Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-3 | 3 | 70° | 20 fixed | -12 | 2 | 18 | – | 0, 1, 2 | top |
| 2-3 | 3 | Sakurai | 30 / 15 | -12 | 3 | top | ||||
| hdr Jab | 4-5 | 2 | 65° | 20 fixed | -17 | 4 | 25 | – | 0, 1, 2 | kneer |
| 4-5 | 2 | Sakurai | 30 / 15 | -17 | 3 | kneer | ||||
| hdr Jab | 5-6 | 6 | Sakurai | 40 / 80 | -15 | 5 | 26 | – | 0, 1, 2 | tail2 |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 5-8 | 9 | Sakurai | 45 / 100 | -24 | 5 | 36 | – | 0 | top |
| 9-14 | 7 | 63° | 45 / 72 | -21 | 0 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 5-7 | 6 | Sakurai | 20 / 100 | -7 | 5 | 18 | – | 0, 1, 2 | tail1, tail2 |
| hdr Forward Tilt | 5-7 | 6 | Sakurai | 20 / 100 | -7 | 5 | 18 | – | 0, 1, 2 | tail1, tail2 |
| hdr Forward Tilt | 5-7 | 6 | Sakurai | 20 / 100 | -7 | 5 | 18 | – | 0, 1, 2 | tail1, tail2 |
| hdr Up Tilt | 5-7 | 6 | 88° | 50 / 90 | -11 | 5 | 22 | – | 0, 1 | head, hip |
| 5 | 6 | 88° | 50 / 90 | -11 | 2 | top | ||||
| hdr Down Tilt | 8-13 | 9 | 65° | 53 / 75 | -15 | 8 | 30 | – | 0, 1 | top |
| 8 | 9 | 65° | 53 / 75 | -15 | 2 | top | ||||
| 9-13 | 9 | 65° | 53 / 75 | -14 | 2 | top |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 20-22 | 15 | Sakurai | 40 / 95 | -22 | 20 | 53 | – | 0, 1, 2 | top |
| hdr‡ Forward Smash | 20-22 | 15 | Sakurai | 40 / 95 | -22 | 20 | 53 | – | 0, 1, 2 | top |
| hdr‡ Forward Smash | 20-22 | 15 | Sakurai | 40 / 95 | -22 | 20 | 53 | – | 0, 1, 2 | top |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 19 | 3 | 110° | 110 fixed | -43 | 19 | 66 | – | 0, 1 | top |
| 21 | 13 | 95° | 60 / 92 | -35 | 0, 1 | top | ||||
| 22 | 12 | 95° | 60 / 92 | -35 | 2, 3 | top | ||||
| 23 | 10 | 95° | 60 / 92 | -35 | 0, 1 | top | ||||
| 24 | 9 | 95° | 60 / 92 | -35 | 2, 3 | top | ||||
| 25 | 8 | 95° | 60 / 92 | -34 | 0, 1 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 14-16 | 13 | 35° | 50 / 83 | -17 | 14 | 41 | – | 0, 1, 2 | top |
| 20-22 | 13 | 35° | 50 / 78 | -11 | 0, 1, 2 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 4-7 | 10 | Sakurai | 25 / 100 | -2 | 4 | 42 | 9 | 1-3, 35– | 0 | bust |
| 8-26 | 7 | Sakurai | 25 / 120 | -4 | 0 | bust | |||||
| hdr‡ Forward Air | 6-9 | 9 | 48° | 53 / 67 | -2 | 6 | 40 | 8 | 1-5, 24– | 0, 1 | top |
| hdr◆ Back Air | 6-8 | 2 | 365° | 30 / 30 | -6 | 6 | 33 | 9 | 1-5, 30– | 0, 1 | tail1, tail2 |
| 13-15 | 5 | 55° | 45 / 79 | -5 | 0, 1 | tail1, tail2 | |||||
| hdr‡ Up Air | 5-8 | 7 | 55° | 40 / 110 | -2 | 5 | 30 | 7 | 1-4, 22– | 0, 1, 2 | tail2 |
| 9-11 | 5 | 70° | 40 / 90 | -3 | 0, 1, 2 | tail2 | |||||
| hdr Down Air | 6-20 | 1 | 290° | 20 fixed | -6 | 6 | 45 | 8 | 1-5, 31– | 0, 1 | top |
| 21-23 | 3 | 60° | 50 / 140 | -5 | 0, 1 | top |
Special Attacks
22 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr•‡ Neutral Special | no hitboxes | – | 10 | – | – | |||||
| SpecialNHold vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| hdr➔◆• Neutral Special | spawns water | 6 | 32 | – | – | |||||
| hdr•‡ Neutral Special | no hitboxes | – | 10 | 9 | – | |||||
| SpecialAirNHold vanilla• Neutral Special | no hitboxes | – | – | 9 | – | |||||
| hdr➔◆• Neutral Special | spawns water | 6 | 32 | 9 | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 14 | – | – | |||||
| hdr Side Special | 1-60 | 8 | 49° | 75 / 48 | -52 | 1 | 60 | – | 0 | bust |
| hdr‡ Side Special | no hitboxes | – | 25 | – | – | |||||
| SpecialSOverTurnStart vanilla• Side Special | no hitboxes | – | 12 | – | – | |||||
| vanilla• Side Special | no hitboxes | – | 12 | – | – | |||||
| SpecialSOverTurn vanilla Side Special | no hitboxes | – | 140 | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 14 | – | – | |||||
| hdr Side Special | 1-60 | 8 | 49° | 75 / 48 | -52 | 1 | 60 | – | 0 | bust |
| hdr‡ Side Special | no hitboxes | – | 16 | – | – | |||||
| hdr‡ Side Special | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Up Special | 9-32 | 1 | 367° | 40 fixed | -25 | 9 | 37 | – | 0 | top |
| 33-34 | 6 | 75° | 60 / 117 | +2 | 0 | top | ||||
| hdr‡• Up Special | 9-32 | 1 | 367° | 40 fixed | -30 | 9 | 37 | 32 | 0 | top |
| 33-34 | 6 | 75° | 60 / 117 | -27 | 0 | top | ||||
| hdr• Down Special | no hitboxes | – | 12 | – | – | |||||
| SpecialLwOut vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
| hdr• Down Special | no hitboxes | – | 12 | – | – | |||||
| SpecialAirLwOut vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 35 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1 | Sakurai | 30 fixed | -18 | 1 | 22 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 8-9 | – | – | – / – | – | – | 40 | – | 0 | grab |
