Sonic

116 moves43 changed by HDR73 vanillainternal sonic
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-4385°20 fixed-83150top
3-4383°20 fixed-81, 2top
3-43Sakurai20 / 30-83top
hdr◆‡
Jab
5-7385°20 / 25-65150, 1, 2legr, kneer
hdr
Jab
5-74Sakurai50 / 110-215310, 1, 2hip, kneel

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
5-70Sakurai20 fixed5570top
9-123Sakurai30 fixed-440shoulderl
16-21655°40 / 130-350kneel
16-18655°40 / 130-351head
22-28448°40 / 130-300kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-1111Sakurai20 / 90-177330kneel
7-119Sakurai20 / 90-191, 2kneel, legl
hdr
Forward Tilt
7-1111Sakurai20 / 90-177330kneel
7-119Sakurai20 / 90-191, 2kneel, legl
hdr
Forward Tilt
7-1111Sakurai20 / 90-177330kneel
7-119Sakurai20 / 90-191, 2kneel, legl
hdr
Up Tilt
8-12280°35 fixed-248361, 2legr, kneer
8-122Sakurai45 fixed-243kneer
8-122366°35 fixed-244, 5legr, kneer
8-122366°45 fixed-246kneer
13-21675°40 / 120-170, 1, 2legl, kneel
hdr
Down Tilt
6-86100°50 / 100-146260, 1legr, kneer
6-86106°50 / 106-142kneer

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
18-2016Sakurai32 / 98-2518540, 1, 2handr, armr, shoulderr
hdr
Forward Smash
18-2016Sakurai32 / 98-2518540, 1, 2handr, armr, shoulderr
hdr
Forward Smash
18-2016Sakurai32 / 98-2518540, 1, 2handr, armr, shoulderr
vanilla◆•
Up Smash
no hitboxes60
hdr◆‡
Up Smash
9-121680°27 / 100-239430, 1kneer, footr
13-1612Sakurai15 / 100-210, 1kneer, footr
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes59
hdr◆‡
Down Smash
5-815Sakurai35 / 90-345500, 1, 2hip, kneer, footr
9-2012Sakurai20 / 94-320, 1, 2hip, kneer, footr

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-814Sakurai15 / 105+1536834–0top
5-811Sakurai15 / 10501top
9-188Sakurai25 / 95-20top
19-225Sakurai25 / 100-40top
hdr◆‡
Forward Air
7-8955°30 / 100-5736111-4, 32–0kneer
7-811Sakurai45 / 90-31footr
9-12955°30 / 100-50kneer
9-1211270°0 / 82-31footr
hdr◆‡
Back Air
12-1311Sakurai30 / 94-21235101-3, 32–0hip
12-1314Sakurai30 / 94-11, 2kneer
14-187Sakurai40 / 80-50hip
14-1810Sakurai40 / 80-31, 2kneer
hdr◆‡
Up Air
5-74110°45 fixed-6537101-3, 33–0, 1top
5-74123°60 fixed-62, 3top
10-141090°52 / 85-30, 1, 2top
hdr
Down Air
11-1310287°10 / 92-91139161-4, 34–0top
11-131037°45 / 88-91top
14-16960°30 / 66-100top
14-169Sakurai45 / 88-101top
17-276Sakurai45 / 75-110top

Special Attacks

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes4
vanilla•‡
Neutral Special
no hitboxes
hdr
Neutral Special
no hitboxes
hdr•‡
Neutral Special
1+880°50 / 9010bone_hash
hdr◆‡
Neutral Special
no hitboxes16
vanilla
Neutral Special
no hitboxes46
SpecialNCancel vanilla
Neutral Special
no hitboxes30
vanilla
Neutral Special
no hitboxes32
SpecialAirNStart vanilla
Neutral Special
no hitboxes4
SpecialSStart vanilla
Side Special
no hitboxes8
SpecialSHold vanilla
Side Special
no hitboxes
SpecialSHoldJump vanilla
Side Special
no hitboxes
vanilla
Side Special
1-31570°70 / 701JC1hip
vanilla
Side Special
1+770°67 / 671JC0hip
vanilla
Side Special
1+470°65 / 701JC0hip
vanilla
Side Special
2-333Sakurai66 / 112-55261JC0hip
vanilla
Side Special
no hitboxes36
SpecialSRebound vanilla
Side Special
no hitboxes32
SpecialSEndStart vanilla
Side Special
no hitboxes13
SpecialSEndLoop vanilla
Side Special
no hitboxes
SpecialSEnd vanilla
Side Special
no hitboxes13
hdr
Side Special
2-94Sakurai45 / 100-12219JC0top
10-18125°50 / 120-60top
hdr
Side Special
no hitboxes29
hdr
Side Special
no hitboxes8
SpecialAirSEndStart vanilla
Side Special
no hitboxes13
SpecialAirSEndLoop vanilla
Side Special
no hitboxes
SpecialAirSEnd vanilla
Side Special
no hitboxes13JC
hdr
Side Special
no hitboxes28
vanilla
Up Special
no hitboxes3
hdr
Up Special
no hitboxes16
hdr
Down Special
no hitboxes12
hdr
Down Special
7-439 (every 9)190°58 / 070rot
SpecialLwEnd vanilla
Down Special
no hitboxes30
hdr
Down Special
7-439 (every 9)190°58 / 070rot
hdr
Down Special
7-439 (every 9)190°58 / 070rot
hdr
Down Special
7-439 (every 9)190°58 / 070rot
hdr
Down Special
no hitboxes12
hdr
Down Special
7-439 (every 9)190°58 / 070rot
SpecialAirLwEnd vanilla
Down Special
no hitboxes30

