R.O.B.

103 moves37 changed by HDR66 vanillainternal robot
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-43Sakurai20 / 70-143210, 1top
3-43100°20 / 70-142, 3top
3-43Sakurai30 / 15-144top
hdr
Jab
3-43Sakurai40 / 120-143210, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-8870°55 / 72-207340, 1top
9-115Sakurai35 / 100-200, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-97Sakurai54 / 77-217340, 1shoulderl
7-98Sakurai54 / 77-202, 3arml1
7-910Sakurai54 / 77-194handl1
hdr
Forward Tilt
7-97Sakurai54 / 77-217340, 1shoulderl
7-98Sakurai54 / 77-202, 3arml1
7-910Sakurai54 / 77-194handl1
hdr
Forward Tilt
7-97Sakurai54 / 77-217340, 1shoulderl
7-98Sakurai54 / 77-202, 3arml1
7-910Sakurai54 / 77-194handl1
hdr
Up Tilt
4-5890°55 / 80-164270, 1fingerl1, fingerr1
4990°55 / 80-162top
5990°55 / 80-152top
6-7890°55 / 80-140hip
6-7990°55 / 80-141, 2hip
hdr
Down Tilt
3-4665°65 / 55-103190, 1top
3-4635°15 / 80-102top
3-46Sakurai15 / 20-103top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-171541°32 / 101-3116580, 1, 2top
hdr
Forward Smash
16-171541°32 / 101-3116580, 1, 2top
hdr
Forward Smash
16-171541°32 / 101-3116580, 1, 2top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
10-113111°135 fixed-4110550, 1top
10-113100°135 fixed-412top
14-181480°40 / 106-310top
14-181385°40 / 106-311top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
7-83.5170°20 / 20-407510top
7-83170°20 / 20-401top
11-123.5170°20 / 20-360top
11-123170°20 / 20-361top
16-17533°37 / 180-300body

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
13-181075°50 / 105-21347939–0, 1, 2hip
13-181175°50 / 105-13hip
19-288.555°40 / 105-30, 1, 2, 3hip
hdr
Forward Air
6-7750°40 / 90-2633728–0, 1shoulderl, shoulderr
6-7950°40 / 90-12, 3, 4, 5armr1, arml1, handr2, handl2
8-106Sakurai40 / 60-20, 1, 2, 3, 4, 5shoulderl, shoulderr, armr1, arml1, handr2, handl2
hdr‡※¶
Back Air
24-28varies35°30 / 8524501242–0, 1, 2knee, hip
24-281235°35 / 70-40, 1, 2knee, hip
29-35variesSakurai35 / 800, 1, 2knee, hip
hdr
Up Air
7, 9, 13, 172.585°35 / 80-87491140–0, 1top
7, 9, 13, 172.5367°45 / 80-82, 3top
23-26470°65 / 105-70, 1top
hdr◆‡
Down Air
6-21 (every 3)1.2366°40 fixed-116391337–0, 1top
6-21 (every 3)1.280°40 fixed-112top
24-25640°45 / 85-80top

Special Attacks

27 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
vanilla
Neutral Special
25-277Sakurai40 / 95-1925500head1
vanilla
Neutral Special
25-277Sakurai40 / 95-1925500head1
vanilla•‡
Side Special
no hitboxes13
hdr
Side Special
7-9560°40 fixed-207320, 1top
21-249Sakurai55 / 95-40, 1handr1, shoulderr
vanilla
Side Special
7345°40 / 210-387490top
hdr
Side Special
7-9560°40 fixed-207320, 1top
19-247105°55 / 85-70, 1handr1, shoulderr
hdr
Side Special
7-9560°40 fixed-207320, 1top
21-24525°55 / 35-60, 1handr1, shoulderr
vanilla•‡
Side Special
no hitboxes13
hdr
Side Special
7-9560°40 fixed-207320, 1top
21-249Sakurai55 / 95-40, 1handr1, shoulderr
vanilla
Side Special
7345°40 / 210-387490top
hdr
Side Special
7-9560°40 fixed-207320, 1top
19-247105°55 / 85-70, 1handr1, shoulderr
hdr
Side Special
7-9560°40 fixed-207320, 1top
21-24525°55 / 35-60, 1handr1, shoulderr
hdr◆•
Up Special
no hitboxes5714–
hdr◆‡※¶
Up Special
1-30varies15 / 50190, 1, 2knee
SpecialHiLoop vanilla
Up Special
no hitboxes15
SpecialHiEnd vanilla
Up Special
no hitboxes7
hdr◆•
Up Special
no hitboxes5714–
vanilla↛•
Down Special
spawns gyro, gyroholder17
SpecialLwHold vanilla
Down Special
no hitboxes
hdr
Down Special
no hitboxes32
vanilla↛•
Down Special
spawns gyroholder17
SpecialLwMiss vanilla
Down Special
no hitboxes55
vanilla↛•
Down Special
spawns gyro, gyroholder17
SpecialAirLwHold vanilla
Down Special
no hitboxes
hdr
Down Special
no hitboxes32
vanilla↛•
Down Special
spawns gyroholder17
SpecialAirLwMiss vanilla
Down Special
no hitboxes55

