Captain Falcon

99 moves44 changed by HDR55 vanillainternal captain
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-5280°20 fixed-93160, 1, 2top
3-52Sakurai25 / 10-93top
hdr
Jab
5-7380°20 fixed-105190, 1, 2top
5-73Sakurai25 / 10-103top
hdr
Jab
6-95Sakurai70 / 100-126230, 1kneer, top
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1, 2, 4, 6, 8, 10, 12, 140.6Sakurai8 / 1511shoulderr
1, 2, 4, 6, 8, 10, 12, 140.6Sakurai8 / 152top
hdr
Jab
7-8345°80 / 55-317420, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-91051°40 / 109-237380, 1top, shoulderr
10-16748°26 / 120-220, 1top, shoulderr

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-108Sakurai35 / 86-167300, 1legr, hip
7-109Sakurai35 / 86-162kneer
hdr
Forward Tilt
7-109Sakurai35 / 86-167300, 1legr, hip
7-1010Sakurai35 / 86-152kneer
hdr
Forward Tilt
7-109Sakurai35 / 86-167300, 1legr, hip
7-1010Sakurai35 / 86-152kneer
hdr◆‡
Up Tilt
14-1812285°30 / 90-1614390, 1, 2kneer, legr
14-1812Sakurai50 / 80-163, 4, 5kneer, legr
hdr
Down Tilt
9-121160°25 / 75-139310hip
9-121170°25 / 75-131legl
9-121180°25 / 75-132kneel

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
19-221943°36 / 93-2819600, 1, 2arml, shoulderl, bust
23-261143°36 / 93-280, 1, 2arml, shoulderl, bust
hdr
Forward Smash
19-222045°36 / 93-3219650, 1, 2arml, shoulderl, bust
23-261245°36 / 91-330, 1, 2arml, shoulderl, bust
hdr
Forward Smash
19-222038°36 / 93-3219650, 1, 2arml, shoulderl, bust
23-261238°36 / 91-330, 1, 2arml, shoulderl
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
22-237110°150 fixed-2222500top
22796°80 fixed-221top
22-2312367°20 fixed-192top
22-2312367°10 fixed-193top
28-291483°70 / 81-120top
28-291485°70 / 81-121top
28-291370°70 / 89-122top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
19-221428°30 / 95-2619550, 1, 2kneer, legr
29-311828°20 / 90-140, 1, 2kneer, legr

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-12682°45 fixed-274271-3, 37–0kneer
7-12680°45 fixed-21legr
7-12674°45 fixed-22hip
20-296.5Sakurai55 / 92-20, 1, 2kneel, legl, hip
hdr◆‡
Forward Air
14-161732°30 / 88-11437121-4, 34–0, 1legl
17-306Sakurai35 / 80-70, 1legl
hdr
Back Air
10-1214Sakurai27 / 100-11034101-4, 22–0arml
10-1214Sakurai0 / 100-11, 2shoulderl
13-178Sakurai27 / 100-40arml
13-178Sakurai0 / 100-41, 2shoulderl
hdr
Up Air
6-1013Sakurai30 / 860631925–0legl
6-1012Sakurai29 / 88-11kneel
11-131130°8 / 86-10legl
11-131030°8 / 86-21kneel
hdr
Down Air
16-1816270°36 / 38-41640141-3, 39–0, 1footl, kneel
16-1816290°42 / 38-42bust

