Cloud

107 moves46 changed by HDR61 vanillainternal cloud
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
6-82.560°24 / 42-11621–0legl
6-82.582°24 / 42-111, 2, 3kneel
6-82.5Sakurai20 / 30-114top
hdr
Jab
5-73Sakurai40 / 25-12521–0legr
5-7355°35 / 25-121, 2kneer
5-7355°30 / 25-123kneer
5-72Sakurai35 / 25-124top
hdr
Jab
6-73.530°75 / 50-28638–0top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
9-111160°40 / 116-28946–0, 2, 3, 4top, haver
12-20865°40 / 116-270, 2, 3, 4top, haver

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
9-1210Sakurai20 / 111-21938–0, 3armr, haver
9-1211Sakurai20 / 111-201, 2haver
hdr‡
Up Tilt
5-10880°46 / 100-20532–0, 3shoulderr, haver
5-10980°46 / 100-201, 2haver
hdr
Down Tilt
8-11765°80 / 70-26840–0, 1, 2top
12-19670°50 / 80-220, 1, 2top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
19360°25 fixed-441967–0top
193170°10 fixed-441top
1930°10 fixed-442top
193180°10 fixed-443top
24315°80 fixed-390top
24215°50 fixed-391top
244170°10 fixed-382top
28-2913Sakurai42 / 121-290, 1, 2, 3top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
12-161183°50 / 106-331254–0claviclec
12-161383°50 / 106-321, 2, 3haver
17-18860°32 / 100-300, 1, 2, 3claviclec, haver
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
8-103170°90 fixed-38850–0top
8-103155°85 fixed-381top
8-103160°90 fixed-382top
8-103150°85 fixed-383top
21-241135°35 / 92-200top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
7-17945°40 / 70-47391032–0, 3armr, haver
7-171155°40 / 70-21, 2haver
hdr‡
Forward Air
151345°30 / 95-31548121-3, 42–0, 1, 2, 3, 4armr, handr, haver
16-181345°30 / 95-30, 1, 4armr, handr, haver
16-1814270°20 / 66-32, 3haver
hdr‡
Back Air
10-1411Sakurai20 / 111-31043111-4, 35–0, 3claviclec, haver
10-1413Sakurai20 / 111-21, 2haver
hdr
Up Air
7-91175°45 / 80-5745131-2, 33–0, 1, 2haver
10-20878°45 / 80-70, 1, 2haver
hdr‡
Down Air
12-1414270°0 / 80-41256131-5, 47–0, 1, 2haver
15-30865°80 / 55-70, 1, 2haver

Special Attacks

34 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Neutral Special
14-150Sakurai40 fixed–1450–0top
hdr➔‡
Neutral Special
spawns wave1450––
hdr➔‡
Neutral Special
14-150Sakurai40 fixed–1450–0top
hdr➔‡
Neutral Special
spawns wave1450––
hdr
Side Special
10-12380°45 fixed-211035–0, 1top
hdr
Side Special
2-43366°80 fixed-26232–0, 1top
hdr‡
Side Special
2-43366°80 fixed-47253–0, 1top
11-133366°80 fixed-380, 1top
22-23650°30 / 140-250, 1top
hdr‡
Side Special
10-125366°80 fixed-401055–0, 1top
hdr‡
Side Special
2-45366°80 fixed-39246–0, 1top
hdr‡
Side Special
3-55366°80 fixed-35343–0, 1top
9-115366°80 fixed-290, 1top
19-21950°20 / 140-170, 1top
hdr
Side Special
10-12380°45 fixed-171031–0, 1top
hdr
Side Special
2-43366°80 fixed-36242–0, 1top
hdr‡
Side Special
2-43366°80 fixed-61267–0, 1top
11-133366°80 fixed-520, 1top
22-23650°30 / 140-390, 1top
hdr‡
Side Special
10-125366°80 fixed-401055–0, 1top
hdr‡
Side Special
2-45366°80 fixed-39246–0, 1top
hdr‡
Side Special
3-55366°80 fixed-35343–0, 1top
9-115366°80 fixed-290, 1top
19-21950°20 / 140-170, 1top
hdr‡
Up Special
9-111180°80 / 70-42960–0, 1, 2, 3clavicler, haver
12-17485°100 / 5-431, 2, 3haver
hdr
Up Special
11-16 (every 1)4.545°60 / 80+41112–0, 1top
hdr•
Up Special
1-24.545°60 / 80–1–220, 1top
34.545°60 / 80–0, 1top
4+4.545°60 / 80–0, 1top
vanilla•
Up Special
no hitboxes–20––
vanilla
Up Special
1-23.564°64 / 128-18123–0top
hdr‡
Up Special
7-914.580°80 / 70-53770–0, 3clavicler, haver
7-91680°80 / 70-521, 2haver
10-19980°65 / 100-531, 2, 3haver
hdr‡
Up Special
9-111180°80 / 70-42960–0, 1, 2, 3clavicler, haver
12-17485°100 / 5-431, 2, 3haver
hdr‡
Up Special
7-914.580°80 / 70-53770–0, 3clavicler, haver
7-91680°80 / 70-521, 2haver
10-19980°65 / 100-531, 2, 3haver
SpecialLwStart vanilla•
Down Special
no hitboxes–6––
SpecialLwLoop vanilla•
Down Special
no hitboxes––––
SpecialLwEnd vanilla
Down Special
no hitboxes–8––
hdr‡
Down Special
12155°32 / 464-701285–0, 1, 2, 3, 4top, armr, haver
13155°24 / 464-690top
13-14155°24 / 464-691, 2, 3, 4armr, haver
14150°24 / 464-680top
SpecialAirLwStart vanilla•
Down Special
no hitboxes–6––
SpecialAirLwLoop vanilla•
Down Special
no hitboxes––30–
SpecialAirLwEnd vanilla
Down Special
no hitboxes–8––
vanilla‡
Down Special
no hitboxes–8––
SpecialAirLwLanding vanilla•
Down Special
no hitboxes–31––
hdr‡•
Down Special
12155°24 / 464-701285300, 1, 2, 3, 4top, armr, haver
13155°16 / 464-690top
13-14155°16 / 464-691, 2, 3, 4armr, haver
14150°16 / 464-680top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
12-13––– / –––45–0grab
hdr
Pivot Grab
13-14––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1349°48 / 125–930210–
1-63Sakurai60 / 100–0–
7-8445°60 / 120–0footl
vanilla
Back Throw
1338°48 / 110–1526110–
1-123Sakurai40 / 100–0–
13-14345°48 / 90–0footr
vanilla
Up Throw
1480°78 / 97–1541260–
1-73Sakurai40 / 100–0–
8-9250°80 / 150–0footr
13-142.550°80 / 150–0top
vanilla
Down Throw
17122°40 / 110–1832140–
1-313Sakurai40 / 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 4–26–5210–
hdr•
Air Dodge
intangible 4–26–5210–
vanilla
Ledge Attack
20-221045°90 / 20-282056–0top
vanilla
Get-Up Attack
20-21748°80 / 48-282054–0top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
20-21748°80 / 48-282054–0top
24-25748°80 / 48-240top
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––
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–27––
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––
hdr•
Ledge Jump
no hitboxes–40––

