Jabs
2 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-5 | 3 | Sakurai | 30 / 25 | -8 | 4 | 16 | – | 0 | top |
| 4 | 3 | 180° | 30 / 25 | -8 | 1 | top | ||||
| 4 | 3 | Sakurai | 30 / 25 | -8 | 2 | top | ||||
| 5 | 4 | 180° | 25 / 15 | -6 | 1 | top | ||||
| 5 | 4 | Sakurai | 25 / 15 | -6 | 2 | top | ||||
| hdr‡ Jab | 4-5 | 3 | 45° | 40 / 80 | -10 | 4 | 18 | – | 0 | top |
| 4-5 | 4 | 45° | 40 / 80 | -9 | 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 8-10 | 7 | 68° | 30 / 50 | -24 | 8 | 38 | – | 0 | trans |
| 11-14 | 4 | 75° | 45 / 125 | -22 | 0 | trans |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 11-12 | 12.5 | Sakurai | 40 / 111 | -12 | 11 | 32 | – | 0 | top |
| 11-14 | 12.5 | Sakurai | 40 / 111 | -12 | 1 | top | ||||
| hdr◆‡ Up Tilt | 7-14 | 8 | 95° | 85 / 50 | -20 | 7 | 34 | – | 0, 1 | head, s_antenna3 |
| 7-14 | 7 | 70° | 85 / 45 | -21 | 2 | s_antenna5_null | ||||
| hdr Down Tilt | 6-12 | 7.5 | 70° | 55 / 85 | -16 | 6 | 29 | – | 0, 1 | head |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| vanilla➔ Forward Smash | no hitboxes | 11 | 43 | – | – | |||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| vanilla➔ Up Smash | no hitboxes | 12 | 40 | – | – | |||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| vanilla➔ Down Smash | no hitboxes | 10 | 39 | – | – | |||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡¶ Neutral Air | 5-9 | 5 | 75° | 40 / 100 | -3 | 5 | 44 | 7 | 1-4, 34– | 0, 1, 2 | handr, shoulderr, head |
| 10-18 | 4.5 | 62° | 40 / 100 | -3 | 0, 1, 2 | handr, shoulderr, head | |||||
| 19-24 | 4 | 50° | 40 / 100 | -3 | 0, 1, 2 | handr, shoulderr, head | |||||
| hdr‡¶ Forward Air | 5-8 | 5 | 55° | 62 / 70 | -3 | 5 | 29 | 7 | 1-4, 31– | 0, 1 | handr, shoulderr |
| hdr¶ Back Air | 9-14 | 6 | 35° | 50 / 120 | -3 | 9 | 35 | 8 | 1-5, 30– | 0, 1 | handr, shoulderr |
| hdr‡¶ Up Air | 7-18 | 5 | 95° | 52 / 90 | -6 | 7 | 33 | 10 | 1-6, 31– | 0, 1 | handr, shoulderr |
| hdr¶ Down Air | 9-13 | 5 | 270° | 25 / 100 | -8 | 9 | 36 | 12 | 1-6, 32– | 0, 1 | handr, shoulderr |
| 14-24 | 4 | 270° | 25 / 100 | -8 | 0, 1 | handr, shoulderr |
Special Attacks
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔ Neutral Special | spawns pikmin | 1 | 16 | – | – | |||||
| hdr Neutral Special | 9-14 | 2 | 80° | 20 / 223 | -16 | 9 | 29 | – | 0 | top |
| hdr Neutral Special | 15-20 | 2 | 80° | 20 / 223 | -10 | 15 | 29 | – | 0 | top |
| hdr Side Special | no hitboxes | – | 29 | – | – | |||||
| hdr Side Special | no hitboxes | – | 29 | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 30 | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 20 | 14 | – | |||||
| SpecialAirHiWait1 vanilla• Up Special | no hitboxes | – | – | 14 | – | |||||
| SpecialAirHiEnd vanilla• Up Special | no hitboxes | – | 20 | 14 | – | |||||
| SpecialAirHiLanding1 vanilla Up Special | no hitboxes | – | 20 | – | – | |||||
| hdr Down Special | no hitboxes | – | 18 | – | – | |||||
| hdr Down Special | no hitboxes | – | 18 | – | – | |||||
Grabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| Catch vanilla Grab | no hitboxes | – | 42 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1 | Sakurai | 30 / 100 | -18 | 1 | 22 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| CatchDash vanilla Dash Grab | no hitboxes | – | 50 | – | – | |||||
| CatchTurn vanilla Pivot Grab | no hitboxes | – | 45 | – | – | |||||
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla¶⇢ Forward Throw | 1-34 | 5.6 | Sakurai | 65 / 60 | – | 14 | 35 | 21 | 0 | – |
| 1-34 | 7 | Sakurai | 65 / 60 | – | 0 | – | ||||
| 1-34 | 11.9 | Sakurai | 65 / 60 | – | 0 | – | ||||
| 1-34 | 7 | Sakurai | 65 / 60 | – | 0 | – | ||||
| 1-34 | 7 | Sakurai | 65 / 60 | – | 0 | – | ||||
| vanilla¶⇢ Back Throw | 1-39 | 7.2 | 45° | 50 / 60 | – | 20 | 40 | 20 | 0 | – |
| 1-39 | 9 | 45° | 50 / 60 | – | 0 | – | ||||
| 1-39 | 15.3 | 45° | 50 / 60 | – | 0 | – | ||||
| 1-39 | 9 | 45° | 50 / 60 | – | 0 | – | ||||
| 1-39 | 9 | 45° | 50 / 60 | – | 0 | – | ||||
| vanilla¶⇢ Up Throw | 1-48 | 5.4 | 85° | 81 / 80 | – | 21 | 49 | 28 | 0 | – |