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-121160top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –440grab
hdr
Pivot Grab
10-11– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°60 / 651124130
1-233Sakurai60 / 1000
vanilla
Back Throw
11045°60 / 651227150
1-263Sakurai60 / 1000
hdr
Up Throw
1990°56 / 1145875170
1-743Sakurai60 / 1000
hdr
Down Throw
1790°75 / 635066160
1-653Sakurai40 / 1000

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 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
20-22945°90 / 20-3120580top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
22-23748°80 / 48-240top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
22-23748°80 / 48-240top
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 hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes37
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 hitboxes33
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
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 hitboxes36
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes24

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

Projectiles & Articles

5 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

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-194.560°70 / 400top
vanilla
FlyMax
1-31545°50 / 430top
4-191545°50 / 430top

Hominglaser

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-491.250°40 / 1000top
50-1601.255°5 / 1500top

Hugebeam

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Beam
1-21045°55 / 1600top

Narrowbeam

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Beam1
1-1530.5190°24 fixed0top
154-1611200°80 fixed0top
vanilla
Beam2
1-1530.5170°24 fixed0top
154-1611180°80 fixed0top
vanilla
Beam3
1-1530.5140°24 fixed0top
154-1611150°80 fixed0top
vanilla
Beam4
1-1530.5110°24 fixed0top
154-1611120°80 fixed0top

Widebeam

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Beam
1-165122°28 fixed0top
166+222°50 fixed0top

Attributes

Weight & Size

Weight
104
Jostle Weight
6.6
Shield Radius
13

Ground Movement

Walk Speed
1.138
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.3
Run Speed
1.66
Run Accel (mul)
0.02
Run Accel (add)
0.1
Traction
0.07

Jumps

Jumpsquat
4
Jump Initial Y
13.585
Full Hop Height
38
Short Hop Height
17.98
Air Jump Height
38
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
1.08
Air Accel (add)
0.04
Air Accel (mul)
0.025
Air Friction
0.01
Gravity
0.09
Fall Speed
2

Landing Lag

Nair
9
Fair
7
Bair
12
Uair
11
Dair
13
Empty Landing
4
Heavy Landing
6

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (70 -> 57 frames).Down Air
  • HDR replaces the animation (361 -> 64 frames).Side Special, Side Special (Air)
  • HDR replaces the animation (25 -> 57 frames).Up Special, Up Special (Air)
  • HDR replaces the animation (15 -> 80 frames).Up Special (Rise)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Neutral Air, Forward Air, Back Air, Down Air, Side Special (Start), Side Special (End), Side Special (Air, Start), Side Special (Air, End), Up Special (Rise), Down Special, Down Special (Air), Grab, Dash Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Back Air, Up Special (Rise)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Back Air
  • Computed at runtime, not shown: angle.Up Special (Rise)
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.
  • Beam is on the field for up to 19 frames (param_beam.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Beam: Fly, Beam: FlyMax
  • Hominglaser is on the field for up to 160 frames (param_hominglaser.lifetime), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Hominglaser: Fly
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 gyro, gyroholder — the engine's name for it, and there is no table for it here.Down Special (Start), Down Special (Air, Start)
  • Damage comes from gyroholder — the engine's name for it, and there is no table for it here.Down Special (StartMiss), Down Special (Air, StartMiss)
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 (Air, Start), Up Special, Up Special (Air), Down Special (Start), Down Special (StartMiss), Down Special (Air, Start), Down Special (Air, StartMiss), 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.Down Special (Hold), Down Special (Air, Hold), 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.