Wolf

97 moves38 changed by HDR59 vanillainternal wolf
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3480°20 / 53-6314–0top
3435°20 / 53-61top
3430°20 / 53-62top
3-44Sakurai15 / 20-63top
4480°20 / 53-50top
4435°20 / 53-51top
4430°20 / 53-52top
hdr
Jab
4-52Sakurai15 / 25-12420–0top
4-5220°35 / 25-121top
4-5215°50 / 25-122top
4-52Sakurai15 / 20-123top
hdr
Jab
4455°40 / 140-26435–0, 1, 2top
5455°40 / 140-250, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
11-141180°40 / 92-181138–0hip
11-141150°40 / 91-181kneel
11-1411Sakurai45 / 85-182kneel
15-18880°30 / 94-160hip
15-18850°30 / 94-161kneel
15-188Sakurai30 / 94-162kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-1012Sakurai54 / 83-18835–0, 1, 2top
hdr
Forward Tilt
8-1012Sakurai54 / 83-18835–0, 1, 2top
hdr
Forward Tilt
8-1012Sakurai54 / 83-18835–0, 1, 2top
hdr‡
Up Tilt
6-10875°35 / 115-18631–1legr
6-10980°35 / 110-182kneer
6-101085°35 / 105-173kneer
hdr
Down Tilt
5-8760°45 / 100-16527–0legr
5-8768°45 / 100-161kneer
5-8780°45 / 100-162kneer

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
17-2017Sakurai30 / 106-241753–0arml
17-2015Sakurai30 / 106-251, 2, 3arml, shoulderl, kneel
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
13-156110°70 / 15-411360–0, 1top
13-156130°72 / 15-412, 3top
20-211295°85 / 76-310, 1, 2footr, kneer, legr
22-231295°85 / 76-290, 1, 2footr, kneer, legr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
9-101445°50 / 80-27946–0shoulderr
9-101640°37 / 93-261, 2armr, handr
16-171245°50 / 80-210shoulderr
16-171440°50 / 90-201, 2armr, handr

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-712Sakurai30 / 75+154171-4, 37–0, 1, 2hip, kneel, kneer
8-248Sakurai25 / 81-10, 1, 2hip, kneel, kneer
hdr‡
Forward Air
9-12960°48 / 82-49351027–0shoulderl
9-121160°47 / 85-21, 2arml, handl
hdr‡
Back Air
7-1011Sakurai20 / 98-2732101-4, 22–0legr
7-1014Sakurai32 / 98-11, 2kneer
hdr‡
Up Air
7-111155°20 / 95-3735111-4, 32–0, 1handr, shoulderr
hdr◆‡
Down Air
13-1513270°25 / 47-31338121-4, 33–0top
13-1515270°25 / 42-21top

Special Attacks

22 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔
Neutral Special
spawns blaster, blaster_bullet253–ADC 16–
hdr➔
Neutral Special
spawns blaster, blaster_bullet246–ADC 16–
vanilla•‡
Side Special
no hitboxes–17–––
hdr‡
Side Special
1-3360°68 / 60+114––1top
hdr
Side Special
2-31834°30 / 85-31245–C 210top
vanilla•‡
Side Special
no hitboxes–17–––
hdr‡
Side Special
1-3360°68 / 60+114––1top
hdr
Side Special
2-31834°30 / 85-30244–C 210top
hdr‡•
Up Special
26-29493°50 / 10-3263427–0top
hdr‡•
Up Special
26-29493°50 / 10-3263427–0top
hdr
Up Special
2-4140°60 / 20-14219––0, 2hip, kneel
2-41367°35 / 20-141hip
2-41367°40 / 20-143kneel
5-25140°70 / 20-110, 2hip, kneel
5-251367°35 / 20-111hip
5-251367°40 / 20-113kneel
hdr‡
Up Special
4-56Sakurai55 / 120-25435––0, 1kneer
hdr•
Up Special
5-66Sakurai55 / 120-2954027–0, 1kneer
vanilla•
Up Special
no hitboxes–23–––
hdr‡
Down Special
1569°70 / 100-116–JC 40top
SpecialLwLoop vanilla•
Down Special
no hitboxes–––JC–
vanilla
Down Special
2-3550°60 / 60-12219–JC0, 1top
vanilla‡
Down Special
no hitboxes–13–JC–
hdr‡
Down Special
1569°70 / 100-116–JC 40top
SpecialAirLwLoop vanilla•
Down Special
no hitboxes–––JC–
vanilla
Down Special
2-3550°60 / 60-13220–JC0, 1top
vanilla‡
Down Special
no hitboxes–13–JC–

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla
Grab
no hitboxes–30––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
8-9––– / –––43–0grab
hdr‡
Pivot Grab
9-10––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1355°70 / 50–1132210–
1-93Sakurai60 / 100–0–
10655°140 fixed–0top
hdr‡
Back Throw
1560°70 / 58–2142210–
1-193Sakurai60 / 100–0–
202120°50 / 100–0, 1armr, top
vanilla‡
Up Throw
1280°75 / 110–2746190–
1-253Sakurai60 / 100–0–
26555°50 / 100–0hip
vanilla‡
Down Throw
18.544°50 / 65–2641150–
1-253Sakurai60 / 100–0–

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 4–26–5210–
hdr•
Air Dodge
intangible 4–26–5210–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
DamageFall vanilla
DamageFall
no hitboxes–30––
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–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
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–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–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
vanilla•‡
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–38––

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

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.

Blaster Bullet

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-35440°30 fixed0top

Attributes

Weight & Size

Weight
80
Jostle Weight
6.2
Shield Radius
8.7

Ground Movement

Walk Speed
1.3
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.9
Run Speed
1.8
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.09

Jumps

Jumpsquat
4
Jump Initial Y
11.4472
Full Hop Height
32.02
Short Hop Height
12
Air Jump Height
33
Jump Count
2
Horizontal Jump Speed
1.7
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1.2
Air Accel (add)
0.02
Air Accel (mul)
0.06
Air Friction
0.015
Gravity
0.16
Fall Speed
2.7

Landing Lag

Nair
7
Fair
10
Bair
10
Uair
11
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 50 frames).Down Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Forward Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Side Special (Start), Side Special, Side Special (Air, Start), Side Special (Air), Up Special (Hold), Up Special (Air, Hold), Up Special (Landing), Down Special (Start), Down Special (End), Down Special (Air, Start), Down Special (Air, End), Grab, Dash Grab, Pivot Grab, Back Throw, Up Throw, Down Throw, CliffJump1
✕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.
  • Blaster Bullet is on the field for up to 35 frames (param_blaster_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Blaster Bullet: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from blaster, Blaster Bullet — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
•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, Side Special (Start), Side Special (Air, Start), Up Special (Bound), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 27 frames rather than the 33 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Hold), Up Special (Air, Hold)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 27 frames rather than the 39 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Fall)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Down Special (Loop), Down Special (Air, Loop), 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.