Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-4 | 4 | 70° | 0 / 100 | -9 | 2 | 16 | – | 0, 1, 2 | shoulderr, armr |
| 2-4 | 4 | Sakurai | 15 / 30 | -9 | 3 | top | ||||
| hdr Jab | 3-5 | 3 | 70° | 0 / 100 | -10 | 3 | 17 | – | 0, 1, 2 | shoulderr, armr |
| 3-5 | 3 | Sakurai | 15 / 30 | -10 | 3 | top | ||||
| hdr↧ Jab | 5-6 | 2 | Sakurai | 30 / 120 | -24 | 5 | 33 | – | 0, 1, 2 | armr |
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| vanilla• Jab | 1, 2, 4, 6, 8 | 0.3 | Sakurai | 12 / 15 | – | 1 | – | – | 0, 1 | handl, top |
| hdr Jab | 5-6 | 5 | 40° | 40 / 82 | -26 | 5 | 36 | – | 0, 1, 2 | armr |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 5 | 11 | 75° | 40 / 85 | -24 | 5 | 38 | – | 0, 1, 2 | bust, arml, armr |
| 6-11 | 7 | Sakurai | 34 / 100 | -26 | 0, 1, 2 | bust, arml, armr |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 5-8 | 6 | 72° | 40 / 120 | -16 | 5 | 27 | – | 0 | legr |
| 5-8 | 6 | 75° | 40 / 120 | -16 | 1 | kneer | ||||
| 5-8 | 6 | 80° | 40 / 120 | -16 | 2 | kneer | ||||
| hdr‡ Up Tilt | 5-8 | 3 | 0° | 30 fixed | -24 | 5 | 33 | – | 0 | legr |
| 5-8 | 3 | 330° | 28 fixed | -24 | 1 | kneer | ||||
| 5-8 | 3 | 75° | 40 fixed | -24 | 2 | legr | ||||
| 16-22 | 5 | 60° | 30 / 130 | -12 | 0, 1 | legr | ||||
| 16-22 | 6.5 | 100° | 60 / 80 | -11 | 2 | kneer | ||||
| hdr Down Tilt | 5-7 | 6 | 70° | 35 / 80 | -16 | 5 | 27 | – | 0 | legr |
| 5-7 | 6 | 80° | 35 / 80 | -16 | 1 | legr | ||||
| 5-7 | 7 | 90° | 35 / 80 | -16 | 2 | kneer |
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 | 11-13 | 5 | 26° | 62 fixed | -32 | 11 | 48 | – | 0 | legl |
| 11-13 | 5 | 45° | 47 fixed | -32 | 1 | kneer | ||||
| 11-13 | 5 | 80° | 45 fixed | -32 | 2 | kneer | ||||
| 19-21 | 9 | 55° | 60 / 110 | -22 | 0, 1, 2 | kneel, hip | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 11-12 | 16 | 90° | 52 / 95 | -27 | 11 | 49 | – | 0 | armr |
| 11-12 | 0 | 0° | 0 / 0 | – | 1, 2 | arml, armr | ||||
| 13-16 | 13 | 78° | 38 / 100 | -26 | 1, 2 | arml, armr | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 7-9 | 12 | 45° | 41 / 86 | -28 | 7 | 44 | – | 0, 1, 2, 3 | kneel, legl, legr, kneer |
| 12-15 | 8 | 45° | 41 / 86 | -25 | 0, 1, 2, 3 | kneel, legl, legr, kneer | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 3-6 | 8 | Sakurai | 10 / 125 | -2 | 3 | 42 | 8 | 1-2, 30– | 0, 1 | kneel |
| 3-6 | 6 | Sakurai | 10 / 125 | -3 | 2, 3 | hip, kneer | |||||
| 7-29 | 5 | Sakurai | 10 / 135 | -4 | 0, 1, 2, 3 | kneel, hip, kneer | |||||
| hdr‡ Forward Air | 5-7 | 5.5 | 50° | 40 / 100 | -3 | 5 | 33 | 8 | 1-4, 12– | 0, 1 | shoulderl, arml |
| 5-7 | 7 | 60° | 40 / 95 | -3 | 2 | arml | |||||
| hdr Back Air | 4-7 | 8 | Sakurai | 12 / 125 | -2 | 4 | 38 | 8 | 1-3, 31– | 0, 1 | hip, kneel |
| 4-7 | 9 | Sakurai | 12 / 125 | -2 | 2 | kneer | |||||
| 4-7 | 11 | Sakurai | 15 / 120 | 0 | 3 | kneer | |||||
| 8-17 | 7 | Sakurai | 12 / 125 | -3 | 0, 1 | hip, kneel | |||||
| 8-17 | 8 | Sakurai | 12 / 125 | -2 | 2 | kneer | |||||
| 8-17 | 9 | Sakurai | 15 / 125 | -2 | 3 | kneer | |||||
| hdr Up Air | 4-15 | 1.5 | 367° | 45 / 80 | -10 | 4 | 44 | 12 | 1-3, 44– | 0, 1, 2 | kneer, legr |
| 23-25 | 6 | 80° | 45 / 135 | -7 | 0, 1, 2 | kneel, legl | |||||
| hdr‡ Down Air | 14-15 | 11 | 80° | 30 / 90 | -3 | 14 | 51 | 11 | 1, 46– | 0 | legr |
| 14-15 | 11 | 275° | 29 / 50 | -3 | 1 | kneel | |||||
| 16-32 | 9 | 80° | 35 / 85 | -5 | 0, 1 | legr, kneel |
Special Attacks
30 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| SpecialNStart vanilla• Neutral Special | no hitboxes | – | 8 | – | – | – | |||||
| SpecialNLoop vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| SpecialNEnd vanilla Neutral Special | no hitboxes | – | 42 | – | – | – | |||||
| SpecialNCancel vanilla Neutral Special | no hitboxes | – | 8 | – | – | – | |||||
| SpecialNLanding vanilla• Neutral Special | no hitboxes | – | 13 | – | – | – | |||||
| SpecialAirNStart vanilla• Neutral Special | no hitboxes | – | 8 | 9 | – | – | |||||
