Steve

117 moves29 changed by HDR88 vanillainternal pickel
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
Attack11 vanilla
Jab
no hitboxes17

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
88.350°68 / 66-178320top
8-1010.4–1450°68 / 66-16 to -140, 1top
116.750°66 / 58-150top
11-138.4–11.350°66 / 58-14 to -120, 1top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
43–4.5Sakurai20 fixed-9 to -84170top
4-62.5Sakurai20 fixed-90top
43–4.555°30 / 130-101haver
4-62.545°35 fixed-101haver
4-63–4.555°30 / 130-102, 3, 4haver, top
AttackS3Slow vanilla
Forward Tilt
no hitboxes
AttackS3Middle vanilla
Forward Tilt
no hitboxes
AttackS3Fast vanilla
Forward Tilt
no hitboxes
hdr
Up Tilt
45.5–8.585°65 / 70-9 to -84190haver
4-12375°50 / 60-110armr
4-125.5–8.585°65 / 70-9 to -81haver
hdr➔‡
Down Tilt
spawns fire1235

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
1315–2042°34 / 90-18 to -1513420, 1top
13-1512Sakurai20 / 85-200, 1top
13-1515–2042°34 / 90-18 to -152top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr◆‡
Up Smash
1214–17100°40 / 92-19 to -1712410weaponr
12-16880°50 / 88-220top
12-1614–17100°40 / 92-19 to -171weaponr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
vanilla
Down Smash
spawns melt857

Aerial Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
vanilla
Neutral Air
4-63.7445°27 / 134-441860, 1, 2, 3haver, top
4-63.445°27 / 134-40, 1, 2, 3haver, top
4-62.7260°72 / 50-40, 4haver
4-63.7457°20 / 134-44, 5, 6, 7haver, top
4-63.457°20 / 134-44, 5, 6, 7haver, top
16-182.7260°72 / 50-40, 4haver
hdr‡¶
Forward Air
83–4.555°30 / 130-8848101-2, 36–0, 1, 2haver
82.545°35 fixed-80haver
8-99–13Sakurai56 / 60-4 to -10, 1shoulderr, armr
8-910–15Sakurai56 / 72-3 to 02haver
8-113–4.555°30 / 130-83top
10-118Sakurai56 / 63-40, 1shoulderr, armr
10-1110–15275°24 / 62-3 to 02haver
hdr‡¶
Back Air
123–4.555°30 / 130-91247111-4, 34–0, 1haver
122.545°35 fixed-90haver
1210–1450°56 / 85-4 to -20haver
12-15950°50 / 80-50, 1armr
1213–17Sakurai51 / 85-2 to 01haver
12-153–4.555°30 / 130-92, 3haver, top
hdr
Up Air
35.5–8.575°60 / 70-3 to -231480haver
3-7365°50 / 60-50armr
3-75.5–8.575°60 / 70-3 to -21haver
vanilla
Down Air
no hitboxes2018
hdr
Down Air
no hitboxes20
AttackAirLwFall vanilla
Down Air
no hitboxes30
vanilla
Down Air
no hitboxes11

