Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-5 | 2 | Sakurai | 25 / 25 | -9 | 4 | 17 | – | 0 | top |
| 4-5 | 2 | Sakurai | 20 / 25 | -9 | 1 | top | ||||
| 4-5 | 2 | Sakurai | 20 / 15 | -9 | 2 | top | ||||
| hdr Jab | 4-5 | 2 | Sakurai | 35 / 35 | -11 | 4 | 19 | – | 0 | top |
| 4-5 | 2 | Sakurai | 30 / 35 | -11 | 1 | top | ||||
| 4-5 | 2 | Sakurai | 30 / 30 | -11 | 2 | top | ||||
| hdr Jab | 4-7 | 4 | Sakurai | 45 / 106 | -19 | 4 | 28 | – | 0, 1 | legr, kneer |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Dash Attack | 3-9 | 0 | Sakurai | 12 fixed | – | 3 | 46 | – | 0 | pizzapacman |
| 10-26 (every 8) | 2 | 12° | 40 / 15 | -32 | 0, 1 | pizzapacman | ||||
| 34 | 4 | 60° | 60 / 125 | -7 | 0 | pizzapacman | ||||
| 34-35 | 4 | 60° | 60 / 125 | -7 | 0 | pizzapacman |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 6-9 | 8 | Sakurai | 20 / 100 | -18 | 6 | 31 | – | 0, 1, 2 | kneel, hip |
| hdr‡ Forward Tilt | 6-9 | 8 | Sakurai | 20 / 100 | -18 | 6 | 31 | – | 0, 1, 2 | kneel, hip |
| hdr‡ Forward Tilt | 6-9 | 8 | Sakurai | 20 / 100 | -18 | 6 | 31 | – | 0, 1, 2 | kneel, hip |
| hdr◆ Up Tilt | 6-14 | 7 | 96° | 45 / 110 | -16 | 6 | 28 | – | 0, 1 | head, handr |
| hdr Down Tilt | 6-11 | 6 | 30° | 50 / 60 | -15 | 6 | 27 | – | 0 | top |
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 | – | – | |||||
| hdr‡ Forward Smash | 15-17 | 16 | Sakurai | 40 / 100 | -30 | 15 | 56 | – | 0 | ghost1 |
| 15-17 | 15 | Sakurai | 40 / 100 | -30 | 1 | top | ||||
| 18-28 | 9 | 60° | 40 / 100 | -31 | 0 | ghost1 | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 9 | 3 | 115° | 125 fixed | -39 | 9 | 52 | – | 0 | top |
| 13-15 | 14 | 83° | 32 / 102 | -29 | 0 | ghost1 | ||||
| 16-26 | 8 | 83° | 32 / 97 | -29 | 0 | ghost1 | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 13-15 | 13 | 29° | 30 / 91 | -34 | 13 | 57 | – | 0, 1 | ghost1, ghost2 |
| 16-26 | 7 | 50° | 40 / 97 | -35 | 0, 1 | ghost1, ghost2 | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 5-8 | 10 | 50° | 30 / 115 | 0 | 5 | 45 | 7 | 1-2, 40– | 0 | pizzapacman |
| 9-14 | 8 | 50° | 30 / 90 | -1 | 0 | pizzapacman | |||||
| 15-20 | 6 | 50° | 30 / 70 | -2 | 0 | pizzapacman | |||||
| hdr Forward Air | 5-9 | 7 | 46° | 50 / 60 | -5 | 5 | 33 | 10 | 1-2, 27– | 0, 1 | kneel, legl |
| hdr Back Air | 9-11 | 13.5 | Sakurai | 33 / 104 | -3 | 9 | 42 | 12 | 1-8, 36– | 0, 1 | kneer, legr |
| 12-18 | 7 | Sakurai | 25 / 80 | -7 | 0, 1 | kneer, legr | |||||
| hdr Up Air | 7-18 | 10 | 70° | 35 / 85 | -1 | 7 | 33 | 8 | 1-3, 32– | 0, 1 | legr, kneer |
| hdr◆‡ Down Air | 16-20 | 10 | 90° | 45 / 70 | -11 | 16 | 66 (on hit: +26) | 18 | 1, 56– | 0 | top |
| 21-39 | 9 | 65° | 45 / 70 | -12 | 0 | top |
Special Attacks
28 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| SpecialN vanilla• Neutral Special | no hitboxes | – | 8 | – | – | |||||
| SpecialNHold vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialNCancel vanilla Neutral Special | no hitboxes | – | 7 | – | – | |||||
| hdr Neutral Special | no hitboxes | – | 42 | – | – | |||||
| SpecialAirN vanilla• Neutral Special | no hitboxes | – | 8 | – | – | |||||
| SpecialAirNHold vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNCancel vanilla Neutral Special | no hitboxes | – | 7 | – | – | |||||
| SpecialAirNJumpCancel vanilla Neutral Special | no hitboxes | – | 6 | – | – | |||||
| hdr Neutral Special | no hitboxes | – | 42 | – | – | |||||
| vanilla↛• Side Special | spawns esa | 5 | 8 | – | – | |||||
| vanilla• Side Special | no hitboxes | – | – | – | – | |||||
| SpecialSChange vanilla• Side Special | no hitboxes | – | 5 | – | – | |||||
| hdr∅ Side Special | 1-14 | 1 | 45° | 30 / 90 | -10 | 1 | 14 | – | 0 | pizzapacman |
