Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3-5 | 2 | 85° | 20 fixed | -12 | 3 | 19 | – | 0, 1, 2 | shoulderl, arml |
| 3-5 | 2 | Sakurai | 15 / 15 | -12 | 3 | top | ||||
| hdr‡ Jab | 4 | 2 | 75° | 30 fixed | -13 | 4 | 21 | – | 0, 1, 2 | top |
| 4-5 | 2 | Sakurai | 15 / 15 | -13 | 3 | top | ||||
| 5 | 2 | 75° | 30 fixed | -12 | 0, 1, 2 | top | ||||
| hdr‡ Jab | 4-6 (every 1) | 4 | 60° | 46 / 98 | -22 | 4 | 31 | – | 0, 1, 2, 3 | haver, top |
| vanilla•‡ Jab | no hitboxes | – | 6 | – | – | |||||
| vanilla• Jab | 1, 2, 6, 10 | 0.4 | Sakurai | 10 / 20 | – | 1 | – | – | 0 | top |
| vanilla Jab | 7-8 | 3 | 40° | 80 / 90 | -27 | 7 | 38 | – | 0 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 8-10 | 10 | 50° | 40 / 81 | -24 | 8 | 40 | – | 0, 1 | haver, armr |
| 8-10 | 8 | Sakurai | 40 / 81 | -25 | 2, 3 | haver |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 9-12 | 8 | 67° | 52 / 75 | -15 | 9 | 31 | – | 0, 1 | armr, sword2 |
| 9-12 | 6 | 61° | 52 / 75 | -16 | 2, 3 | sword2 | ||||
| hdr‡ Up Tilt | 8-12 | 6.5 | 86° | 48 / 98 | -17 | 8 | 31 | – | 0, 1 | armr, sword2 |
| 8-12 | 5.5 | 80° | 48 / 98 | -17 | 2, 3 | sword2 | ||||
| hdr‡ Down Tilt | 6-9 | 7 | 79° | 52 / 96 | -14 | 6 | 26 | – | 0, 1 | armr, sword2 |
| 6-9 | 6 | 73° | 52 / 96 | -14 | 2, 3 | sword2 |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 14 | 14 | Sakurai | 65 / 65 | -34 | 14 | 58 | – | 0, 1, 2 | haver, armr |
| 14 | 12 | 38° | 65 / 65 | -35 | 3, 4 | haver | ||||
| 15-17 | 14 | Sakurai | 65 / 65 | -33 | 0, 1, 2 | haver, armr | ||||
| 15-17 | 12 | 38° | 65 / 65 | -34 | 3, 4 | haver | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 9 | 2 | 120° | 90 fixed | -42 | 9 | 55 | – | 0 | top |
| 10 | 2 | 130° | 90 fixed | -41 | 0 | top | ||||
| 11-12 | 1.5 | 366° | 50 fixed | -41 | 0 | top | ||||
| 11-12 | 1.5 | 366° | 50 fixed | -41 | 1 | top | ||||
| 11-12 | 1.5 | 90° | 60 fixed | -41 | 2 | top | ||||
| 11-12 | 1.5 | 366° | 65 fixed | -41 | 3 | top | ||||
| 13 | 1.5 | 366° | 50 fixed | -39 | 0 | top | ||||
| 13 | 1.5 | 366° | 50 fixed | -39 | 1 | top | ||||
| 13 | 1.5 | 90° | 60 fixed | -39 | 2 | top | ||||
| 13 | 1.5 | 145° | 65 fixed | -39 | 3 | top | ||||
| 14 | 1.5 | 366° | 50 fixed | -38 | 0 | top | ||||
| 14 | 1.5 | 366° | 50 fixed | -38 | 1 | top | ||||
| 14 | 1.5 | 90° | 60 fixed | -38 | 2 | top | ||||
| 14 | 1.5 | 145° | 65 fixed | -38 | 3 | top | ||||
| 15-24 | 1.5 | 366° | 50 fixed | -37 | 0 | top | ||||
| 15-24 | 1.5 | 366° | 50 fixed | -37 | 1 | top | ||||
| 15-24 | 1.5 | 90° | 60 fixed | -37 | 2 | top | ||||
| 15-24 | 1.5 | 145° | 65 fixed | -37 | 3, 4 | top | ||||
