Jabs
2 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 7-8 | 5 | 90° | 25 / 18 | -8 | 7 | 20 | – | 0 | top |
| 7-8 | 5 | 70° | 25 / 18 | -8 | 1, 2 | top | ||||
| hdr Jab | 9-11 | 7 | 40° | 50 / 100 | -11 | 9 | 26 | – | 0, 1, 2 | armr |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆ Dash Attack | 13-15 | 16 | 70° | 50 / 82 | -32 | 13 | 56 | – | 0 | top |
| 16-21 | 12 | 62° | 50 / 76 | -31 | 0 | top | ||||
| 22-25 | 10 | 45° | 50 / 55 | -26 | 0 | top | ||||
| 24-25 | 10 | 45° | 50 / 55 | -24 | 1 | top | ||||
| 26-28 | 10 | 45° | 50 / 55 | -22 | 0, 1 | top |
Tilt Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 10-12 | 15 | Sakurai | 20 / 90 | -14 | 10 | 35 | – | 0, 1, 2 | arml, shoulderl |
| 13-17 | 10 | Sakurai | 5 / 96 | -14 | 0, 1, 2 | arml, shoulderl | ||||
| hdr Forward Tilt | 10-12 | 15 | Sakurai | 20 / 90 | -14 | 10 | 35 | – | 0, 1, 2 | arml, shoulderl |
| 13-17 | 10 | Sakurai | 5 / 96 | -14 | 0, 1, 2 | arml, shoulderl | ||||
| hdr Forward Tilt | 10-12 | 15 | Sakurai | 20 / 90 | -14 | 10 | 35 | – | 0, 1, 2 | arml, shoulderl |
| 13-17 | 10 | Sakurai | 5 / 96 | -14 | 0, 1, 2 | arml, shoulderl | ||||
| hdr‡ Up Tilt | 11-13 | 9 | 100° | 50 / 112 | -18 | 11 | 36 | – | 0, 1 | bust, shoulderr |
| 11-13 | 11 | 100° | 50 / 112 | -16 | 2, 3 | armr | ||||
| 14-18 | 8 | 110° | 50 / 90 | -15 | 0, 1 | bust, shoulderr | ||||
| 14-18 | 10 | 110° | 50 / 90 | -14 | 2, 3 | armr | ||||
| hdr◆ Down Tilt | 10-12 | 8 | 72° | 46 / 44 | -13 | 10 | 30 | – | 0 | colonellm |
| 10-12 | 8 | 74° | 46 / 44 | -13 | 1 | armr | ||||
| 10-12 | 8 | 76° | 46 / 44 | -13 | 2 | armr | ||||
| hdr‡ Down Tilt | 7-9 | 8 | 55° | 7 / 130 | -11 | 7 | 25 | – | 0, 1, 2 | colonellm, arml |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla◆• Forward Smash | no hitboxes | – | 59 | – | – | |||||
| hdr◆‡ Forward Smash | 22-25 | 23–25.5 | Sakurai | 28 / 97 | -33 to -31 | 22 | 70 | – | 0, 1 | top |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 16-23 | 22 | 90° | 23 / 90 | -29 | 16 | 60 | – | 0 | rot |
| 16-23 | 20 | 85° | 23 / 90 | -30 | 1, 2 | rot | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 12-14 | 16 | 42° | 56 / 90 | -32 | 12 | 55 | – | 0 | handl |
| 12-14 | 14 | 42° | 56 / 90 | -33 | 1, 2 | arml, kneel | ||||
| 25-27 | 15 | 42° | 56 / 96 | -19 | 0 | handr | ||||
| 25-27 | 13 | 42° | 56 / 96 | -20 | 1, 2 | armr, kneer | ||||
Aerial Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Neutral Air | 7-10 | 12 | 51° | 35 / 80 | -2 | 7 | 37 | 10 | 1, 38– | 0, 1 | top |
| 11-23 | 10 | 51° | 35 / 80 | -3 | 0, 1 | top | |||||
| hdr‡ Forward Air | 12-15 | 12 | Sakurai | 50 / 75 | -5 | 12 | 39 | 13 | 1-3, 36– | 0, 1 | colonells, arml |
| 12-15 | 15 | Sakurai | 50 / 75 | -3 | 2 | arml | |||||
| hdr Back Air | 9-11 | 14 | Sakurai | 25 / 75 | -4 | 9 | 41 | 13 | 1-3, 29– | 0 | top |
