Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 5-6 | 2 | 60° | 35 fixed | -10 | 5 | 19 | – | 0 | top |
| 5-6 | 2 | 60° | 20 fixed | -10 | 1 | top | ||||
| 5 | 3 | 60° | 20 fixed | -10 | 2 | arml | ||||
| 5-6 | 2 | Sakurai | 25 / 10 | -10 | 3 | top | ||||
| 6 | 4 | 85° | 25 / 55 | -8 | 2 | arml | ||||
| hdr Jab | 4-6 | 2 | 64° | 35 / 22 | -14 | 4 | 22 | – | 0, 1 | armr, haver |
| 4-6 | 2 | 79° | 35 / 22 | -14 | 2, 3 | haver | ||||
| 4-6 | 2 | 90° | 30 / 22 | -14 | 4 | haver | ||||
| hdr Jab | 6-7 | 4 | 50° | 35 / 150 | -20 | 6 | 31 | – | 0, 1, 2, 3, 4 | armr, haver |
| vanilla• Jab | no hitboxes | – | 10 | – | – | |||||
| vanilla• Jab | 1, 2, 6, 10 | 0.5 | Sakurai | 10 / 20 | – | 1 | – | – | 0 | top |
| vanilla Jab | 3-4 | 3 | 40° | 85 / 90 | -33 | 3 | 40 | – | 0, 1, 2 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 12-20 (every 2) | 2 | 14° | 65 fixed | -34 | 12 | 50 | – | 0 | haver |
| 12-20 (every 2) | 2 | 14° | 25 fixed | -34 | 1 | haver | ||||
| 12-20 (every 2) | 2 | 14° | 5 fixed | -34 | 2 | haver | ||||
| 23 | 3 | 60° | 40 / 160 | -23 | 0, 1, 2 | haver |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 8-10 | 10 | 45° | 35 / 85 | -17 | 8 | 33 | – | 0 | armr |
| 8-10 | 10 | 45° | 35 / 85 | -17 | 1, 2 | haver | ||||
| 8-10 | 13 | 42° | 35 / 99 | -15 | 3 | haver | ||||
| hdr‡ Up Tilt | 7-8 | 11 | 84° | 60 / 97 | -17 | 7 | 33 | – | 0 | top |
| 7-11 | 8 | 74° | 60 / 71 | -19 | 1 | armr | ||||
| 7-11 | 8 | 74° | 60 / 71 | -19 | 2, 3 | haver | ||||
| 7-11 | 11 | 84° | 60 / 97 | -17 | 5 | haver | ||||
| 9 | 8 | 74° | 60 / 71 | -17 | 6 | top | ||||
| 10 | 8 | 74° | 60 / 71 | -16 | 6 | top | ||||
| hdr‡ Down Tilt | 7-9 | 6 | Sakurai | 44 / 67 | -15 | 7 | 28 | – | 0, 1 | armr, haver |
| 7-9 | 6 | 78° | 44 / 114 | -15 | 2 | haver | ||||
| 7-9 | 9 | 78° | 44 / 114 | -14 | 3 | haver |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔ Forward Smash | 4-60 | 0.5 | 80° | 20 / 1 | -54 | 4 | 61 | – | 0 | haver |
| hdr➔‡ Forward Smash | 16-18 | 11 | 50° | 40 / 103 | -36 | 16 | 61 | – | 0 | top |
| 16-18 | 12 | 50° | 40 / 103 | -36 | 1 | top | ||||
| 16-18 | 17 | Sakurai | 45 / 107 | -20 | 2 | top | ||||
| hdr➔‡ Forward Smash | 16-18 | 11 | 50° | 40 / 103 | -36 | 16 | 61 | – | 0 | top |
| 16-18 | 12 | 50° | 40 / 103 | -36 | 1 | top | ||||
| 16-18 | 17 | Sakurai | 45 / 107 | -20 | 2 | top | ||||
| hdr➔‡ Forward Smash | 16-18 | 11 | 50° | 40 / 103 | -36 | 16 | 61 | – | 0 | top |
| 16-18 | 12 | 50° | 40 / 103 | -36 | 1 | top | ||||
| 16-18 | 17 | Sakurai | 45 / 107 | -20 | 2 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 12-16 | 13 | 93° | 50 / 90 | -33 | 12 | 55 | – | 0, 1 | top |
| 12-16 | 15 | 90° | 50 / 95 | -32 | 2 | top | ||||
| 12-16 | 10 | 95° | 75 / 80 | -35 | 3 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 13-16 | 11 | 35° | 45 / 100 | -31 | 13 | 53 | – | 0 | armr |
| 13-16 | 11 | 35° | 45 / 100 | -31 | 1, 2 | haver | ||||
| 13-16 | 14 | 35° | 45 / 100 | -30 | 3 | haver | ||||
| 13-16 | 11 | 35° | 45 / 100 | -31 | 5 | top | ||||
