Piranha Plant

130 moves43 changed by HDR87 vanillainternal packun
Stance
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-32.16Sakurai20 / 25-9215–0top
2-32.16Sakurai18 / 25-91top
2-32.16180°18 / 20-92top
2-32.16Sakurai18 / 20-93top
hdr
Jab
2-31.8Sakurai20 / 25-10215–0top
2-31.8Sakurai18 / 25-101top
2-31.8180°18 / 20-102top
2-31.8Sakurai18 / 20-103top
hdr
Jab
2-32.76Sakurai20 / 25-9215–0top
2-32.76Sakurai18 / 25-91top
2-32.76180°18 / 20-92top
2-32.76Sakurai18 / 20-93top
hdr
Jab
2-31.98Sakurai15 / 25-11217–0, 1top
2-31.98180°15 / 25-112top
2-31.98Sakurai15 / 15-113top
hdr
Jab
2-31.65Sakurai15 / 25-12217–0, 1top
2-31.65180°15 / 25-122top
2-31.65Sakurai15 / 15-123top
hdr
Jab
2-32.53Sakurai15 / 25-11217–0, 1top
2-32.53180°15 / 25-112top
2-32.53Sakurai15 / 15-113top
hdr
Jab
7-83.9630°–40°60–75 / 70-14726–0, 1, 2top
hdr
Jab
7-82.8630°–40°60–75 / 70-15726–0, 1, 2top
hdr
Jab
7-85.7230°–40°60–75 / 70-13726–0, 1, 2top
vanilla•
Jab
no hitboxes–4––
vanilla•
Jab
2-14 (every 4)0.6Sakurai8 / 10–2––0top
hdr
Jab
6-73.0650°40 / 150-28638–0top
hdr
Jab
6-72.8950°40 / 150-28638–0top
hdr
Jab
6-73.5750°40 / 150-28638–0top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-910.845°45 / 100-31748–0, 1potc, top
10-197.250°40 / 100-300, 1potc, top
hdr
Dash Attack
7-9945°45 / 100-32748–0, 1potc, top
10-19650°40 / 100-310, 1potc, top
hdr
Dash Attack
10-1213.845°45 / 100-291051–0, 1potc, top
13-229.250°40 / 100-290, 1potc, top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-94.675366°20 / 20-16728–0top
7-94.675Sakurai20 / 20-161, 2virtualhit3, virtualhit2
hdr
Forward Tilt
3-67.875–13.125Sakurai40 / 125-22 to -19332–0, 2, 3top, virtualhit2, virtualhit3
5-66Sakurai40 / 125-211top
36.3–10.5Sakurai40 / 125-23 to -210, 2top, virtualhit3
3-66.3–10.5Sakurai40 / 125-23 to -211virtualhit2
hdr
Forward Tilt
8-145.5Sakurai40 / 120-19833–0, 1virtualhit2, virtualhit3
8-149Sakurai40 / 120-182mouth
hdr
Up Tilt
6-156.380°55 / 100-17629–0, 1, 2virtualhit1, virtualhit2, virtualhit3
6-158.185°55 / 100-163mouth
hdr
Up Tilt
6-154.5580°55 / 100-18629–0, 1, 2virtualhit1, virtualhit2, virtualhit3
6-155.8585°55 / 100-173mouth
hdr
Up Tilt
9-189.180°55 / 100-15932–0, 1, 2virtualhit1, virtualhit2, virtualhit3
9-1811.785°55 / 100-143mouth
hdr‡
Down Tilt
7-106.373°60–70 / 75-13726–0, 1top
7-107.286°60–70 / 75-132top
hdr‡
Down Tilt
7-105.2573°60–70 / 75-14726–0, 1top
7-10686°60–70 / 75-132top
hdr‡
Down Tilt
8-118.0573°60–70 / 75-12827–0, 1top
8-119.286°60–70 / 75-112top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
16-1912.645°25 / 100-381663–0, 1virtualhit2, virtualhit3
16-1913.545°25 / 100–140-372mouth
hdr
Forward Smash
16-199.145°25 / 100-391663–0, 1virtualhit2, virtualhit3
16-199.7545°25 / 100–140-392mouth
hdr
Forward Smash
26-292045°25 / 100-302670–0, 1virtualhit2, virtualhit3
26-292545°25 / 100-282mouth
30-311260°40 / 75-312top
AttackS4Charge2 vanilla•
Forward Smash
no hitboxes–60––
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
12-162.775°75 / 0-361252–0top
12-162.7105°75 / 0-361top
17-1812.690°90 / 86-260mouth
17-188.590°90 / 86-281mouth
1711.2590°90 / 86-260mouth
hdr
Up Smash
12-162.5575°75 / 0-361252–0top
12-162.55105°75 / 0-361top
17-1811.990°90 / 86-260mouth
17-188.590°90 / 86-281mouth
17-1810.62590°90 / 86-270mouth
hdr
Up Smash
12-163.1575°75 / 0-361252–0top
12-163.15105°75 / 0-361top
17-1814.790°90 / 86-240mouth
17-188.590°90 / 86-281mouth
1713.12590°90 / 86-250mouth
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr※
Down Smash
14-166.3–12.632°–175°0–25 / 99-32 to -291452–0, 1top
18-205.4–10.830°–94°25–75 / 70–99-29 to -260, 1top
hdr※
Down Smash
14-165.25–10.532°–175°0–25 / 99-33 to -301452–0, 1top
18-204.5–930°–94°25–75 / 70–99-29 to -270, 1top
hdr※
Down Smash
14-168.05–16.132°–175°0–25 / 99-31 to -271452–0, 1top
18-206.9–13.830°–94°25–75 / 70–99-28 to -240, 1top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-141.8365°15–20 / 45–90-654581-2, 33–0, 1arml, armr
16-182.755°40 / 125-50, 1arml, armr
hdr
Neutral Air
5-141.5365°15–20 / 45–90-654581-2, 33–0, 1arml, armr
16-182.2555°40 / 125-50, 1arml, armr
hdr
Neutral Air
8-172.3365°15–20 / 45–90-584881-4, 36–0, 1arml, armr
19-213.4555°40 / 125-50, 1arml, armr
hdr
Forward Air
10-148.140°30 / 94-2103881-2, 30–0potc
10-149.940°30 / 94-11potc
hdr
Forward Air
10-146.7540°30 / 94-3103881-2, 30–0potc
10-148.2540°30 / 94-21potc
hdr
Forward Air
10-1410.3540°30 / 94-1103881-2, 30–0potc
10-1412.6540°30 / 9401potc
hdr
Back Air
14-1713.550°25 / 108-51441141-4, 36–0top
hdr
Back Air
14-251.5366°25 / 90-121441141-4, 36–0top
26-294.550°25 / 108-100top
hdr
Back Air
18-211845°25 / 90-321862–1-4, 44–0, 1virtualhit2, virtualhit3
18-2119.545°25 / 95-312mouth
hdr※
Up Air
6-118.175°–105°53–68 / 87-163371-2, 25–0mouth
hdr※
Up Air
6-115.8575°–105°53–68 / 87-263371-2, 25–0mouth
hdr※
Up Air
6-1111.775°–105°53–68 / 87+163371-2, 25–0mouth
hdr‡
Down Air
11-1411.7270°20 / 67-31143111-3, 31–0, 1potc
15-218.1Sakurai15 / 92-50, 1potc
hdr‡
Down Air
11-149.75270°20 / 67-41143111-3, 31–0, 1potc
15-216.75Sakurai15 / 92-60, 1potc
hdr‡
Down Air
14-1714.95270°20 / 67-11446111-5, 34–0, 1potc
18-2410.35Sakurai15 / 92-40, 1potc

