Chrom

110 moves49 changed by HDR61 vanillainternal chrom
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-8764°50 / 60-14525–0, 1, 2armr, sword1

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
15-171345°30 / 100-231548–0, 1, 2armr, sword1

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
8-1111Sakurai45 / 108-24841–0, 1, 2armr, sword2
hdr‡∅
Up Tilt
79110°50 / 100-18732–0, 1sword2
8-15885°55 / 87-170, 1sword2
hdr‡
Down Tilt
8-10748°40 / 40-9823–0, 1kneer, armr
8-101184°80 / 40-62sword2
8-101188°80 / 40-63sword2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
15-1717Sakurai60 / 83-371564–0, 1, 2armr, sword2
AttackHi4Charge vanilla◆•
Up Smash
no hitboxes–60––
hdr◆∅
Up Smash
10-141480°70 / 87-251045–0, 1, 2armr, sword2
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
6-81440°40 / 90-48664–0, 1, 2, 3kneer, armr, sword1
21-231240°40 / 90-340, 1, 2, 3kneel, armr, sword1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-11478°45 / 30-474581, 31–0, 1, 2clavicler, sword2
16-23762°50 / 100-30, 1, 2clavicler, sword2
hdr◆‡∅
Forward Air
7-811Sakurai45 / 80-2734101-2, 25–0, 1, 2clavicler, sword2
9-149Sakurai20 / 80-40, 1, 2clavicler, sword2
hdr‡
Back Air
8-91542°34 / 95-3833131-2, 27–0, 1, 2armr, sword2
10-131356°38 / 95-40, 1, 2clavicler, sword2
hdr‡
Up Air
5968°60 / 90-354291-3, 38–0, 1, 2clavicler, sword2
6-9768°45 / 110-40, 1, 2clavicler, sword2
10-12783°45 / 110-40, 1, 2clavicler, sword2
hdr‡
Down Air
14-151167°30 / 78-31443111-4, 30–0armr
14-1513270°29 / 53-21, 2sword2
16-18967°30 / 78-50, 1, 2armr, sword2

Special Attacks

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–12––
SpecialNLoop vanilla•
Neutral Special
no hitboxes––––
SpecialNTurn vanilla•
Neutral Special
no hitboxes–20––
hdr‡¶
Neutral Special
6-12580°60 / 70-17628–0, 1, 2armr, sword1
hdr
Neutral Special
8-9580°60 / 70-17830–0, 1, 2armr, sword1
10-13580°60 / 70-150top
hdr
Neutral Special
8-9580°60 / 70-25838–0, 1, 2armr, sword1
10-13580°60 / 70-230top
vanilla
Neutral Special
10-1450Sakurai50 / 83+21038–0top
10-1436Sakurai50 / 70-61top
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–12––
SpecialAirNLoop vanilla•
Neutral Special
no hitboxes––––
SpecialAirNTurn vanilla•
Neutral Special
no hitboxes–20––
hdr‡¶
Neutral Special
6-125272°15 / 50-27638–0, 1, 2armr, sword1
6-125272°28 / 60-273, 4, 5armr, sword1
hdr
Neutral Special
8-95272°15 / 50-25838–0, 1, 2armr, sword1
8-135272°28 / 60-253, 4, 5armr, sword1
10-13565°60 / 70-230top
hdr
Neutral Special
8-95272°15 / 50-25838–0, 1, 2armr, sword1
8-95272°28 / 60-253, 4, 5armr, sword1
10-135272°60 / 50-230top
10-135272°48 / 60-233top
vanilla
Neutral Special
10-1450Sakurai50 / 83+21038–0top
10-1436Sakurai50 / 70-61top
SpecialS1 hdr✕◆
Side Special
no hitboxes–40––
hdr‡
Side Special
8-115Sakurai30 fixed-23836–0, 1, 2, 3shoulderr, armr, sword2
hdr‡
Side Special
12-171182°91 / 34-231244–0, 1, 2, 3top
hdr‡
Side Special
8-10353°50 / 31-24836–0top
8-10358°50 / 31-241top
8-10363°50 / 31-242top
hdr‡
Side Special
10-12910°50 fixed-221039–0top
hdr‡
Side Special
13-161255°60 / 95-341356–0, 1, 2, 3top
hdr‡
Side Special
no hitboxes–17––
SpecialAirS1 hdr✕◆
Side Special
no hitboxes–30––
hdr‡
Side Special
8-115Sakurai30 fixed-23836–0, 1, 2, 3shoulderr, armr, sword2
hdr‡
Side Special
12-171182°91 / 34-231244–0, 1, 2, 3top
hdr‡
Side Special
8-10353°50 / 31-24836–0top
8-10358°50 / 31-241top
8-10363°50 / 31-242top
hdr‡
Side Special
10-12910°50 fixed-221039–0top
hdr‡
Side Special
13-161255°60 / 95-341356–0, 1, 2, 3top
hdr‡
Side Special
no hitboxes–17––
hdr◆‡
Up Special
10-11691°150 fixed-201036–0top
10-11689°150 fixed-201top
10-11690°145 fixed-202top
10-11691°145 fixed-203top
hdr◆•
Up Special
no hitboxes–33––
hdr◆
Up Special
2-51055°70 / 90-44254–0, 1, 2sword1, hip
3-51055°70 / 90-433top
hdr◆•
Up Special
1-41.1366°50 fixed–1––0rot
5+1.1366°50 fixed–0rot
5+1.120°125 fixed–1rot
vanilla
Up Special
1-4660°70 / 115-30137–0top
hdr•
Up Special
no hitboxes–12––
hdr◆‡
Up Special
10-11691°150 fixed-201036–0top
10-11689°150 fixed-201top
10-11690°145 fixed-202top
10-11691°145 fixed-203top
hdr◆
Down Special
22-3700°0 / 0–2276–0top
hdr⊗◆‡
Down Special
3-71440°75 / 80-22335–0, 1, 2, 3shoulderr, sword2, top
hdr◆‡
Down Special
22-3100°0 / 0–2251–0top
hdr⊗◆‡
Down Special
3-71440°75 / 80-22335–0, 1, 2, 3shoulderr, sword2, top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––38–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.380°30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––42–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1545°70 / 45–1532170–
1-313Sakurai40 / 100–0–
vanilla
Back Throw
15117°70 / 45–845370–
1-443Sakurai40 / 100–0–
vanilla
Up Throw
1697°60 / 100–1339260–
1-383Sakurai40 / 100–0–
vanilla
Down Throw
1580°65 / 90–1643270–
1-423Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–5110–
hdr•
Air Dodge
intangible 4–26–5110–
vanilla
Ledge Attack
23-251045°90 / 20-252356–0top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
23-24748°80 / 48-250top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
21-22748°80 / 48-270top
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––
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––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–43––
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–41––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Attributes

