Roy

113 moves57 changed by HDR56 vanillainternal roy
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-8869°55 / 40-125240, 1sword1, shoulderr
5-8640°32 / 60-132sword1

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
13-1713110°70 / 50-1713400, 1sword1, shoulderr
13-179Sakurai35 / 55-202sword1

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-1212Sakurai50 / 81-218380, 1, 2sword1, armr, shoulderl
8-12860°40 / 87-233sword1
hdr
Forward Tilt
8-1212Sakurai50 / 81-218380, 1, 2sword1, armr, shoulderl
8-12860°40 / 87-233sword1
hdr
Forward Tilt
8-1212Sakurai50 / 81-218380, 1, 2sword1, armr, shoulderl
8-12860°40 / 87-233sword1
hdr
Up Tilt
6-811105°38 / 103-226370, 1sword1, shoulderr
6-88100°35 / 73-242sword1
9-121185°38 / 103-190, 1sword1, shoulderr
9-12890°35 / 73-212sword1
hdr
Down Tilt
8-101080°90 / 40-78230, 1sword1, shoulderr
8-10680°70 / 40-92sword1

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
13-1520Sakurai65 / 76-3313600, 1, 2sword1, armr, colonells
13-1512Sakurai30 / 73-383sword1
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
121118°120 fixed-4412590top
121127°150 fixed-441top
13-19 (every 2)298°85 fixed-420armr
13-19 (every 2)2260°55 fixed-421sword1
22-231090°70 / 96-290, 1armr, sword1
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes62
hdr
Down Smash
6-91875°42 / 86-466640, 1, 2sword1, armr, colonells
6-911Sakurai25 / 87-493sword1
10-171475°42 / 80-440, 1, 2sword1, armr, colonells
10-1710Sakurai20 / 80-463sword1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-114100°30 / 30-6649101, 35–0, 1sword1, shoulderr
6-11490°30 / 30-62sword1
6-114100°45 / 30-63, 4sword1, shoulderr
6-11490°45 / 30-65sword1
13-2610Sakurai50 / 80-30, 1, 2sword1, shoulderr
hdr
Forward Air
8-111150°45 / 80-28311032–0, 1sword1, shoulderr
8-11945°30 / 65-42sword1
hdr
Back Air
7-91450°20 / 113-4741131-2, 32–0, 1sword1, shoulderr
7-81140°20 / 70-52sword1
91140°20 / 70-52top
101140°20 / 70-50, 1, 2sword1, shoulderr, top
hdr
Up Air
5-111074°45 / 66-3545101-2, 41–0, 2shoulderr, sword1
5-11777°30 / 66-51sword1
hdr
Down Air
7-111190°50 / 60-5750131-5, 35–0sword1
7-11937°37 / 60-71sword1
7-1115288°30 / 50-32claviclec

