Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-5 | 3.5 | Sakurai | 30 / 20 | -10 | 4 | 18 | – | 0, 1 | shoulderl, arml |
| 4-5 | 3.5 | 180° | 25 / 15 | -10 | 2 | handl | ||||
| hdr Jab | 5-6 | 2.5 | Sakurai | 30 / 20 | -11 | 5 | 20 | – | 0, 1 | shoulderr, armr |
| 5-6 | 2.5 | Sakurai | 25 / 20 | -11 | 2 | handr | ||||
| hdr Jab | 4-5 | 5 | 42° | 50 / 128 | -27 | 4 | 36 | – | 0, 1 | top |
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| vanilla• Jab | 1-13 (every 3) | 0.7 | Sakurai | 14 / 10 | – | 1 | – | – | 0 | top |
| 1-13 (every 3) | 0.7 | Sakurai | 12 / 10 | – | 1 | top | ||||
| 1-13 (every 3) | 0.7 | Sakurai | 8 / 10 | – | 2 | top | ||||
| vanilla‡ Jab | 5-6 | 2 | 50° | 110 / 60 | -37 | 5 | 46 | – | 0, 1 | top |
| 5-6 | 2 | 50° | 100 / 60 | -37 | 2 | top | ||||
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 12-14 | 12 | 42° | 70 / 80 | -19 | 12 | 40 | – | 0 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Forward Tilt | 11-13 | 10 | Sakurai | 50 / 71 | -15 | 11 | 34 | – | 0, 1 | top, tail7 |
| 11-13 | 13 | Sakurai | 55 / 71 | -13 | 2 | tail8 | ||||
| hdr◆‡ Forward Tilt | 11-13 | 10 | Sakurai | 50 / 71 | -15 | 11 | 34 | – | 0, 1 | top, tail7 |
| 11-13 | 13 | Sakurai | 55 / 71 | -13 | 2 | tail8 | ||||
| hdr◆‡ Forward Tilt | 11-13 | 10 | Sakurai | 50 / 71 | -15 | 11 | 34 | – | 0, 1 | top, tail7 |
| 11-13 | 13 | Sakurai | 55 / 71 | -13 | 2 | tail8 | ||||
| hdr‡ Up Tilt | 7-15 | 10 | 85° | 55 / 110 | -16 | 7 | 31 | – | 0, 1, 2, 3 | bust, wingr2, wingr6 |
| hdr Down Tilt | 9-11 | 9 | 78° | 51 / 103 | -15 | 9 | 31 | – | 0 | top |
| 9-11 | 11 | 85° | 56 / 96 | -13 | 1 | top |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Forward Smash | 18-21 | 20 | Sakurai | 58 / 82 | -22 | 18 | 54 | – | 0 | top |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 11-18 | 17 | 82° | 58 / 81 | -30 | 11 | 53 | – | 0, 1, 2 | legr, kneer, footr |
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 24-27 | 16 | 85° | 69 / 76 | -27 | 24 | 62 | – | 0 | top |
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 8-14 | 9 | 44° | 55 / 62 | -4 | 8 | 40 | 10 | 1-2, 28– | 0, 2 | tail1, tail8 |
| 8-14 | 12 | 44° | 55 / 73 | -2 | 1 | tail8 | |||||
| 15-21 | 6 | 44° | 55 / 62 | -5 | 0, 2 | tail1, tail8 | |||||
| 15-21 | 9 | 44° | 55 / 74 | -4 | 1 | tail8 | |||||
| hdr Forward Air | 10-11 | 5 | 367° | 30 / 25 | -7 | 10 | 38 | 11 | 1-2, 43– | 0, 1 | tail8 |
| 10-11 | 3 | 367° | 30 / 25 | -8 | 2, 3, 4 | tail8, top | |||||
| 10-11 | 3 | 66° | 30 / 25 | -8 | 5 | top | |||||
| 13-14 | 5 | 367° | 30 / 25 | -7 | 0 | tail8 | |||||
| 13-14 | 3 | 367° | 30 / 25 | -8 | 1, 2 | tail8, top | |||||
| 16-18 | 7 | Sakurai | 45 / 87 | -6 | 0 | tail8 | |||||
| 16-18 | 5 | Sakurai | 45 / 90 | -7 | 1, 2 | tail8, top | |||||
| hdr◆‡ Back Air | 9-13 | 12 | 55° | 35 / 94 | -5 | 9 | 39 | 13 | 27– | 0 | legr |
| 9-13 | 16 | Sakurai | 35 / 82 | -3 | 1, 2 | kneer, footr | |||||
| hdr Up Air | 11-13 | 14 | 90° | 70 / 70 | -3 | 11 | 40 | 12 | 1-3, 35– | 0 | top |
| 11-13 | 12 | 84° | 70 / 62 | -4 | 1, 2 | top | |||||
