Yoshi

93 moves30 changed by HDR63 vanillainternal yoshi
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-5450°8 / 38-103180legl
3-5455°8 / 38-101kneel
3-5460°8 / 38-102footl
3-54Sakurai10 / 20-103top
hdr
Jab
3-56Sakurai25 / 100-113200, 1, 2legr, kneer, footr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
10-1211Sakurai15 / 100-2210410, 1, 2legl, hip
13-208Sakurai15 / 100-210, 1, 2legl

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-81270°40 / 80-165300, 1, 2tail1
hdr
Forward Tilt
5-81370°40 / 80-155300, 1, 2tail1
hdr
Forward Tilt
5-81170°40 / 80-165300, 1, 2tail1
hdr
Up Tilt
7-9990°36 / 100-177310, 1, 2tail2, tail1
10-147100°36 / 100-150, 1, 2tail2, tail1
hdr
Down Tilt
7-109Sakurai67 / 30-97230, 1tail1, tail2
7-101028°67 / 40-82tail3

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
14-1615.5Sakurai30 / 109-2814530top
14-1614Sakurai30 / 106-291top
hdr
Forward Smash
14-1615.5Sakurai30 / 107-2814530top
14-1614Sakurai30 / 105-291top
hdr
Forward Smash
14-1615.5Sakurai30 / 109-2814530top
14-1614Sakurai30 / 106-291top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
11-161475°38 / 104-3111520, 1footl, legl
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
7-81326°51 / 86-397560top
7-81126°46 / 82-401top
22-231326°51 / 86-240top
22-231126°44 / 82-251top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-512Sakurai20 / 105+134571-2, 38–0top
6-2510Sakurai0 / 10000top
hdr
Forward Air
16-2013Sakurai13 / 108-21644111-3, 40–0head
16-2016275°8 / 65-11head
hdr
Back Air
11-144.5366°25 / 45-4114281-5, 45–0, 1, 2tail1, tail2
17-194.5366°25 / 45-40, 1, 2tail1, tail2
25-285.560°48 / 100-30, 1, 2tail2, tail1
hdr
Up Air
51390°25 / 100053991-4, 33–0, 1tail2
6-81390°25 / 10000, 1tail2
hdr
Down Air
16-26 (every 2)2.3366°5 / 80-111657141-13, 50–0top
16-26 (every 2)1.8366°5 / 80-121, 2top
28-40 (every 2)1.9366°5 / 100-110top
28-40 (every 2)1.4366°5 / 100-121, 2top
42-432.880°55 / 179-110top
42-432.840°55 / 179-111, 2top
vanilla
Down Air
21Sakurai65 / 100-152200top

Special Attacks

16 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla‡¶
Neutral Special
19-22– / –19420, 1grab
19-22170 / 500
19– / –2grab
vanilla
Neutral Special
no hitboxes60
vanilla
Neutral Special
17Sakurai0 / 1001380
1-374Sakurai0 / 1000
vanilla‡¶
Neutral Special
19-22– / –19420, 1grab
19-22170 / 500
19– / –2grab
vanilla
Neutral Special
no hitboxes50
vanilla
Neutral Special
17Sakurai0 / 1001380
1-374Sakurai0 / 1000
hdr
Side Special
1+1080°70 / 4510top
hdr
Side Special
no hitboxes28
vanilla
Side Special
no hitboxes21
hdr
Side Special
1+1080°70 / 4510top
hdr
Side Special
no hitboxes28
vanilla➔‡
Up Special
spawns tamago1648
vanilla➔‡
Up Special
spawns tamago1648
hdr
Down Special
7480°80 fixed-167280top
271580°60 / 80+100top
SpecialLwLanding vanilla
Down Special
no hitboxes40
hdr
Down Special
191480°70 / 85+919200top
201480°70 / 85+100top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
13-20– / –480grab
13-14– / –1grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-161200head
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
16-23– / –570, 1grab
hdr
Pivot Grab
17-24– / –520, 1grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1945°55 / 661540250
1-143Sakurai40 / 1000
vanilla
Back Throw
1945°55 / 662044240
1-433Sakurai40 / 1000
vanilla
Up Throw
1590°65 / 901344310
1-123Sakurai40 / 1000
vanilla
Down Throw
1480°100 / 251844260
1-173Sakurai40 / 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 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
20-22945°90 / 20-3120580top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
20-21748°80 / 48-260top
vanilla
Get-Up Attack
14-15748°80 / 48-3214520top
24-25748°80 / 48-220top
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 hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes36
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
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
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 hitboxes6
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

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.

Star

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Move
3-12450°50 / 400top

Tamago

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Throwed
1-52880°54 / 540top
hdr
Burst
1-3880°54 / 540top

Attributes

Weight & Size

Weight
108
Jostle Weight
6.4
Shield Radius
7.7

Ground Movement

Walk Speed
1.168
Walk Accel (mul)
0.168
Walk Accel (add)
0.105
Initial Dash
1.45
Run Speed
1.696
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.0655

Jumps

Jumpsquat
5
Jump Initial Y
12.9022
Full Hop Height
36.09
Short Hop Height
14.43
Air Jump Height
51.56
Jump Count
2
Horizontal Jump Speed
1.596

Air Movement

Air Speed
1.22
Air Accel (add)
0.02
Air Accel (mul)
0.048
Air Friction
0.009
Gravity
0.094
Fall Speed
1.9

Landing Lag

Nair
7
Fair
11
Bair
8
Uair
9
Dair
14
Empty Landing
5
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (50 -> 54 frames).Forward Tilt, Forward Tilt (Up), Forward Tilt (Down)
  • HDR replaces the animation (66 -> 56 frames).Forward Smash, Forward Smash (Up), Forward Smash (Down)
  • HDR replaces the animation (60 -> 49 frames).Neutral Air
  • HDR replaces the animation (70 -> 69 frames).Forward Air
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Down Tilt, Back Air, Up Air, Neutral Special, Neutral Special (Air), Side Special (End), Side Special (Air, End), Up Special, Up Special (Air), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special, Neutral Special (Air)
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.
  • Tamago is on the field for up to 52 frames (param_tamago.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Tamago: Throwed
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Tamago — see Projectiles & Articles below.Up Special, Up 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, Neutral Special (1), Neutral Special (Air, 1), Side 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.Side Special (Loop), Side Special (Air, Loop), CatchWait, DamageFall, 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.