Jabs
2 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3-5 | 4 | 50° | 8 / 38 | -10 | 3 | 18 | – | 0 | legl |
| 3-5 | 4 | 55° | 8 / 38 | -10 | 1 | kneel | ||||
| 3-5 | 4 | 60° | 8 / 38 | -10 | 2 | footl | ||||
| 3-5 | 4 | Sakurai | 10 / 20 | -10 | 3 | top | ||||
| hdr Jab | 3-5 | 6 | Sakurai | 25 / 100 | -11 | 3 | 20 | – | 0, 1, 2 | legr, kneer, footr |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 10-12 | 11 | Sakurai | 15 / 100 | -22 | 10 | 41 | – | 0, 1, 2 | legl, hip |
| 13-20 | 8 | Sakurai | 15 / 100 | -21 | 0, 1, 2 | legl |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆ Forward Tilt | 5-8 | 12 | 70° | 40 / 80 | -16 | 5 | 30 | – | 0, 1, 2 | tail1 |
| hdr◆ Forward Tilt | 5-8 | 13 | 70° | 40 / 80 | -15 | 5 | 30 | – | 0, 1, 2 | tail1 |
| hdr◆ Forward Tilt | 5-8 | 11 | 70° | 40 / 80 | -16 | 5 | 30 | – | 0, 1, 2 | tail1 |
| hdr Up Tilt | 7-9 | 9 | 90° | 36 / 100 | -17 | 7 | 31 | – | 0, 1, 2 | tail2, tail1 |
| 10-14 | 7 | 100° | 36 / 100 | -15 | 0, 1, 2 | tail2, tail1 | ||||
| hdr‡ Down Tilt | 7-10 | 9 | Sakurai | 67 / 30 | -9 | 7 | 23 | – | 0, 1 | tail1, tail2 |
| 7-10 | 10 | 28° | 67 / 40 | -8 | 2 | tail3 |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr◆ Forward Smash | 14-16 | 15.5 | Sakurai | 30 / 109 | -28 | 14 | 53 | – | 0 | top |
| 14-16 | 14 | Sakurai | 30 / 106 | -29 | 1 | top | ||||
| hdr◆ Forward Smash | 14-16 | 15.5 | Sakurai | 30 / 107 | -28 | 14 | 53 | – | 0 | top |
| 14-16 | 14 | Sakurai | 30 / 105 | -29 | 1 | top | ||||
| hdr◆ Forward Smash | 14-16 | 15.5 | Sakurai | 30 / 109 | -28 | 14 | 53 | – | 0 | top |
| 14-16 | 14 | Sakurai | 30 / 106 | -29 | 1 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 11-16 | 14 | 75° | 38 / 104 | -31 | 11 | 52 | – | 0, 1 | footl, legl |
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 7-8 | 13 | 26° | 51 / 86 | -39 | 7 | 56 | – | 0 | top |
| 7-8 | 11 | 26° | 46 / 82 | -40 | 1 | top | ||||
| 22-23 | 13 | 26° | 51 / 86 | -24 | 0 | top | ||||
| 22-23 | 11 | 26° | 44 / 82 | -25 | 1 | top | ||||
Aerial Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆ Neutral Air | 3-5 | 12 | Sakurai | 20 / 105 | +1 | 3 | 45 | 7 | 1-2, 38– | 0 | top |
| 6-25 | 10 | Sakurai | 0 / 100 | 0 | 0 | top | |||||
| hdr◆ Forward Air | 16-20 | 13 | Sakurai | 13 / 108 | -2 | 16 | 44 | 11 | 1-3, 40– | 0 | head |
| 16-20 | 16 | 275° | 8 / 65 | -1 | 1 | head | |||||
| hdr‡ Back Air | 11-14 | 4.5 | 366° | 25 / 45 | -4 | 11 | 42 | 8 | 1-5, 45– | 0, 1, 2 | tail1, tail2 |
| 17-19 | 4.5 | 366° | 25 / 45 | -4 | 0, 1, 2 | tail1, tail2 | |||||
| 25-28 | 5.5 | 60° | 48 / 100 | -3 | 0, 1, 2 | tail2, tail1 | |||||
| hdr‡ Up Air | 5 | 13 | 90° | 25 / 100 | 0 | 5 | 39 | 9 | 1-4, 33– | 0, 1 | tail2 |
| 6-8 | 13 | 90° | 25 / 100 | 0 | 0, 1 | tail2 | |||||
| hdr Down Air | 16-26 (every 2) | 2.3 | 366° | 5 / 80 | -11 | 16 | 57 | 14 | 1-13, 50– | 0 | top |
| 16-26 (every 2) | 1.8 | 366° | 5 / 80 | -12 | 1, 2 | top | |||||
| 28-40 (every 2) | 1.9 | 366° | 5 / 100 | -11 | 0 | top | |||||
| 28-40 (every 2) | 1.4 | 366° | 5 / 100 | -12 | 1, 2 | top | |||||
| 42-43 | 2.8 | 80° | 55 / 179 | -11 | 0 | top | |||||
| 42-43 | 2.8 | 40° | 55 / 179 | -11 | 1, 2 | top | |||||
| vanilla Down Air | 2 | 1 | Sakurai | 65 / 100 | -15 | 2 | 20 | – | – | 0 | top |
Special Attacks
16 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla‡¶ Neutral Special | 19-22 | – | – | – / – | – | 19 | 42 | – | 0, 1 | grab |
| 19-22 | 1 | 0° | 70 / 50 | – | 0 | – | ||||
| 19 | – | – | – / – | – | 2 | grab | ||||
| vanilla• Neutral Special | no hitboxes | – | 60 | – | – | |||||