Special Attacks

35 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialN1 vanilla
Neutral Special
no hitboxes18
SpecialN2Start vanilla
Neutral Special
no hitboxes8
SpecialN2 vanilla
Neutral Special
no hitboxes12
SpecialN2End vanilla
Neutral Special
no hitboxes24
SpecialN2Failure vanilla
Neutral Special
no hitboxes24
vanilla
Neutral Special
no hitboxes12
vanilla
Neutral Special
no hitboxes12
vanilla
Neutral Special
no hitboxes12
SpecialN3Landing vanilla
Neutral Special
no hitboxes10
SpecialAirN3 vanilla
Neutral Special
no hitboxes129
hdr
Side Special
spawns trolley820
hdr
Side Special
1-30350°30 fixed140top
hdr◆‡
Side Special
10-318Sakurai60 / 80-1910360, 1hip, head
SpecialSDrive vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes20
SpecialSTurn vanilla
Side Special
no hitboxes12
vanilla
Side Special
no hitboxes
hdr
Side Special
spawns trolley820
vanilla
Side Special
no hitboxes7
vanilla
Side Special
no hitboxes16
vanilla
Up Special
no hitboxes14
vanilla
Up Special
no hitboxes8
hdr
Up Special
15-24570°30 / 100-1115310head
25-30370°30 / 100-20head
SpecialAirHiMax vanilla
Up Special
no hitboxes31
SpecialAirHiLanding vanilla
Up Special
no hitboxes37
vanilla•‡
Down Special
no hitboxes25
vanilla
Down Special
no hitboxes24
vanilla
Down Special
no hitboxes
vanilla
Down Special
no hitboxes20
SpecialLwEndUpper vanilla
Down Special
no hitboxes20
SpecialLwEnd2 vanilla
Down Special
no hitboxes20
SpecialLwEnd2Upper vanilla
Down Special
no hitboxes20
vanilla•‡
Down Special
no hitboxes28
vanilla
Down Special
no hitboxes24
SpecialRun vanilla
SpecialRun
no hitboxes20

Grabs

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Grab
13-21– / –1570grab
13-16– / –1, 2grab
22-26 (every 2)– / –0grab
vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.5Sakurai30 fixed-121160top
CatchCut vanilla
Grab
no hitboxes30
hdr➔‡
Dash Grab
16-24– / –1630grab
16-17– / –1, 2grab
25-29 (every 2)– / –0grab
hdr➔‡
Pivot Grab
17-25– / –1600grab
17-18– / –1, 2grab
26-30 (every 2)– / –0grab
hdr➔‡
Air Grab (Tether)
spawns fishingrod141 (on hit: +16)

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1828°60 / 751450360
1-493Sakurai60 / 1000
hdr
Back Throw
1-343Sakurai40 / 1002035150
1-341050°70 / 452
hdr➔‡
Up Throw
1890°70 / 801936170
1-353Sakurai40 / 1000
hdr
Down Throw
1870°60 / 682030100
1-293Sakurai40 / 1000

Defensive

38 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 4–265910
hdr
Air Dodge
intangible 4–265910
vanilla
Ledge Attack
24-26945°90 / 20-2524560top
24-26945°90 / 20-250top
24-26945°90 / 20-250top
24-26945°90 / 20-250top
24-26945°90 / 20-250top
24-26945°90 / 20-250top
vanilla
Get-Up Attack
19-20748°80 / 48-2519500top
19-20748°80 / 48-250top
19-20748°80 / 48-250top
19-20748°80 / 48-250top
19-20748°80 / 48-250top
19-20748°80 / 48-250top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
vanilla
Get-Up Attack
16-17748°80 / 48-2516470top
16-17748°80 / 48-250top
16-17748°80 / 48-250top
16-17748°80 / 48-250top
16-17748°80 / 48-250top
16-17748°80 / 48-250top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
21-22748°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 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
hdr
Tech
spawns melt127
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes60
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2921
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 hitboxes61

Other

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
hdr
Shield
spawns stuff18
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes8
vanilla
JustShieldOff
spawns stuff18
hdr↛•
Shield
spawns stuff120
vanilla
SleepStart
spawns stuff1230
vanilla↛•
SleepLoop
spawns stuff1
vanilla
SleepEnd
spawns stuff160

Projectiles & Articles

7 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.