| hdr¶ Side Special | 1-14 | 10 | Sakurai | 40 / 66 | -5 | 1 | 14 | – | 0 | pizzapacman |
| 1-14 | 1 | 50° | 50 / 108 | -10 | 0 | pizzapacman | ||||
| SpecialSReturn vanilla Side Special | no hitboxes | – | 40 | – | – | |||||
| vanilla↛• Side Special | spawns esa | 5 | 8 | – | – | |||||
| vanilla• Side Special | no hitboxes | – | – | – | – | |||||
| SpecialAirSReturn vanilla Side Special | no hitboxes | – | 40 | – | – | |||||
| hdr➔•‡ Up Special | spawns trampoline | 1 | 6 | – | – | |||||
| SpecialHiEnd vanilla• Up Special | no hitboxes | – | 16 | – | – | |||||
| hdr➔•‡ Up Special | spawns trampoline | 1 | 6 | 33 | – | |||||
| hdr• Up Special | 1-5 | 5 | 90° | 40 / 90 | -29 | 1 | – | 33 | 1 | pizzapacman |
| 6-13 | 6 | 82° | 40 / 95 | -28 | 1 | pizzapacman | ||||
| 14-18 | 7 | 60° | 40 / 70 | -28 | 1 | pizzapacman | ||||
| hdr• Up Special | no hitboxes | – | 31 | 33 | – | |||||
| SpecialAirHiBreak vanilla• Up Special | no hitboxes | – | 4 | 33 | – | |||||
| vanilla➔ Down Special | spawns firehydrant | 9 | 37 | – | – | |||||
| hdr‡ Down Special | 14-16 | 7.5 | 270° | 29 / 65 | -27 | 14 | 48 | – | 0 | top |
| vanilla➔ Down Special | spawns firehydrant | 9 | 37 | – | – | |||||
| hdr‡ Down Special | 14-16 | 7.5 | 270° | 29 / 65 | -27 | 14 | 48 | – | 0 | top |
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Grab | 12-18 | – | – | – / – | – | – | 59 | – | 0, 1 | grab |
| 19-33 | – | – | – / – | – | 0 | grab | ||||
| 19-26 | – | – | – / – | – | 1 | grab | ||||
| 27-33 | – | – | – / – | – | 1 | grab | ||||
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -11 | 1 | 15 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| vanilla Dash Grab | 14-21 | – | – | – / – | – | – | 67 | – | 0, 1 | grab |
| 22-35 | – | – | – / – | – | 0 | grab | ||||
| 22-29 | – | – | – / – | – | 1 | grab | ||||
| 30-35 | – | – | – / – | – | 1 | grab | ||||
| vanilla Pivot Grab | 15-22 | – | – | – / – | – | – | 62 | – | 0, 1 | grab |
| 23-36 | – | – | – / – | – | 0 | grab | ||||
| 23-29 | – | – | – / – | – | 1 | grab | ||||
| 30-36 | – | – | – / – | – | 1 | grab | ||||
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 8 | 58° | 50 / 65 | – | 1 | 33 | 32 | 0 | – |
| 1-32 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 11 | 45° | 70 / 82 | – | 25 | 60 | 35 | 0 | – |
| 1-59 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 5 | 90° | 45 / 80 | – | 18 | 36 | 18 | 0 | – |
| 1-35 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 6 | 48° | 60 / 55 | – | 34 | 56 | 22 | 0 | – |
| 1-15 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 16-32 (every 8) | 1.5 | Sakurai | 40 fixed | -37 | 0 | top |
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 | – | 60 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 60 | 10 | – | |||||
| vanilla Ledge Attack | 20-22 | 9 | 45° | 90 / 20 | -29 | 20 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 18-19 | 7 | 48° | 80 / 48 | -26 | 18 | 50 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -20 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -30 | 14 | 50 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -22 | 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 | – | 30 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| 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 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 26 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 40 | – | – | |||||
| 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 | – | 32 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 32 | – | – | |||||
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 | – | – | |||||
| vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
4 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.
