Peach

92 moves36 changed by HDR56 vanillainternal peach
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3374°20 / 60-10317–0, 1, 2top
33Sakurai30 / 15-103top
vanilla
Jab
2-3335°60 / 70-14220–0, 1, 2arml, shoulderl

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-9420°30 / 25-25636–0bust
6-9425°30 / 25-251top
6-94366°30 / 25-252top
15-196.568°68 / 90-150, 1bust, top
15-196.580°68 / 90-152top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
6-9990°45 / 100-21634–0legr
6-910100°45 / 100-201kneer
6-911.5100°40 / 100-192footr
10-14690°55 / 60-180, 1, 2legr, kneer, footr
hdr‡
Up Tilt
8-131183°50 / 71-17834–0, 1top
hdr◆‡
Down Tilt
9-1110280°42 / 95-7924–0shoulderl
9-1110275°42 / 95-71handl
9-111080°42 / 95-72shoulderl
9-111085°42 / 95-73handl

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
15-171545°60 / 65-261552–0, 1havel
15-171545°65 / 68-262havel
hdr
Forward Smash
15-171880°68 / 65-211548–0, 1havel
hdr
Forward Smash
15-1713.527°65 / 60-311556–0, 1, 2havel
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
14-161890°40 / 84-211447–0handr
14-161484°40 / 94-231shoulderr
14-164135°90 fixed-282, 3top
17-221075°20 / 125-220, 1handr, shoulderr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
6-22 (every 4)20°20 fixed-45655–0top
6-22 (every 4)2180°25 fixed-451, 2top
28-306Sakurai47 / 151-210top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-814Sakurai20 / 100+154481-4, 35–0, 1, 2handr, handl, hip
9-1810Sakurai5 / 100-10, 1handr, handl
9-189Sakurai0 / 100-22hip
hdr◆‡
Forward Air
17-2314Sakurai50 / 80-21753111-14, 42–0, 1shoulderl, arml
17-2315.5Sakurai50 / 83-12arml
hdr◆
Back Air
6-713Sakurai10 / 107+164281-4, 30–0top
8-1910Sakurai10 / 85-10top
hdr‡
Up Air
104103°50 fixed-3104371-4, 42–0top
10-114366°50 fixed-31top
10-144367°50 fixed-32bust
11-134366°50 fixed-30top
12-144366°50 fixed-31top
15-20776°50 / 100-20bust
15-17776°50 / 100-21top
17-19776°50 / 100-22top
19-20776°50 / 100-21top
hdr
Down Air
12-24 (every 6)2.579°19 / 45-4123771-10, 38–0top
12-24 (every 6)2.5366°19 / 45-41top
30-31579°40 / 120-30, 1top

Special Attacks

18 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Neutral Special
spawns kinopiospore160––
hdr➔‡
Neutral Special
spawns kinopiospore557––
vanilla➔
Neutral Special
spawns kinopiospore1570––
hdr➔‡
Neutral Special
spawns kinopiospore160––
hdr➔‡
Neutral Special
spawns kinopiospore557––
vanilla➔
Neutral Special
spawns kinopiospore1570––
vanilla•‡
Side Special
no hitboxes–12––
hdr•
Side Special
no hitboxes–31––
SpecialSEnd vanilla
Side Special
no hitboxes–36––
hdr
Side Special
1-41555°60 / 80-15127–0top
vanilla•‡
Side Special
no hitboxes–12––
hdr
Side Special
no hitboxes–52––
hdr↛‡
Up Special
7-10399°150 fixed-30741–0head
7-103118°150 fixed-301havel
11-221367°70 fixed-270havel
11-28197°125 fixed-271hip
23-281368°70 fixed-150havel
31-33474°50 / 164-50, 1havel, arml
hdr
Up Special
8-20380°30 / 40-9821–0havel
vanilla•
Up Special
no hitboxes––––
hdr↛‡
Up Special
7-10399°150 fixed-30741–0head
7-103118°150 fixed-301havel
11-221367°70 fixed-270havel
11-28197°125 fixed-271hip
23-281368°70 fixed-150havel
31-33474°50 / 164-50, 1havel, arml
vanilla•
Up Special
no hitboxes–16––
hdr↛‡
Down Special
spawns daikon137––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
vanilla↛
Grab
spawns kinopio12––
vanilla↛•
Grab
spawns kinopio1–––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1845°55 / 118–1934150–
1-143Sakurai40 / 100–0–
15-182Sakurai28 / 295–0top
hdr‡
Back Throw
19127°40 / 81–2242200–
1-193Sakurai40 / 100–0–
20-21270°10 / 200–0top
hdr
Up Throw
1683°70 / 56–2442180–
1-193Sakurai40 / 100–0–
20-23280°20 fixed–0handr
hdr
Down Throw
17110°65 / 45–4365220–
1-333Sakurai40 / 100–0–
34-351270°20 fixed–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 4–26–6110–
hdr•
Air Dodge
intangible 4–26–6110–
vanilla
Ledge Attack
18-20945°90 / 20-311856–0top
vanilla
Get-Up Attack
14-15748°80 / 48-301450–0top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-301450–0top
23-24748°80 / 48-210top
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–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
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–33––
CliffEscape hdr✕
Ledge Roll
no hitboxes–51––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–30––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

1 article

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.

Kinopiospore

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Shot
1-163.548°5 / 1950top
1-163.548°40 / 1950top

Attributes

Weight & Size

Weight
90
Jostle Weight
4.9
Shield Radius
11

Ground Movement

Walk Speed
0.904
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.2
Run Speed
1.5
Run Accel (mul)
0.02
Run Accel (add)
0.1
Traction
0.0886

Jumps

Jumpsquat
4
Jump Initial Y
10.7357
Full Hop Height
30.03
Short Hop Height
15.66
Air Jump Height
30.03
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
1.1
Air Accel (add)
0.01
Air Accel (mul)
0.06
Air Friction
0.005
Gravity
0.08
Fall Speed
1.5

Landing Lag

Nair
8
Fair
11
Bair
8
Uair
7
Dair
7
Empty Landing
5
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (34 -> 38 frames).Down Tilt
  • HDR replaces the animation (76 -> 75 frames).Forward Air
  • HDR replaces the animation (64 -> 63 frames).Back Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Up Tilt, Down Tilt, Neutral Air, Forward Air, Up Air, Neutral Special, Neutral Special (Hit), Neutral Special (Air), Neutral Special (Air, Hit), Side Special (Start), Side Special (Air, Start), Up Special (Start), Up Special (Air, Start), Down Special, Grab, Forward Throw, Back Throw
✕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.
  • Kinopiospore is on the field for up to 16 frames (param_kinopiospore.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Kinopiospore: Shot
↛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 kassar — the engine's name for it, and there is no table for it here.Up Special (Start), Up Special (Air, Start)
  • Damage comes from daikon — the engine's name for it, and there is no table for it here.Down Special
  • Damage comes from kinopio — the engine's name for it, and there is no table for it here.CatchPull, CatchWait
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Kinopiospore — see Projectiles & Articles below.Neutral Special, Neutral Special (Hit), Neutral Special (Turn), Neutral Special (Air), Neutral Special (Air, Hit), Neutral Special (Air, Turn)
•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, Side Special (Start), Side Special (Jump), Side Special (Air, Start), Up Special (Air, End), 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.Up Special (Fall), 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

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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.