| 9-11 | 16 | Sakurai | 25 / 85 | -3 | 1, 2 | top | |||||
| 12-20 | 11 | Sakurai | 21 / 81 | -5 | 0, 1, 2 | top | |||||
| hdr‡ Up Air | 14-20 | 17 | 80° | 45 / 82 | -1 | 14 | 46 | 12 | 1-5, 38– | 0 | head |
| hdr‡ Down Air | 11-24 | 3 | 366° | 30 / 100 | -18 | 11 | 54 | 21 | 1-9, 43– | 0 | top |
| 25-27 | 5 | 55° | 60 / 90 | -17 | 0 | top | |||||
| hdr Down Air | 1-3 | 3 | 20° | 60 / 30 | -15 | 1 | 20 | – | – | 0, 1 | top |
Special Attacks
26 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| SpecialNStart vanilla• Neutral Special | no hitboxes | – | 22 | – | – | – | |||||
| SpecialN vanilla➔• Neutral Special | spawns breath | – | – | – | – | – | |||||
| hdr‡ Neutral Special | 6-9 | 6 | 50° | 55 / 90 | -16 | 6 | 28 | – | – | 0 | top |
| hdr➔•‡ Neutral Special | spawns breath | 24 | 55 | – | – | – | |||||
| SpecialAirNStart vanilla• Neutral Special | no hitboxes | – | 22 | – | – | – | |||||
| SpecialAirN vanilla➔• Neutral Special | spawns breath | – | – | – | – | – | |||||
| hdr‡ Neutral Special | 6-9 | 6 | 50° | 55 / 90 | -16 | 6 | 28 | – | – | 0 | top |
| hdr➔•‡ Neutral Special | spawns breath | 24 | 55 | – | – | – | |||||
| hdr◆‡ Side Special | 1-16 | 5 | 70° | 60 / 30 | – | 1 | 48 | – | – | 0 | – |
| 16 | – | – | – / – | – | 0, 1 | grab | |||||
| 17-18 | 12 | 65° | 55 / 90 | -22 | 0 | top | |||||
| 17-18 | 10 | 65° | 55 / 90 | -23 | 1 | top | |||||
| hdr◆‡ Side Special | 1-16 | 5 | 70° | 60 / 30 | – | 1 | 48 | – | – | 0 | – |
| 16 | – | – | – / – | – | 0, 1 | grab | |||||
| 17-18 | 12 | 65° | 55 / 90 | -22 | 0 | top | |||||
| 17-18 | 10 | 65° | 55 / 90 | -23 | 1 | top | |||||
| hdr◆‡ Side Special | 1-12 | 5 | 70° | 60 / 30 | – | 1 | 13 | – | – | 0 | – |
| vanilla Side Special | 1-41 | 5 | 70° | 60 / 30 | – | 1 | 42 | – | – | 0 | – |
| vanilla• Side Special | 1+ | 5 | 70° | 60 / 30 | – | 1 | – | – | – | 0 | – |
| hdr•‡ Side Special | 1 | 18 | 60° | 80 / 60 | – | 1 | 33 | 5 | – | 0 | – |
| 1-32 | 5 | 70° | 60 / 30 | – | 0 | – | |||||
| hdr‡ Side Special | 1 | 15 | 45° | 60 / 75 | – | 1 | 39 | – | – | 0 | – |
| 1-38 | 3 | Sakurai | 40 / 100 | – | 0 | – | |||||
| hdr‡ Side Special | 1 | 12 | 77° | 84 / 49 | – | 1 | 34 | – | – | 0 | – |
| 1-33 | 3 | Sakurai | 40 / 100 | – | 0 | – | |||||
| hdr Side Special | 1 | 9 | 280° | 50 fixed | – | 1 | 40 | – | – | 0 | – |
| 1-18 | 3 | Sakurai | 40 / 100 | – | 0 | – | |||||
| 19-20 | 3 | 0° | 0 / 0 | -17 | 0 | head | |||||
| 19-20 | 12 | Sakurai | 80 / 50 | -12 | 1 | head | |||||
| hdr◆‡ Side Special | 1-12 | 5 | 70° | 60 / 30 | – | 1 | 13 | – | – | 0 | – |
| hdr‡• Side Special | 1 | 15 | 45° | 60 / 75 | – | 1 | 39 | 32 | – | 0 | – |
| 1-38 | 3 | Sakurai | 40 / 100 | – | 0 | – | |||||
| hdr‡• Side Special | 1 | 12 | 77° | 84 / 49 | – | 1 | 34 | 32 | – | 0 | – |
| 1-33 | 3 | Sakurai | 40 / 100 | – | 0 | – | |||||
