Sora

119 moves41 changed by HDR78 vanillainternal trail
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
6-13370°30 / 25-13623–0, 1shoulderr, haver
6-83320°15 / 25-132, 3haver
6-133Sakurai26 / 16-134shoulderr
6-133Sakurai20 / 20-135, 6, 7haver
9-13375°20 / 25-102, 3haver
hdr‡
Jab
5-8360°30 / 16-12521–0, 1haver
5-8385°25 / 16-122haver
5-83Sakurai20 / 20-123, 4, 5haver
hdr‡
Jab
7-13446°65 / 95-20732–0, 1, 2haver

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
8-129Sakurai40 / 90-28843–0legr
8-121056°40 / 90-271, 2kneer
13-237100°40 / 90-240, 1, 2legr, kneer

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡¶
Forward Tilt
11-15375°40 / 30-211136–0, 1haver
11-158Sakurai48 / 110-180, 1, 2haver
11-12380°40 / 30-212haver
13-15380°40 / 20-192haver
hdr‡
Forward Tilt
5-6365°50 / 12-24533–0haver
5-6380°50 / 12-241haver
5-6395°50 / 12-242haver
5-63Sakurai25 / 15-243haver
5-63Sakurai23 / 15-244haver
5-63180°24 / 22-245haver
hdr‡
Forward Tilt
10-14569°55 / 120-221037–0, 1, 2haver
hdr‡
Up Tilt
8-90.890°150 / 0-36847–0top
10-111.2366°12 / 0-340, 1top
10-111.2354°36 fixed-342top
10-111.2186°40 fixed-343top
10-111.288°62 / 0-344top
14-181.2366°12 / 0-300, 1top
14-181.218°36 fixed-302top
14-181.2162°40 fixed-303top
14-181.288°62 / 0-304top
21-221.288°62 / 0-230top
21-221.2366°12 / 0-231, 2top
21-221.276°22 fixed-233top
21-221.2104°22 fixed-234top
26-294.586°52 / 132-160, 1, 2haver
hdr‡
Down Tilt
8-11682°70 / 70-13827–0armr
8-11690°70 / 70-131, 2haver

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–60––
hdr‡
Forward Smash
12-141540°30 / 105-271250–0, 1, 2haver
1513.540°35 / 108-250, 1, 2haver
AttackHi4Charge vanilla•
Up Smash
no hitboxes–60––
hdr‡
Up Smash
11-120.6100°100 fixed-391153–0top
11-120.6120°100 fixed-391top
16-191484°52 / 90-270, 2haver
16-191684°54 / 92-261top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–60––
hdr‡
Down Smash
16-171490°93 / 15-271653–0haver
18-201276°50 / 90-260, 1throw

Aerial Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
9-1312Sakurai25 / 114-2941101, 34–0, 1, 2haver
14-209Sakurai25 / 100-40, 1, 2haver
vanilla‡
Neutral Air
5-63.584°64 / 4-26535–28–0haver
5-63.586°68 / 4-261haver
5-63.588°76 / 4-262haver
6-93.578°64 / 4-253top
6-93.594°64 / 4-254top
7-83.584°46 / 6-240haver
7-83.588°48 / 6-241haver
7-83.592°50 / 6-242haver
93.548°42 / 6-220haver
93.564°44 / 6-221haver
93.592°46 / 6-222haver
vanilla
Neutral Air
9-136.868°68 / 88-27942–36–0, 1, 2haver
hdr‡
Forward Air
7-154.582°55 / 4-573991-4, 37–0, 1, 2haver
hdr‡
Forward Air
7-144.585°60 / 8-20732–28–0, 1, 2haver
hdr‡
Forward Air
7-145.540°50 / 110-23736–39–0haver
7-144.540°50 / 110-241, 2haver
hdr‡
Back Air
10-139Sakurai30 / 100-51036111-4, 35–0shoulderr
10-1313.5Sakurai30 / 100-21, 2, 3haver
hdr‡
Up Air
9-161075°65 / 70-293991-2, 32–0, 1, 2haver
hdr‡
Down Air
8862°50 / 70-4833101-2, 24–0, 1, 2, 3shoulderr, haver
8-15858°60 / 80-40, 1shoulderr, haver
8-158285°30 / 70-42, 3haver
8-158300°30 / 70-44, 5haver