| 26-27 | 6 | 83° | 75 / 108 | -23 | 0 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 8-10 | 4 | 0° | 0 / 100 | -32 | 8 | 45 | – | 0 | armr |
| 8-10 | 4 | 180° | 0 / 100 | -32 | 1, 2, 3 | sword2 | ||||
| 8-10 | 4 | 0° | 0 / 100 | -32 | 4 | legl | ||||
| 8-10 | 4 | 180° | 0 / 100 | -32 | 5, 6 | kneel | ||||
| 14-17 | 10 | 100° | 53 / 81 | -23 | 0, 1, 2, 3 | armr, sword2 | ||||
| 14-17 | 10 | 100° | 53 / 81 | -23 | 4, 5, 6 | legl, kneel | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 9-13 | 2 | 120° | 80 fixed | -6 | 9 | 44 | 9 | 1-8, 39– | 0 | haver |
| 9-13 | 2 | 367° | 50 fixed | -6 | 1, 2 | haver | |||||
| 14-20 | 5 | Sakurai | 48 / 118 | -5 | 0, 1, 2 | top, haver | |||||
| hdr‡ Forward Air | 8-11 | 9 | 50° | 55 / 65 | -3 | 8 | 32 | 9 | 1-2, 28– | 0, 1 | armr, haver |
| 8-11 | 7 | Sakurai | 55 / 65 | -4 | 2, 3 | haver | |||||
| hdr‡ Back Air | 10-13 | 8.5 | 77° | 52 / 75 | -4 | 10 | 34 | 10 | 1-3, 26– | 0, 1 | armr, haver |
| 10-13 | 6.5 | 71° | 52 / 75 | -5 | 2, 3 | haver | |||||
| hdr‡ Up Air | 9-13 | 8 | 81° | 50 / 75 | -3 | 9 | 34 | 9 | 1, 19– | 0, 1 | armr, haver |
| 9-13 | 6 | 75° | 50 / 75 | -4 | 2, 3 | haver | |||||
| hdr‡ Down Air | 11-14 | 10 | 58° | 47 / 84 | -4 | 11 | 37 | 11 | 1-3, 27– | 0, 1 | armr, sword2 |
| 11-14 | 7 | 52° | 47 / 84 | -6 | 2, 3 | sword2 |
Special Attacks
25 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Neutral Special | no hitboxes | – | 5 | – | – | |||||
| vanilla¶ Neutral Special | 10 | 0.5 | 320° | 35 fixed | -48 | 10 | 61 | – | 0, 1, 2 | haver |
| hdr‡¶ Neutral Special | 5 | 2 | 90° | 40 fixed | -54 | 5 | 64 | – | 0 | top |
| 16 | 2 | 90° | 40 fixed | -43 | 0 | top | ||||
| 26 | 2 | 366° | 50 fixed | -33 | 0 | top | ||||
| 26-27 | 2 | 90° | 10 fixed | -33 | 0, 1, 2 | haver | ||||
| 26-27 | 2 | 366° | 10 fixed | -33 | 3 | haver | ||||
| 26-27 | 2 | 366° | 50 fixed | -33 | 4 | top | ||||
| 36 | 6 | 42° | 75 / 84 | -22 | 0 | top | ||||
| 36-37 | 6 | 42° | 75 / 84 | -22 | 0, 1, 2, 3, 4 | haver, top | ||||
| hdr¶ Neutral Special | 5 | 2 | 90° | 40 fixed | -59 | 5 | 69 | – | 0 | top |
| 5 | 2 | 366° | 40 fixed | -59 | 1, 3 | top | ||||
| 5 | 2 | 110° | 40 fixed | -59 | 2 | top | ||||
| 16 | 2 | 15° | 40 fixed | -48 | 0, 1 | sword2 | ||||
| 16 | 2 | 100° | 40 fixed | -48 | 2 | sword2 | ||||
| 16 | 2 | 366° | 50 fixed | -48 | 3 | sword2 | ||||
| 16 | 2 | 366° | 50 fixed | -48 | 4, 5, 6 | top | ||||
| 16 | 2 | 15° | 40 fixed | -49 | 7 | top | ||||
| 26 | 2 | 90° | 40 fixed | -38 | 0, 1, 2 | sword2 | ||||
| 26 | 2 | 366° | 40 fixed | -38 | 3 | sword2 | ||||
| 26 | 2 | 366° | 50 fixed | -38 | 4, 5 | top | ||||
| 35 | 2 | 90° | 30 fixed | -29 | 0, 1, 2, 3 | sword2 | ||||
| 35 | 2 | 366° | 50 fixed | -29 | 4, 5 | top | ||||