| 14-18 | 9.5 | 78° | 70 / 60 | -5 | 1, 2 | top | |||||
| hdr◆‡ Down Air | 12-14 | 12 | Sakurai | 60 / 50 | -6 | 12 | 45 | 14 | 1-8, 35– | 0, 2 | tail4, tail7 |
| 12-14 | 14 | 50° | 60 / 50 | -5 | 1 | tail8 | |||||
| 12-17 | 12 | Sakurai | 60 / 50 | -6 | 3 | tail7 | |||||
| 12-17 | 14 | 50° | 60 / 50 | -5 | 4 | tail8 |
Special Attacks
49 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr•‡ Neutral Special | no hitboxes | – | 8 | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 60 | – | – | |||||
| hdr➔ Neutral Special | spawns breath | 14 | 37 | – | – | |||||
| SpecialNFailure vanilla Neutral Special | no hitboxes | – | 30 | – | – | |||||
| hdr Neutral Special | 18-21 | 20 | Sakurai | 58 / 80 | -28 | 18 | 60 | – | 0 | top |
| hdr•‡ Neutral Special | no hitboxes | – | 8 | – | – | |||||
| hdr• Neutral Special | no hitboxes | – | 60 | – | – | |||||
| hdr➔ Neutral Special | spawns breath | 14 | 37 | – | – | |||||
| SpecialAirNFailure vanilla Neutral Special | no hitboxes | – | 30 | – | – | |||||
| hdr Neutral Special | 18-21 | 20 | Sakurai | 58 / 80 | -28 | 18 | 60 | – | 0 | top |
| hdr‡ Side Special | 22-35 | – | – | – / – | – | – | 62 | – | 0, 1 | grab |
| 22 | – | – | – / – | – | 2 | grab | ||||
| SpecialSFailure vanilla Side Special | no hitboxes | – | 42 | – | – | |||||
| vanilla‡ Side Special | 3 | 4 | 75° | 90 / 100 | -10 | 3 | 18 | – | 0 | top |
| 14-17 | 2 | 100° | 100 fixed | 0 | 0 | throw | ||||
| vanilla Side Special | 1-30 | 2 | 100° | 100 fixed | -26 | 1 | 31 | – | 0 | throw |
| vanilla Side Special | 1 | 12 | 145° | 100 / 65 | – | 1 | 46 | – | 0 | – |
| 1-45 | 5 | 145° | 50 / 100 | – | 0 | – | ||||
| hdr Side Special | 1 | 7 | 42° | 75 / 92 | – | 1 | 43 | – | 0 | – |
| 1-42 | 3 | 50° | 75 / 90 | – | 0 | – | ||||
| SpecialSDragSlide vanilla Side Special | no hitboxes | – | 43 | – | – | |||||
| hdr‡ Side Special | 22-35 | – | – | – / – | – | – | 62 | – | 0, 1 | grab |
| 22 | – | – | – / – | – | 2 | grab | ||||
| vanilla Side Special | no hitboxes | – | 7 | – | – | |||||
| SpecialAirSFall vanilla• Side Special | no hitboxes | – | 41 | – | – | |||||
| SpecialAirSCut vanilla Side Special | no hitboxes | – | 30 | – | – | |||||
| vanilla Side Special | 1 | 7 | 45° | 85 / 46 | – | 1 | 39 | – | 0 | – |
| 1-38 | 3 | 45° | 85 / 46 | – | 0 | – | ||||
| vanilla Side Special | 1 | 7 | 75° | 55 / 75 | – | 1 | 39 | – | 0 | – |
| 1-38 | 3 | 75° | 55 / 75 | – | 0 | – | ||||
| vanilla Up Special | no hitboxes | – | 15 | – | – | |||||
| vanilla Up Special | no hitboxes | – | 51 | – | – | |||||
| vanilla Up Special | 1-2 | 5 | 42° | 80 / 70 | -41 | 1 | 47 | – | 0, 1 | top |
| vanilla Up Special | no hitboxes | – | 15 | – | – | |||||
| SpecialAirHiHover vanilla Up Special | no hitboxes | – | 19 | – | – | |||||
| SpecialAirHiChargeStartF vanilla Up Special | no hitboxes | – | 4 | – | – | |||||
| SpecialAirHiChargeStartB vanilla Up Special | no hitboxes | – | 4 | – | – | |||||
| SpecialAirHiChargeStartHi vanilla Up Special | no hitboxes | – | 2 | – | – | |||||