Special Attacks

40 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla‡
Neutral Special
15-160Sakurai55 fixed–1517––0top
vanilla➔•‡
Neutral Special
spawns fire120–––
vanilla•‡
Neutral Special
no hitboxes–16–––
vanilla‡
Neutral Special
no hitboxes–7–––
hdr↛◆‡⊘
Neutral Special
8-134.578°70 / 60-48861–JC 120, 1top
18-48 (every 10)4.5Sakurai30 / 60-380, 1top
hdr
Neutral Special
no hitboxes–70–––
vanilla•‡
Neutral Special
15-160Sakurai55 fixed–151712ADC 40top
vanilla➔•‡
Neutral Special
spawns fire12012ADC 7–
vanilla•‡
Neutral Special
no hitboxes–16–––
vanilla‡
Neutral Special
no hitboxes–8–––
hdr↛◆‡⊘
Neutral Special
8-134.578°70 / 60-48861–JC 120, 1top
18-48 (every 10)4.5Sakurai30 / 60-380, 1top
hdr•
Neutral Special
no hitboxes–7012––
SpecialSStart vanilla
Side Special
no hitboxes–15–––
hdr‡
Side Special
no hitboxes–11–––
vanilla
Side Special
no hitboxes–21–JC–
SpecialSStart2 vanilla
Side Special
no hitboxes–8–––
SpecialSUp vanilla
Side Special
no hitboxes–8–––
SpecialSDown vanilla
Side Special
no hitboxes–8–––
hdr
Side Special
3-10872°120 / 10-3313––0, 2haver
hdr
Side Special
3-10872°80 / 10-3313––0haver
3-10872°80 / 10-31haver
3-10872°80 / 10-32haver
3-10872°80 / 10-32haver
SpecialSEnd vanilla
Side Special
no hitboxes–33–JC–
SpecialAirSStart vanilla
Side Special
no hitboxes–15–––
hdr
Side Special
3-105.272°85 / 10-5313–JC0, 2haver
vanilla
Side Special
no hitboxes–21–JC–
SpecialAirSStart2 vanilla
Side Special
no hitboxes–8–––
SpecialAirSUp vanilla
Side Special
no hitboxes–8–––
SpecialAirSDown vanilla
Side Special
no hitboxes–8–––
hdr
Side Special
3-10872°120 / 10-3313–JC0, 2haver
hdr
Side Special
3-10872°80 / 10-3313–JC0, 2haver
vanilla
Side Special
no hitboxes–28–JC–
hdr‡
Up Special
9-113.886°116 fixed-58972––0top
9-113.888°82 fixed-581top
10-113.8110°120 fixed-572top
10-113.8108°86 fixed-573top
10-113.894°130 fixed-574top
10-113.892°76 fixed-575top
17-192.180°124 fixed-510top
17-192.182°70 fixed-511top
17-192.1106°122 fixed-512top
17-192.1108°78 fixed-513top
17-192.194°114 fixed-514top
17-192.192°68 fixed-515top
20-222.176°92 fixed-480top
20-222.178°62 fixed-481top
20-222.1108°100 fixed-482top
20-222.1106°72 fixed-483top
20-222.192°110 fixed-484top
20-222.190°58 fixed-485top
24-262.188°92 fixed-440top
24-262.184°46 fixed-441top
24-262.1102°88 fixed-442top
24-262.1106°48 fixed-443top
24-262.192°90 fixed-444top
24-262.190°48 fixed-445top
27-292.174°90 fixed-410top
27-292.172°72 fixed-411top
27-292.198°92 fixed-412top
27-292.196°72 fixed-413top
27-292.194°102 fixed-414top
27-292.192°62 fixed-415top
31-332.1125°130 fixed-370top
31-332.1150°110 fixed-371top
31-332.1130°150 fixed-372top
31-332.1150°150 fixed-373top
31-332.1130°130 fixed-374top
31-332.1150°130 fixed-375top
38-434.662°44 / 180-290, 1, 2, 3, 4haver, top
hdr‡•
Up Special
9-113.886°116 fixed-2497228–0top
9-113.888°82 fixed-241top