| hdr Pivot Grab | 9-10 | – | – | – / – | – | – | 37 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Forward Throw | 1 | 2 | 75° | 38 fixed | – | 23 | 47 | 24 | 0 | – |
| 1-14 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 15 | 1 | 72° | 50 fixed | -29 | 0 | top | ||||
| hdr Back Throw | 1 | 8 | 48° | 60 / 100 | – | 27 | 45 | 18 | 0 | – |
| 1-44 | 3 | Sakurai | 50 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 5 | 90° | 48 / 150 | – | 17 | 38 | 21 | 0 | – |
| 1-15 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 16 | 2 | Sakurai | 40 fixed | -18 | 0 | top | ||||
| hdr‡ Down Throw | 1 | 3 | 60° | 57 / 154 | – | 26 | 42 | 16 | 0 | – |
| 1-17 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 18-25 | 4 | Sakurai | 40 fixed | -19 | 0 | top |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 28-30 | 9 | 45° | 90 / 20 | -23 | 28 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -27 | 19 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -27 | 19 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| 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 | – | 33 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| 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 | – | 33 | – | – | |||||
| DownForwardD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 29 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 25 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 39 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 35 | – | – | |||||
| vanilla Ledge Grab | intangible 1–29 | – | 20 | – | – | |||||
| CliffWait vanilla• Ledge Hang | no hitboxes | – | – | – | – | |||||
| CliffClimb vanilla Ledge Climb | no hitboxes | – | 35 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 52 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 24 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | – | |||||
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.
Water
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Regular | 1-19 | 1 | 366° | 20 fixed | 0 | top |
| hdr Clash | 1 | 4 | 60° | 28 / 99 | 0 | top |
| hdr ClashPlEdgeF | 1-3 | 9 | 60° | 34 / 118 | 0 | top |
| hdr ClashPlEdgeG | 1-6 | 2 | 366° | 20 fixed | 0 | top |
| 7 | 2 | 54° | 7 / 150 | 0 | top |
Attributes
Weight & Size
- Weight
- 80
- Jostle Weight
- 3.5
- Shield Radius
- 9.2
Ground Movement
- Walk Speed
- 1.25
- Walk Accel (mul)
- 0.1575
- Walk Accel (add)
- 0.1575
- Initial Dash
- 1.75
- Run Speed
- 1.625
- Run Accel (mul)
- 0.15
- Run Accel (add)
- 0.01
- Traction
- 0.055
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 12.5125
- Full Hop Height
- 35
- Short Hop Height
- 12
- Air Jump Height
- 37
- Jump Count
- 2
- Horizontal Jump Speed
- 2.1
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.4
Air Movement
- Air Speed
- 1.05
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.0375
- Air Friction
- 0.006
- Gravity
- 0.128
- Fall Speed
- 2.25
Landing Lag
- Nair
- 9
- Fair
- 8
- Bair
- 9
- Uair
- 7
- Dair
- 8
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (42 -> 47 frames).Back Air
- HDR replaces the animation (54 -> 32 frames).Neutral Special (Shot), Neutral Special (Air, Shot)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Forward Smash, Forward Smash (Up), Forward Smash (Down), Down Smash, Neutral Air, Forward Air, Up Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (End), Side Special (Air, Start), Side Special (Air, Hit), Side Special (Air, End), Up Special, Up Special (Air), Grab, Forward Throw, Down Throw
✕HDR removes this move’s hitboxes.
- CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Water — see Projectiles & Articles below.Neutral Special (Shot), Neutral Special (Air, Shot)
- Also spawns Water — see Projectiles & Articles below.Forward Throw
•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 (Shot), Neutral Special (Air, Start), Neutral Special (Air, Shot), Side Special (Start), Side Special (OverTurnStart), Side Special (Air, OverTurnStart), Side Special (Air, Start), Down Special (In), Down Special (Air, In), 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 (Hold), Neutral Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Landing lag is 9 frames, from `param_special_n.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.Neutral Special (Air, Start), Neutral Special (Air, Hold), Neutral Special (Air, Shot)
- Landing lag is 32 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)
- 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
Squirtle