Richter

113 moves43 changed by HDR70 vanillainternal richter
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-7373°25 / 40-85170, 1, 2kneel
5-73Sakurai25 / 25-83top
hdr
Jab
5-8373°25 / 30-85170, 1, 2top
5-83Sakurai25 / 25-83, 4, 5top
hdr
Jab
4565°60 / 80-214300top
5-9565°60 / 80-200top
vanilla
Jab
no hitboxes7
vanilla
Jab
1, 2, 5, 8, 11, 140.5Sakurai8 / 1010top
vanilla
Jab
4-52.555°80 / 115-374450top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-141055°47 / 90-248400top

Tilt Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
12-1410110°75 / 45-1012300top
12-146Sakurai40 / 63-121top
12-146Sakurai40 / 63-122top
hdr
Up Tilt
11-13 (every 1)7100°50 / 80-1911360top
14-1612270°45 / 37-130top
14-165100°60 / 75-171top
14-167100°60 / 75-162top
hdr
Up Tilt
11-13 (every 1)7100°50 / 80-1911360top
14-1612280°45 / 37-130top
14-165100°60 / 75-171top
14-167100°60 / 75-162top
hdr
Up Tilt
11-13 (every 1)7100°50 / 80-1911360top
14-1612260°45 / 37-130top
14-165100°60 / 75-171top
14-167100°60 / 75-162top
hdr
Down Tilt
10-14972°70 / 65-2210390, 1kneel, footl
15-24572°50 / 80-190, 1kneel, footl
hdr
Down Tilt
8-141355°60 / 93-178350, 1, 2kneel, footl, hip
15-19972°48 / 48-130, 1kneel, footl
AttackLw32Landing vanilla
Down Tilt
no hitboxes18
hdr
Crouch/Squat Tilt
12-1410120°75 / 45-1012300top
12-146Sakurai40 / 63-121top
12-146Sakurai40 / 63-122top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
24-32 (every 2)1365°30 fixed-3624630top
34-351550°60 / 88-180top
34-3510Sakurai60 / 88-211top
hdr
Forward Smash
24-32 (every 2)1365°30 fixed-3624630top
34-351550°60 / 88-180top
34-3510Sakurai60 / 88-211top
hdr
Forward Smash
24-32 (every 2)1365°30 fixed-3624630top
34-351550°60 / 88-180top
34-3510Sakurai60 / 88-211top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
17-201490°62 / 92-2517520top
17-201190°62 / 92-261, 2top
21-241190°60 / 100-220top
21-241090°60 / 100-231, 2top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
14-151148°65 / 90-2614490top
14-151348°65 / 90-251top
14-151548°65 / 87-242top
19-211148°65 / 90-210top
19-211348°65 / 90-201top
19-211548°65 / 87-192top

Aerial Attacks

14 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
10-19945°45 / 95-3103691-3, 34–0top
101045°45 / 105-21top
111045°45 / 105-21top
121045°45 / 105-21top
13-15 (every 1)945°45 / 95-31top
16845°45 / 85-31top
17-19 (every 1)845°45 / 85-31top
hdr
Forward Air
15-1710145°80 / 30-19154231–0top
15-174Sakurai50 / 50-221top
15-177Sakurai55 / 40-212top
hdr
Forward Air
15-1710120°80 / 40-315421031–0top
15-174Sakurai50 / 50-61top
15-177Sakurai55 / 40-52top
hdr
Forward Air
15-1710113°80 / 40-19154231–0top
15-174Sakurai50 / 50-221top
15-177Sakurai55 / 40-212top
hdr◆‡
Back Air
11-1313Sakurai35 / 99-1911401-5, 36–0top
11-1315Sakurai35 / 99-181, 2top
14-1910Sakurai35 / 90-180, 1, 2top
hdr◆‡
Back Air
11-1313Sakurai35 / 99-31140121-5, 36–0top
11-1315Sakurai35 / 99-21, 2top
14-1910Sakurai35 / 90-50, 1, 2top
hdr◆‡
Back Air
11-1313Sakurai35 / 99-1911401-5, 36–0top
11-1315Sakurai35 / 99-181, 2top
14-1910Sakurai35 / 90-180, 1, 2top
hdr
Up Air
6-13957°43 / 50-262881, 28–0, 1legr, kneer
hdr
Down Air
16-171280°88 / 46-101652181-3, 50–0top
18-39972°88 / 46-120top
hdr
Down Air
no hitboxes22
AttackAirHoldStart vanilla
AttackAirHoldStart
no hitboxes8
AttackAirHoldStartS3 vanilla
AttackAirHoldStartS3
no hitboxes8
AttackAirHold vanilla
AttackAirHold
no hitboxes360
AttackAirHoldEnd vanilla
AttackAirHoldEnd
no hitboxes20