| 45 | 8.5 | 42° | 55 / 78 | -17 | 0, 1, 2, 3, 4 | sword2, top | ||||
| SpecialAirNStart vanilla• Neutral Special | no hitboxes | – | 5 | – | – | |||||
| vanilla¶ Neutral Special | 10 | 0.5 | 320° | 35 fixed | -48 | 10 | 61 | – | 0, 1, 2 | haver |
| hdr‡¶ Neutral Special | 5 | 2 | 90° | 40 fixed | -54 | 5 | 64 | – | 0 | top |
| 16 | 2 | 90° | 40 fixed | -43 | 0 | top | ||||
| 26 | 2 | 366° | 50 fixed | -33 | 0 | top | ||||
| 26-27 | 2 | 90° | 10 fixed | -33 | 0, 1, 2 | haver | ||||
| 26-27 | 2 | 366° | 10 fixed | -33 | 3 | haver | ||||
| 26-27 | 2 | 366° | 50 fixed | -33 | 4 | top | ||||
| 36 | 6 | 42° | 75 / 84 | -22 | 0 | top | ||||
| 36-37 | 6 | 42° | 75 / 84 | -22 | 0, 1, 2, 3, 4 | haver, top | ||||
| hdr¶ Neutral Special | 5 | 2 | 90° | 50 fixed | -59 | 5 | 69 | – | 0 | top |
| 5 | 2 | 90° | 20 fixed | -59 | 1 | top | ||||
| 5 | 2 | 90° | 60 fixed | -59 | 2, 3 | top | ||||
| 16 | 2 | 366° | 80 fixed | -48 | 0, 1, 2, 3 | sword2 | ||||
| 16 | 2 | 90° | 30 fixed | -48 | 4 | top | ||||
| 16 | 2 | 366° | 80 fixed | -49 | 5 | top | ||||
| 26 | 2 | 90° | 20 fixed | -38 | 0, 1, 2, 3 | sword2 | ||||
| 26 | 2 | 366° | 80 fixed | -38 | 4 | top | ||||
| 35 | 2 | 90° | 20 fixed | -29 | 0, 1, 2, 3 | sword2 | ||||
| 35 | 2 | 366° | 80 fixed | -29 | 4 | top | ||||
| 45 | 8.5 | 42° | 55 / 78 | -17 | 0, 1, 2, 3, 4 | sword2, top | ||||
| vanilla•‡ Side Special | no hitboxes | – | 18 | – | – | |||||
| hdr➔‡ Side Special | 1-4 | 6 | 80° | 70 fixed | +2 | 1 | 5 | – | 0 | rot |
| hdr Side Special | no hitboxes | – | 45 | – | – | |||||
| vanilla•‡ Side Special | no hitboxes | – | 18 | – | – | |||||
| hdr➔‡ Side Special | 1-4 | 6 | 80° | 70 fixed | +2 | 1 | 5 | – | 0 | rot |
| hdr• Side Special | no hitboxes | – | 65 | – | – | |||||
| vanilla•‡ Up Special | no hitboxes | – | 10 | – | – | |||||
| vanilla•‡ Up Special | no hitboxes | – | 10 | – | – | |||||
| hdr※ Up Special | 1-2 | 7 | varies | 100 fixed | -15 | 1 | 22 | – | 0, 1, 2, 3 | sword2, top |
| 3 | 7 | 80° | 60 / 10 | -13 | 0, 1, 2, 3 | top | ||||
| 4-5 | 7 | 72° | 50 / 10 | -12 | 0 | sword2 | ||||
| 4-5 | 7 | 68° | 50 / 10 | -12 | 1 | sword2 | ||||
| vanilla➔•‡ Up Special | spawns exprosiveshot | 11 | 13 | – | – | |||||
| vanilla➔• Up Special | spawns spreadbullet | 12 | 19 | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 46 | – | – | |||||
| hdr Up Special | no hitboxes | – | 20 | – | – | |||||
| hdr•‡ Down Special | no hitboxes | – | 7 | – | – | |||||
| hdr Down Special | no hitboxes | – | 15 | – | – | |||||
| hdr•‡ Down Special | no hitboxes | – | 7 | – | – | |||||
