Shulk

107 moves35 changed by HDR72 vanillainternal shulk
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-42Sakurai35 / 10-113180, 1handl, arml
3-42Sakurai25 / 10-112, 3shoulderl, top
hdr
Jab
5-62.5Sakurai40 / 10-95180, 1legr, kneer
5-62.5Sakurai35 / 10-92kneer
hdr
Jab
6-8650°60 / 100-256370, 1, 2swordr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
15-1613.5Sakurai35 / 95-2315480top
15-161270°35 / 95-241top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-1013.5Sakurai30 / 92-199380swordr
9-1012Sakurai30 / 92-201, 2swordr
hdr
Up Tilt
10-111085°70 / 80-1810360, 1, 2, 3shoulderr, haver
12-211085°70 / 80-160, 1haver
12-219107°65 / 75-172, 3haver
hdr
Down Tilt
8-109.570°45 / 90-138290, 1swordr
8-107.580°45 / 90-142swordr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
13-15678°35 fixed-5013690swordr
13-15610°35 fixed-501swordr
13-15640°35 fixed-502swordr
20-2414.5Sakurai30 / 110-390swordr
20-2412.5Sakurai30 / 115-401swordr
hdr
Forward Smash
13-15678°35 fixed-5013690swordr
13-15610°35 fixed-501swordr
13-15640°35 fixed-502swordr
20-2414.5Sakurai30 / 110-390swordr
20-2412.5Sakurai30 / 115-401swordr
hdr
Forward Smash
13-15678°35 fixed-5013690swordr
13-15610°35 fixed-501swordr
13-15640°35 fixed-502swordr
20-2414.5Sakurai30 / 110-390swordr
20-2412.5Sakurai30 / 115-401swordr
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
15-26590°70 fixed-4915690top
15-26590°60 fixed-491top
15-185110°90 fixed-492, 3top
27-321590°40 / 100-310, 1top
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes60
hdr◆‡
Down Smash
16-1814.575°50 / 90-2716530, 1arml, swordr
16-1814.565°50 / 90-272swordr
16-1811.5Sakurai50 / 90-283, 4swordr

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
14-311068°50 / 100-31450101-2, 54–0swordr
14-318.558°42 / 100-41, 2swordr
hdr
Forward Air
14-1810Sakurai46 / 99-51442121-6, 42–0, 1swordr
14-188.558°70 / 70-62swordr
hdr
Back Air
1810.5Sakurai35 / 95-71849141-4, 43–0bust
1815.5Sakurai35 / 100-41top
18-2810.5Sakurai35 / 95-72kneer
19-2810.5Sakurai35 / 95-70bust
1915.5Sakurai35 / 100-41top
20-2315.5Sakurai35 / 100-41top
22-2310.5Sakurai40 / 70-73top
24-2810.5Sakurai40 / 70-71, 3top
hdr
Up Air
14-164.5367°60 fixed-71455111-4, 53–0, 1top
14-164.5367°40 fixed-72top
14-164.590°60 fixed-73, 4top
14-164.590°45 fixed-75top
24-251288°40 / 90-30top
24-259.588°40 / 90-41top
26-40888°35 / 80-50top
26-40588°35 / 80-71top
hdr
Down Air
14-164.5367°45 fixed-91461131-3, 53–0top
14-164.5160°20 fixed-91top
23-2411.5270°21 / 61-50, 1top
23-2410.550°55 / 85-62top
25-388.5Sakurai50 / 75-70, 1top
25-387Sakurai55 / 75-82top

