Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-6 | 3 | 80° | 20 / 45 | -9 | 4 | 17 | – | 0, 1, 2 | shoulderl, arml |
| 4-6 | 3 | Sakurai | 30 / 24 | -9 | 3 | top | ||||
| hdr Jab | 4-7 | 3 | 75° | 30 fixed | -11 | 4 | 19 | – | 0, 1, 2 | shoulderr, armr |
| 4-7 | 3 | Sakurai | 30 / 24 | -11 | 3 | top | ||||
| hdr‡ Jab | 4-9 | 4 | 74° | 72 / 98 | -20 | 4 | 29 | – | 0, 1, 2, 3 | shoulderl, arml, handl |
| Attack100Start vanilla• Jab | no hitboxes | – | 4 | – | – | |||||
| hdr• Jab | 1-15 (every 2) | 0.4 | Sakurai | 16 / 10 | – | 1 | – | – | 0 | top |
| 1-15 (every 2) | 0.4 | Sakurai | 12 / 10 | – | 1 | top | ||||
| 1-15 (every 2) | 0.4 | Sakurai | 10 / 10 | – | 2, 3 | top, k_neck | ||||
| vanilla Jab | 8-9 | 1.6 | 50° | 98 / 66 | -28 | 8 | 39 | – | 0, 1, 2, 3 | top, k_head |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr• Dash Attack | 8-11 | 11 | 66° | 40 / 98 | -20 | 8 | 37 | – | JC 28 | 0 | top |
| 12-19 | 8 | 66° | 29 / 87 | -18 | 0 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆ Forward Tilt | 7-11 | 10 | Sakurai | 45 / 68 | -17 | 7 | 32 | – | 0 | k_bust |
| 7-11 | 12 | Sakurai | 45 / 68 | -16 | 1 | k_head | ||||
| vanilla‡ Forward Tilt | 7-9 | 9 | 46° | 42 / 82 | -15 | 7 | 29 | – | 0 | top |
| 7-9 | 7 | 46° | 42 / 82 | -16 | 1, 2 | top | ||||
| vanilla‡ Forward Tilt | 7-9 | 9 | 46° | 42 / 82 | -15 | 7 | 29 | – | 0 | top |
| 7-9 | 7 | 46° | 42 / 82 | -16 | 1, 2 | top | ||||
| hdr◆ Up Tilt | 6-8 | 11 | 70° | 55 / 94 | -15 | 6 | 30 | – | 0, 1 | handl, arml |
| 6 | 8 | 82° | 45 / 83 | -17 | 2 | top | ||||
| 7 | 8 | 82° | 45 / 83 | -16 | 2 | top | ||||
| 8-9 | 7 | 82° | 45 / 83 | -16 | 2 | k_wingr4 | ||||
| 9-11 | 9 | 75° | 55 / 94 | -14 | 0, 1 | handl, arml | ||||
| hdr‡ Down Tilt | 9-10 | 9 | 38° | 48 / 79 | -23 | 9 | 39 | – | 0, 1 | top |
| 9-10 | 10 | 38° | 48 / 79 | -22 | 2 | top | ||||
| 11-16 | 7 | 90° | 48 / 81 | -22 | 0, 1 | top | ||||
| 11-16 | 8 | 90° | 48 / 81 | -21 | 2 | top |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 18-21 | 16 | Sakurai | 36 / 97 | -32 | 18 | 61 | – | 0 | armr |
| 18-19 | 16 | Sakurai | 36 / 97 | -32 | 1, 2, 3 | haver | ||||
| 18 | 16 | Sakurai | 36 / 97 | -32 | 4 | haver | ||||
| 19 | 16 | Sakurai | 36 / 97 | -31 | 4 | haver | ||||
| 20-21 | 16 | Sakurai | 36 / 97 | -30 | 1, 2, 3, 4 | haver | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr◆‡ Up Smash | 10-11 | 2 | 110° | 100 fixed | -34 | 10 | 48 | – | 0 | top |
| 13-15 | 13 | 86° | 42 / 99 | -25 | 1, 2 | legl, legr | ||||
| 13-15 | 17 | 86° | 40 / 91 | -23 | 3 | footr | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 13-17 | 15 | 44° | 64 / 69 | -27 | 13 | 51 | – | 0 | top |
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆∅ Neutral Air | 8-11 | 10 | 47° | 48 / 66 | -2 | 8 | 48 | 9 | 1-5, 42– | 0, 2 | waist, handr |
| 8 | 10 | 47° | 48 / 66 | -2 | 1 | top | |||||
| 9-11 | 12 | 52° | 48 / 66 | -1 | 1 | top | |||||
| 12-28 | 7 | 47° | 48 / 66 | -4 | 0, 2 | waist, handr | |||||
| 15 | 9 | 52° | 48 / 66 | -3 | 1 | top | |||||