Special Attacks

48 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔•‡
Neutral Special
spawns spikeball1122–––
hdr➔•‡
Neutral Special
spawns spikeball1122–––
hdr➔•‡
Neutral Special
spawns spikeball1126–––
SpecialNFailure vanilla
Neutral Special
no hitboxes–71–––
SpecialNBlow vanilla•
Neutral Special
no hitboxes–––––
SpecialNHit vanilla
Neutral Special
no hitboxes–20–––
vanilla•
Neutral Special
no hitboxes–121–––
vanilla
Neutral Special
no hitboxes–21–––
vanilla•‡
Neutral Special
no hitboxes–––––
vanilla•‡
Neutral Special
no hitboxes–––––
hdr➔•‡
Neutral Special
spawns spikeball1122–––
hdr➔•‡
Neutral Special
spawns spikeball1122–––
hdr➔•‡
Neutral Special
spawns spikeball1126–––
SpecialAirNFailure vanilla
Neutral Special
no hitboxes–71–––
SpecialAirNBlow vanilla•
Neutral Special
no hitboxes–––––
SpecialAirNHit vanilla
Neutral Special
no hitboxes–20–––
vanilla•
Neutral Special
no hitboxes–121–––
vanilla
Neutral Special
no hitboxes–21–––
vanilla•‡
Neutral Special
no hitboxes–––––
vanilla•‡
Neutral Special
no hitboxes–––––
vanilla•‡
Side Special
no hitboxes–11–––
SpecialSCharge vanilla•
Side Special
no hitboxes–––––
SpecialSEnd vanilla
Side Special
no hitboxes–11–––
hdr➔‡¶
Side Special
2-9018°30 fixed–250–C 280top
5-91430°60 / 66-350mouth
5-9330°11 / 150-410mouth
hdr➔‡¶
Side Special
2-20018°30 fixed–238––0top
5-201430°60 / 66-230mouth
5-20330°11 / 150-290mouth
SpecialSCancel vanilla
Side Special
no hitboxes–3–––
hdr
Side Special
20-2215180°30 fixed-172056––0mouth
20-221590°80 fixed-170mouth
20-2210180°30 fixed-220mouth
20-221090°80 fixed-220mouth
20-2215180°30 fixed-251mouth
20-221590°80 fixed-251mouth
20-2210180°30 fixed-281mouth
20-221090°80 fixed-281mouth
20-221790°80 fixed-242mouth
20-221290°80 fixed-272mouth
vanilla•‡
Side Special
no hitboxes–11–––
SpecialAirSCharge vanilla•
Side Special
no hitboxes–––––
SpecialAirSEnd vanilla
Side Special
no hitboxes–11–––
hdr➔‡¶
Side Special
2-9018°30 fixed–250–C 280top
5-91430°60 / 66-350mouth
5-9330°11 / 150-410mouth
hdr➔‡¶
Side Special
2-20018°30 fixed–238––0top
5-201430°60 / 66-230mouth
5-20330°11 / 150-290mouth
SpecialAirSCancel vanilla
Side Special
no hitboxes–3–––
SpecialAirSJumpCancel vanilla
Side Special
no hitboxes–6–––
hdr
Side Special
20-2215180°30 fixed-172056––0mouth
20-221590°80 fixed-170mouth
20-2210180°30 fixed-220mouth
20-221090°80 fixed-220mouth
20-2215180°30 fixed-251mouth
20-221590°80 fixed-251mouth
20-2210180°30 fixed-281mouth
20-221090°80 fixed-281mouth
20-221790°80 fixed-242mouth
20-221290°80 fixed-272mouth
hdr‡
Up Special
11-33930°70 / 70-14711165––0, 1, 2, 3arml, armr
34-656.340°70 / 70-1250, 1, 2, 3arml, armr
hdr‡
Up Special
11-337.530°70 / 70-14711165––0, 1, 2, 3arml, armr