Special Attacks

16 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔◆
Neutral Special
spawns axe237
SpecialNBlank vanilla
Neutral Special
no hitboxes59
hdr➔◆•
Neutral Special
spawns axe23710
SpecialAirNBlank vanilla
Neutral Special
no hitboxes59
hdr◆⊘
Side Special
13-17762°60 / 65-2313420, 1, 2top
18-22565°55 / 60-190, 1, 2top
SpecialS1Blank vanilla
Side Special
no hitboxes42
vanilla
Side Special
no hitboxes10
hdr◆⊘
Side Special
13-17762°60 / 65-2313420, 1, 2top
18-22565°55 / 60-190, 1, 2top
SpecialAirS1Blank vanilla
Side Special
no hitboxes42
vanilla
Side Special
no hitboxes10
hdr
Up Special
81471°67 / 80-328500top
91471°67 / 80-310top
10880°65 / 90-330top
11880°65 / 90-320top
12880°65 / 90-310top
13880°65 / 90-300top
14-16880°65 / 90-290top
17880°65 / 90-260top
18-19880°65 / 90-250top
20-24880°65 / 90-230top
hdr‡•
Up Special
81471°67 / 80-17850260top
91471°67 / 80-170top
10880°65 / 90-200top
11880°65 / 90-200top
12880°65 / 90-200top
13880°65 / 90-200top
14-16880°65 / 90-200top
17880°65 / 90-200top
18-19880°65 / 90-200top
20-24880°65 / 90-200top
hdr
Down Special
no hitboxes41
SpecialLwBlank vanilla
Down Special
no hitboxes46
hdr
Down Special
no hitboxes41
SpecialAirLwBlank vanilla
Down Special
no hitboxes46

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –380grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
13-14– / –460grab
hdr
Pivot Grab
14-15– / –420grab
AirCatch vanilla
Air Grab (Tether)
no hitboxes27
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
vanilla
Air Grab (Tether)
no hitboxes60
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes10

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1843°75 / 832442180
1-413Sakurai40 / 1000
vanilla
Back Throw
1744°75 / 701842240
1-413Sakurai40 / 1000
hdr◆‡
Up Throw
1689°65 / 701539240
1-383Sakurai40 / 1000
hdr
Down Throw
1858°60 / 502440160
1-393Sakurai40 / 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 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
21-23945°90 / 20-3021580top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
26-27748°80 / 48-200top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
26-27748°80 / 48-200top
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 hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes38
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 hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
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
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes34

Other

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

Vanilla spawned Cross here; HDR does not, so it is not listed.

Projectiles & Articles

2 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.

Axe

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-183.550°32 / 800axe

Whip

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
AttackHold
2-359180°40 / 350hookshot24
2-359183°40 / 351hookshot24
2-359185°40 / 352hookshot26
2-3591.545°73 / 853hookshot27
vanilla
AttackAirHold
2-359180°40 / 350hookshot24
2-359183°40 / 351hookshot24
2-359185°40 / 352hookshot26
2-3591.545°73 / 853hookshot27

Attributes

Weight & Size

Weight
96
Jostle Weight
6
Shield Radius
12.3

Ground Movement

Walk Speed
0.9
Walk Accel (mul)
0.3
Walk Accel (add)
0.1
Initial Dash
1.73
Run Speed
1.72
Run Accel (mul)
0.0762
Run Accel (add)
0.02
Traction
0.0725

Jumps

Jumpsquat
4
Jump Initial Y
10.5
Full Hop Height
28
Short Hop Height
14
Air Jump Height
28
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
1.1
Air Accel (add)
0.01
Air Accel (mul)
0.04
Air Friction
0.013
Gravity
0.11
Fall Speed
2.23

Landing Lag

Nair
9
Fair
10
Bair
12
Uair
8
Dair
18
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (34 -> 35 frames).Jab 1
  • HDR replaces the animation (33 -> 29 frames).Jab 2
  • HDR replaces the animation (59 -> 50 frames).Dash Attack
  • HDR replaces the animation (43 -> 41 frames).Forward Tilt
  • HDR replaces the animation (71 -> 50 frames).Up Tilt
  • HDR replaces the animation (106 -> 110 frames).Forward Smash, Forward Smash (Up), Forward Smash (Down)
  • HDR replaces the animation (90 -> 76 frames).Up Smash
  • HDR replaces the animation (56 -> 55 frames).Neutral Air
  • HDR replaces the animation (52 -> 53 frames).AttackAirFHi, Forward Air
  • HDR replaces the animation (63 -> 64 frames).AttackAirBHi, Back Air, AttackAirBLw
  • HDR replaces the animation (65 -> 44 frames).Up Air
  • HDR replaces the animation (89 -> 59 frames).Neutral Special, Neutral Special (Blank), Neutral Special (Air), Neutral Special (Air, Blank)
  • HDR replaces the animation (60 -> 54 frames).Side Special (1), Side Special (1Blank)
  • HDR replaces the animation (62 -> 54 frames).Side Special (Air, 1), Side Special (Air, 1Blank)
  • HDR replaces the animation (70 -> 53 frames).Up Throw
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Down Tilt, AttackLw32, Down Smash, AttackAirBHi, Back Air, AttackAirBLw, Up Special, Up Special (Air), Down Special, Down Special (Air), Grab, Up Throw
HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
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.
  • Axe is on the field for up to 18 frames (param_axe.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Axe: Fly
This move spawned a projectile in vanilla that HDR no longer creates.
  • Spawned Cross in vanilla; HDR does not.Side Special (1), Side Special (Air, 1)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Axe — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
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, AttackHi4Charge, AttackLw4Charge, AttackAirHoldStart, AttackAirHoldStartS3, AttackAirHold, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Land cancels: touching the ground during this move ends it with 10 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air)
  • Landing lag is 26 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • 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.