| 16-17 | 9 | 52° | 48 / 66 | -3 | 1 | top | |||||
| 18-19 | 9 | 52° | 48 / 66 | -3 | 1 | top | |||||
| 25 | 9 | 52° | 48 / 66 | -3 | 1 | top | |||||
| 26-28 | 9 | 52° | 48 / 66 | -3 | 1 | top | |||||
| hdr‡ Forward Air | 15-16 | 13 | 47° | 37 / 98 | -3 | 15 | 43 | 12 | 1-2, 38– | 0 | shoulderl |
| 15-17 | 15 | 47° | 37 / 98 | -2 | 1 | arml | |||||
| 17 | 13 | 47° | 37 / 98 | -3 | 0 | shoulderl | |||||
| 18-19 | 13 | 47° | 37 / 98 | -3 | 0 | shoulderl | |||||
| 18-19 | 15 | 288° | 25 / 56 | -2 | 1 | arml | |||||
| hdr‡ Back Air | 8-9 | 4 | 70° | 1 / 180 | -8 | 8 | 40 | 12 | 1-7, 37– | 0, 1 | top |
| 13-14 | 4 | 60° | 1 / 180 | -8 | 0, 1 | top | |||||
| 18-19 | 5 | 50° | 22 / 177 | -8 | 0, 1 | top | |||||
| hdr Up Air | 7-11 | 8 | 65° | 50 / 94 | -2 | 7 | 30 | 8 | 1, 30– | 0, 1, 2 | top, k_wingr3, k_wingl3 |
| 7-9 | 8 | 65° | 50 / 94 | -2 | 3, 4 | k_wingr3, k_wingl3 | |||||
| hdr Down Air | 14-16 | 14 | 270° | 23 / 50 | -9 | 14 | 57 (on hit: +12) | 18 | 1-2, 55– | 0 | top |
| 14-16 | 14 | 270° | 54 / 40 | -9 | 1 | top | |||||
| 17-45 | 10 | 76° | 67 / 63 | -11 | 0 | top |
Special Attacks
36 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔ Neutral Special | spawns bullet | 13 | 50 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 29 | – | – | – | |||||
| SpecialNWait vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla➔ Neutral Special | spawns bullet | 4 | 25 | – | – | – | |||||
| SpecialNTurn vanilla• Neutral Special | no hitboxes | – | 17 | – | – | – | |||||
| SpecialNJump vanilla• Neutral Special | no hitboxes | – | 60 | – | – | – | |||||
| SpecialNJumpAerialF1 vanilla• Neutral Special | no hitboxes | – | 45 | – | – | – | |||||
| SpecialNFall vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 8 | – | – | – | |||||
| SpecialNUpperWait vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla➔ Neutral Special | spawns bullet | 4 | 25 | – | – | – | |||||
| hdr‡¶ Neutral Special | 7-9 | 9 | 50° | 46 / 67 | -15 | 7 | 29 | – | – | 0, 2 | top |
| 7-9 | 9 | 45° | 46 / 67 | -15 | 0, 2 | top | |||||
| 7-9 | 9 | 40° | 46 / 67 | -15 | 0, 2 | top | |||||
| 7-9 | 11 | 50° | 46 / 71 | -13 | 1 | top | |||||
| 7-9 | 11 | 45° | 46 / 71 | -13 | 1 | top | |||||
| 7-9 | 11 | 40° | 46 / 71 | -13 | 1 | top | |||||
| hdr Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| vanilla➔• Neutral Special | spawns bullet | 13 | 50 | 12 | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 29 | 12 | – | – | |||||
| vanilla➔• Neutral Special | spawns bullet | 4 | 25 | 12 | – | – | |||||
| vanilla➔• Neutral Special | spawns bullet | 4 | 25 | 12 | – | – | |||||
| SpecialAirNTurn vanilla• Neutral Special | no hitboxes | – | 17 | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 8 | – | – | – | |||||
| vanilla•‡ Side Special | no hitboxes | – | 19 | – | – | – | |||||
| hdr Side Special | 1-12 | 18 | 43° | 66 / 72 | -28 | 1 | 36 | – | ShC 12 | 0, 1 | top |
| 13-36 | 13 | 43° | 56 / 63 | -18 | 0, 1 | top | |||||
