Simon

111 moves40 changed by HDR71 vanillainternal simon
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6375°32 fixed-105190, 1, 2, 3shoulderl, arml, top
5-63Sakurai30 fixed-104top
hdr
Jab
3-4380°25 fixed-153220, 1, 2, 3, 4shoulderl, arml, top
3-43Sakurai30 fixed-155top
hdr
Jab
42.555°35 / 115-274350top
vanilla
Jab
no hitboxes7
vanilla
Jab
1, 2, 5, 8, 11, 140.5Sakurai8 / 1010top
hdr
Jab
4-52.555°80 / 115-374450top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
10-141250°40 / 90-1910380top
15-20950°35 / 80-160top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
13-151342°50 / 88-913320top
13-15545°40 / 82-141top
13-151045°40 / 82-112top
hdr
Up Tilt
9-111194°60 / 98-169340top
9-18594°40 / 175-201top
9-11594°40 / 175-202top
12-181194°60 / 98-130top
hdr◆‡
Down Tilt
8-13978°45 / 93-178320, 1kneel
8-13980°45 / 93-172footl
vanilla
Down Tilt
8-197Sakurai90 / 55-248380, 1, 2kneel, footl, hip
20-283.550°60 / 40-140, 1kneel, footl
AttackLw32Landing vanilla
Down Tilt
no hitboxes16
hdr
Crouch/Squat Tilt
13-151242°50 / 88-813300top
13-15445°40 / 82-121top
13-15945°40 / 82-102top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
24-2615Sakurai60 / 77-2824630top
24-2617Sakurai60 / 79-271, 2top
24-262040°60 / 83-253, 4top
hdr
Forward Smash
24-2615Sakurai60 / 77-2824630top
24-2617Sakurai60 / 79-271, 2top
24-262040°60 / 83-253, 4top
hdr
Forward Smash
24-2615Sakurai60 / 77-2824630top
24-2617Sakurai60 / 79-271, 2top
24-262040°60 / 83-253, 4top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
14-153111°135 fixed-3714555, 6top
17-191890°61 / 80-260top
17-191490°60 / 79-281top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
14-151340°60 / 80-3114550top
14-151540°60 / 80-301top
14-151840°60 / 80-292top
19-211340°60 / 80-260top
19-211540°60 / 80-251top
19-211840°60 / 80-242top

Aerial Attacks

14 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
7-242.5365°40 / 10-574381-5, 36–0top
7-242.593°40 / 10-51top
26-30560°50 / 115-40, 1top
hdr
Forward Air
151245°65 / 65-17154130–0top
15-161245°65 / 65-170top
15550°70 / 55-211top
15-16550°70 / 55-211top
151055°65 / 65-182top
15-161055°65 / 65-182top
hdr
Forward Air
151245°65 / 65-415411230–0top
15-161245°65 / 65-40top
15550°70 / 55-81top
15-16550°70 / 55-81top
151055°65 / 65-52top
15-161055°65 / 65-52top
hdr
Forward Air
151245°65 / 65-17154130–0top
15-161245°65 / 65-170top
15550°70 / 55-211top
15-16550°70 / 55-211top
151055°65 / 65-182top
15-161055°65 / 65-182top
hdr
Back Air
15-171545°65 / 70-15154129–0top
15-17745°65 / 75-201top
15-171245°65 / 75-172top
hdr
Back Air
15-1715Sakurai65 / 70-315411329–0top
15-177Sakurai65 / 75-81top
15-1712Sakurai65 / 75-52top
hdr
Back Air
15-171540°65 / 70-15154129–0top
15-17740°75 / 75-201top
15-171240°65 / 75-172top
hdr
Up Air
15-171390°60 / 83-11541101-12, 29–0top
15-17590°60 / 75-61, 3top
15-171090°60 / 75-32top
hdr
Down Air
13-1412280°30 / 68-101349181-3, 47–0top
13-1412280°30 / 53-101top
15-36772°88 / 55-130top
hdr
Down Air
no hitboxes19
AttackAirHoldStart vanilla
AttackAirHoldStart
no hitboxes8
AttackAirHoldStartS3 vanilla
AttackAirHoldStartS3
no hitboxes8
AttackAirHold vanilla
AttackAirHold
no hitboxes360
AttackAirHoldEnd vanilla
AttackAirHoldEnd
no hitboxes20