Special Attacks

32 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes8
SpecialNLoop vanilla
Neutral Special
no hitboxes
SpecialNEnd vanilla
Neutral Special
no hitboxes10
SpecialNJump vanilla
Neutral Special
no hitboxes10
SpecialNSpeed vanilla
Neutral Special
no hitboxes10
SpecialNShield vanilla
Neutral Special
no hitboxes10
SpecialNBuster vanilla
Neutral Special
no hitboxes10
SpecialNSmash vanilla
Neutral Special
no hitboxes10
SpecialAirNStart vanilla
Neutral Special
no hitboxes8
SpecialAirNLoop vanilla
Neutral Special
no hitboxes
SpecialAirNEnd vanilla
Neutral Special
no hitboxes10
SpecialAirNJump vanilla
Neutral Special
no hitboxes10
SpecialAirNSpeed vanilla
Neutral Special
no hitboxes10
SpecialAirNShield vanilla
Neutral Special
no hitboxes10
SpecialAirNBuster vanilla
Neutral Special
no hitboxes10
SpecialAirNSmash vanilla
Neutral Special
no hitboxes10
hdr◆¶
Side Special
21-2412100°70 / 60-2821580arml
21-2413Sakurai70 / 80-270arml
21-2410.2Sakurai75 / 85-290arml
21-2412Sakurai70 / 80-280arml
21-2412Sakurai70 / 80-280arml
21-2412100°70 / 60-281swordr
21-2413Sakurai70 / 80-271swordr
21-2410.2Sakurai75 / 85-291swordr
21-2412Sakurai70 / 80-281swordr
21-2412Sakurai70 / 80-281swordr
25-279100°70 / 60-260arml
25-279.7Sakurai70 / 80-250arml
25-277.7Sakurai75 / 85-260arml
25-279Sakurai70 / 80-260arml
25-279Sakurai70 / 80-260arml
25-279100°70 / 60-261swordr
25-279.7Sakurai70 / 80-251swordr
25-277.7Sakurai75 / 85-261swordr
25-279Sakurai70 / 80-261swordr
25-279Sakurai70 / 80-261swordr
vanilla
Side Special
1-210Sakurai25 / 100-321410swordr
1-29Sakurai25 / 100-331swordr
1-215140°25 / 100-294swordr
1-213140°25 / 100-305swordr
hdr◆•¶
Side Special
21-2412100°70 / 60-28215850arml
21-2413Sakurai70 / 80-270arml
21-2410.2Sakurai75 / 85-290arml
21-2412Sakurai70 / 80-280arml
21-2412Sakurai70 / 80-280arml
21-2412100°70 / 60-281swordr
21-2413Sakurai70 / 80-271swordr
21-2410.2Sakurai75 / 85-291swordr
21-2412Sakurai70 / 80-281swordr
21-2412Sakurai70 / 80-281swordr
25-279100°70 / 60-260arml
25-279.7Sakurai70 / 80-250arml
25-277.7Sakurai75 / 85-260arml
25-279Sakurai70 / 80-260arml
25-279Sakurai70 / 80-260arml
25-279100°70 / 60-261swordr
25-279.7Sakurai70 / 80-251swordr
25-277.7Sakurai75 / 85-261swordr
25-279Sakurai70 / 80-261swordr
25-279Sakurai70 / 80-261swordr
vanilla
Side Special
1+10Sakurai30 / 80150, 1, 2swordr
1+9Sakurai30 / 803swordr
1+16140°30 / 1004, 5, 6swordr
1+14140°30 / 1007swordr
hdr
Up Special
10676°135 fixed-4910650, 2haver
10678°135 fixed-491, 3haver
11690°135 fixed-480, 1, 2, 3haver
12680°100 fixed-470, 1haver
12690°80 fixed-472, 3haver
13-14576°80 fixed-470top
13-14586°80 fixed-471top
15-17552°43 fixed-450top
15-17570°43 fixed-451top
hdr
Up Special
9-105.548°35 / 170-459600top
hdr
Up Special
10676°135 fixed-4910650, 2haver
10678°135 fixed-491, 3haver
11690°135 fixed-480, 1, 2, 3haver
12680°100 fixed-470, 1haver
12690°80 fixed-472, 3haver
13-14576°80 fixed-470top
13-14586°80 fixed-471top
15-17552°43 fixed-450top
15-17570°43 fixed-451top
vanilla
Down Special
no hitboxes70
SpecialLwHit vanilla
Down Special
no hitboxes9
SpecialLwB vanilla
Down Special
no hitboxes30
hdr
Down Special
8-91050°70 / 80-358510top
8-9950°70 / 80-361top
101050°70 / 80-330top
10950°70 / 80-341top
hdr
Down Special
211350°70 / 90-2621570top
211050°70 / 90-281top
vanilla
Down Special
no hitboxes80
SpecialAirLwHit vanilla
Down Special
no hitboxes9
vanilla•‡
Down Special
no hitboxes25
hdr
Down Special
8-91050°70 / 80-358510top
8-9950°70 / 80-361top
101050°70 / 80-330top
10950°70 / 80-341top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-181220top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –450grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1545°60 / 951636200
1-143Sakurai60 / 1000
15-16325°65 fixed-170swordr
hdr
Back Throw
17135°70 / 952045250
1-173Sakurai40 / 1000
18-19325°65 fixed-230swordr
hdr
Up Throw
1488°80 / 752244220
1-193Sakurai40 / 1000
20-213Sakurai30 / 120-200top
hdr
Down Throw
1460°85 / 1082542170
1-223Sakurai40 / 1000
23-243Sakurai0 / 100-150top

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
24-26945°90 / 20-2724580top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
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 hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
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 hitboxes40
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 hitboxes4
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes3

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Attributes

Weight & Size

Weight
96
Jostle Weight
6.2
Shield Radius
12

Ground Movement

Walk Speed
1.175
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
1.6
Run Speed
1.7
Run Accel (mul)
0.0424
Run Accel (add)
0.02
Traction
0.085

Jumps

Jumpsquat
4
Jump Initial Y
11.9763
Full Hop Height
33.5
Short Hop Height
16.2
Air Jump Height
33.5
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
0.982
Air Accel (add)
0.02
Air Accel (mul)
0.022
Air Friction
0.0065
Gravity
0.106
Fall Speed
2.18

Landing Lag

Nair
10
Fair
12
Bair
14
Uair
11
Dair
13
Empty Landing
5
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 60 frames).AttackLw4Charge
  • HDR replaces the animation (106 -> 80 frames).Down Smash
  • HDR replaces the animation (32 -> 80 frames).Side Special, Side Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Down Smash, Down Special (Attack), Down Special (F), Down Special (Air, N), Down Special (Air, Attack), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Side Special, Side Special (Air)
HDR removes this move’s hitboxes.
  • CliffEscape
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 (Air, Start), Down Special (Hit), Down Special (B), Down Special (Air, Hit), Down Special (Air, N), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, CliffJump1
  • 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 (Air, Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it with 5 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.Side Special (Air), Side Special (Air, Fall)
  • 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.