34-655.2540°70 / 70-1260, 1, 2, 3arml, armr
hdr‡
Up Special
11-3311.530°70 / 70-14511165––0, 1, 2, 3arml, armr
34-658.0540°70 / 70-1240, 1, 2, 3arml, armr
SpecialHiLanding vanilla
Up Special
no hitboxes–30–––
hdrথ
Up Special
11-33940°50 / 70-1471116524–0, 1, 2, 3arml, armr
34-656.350°50 / 70-1250, 1, 2, 3arml, armr
hdrথ
Up Special
11-337.540°50 / 70-1471116524–0, 1, 2, 3arml, armr
34-655.2550°50 / 70-1260, 1, 2, 3arml, armr
hdrথ
Up Special
11-3311.540°50 / 70-1451116524–0, 1, 2, 3arml, armr
34-658.0550°50 / 70-1240, 1, 2, 3arml, armr
vanilla•‡
Down Special
no hitboxes–17–––
SpecialLwCharge vanilla•
Down Special
no hitboxes–––––
vanilla•
Down Special
no hitboxes–61–––
SpecialLwFallB vanilla•
Down Special
no hitboxes–61–––
vanilla•
Down Special
no hitboxes–25–––
vanilla
Down Special
no hitboxes–19–––
vanilla
Down Special
no hitboxes–24–––
hdr☆
Down Special
1+23.455°75 / 55–1–––0mouth
1+055°75 / 55–0mouth
hdr☆
Down Special
1+2055°75 / 55–1–––0mouth
1+055°75 / 55–0mouth
hdr☆
Down Special
1+33.855°75 / 55–1–––0mouth
1+055°75 / 55–0mouth
hdr☆
Down Special
1+23.455°75 / 55–1–––0mouth
1+055°75 / 55–0mouth
hdr☆
Down Special
1+2055°75 / 55–1–––0mouth
1+055°75 / 55–0mouth
hdr☆
Down Special
1+33.855°75 / 55–1–––0mouth
1+055°75 / 55–0mouth
vanilla•‡
Down Special
no hitboxes–17–––
SpecialAirLwCharge vanilla•
Down Special
no hitboxes–––––
vanilla•
Down Special
no hitboxes–61–––
SpecialAirLwFallB vanilla•
Down Special
no hitboxes–61–––
vanilla•
Down Special
no hitboxes–25–––
vanilla
Down Special
no hitboxes–19–––
vanilla
Down Special
no hitboxes–24–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
hdr
Pummel
11.4–1.7Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––43–0grab
hdr
Pivot Grab
9-10––– / –––37–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
17.235°–45°60 / 65–77–1432180–
1-123Sakurai60 / 100–0–
132.7Sakurai50 / 100–0mouth
hdr
Forward Throw
15.235°–45°60 / 65–77–1432180–
1-123Sakurai60 / 100–0–
131.95Sakurai50 / 100–0mouth
hdr
Forward Throw
110.435°–45°60 / 65–77–1436220–
1-163Sakurai60 / 100–0–
173.9Sakurai50 / 100–0mouth
hdr
Back Throw
11145°54 / 77–87–1935160–
1-343Sakurai40 / 100–0–
hdr
Up Throw
111.790°64 / 67–2050300–
1-203Sakurai40 / 100–0–
hdr
Up Throw
111.0590°64 / 67–2050300–
1-203Sakurai40 / 100–0–
20090°0 / 0–1mouth
hdr
Up Throw
113.6590°64 / 67–2050300–
1-203Sakurai40 / 100–0–
hdr
Down Throw
12.766°–70°80 / 75–3145140–
1-193Sakurai40 / 100–0–
202.250°0 / 100–0top
302.250°0 / 100–0top
hdr
Down Throw
12.5566°–70°80 / 75–3145140–
1-193Sakurai40 / 100–0–
202.1250°0 / 100–0top
302.1250°0 / 100–0top
hdr
Down Throw
13.1566°–70°80 / 75–3145140–
1-193Sakurai40 / 100–0–
202.6250°0 / 100–0top
302.6250°0 / 100–0top