| SpecialAirNLoop vanilla• Neutral Special | no hitboxes | – | – | 9 | – | – | |||||
| SpecialAirNEnd vanilla• Neutral Special | no hitboxes | – | 32 | 9 | – | – | |||||
| SpecialAirNCancel vanilla• Neutral Special | no hitboxes | – | 8 | 9 | – | – | |||||
| SpecialAirNJumpCancel vanilla• Neutral Special | no hitboxes | – | 6 | 9 | – | – | |||||
| hdr• Side Special | no hitboxes | – | 39 | – | – | – | |||||
| SpecialSHold vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| vanilla‡ Side Special | no hitboxes | – | 32 | – | – | – | |||||
| SpecialSEnd vanilla Side Special | no hitboxes | – | 30 | – | – | – | |||||
| hdr• Side Special | no hitboxes | – | 38 | – | – | – | |||||
| SpecialAirSHold vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| vanilla‡ Side Special | no hitboxes | – | 42 | – | – | – | |||||
| SpecialAirSEnd vanilla• Side Special | no hitboxes | – | 34 | – | – | – | |||||
| SpecialHiStart vanilla• Up Special | no hitboxes | – | 36 | – | – | – | |||||
| hdr Up Special | no hitboxes | – | 41 | – | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 36 | – | – | – | |||||
| hdr• Up Special | no hitboxes | – | 41 | – | – | – | |||||
| vanilla• Down Special | no hitboxes | – | 25 | – | – | – | |||||
| SpecialLwLanding vanilla Down Special | no hitboxes | – | 22 | – | – | – | |||||
| hdr‡• Down Special | 3-13 | 13 | Sakurai | 26 / 92 | -29 | 3 | 42 | 35 | – | 0 | kneer |
| 3-13 | 11 | Sakurai | 26 / 92 | -30 | 1 | hip | |||||
| vanilla Down Special | 2-8 | 13 | Sakurai | 28 / 97 | -18 | 2 | 30 | – | – | 0, 1 | kneer, hip |
| SpecialLwAttackLanding vanilla Down Special | no hitboxes | – | 36 | – | – | – | |||||
| hdr• Down Special | no hitboxes | – | 80 | 19 | JC 16, ADC 16 | – | |||||
| SpecialLwReturnLanding vanilla Down Special | no hitboxes | – | 20 | – | – | – | |||||
| vanilla• Down Special | no hitboxes | – | 22 | – | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1 | Sakurai | 30 fixed | -11 | 1 | 15 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 9-10 | – | – | – / – | – | – | 43 | – | 0 | grab |
| hdr‡ Pivot Grab | 11-12 | – | – | – / – | – | – | 39 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 2 | 62° | 80 / 85 | – | 17 | 32 | 15 | 0 | – |
| 1-14 | 3 | 60° | 40 / 100 | – | 0 | – | ||||
| 15-16 | 5 | Sakurai | 80 fixed | -12 | 0 | shoulderl | ||||
| hdr Back Throw | 1 | 2 | 118° | 70 / 95 | – | 17 | 35 | 18 | 0 | – |
| 1-14 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 15-16 | 5 | 130° | 10 / 1 | -15 | 0, 1 | kneer, footr | ||||
| vanilla Up Throw | 1 | 3 | 85° | 110 / 62 | – | 21 | 50 | 29 | 0 | – |
| 1-18 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 19-20 | 3 | Sakurai | 90 fixed | -27 | 0 | footr | ||||
| hdr‡ Down Throw | 1 | 3 | 45° | 80 / 60 | – | 25 | 46 | 21 | 0 | – |
| 1-20 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 21-24 | 3 | Sakurai | 100 fixed | -21 | 0, 1 | kneer, footr |
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 | – | 54 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 54 | 10 | – | |||||
| vanilla Ledge Attack | 21-23 | 9 | 45° | 90 / 20 | -30 | 21 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -30 | 14 | 50 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -28 | 16 | 50 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -23 | 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 | – | – | |||||
| DownSpot 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 | – | 38 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 48 | – | – | |||||
| 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 | – | 52 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 45 | – | – | |||||
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 | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Explosion | 1-3 | 12 | 90° | 80 / 60 | 0 | top |
Needle
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Move | 1-9 | 2 | 65° | 25 / 80 | 0 | top |
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
Sheik