| 1-48 | 7 | 85° | 81 / 79 | – | 0 | – | ||||
| 1-48 | 12.5 | 85° | 83 / 66 | – | 0 | – | ||||
| 1-48 | 7 | 85° | 82 / 77 | – | 0 | – | ||||
| 1-48 | 7 | 85° | 83 / 76 | – | 0 | – | ||||
| vanilla¶⇢ Down Throw | 1-49 | 5.6 | 60° | 60 / 60 | – | 30 | 50 | 20 | 0 | – |
| 1-49 | 7 | 60° | 60 / 60 | – | 0 | – | ||||
| 1-49 | 11.9 | 60° | 60 / 60 | – | 0 | – | ||||
| 1-49 | 7 | 60° | 60 / 60 | – | 0 | – | ||||
| 1-49 | 7 | 60° | 60 / 60 | – | 0 | – |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 58 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 58 | 10 | – | |||||
| vanilla Ledge Attack | 19-21 | 9 | 45° | 90 / 20 | -32 | 19 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -28 | 16 | 50 | – | 0 | top |
| 20-21 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -28 | 16 | 50 | – | 0 | top |
| 20-21 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| 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 | – | 38 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| 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 | – | 33 | – | – | |||||
| DownForwardD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 29 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveCeil vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 31 | – | – | |||||
| vanilla Ledge Grab | intangible 1–29 | – | 20 | – | – | |||||
| CliffWait vanilla• Ledge Hang | no hitboxes | – | – | – | – | |||||
| CliffClimb vanilla Ledge Climb | no hitboxes | – | 37 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 30 | – | – | |||||
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 | – | – | |||||
Pikmin
21 moves
These are Olimar's own moves, carried out by a Pikmin — a separate agent, which is where the hitboxes are. The sections above hold what Olimar does with no Pikmin to throw. Frames and the recovery columns are Olimar's, since that is who is standing in the move. Damage, angle and knockback growth are scaled per color: the cells show the whole range, and hovering or tapping one names which Pikmin sits where in it.
Smash Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr↦ Forward Smash | 11-14 | 15.225–24.36 | Sakurai | 33 / 75 | -13 to -5 | 11 | 43 | – | 0, 1 | head1 |
| 15-19 | 10.5–16.8 | Sakurai | 33 / 75 | -14 to -7 | 0, 1 | head1 | ||||
| 20-29 | 6.3–10.08 | Sakurai | 33 / 75 | -12 to -9 | 0, 1 | head1 | ||||
| hdr↦ Up Smash | 12-14 | 13.65–21.84 | 83°–91° | 50 / 72 | -10 to -2 | 12 | 40 | – | 0, 1 | top |
| 15-21 | 10.5–16.8 | 60°–68° | 50 / 68 | -11 to -4 | 0, 1 | top | ||||
| hdr↦ Down Smash | 10-12 | 11.55–18.48 | 28°–36° | 32 / 71 | -13 to -6 | 10 | 39 | – | 0, 1 | head1 |
| 13-17 | 9.45–15.12 | 28°–36° | 25 / 71 | -12 to -7 | 0, 1 | head1 |
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 4-8 | 6.6–10.56 | 75°–83° | 40 / 100 | -2 to 0 | 4 | 44 | 7 | 0, 1, 2, 3 | head2, head1, waist |
| 9-17 | 5.7–9.12 | 62°–70° | 40 / 100 | -2 to 0 | 0, 1, 2, 3 | head2, head1, waist | ||||
| 18-23 | 4.8–7.68 | 50°–58° | 40 / 100 | -3 to -1 | 0, 1, 2, 3 | head2, head1, waist | ||||
| hdr Forward Air | 5-9 | 6–9.6 | 50°–58° | 60 / 76 | -2 to 0 | 5 | 29 | 7 | 0, 1 | head2 |
| 5 | 6–9.6 | 50°–58° | 60 / 76 | -2 to 0 | 2, 3 | head1, waist | ||||
| 6-9 | 8.4–13.44 | 50°–58° | 60 / 76 | -1 to +2 | 2, 3 | head1, waist | ||||
| hdr Back Air | 8-14 | 9–14.4 | 40°–48° | 30 / 110 | -2 to +1 | 8 | 35 | 8 | 0 | head1 |
| 8-14 | 9–14.4 | 40°–48° | 22 / 110 | -2 to +1 | 1 | head1 | ||||
| hdr Up Air | 7-17 | 6–9.6 | 95°–103° | 43 / 113 | -5 to -3 | 7 | 33 | 10 | 0, 1, 2, 3 | head2, head1, waist |
| hdr Down Air | 9-12 | 7.56–12.096 | 270°–278° | 32 / 64 | -6 to -4 | 9 | 36 | 12 | 0 | head1 |
| 13-23 | 4.8–7.68 | 50° | 40 / 60 | -8 to -6 | 0 | head1 |
Special Attacks
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Red | 1-119 | 0 | Sakurai | 0 / 0 | – | 1 | – | – | 0 | top |
| hdr SpSRemved | 1-5 | 3.6–5.76 | 90° | 65 / 105 | – | 1 | – | – | 0 | waist |
| hdr SplwAirRespond | 1-5 | 3.6–5.76 | 90° | 65 / 105 | – | 1 | – | – | 0 | waist |