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –390grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-131170top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –460grab
hdr
Pivot Grab
11-12– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1645°70 / 751131200
1-93Sakurai60 / 1000
101Sakurai70 / 190-180, 1kneer
hdr
Back Throw
19120°75 / 864367240
1-663Sakurai60 / 1000
hdr
Up Throw
1576°95 / 602340170
1-213Sakurai60 / 1000
22180°60 / 180-150top
hdr
Down Throw
1520°75 / 354262200
1-173Sakurai60 / 1000
18-41145°0 / 100-410top

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 4–265710
hdr
Air Dodge
intangible 4–265710
vanilla
Ledge Attack
19-21945°90 / 20-3219580top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
20-21748°80 / 48-260top
vanilla
Get-Up Attack
15-216Sakurai80 / 50-2915500rot
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 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 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 hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes25

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

Projectiles & Articles

1 article

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.

Gimmickjump

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fall
1+490°40 / 900top

Attributes

Weight & Size

Weight
82
Jostle Weight
5.4
Shield Radius
10.6

Ground Movement

Walk Speed
1.414
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.7
Run Speed
3.5
Run Accel (mul)
0.12
Run Accel (add)
0.02
Traction
0.085

Jumps

Jumpsquat
4
Jump Initial Y
12.5125
Full Hop Height
35
Short Hop Height
14.595
Air Jump Height
35
Jump Count
2
Horizontal Jump Speed
2
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1.11
Air Accel (add)
0.01
Air Accel (mul)
0.035
Air Friction
0.01
Gravity
0.111
Fall Speed
1.98

Landing Lag

Nair
8
Fair
11
Bair
10
Uair
10
Dair
16
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (32 -> 44 frames).Jab 2
  • HDR replaces the animation (46 -> 40 frames).Jab 3
  • HDR replaces the animation (65 -> 71 frames).Dash Attack
  • HDR replaces the animation (53 -> 57 frames).Up Tilt
  • HDR replaces the animation (61 -> 60 frames).AttackHi4Charge
  • HDR replaces the animation (79 -> 49 frames).Up Smash
  • HDR replaces the animation (61 -> 59 frames).AttackLw4Charge
  • HDR replaces the animation (70 -> 78 frames).Down Smash
  • HDR replaces the animation (56 -> 45 frames).Forward Air
  • HDR replaces the animation (47 -> 50 frames).Back Air
  • HDR replaces the animation (55 -> 44 frames).Up Air
  • HDR replaces the animation (50 -> 51 frames).Neutral Special (Hit)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 2, Dash Attack, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Spin), Neutral Special (Homing), Neutral Special (Hit), Neutral Special (Rebound), Neutral Special (Landing), Side Special (Boost), Side Special (BoostEnd), Side Special (Air, BoostEnd), Grab, Dash Grab, Pivot Grab, Down Throw
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Down Special (HoldChargeHi), Down Special (HoldChargeLw), Down Special (HoldChargeMiddle)
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), Side Special (Start), Side Special (Turn), Side Special (EndStart), Side Special (BoostStart), Side Special (Air, EndStart), Up Special (Squat), Down Special (Start), Down Special (Air, Start), 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 (Spin), Neutral Special (HomingStart), Neutral Special (Homing), Side Special (Hold), Side Special (HoldJump), Side Special (DashHi), Side Special (DashLw), Side Special (EndLoop), Side Special (Air, EndLoop), Down Special (Hold), Down Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Side Special (DashHop), Shield
  • 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)

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.