Wario

130 moves40 changed by HDR90 vanillainternal wario
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-8376°21 / 66-125210, 1, 2top
5-83Sakurai30 / 20-123top
hdr
Jab
4-7677°40 / 97-164260, 1top, handr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Dash Attack
5-81350°45 / 99-34549C 310, 1top
9-23670°30 / 138-340, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
10-1313Sakurai20 / 106-1810380handl
10-1311Sakurai20 / 106-191arml
hdr
Forward Tilt
10-1313Sakurai20 / 106-1810380handl
10-1311Sakurai20 / 106-191arml
hdr
Forward Tilt
10-1313Sakurai20 / 106-1810380handl
10-1311Sakurai20 / 106-191arml
hdr
Up Tilt
10-121090°65 / 89-1610340waist
10-121097°65 / 89-161, 2arml, armr
13-24690°45 / 50-150waist
13-246100°30 / 50-151, 2arml, armr
hdr
Down Tilt
5-7465°35 / 45-85180, 1shoulderl, arml
5-7667°45 / 45-72, 3arml

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-1720Sakurai25 / 82-3416640, 1handl, shoulderl
18-2016Sakurai25 / 90-350, 1handl, shoulderl
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
9-111795°35 / 86-359560head
12-131395°35 / 86-340head
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr◆‡
Down Smash
10-1214275°45 / 64-2310430, 1top
10-121480°25 / 80-232top

Aerial Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-18640°25 / 100-344581-3, 45–0, 1, 2arml, armr, hip
20-35472°65 / 100-40top
hdr
Forward Air
5-71055°20 / 86052671-4, 21–0, 1hip, kneel
8-14655°20 / 80-20, 1hip, kneel
hdr◆‡
Back Air
13-1514Sakurai20 / 101-31338121-3, 24–0, 1shoulderr, armr
16-179Sakurai20 / 105-60, 1shoulderr, armr
hdr
Up Air
7970°15 / 110-4742101-3, 37–0, 1arml, armr
8-91480°45 / 94-10, 1top
hdr
Down Air
15-1712270°30 / 75-171558251-2, 55–0hip
15-1712270°30 / 45-171hip
18-431060°30 / 95-180hip
hdr
Down Air
no hitboxes451-15, 40–
hdr
Down Air
1-2260°70 / 30-151200top

Special Attacks

54 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNOpen vanilla
Neutral Special
no hitboxes6
hdr
Neutral Special
2562°70 / 4020
2+– / –0, 1grab
2+1Sakurai60 / 1000
vanilla
Neutral Special
no hitboxes26
SpecialNBiteStart vanilla
Neutral Special
no hitboxes8
hdr
Neutral Special
21-242Sakurai30 fixed210head
60-632Sakurai30 fixed0head
vanilla
Neutral Special
no hitboxes27
vanilla
Neutral Special
no hitboxes38
vanilla
Neutral Special
1713Sakurai50 / 110-4517720top
vanilla
Neutral Special
no hitboxes56
vanilla
Neutral Special
no hitboxes27
SpecialAirNOpen vanilla
Neutral Special
no hitboxes6
hdr
Neutral Special
2562°70 / 4020
2+– / –0, 1grab
2+1Sakurai60 / 1000
vanilla
Neutral Special
no hitboxes21
SpecialAirNBiteStart vanilla
Neutral Special
no hitboxes8
hdr
Neutral Special
21-242Sakurai30 fixed210head
60-632Sakurai30 fixed0head
vanilla
Neutral Special
no hitboxes27
vanilla
Neutral Special
no hitboxes38
vanilla
Neutral Special
1713Sakurai50 / 110-4517720top
vanilla
Neutral Special
no hitboxes56
vanilla
Neutral Special
no hitboxes27
SpecialSStart vanilla
Side Special
no hitboxes20
SpecialSSearch vanilla
Side Special
no hitboxes40
SpecialSRide vanilla
Side Special
no hitboxes24
SpecialSDrive vanilla
Side Special
no hitboxes
SpecialSLanding vanilla
Side Special
no hitboxes16
SpecialSWheelieStart vanilla
Side Special
no hitboxes16
SpecialSWheelie vanilla
Side Special
no hitboxes
vanilla•‡
Side Special
no hitboxes31
SpecialSBump vanilla
Side Special
no hitboxes14
SpecialSTurnStart vanilla
Side Special
no hitboxes26
SpecialSTurnLoop vanilla
Side Special
no hitboxes43
SpecialSTurnEnd vanilla
Side Special
no hitboxes26
SpecialSEscapeStart vanilla
Side Special
no hitboxes6
vanilla
Side Special
no hitboxes24
SpecialSDown vanilla
Side Special
no hitboxes21
SpecialSAppeal vanilla
Side Special
no hitboxes80
SpecialAirSStart vanilla
Side Special
no hitboxes2015
SpecialAirSSearch vanilla
Side Special
no hitboxes4015
SpecialAirSRide vanilla
Side Special
no hitboxes2415
SpecialAirSBump vanilla
Side Special
no hitboxes14
SpecialAirSDown vanilla
Side Special
no hitboxes2115
hdr
Up Special
no hitboxes6
hdr
Up Special
1-25127°70 fixed-461520, 1, 2, 3top
3-230.5115°70 fixed-460, 1top
3-230.5145°70 fixed-462, 3top
24-25465°60 / 140-230, 1, 2top
hdr
Up Special
no hitboxes6
vanilla
Down Special
16-180Sakurai0 / 116800top
vanilla
Down Special
10-111245°30 / 80-4610650top
10-111045°20 / 80-471, 2top
hdr
Down Special
8-112045°50 / 68-338550top
hdr
Down Special
12-133050°50 / 50-3212630top
14-292090°0 / 80-350top
SpecialLwLandingLr vanilla
Down Special
no hitboxes40
SpecialLwLandingFlyR vanilla
Down Special
no hitboxes30
vanilla
Down Special
16-180Sakurai0 / 116800top
vanilla
Down Special
10-111245°30 / 80-4610650top
10-111045°20 / 80-471, 2top
hdr
Down Special
8-112045°50 / 68-338550top
hdr
Down Special
12-133050°50 / 50-3212630top
14-292090°0 / 80-350top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10– / –350grab
hdr
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
hdr
Pummel
20.3Sakurai30 fixed-3280top
4-70.3Sakurai30 fixed-10top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-13– / –410grab
hdr
Pivot Grab
12-14– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1840°80 / 601648320
1-473Sakurai60 / 1000
vanilla
Back Throw
1745°80 / 604870220
1-463Sakurai60 / 1000
hdr◆‡
Up Throw
11280°95 / 214878300
1-273Sakurai60 / 1000
hdr
Down Throw
1450°55 / 653051210
1-293Sakurai60 / 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 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
18-201045°90 / 20-3018560top
vanilla
Get-Up Attack
17-18748°80 / 48-2717500top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
17-18748°80 / 48-2717500top
21-22748°80 / 48-230top
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 hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
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 hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes30