Special Attacks

19 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡¶
Neutral Special
4625Sakurai93 / 59-3446960, 1, 2armr, shoulderr
hdr‡¶
Neutral Special
4028Sakurai85 / 65-3740950, 1, 2armr, shoulderr
hdr‡¶
Neutral Special
4622Sakurai93 / 59-3546960, 1, 2armr, shoulderr
hdr‡¶
Neutral Special
4025Sakurai93 / 59-3940950, 1, 2armr, shoulderr
hdr
Side Special
14-290Sakurai0 / 014761top
hdr
Side Special
41076°82 / 55-164280, 1handl, hip
5-81076°82 / 55-150handl
hdr
Side Special
19-350Sakurai0 / 01980220top
hdr
Side Special
5-610270°20 / 70-3254540arml
5-61060°60 / 80-321arml
51060°60 / 80-322arml
61060°60 / 80-312top
hdr
Up Special
14– / –14670, 1grab
14-20670 / 500
15-30– / –0grab
vanilla
Up Special
18100 / 101170
2-35Sakurai50 / 100-100rot
hdr
Up Special
11350°85 / 621290
1-288100 / 100
hdr
Up Special
14– / –1467300, 1grab
14-20670 / 500
15-30– / –0grab
hdr
Down Special
13-161552°60 / 78-1313370legr
17-231152°60 / 85-110legr
24-33746°60 / 75-70legr
vanilla
Down Special
no hitboxes33
vanilla
Down Special
no hitboxes30
SpecialLwWallEnd vanilla
Down Special
no hitboxes54
hdr
Down Special
15-1915Sakurai80 / 57-315290kneel
20-2512Sakurai80 / 4600kneel
26-339Sakurai80 / 46+40kneel
SpecialAirLwEndAir vanilla
Down Special
no hitboxes30
hdr
Down Special
2-3960°80 / 35-272360top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-101140top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –440grab
hdr
Pivot Grab
10-11– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1445°55 / 1201333200
1-103Sakurai60 / 1000
11-123.580°70 / 100-180arml
hdr
Back Throw
14132°30 / 1301343300
1-113Sakurai60 / 1000
123.5110°70 / 100-270, 1, 2kneer, hip
hdr
Up Throw
1383°65 / 1351338250
1-113Sakurai60 / 1000
12480°60 / 100-210arml
hdr
Down Throw
1762°75 / 341840220
1-393Sakurai60 / 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 4–265210
hdr
Air Dodge
intangible 4–265210
vanilla
Ledge Attack
22-241045°90 / 20-2622560top
vanilla
Get-Up Attack
14-156Sakurai80 / 48-3014500top
20-216Sakurai80 / 48-240top
vanilla
Get-Up Attack
14-15748°80 / 48-3014500top
24-25748°80 / 48-200top
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 hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes26
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 hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
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 hitboxes34

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

Attributes

Weight & Size

Weight
99
Jostle Weight
6.4
Shield Radius
11

Ground Movement

Walk Speed
0.927
Walk Accel (mul)
0.158
Walk Accel (add)
0.105
Initial Dash
2
Run Speed
2.3
Run Accel (mul)
0.15
Run Accel (add)
0.01
Traction
0.08

Jumps

Jumpsquat
4
Jump Initial Y
14.4
Full Hop Height
40.13
Short Hop Height
12.95
Air Jump Height
29.94
Jump Count
2
Horizontal Jump Speed
2.1
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
3.1

Air Movement

Air Speed
1.12
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.01
Gravity
0.13
Fall Speed
2.808

Landing Lag

Nair
7
Fair
12
Bair
10
Uair
9
Dair
14
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 46 frames).Up Tilt
  • HDR replaces the animation (84 -> 65 frames).Forward Smash, Forward Smash (Up), Forward Smash (Down)
  • HDR replaces the animation (50 -> 49 frames).Neutral Air
  • HDR replaces the animation (60 -> 59 frames).Forward Air
  • HDR replaces the animation (53 -> 33 frames).Up Air
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, Neutral Air, Forward Air, Neutral Special, Neutral Special (Turn), Neutral Special (Air), Neutral Special (Air, Turn), Side Special (Start), Side Special (End), Up Special (Throw), Down Special, Down Special (End), Down Special (Air), Down Special (Air, End)
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 (Turn), Neutral Special (Air), Neutral Special (Air, Turn)
HDR removes this move’s hitboxes.
  • CliffEscape
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, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Landing lag is 22 frames, from `param_special_s.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Side Special (Air, Start)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing.Side Special (Air, End)
  • Landing lag is 30 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.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
  • 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

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.