| SpecialSEnd vanilla Side Special | no hitboxes | – | 30 | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 37 | – | – | – | |||||
| SpecialSWall vanilla Side Special | no hitboxes | – | 46 | – | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 49 | – | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 22 | – | – | – | |||||
| hdr◆ Side Special | 1-10 | 16 | 43° | 76 / 70 | -24 | 1 | 36 | – | – | 0, 1 | top |
| 11-36 | 10 | 43° | 66 / 57 | -17 | 0, 1 | top | |||||
| hdr Side Special | no hitboxes | – | 25 | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 15 | – | – | – | |||||
| hdr• Side Special | no hitboxes | – | 47 | 4 | C 15 | – | |||||
| hdr➔• Up Special | spawns pad | 1 | 30 | 14 | – | – | |||||
| hdr Up Special | no hitboxes | – | 29 | – | – | – | |||||
| vanilla➔ Down Special | spawns bullet | 10 | 40 | – | – | – | |||||
| SpecialLwFail vanilla Down Special | no hitboxes | – | 45 | – | – | – | |||||
| vanilla➔ Down Special | spawns bullet | 10 | 40 | – | – | – | |||||
| SpecialAirLwFail vanilla Down Special | no hitboxes | – | 45 | – | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.4 | Sakurai | 30 fixed | -18 | 1 | 22 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 10-11 | – | – | – / – | – | – | 45 | – | 0 | grab |
| hdr Pivot Grab | 11-12 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 4 | 52° | 65 / 70 | – | 11 | 34 | 23 | 0 | – |
| 1-8 | 4 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 9-10 | 6 | 64° | 82 / 34 | -19 | 0 | k_footr | ||||
| hdr Back Throw | 1 | 12 | 45° | 64 / 80 | – | 36 | 54 | 18 | 0 | – |
| 1-33 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 3 | 104° | 78 / 64 | – | 15 | 37 | 22 | 0 | – |
| 1-12 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 13-14 | 5.4 | Sakurai | 10 / 100 | -19 | 0 | top | ||||
| hdr‡ Down Throw | 1 | 6 | 75° | 60 / 80 | – | 27 | 49 | 22 | 0 | – |
| 1-26 | 3 | Sakurai | 60 / 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 | – | 53 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 53 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 10 | 45° | 90 / 20 | -24 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -29 | 19 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -27 | 0 | top | ||||
| DamageFall vanilla• DamageFall | no hitboxes | – | – | – | – | |||||
| vanilla DownBoundU | no hitboxes | – | 27 | – | – | |||||
| 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 | – | – | |||||
| vanilla DownBoundD | no hitboxes | – | 27 | – | – | |||||
| 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 | – | 33 | – | – | |||||
| 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 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 30 | – | – | |||||
| vanilla Ledge Grab | intangible 1–29 | – | 21 | – | – | |||||
| 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 | – | – | |||||
| hdr• Ledge Jump | no hitboxes | – | 56 | – | – | |||||
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 | – | 5 | – | – | |||||
| 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.