Weight & Size

Weight
90
Jostle Weight
5.5
Shield Radius
12.5

Ground Movement

Walk Speed
1.218
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
1.7
Run Speed
1.9
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.07

Jumps

Jumpsquat
4
Jump Initial Y
11.44
Full Hop Height
32
Short Hop Height
14.5
Air Jump Height
29
Jump Count
2
Horizontal Jump Speed
1.55
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.5

Air Movement

Air Speed
1.11
Air Accel (add)
0.03
Air Accel (mul)
0.03
Air Friction
0.005
Gravity
0.15
Fall Speed
2.5

Landing Lag

Nair
8
Fair
10
Bair
13
Uair
9
Dair
11
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 60 frames).AttackHi4Charge
  • HDR replaces the animation (80 -> 60 frames).Up Smash
  • HDR replaces the animation (50 -> 55 frames).Neutral Air
  • HDR replaces the animation (55 -> 37 frames).Forward Air
  • HDR replaces the animation (67 -> 52 frames).Side Special (1), Side Special (Air, 1)
  • HDR replaces the animation (18 -> 42 frames).Up Special (1), Up Special (Air, 1)
  • HDR replaces the animation (47 -> 33 frames).Up Special (2)
  • HDR replaces the animation (47 -> 54 frames).Up Special (Add)
  • HDR replaces the animation (6 -> 9 frames).Up Special (3)
  • HDR replaces the animation (71 -> 98 frames).Down Special
  • HDR replaces the animation (66 -> 58 frames).Down Special (Hit)
  • HDR replaces the animation (71 -> 57 frames).Down Special (Air)
  • HDR replaces the animation (66 -> 45 frames).Down Special (Air, Hit)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (End), Neutral Special (Air, End), Side Special (2Lw), Side Special (4Hi), Side Special (3S), Side Special (3Lw), Side Special (4S), Side Special (4Lw), Side Special (Air, 2Lw), Side Special (Air, 4Hi), Side Special (Air, 3S), Side Special (Air, 3Lw), Side Special (Air, 4S), Side Special (Air, 4Lw), Up Special (1), Up Special (Air, 1), Down Special (Hit), Down Special (Air), Down Special (Air, Hit)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (End), Neutral Special (End2), Neutral Special (End3), Neutral Special (Air, End), Neutral Special (Air, End2), Neutral Special (Air, End3)
∅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 frame 6: out, but unable to collide with a fighter, so not counted as active frames.Up Tilt, Forward Air
  • Inert hitboxes on frame 9: out, but unable to collide with a fighter, so not counted as active frames.Up Smash
✕HDR removes this move’s hitboxes.
  • Side Special (1), Side Special (Air, 1), CliffEscape
⊗A counter. What it deals is a multiple of the attack it countered, so the figure in the damage column is only the floor — the multiplier and the ceiling come from the fighter’s parameters.
  • The counterattack deals 1.35x the damage of the move it counters (param_special_lw.attack_mul), never less than 14%, and at most 50% (param_special_lw.attack_max).Down Special (Hit), Down Special (Air, Hit)
•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 (Turn), Neutral Special (Air, Start), Neutral Special (Air, Turn), Up Special (2), Up Special (3Start), 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 (Loop), Neutral Special (Air, Loop), Up Special (3), 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.