Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-6 | 3 | 50° | 20 / 50 | -10 | 4 | 18 | – | 0 | top |
| 4-6 | 3 | 65° | 20 / 50 | -10 | 1 | top | ||||
| 4-6 | 3 | 80° | 20 / 50 | -10 | 2 | top | ||||
| 4-6 | 3 | Sakurai | 30 / 15 | -10 | 3 | top | ||||
| hdr Jab | 5-7 | 4 | 50° | 25 / 50 | -14 | 5 | 24 | – | 0 | top |
| 5-7 | 4 | 65° | 25 / 50 | -14 | 1 | top | ||||
| 5-7 | 4 | 80° | 25 / 50 | -14 | 2 | top | ||||
| 5-7 | 4 | Sakurai | 25 / 15 | -14 | 3 | top | ||||
| hdr◆ Jab | 7-11 | 5 | 60° | 45 / 135 | -23 | 7 | 35 | – | 0, 1 | trans |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Dash Attack | 13-16 | 10 | 65° | 50 / 53 | -22 | 13 | 43 | – | 0, 1 | trans |
| 13-16 | 14 | 270° | 50 / 40 | -20 | 2 | trans | ||||
| 13-16 | 14 | 65° | 50 / 40 | -20 | 3 | trans |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆ Forward Tilt | 7-13 | 7 | 74° | 30 / 100 | -18 | 7 | 31 | – | 0, 1 | wingr2, wingr4 |
| 7-13 | 7 | 76° | 30 / 100 | -18 | 2 | wingr5 | ||||
| hdr Up Tilt | 9-13 | 7 | 78° | 49 / 100 | -21 | 9 | 36 | – | 0 | top |
| 9-13 | 7 | 84° | 49 / 100 | -21 | 1, 2, 3 | top | ||||
| hdr◆ Down Tilt | 11-13 (every 1) | 9 | 30° | 50 / 44 | -12 | 11 | 30 | – | 0, 1 | top |
| 11-13 (every 1) | 7 | 30° | 39 / 49 | -13 | 2, 3 | tail2, tail1 |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla◆• Forward Smash | no hitboxes | – | 66 | – | – | |||||
| hdr◆ Forward Smash | 23-26 | 16 | 48° | 33 / 100 | -30 | 23 | 64 | – | 0 | top |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 7 | 5 | 110° | 100 fixed | -36 | 7 | 48 | – | 0 | top |
| 8-10 | 5 | 368° | 0 / 100 | -35 | 1, 2 | wingl4, wingl2 | ||||
| 8 | 5 | 280° | 32 fixed | -35 | 3 | wingl4 | ||||
| 9 | 5 | 320° | 42 fixed | -34 | 3 | wingl4 | ||||
| 10 | 5 | 368° | 0 / 100 | -33 | 0 | wingl4 | ||||
| 10 | 5 | 340° | 60 fixed | -33 | 3 | wingl4 | ||||
| 15-20 | 8 | 90° | 65 / 111 | -26 | 0, 1, 2 | wingr2, wingr4, wingr7 | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 15-16 | 14 | Sakurai | 40 / 90 | -36 | 15 | 61 | – | 0, 1, 2, 3 | top |
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 8-25 | 9 | 70° | 40 / 84 | -5 | 8 | 40 | 11 | 1-3, 36– | 0, 1 | fire, tail3 |
| 8-25 | 7 | 60° | 30 / 102 | -6 | 2, 3, 4 | tail2, tail1, hip | |||||
| hdr‡ Forward Air | 12-17 | 13 | 44° | 30 / 104 | -3 | 12 | 42 | 12 | 34– | 0 | arml |
| 12-17 | 9 | 44° | 22 / 104 | -6 | 1, 2 | arml, shoulderl | |||||
| hdr‡ Back Air | 14 | 12 | Sakurai | 10 / 117 | -6 | 14 | 47 | 14 | 1-3, 47– | 0, 1 | top |
| 14-17 | 9 | Sakurai | 10 / 117 | -8 | 2, 3, 4 | tail2, tail1, hip | |||||
| 15-17 (every 1) | 14 | Sakurai | 10 / 117 | -5 | 0 | top | |||||
| 15-17 (every 1) | 12 | Sakurai | 10 / 117 | -6 | 1 | top | |||||
| hdr◆ Up Air | 13-17 | 13 | 84° | 40 / 95 | -3 | 13 | 43 | 12 | 1-3, 41– | 0 | head |
| 13-17 | 10 | 80° | 40 / 105 | -5 | 1, 2 | neck2, neck | |||||
| hdr‡ Down Air | 14-18 | 12 | 270° | 25 / 55 | -4 | 14 | 42 | 12 | 1-3, 38– | 0, 1 | top |
Special Attacks
20 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡¶ Neutral Special | 13-32 with the water pledge | 13 | Sakurai | 40 / 100 | -47 | 13 | 70 | – | 0 | top |
| 13-32 with the water pledge | 2 | 0° | 0 / 0 | -53 | 1 | top | ||||
| 33-35 with the water pledge | 13 | Sakurai | 40 / 100 | -27 | 0 | top | ||||
| 33-35 with the water pledge | 11 | Sakurai | 40 / 100 | -28 | 0 | top | ||||
| 33-35 with the water pledge | 2 | 0° | 0 / 0 | -33 | 1 | top | ||||
| 33-35 with the water pledge | 2 | 0° | 0 / 0 | -33 | 1 | top | ||||
| 36-38 with the water pledge | 11 | Sakurai | 40 / 100 | -25 | 0 | top | ||||
| 36-38 with the water pledge | 7 | Sakurai | 40 / 100 | -28 | 0 | top | ||||
| 36-38 with the water pledge | 1 | 0° | 0 / 0 | -31 | 1 | top | ||||
| 36-38 with the water pledge | 1 | 0° | 0 / 0 | -31 | 1 | top | ||||
| 39 with the water pledge | 11 | Sakurai | 40 / 100 | -22 | 0 | top | ||||
| 39-41 with the water pledge | 11 | Sakurai | 40 / 100 | -22 | 0 | top | ||||
| 39-41 with the water pledge | 7 | Sakurai | 40 / 100 | -25 | 0 | top | ||||