Bullet
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Missile | 1-9 | 6 | Sakurai | 25 / 40 | 0 | top |
| 10-39 | 5 | Sakurai | 25 / 40 | 0 | top | |
| 40+ | 4 | Sakurai | 40 / 20 | 0 | top | |
| hdr Bakyun | 1 | 2.4 | 86° | 72 / 62 | 0 | top |
| 2-4 | 2.4 | 86° | 72 / 62 | 0 | top | |
| 5-11 | 2.4 | Sakurai | 8 / 8 | 0 | top | |
| 12+ | 2.4 | Sakurai | 8 / 6 | 0 | top | |
| hdr BakyunW1 | 1-2 | 1.6 | 80° | 72 / 32 | 0 | top |
| 3-5 | 1.6 | Sakurai | 8 / 8 | 0 | top | |
| 6-11 | 1.6 | Sakurai | 8 / 6 | 0 | top | |
| 12+ | 1.6 | Sakurai | 8 / 4 | 0 | top | |
| vanilla BakyunW2 | 1-2 | 0.8 | 86° | 72 / 32 | 0 | top |
| 3-5 | 0.8 | Sakurai | 4 / 6 | 0 | top | |
| 6-11 | 0.8 | Sakurai | 4 / 4 | 0 | top | |
| 12+ | 0.8 | Sakurai | 4 / 2 | 0 | top |
Pad
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fall | 1-240 | 3 | 46° | 40 / 70 | 0 | top |
Attributes
Weight & Size
- Weight
- 100
- Jostle Weight
- 5.9
- Shield Radius
- 9.8
Ground Movement
- Walk Speed
- 1.1
- Walk Accel (mul)
- 0.04
- Walk Accel (add)
- 0.06
- Initial Dash
- 1.525
- Run Speed
- 1.716
- Run Accel (mul)
- 0.0832
- Run Accel (add)
- 0.02
- Traction
- 0.0595
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 10.654
- Full Hop Height
- 29.8
- Short Hop Height
- 14.3
- Air Jump Height
- 32
- Jump Count
- 3
- Horizontal Jump Speed
- 1.5
Air Movement
- Air Speed
- 0.906
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.05
- Air Friction
- 0.013
- Gravity
- 0.127
- Fall Speed
- 2.33
Landing Lag
- Nair
- 9
- Fair
- 12
- Bair
- 12
- Uair
- 8
- Dair
- 18
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (67 -> 40 frames).Forward Tilt
- HDR replaces the animation (63 -> 65 frames).Up Tilt
- HDR replaces the animation (93 -> 70 frames).Up Smash
- HDR replaces the animation (71 -> 54 frames).Neutral Air
- HDR replaces the animation (47 -> 46 frames).Side Special (Air, Dash)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 3, Forward Tilt (Up), Forward Tilt (Down), Down Tilt, Forward Smash, Up Smash, Down Smash, Forward Air, Back Air, Neutral Special (Start), Neutral Special (Attack), Neutral Special (Air, Start), Side Special (Start), Side Special (Jump), Side Special (Air, Start), Up Throw, Down Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Neutral Special (Attack)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frames 12-14, 20-24: out, but unable to collide with a fighter, so not counted as active frames.Neutral 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.
- Pad is on the field for up to 240 frames (param_pad.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pad: Fall
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Bullet — see Projectiles & Articles below.Neutral Special (Fire), Neutral Special (Fire2), Neutral Special (UpperFire), Neutral Special (Air, Fire), Neutral Special (Air, Fire2), Neutral Special (Air, Fire3)
- Damage comes from Pad — see Projectiles & Articles below.Up Special (Start)
- Damage comes from Grenade Egg, listed under Bullet as Missile — see Projectiles & Articles below.Down Special, Down 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.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Turn), Neutral Special (Jump), Neutral Special (JumpAerialF1), Neutral Special (Air, Start), Neutral Special (Air, Turn), Side Special (Start), Side Special (Jump), Side Special (Air, Start), Up Special (Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Repeats while the input is held or mashed; one cycle is 15 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- HDR ends this status after 42 frames and goes into a fall; the animation does not bound it (dash_attack_jump_cancels, fighters/buddy/src/opff.rs). Only while airborne.Dash Attack
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Wait), Neutral Special (Fall), Neutral Special (UpperWait), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it with 12 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air, Fire), Neutral Special (Air, Start), Neutral Special (Air, Fire2), Neutral Special (Air, Fire3)
- Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Side Special (Air, Wall)
- Land cancels: touching the ground during this move ends it with 14 frames of landing lag rather than the usual special-fall landing.Up Special (Start)
- 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
- FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
- 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
- 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
Banjo & Kazooie