| SpecialAirHiChargeStartLw vanilla Up Special | no hitboxes | – | 5 | – | – | |||||
| hdr Up Special | 1-23 | 16 | 40° | 75 / 66 | -18 | 1 | 30 | – | 0 | top |
| hdr Up Special | 1-23 | 16 | 78° | 80 / 60 | -18 | 1 | 30 | – | 0, 1 | top |
| hdr Up Special | 1-9 | 18 | 64° | 85 / 46 | -17 | 1 | 30 | – | 0, 1 | rot |
| 10-24 | 12 | 64° | 100 / 36 | -11 | 0, 1 | rot | ||||
| hdr Up Special | 1-18 | 15 | 295° | 50 / 35 | -11 | 1 | 23 | – | 0 | rot |
| 1-18 | 15 | 44° | 85 / 50 | -11 | 1 | rot | ||||
| vanilla Up Special | no hitboxes | – | 30 | – | – | |||||
| vanilla Up Special | no hitboxes | – | 30 | – | – | |||||
| vanilla Up Special | no hitboxes | – | 30 | – | – | |||||
| vanilla Up Special | no hitboxes | – | 30 | – | – | |||||
| SpecialAirHiCeil vanilla Up Special | no hitboxes | – | 35 | – | – | |||||
| vanilla◆ Up Special | no hitboxes | – | 54 | – | – | |||||
| vanilla◆ Up Special | no hitboxes | – | 54 | – | – | |||||
| hdr¶∅ Down Special | 30 | 45 | 25° | 70 / 10 | -28 | 30 | 68 | – | 0 | top |
| 30 | 45 | 25° | 70 / 10 | -28 | 0 | top | ||||
| 30-31 | 5 | Sakurai | 30 / 50 | -33 | 2 | top | ||||
| 30-31 | 5 | Sakurai | 30 / 50 | -33 | 2 | top | ||||
| hdr Down Special | 1-79 | 10 | 57° | 150 fixed | – | 1 | 80 | – | 0 | – |
| hdr‡ Down Special | no hitboxes | – | 31 | – | – | |||||
| hdr•¶∅ Down Special | 30 | 45 | 25° | 70 / 10 | -28 | 30 | 68 | 4 | 0 | top |
| 30 | 45 | 25° | 70 / 10 | -28 | 0 | top | ||||
| 30-31 | 5 | Sakurai | 30 / 50 | -33 | 2 | top | ||||
| 30-31 | 5 | Sakurai | 30 / 50 | -33 | 2 | top | ||||
| hdr• Down Special | 1-75 | 10 | 57° | 150 fixed | – | 1 | 76 | 4 | 0 | – |
| hdr•‡ Down Special | 20-21 | 17 | 305° | 52 / 45 | -20 | 20 | 49 | 4 | 1, 2, 6, 7 | tail8 |
| 20-24 | 12 | 46° | 70 / 70 | -23 | 3, 4, 5 | tail7, tail5, tail3 | ||||
| 22-24 | 12 | 46° | 70 / 70 | -21 | 1, 2 | tail8 | ||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 8-10 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 2 | 1.6 | Sakurai | 30 fixed | -21 | 2 | 26 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 11-13 | – | – | – / – | – | – | 41 | – | 0 | grab |
| hdr Pivot Grab | 12-14 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 9 | 38° | 60 / 65 | – | 13 | 36 | 23 | 0 | – |
| 1-35 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 11 | 40° | 70 / 60 | – | 18 | 46 | 28 | 0 | – |
| 1-45 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 4 | 87° | 55 / 144 | – | 19 | 44 | 25 | 0 | – |
| 1-13 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 14-15 | 8 | 87° | 55 / 100 | -23 | 0, 1 | tail8 | ||||
| hdr Down Throw | 1 | 7 | 75° | 50 / 98 | – | 22 | 36 | 14 | 0 | – |
| 1-35 | 3 | Sakurai | 40 / 100 | – | 0 | – |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 21-23 | 10 | 45° | 90 / 20 | -29 | 21 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -27 | 19 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -27 | 19 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| 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 | – | 30 | – | – | |||||