Special Attacks

40 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes12
SpecialNLoop vanilla
Neutral Special
no hitboxes
SpecialNTurn vanilla
Neutral Special
no hitboxes20
hdr‡¶
Neutral Special
6-125Sakurai40 / 110-236340, 1, 2armr, sword1
hdr
Neutral Special
95Sakurai40 / 110-209340, 1, 2armr, sword1
10-135Sakurai40 / 110-190top
hdr
Neutral Special
95Sakurai40 / 110-209340, 1, 2armr, sword1
10-135Sakurai40 / 110-190top
vanilla
Neutral Special
10-1450Sakurai50 / 83+610340top
10-1436Sakurai50 / 70-21top
SpecialAirNStart vanilla
Neutral Special
no hitboxes12
SpecialAirNLoop vanilla
Neutral Special
no hitboxes
SpecialAirNTurn vanilla
Neutral Special
no hitboxes20
hdr‡¶
Neutral Special
6-125Sakurai40 / 110-236340, 1, 2armr, sword1
hdr
Neutral Special
95Sakurai40 / 110-209340, 1, 2armr, sword1
10-135Sakurai40 / 110-190top
hdr
Neutral Special
95Sakurai40 / 110-209340, 1, 2armr, sword1
10-135Sakurai40 / 110-190top
vanilla
Neutral Special
10-1450Sakurai50 / 83+610340top
10-1436Sakurai50 / 70-21top
hdr
Side Special
6-8460°50 / 28-196300shoulderr
6-8480°40 / 28-191armr
6-8496°40 / 28-192sword1
6-8385°40 / 28-203sword1
hdr
Side Special
12-15596°50 / 31-2412410, 1, 2shoulderr, armr, sword1
12-15496°50 / 28-243sword1
hdr◆‡
Side Special
12-14540°29 / 40-2012370shoulderr
12-14560°29 / 56-201armr
12-14580°19 / 57-202sword1
12-144105°20 / 50-203sword1
hdr
Side Special
13-158290°50 / 69-2413440, 1, 2shoulderr, armr, sword1
13-156280°36 / 47-253sword1
16-17660°60 / 65-220, 1, 2shoulderr, armr, sword1
16-17460°60 / 65-233sword1
hdr
Side Special
11-148Sakurai48 / 133-2911470, 1, 2shoulderr, armr, sword1
11-146Sakurai48 / 135-303sword1
hdr
Side Special
16-21370°30 fixed-2716470claviclel
16-21390°30 fixed-271armr
16-213365°30 fixed-272sword1
16-213365°30 fixed-273sword1
22464°70 / 111-200, 1, 2, 3claviclel, armr, sword1
hdr
Side Special
15-191075°34 / 155-2815510, 1, 2shoulderr, armr, sword1
15-19875°33 / 158-293sword1
hdr
Side Special
20-2511Sakurai25 / 162-2220510, 2, 3waist, armr, sword1
20-2511Sakurai24 / 162-221shoulderr
20-258Sakurai25 / 167-244sword1
hdr
Side Special
13-36370°2 / 40-4513620, 1shoulderr, armr
13-363365°2 / 40-452, 3sword1
37-38350°50 / 172-210, 1, 2, 3shoulderr, armr, sword1
hdr
Side Special
18-211140°30 / 119-2018470, 1, 2shoulderr, armr, sword1
19-21940°30 / 119-213sword1
19-211140°30 / 119-194top
hdr
Side Special
6-8460°50 / 28-196300shoulderr
6-8480°40 / 28-191armr
6-8496°40 / 28-192sword1
6-8385°40 / 28-203sword1
hdr
Side Special
12-15596°50 / 31-2412410, 1, 2shoulderr, armr, sword1
12-15496°50 / 28-243sword1
hdr◆‡
Side Special
12-14540°29 / 40-2212390shoulderr
12-14560°29 / 56-221armr
12-14580°19 / 57-222sword1
12-144105°20 / 50-223sword1
hdr
Side Special
13-158290°50 / 69-2713470, 1, 2shoulderr, armr, sword1
13-156280°36 / 47-283sword1
16-17660°60 / 65-250, 1, 2shoulderr, armr, sword1
16-17460°60 / 65-263sword1
hdr
Side Special
11-148Sakurai48 / 133-2911470, 1, 2shoulderr, armr, sword1
11-146Sakurai48 / 135-303sword1
hdr
Side Special
16-21370°30 fixed-2716470claviclel
16-21390°30 fixed-271armr
16-213365°30 fixed-272sword1
16-213365°30 fixed-273sword1
22464°70 / 111-200, 1, 2, 3claviclel, armr, sword1
hdr
Side Special
15-191075°34 / 155-2815510, 1, 2shoulderr, armr, sword1
15-19875°33 / 158-293sword1
hdr
Side Special
20-2511Sakurai25 / 162-2220510, 2, 3waist, armr, sword1
20-2511Sakurai24 / 162-221shoulderr
20-258Sakurai25 / 167-244sword1
hdr
Side Special
13-36370°2 / 40-4513620, 1shoulderr, armr
13-363365°2 / 40-452, 3sword1
37-38350°50 / 172-210, 1, 2, 3shoulderr, armr, sword1
hdr
Side Special
18-211140°30 / 119-3018570, 1, 2shoulderr, armr, sword1
19-21940°30 / 119-313sword1
19-211140°30 / 119-294top
hdr
Up Special
95.584°120 fixed-339480top
11-161.1367°85 fixed-340, 1top
17460°40 / 130-260top
hdr‡•
Up Special
95.584°120 fixed-20948250top
11-161.1367°85 fixed-230, 1top
17460°40 / 130-210top
hdr
Down Special
no hitboxes60
hdr
Down Special
5-6835°40 / 100-305420, 1, 2top
hdr
Down Special
no hitboxes60
hdr
Down Special
5-6835°40 / 100-305420, 1, 2top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –380grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.380°30 fixed-251290top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –420grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1550°70 / 451531160
1-303Sakurai40 / 1000
hdr
Back Throw
15135°70 / 70840320
1-393Sakurai40 / 1000
hdr
Up Throw
1697°60 / 1001339260
1-383Sakurai40 / 1000
hdr
Down Throw
1669°65 / 851641250
1-403Sakurai40 / 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 4–265510
hdr
Air Dodge
intangible 4–265510
vanilla
Ledge Attack
23-251045°90 / 20-2723580top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
21-22748°80 / 48-250top
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 hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
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 hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes43
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 hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes41

