Ness

101 moves40 changed by HDR61 vanillainternal ness
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-43Sakurai8 / 50-14321–0, 1, 2top
3-43Sakurai20 / 20-143top
hdr
Jab
3-4270°8 / 50-14321–0, 1top
3-42Sakurai30 / 25-142top
hdr
Jab
6-74Sakurai40 / 100-17628–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-940°57 fixed-29842–0top
8-9480°51 / 117-291top
8-94Sakurai80 fixed-292top
15-16220°70 fixed-230top
22-24495°80 / 90-150top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-1110Sakurai35 / 100-17732–0, 1legl, kneel
hdr
Forward Tilt
7-1110Sakurai35 / 100-17732–0, 1legl, kneel
hdr
Forward Tilt
7-1110Sakurai35 / 100-17732–0, 1legl, kneel
hdr‡
Up Tilt
5-8896°46 / 125-18530–0top
5696°46 / 125-191top
hdr
Down Tilt
3-4383°10 / 135-5312–0, 1kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
20-2118Sakurai65 / 74-272059–0, 1bust, haver
20-2120Sakurai65 / 74-252haver
20-2122Sakurai65 / 74-243haver
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
no hitboxes–61––
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
no hitboxes–58––

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-85366°40 fixed-453681-4, 26–0, 1, 2handr, handl, hip
5-8580°40 fixed-43, 4, 5handr, handl, hip
12-18853°41 / 100-20, 1, 2handr, handl, hip
hdr‡
Forward Air
14-171345°29 / 100-31442121-2, 25–0top
14-171645°29 / 100-21top
hdr‡
Back Air
5-1110Sakurai20 / 100052971-4, 22–0, 1kneer
hdr‡
Up Air
9-101385°13 / 118094191-8, 27–0handr
11-121385°13 / 11800handr
hdr‡
Down Air
14-1714270°31 / 44-11442101-6, 36–0kneer
18-201245°30 / 74-20kneer

Special Attacks

26 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla•‡
Neutral Special
no hitboxes–12–––
vanilla➔•
Neutral Special
spawns pkflash1––––
SpecialNFire hdr✕
Neutral Special
no hitboxes–39–––
SpecialNEnd vanilla
Neutral Special
no hitboxes–43–––
vanilla•‡
Neutral Special
no hitboxes–1230––
vanilla➔•
Neutral Special
spawns pkflash1–30––
SpecialAirNFire hdr✕•
Neutral Special
no hitboxes–3930––
SpecialAirNEnd vanilla•
Neutral Special
no hitboxes–4330––
hdr➔‡
Side Special
spawns pkfire1950–––
hdr➔‡•
Side Special
spawns pkfire195712––
hdr‡¶
Up Special
12-13664°50 / 73+41214––0top
SpecialHiHold vanilla•
Up Special
no hitboxes–––SpC 4–
SpecialHiEnd vanilla
Up Special
no hitboxes–30–––
hdrথ
Up Special
12-13664°50 / 73-17121422–0top
SpecialAirHiHold vanilla•
Up Special
no hitboxes––22––
vanilla•
Up Special
no hitboxes–3022––
hdr•
Up Special
1-1025Sakurai55 / 80-716322–0rot
11-3218Sakurai45 / 70-110rot
vanilla•‡
Up Special
no hitboxes–3222––
hdr•‡
Down Special
no hitboxes–5–––
hdr•
Down Special
1-5555°32 / 96–1––JC 20, 1top
SpecialLwHit vanilla•
Down Special
no hitboxes–17–JC 2–
hdr
Down Special
no hitboxes–20–JC 2–
hdr•‡
Down Special
no hitboxes–5–––
hdr•
Down Special
1-5555°32 / 96–1––JC 20, 1top
SpecialAirLwHit vanilla•
Down Special
no hitboxes–21–JC 2–
hdr
Down Special
no hitboxes–20–JC 2–

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––43–0grab
hdr
Pivot Grab
10-11––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11145°120 / 10–2753260–
1-523Sakurai60 / 100–0–
hdr
Back Throw
114135°19 / 110–2753260–
1-523Sakurai60 / 100–0–
hdr
Up Throw
1990°75 / 75–3656200–
1-553Sakurai60 / 100–0–
hdr
Down Throw
1480°70 / 58–2752250–
1-53Sakurai60 / 100–0–
6-14 (every 4)0.5Sakurai0 / 100–0top
26-271.5Sakurai0 / 100–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5910–
hdr•
Air Dodge
intangible 4–26–5910–
vanilla
Ledge Attack
22-24945°90 / 20-292258–0top
vanilla
Get-Up Attack
17-18748°80 / 48-271750–0top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
17-18748°80 / 48-271750–0top
21-22748°80 / 48-230top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
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–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–24––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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

5 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.