| 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 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 31 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 40 | – | – | |||||
| 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 | – | 37 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 50 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 5 | – | – | |||||
| vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| vanilla Shield | no hitboxes | – | 12 | – | – | |||||
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.
Breath
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Fly | 1-99 | 5 | 50° | 40 / 48 | 0 | top |
Attributes
Weight & Size
- Weight
- 98
- Jostle Weight
- 6
- Shield Radius
- 14.6
Ground Movement
- Walk Speed
- 1.1
- Walk Accel (mul)
- 0.15
- Walk Accel (add)
- 0.1
- Initial Dash
- 1.8
- Run Speed
- 1.815
- Run Accel (mul)
- 0.0762
- Run Accel (add)
- 0.02
- Traction
- 0.0675
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 12.155
- Full Hop Height
- 34
- Short Hop Height
- 12.56
- Air Jump Height
- 32
- Jump Count
- 4
- Horizontal Jump Speed
- 1.55
Air Movement
- Air Speed
- 1
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.05
- Air Friction
- 0.02
- Gravity
- 0.11
- Fall Speed
- 2.19
Landing Lag
- Nair
- 10
- Fair
- 11
- Bair
- 13
- Uair
- 12
- Dair
- 14
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (44 -> 43 frames).Forward Tilt, Forward Tilt (Up), Forward Tilt (Down)
- HDR replaces the animation (56 -> 55 frames).Back Air
- HDR replaces the animation (70 -> 60 frames).Down Air
- HDR replaces the animation (55 -> 54 frames).Up Special (Air, WallF), Up Special (Air, WallB)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Rapid Jab Finisher, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Back Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Drag), Side Special (Air, Start), Down Special (PogoLanding), Down Special (Air, Pogo)
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Down Special (Stab), Down Special (Air, Stab)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frame 30: out, but unable to collide with a fighter, so not counted as active frames.Down Special (Stab), Down Special (Air, Stab)
✕HDR removes this move’s hitboxes.
- CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Breath — see Projectiles & Articles below.Neutral Special (Shoot), Neutral 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, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Hold), Neutral Special (Air, Start), Neutral Special (Air, Hold), Side Special (Air, Fall), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- HDR ends this status after 31 frames and goes into Side Special (FallJump); the animation does not bound it (spr_auto_end, fighters/ridley/src/opff.rs).Side Special (Air, Fall)
- Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Down Special (Air, Stab), Down Special (Air, Finish), Down Special (Air, Pogo)
- 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
- 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
Ridley