Palutena

100 moves42 changed by HDR58 vanillainternal palutena
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
8-10680°45 / 50-11825–0, 1, 2, 3top
8-106Sakurai25 / 20-114, 5top
8-106180°25 / 20-116, 7top
Attack100Start vanilla•
Jab
no hitboxes–2––
vanilla•
Jab
2-20 (every 3)0.6Sakurai10 / 20–2––0top
hdr
Jab
3-53.5Sakurai55 / 140-33340–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
6-71170°40 / 102-24639–0, 1arml, shoulderl
8-15750°35 / 102-250, 1arml, shoulderl

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
12-13645°45 fixed-331251–0stick
12-13690°25 fixed-331stick
14-176100°40 fixed-310stick
14-176285°25 fixed-311stick
18-19685°30 fixed-270stick
18-19620°35 fixed-271stick
20-30740°54 / 110-250, 1stick
hdr‡
Up Tilt
9-191.4367°20 fixed-36948–0top
9-191.4130°50 fixed-361top
9-191.4190°30 fixed-362top
9-191.490°35 fixed-363top
21-234.585°75 / 136-220, 1top
hdr‡
Down Tilt
10-19767°45 / 90-221038–0, 2top
10-198.583°45 / 90-211top
10-198.576°45 / 90-213top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr↛
Forward Smash
18-2016Sakurai40 / 100-351864–0top
18-2013Sakurai40 / 102-361top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
18-241688°53 / 91-351864–0top
18-241288°58 / 91-371top
18-24988°62 / 91-392top
25-351388°53 / 91-290top
25-35988°58 / 91-321top
25-35788°62 / 91-332top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr↛
Down Smash
171560°52 / 103-411769–0top
18-191328°30 / 90-410top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-211.5366°40 fixed-754591-3, 37–0, 1stick
5-211.5100°40 fixed-72stick
5-61.595°40 fixed-73stick
7-211.5100°40 fixed-73stick
22-251.5366°40 fixed-70, 1stick
22-251.5100°40 fixed-72, 3stick
26-28550°37 / 150-50, 1top, stick
hdr‡
Forward Air
7-91050°37 / 82-173281-3, 22–0, 1legl, kneel
7-912Sakurai38 / 8102kneel
10-12953°37 / 82-20, 1, 2legl, kneel
hdr‡
Back Air
13-159Sakurai30 / 100-61339121-6, 34–0shoulderr
13-1516Sakurai31 / 98-21top
hdr
Up Air
10-223105°45 fixed-81058111-3, 50–0top
10-223365°40 fixed-81, 2, 3, 4top
24-26888°59 / 105-50, 1, 2, 3top
hdr
Down Air
91150°34 / 97-3943111-3, 36–0, 1, 2legl, kneel, footl
10-1213270°15 / 60-20, 1, 2legl, kneel, footl
13-151195°52 / 59-30, 1, 2legl, kneel, footl

