Sora

119 moves41 changed by HDR78 vanillainternal trail
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-13370°30 / 25-136230, 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 / 16-125210, 1haver
5-8385°25 / 16-122haver
5-83Sakurai20 / 20-123, 4, 5haver
hdr
Jab
7-13446°65 / 95-207320, 1, 2haver

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-129Sakurai40 / 90-288430legr
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 / 30-2111360, 1haver
11-158Sakurai48 / 110-180, 1, 2haver
11-12380°40 / 30-212haver
13-15380°40 / 20-192haver
hdr
Forward Tilt
5-6365°50 / 12-245330haver
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 / 120-2210370, 1, 2haver
hdr
Up Tilt
8-90.890°150 / 0-368470top
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 / 70-138270armr
8-11690°70 / 70-131, 2haver

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes60
hdr
Forward Smash
12-141540°30 / 105-2712500, 1, 2haver
1513.540°35 / 108-250, 1, 2haver
AttackHi4Charge vanilla
Up Smash
no hitboxes60
hdr
Up Smash
11-120.6100°100 fixed-3911530top
11-120.6120°100 fixed-391top
16-191484°52 / 90-270, 2haver
16-191684°54 / 92-261top
AttackLw4Charge vanilla
Down Smash
no hitboxes60
hdr
Down Smash
16-171490°93 / 15-2716530haver
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 / 4-2653528–0haver
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 / 88-2794236–0, 1, 2haver
hdr
Forward Air
7-154.582°55 / 4-573991-4, 37–0, 1, 2haver
hdr
Forward Air
7-144.585°60 / 8-2073228–0, 1, 2haver
hdr
Forward Air
7-145.540°50 / 110-2373639–0haver
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 fixed15170top
vanilla➔•‡
Neutral Special
spawns fire120
vanilla•‡
Neutral Special
no hitboxes16
vanilla
Neutral Special
no hitboxes7
hdr↛◆‡⊘
Neutral Special
8-134.578°70 / 60-48861JC 120, 1top
18-48 (every 10)4.5Sakurai30 / 60-380, 1top
hdr
Neutral Special
no hitboxes70
vanilla•‡
Neutral Special
15-160Sakurai55 fixed151712ADC 40top
vanilla➔•‡
Neutral Special
spawns fire12012ADC 7
vanilla•‡
Neutral Special
no hitboxes16
vanilla
Neutral Special
no hitboxes8
hdr↛◆‡⊘
Neutral Special
8-134.578°70 / 60-48861JC 120, 1top
18-48 (every 10)4.5Sakurai30 / 60-380, 1top
hdr
Neutral Special
no hitboxes7012
SpecialSStart vanilla
Side Special
no hitboxes15
hdr
Side Special
no hitboxes11
vanilla
Side Special
no hitboxes21JC
SpecialSStart2 vanilla
Side Special
no hitboxes8
SpecialSUp vanilla
Side Special
no hitboxes8
SpecialSDown vanilla
Side Special
no hitboxes8
hdr
Side Special
3-10872°120 / 10-33130, 2haver
hdr
Side Special
3-10872°80 / 10-33130haver
3-10872°80 / 10-31haver
3-10872°80 / 10-32haver
3-10872°80 / 10-32haver
SpecialSEnd vanilla
Side Special
no hitboxes33JC
SpecialAirSStart vanilla
Side Special
no hitboxes15
hdr
Side Special
3-105.272°85 / 10-5313JC0, 2haver
vanilla
Side Special
no hitboxes21JC
SpecialAirSStart2 vanilla
Side Special
no hitboxes8
SpecialAirSUp vanilla
Side Special
no hitboxes8
SpecialAirSDown vanilla
Side Special
no hitboxes8
hdr
Side Special
3-10872°120 / 10-3313JC0, 2haver
hdr
Side Special
3-10872°80 / 10-3313JC0, 2haver
vanilla
Side Special
no hitboxes28JC
hdr
Up Special
9-113.886°116 fixed-589720top
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-24972280top
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 hitboxes64
vanilla
Down Special
no hitboxes19
SpecialLwTurn vanilla
Down Special
no hitboxes7
vanilla
Down Special
7-119Sakurai74 / 67-187320, 1, 2haver
7-99Sakurai74 / 67-183top
109Sakurai74 / 67-153top
119Sakurai74 / 67-143top
vanilla
Down Special
no hitboxes64
vanilla
Down Special
no hitboxes19
SpecialAirLwTurn vanilla
Down Special
no hitboxes7
vanilla
Down Special
7-119Sakurai74 / 67-187320, 1, 2haver
7-99Sakurai74 / 67-183top
109Sakurai74 / 67-153top
119Sakurai74 / 67-143top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
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– / –430grab
hdr
Pivot Grab
11-12– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1348°46 / 1341742250
1-153Sakurai60 / 1000
16545°60 / 120-210haver
hdr
Back Throw
11144°56 / 843458240
1-313Sakurai40 / 1000
hdr
Up Throw
16.8108°66 / 651330170
1-293Sakurai40 / 1000
hdr
Down Throw
1578°75 / 741935160
1-343Sakurai40 / 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 4–265710
hdr
Air Dodge
intangible 4–265710
vanilla
Ledge Attack
20-22945°90 / 20-3120580top
vanilla
Get-Up Attack
20-21748°80 / 48-2620520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
20-21748°80 / 48-2620520top
24-25748°80 / 48-220top
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
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
DownSpot vanilla
DownSpot
no hitboxes43
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes21
hdr
Tech
no hitboxes40
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes40
vanilla
Ledge Grab
intangible 1–2921
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 hitboxes73

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

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

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.

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

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
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
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.