| 39 with the water pledge | 2 | 0° | 0 / 0 | -27 | 1 | top | ||||
| 39-41 with the water pledge | 1 | 0° | 0 / 0 | -28 | 1 | top | ||||
| 39-41 with the water pledge | 1 | 0° | 0 / 0 | -28 | 1 | top | ||||
| 33-35 without the water pledge | 2 | 366° | 40 fixed | -33 | 0 | top | ||||
| 36-38 without the water pledge | 2 | 366° | 40 fixed | -30 | 0 | top | ||||
| 39 without the water pledge | 2 | 366° | 40 fixed | -27 | 0 | top | ||||
| 39-41 without the water pledge | 11 | Sakurai | 60 / 100 | -22 | 0 | top | ||||
| SpecialN vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialNEnd vanilla Neutral Special | no hitboxes | – | 28 | – | – | |||||
| hdr◆‡¶ Neutral Special | 13-32 with the water pledge | 13 | Sakurai | 40 / 100 | -47 | 13 | 70 | – | 0 | top |
| 13-32 with the water pledge | 2 | 0° | 0 / 0 | -53 | 1 | top | ||||
| 33-35 with the water pledge | 13 | Sakurai | 40 / 100 | -27 | 0 | top | ||||
| 33-35 with the water pledge | 11 | Sakurai | 40 / 100 | -28 | 0 | top | ||||
| 33-35 with the water pledge | 2 | 0° | 0 / 0 | -33 | 1 | top | ||||
| 33-35 with the water pledge | 2 | 0° | 0 / 0 | -33 | 1 | top | ||||
| 36-38 with the water pledge | 11 | Sakurai | 40 / 100 | -25 | 0 | top | ||||
| 36-38 with the water pledge | 7 | Sakurai | 40 / 100 | -28 | 0 | top | ||||
| 36-38 with the water pledge | 1 | 0° | 0 / 0 | -31 | 1 | top | ||||
| 36-38 with the water pledge | 1 | 0° | 0 / 0 | -31 | 1 | top | ||||
| 39 with the water pledge | 11 | Sakurai | 40 / 100 | -22 | 0 | top | ||||
| 39-41 with the water pledge | 11 | Sakurai | 40 / 100 | -22 | 0 | top | ||||
| 39-41 with the water pledge | 7 | Sakurai | 40 / 100 | -25 | 0 | top | ||||
| 39 with the water pledge | 2 | 0° | 0 / 0 | -27 | 1 | top | ||||
| 39-41 with the water pledge | 1 | 0° | 0 / 0 | -28 | 1 | top | ||||
| 39-41 with the water pledge | 1 | 0° | 0 / 0 | -28 | 1 | top | ||||
| 33-35 without the water pledge | 2 | 366° | 40 fixed | -33 | 0 | top | ||||
| 36-38 without the water pledge | 2 | 366° | 40 fixed | -30 | 0 | top | ||||
| 39 without the water pledge | 2 | 366° | 40 fixed | -27 | 0 | top | ||||
| 39-41 without the water pledge | 11 | Sakurai | 60 / 100 | -22 | 0 | top | ||||
| SpecialAirN vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNEnd vanilla Neutral Special | no hitboxes | – | 28 | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 20 | – | – | |||||
| hdr Side Special | 1-7 | 21 | Sakurai | 50 / 70 | -15 | 1 | 30 | – | 0, 1 | neck, top |
| 8-29 | 14 | Sakurai | 50 / 82 | -12 | 0, 1 | neck, top | ||||
| hdr‡ Side Special | no hitboxes | – | 31 | – | – | |||||
| SpecialSBlown vanilla Side Special | no hitboxes | – | 60 | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 20 | – | – | |||||
| hdr Side Special | 1-7 | 21 | Sakurai | 50 / 70 | -15 | 1 | 30 | – | 0, 1 | neck, top |
| 8-29 | 14 | Sakurai | 50 / 82 | -12 | 0, 1 | neck, top | ||||
| hdr‡ Side Special | no hitboxes | – | 37 | – | – | |||||
| SpecialAirSBlown vanilla Side Special | no hitboxes | – | 60 | – | – | |||||
| hdr◆ Up Special | 9-10 | 5 | 100° | 120 fixed | -51 | 9 | 65 | – | 0 | top |
| 9-10 | 5 | 70° | 80 fixed | -51 | 1 | top | ||||
| 9-10 | 5 | 65° | 115 fixed | -51 | 2 | top | ||||
| 16-32 | 14 | 75° | 45 / 83 | -39 | 0, 1, 2, 3 | top | ||||
| hdr◆• Up Special | 9-10 | 5 | 100° | 120 fixed | -26 | 9 | 65 | 30 | 0 | top |
| 9-10 | 5 | 70° | 80 fixed | -26 | 1 | top | ||||
| 9-10 | 5 | 65° | 115 fixed | -26 | 2 | top | ||||
| 16-32 | 14 | 75° | 45 / 83 | -21 | 0, 1, 2, 3 | top | ||||
| hdr• Down Special | no hitboxes | – | 12 | – | – | |||||
| SpecialLwOut vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
| hdr• Down Special | no hitboxes | – | 12 | – | – | |||||
| SpecialAirLwOut vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-10 | – | – | – / – | – | – | 39 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 2 | 1.6 | Sakurai | 40 fixed | -20 | 2 | 25 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 11-13 | – | – | – / – | – | – | 45 | – | 0 | grab |