Special Attacks

16 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡
Neutral Special
spawns axe149
SpecialNBlank vanilla
Neutral Special
no hitboxes67
hdr➔‡
Neutral Special
spawns axe149
SpecialAirNBlank vanilla
Neutral Special
no hitboxes67
hdr➔‡
Side Special
spawns cross145
SpecialS1Blank vanilla
Side Special
no hitboxes42
vanilla
Side Special
no hitboxes10
hdr➔•‡
Side Special
spawns cross14511
SpecialAirS1Blank vanilla
Side Special
no hitboxes42
vanilla
Side Special
no hitboxes10
hdr
Up Special
6295°155 fixed-386480top
9-201.5367°80 fixed-360top
21661°85 / 95-211top
hdr
Up Special
6295°155 fixed-23648260top
9-201.5367°80 fixed-240top
21661°85 / 95-211top
vanilla
Down Special
no hitboxes46ADC 21
SpecialLwBlank vanilla
Down Special
no hitboxes46
vanilla
Down Special
no hitboxes46ADC 21
SpecialAirLwBlank vanilla
Down Special
no hitboxes46

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –380grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
13-14– / –460grab
hdr
Pivot Grab
14-15– / –420grab
AirCatch vanilla
Air Grab (Tether)
no hitboxes27
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
vanilla
Air Grab (Tether)
no hitboxes60
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes10

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11146°79 / 712442180
1-413Sakurai40 / 1000
hdr
Back Throw
1744°80 / 401839210
1-383Sakurai40 / 1000
hdr
Up Throw
1488°70 / 843657210
1-343Sakurai40 / 1000
35689°55 / 100-160top
hdr
Down Throw
1868°80 / 652440160
1-393Sakurai40 / 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 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
21-23945°90 / 20-3021580top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
26-27748°80 / 48-200top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
26-27748°80 / 48-200top
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 hitboxes38
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 hitboxes30
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 hitboxes30
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 hitboxes34

Other

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

Projectiles & Articles

3 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.

Axe

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-908100°80 / 600axe

Cross

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-115665°75 / 600, 1rot
vanilla
Turn
1-115575°55 / 950, 1rot

Whip

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
AttackHold
2-359180°40 / 350hookshot24
2-359183°40 / 351hookshot24
2-359185°40 / 352hookshot26
2-3591.545°73 / 853hookshot27
vanilla
AttackAirHold
2-359180°40 / 350hookshot24
2-359183°40 / 351hookshot24
2-359185°40 / 352hookshot26
2-3591.545°73 / 853hookshot27

Attributes

Weight & Size

Weight
105
Jostle Weight
6
Shield Radius
13

Ground Movement

Walk Speed
0.86
Walk Accel (mul)
0.3
Walk Accel (add)
0.1
Initial Dash
1.745
Run Speed
1.51
Run Accel (mul)
0.0762
Run Accel (add)
0.02
Traction
0.065

Jumps

Jumpsquat
5
Jump Initial Y
10.5
Full Hop Height
30
Short Hop Height
15
Air Jump Height
30
Jump Count
2
Horizontal Jump Speed
1.25

Air Movement

Air Speed
0.965
Air Accel (add)
0.01
Air Accel (mul)
0.02
Air Friction
0.015
Gravity
0.085
Fall Speed
2

Landing Lag

Nair
8
Fair
12
Bair
13
Uair
10
Dair
18
Empty Landing
5
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (59 -> 49 frames).Dash Attack
  • HDR replaces the animation (60 -> 34 frames).Down Tilt
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Down Tilt, Up Smash, Down Smash, AttackAirFHi, Forward Air, AttackAirFLw, AttackAirBHi, Back Air, AttackAirBLw, Up Air, Down Air, AttackAirLw2, Neutral Special, Neutral Special (Air), Side Special (1), Side Special (Air, 1), Grab, Back Throw, Crouch/Squat Tilt
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.
  • Axe is on the field for up to 90 frames (param_axe.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Axe: Fly
  • Cross is on the field for up to 115 frames (param_cross.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Cross: Fly, Cross: Turn
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Axe — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
  • Damage comes from Cross — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
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, AttackAirHoldStart, AttackAirHoldStartS3, AttackAirHold, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Land cancels: touching the ground during this move ends it with 11 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, 1)
  • Landing lag is 26 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)
  • 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, AirCatchHitLoop
  • 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.