Pkfire

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Shoot
1-24680°30 / 800top
vanilla⇥
ShootAir
1-24680°30 / 800top
hdr⇥
Pillar
1-241.7568°10 / 300, 1top
hdr⇥
PillarAir
1-241.7558°14 / 450, 1top

Pkflash

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⊕
Bang
1-48–26.468°38 / 940top

Pkstarstorm

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Move
1-200842°67 / 1100top

Pkthunder

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Move
38110°70 / 550top
4-908110°70 / 550top
vanilla⇥
MoveChild
1-901Sakurai20 / 601top

Yoyohead

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
AttackHi4Charge
1+145°12 fixed0attach
hdr
Up Smash
9-13190°30 fixed0attach
14-311580°70 / 790attach
hdr
AttackLw4Charge
1+145°12 fixed0attach
hdr
Down Smash
11-141367°12 fixed0attach
16-221228°60 / 800attach
23-311233°50 / 800attach

Attributes

Weight & Size

Weight
94
Jostle Weight
5.4
Shield Radius
9

Ground Movement

Walk Speed
0.877
Walk Accel (mul)
0.084
Walk Accel (add)
0.105
Initial Dash
1.45
Run Speed
1.6
Run Accel (mul)
0.06
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
4
Jump Initial Y
12.3266
Full Hop Height
34.48
Short Hop Height
14.65
Air Jump Height
45.65
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
1.05
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.01
Gravity
0.09
Fall Speed
1.83

Landing Lag

Nair
8
Fair
12
Bair
7
Uair
9
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Forward Smash, Up Smash, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special, Side Special (Air), Up Special (Start), Up Special (Air, Start), Up Special (Air, Reflect), Down Special (Start), Down Special (Air, Start), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Up Special (Start), Up Special (Air, Start)
✕HDR removes this move’s hitboxes.
  • Neutral Special (Fire), Neutral Special (Air, Fire), 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.
  • Pkfire is on the field for up to 24 frames (param_pkfire.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkfire: Shoot, Pkfire: ShootAir, Pkfire: Pillar, Pkfire: PillarAir
  • Pkstarstorm is on the field for up to 200 frames (param_pkstarstorm.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkstarstorm: Move
  • Pkthunder is on the field for up to 90 frames (param_pkthunder.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkthunder: Move, Pkthunder: MoveChild
⊕Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • The burst deals 8–26.4%. The figure in its script is not used: the engine sets the power from its params (param_pkflash.power_min, param_pkflash.power_mul, param_pkflash.count). Charging adds power_mul a frame, up to count frames. The floor is the figure at no charge; the move cannot be released that early.Pkflash: Bang
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Pkflash — see Projectiles & Articles below.Neutral Special (Hold), Neutral Special (Air, Hold)
  • Damage comes from Pkfire — see Projectiles & Articles below.Side Special, Side Special (Air)
•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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Up Special (Air, End), Up Special (Air, Reflect), Down Special (Start), Down Special (Hit), Down Special (Air, Start), Down Special (Air, Hit), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (Air, Hold), Up Special (Hold), Up Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 30 frames, from `param_special_n.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Neutral Special (Air, Start), Neutral Special (Air, Hold), Neutral Special (Air, Fire), Neutral Special (Air, End)
  • Landing lag is 12 frames, from `param_special_s.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Side Special (Air)
  • Landing lag is 22 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start), Up Special (Air, Hold), Up Special (Air, End), Up Special (Air), Up Special (Air, Reflect)
  • Repeats while the input is held or mashed; one cycle is 19 frames. Frames shown are one cycle, so there is no fixed FAF.Down Special (Hold), Down Special (Air, Hold)
  • 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

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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.