Peach

92 moves36 changed by HDR56 vanillainternal peach
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3374°20 / 60-103170, 1, 2top
33Sakurai30 / 15-103top
vanilla
Jab
2-3335°60 / 70-142200, 1, 2arml, shoulderl

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-9420°30 / 25-256360bust
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 / 100-216340legr
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 / 71-178340, 1top
hdr◆‡
Down Tilt
9-1110280°42 / 95-79240shoulderl
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 hitboxes61
hdr
Forward Smash
15-171545°60 / 65-2615520, 1havel
15-171545°65 / 68-262havel
hdr
Forward Smash
15-171880°68 / 65-2115480, 1havel
hdr
Forward Smash
15-1713.527°65 / 60-3115560, 1, 2havel
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
14-161890°40 / 84-2114470handr
14-161484°40 / 94-231shoulderr
14-164135°90 fixed-282, 3top
17-221075°20 / 125-220, 1handr, shoulderr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-22 (every 4)220 fixed-456550top
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
SpecialSStart vanilla
Side Special
no hitboxes14
hdr
Side Special
no hitboxes31
SpecialSEnd vanilla
Side Special
no hitboxes36
hdr
Side Special
1-41555°60 / 80-151270top
SpecialAirSStart vanilla
Side Special
no hitboxes20
hdr
Side Special
no hitboxes52
hdr↛‡
Up Special
7-10399°150 fixed-307410head
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 / 40-98210havel
vanilla
Up Special
no hitboxes
hdr↛‡
Up Special
7-10399°150 fixed-307410head
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 hitboxes16
hdr
Down Special
spawns daikon140

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
vanilla
Grab
spawns kinopio12
vanilla↛•
Grab
spawns kinopio1
vanilla
Pummel
11.3Sakurai30 fixed-181220top
vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –410grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1845°55 / 1181934150
1-143Sakurai40 / 1000
15-182Sakurai28 / 295-150top
hdr
Back Throw
19127°40 / 812242200
1-193Sakurai40 / 1000
20-21270°10 / 200-180top
hdr
Up Throw
1683°70 / 562442180
1-193Sakurai40 / 1000
20-23280°20 fixed-180handr
hdr
Down Throw
17110°65 / 454365220
1-333Sakurai40 / 1000
34-351270°20 fixed-280top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–266110
hdr
Air Dodge
intangible 4–266110
vanilla
Ledge Attack
18-20945°90 / 20-3118560top
vanilla
Get-Up Attack
14-15748°80 / 48-3014500top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-3014500top
23-24748°80 / 48-210top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes33
CliffEscape hdr
Ledge Roll
no hitboxes51
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes30

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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), Up Special (Start), Up Special (Air, Start), 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.