| 13-16 | 14 | 35° | 45 / 100 | -30 | 6 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Air | 5-14 | 7 | 60° | 41 / 101 | -5 | 5 | 40 | 10 | 1-4, 38– | 0 | armr |
| 5-14 | 7 | 60° | 41 / 101 | -5 | 1, 2 | haver | |||||
| 5-14 | 10 | 50° | 41 / 101 | -3 | 3 | haver | |||||
| 5-14 | 7 | 60° | 41 / 101 | -5 | 5, 6 | handl | |||||
| 15-20 | 5 | 60° | 31 / 110 | -6 | 0 | armr | |||||
| 15-20 | 5 | 60° | 31 / 110 | -6 | 1, 2 | haver | |||||
| 15-20 | 8 | 50° | 31 / 110 | -4 | 3 | haver | |||||
| 15-20 | 5 | 60° | 31 / 110 | -6 | 5, 6 | handl | |||||
| hdr‡ Forward Air | 9-13 | 7 | 67° | 20 / 125 | -5 | 9 | 33 | 10 | 1-3, 30– | 0 | armr |
| 9-13 | 7 | 67° | 20 / 125 | -5 | 1, 2 | haver | |||||
| 9-13 | 10 | 47° | 30 / 75 | -3 | 3 | haver | |||||
| hdr‡ Back Air | 14-15 | 13–18 | Sakurai | 40 / 82 | -5 to -3 | 14 | 43 | 14 | 1-2, 43– | 0, 1 | top |
| 16-18 | 10 | 40° | 40 / 90 | -7 | 0, 1 | top | |||||
| hdr‡ Up Air | 6-11 | 9 | 60° | 34 / 78 | -7 | 6 | 43 | 13 | 1-3, 38– | 0 | armr |
| 6-11 | 9 | 60° | 34 / 78 | -7 | 1, 2 | haver | |||||
| 6-11 | 12 | 70° | 46 / 95 | -5 | 3 | haver | |||||
| hdr‡ Down Air | 12-22 | 2 | 270° | 33 / 49 | -9 | 12 | 49 | 12 | 1-5, 38– | 0, 1 | top |
| 12-22 | 2 | 367° | 40 fixed | -9 | 2, 3 | top | |||||
| 23-25 | 5 | 71° | 22 / 122 | -8 | 0, 1 | top |
Special Attacks
30 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| SpecialNStart vanilla• Neutral Special | no hitboxes | – | 10 | – | – | – | |||||
| SpecialNHold vanilla• Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 40 | – | – | – | |||||
| hdr‡※¶ Neutral Special | 6-7 | 10–20 | 45° | 35–105 / 50–100 | -20 to -14 | 6 | 34 | – | – | 0 | havel |
| hdr‡※¶ Neutral Special | 6-7 | 10–20 | 45° | 35–105 / 50–100 | -22 to -16 | 6 | 36 | – | – | 0 | top |
| SpecialAirNStart vanilla• Neutral Special | no hitboxes | – | 10 | – | – | – | |||||
| SpecialAirNHold vanilla• Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 40 | – | – | – | |||||
| hdr‡※¶ Neutral Special | 6-7 | 10–20 | 45° | 35–105 / 50–100 | -20 to -14 | 6 | 34 | – | – | 0 | havel |
| hdr‡※¶ Neutral Special | 6-7 | 10–20 | 45° | 35–105 / 50–100 | -22 to -16 | 6 | 36 | – | – | 0 | top |
| vanilla➔ Side Special | spawns spearhand | 1 | 8 | – | – | – | |||||
| vanilla➔ Side Special | spawns spearhand | 1 | 4 | – | – | – | |||||
| hdr➔ Side Special | spawns spearhand | 1 | 38 | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 23 | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | 120 | – | – | – | |||||
| hdr Side Special | no hitboxes | – | 20 | – | ADC 14 | – | |||||
| hdr◆‡ Side Special | 3-5 | 7 | 85° | 100 / 58 | -11 | 3 | 20 | – | – | 0, 1 | kneer |
| hdr Side Special | 10-15 | 13 | 45° | 80 / 75 | -26 | 10 | 46 | – | – | 0, 1, 2 | legr, kneer |
| 16-24 | 9 | 90° | 80 / 50 | -23 | 0, 1, 2 | legr, kneer | |||||
| hdr Side Special | 6-13 | 6 | 125° | 80 / 70 | -34 | 6 | 46 | – | – | 0, 1, 2 | legr, kneer |
| 14-19 | 13 | 45° | 80 / 70 | -22 | 0, 1, 2 | legr, kneer | |||||
| 20-28 | 9 | 90° | 80 / 50 | -19 | 0, 1, 2 | legr, kneer | |||||