10-113.8110°120 fixed-242top
10-113.8108°86 fixed-243top
10-113.894°130 fixed-244top
10-113.892°76 fixed-245top
17-192.180°124 fixed-250top
17-192.182°70 fixed-251top
17-192.1106°122 fixed-252top
17-192.1108°78 fixed-253top
17-192.194°114 fixed-254top
17-192.192°68 fixed-255top
20-222.176°92 fixed-250top
20-222.178°62 fixed-251top
20-222.1108°100 fixed-252top
20-222.1106°72 fixed-253top
20-222.192°110 fixed-254top
20-222.190°58 fixed-255top
24-262.188°92 fixed-250top
24-262.184°46 fixed-251top
24-262.1102°88 fixed-252top
24-262.1106°48 fixed-253top
24-262.192°90 fixed-254top
24-262.190°48 fixed-255top
27-292.174°90 fixed-250top
27-292.172°72 fixed-251top
27-292.198°92 fixed-252top
27-292.196°72 fixed-253top
27-292.194°102 fixed-254top
27-292.192°62 fixed-255top
31-332.1125°130 fixed-250top
31-332.1150°110 fixed-251top
31-332.1130°150 fixed-252top
31-332.1150°150 fixed-253top
31-332.1130°130 fixed-254top
31-332.1150°130 fixed-255top
38-434.662°44 / 180-240, 1, 2, 3, 4haver, top
vanilla
Down Special
no hitboxes–64–––
vanilla•
Down Special
no hitboxes–19–––
SpecialLwTurn vanilla•
Down Special
no hitboxes–7–––
vanilla⊗
Down Special
7-119Sakurai74 / 67-18732––0, 1, 2haver
7-99Sakurai74 / 67-183top
109Sakurai74 / 67-153top
119Sakurai74 / 67-143top
vanilla
Down Special
no hitboxes–64–––
vanilla•
Down Special
no hitboxes–19–––
SpecialAirLwTurn vanilla•
Down Special
no hitboxes–7–––
vanilla⊗
Down Special
7-119Sakurai74 / 67-18732––0, 1, 2haver
7-99Sakurai74 / 67-183top
109Sakurai74 / 67-153top
119Sakurai74 / 67-143top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
10-11––– / –––43–0grab
hdr‡
Pivot Grab
11-12––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1348°46 / 134–1742250–
1-153Sakurai60 / 100–0–
16545°60 / 120–0haver
hdr
Back Throw
11144°56 / 84–3458240–
1-313Sakurai40 / 100–0–
hdr
Up Throw
16.8108°66 / 65–1330170–
1-293Sakurai40 / 100–0–
hdr‡
Down Throw
1578°75 / 74–1935160–
1-343Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
20-22945°90 / 20-312058–0top
vanilla
Get-Up Attack
20-21748°80 / 48-262052–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
20-21748°80 / 48-262052–0top
24-25748°80 / 48-220top
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–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
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–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
vanilla‡
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–21––
hdr•
Tech
no hitboxes–40––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–40––
vanilla
Ledge Grab
intangible 1–29–21––
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–73––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

✕Vanilla spawned Ice here; HDR does not, so it is not listed.

Projectiles & Articles

4 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.

