Sheik

106 moves31 changed by HDR75 vanillainternal sheik
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-4470°0 / 100-92160, 1, 2shoulderr, armr
2-44Sakurai15 / 30-93top
hdr
Jab
3-5370°0 / 100-103170, 1, 2shoulderr, armr
3-53Sakurai15 / 30-103top
hdr
Jab
5-62Sakurai30 / 120-245330, 1, 2armr
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1, 2, 4, 6, 80.3Sakurai12 / 1510, 1handl, top
hdr
Jab
5-6540°40 / 82-265360, 1, 2armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
51175°40 / 85-245380, 1, 2bust, arml, armr
6-117Sakurai34 / 100-260, 1, 2bust, arml, armr

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-8672°40 / 120-165270legr
5-8675°40 / 120-161kneer
5-8680°40 / 120-162kneer
hdr
Up Tilt
5-8330 fixed-245330legr
5-83330°28 fixed-241kneer
5-8375°40 fixed-242legr
16-22560°30 / 130-120, 1legr
16-226.5100°60 / 80-112kneer
hdr
Down Tilt
5-7670°35 / 80-165270legr
5-7680°35 / 80-161legr
5-7790°35 / 80-162kneer

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
11-13526°62 fixed-3211480legl
11-13545°47 fixed-321kneer
11-13580°45 fixed-322kneer
19-21955°60 / 110-220, 1, 2kneel, hip
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
11-121690°52 / 95-2711490armr
11-1200 / 01, 2arml, armr
13-161378°38 / 100-261, 2arml, armr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
7-91245°41 / 86-287440, 1, 2, 3kneel, legl, legr, kneer
12-15845°41 / 86-250, 1, 2, 3kneel, legl, legr, kneer

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-68Sakurai10 / 125-234281-2, 30–0, 1kneel
3-66Sakurai10 / 125-32, 3hip, kneer
7-295Sakurai10 / 135-40, 1, 2, 3kneel, hip, kneer
hdr
Forward Air
5-75.550°40 / 100-353381-4, 12–0, 1shoulderl, arml
5-7760°40 / 95-32arml
hdr
Back Air
4-78Sakurai12 / 125-243881-3, 31–0, 1hip, kneel
4-79Sakurai12 / 125-22kneer
4-711Sakurai15 / 12003kneer
8-177Sakurai12 / 125-30, 1hip, kneel
8-178Sakurai12 / 125-22kneer
8-179Sakurai15 / 125-23kneer
hdr
Up Air
4-151.5367°45 / 80-10444121-3, 44–0, 1, 2kneer, legr
23-25680°45 / 135-70, 1, 2kneel, legl
hdr
Down Air
14-151180°30 / 90-31451111, 46–0legr
14-1511275°29 / 50-31kneel
16-32980°35 / 85-50, 1legr, kneel

Special Attacks

30 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes8
SpecialNLoop vanilla
Neutral Special
no hitboxes
SpecialNEnd vanilla
Neutral Special
no hitboxes42
SpecialNCancel vanilla
Neutral Special
no hitboxes8
SpecialNLanding vanilla
Neutral Special
no hitboxes13
SpecialAirNStart vanilla
Neutral Special
no hitboxes89
SpecialAirNLoop vanilla
Neutral Special
no hitboxes9
SpecialAirNEnd vanilla
Neutral Special
no hitboxes329
SpecialAirNCancel vanilla
Neutral Special
no hitboxes89
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes69
hdr
Side Special
no hitboxes39
SpecialSHold vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes32
SpecialSEnd vanilla
Side Special
no hitboxes30
hdr
Side Special
no hitboxes38
SpecialAirSHold vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes42
SpecialAirSEnd vanilla
Side Special
no hitboxes34
SpecialHiStart vanilla
Up Special
no hitboxes36
hdr
Up Special
no hitboxes41
vanilla
Up Special
no hitboxes36
hdr
Up Special
no hitboxes41
vanilla
Down Special
no hitboxes25
SpecialLwLanding vanilla
Down Special
no hitboxes22
hdr‡•
Down Special
3-1313Sakurai26 / 92-29342350kneer
3-1311Sakurai26 / 92-301hip
vanilla
Down Special
2-813Sakurai28 / 97-182300, 1kneer, hip
SpecialLwAttackLanding vanilla
Down Special
no hitboxes36
hdr
Down Special
no hitboxes8019JC 16, ADC 16
SpecialLwReturnLanding vanilla
Down Special
no hitboxes20
vanilla
Down Special
no hitboxes22

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 fixed-111150top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
11-12– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1262°80 / 851732150
1-14360°40 / 1000
15-165Sakurai80 fixed-120shoulderl
hdr
Back Throw
12118°70 / 951735180
1-143Sakurai40 / 1000
15-165130°10 / 1-150, 1kneer, footr
vanilla
Up Throw
1385°110 / 622150290
1-183Sakurai40 / 1000
19-203Sakurai90 fixed-270footr
hdr
Down Throw
1345°80 / 602546210
1-203Sakurai40 / 1000
21-243Sakurai100 fixed-210, 1kneer, footr

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 4–265410
hdr
Air Dodge
intangible 4–265410
vanilla
Ledge Attack
21-23945°90 / 20-3021580top
vanilla
Get-Up Attack
14-15748°80 / 48-3014500top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
21-22748°80 / 48-230top
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 hitboxes33
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes48
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 hitboxes45

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
GuardOff vanilla
Shield
no hitboxes12

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.

Fusin

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Explosion
1-31290°80 / 600top

Needle

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Move
1-9265°25 / 800top

Attributes

Weight & Size

Weight
90
Jostle Weight
4.1
Shield Radius
11.5

Ground Movement

Walk Speed
1.43
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.704
Run Speed
1.83
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.082

Jumps

Jumpsquat
3
Jump Initial Y
13.9425
Full Hop Height
39
Short Hop Height
15.5
Air Jump Height
40
Jump Count
2
Horizontal Jump Speed
1.4
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.8

Air Movement

Air Speed
1.0175
Air Accel (add)
0.01
Air Accel (mul)
0.075
Air Friction
0.0115
Gravity
0.15
Fall Speed
2.15

Landing Lag

Nair
8
Fair
8
Bair
8
Uair
12
Dair
11
Empty Landing
4
Heavy Landing
5

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Forward Smash, Up Smash, Down Smash, Forward Air, Down Air, Side Special (Fire), Side Special (Air, Fire), Down Special (Attack), Dash Grab, Pivot Grab, Forward Throw, Down 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.
  • Needle is on the field for up to 9 frames (param_needle.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Needle: Move
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 (Landing), Neutral Special (Air, Start), Side Special, Side Special (Air), Side Special (Air, End), Up Special (Start), Up Special (Air, Start), Up Special (Air), Down Special, Down Special (Return), Down Special (Air), 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
  • 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), Side Special (Hold), Side Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 9 frames, from `param_special_n.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.Neutral Special (Air, Start), Neutral Special (Air, Cancel), Neutral Special (Air, JumpCancel)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames and is the only way out of it. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, Loop)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames rather than the 31 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, End)
  • Land cancels: touching the ground during this move ends it in Down Special (AttackLanding), which recovers in 35 frames rather than the 41 this move would otherwise run.Down Special (Attack)
  • Land cancels: touching the ground during this move ends it in Down Special (ReturnLanding), which recovers in 19 frames rather than the 79 this move would otherwise run.Down Special (Return)
  • 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.