| SpecialSWallAttackFLanding vanilla Side Special | no hitboxes | – | 20 | – | – | – | |||||
| SpecialSWallAttackBLanding vanilla Side Special | no hitboxes | – | 20 | – | – | – | |||||
| hdr➔ Side Special | spawns spearhand | 1 | 38 | – | – | – | |||||
| hdr‡ Up Special | 13-14 | 4.5 | 75° | 100 fixed | -35 | 13 | 53 | – | – | 0 | top |
| 15-23 | 1.2 | 367° | 70 fixed | -35 | 0, 1, 2, 3, 4 | rot | |||||
| 24-28 | 3 | 68° | 60 / 156 | -25 | 0, 1, 2 | rot | |||||
| hdr‡• Up Special | 13-14 | 4.5 | 75° | 100 fixed | -26 | 13 | 53 | 30 | – | 0 | top |
| 15-23 | 1.2 | 367° | 70 fixed | -28 | 0, 1, 2, 3, 4 | rot | |||||
| 24-28 | 3 | 68° | 60 / 156 | -27 | 0, 1, 2 | rot | |||||
| vanilla‡ Down Special | no hitboxes | – | 67 | – | – | – | |||||
| hdr➔‡ Down Special | spawns waterdragon | 1 | 70 | – | – | – | |||||
| vanilla➔ Down Special | spawns waterdragon | 1 | 68 | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 67 | – | – | – | |||||
| hdr➔‡ Down Special | spawns waterdragon | 1 | 70 | – | – | – | |||||
| vanilla➔ Down Special | spawns waterdragon | 1 | 68 | – | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 10-11 | – | – | – / – | – | – | 42 | – | 0 | grab |
| hdr Pivot Grab | 11-12 | – | – | – / – | – | – | 39 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔ Forward Throw | 1 | 2 | 50° | 80 / 70 | – | 15 | 35 | 20 | 0 | – |
| 1-13 | 3 | 60° | 40 / 100 | – | 0 | – | ||||
| 14 | 5 | Sakurai | 40 / 130 | -16 | 0 | handl | ||||
| 14 | 10 | Sakurai | 40 / 110 | -13 | 1 | handl | ||||
| hdr➔‡ Back Throw | 1 | 2 | 140° | 55 / 70 | – | 11 | 23 | 12 | 0 | – |
| 1-9 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 10 | 6.5 | 30° | 40 / 120 | -7 | 0 | handl | ||||
| 10 | 12 | 30° | 40 / 100 | -4 | 1 | handl | ||||
| vanilla➔ Up Throw | 1 | 3 | 85° | 30 / 198 | – | 13 | 37 | 24 | 0 | – |
| 1-11 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 12 | 6.5 | 85° | 40 / 150 | -19 | 0 | top | ||||
| hdr➔ Down Throw | 1 | 9 | 68° | 75 / 101 | – | 27 | 50 | 23 | 0 | – |
| 1-25 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 26 | 4 | Sakurai | 40 / 150 | -19 | 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 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 19-21 | 9 | 45° | 90 / 20 | -30 | 19 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 19-20 | 7 | 48° | 80 / 48 | -29 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 19-20 | 7 | 48° | 80 / 48 | -29 | 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 | – | – | |||||
| 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 | – | 31 | – | – | |||||
| 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 | – | 44 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 32 | – | – | |||||
| 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 | – | 55 | – | – | |||||
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 | – | 5 | – | – | |||||
| vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
3 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.