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
GuardOff vanilla
Shield
no hitboxes12

Attributes

Weight & Size

Weight
85
Jostle Weight
5.5
Shield Radius
12.4

Ground Movement

Walk Speed
1.208
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
1.475
Run Speed
1.805
Run Accel (mul)
0.07
Run Accel (add)
0.01
Traction
0.06

Jumps

Jumpsquat
4
Jump Initial Y
11.0718
Full Hop Height
30.97
Short Hop Height
13
Air Jump Height
25
Jump Count
2
Horizontal Jump Speed
1.265

Air Movement

Air Speed
0.95
Air Accel (add)
0.02
Air Accel (mul)
0.03
Air Friction
0.005
Gravity
0.115
Fall Speed
2.4

Landing Lag

Nair
10
Fair
10
Bair
13
Uair
10
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 58 frames).Dash Attack
  • HDR replaces the animation (50 -> 79 frames).Forward Tilt
  • HDR replaces the animation (61 -> 62 frames).AttackLw4Charge
  • HDR replaces the animation (70 -> 67 frames).Down Smash
  • HDR replaces the animation (50 -> 51 frames).Neutral Air
  • HDR replaces the animation (44 -> 45 frames).Back Air
  • HDR replaces the animation (70 -> 50 frames).Down Air
  • HDR replaces the animation (67 -> 31 frames).Side Special (1), Side Special (Air, 1)
  • HDR replaces the animation (52 -> 42 frames).Side Special (2Hi), Side Special (Air, 2Hi)
  • HDR replaces the animation (49 -> 41 frames).Side Special (2Lw), Side Special (Air, 2Lw)
  • HDR replaces the animation (52 -> 47 frames).Side Special (3Hi), Side Special (Air, 3Hi)
  • HDR replaces the animation (54 -> 48 frames).Side Special (3S), Side Special (Air, 3S)
  • HDR replaces the animation (54 -> 52 frames).Side Special (3Lw)
  • HDR replaces the animation (67 -> 57 frames).Side Special (4Hi), Side Special (Air, 4Hi)
  • HDR replaces the animation (76 -> 53 frames).Side Special (4S), Side Special (Air, 4S)
  • HDR replaces the animation (88 -> 62 frames).Side Special (4Lw), Side Special (Air, 4Lw)
  • HDR replaces the animation (54 -> 58 frames).Side Special (Air, 3Lw)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Down Tilt, Forward Smash, Forward Air, Up Air, Neutral Special (End), Neutral Special (Air, End), Side Special (2Lw), Side Special (Air, 2Lw), Up Special, Up Special (Air), Down Special, Down Special (Air)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (End), Neutral Special (End2), Neutral Special (End3), Neutral Special (Air, End), Neutral Special (Air, End2), Neutral Special (Air, End3)
Added by HDR. FAF comes from HDR's own animation, which has no early cancel.
  • Animation shipped by HDR: d01specialairs4back.nuanmbSide Special (Air, 4Back)
HDR removes this move’s hitboxes.
  • CliffEscape
A counter. What it deals is a multiple of the attack it countered, so the figure in the damage column is only the floor — the multiplier and the ceiling come from the fighter’s parameters.
  • The counterattack deals 1.35x the damage of the move it counters (param_special_lw.attack_mul), never less than 8%, and at most 50% (param_special_lw.attack_max).Down Special (Hit), Down Special (Air, Hit)
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, Neutral Special (Start), Neutral Special (Turn), Neutral Special (Air, Start), Neutral Special (Air, Turn), 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.Neutral Special (Loop), Neutral Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 25 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)
  • 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.