| hdr Blue | 1-119 | 0 | Sakurai | 0 / 0 | – | 1 | – | – | 0 | top |
| hdr Purple | 1-119 | 10.4 | Sakurai | 40 / 80 | – | 1 | – | – | 0, 1 | top |
| hdr White | 1-119 | 0 | Sakurai | 0 / 0 | – | 1 | – | – | 0 | top |
| hdr Yellow | 1-119 | 0 | Sakurai | 0 / 0 | – | 1 | – | – | 0 | top |
Grabs
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Dash Grab | 4-15 | – | – | – / – | – | 4 | 50 | – | 0, 1 | grab |
| 4-28 | 3 | Sakurai | 40 / 100 | – | 0 | – |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1-33 | 6.375–10.2 | 45° | 75 / 68 | – | 14 | 35 | 21 | 0 | – |
| hdr Back Throw | 1-37 | 3.75–6 | 74°–82° | 84 / 49 | – | 20 | 40 | 20 | 0 | – |
| hdr Up Throw | 1-20 | 6–9.6 | 86°–94° | 60 / 90 | – | 21 | 49 | 28 | 0 | – |
| hdr Down Throw | 22 | 0.75–1.2 | 90°–98° | 50 / 200 | -25 | 30 | 50 | 20 | 0 | top |
| 22-29 | 3.75–6 | 74°–82° | 84 / 49 | – | 0 | – |
Other
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla SpSGrabAttack | 17-18 | 2 | Sakurai | 0 / 0 | – | 17 | – | – | 0 | top |
Attributes
Weight & Size
- Weight
- 83
- Jostle Weight
- 3.9
- Shield Radius
- 10.3
Ground Movement
- Walk Speed
- 0.925
- Walk Accel (mul)
- 0.0892
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.56
- Run Speed
- 1.625
- Run Accel (mul)
- 0.05
- Run Accel (add)
- 0.02
- Traction
- 0.075
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 11.9763
- Full Hop Height
- 33.5
- Short Hop Height
- 11.69
- Air Jump Height
- 33.5
- Jump Count
- 2
- Horizontal Jump Speed
- 1.315
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.6
Air Movement
- Air Speed
- 1.11
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.03
- Air Friction
- 0.02
- Gravity
- 0.09
- Fall Speed
- 1.9
Landing Lag
- Nair
- 7
- Fair
- 7
- Bair
- 8
- Uair
- 10
- Dair
- 12
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (55 -> 60 frames).Up Tilt
- HDR replaces the animation (54 -> 43 frames).Neutral Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 2, Forward Tilt, Up Tilt, Neutral Air, Forward Air, Up Air
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Neutral Air, Forward Air, Back Air, Up Air, Down Air, Forward Throw, Back Throw, Up Throw, Down Throw
✕HDR removes this move’s hitboxes.
- CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Pikmin, fired on frame 11 — see Pikmin below.Forward Smash
- Damage comes from Pikmin, fired on frame 12 — see Pikmin below.Up Smash
- Damage comes from Pikmin, fired on frame 10 — see Pikmin below.Down Smash
- Damage comes from Pikmin — see Pikmin below.Neutral Special (Start)
⇢The throw is carried out by an article, so its release frame is that article’s, counted from the start of the article’s own script rather than the fighter’s.
- Released by Pikmin, which carries out this throw — frame 14 of its own script.Forward Throw
- Released by Pikmin, which carries out this throw — frame 20 of its own script.Back Throw
- Released by Pikmin, which carries out this throw — frame 21 of its own script.Up Throw
- Released by Pikmin, which carries out this throw — frame 30 of its own script.Down Throw
↦Frames are counted from the move that fires this article, not from the article’s own script. It is fired partway through that move, so its first frame is that frame of the move, not frame 1.
- Frames are counted from Forward Smash, which fires this Pikmin on frame 11 — this script's own frame 1.Pikmin: AttackS4SJump
- Frames are counted from Up Smash, which fires this Pikmin on frame 12 — this script's own frame 1.Pikmin: Up Smash
- Frames are counted from Down Smash, which fires this Pikmin on frame 10 — this script's own frame 1.Pikmin: Down Smash
•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, Up Special, Up Special (Air), Up Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Landing lag is 14 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), Up Special (Air, Wait1), Up Special (Air, End)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Up Special (Air, Wait1), 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
Olimar