| hdr• Side Special | 1 | 12 | 290° | 30 / 60 | – | 1 | 40 | 32 | – | 0 | – |
| 1-39 | 3 | Sakurai | 40 / 100 | – | 0 | – | |||||
| hdr Up Special | 6-8 | 12 | 65° | 80 / 80 | -67 | 6 | 82 | – | – | 0, 1 | top |
| 9-12 | 10 | 60° | 90 / 65 | -65 | 0, 1 | top | |||||
| 13-24 | 8 | 60° | 60 / 60 | -62 | 0, 1 | top | |||||
| 25-39 | 6 | 60° | 40 / 50 | -51 | 0, 1 | top | |||||
| hdr Up Special | 6 | 10 | 80° | 80 / 60 | -66 | 6 | 80 | – | – | 0 | top |
| 7 | 10 | 80° | 80 / 60 | -65 | 0 | top | |||||
| 8-47 | 0.5 | 366° | 50 fixed | -69 | 0 | top | |||||
| 48-51 | 2 | 60° | 40 / 150 | -28 | 0 | top | |||||
| hdr Down Special | 11-12 | 4 | 80° | 60 fixed | -22 | 11 | 38 | – | JC 21-30 | 0, 1 | top |
| 37 | 20 | 76° | 45 / 89 | +13 | 0 | top | |||||
| vanilla‡ Down Special | 1-2 | 11 | 76° | 60 / 72 | -46 | 1 | 56 | – | – | 0 | top |
| hdr Down Special | 31-32 | 20 | 76° | 45 / 89 | +14 | 31 | 31 | – | JC 21-30 | 0 | top |
| 33 | 20 | 76° | 45 / 89 | +16 | 0 | top | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-10 | – | – | – / – | – | – | 40 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 2 | 1.6 | Sakurai | 30 fixed | -11 | 2 | 16 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 12-14 | – | – | – / – | – | – | 47 | – | 0 | grab |
| hdr Pivot Grab | 12-14 | – | – | – / – | – | – | 42 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 12 | 42° | 60 / 80 | – | 36 | 49 | 13 | 0 | – |
| 1-48 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 12 | 45° | 60 / 74 | – | 19 | 32 | 13 | 0 | – |
| 1-31 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 2 | 80° | 50 / 189 | – | 57 | 74 | 17 | 0 | – |
| 1-20 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 21-45 (every 4) | 0.5 | 0° | 0 / 100 | -50 | 0 | top | ||||
| 49-51 | 2 | 40° | 80 fixed | -21 | 0 | top | ||||
| 57-58 | 2 | 0° | 0 / 100 | -13 | 0 | handl | ||||
| hdr Down Throw | 1 | 4 | 35° | 60 / 80 | – | 37 | 60 | 23 | 0 | – |
| 1-34 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 35-45 | 10 | 0° | 0 / 100 | -17 | 0, 1 | waist, head |
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 | 22-24 | 10 | 45° | 90 / 20 | -26 | 22 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -25 | 19 | 50 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -25 | 19 | 50 | – | 0 | top |
| 22-23 | 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 | – | 30 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| 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 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| hdr‡ Tech | no hitboxes | – | 41 | – | – | |||||
| hdr‡ Tech | no hitboxes | – | 41 | – | – | |||||
| 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 | – | 36 | – | – | |||||
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 | – | – | – | – | |||||
| 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.