| hdr Down Special | no hitboxes | – | 15 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.5 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 11-12 | – | – | – / – | – | – | 44 | – | 0 | grab |
| hdr‡ Pivot Grab | 12-13 | – | – | – / – | – | – | 39 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 2.5 | 33° | 58 / 75 | – | 11 | 28 | 17 | 0 | – |
| 1-9 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 10 | 3 | 45° | 30 / 130 | -14 | 0 | top | ||||
| vanilla Back Throw | 1 | 2.5 | 50° | 72 / 45 | – | 17 | 36 | 19 | 0 | – |
| 1-14 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 15-16 | 3 | 45° | 30 / 130 | -17 | 0 | top | ||||
| vanilla Up Throw | 1 | 4 | 84° | 70 / 65 | – | 9 | 30 | 21 | 0 | – |
| 1-29 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 3 | 70° | 75 / 90 | – | 25 | 46 | 21 | 0 | – |
| 1-19 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 20-24 | 4 | Sakurai | 30 / 150 | -21 | 0 | top |
Defensive
44 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr• Spot Dodge | intangible 3–15 | – | 27 | – | – | |||||
| EscapeNForesight vanilla Spot Dodge | no hitboxes | – | 26 | – | – | |||||
| vanilla•‡ Forward Roll | intangible 4–13 | – | 34 | – | – | |||||
| vanilla Forward Roll | no hitboxes | – | 30 | – | – | |||||
| vanilla•‡ Back Roll | intangible 4–13 | – | 34 | – | – | |||||
| EscapeBForesight vanilla Back Roll | no hitboxes | – | 36 | – | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 53 | 10 | – | |||||
| EscapeAirForesight vanilla Air Dodge | no hitboxes | – | 68 | – | – | |||||
| vanilla• Air Dodge | no hitboxes | – | 70 | – | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 53 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 9 | 45° | 90 / 20 | -27 | 24 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| DamageFall vanilla• DamageFall | no hitboxes | – | – | – | – | |||||
| vanilla DownBoundU | no hitboxes | – | 27 | – | – | |||||
| DownWaitU vanilla• DownWaitU | no hitboxes | – | – | – | – | |||||
| DownDamageU vanilla• DownDamageU | no hitboxes | – | 14 | – | – | |||||
| DownDamageU3 vanilla• DownDamageU3 | no hitboxes | – | 40 | – | – | |||||
| vanilla DownEatU | no hitboxes | – | 30 | – | – | |||||
| DownStandU vanilla Get-Up | no hitboxes | – | 33 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBoundD vanilla DownBoundD | no hitboxes | – | 26 | – | – | |||||
| vanilla• DownWaitD | no hitboxes | – | – | – | – | |||||
| DownDamageD vanilla• DownDamageD | no hitboxes | – | 13 | – | – | |||||
| DownDamageD3 vanilla• DownDamageD3 | no hitboxes | – | 40 | – | – | |||||
| vanilla DownEatD | no hitboxes | – | 30 | – | – | |||||
| DownStandD vanilla Get-Up | no hitboxes | – | 33 | – | – | |||||
