 fixed0top
42.515°30 fixed1top
42.580°15 fixed2top
42.5110°20 fixed3top
42.5125°20 fixed4top
vanilla
SpecialCliffS4
42.5340°10 fixed0top
42.520 fixed1top
42.5330°10 fixed2top
42.5230°25 fixed3top
vanilla
SpecialCliffS5
5760°85 / 600top

Exprosiveshot

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-101368°30 fixed0top
1-10180°71 / 1341top
hdr
Burst
1-10390°80 / 800top

Spreadbullet

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-162.552°65 / 850top

Attributes

Weight & Size

Weight
78
Jostle Weight
5
Shield Radius
11.9

Ground Movement

Walk Speed
1.42
Walk Accel (mul)
0.13
Walk Accel (add)
0.11
Initial Dash
1.9
Run Speed
1.89
Run Accel (mul)
0.0764
Run Accel (add)
0.02
Traction
0.091

Jumps

Jumpsquat
3
Jump Initial Y
10.848
Full Hop Height
30.8
Short Hop Height
13
Air Jump Height
33
Jump Count
2
Horizontal Jump Speed
1.7

Air Movement

Air Speed
1.125
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.012
Gravity
0.134
Fall Speed
2.62

Landing Lag

Nair
9
Fair
9
Bair
10
Uair
9
Dair
11
Empty Landing
4
Heavy Landing
4

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 2, Jab 3, Attack100Start, Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special, Neutral Special (Air), Side Special (Start), Side Special, Side Special (Air, Start), Side Special (Air), Up Special (Start), Up Special (Air, Start), Up Special (Air, 1), Down Special, Down Special (Air), Dash Grab, Pivot Grab, Forward Roll, Back Roll
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (Hold), Neutral Special, Neutral Special (2), Neutral Special (Air, Hold), Neutral Special (Air), Neutral Special (Air, 2)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle.Up Special (Air, Jump)
HDR removes this move’s hitboxes.
  • CliffEscape
The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Exprosiveshot is on the field for up to 10 frames (param_exprosiveshot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Exprosiveshot: Fly, Exprosiveshot: Burst
  • Spreadbullet is on the field for up to 16 frames (param_spreadbullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Spreadbullet: Fly
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Bunshin — see Projectiles & Articles below.Side Special, Side Special (Air)
  • Damage comes from Exprosiveshot — see Projectiles & Articles below.Up Special (Air, 1)
  • Damage comes from Spreadbullet — see Projectiles & Articles below.Up Special (Air, 2)
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, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Air, Start), Side Special (Air, End), Up Special (Start), Up Special (Air, Start), Up Special (Air, 1), Up Special (Air, 2), Up Special (Air, End), Down Special, Down Special (Air), EscapeAirSlideForesight, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • 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

Loading…

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.