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 4–26–5410–
hdr•
Air Dodge
intangible 4–26–5410–
vanilla
Ledge Attack
21-231045°90 / 20-292158–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
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–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
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––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
hdr‡
Tech
no hitboxes–41––
hdr‡
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–26––
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–42––

Other

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla‡
SquatStepPoseBack
4490°95 / 80-4413–0mouth
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––

Projectiles & Articles

3 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.

Bosspackun

5 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Landing
1-3560°130 fixed4, 5top
vanilla
HopLanding
1-3560°130 fixed4, 5top
vanilla
Flame
1-795Sakurai0 / 1000–
1-3560°130 fixed4, 5top
18-19345°30 / 402top
20-24345°30 / 402top
25-31345°30 / 402top
32-38345°30 / 402top
39-42345°30 / 402top
43-44345°20 / 402top
51-52345°30 / 403top
53-57345°30 / 403top
58-64345°30 / 403top
65-71345°30 / 403top
72-75345°30 / 403top
76-77345°20 / 403top
vanilla
End
39-442040°10 / 1002, 3top
vanilla
Attack
1+0Sakurai30 / 902, 3top, lowermouth
6475°70 / 1000, 1ironl2, ironr2
6+475°70 / 1000, 1ironl2, ironr2

Poisonbreath

5 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Start
3+2.4Sakurai0 / 00top
3+3.1Sakurai0 / 01top
3+1.3Sakurai0 / 02top
3+1.8Sakurai0 / 03top
hdr
Shoot
1+2.4Sakurai0 / 00top
1+3.1Sakurai0 / 01top
1+1.3Sakurai0 / 02top
1+1.8Sakurai0 / 03top
hdr
StartMax
3+3.1Sakurai0 / 00top
3+1.8Sakurai0 / 01top
hdr
ShootMax
1+3.1Sakurai0 / 00top
1+1.8Sakurai0 / 01top
hdr
Explode
2-41455°50 / 900top
2-41055°50 / 951top