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––

Projectiles & Articles

1 article

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.

Wave

6 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Regular
1-17855°45 / 600, 1top
18-50655°45 / 600, 1top
hdr⇥
Regular_Lb
1-50655°45 / 600, 1top
hdr⇥
RegularAir
1-17855°45 / 600, 1top
18-50655°45 / 600, 1top
hdr⇥
RegularAir_Lb
1-50655°45 / 600, 1top
hdr
Hit_Lb
1-282366°40 fixed0top
29-30348°50 / 2260top
hdr
HitAir_Lb
1-282366°40 fixed0top
29-30348°50 / 2260top

Attributes

Weight & Size

Weight
101
Jostle Weight
6
Shield Radius
12.6

Ground Movement

Walk Speed
1.205
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
1.66
Run Speed
1.855
Run Accel (mul)
0.055
Run Accel (add)
0.03
Traction
0.062

Jumps

Jumpsquat
5
Jump Initial Y
11.6188
Full Hop Height
36.5
Short Hop Height
14
Air Jump Height
34
Jump Count
2
Horizontal Jump Speed
1.425
Horizontal Wall Jump Speed
1.2
Vertical Wall Jump Speed
2.1

Air Movement

Air Speed
1.01
Air Accel (add)
0.015
Air Accel (mul)
0.045
Air Friction
0.007
Gravity
0.135
Fall Speed
2.4

Landing Lag

Nair
10
Fair
12
Bair
11
Uair
13
Dair
13
Empty Landing
4
Heavy Landing
5

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Forward Tilt, Up Tilt, Up Smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral Special, Neutral Special ( Lb), Neutral Special (Air), Neutral Special (Air, Lb), Side Special (3), Side Special (1 Lb), Side Special (2 Lb), Side Special (3 Lb), Side Special (Air, 3), Side Special (Air, 1 Lb), Side Special (Air, 2 Lb), Side Special (Air, 3 Lb), Up Special, Up Special ( Lb), Up Special (Air), Up Special (Air, Lb), Down Special, Down Special (Air, JumpCancel), Down Special (Air), Grab
✕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.
  • Wave is on the field for up to 50 frames (param_wave.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Wave: Regular, Wave: Regular_Lb, Wave: RegularAir, Wave: RegularAir_Lb
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Wave — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
  • Damage comes from Wave — see Projectiles & Articles below.Neutral Special ( Lb), Neutral Special (Air, Lb)
•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, Up Special (2End), Down Special (Start), Down Special (Air, Start), Down Special (Air, Landing), 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.Up Special (2Fall), Down Special (Loop), Down Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Up Special (2Landing), which recovers in 22 frames and is the only way out of it.Up Special (2Fall)
  • Land cancels: touching the ground during this move ends it in Down Special (Air, Landing), which recovers in 30 frames and is the only way out of it. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Loop)
  • Land cancels: touching the ground during this move ends it in Down Special (Air, Landing), which recovers in 30 frames rather than the 84 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down 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

ACMD

Loading…

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.