Beam

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
11645°120 fixed0top
1-21645°130 fixed0top
1-81645°120 fixed1top
3-81645°130 fixed0top

Fire

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-105.6Sakurai42 / 240top
11-205.2Sakurai36 / 220top
21-404.8Sakurai32 / 200top
hdr⇥
Fly2
1-105.6Sakurai42 / 240top
11-205.2Sakurai36 / 220top
21-404.8Sakurai32 / 200top

Hole

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Expansion
1760°60 fixed0top
2760°60 fixed0top
3760°60 fixed0top
4760°60 fixed0top
5760°60 fixed0top
6760°60 fixed0top
7760°60 fixed0top
8760°60 fixed0top
9760°60 fixed0top
10-30760°60 fixed0top

Thunder

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fall
1-45.210°52 / 260top
5+5.250°94 / 260top
hdr
FallLast
1-4675°70 / 1400top
5+675°70 / 1400top
vanilla
FallAir
1-45.2344°48 / 260top
5+5.268°98 / 260top
vanilla
FallLastAir
1-45.264°62 / 1400top
5+5.264°62 / 1400top

Attributes

Weight & Size

Weight
85
Jostle Weight
6.1
Shield Radius
11.6

Ground Movement

Walk Speed
0.82
Walk Accel (mul)
0.12
Walk Accel (add)
0.04
Initial Dash
1.82
Run Speed
1.85
Run Accel (mul)
0.0838
Run Accel (add)
0.02
Traction
0.065

Jumps

Jumpsquat
4
Jump Initial Y
15.8
Full Hop Height
33.5
Short Hop Height
13.2
Air Jump Height
40
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
1.03
Air Accel (add)
0.01
Air Accel (mul)
0.04
Air Friction
0.012
Gravity
0.0875
Fall Speed
2.14

Landing Lag

Nair
10
Fair
9
Bair
11
Uair
9
Dair
10
Empty Landing
4
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (56 -> 59 frames).Neutral Air
  • HDR replaces the animation (63 -> 90 frames).Neutral Special (2), Neutral Special (Air, 2)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Jab 3, Dash Attack, Forward Tilt, AttackS32, AttackS33, Up Tilt, Down Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, AttackAirN2, Forward Air, AttackAirF2, AttackAirF3, Back Air, Up Air, Down Air, Neutral Special (1Start), Neutral Special (1), Neutral Special (12), Neutral Special (1End), Neutral Special (2), Neutral Special (Air, 1Start), Neutral Special (Air, 1), Neutral Special (Air, 12), Neutral Special (Air, 1End), Neutral Special (Air, 2), Side Special (1), Up Special, Up Special (Air), Grab, Dash Grab, Pivot Grab, Down Throw, DownSpot
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Forward Tilt, Side Special (3)
✕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.
  • Fire is on the field for up to 40 frames (param_fire.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Fire: Fly, Fire: Fly2
  • Hole is on the field for up to 30 frames (param_hole.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Hole: Expansion
⊗A counter. What it deals is a multiple of the attack it countered, so the figure in the damage column is only the floor — the multiplier and the ceiling come from the fighter’s parameters.
  • The counterattack deals 1.5x the damage of the move it counters (param_special_lw.attack_mul), never less than 9%, and at most 30% (param_special_lw.attack_max).Down Special, Down Special (Air)
⊘This move spawned a projectile in vanilla that HDR no longer creates.
  • Spawned Ice in vanilla; HDR does not.Neutral Special (2), Neutral Special (Air, 2)
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Also spawns flower — the engine's name for it, and there is no table for it here.Neutral Special (2), Neutral Special (Air, 2)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fire — see Projectiles & Articles below.Neutral Special (1), Neutral 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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (1), Neutral Special (12), Neutral Special (Air, 1), Neutral Special (Air, 12), Down Special (Rebound), Down Special (Turn), Down Special (Air, Rebound), Down Special (Air, Turn), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it with 12 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Neutral Special (Air, 1Start), Neutral Special (Air, 1)
  • Land cancels: touching the ground during this move ends it with 12 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air, 3)
  • Landing lag is 28 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
  • 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.