| hdr Pivot Grab | 12-14 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 10 | 40° | 47 / 53 | – | 17 | 42 | 25 | 0 | – |
| 1-41 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 12 | 42° | 62 / 77 | – | 26 | 48 | 22 | 0 | – |
| 1-47 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 3 | 80° | 80 / 185 | – | 58 | 80 | 22 | 0 | – |
| 1-51 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 52-58 | 10 | Sakurai | 60 / 100 | -20 | 0 | top | ||||
| hdr‡※ Down Throw | 1 | varies | varies | varies / varies | – | 42 | 62 | 20 | 0 | – |
| 1-13 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 14-38 | 1 | Sakurai | 0 / 100 | -45 | 0 | top |
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 | 24-26 | 10 | 45° | 90 / 20 | -24 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -27 | 17 | 50 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 18-19 | 7 | 48° | 80 / 48 | -26 | 18 | 50 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -21 | 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 | – | 31 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| 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 | – | 27 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 31 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| 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 | – | 50 | – | – | |||||
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.
Breath
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Move | 1-4 | 2 | 45° | 30 / 50 | 0 | top |
| 5-7 | 1.3 | 58° | 15 / 30 | 0 | top | |
| 8-16 | 1 | 58° | 15 / 30 | 0 | top |
Explosion
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Start | 1-3 | 17 | 50° | 60 / 77 | 0, 1 | top |
Attributes
Weight & Size
- Weight
- 110
- Jostle Weight
- 7.6
- Shield Radius
- 15
Ground Movement
- Walk Speed
- 0.75
- Walk Accel (mul)
- 0.08
- Walk Accel (add)
- 0.02
- Initial Dash
- 1.5
- Run Speed
- 2.09
- Run Accel (mul)
- 0.1059
- Run Accel (add)
- 0.02
- Traction
- 0.0875
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 11.44
- Full Hop Height
- 34
- Short Hop Height
- 15.5
- Air Jump Height
- 36
- Jump Count
- 3
- Horizontal Jump Speed
- 1.5
Air Movement
- Air Speed
- 1.09
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.04
- Air Friction
- 0.012
- Gravity
- 0.092
- Fall Speed
- 1.85
Landing Lag
- Nair
- 11
- Fair
- 12
- Bair
- 14
- Uair
- 12
- Dair
- 12
- Empty Landing
- 5
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (70 -> 63 frames).Jab 3
- HDR replaces the animation (63 -> 60 frames).Dash Attack
- HDR replaces the animation (50 -> 70 frames).Forward Tilt
- HDR replaces the animation (43 -> 50 frames).Down Tilt
- HDR replaces the animation (61 -> 66 frames).AttackS4Charge
- HDR replaces the animation (70 -> 72 frames).Forward Smash
- HDR replaces the animation (60 -> 61 frames).Up Air
- HDR replaces the animation (18 -> 65 frames).Neutral Special (Start), Neutral Special (Air, Start)
- HDR replaces the animation (66 -> 65 frames).Up Special, Up Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Up Smash, Forward Air, Back Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (End), Side Special (Air, Start), Side Special (Air, End), Grab, Forward 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 (Start), Neutral Special (Air, Start)
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: angle, bkb, damage, fkb, kbg.Down Throw
✕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.
- Breath is on the field for up to 16 frames (param_breath.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Breath: Move
- Explosion is on the field for up to 3 frames (param_explosion.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Explosion: Start
•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, Side Special (Start), Side Special (Air, Start), Down Special (In), Down Special (Air, In), 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), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- 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)
- 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
Charizard