Ryusensya
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Regular | 1+ | 6 | 45° | 20 / 90 | 0 | top |
| 1+ | 10 | 50° | 30 / 90 | 1 | top | |
| hdr ShotMax | 1+ | 10 | 50° | 30 / 90 | 0 | top |
Spearhand
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Side Special (Attack) | 3-4 | 7 | 50° | 25 / 100 | 0 | drag2 |
| 3-4 | 17 | 40° | 32 / 90 | 1 | drag8 | |
| hdr Side Special (Air, Attack) | 10-11 | 8 | 50° | 25 / 100 | 0 | drag2 |
| 10-11 | 17 | 40° | 32 / 90 | 1 | drag8 |
Waterdragon
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Down Special (Hit) | 26 | 20 | 80° | 90 / 60 | 0 | top |
| 26-28 | 17 | 80° | 90 / 60 | 1 | top | |
| 27-30 | 15 | 80° | 90 / 60 | 0 | top | |
| 27-28 | 15 | 80° | 90 / 60 | 2 | top | |
| 29-30 | 15 | 80° | 90 / 60 | 1 | top | |
| 29-30 | 13 | 80° | 90 / 60 | 2 | top | |
| vanilla Down Special (HitTurn) | 26-30 | 8 | 80° | 87 / 68 | 0, 1 | top |
| 27-30 | 8 | 90° | 85 / 66 | 2, 3 | top | |
| hdr Down Special (Air, Hit) | 26 | 20 | 80° | 90 / 60 | 0 | top |
| 26-28 | 17 | 80° | 90 / 60 | 1 | top | |
| 27-30 | 15 | 80° | 90 / 60 | 0 | top | |
| 27-28 | 15 | 80° | 90 / 60 | 2 | top | |
| 29-30 | 15 | 80° | 90 / 60 | 1 | top | |
| 29-30 | 13 | 80° | 90 / 60 | 2 | top | |
| vanilla Down Special (Air, HitTurn) | 26-30 | 8 | 80° | 87 / 68 | 0, 1 | top |
| 27-30 | 8 | 90° | 85 / 66 | 2, 3 | top |
Attributes
Weight & Size
- Weight
- 98
- Jostle Weight
- 5.8
- Shield Radius
- 11.8
Ground Movement
- Walk Speed
- 1.228
- Walk Accel (mul)
- 0.1575
- Walk Accel (add)
- 0
- Initial Dash
- 1.7215
- Run Speed
- 1.7215
- Run Accel (mul)
- 0.0424
- Run Accel (add)
- 0.02
- Traction
- 0.0825
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 10.6071
- Full Hop Height
- 33
- Short Hop Height
- 16
- Air Jump Height
- 31
- Jump Count
- 2
- Horizontal Jump Speed
- 1.3
Air Movement
- Air Speed
- 0.966
- Air Accel (add)
- 0.015
- Air Accel (mul)
- 0.027
- Air Friction
- 0.0053
- Gravity
- 0.1
- Fall Speed
- 2.08
Landing Lag
- Nair
- 10
- Fair
- 10
- Bair
- 14
- Uair
- 13
- Dair
- 12
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (68 -> 59 frames).Side Special (WallJump)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Fire), Neutral Special (End1), Neutral Special (End2), Neutral Special (Air, Fire), Neutral Special (Air, End1), Neutral Special (Air, End2), Side Special (WallJump), Up Special, Up Special (Air), Down Special, Down Special (Hit), Down Special (Air), Down Special (Air, Hit), Back 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 (End1), Neutral Special (End2), Neutral Special (Air, End1), Neutral Special (Air, End2)
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: size.Neutral Special (End1), Neutral Special (End2), Neutral Special (Air, End1), Neutral Special (Air, End2)
✕HDR removes this move’s hitboxes.
- CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Also spawns Spearhand — see Projectiles & Articles below.AttackS4Charge, Forward Smash, Forward Smash (Up), Forward Smash (Down), Neutral Air, Forward Throw, Back Throw
- Damage comes from Spearhand — see Projectiles & Articles below.Side Special (Jump), Side Special (JumpLanding), Side Special (Attack), Side Special (Air, Attack)
- Damage comes from Waterdragon — see Projectiles & Articles below.Down Special (Hit), Down Special (HitTurn), Down Special (Air, Hit), Down Special (Air, HitTurn)
- Also spawns Waterdragon — see Projectiles & Articles below.Up Throw, Down Throw
•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, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Hold), Neutral Special (Fire), Neutral Special (Air, Start), Neutral Special (Air, Hold), Neutral Special (Air, Fire), Side Special (Wall), 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 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
Corrin