| DownForwardD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 29 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 30 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 30 | – | – | |||||
| vanilla Ledge Grab | intangible 1–29 | – | 21 | – | – | |||||
| CliffWait vanilla• Ledge Hang | no hitboxes | – | – | – | – | |||||
| CliffClimb vanilla Ledge Climb | no hitboxes | – | 37 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 52 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 47 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 5 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Side Special (1) | 4 | 2.5 | 50° | 20 fixed | 0 | top |
| 4 | 2.5 | 10° | 15 fixed | 1 | top | |
| 4 | 2.5 | 5° | 35 fixed | 2 | top | |
| 4 | 2.5 | 45° | 55 fixed | 3 | top | |
| 4 | 2.5 | 45° | 25 fixed | 4 | top | |
| 4 | 2.5 | 40° | 55 fixed | 5 | top | |
| 4 | 2.5 | 40° | 15 fixed | 6 | top | |
| hdr Side Special (2) | 8 | 7 | Sakurai | 80 / 100 | 0, 1, 2, 3, 4 | top |
| hdr Side Special (3) | 8 | 7 | Sakurai | 80 / 100 | 0, 1, 2, 3, 4 | top |
| hdr Side Special (4) | 8 | 7 | Sakurai | 80 / 100 | 0, 1, 2, 3 | top |
| vanilla Side Special (5) | 5 | 7 | 60° | 85 / 60 | 0 | top |
| vanilla Side Special (Air, 1) | 4 | 2.5 | 50° | 20 fixed | 0 | top |
| 4 | 2.5 | 10° | 15 fixed | 1 | top | |
| 4 | 2.5 | 5° | 35 fixed | 2 | top | |
| 4 | 2.5 | 45° | 55 fixed | 3 | top | |
| 4 | 2.5 | 45° | 25 fixed | 4 | top | |
| 4 | 2.5 | 40° | 55 fixed | 5 | top | |
| 4 | 2.5 | 40° | 15 fixed | 6 | top | |
| hdr Side Special (Air, 2) | 8 | 7 | Sakurai | 80 / 100 | 0, 1, 2, 3, 4 | top |
| hdr Side Special (Air, 3) | 8 | 7 | Sakurai | 80 / 100 | 0, 1, 2, 3, 4 | top |
| hdr Side Special (Air, 4) | 8 | 7 | Sakurai | 80 / 100 | 0, 1, 2, 3 | top |
| vanilla Side Special (Air, 5) | 5 | 7 | 60° | 85 / 60 | 0 | top |
| vanilla SpecialCliffS3 | 4 | 2.5 | 45° | 40 fixed | 0 | top |
| 4 | 2.5 | 15° | 30 fixed | 1 | top | |
| 4 | 2.5 | 80° | 15 fixed | 2 | top | |
| 4 | 2.5 | 110° | 20 fixed | 3 | top | |
| 4 | 2.5 | 125° | 20 fixed | 4 | top | |
| vanilla SpecialCliffS4 | 4 | 2.5 | 340° | 10 fixed | 0 | top |
| 4 | 2.5 | 0° | 20 fixed | 1 | top | |
| 4 | 2.5 | 330° | 10 fixed | 2 | top | |
| 4 | 2.5 | 230° | 25 fixed | 3 | top | |
| vanilla SpecialCliffS5 | 5 | 7 | 60° | 85 / 60 | 0 | top |
Exprosiveshot
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-10 | 1 | 368° | 30 fixed | 0 | top |
| 1-10 | 1 | 80° | 71 / 134 | 1 | top | |
| hdr⇥ Burst | 1-10 | 3 | 90° | 80 / 80 | 0 | top |
Spreadbullet
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-16 | 2.5 | 52° | 65 / 85 | 0 | top |
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
Mythra