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

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.

Wariobike

7 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Side Special (Drive)
1+7Sakurai60 / 700hip
1+5Sakurai60 / 701hip
vanilla
Side Special (Wheelie)
1+580°70 / 500hip
vanilla
Side Special (WheelieStart)
3-128.370°50 / 1000hip
vanilla
Side Special (WheelieEnd)
10-121370°70 / 1050hip
vanilla
Side Special (TurnStart)
1-25745°60 / 1200top
vanilla
Side Special (TurnLoop)
1-20325°40 / 800top
vanilla
Side Special (Item)
1-23670°74 / 680

Attributes

Weight & Size

Weight
102
Jostle Weight
6.7
Shield Radius
10

Ground Movement

Walk Speed
0.85
Walk Accel (mul)
0.0735
Walk Accel (add)
0.105
Initial Dash
1.4
Run Speed
1.55
Run Accel (mul)
0.06
Run Accel (add)
0.02
Traction
0.085

Jumps

Jumpsquat
5
Jump Initial Y
10.9038
Full Hop Height
30.5
Short Hop Height
13.7
Air Jump Height
30.5
Jump Count
2
Horizontal Jump Speed
1.4

Air Movement

Air Speed
1.2
Air Accel (add)
0.03
Air Accel (mul)
0.14
Air Friction
0.04
Gravity
0.122
Fall Speed
1.93

Landing Lag

Nair
8
Fair
7
Bair
12
Uair
10
Dair
25
Empty Landing
4
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (72 -> 46 frames).Down Smash
  • HDR replaces the animation (56 -> 76 frames).Back Air
  • HDR replaces the animation (75 -> 62 frames).Down Air
  • HDR replaces the animation (31 -> 29 frames).Dair Landing
  • HDR replaces the animation (62 -> 84 frames).Up Throw
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Side Special (WheelieEnd), Down Special (Lr), Down Special (FlyR), Down Special (Air, Lr), Down Special (Air, FlyR), Grab, Forward Throw, Up Throw, Down Throw
HDR removes this move’s hitboxes.
  • CliffEscape
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 (Open), Neutral Special (BiteStart), Neutral Special (Air, Open), Neutral Special (Air, BiteStart), Side Special (Start), Side Special (Ride), Side Special (Landing), Side Special (WheelieStart), Side Special (WheelieEnd), Side Special (Bump), Side Special (TurnStart), Side Special (TurnLoop), Side Special (TurnEnd), Side Special (EscapeStart), Side Special (Escape), Side Special (Air, Start), Side Special (Air, Ride), Side Special (Air, Bump), Up Special (Start), Up Special (Air, Start), 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 (OpenWait), Neutral Special (Air, OpenWait), Side Special (Drive), Side Special (Wheelie), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Repeats while the input is held or mashed; one cycle is 39 frames. Frames shown are one cycle, so there is no fixed FAF.Neutral Special (Bite), Neutral Special (Air, Bite)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 15 frames rather than the 19 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Start)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 15 frames rather than the 39 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Search)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 15 frames rather than the 23 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Ride)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 15 frames rather than the 20 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Down)
  • 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.