Fire

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Down Tilt
1-141366°40 fixed0, 1top
1-17780°75 / 600, 1top
15-17754°45 / 1100, 1top

Fishingrod

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Air Grab (Tether)
3-493.5125°60 / 500float1

Forge

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Down Throw
1-90Sakurai30 / 500trans
10-17786°40 / 800trans
18-380Sakurai30 / 500trans
hdr
Wait
1870°58 / 780top
10Sakurai0 / 01top
hdr
FallAttack
3+varies70°62 / varies0top
3+varies58°62 / varies1top
hdr
FallAttackRide
1+varies70°62 / varies0top
1+varies58°62 / varies1top

Melt

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Down Smash
1-40.6366°55 fixed0, 2top
5-101427°59 / 620, 1, 2, 3top

Meltobject

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Up Smash
1+0.4366°20 fixed0top
1+0.4113°60 fixed1top

Pushobject

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Forward Throw
7-8310°70 / 500push
hdr
Up Throw
12-13380°60 / 1000push

Trolley

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Side Special (DrivePartial)
1+9.543°60 / 740top
hdr
Side Special (DriveEmptyPartial)
1+775°66 / 640, 1, 2, 4top
7+775°66 / 645top
hdr
PEarLFly
1+280°70 fixed0top

Attributes

Weight & Size

Weight
96
Jostle Weight
5.8
Shield Radius
11.4

Ground Movement

Walk Speed
0.9
Walk Accel (mul)
0
Walk Accel (add)
0.9
Initial Dash
1.725
Run Speed
1.495
Run Accel (mul)
0
Run Accel (add)
0.0791
Traction
0.0675

Jumps

Jumpsquat
5
Jump Initial Y
9
Full Hop Height
18.5
Short Hop Height
10
Air Jump Height
22.5
Jump Count
2
Horizontal Jump Speed
1.2

Air Movement

Air Speed
0.91
Air Accel (add)
0.01
Air Accel (mul)
0.032
Air Friction
0.0065
Gravity
0.0875
Fall Speed
1.825

Landing Lag

Nair
6
Fair
10
Bair
11
Uair
8
Dair
18
Empty Landing
4
Heavy Landing
1

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (56 -> 45 frames).Up Smash
  • HDR replaces the animation (24 -> 60 frames).Side Special (Failed)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Down Tilt, Forward Smash, Up Smash, Forward Air, Back Air, AttackAirLwEnd, Side Special (Ride), Side Special (Failed), Down Special, Down Special (Air), Grab, Dash Grab, Pivot Grab, Up Throw, Air Grab (Tether)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Dash Attack, Forward Tilt, Neutral Air, Forward Air, Back Air, Ledge Attack, Get-Up Attack (Face Up), Get-Up Attack (Face Down)
A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frame 1+: out, but unable to collide with a fighter, so not counted as active frames.Trolley: Side Special (DriveEmptyPartial)
HDR removes this move’s hitboxes.
  • CliffEscape
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.
  • Damage comes from stuff — the engine's name for it, and there is no table for it here.Shield (Start), JustShieldOff, GuardDamage, SleepStart, SleepLoop, SleepEnd
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fire — see Projectiles & Articles below.Down Tilt
  • Damage comes from Melt — see Projectiles & Articles below.Down Smash, Passive
  • Damage comes from Trolley — see Projectiles & Articles below.Side Special (Start), Side Special (Air, Start)
  • Also spawns Fishingrod — see Projectiles & Articles below.Grab, Dash Grab, Pivot Grab, Back Throw
  • Also spawns Pushobject — see Projectiles & Articles below.Forward Throw, Up Throw
  • Damage comes from Fishingrod — see Projectiles & Articles below.Air Grab (Tether)
Other notes.
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.AttackS3Slow, AttackS3Middle, AttackS3Fast, Side Special (Drive), Side Special (Jump), Down Special (Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, SleepLoop, CliffWait
  • 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, Down Air, AttackAirLw2, AttackAirLwFall, Side Special (Turn), Up Special (Start), Up Special (Air, Start), Up Special (Air, Max), Up Special (Air, Landing), Down Special, Down Special (End), Down Special (EndUpper), Down Special (End2), Down Special (End2Upper), Down Special (Air), GuardDamage, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it in Neutral Special (3Landing), which recovers in 9 frames rather than the 11 this move would otherwise run.Neutral Special (Air, 3)
  • 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.