R.O.B.

103 moves37 changed by HDR66 vanillainternal robot
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-43Sakurai20 / 70-14321–0, 1top
3-43100°20 / 70-142, 3top
3-43Sakurai30 / 15-144top
hdr
Jab
3-43Sakurai40 / 120-14321–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-8870°55 / 72-20734–0, 1top
9-115Sakurai35 / 100-200, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-97Sakurai54 / 77-21734–0, 1shoulderl
7-98Sakurai54 / 77-202, 3arml1
7-910Sakurai54 / 77-194handl1
hdr
Forward Tilt
7-97Sakurai54 / 77-21734–0, 1shoulderl
7-98Sakurai54 / 77-202, 3arml1
7-910Sakurai54 / 77-194handl1
hdr
Forward Tilt
7-97Sakurai54 / 77-21734–0, 1shoulderl
7-98Sakurai54 / 77-202, 3arml1
7-910Sakurai54 / 77-194handl1
hdr
Up Tilt
4-5890°55 / 80-16427–0, 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 / 55-10319–0, 1top
3-4635°15 / 80-102top
3-46Sakurai15 / 20-103top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
16-171541°32 / 101-311658–0, 1, 2top
hdr
Forward Smash
16-171541°32 / 101-311658–0, 1, 2top
hdr
Forward Smash
16-171541°32 / 101-311658–0, 1, 2top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
10-113111°135 fixed-411055–0, 1top
10-113100°135 fixed-412top
14-181480°40 / 106-310top
14-181385°40 / 106-311top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
7-83.5170°20 / 20-40751–0top
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
23-26varies35°30 / 85–23481240–0, 1, 2knee, hip
23-261235°35 / 70-40, 1, 2knee, hip
27-33variesSakurai35 / 80–0, 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 / 95-192550––0head1
vanilla
Neutral Special
25-277Sakurai40 / 95-192550––0head1
vanilla•‡
Side Special
no hitboxes–13–––
hdr◆
Side Special
7-9560°40 fixed-20732––0, 1top
21-249Sakurai55 / 95-40, 1handr1, shoulderr
vanilla‡
Side Special
7345°40 / 210-38749––0top
hdr
Side Special
7-9560°40 fixed-20732––0, 1top
19-247105°55 / 85-70, 1handr1, shoulderr
hdr
Side Special
7-9560°40 fixed-20732––0, 1top
21-24525°55 / 35-60, 1handr1, shoulderr
vanilla•‡
Side Special
no hitboxes–13–––
hdr◆
Side Special
7-9560°40 fixed-20732––0, 1top
21-249Sakurai55 / 95-40, 1handr1, shoulderr
vanilla‡
Side Special
7345°40 / 210-38749––0top
hdr
Side Special
7-9560°40 fixed-20732––0, 1top
19-247105°55 / 85-70, 1handr1, shoulderr
hdr
Side Special
7-9560°40 fixed-20732––0, 1top
21-24525°55 / 35-60, 1handr1, shoulderr
hdr◆•
Up Special
no hitboxes–57–14––
hdr◆‡※¶
Up Special
1-30varies15 / 50–19––0, 1, 2knee
SpecialHiLoop vanilla
Up Special
no hitboxes–15–––
SpecialHiEnd vanilla
Up Special
no hitboxes–7–––
hdr◆•
Up Special
no hitboxes–57–14––
vanilla↛•
Down Special
spawns gyro, gyroholder17–––
SpecialLwHold vanilla•
Down Special
no hitboxes–––––
hdr‡
Down Special
no hitboxes–32–––
vanilla↛•
Down Special
spawns gyroholder17–––
SpecialLwMiss vanilla
Down Special
no hitboxes–55–––
vanilla↛•
Down Special
spawns gyro, gyroholder17–––
SpecialAirLwHold vanilla•
Down Special
no hitboxes–––––
hdr‡
Down Special
no hitboxes–32–––
vanilla↛•
Down Special
spawns gyroholder17–––
SpecialAirLwMiss vanilla
Down Special
no hitboxes–55–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––37–0grab
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
9-10––– / –––44–0grab
hdr
Pivot Grab
10-11––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°60 / 65–1124130–
1-233Sakurai60 / 100–0–
vanilla
Back Throw
11045°60 / 65–1227150–
1-263Sakurai60 / 100–0–
hdr
Up Throw
1990°56 / 114–5875170–
1-743Sakurai60 / 100–0–
hdr
Down Throw
1790°75 / 63–5066160–
1-653Sakurai40 / 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 4–26–5810–
hdr•
Air Dodge
intangible 4–26–5810–
vanilla
Ledge Attack
20-22945°90 / 20-312058–0top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
22-23748°80 / 48-240top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
22-23748°80 / 48-240top
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–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
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–33––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
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–36––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–24––

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––––
vanilla
Shield
no hitboxes–12––

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, DownSpot
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.