Toon Link

98 moves22 changed by HDR76 vanillainternal toonlink
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5-6265°30 fixed-10519–0top
5-6275°27 fixed-101top
5-6285°24 fixed-102, 3top
5-62Sakurai30 / 15-104top
hdr
Jab
6-7365°30 fixed-7617–0top
6-7375°27 fixed-71top
6-7385°24 fixed-72, 3top
6-73Sakurai30 / 15-74top
hdr
Jab
6-7430°75 / 70-23634–0top
6-7430°70 / 70-231top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
7-10863°39 / 105-24738–0, 1, 2shoulderl, sword2

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
9-121140°25 / 100-12930–0, 1, 2shoulderl, sword2
hdr
Up Tilt
8-13995°40 / 95-15830–0, 1, 2shoulderl, sword2
hdr
Down Tilt
9-10975°65 / 65-9925–0, 1, 2shoulderl, arml, sword2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
16-191640°25 / 105-271654–0, 1, 2arml, sword2
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
11-151496°43 / 100-271148–0, 1, 2arml, sword2
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
9-101230°55 / 89-33951–0, 1, 2arml, sword2
17-181330°55 / 89-240, 1, 2arml, sword2

Aerial Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-810.550°20 / 100064271-3, 42–0, 1, 2, 3sword2, arml, clavicler
13-15935°20 / 100-10, 1, 2, 3sword2, arml, clavicler
hdr‡
Forward Air
12-1513Sakurai35 / 980123891-3, 31–0, 1, 2shoulderl, sword2
hdr‡
Back Air
5-11967°25 / 105-1531724–0, 1, 2shoulderl, sword2
hdr‡
Up Air
6-161.5365°30 / 40-9642111-3, 29–0, 1, 2arml, sword2
17-22880°40 / 126-50, 1, 2arml, sword2
hdr
Down Air
17-2516268°16 / 58-121780221-5, 65–0top
26-641450°40 / 98-130top
vanilla
Down Air
100°58 fixed–135––0top
100°35 fixed–1top
1530°20 / 100-292sword2
hdr↛
Air Grab (Tether)
11-20660°40 / 100-10117415–0throw

Special Attacks

18 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔•
Neutral Special
spawns bow, bowarrow160––
SpecialN vanilla•
Neutral Special
no hitboxes––––
SpecialNEnd vanilla
Neutral Special
no hitboxes–23––
vanilla➔•
Neutral Special
spawns bow, bowarrow160––
SpecialAirN vanilla•
Neutral Special
no hitboxes––––
SpecialAirNEnd vanilla
Neutral Special
no hitboxes–23––
vanilla➔
Side Special
spawns boomerang446––
SpecialS1Blank vanilla
Side Special
no hitboxes–46––
vanilla
Side Special
no hitboxes–10––
vanilla➔
Side Special
spawns boomerang446––
SpecialAirS1Blank vanilla
Side Special
no hitboxes–46––
vanilla
Side Special
no hitboxes–10––
vanilla•‡
Up Special
no hitboxes–4––
SpecialHiHold vanilla•
Up Special
no hitboxes––––
vanilla‡
Up Special
4-121180°50 fixed-69476–0, 3, 4sword2
4-12180°10 fixed-691top
4-441355°10 fixed-692top
13-441180°30 fixed-600sword2
13-44180°10 fixed-601top
13-441180°40 fixed-603, 4sword2
46348°70 / 180-260top
hdr‡
Up Special
8-10488°90 fixed-69882–0top
8-10474°83 fixed-691top
12-13250°90 fixed-660top
16-18288°85 fixed-620top
16-18295°65 fixed-621top
19-20240°88 fixed-590top
22-24260°60 fixed-560top
22-24295°70 fixed-561top
22-24295°65 fixed-562top
27-28230°80 fixed-510top
31-33265°52 fixed-470top
31-332120°20 fixed-471top
31-33295°65 fixed-472top
35-37218°85 fixed-430top
35-37218°80 fixed-431top
40-42445°40 / 186-370top
43-44445°40 / 186-340top
vanilla
Down Special
no hitboxes–37––
vanilla
Down Special
no hitboxes–37––

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla↛
Grab
12-18––– / ––653–0grab
12-13––– / ––1, 2grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai0 / 100–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
vanilla↛
Dash Grab
14-20––– / ––761–0grab
14-15––– / ––1, 2grab
vanilla↛
Pivot Grab
15-21––– / ––656–0grab
15-16––– / ––1, 2grab
AirCatchLanding hdr✕
Air Grab (Tether)
no hitboxes–16––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
vanilla•
Air Grab (Tether)
no hitboxes–61––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–10––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1445°60 / 110–1441270–
1-113Sakurai40 / 100–0–
12-13345°30 / 180–0top
hdr
Back Throw
110130°60 / 100–1846280–
1-173Sakurai40 / 100–0–
vanilla
Up Throw
1292°25 / 220–2850220–
1-263Sakurai40 / 100–0–
27-29520°50 / 130–0sword2
27-29420°50 / 130–1sword2
vanilla
Down Throw
14110°60 / 110–2450260–
1-213Sakurai40 / 100–0–
22-233Sakurai60 / 150–0top

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 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
21-23945°90 / 20-282156–0top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
21-22748°80 / 48-230top
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–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
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–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
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–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–29––

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––

Projectiles & Articles

2 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.

Boomerang

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
1-9870°50 / 500top
10-147565°50 / 500top
vanilla⇥
Turn
1-147360°70 fixed0top

Bowarrow

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥⊕
Fly
1-604–12Sakurai8 / 500top

Attributes

Weight & Size

Weight
85
Jostle Weight
5.3
Shield Radius
9.7

Ground Movement

Walk Speed
1.248
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
1.675
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.078

Jumps

Jumpsquat
4
Jump Initial Y
12.0835
Full Hop Height
33.8
Short Hop Height
14.32
Air Jump Height
25
Jump Count
3
Horizontal Jump Speed
1.3

Air Movement

Air Speed
1.035
Air Accel (add)
0.02
Air Accel (mul)
0.05
Air Friction
0.005
Gravity
0.11
Fall Speed
2.06

Landing Lag

Nair
7
Fair
9
Bair
7
Uair
11
Dair
22
Empty Landing
4
Heavy Landing
4

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Forward Tilt, Up Smash, Down Smash, Forward Air, Back Air, Up Air, Up Special (Start), Up Special, Up Special (Air)
✕HDR removes this move’s hitboxes.
  • CliffEscape, AirCatchLanding
⇥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.
  • Boomerang is on the field for up to 147 frames (param_boomerang.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Boomerang: Fly, Boomerang: Turn
  • Bowarrow is on the field for up to 60 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
⊕Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • The arrow deals 4–12%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power_min, param_bowarrow.power_max). Charging the bow is what raises it.Bowarrow: Fly
↛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 hookshot, hookshothand — the engine's name for it, and there is no table for it here.Grab, Dash Grab, Pivot Grab, Air Grab (Tether)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from bow, Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Damage comes from Boomerang — see Projectiles & Articles below.Side Special (1), Side 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 (Start), Neutral Special (Air, Start), Up Special (Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special, Neutral Special (Air), Up Special (Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • 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

Loading…

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.