Spikeball

7 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Start
1+14–18.255°50 / 65–700trans
hdr
Start
1+1255°50 / 800trans
hdr
Start
1+14–18.255°50 / 65–700trans
hdr
StartAir
1+14–18.255°50 / 65–700trans
hdr
StartAir
1+1255°50 / 800trans
hdr
StartAir
1+14–18.255°50 / 65–700trans
hdr
Loop
1+14–18.255°50 / 65–700trans
hdr
Loop
1+1255°50 / 800trans
hdr
Loop
1+14–18.255°50 / 65–700trans
hdr
Wait
1+14–18.255°50 / 65–700trans
hdr
Wait
1-541255°50 / 800trans
55+1455°50 / 800top
hdr
Wait
1+14–18.255°50 / 65–700trans
hdr
Shoot
1+18–23.455°50 / 65–700trans
1+14–18.255°50 / 65–700trans
4+18–23.455°50 / 65–700trans
hdr
Shoot
1+1455°50 / 800trans
1+1255°50 / 800trans
4+1455°50 / 800trans
hdr
Shoot
1+18–23.455°50 / 65–700trans
1+14–18.255°50 / 65–700trans
4+18–23.455°50 / 65–700trans
hdr
Fall
1+14–18.255°50 / 65–700trans
hdr
Fall
1+1255°50 / 800trans
hdr
Fall
1+14–18.255°50 / 65–700trans
hdr
Explode
1+1045°45 / 1200top

Attributes

Weight & Size

Weight
109
Jostle Weight
7.2
Shield Radius
13.4

Ground Movement

Walk Speed
1
Walk Accel (mul)
0.05
Walk Accel (add)
0.05
Initial Dash
1.71
Run Speed
1.59
Run Accel (mul)
0.0764
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
5
Jump Initial Y
13.3705
Full Hop Height
37.4
Short Hop Height
16
Air Jump Height
38.52
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
0.981
Air Accel (add)
0.015
Air Accel (mul)
0.035
Air Friction
0.0125
Gravity
0.14
Fall Speed
2.2

Landing Lag

Nair
8
Fair
8
Bair
14
Uair
7
Dair
11
Empty Landing
5
Heavy Landing
4

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Down Tilt, Down Air, Neutral Special (Start), Neutral Special (ShootF), Neutral Special (ShootB), Neutral Special (Air, Start), Neutral Special (Air, ShootF), Neutral Special (Air, ShootB), Side Special (Start), Side Special (Shoot), Side Special (Air, Start), Side Special (Air, Shoot), Up Special, Up Special (Air), Down Special (Start), Down Special (Air, Start), Grab, SquatStepPoseBack, PassiveStandF, PassiveStandB
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • AttackS32, Up Smash, Side Special (Shoot), Side Special (ShootS), Side Special (Air, Shoot), Side Special (Air, ShootS), Up Special (Air)
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Down Special (Bite Attack), Down Special (BiteAttack)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: fkb.Down Smash
  • Computed at runtime, not shown: size.Up Air
✕HDR removes this move’s hitboxes.
  • CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Spikeball — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Also spawns Poisonbreath — see Projectiles & Articles below.Side Special (Shoot), Side Special (Air, Shoot)
•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, AttackS4Charge2, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Wait), Neutral Special (Air, Start), Neutral Special (Air, Wait), Side Special (Start), Side Special (Air, Start), Down Special (Start), Down Special (FallF), Down Special (FallB), Down Special (Bite), Down Special (Air, Start), Down Special (Air, FallF), Down Special (Air, FallB), Down Special (Air, Bite), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 14 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.Neutral Special (Blow), Neutral Special (Air, Blow), Side Special (Charge), Side Special (Air, Charge), Down Special (Charge), Down Special (Air, Charge), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Repeats while the input is held or mashed; one cycle is 42 frames. Frames shown are one cycle, so there is no fixed FAF.Neutral Special (ShootF), Neutral Special (Air, ShootF)
  • Repeats while the input is held or mashed; one cycle is 48 frames. Frames shown are one cycle, so there is no fixed FAF.Neutral Special (ShootB), Neutral Special (Air, ShootB)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 24 frames rather than the 164 this move would otherwise run. The figure is param_special_hi.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air)
  • 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.