Special Attacks

26 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡¶
Neutral Special
9-10572°70 / 40-17931––0top
hdr
Neutral Special
18-279–1488°53 / 91-26 to -231851––0top
18-277–1288°58 / 91-27 to -241top
18-27888°62 / 91-262top
hdr※
Neutral Special
20-442.5366°70 fixed-412065––0, 1, 2top
45-475varies75 / 116-150, 1, 2top
hdr➔‡
Neutral Special
spawns reflectionboard1545–––
hdr‡
Neutral Special
no hitboxes–49–––
hdr‡※
Neutral Special
12-1514–18Sakurai40 / 85–95-27 to -251249––0top
12-1510–12Sakurai40 / 87–97-29 to -281top
hdr↛‡
Neutral Special
spawns autoaimbullet1740–––
hdr➔‡¶
Neutral Special
9-10572°70 / 40-17931––0top
hdr
Neutral Special
18-279–1488°53 / 91-26 to -231851––0top
18-277–1288°58 / 91-27 to -241top
18-27888°62 / 91-262top
hdr※
Neutral Special
20-442.5366°70 fixed-412065––0, 1, 2top
45-475varies75 / 116-150, 1, 2top
hdr➔‡
Neutral Special
spawns reflectionboard1545–––
hdr‡
Neutral Special
no hitboxes–49–––
hdr‡※
Neutral Special
12-1514–18Sakurai40 / 85–95-27 to -251249––0top
12-1510–12Sakurai40 / 87–97-29 to -281top
hdr↛‡
Neutral Special
spawns autoaimbullet1740–––
vanilla➔‡
Side Special
spawns explosiveflame2776–––
vanilla➔‡
Side Special
spawns explosiveflame2776–––
vanilla•
Up Special
no hitboxes–16–––
hdr
Up Special
no hitboxes–36–––
vanilla•
Up Special
no hitboxes–16–––
hdr•
Up Special
no hitboxes–36–C–
hdr※
Down Special
23-25variesSakurai70 / 50–2367––0top
23-25variesSakurai65 / 30–1top
vanilla‡
Down Special
5-710Sakurai50 / 70-25538––0top
5-710Sakurai30 / 65-251top
vanilla➔‡
Down Special
spawns reflectionboard135–––
hdr◆※
Down Special
23-25variesSakurai70 / 50–2367––0top
23-25variesSakurai65 / 30–1top
vanilla‡
Down Special
5-710Sakurai50 / 70-25538––0top
5-710Sakurai30 / 65-251top
vanilla➔‡
Down Special
spawns reflectionboard135–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––38–0grab
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
10-11––– / –––44–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1952°70 / 50–2038180–
1-193Sakurai60 / 100–0–
hdr
Back Throw
110Sakurai65 / 92–2050300–
1-193Sakurai60 / 100–0–
hdr
Up Throw
1798°66 / 95–1744270–
1-163Sakurai60 / 100–0–
hdr‡
Down Throw
1573°90 / 30–2039190–
1-193Sakurai60 / 100–0–

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 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
23-25945°90 / 20-282358–0top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
25-26748°80 / 48-210top
vanilla
Get-Up Attack
14-15748°80 / 48-321452–0top
24-25748°80 / 48-220top
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–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–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–27––
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–30––
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–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–65––

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

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.

Beam

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Beam
1-1002.410°3 fixed0top
1-1002.475°10 fixed1top
101-1041240°60 / 1270top
101-1041240°60 / 971, 2top

Blackhole

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Blackhole
11-1660366°50 fixed0top

Explosiveflame

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Explode
1-281.5160°50 fixed0top
30-315.584°60 / 1410top

Reflectionboard

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1-2095105°75 / 400top

Attributes

Weight & Size

Weight
90
Jostle Weight
5.1
Shield Radius
12.5

Ground Movement

Walk Speed
1.271
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.845
Run Speed
1.815
Run Accel (mul)
0.0997
Run Accel (add)
0.02
Traction
0.0785

Jumps

Jumpsquat
4
Jump Initial Y
12.8343
Full Hop Height
35.9
Short Hop Height
14.31
Air Jump Height
35.9
Jump Count
2
Horizontal Jump Speed
1.4

Air Movement

Air Speed
0.959
Air Accel (add)
0.01
Air Accel (mul)
0.08
Air Friction
0.0065
Gravity
0.124
Fall Speed
1.915

Landing Lag

Nair
9
Fair
8
Bair
12
Uair
11
Dair
11
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (84 -> 75 frames).Down Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, Neutral Special, Neutral Special (O), Neutral Special (P), Neutral Special (R), Neutral Special (Y), Neutral Special (Air), Neutral Special (Air, O), Neutral Special (Air, P), Neutral Special (Air, R), Neutral Special (Air, Y), Side Special, Side Special (Air), Down Special (Attack), Down Special (Reflect), Down Special (Air, Attack), Down Special (Air, Reflect), Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special, Neutral Special (B), Neutral Special (Air), Neutral Special (Air, B)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle.Neutral Special (G), Neutral Special (Air, G)
  • Computed at runtime, not shown: size.Neutral Special (R), Neutral Special (Air, R)
  • Computed at runtime, not shown: damage.Down Special, Down Special (Air)
✕HDR removes this move’s hitboxes.
  • CliffEscape
↛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.
  • Also spawns godwing — the engine's name for it, and there is no table for it here.Forward Smash, Down Smash
  • Damage comes from autoaimbullet — the engine's name for it, and there is no table for it here.Neutral Special (Y), Neutral Special (Air, Y)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Explosiveflame — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
  • Damage comes from Reflectionboard — see Projectiles & Articles below.Neutral Special (O), Neutral Special (Air, O), Down Special (Reflect), Down Special (Air, Reflect)
  • Damage comes from Explosiveflame — 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.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Up Special (Start), Up Special (Air, Start), Up Special (Air), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 20 frames. 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.