Bigpacman
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Eat | 1 | 20 | 45° | 70 / 70 | 0 | – |
| 1-260 | 28 | 40° | 60 / 65 | 0 | – |
Firehydrant
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Wait | 1-39 | 0 | Sakurai | 0 / 0 | 0 | top |
| vanilla Fall | 1-39 | 9 | 60° | 60 / 80 | 0 | top |
| vanilla Fly | 1+ | 13 | 45° | 30 / 90 | 0 | rot2 |
| vanilla Down | 1-39 | 10 | 45° | 30 / 90 | 0 | rot2 |
Firehydrantwater
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Shoot | 2-34 | 0 | Sakurai | 37 fixed | 0 | top |
| vanilla⇥ ShootUp | 2-34 | 0 | 90° | 43 fixed | 0 | top |
Trampoline
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Break | 3 | 0 | 90° | 1 fixed | 0 | top |
Attributes
Weight & Size
- Weight
- 95
- Jostle Weight
- 5.5
- Shield Radius
- 11
Ground Movement
- Walk Speed
- 1.097
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.625
- Run Speed
- 1.62
- Run Accel (mul)
- 0.0858
- Run Accel (add)
- 0.02
- Traction
- 0.07
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 12.1908
- Full Hop Height
- 27
- Short Hop Height
- 15.48
- Air Jump Height
- 28
- Jump Count
- 2
- Horizontal Jump Speed
- 1.5
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.1
Air Movement
- Air Speed
- 1.095
- Air Accel (add)
- 0.015
- Air Accel (mul)
- 0.065
- Air Friction
- 0.0125
- Gravity
- 0.085
- Fall Speed
- 1.7
Landing Lag
- Nair
- 7
- Fair
- 10
- Bair
- 12
- Uair
- 8
- Dair
- 18
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (78 -> 69 frames).Dash Attack
- HDR replaces the animation (48 -> 53 frames).Up Tilt
- HDR replaces the animation (67 -> 70 frames).Down Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Forward Smash, Up Smash, Down Smash, Down Air, Up Special (Start), Up Special (Air, Start), Down Special (Failure), Down Special (Air, Failure), Up Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Side Special (Dash)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frames 1-14: out, but unable to collide with a fighter, so not counted as active frames.Side Special (Move)
✕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.
- Bigpacman is on the field for up to 260 frames (param_bigpacman.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bigpacman: Eat
- Firehydrantwater is on the field for up to 34 frames (param_firehydrantwater.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Firehydrantwater: Shoot, Firehydrantwater: ShootUp
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
- Damage comes from esa — the engine's name for it, and there is no table for it here.Side Special (Start), Side Special (Air, Start)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Trampoline — see Projectiles & Articles below.Up Special (Start), Up Special (Air, Start)
- Damage comes from Firehydrant — see Projectiles & Articles below.Down Special, Down 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, Neutral Special (Air), Side Special (Start), Side Special (Change), Side Special (Air, Start), Up Special (Start), Up Special (End), Up Special (Air, Start), Up Special (Air, End), Up Special (Air, Break), 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), Side Special (Loop), Side Special (Air, Loop), Up Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Landing lag is 33 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, Loop), Up Special (Air, End), Up Special (Air, Break)
- 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
Pac-Man