| vanilla Neutral Special | 1 | 7 | Sakurai | 0 / 100 | – | 1 | 38 | – | 0 | – |
| 1-37 | 4 | Sakurai | 0 / 100 | – | 0 | – | ||||
| vanilla‡¶ Neutral Special | 19-22 | – | – | – / – | – | 19 | 42 | – | 0, 1 | grab |
| 19-22 | 1 | 0° | 70 / 50 | – | 0 | – | ||||
| 19 | – | – | – / – | – | 2 | grab | ||||
| vanilla• Neutral Special | no hitboxes | – | 50 | – | – | |||||
| vanilla Neutral Special | 1 | 7 | Sakurai | 0 / 100 | – | 1 | 38 | – | 0 | – |
| 1-37 | 4 | Sakurai | 0 / 100 | – | 0 | – | ||||
| hdr• Side Special | 1+ | 10 | 80° | 70 / 45 | – | 1 | – | – | 0 | top |
| hdr‡ Side Special | no hitboxes | – | 28 | – | – | |||||
| vanilla• Side Special | no hitboxes | – | 21 | – | – | |||||
| hdr• Side Special | 1+ | 10 | 80° | 70 / 45 | – | 1 | – | – | 0 | top |
| hdr‡ Side Special | no hitboxes | – | 28 | – | – | |||||
| vanilla➔‡ Up Special | spawns tamago | 16 | 48 | – | – | |||||
| vanilla➔‡ Up Special | spawns tamago | 16 | 48 | – | – | |||||
| hdr Down Special | 7 | 4 | 80° | 80 fixed | -16 | 7 | 28 | – | 0 | top |
| 27 | 15 | 80° | 60 / 80 | +10 | 0 | top | ||||
| SpecialLwLanding vanilla Down Special | no hitboxes | – | 40 | – | – | |||||
| hdr Down Special | 19 | 14 | 80° | 70 / 85 | +9 | 19 | 20 | – | 0 | top |
| 20 | 14 | 80° | 70 / 85 | +10 | 0 | top | ||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 13-20 | – | – | – / – | – | – | 48 | – | 0 | grab |
| 13-14 | – | – | – / – | – | 1 | grab | ||||
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | head |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 16-23 | – | – | – / – | – | – | 57 | – | 0, 1 | grab |
| hdr Pivot Grab | 17-24 | – | – | – / – | – | – | 52 | – | 0, 1 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 9 | 45° | 55 / 66 | – | 15 | 40 | 25 | 0 | – |
| 1-14 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla Back Throw | 1 | 9 | 45° | 55 / 66 | – | 20 | 44 | 24 | 0 | – |
| 1-43 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla Up Throw | 1 | 5 | 90° | 65 / 90 | – | 13 | 44 | 31 | 0 | – |
| 1-12 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla Down Throw | 1 | 4 | 80° | 100 / 25 | – | 18 | 44 | 26 | 0 | – |
| 1-17 | 3 | Sakurai | 40 / 100 | – | 0 | – |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 58 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 58 | 10 | – | |||||
| vanilla Ledge Attack | 20-22 | 9 | 45° | 90 / 20 | -31 | 20 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 20-21 | 7 | 48° | 80 / 48 | -26 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -32 | 14 | 52 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| 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 | – | 33 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 38 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| 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 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 29 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 43 | – | – | |||||
| 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 | – | 30 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 6 | – | – | |||||
| vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| 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.
Star
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Move | 3-12 | 4 | 50° | 50 / 40 | 0 | top |
Tamago
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Throwed | 1-52 | 8 | 80° | 54 / 54 | 0 | top |
| hdr Burst | 1-3 | 8 | 80° | 54 / 54 | 0 | top |
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
Yoshi