Breath
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Move | 1-6 | 1.8 | 55° | 20 / 30 | 0 | top |
| 7+ | 1.8 | 55° | 20 / 30 | 0 | top | |
| hdr⇥ Max | 1-10 | 16 | 50° | 80 / 60 | 0 | top |
| 11-60 | 12 | 50° | 80 / 60 | 0 | top |
Koopag
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Attack | 5-12 | 40 | Sakurai | 80 / 40 | 0 | rot |
Attributes
Weight & Size
- Weight
- 117
- Jostle Weight
- 10
- Shield Radius
- 18.5
Ground Movement
- Walk Speed
- 0.901
- Walk Accel (mul)
- 0.032
- Walk Accel (add)
- 0.0525
- Initial Dash
- 1.625
- Run Speed
- 1.735
- Run Accel (mul)
- 0.0543
- Run Accel (add)
- 0.02
- Traction
- 0.078
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 11.7975
- Full Hop Height
- 33
- Short Hop Height
- 14.7
- Air Jump Height
- 32.61
- Jump Count
- 2
- Horizontal Jump Speed
- 1.355
Air Movement
- Air Speed
- 1.011
- Air Accel (add)
- 0.015
- Air Accel (mul)
- 0.04
- Air Friction
- 0.01
- Gravity
- 0.13
- Fall Speed
- 2.12
Landing Lag
- Nair
- 10
- Fair
- 13
- Bair
- 13
- Uair
- 12
- Dair
- 21
- Empty Landing
- 5
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (61 -> 81 frames).Dash Attack
- HDR replaces the animation (46 -> 38 frames).Down Tilt
- HDR replaces the animation (61 -> 59 frames).AttackS4Charge
- HDR replaces the animation (88 -> 99 frames).Forward Smash
- HDR replaces the animation (67 -> 55 frames).Neutral Air
- HDR replaces the animation (58 -> 68 frames).Side Special (Catch), Side Special (AirCatch)
- HDR replaces the animation (34 -> 18 frames).Side Special (Squat), Side Special (Air, Squat)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Up Tilt, AttackLw32, Forward Smash, Down Smash, Neutral Air, Forward Air, Up Air, Down Air, Neutral Special (End), Neutral Special (Max), Neutral Special (Air, End), Neutral Special (Air, Max), Side Special (Catch), Side Special (AirCatch), Side Special (Squat), Side Special (Landing), Side Special (ThrowB), Side Special (ThrowF), Side Special (Air, Squat), Side Special (Air, ThrowB), Side Special (Air, ThrowF), Down Special (Landing), Grab, Dash Grab, PassiveStandF, PassiveStandB
✕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.
- The fireball is on the field for up to 60 frames (param_breath[1].life), which is what ends the hit -- its script never does. It hits once: connecting subtracts hit_frames, which is its whole life. Touching a wall also ends it.Breath: Max
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Breath — see Projectiles & Articles below.Neutral Special, Neutral Special (Max), Neutral Special (Air), Neutral Special (Air, Max)
•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 (Start), Neutral 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, Neutral Special (Air), Side Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- HDR's charged Neutral Special, and the one of the two that fires a projectile. It is available once the fireball cooldown has run out: 900 frames (MAX_COOLDOWN, 15 seconds), reset to full on frame 4 of this move and again on every death, respawn and entry. Holding the ordinary fire breath stalls the countdown -- Bowser's counts back up while he breathes -- so breathing delays the next fireball. Training mode starts it ready, and a flame in the mouth says it is.Neutral Special (Max), Neutral Special (Air, Max)
- Land cancels: touching the ground during this move ends it with 5 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 (Landing)
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 32 frames rather than the 38 this move would otherwise run.Side Special (Air, ThrowB)
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 32 frames rather than the 33 this move would otherwise run.Side Special (Air, ThrowF)
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 32 frames rather than the 39 this move would otherwise run.Side Special (Air, ThrowLw)
- 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
Bowser