Daisy

96 moves46 changed by HDR50 vanillainternal daisy
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-5375°25 fixed-93160, 1, 2shoulderl, arml, handl
3-53Sakurai25 / 25-93top
hdr
Jab
2-4463°45 / 81-142210, 1, 2arml, shoulderl

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
7-101090°39 / 115-227370, 1, 2hip, kneer
11-18895°39 / 115-190, 1hip, kneer
11-18660°35 / 120-202kneer

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-89Sakurai37 / 118-206330, 1legr, kneer
6-811Sakurai39 / 110-182kneer
9-11655°30 / 118-180, 1, 2legr, kneer
hdr
Up Tilt
6-9694°50 / 85-176290waist
6-12694°50 / 85-171head
10-12694°50 / 85-130waist
hdr
Down Tilt
5-7677°47 / 98-175280legl
5-7781°47 / 98-171kneel
5-7885°47 / 98-162kneel

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
15-161545°60 / 75-2415500top
17-181545°60 / 75-220top
hdr
Forward Smash
15-181480°68 / 82-2315480, 1, 2haver
hdr
Forward Smash
15-181622°75 / 35-2715530top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
11-131590°40 / 90-2311450, 2bust, handr
11-131790°40 / 90-221handr
11-131275°40 / 111-253, 4top
14-171285°40 / 100-220, 2bust, handr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-18 (every 6)3180°20 fixed-426520top
6-18 (every 6)3180°30 fixed-421, 2top
24-256114°60 / 120-220top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-811Sakurai40 / 90053981-4, 30–0, 1, 2, 3, 4handr, armr, handl, arml, hip
9-18760°30 / 95-30, 1, 2, 3, 4handr, armr, handl, arml, hip
hdr
Forward Air
14-171542°39 / 89-21445121-8, 41–0, 1, 2shoulderl, arml
hdr
Back Air
5-71055°40 / 100-153381-4, 30–0hip
8-187Sakurai25 / 90-30hip
hdr
Up Air
7-11878°40 / 99-273381-4, 21–0, 1, 2kneel, legl
hdr
Down Air
12-132367°20 / 50-91248121-8, 46–0top
12-131367°20 / 50-101top
12-132275°45 fixed-92top
12-131275°45 fixed-103top
172367°20 / 50-90top
171367°20 / 50-101top
172275°45 fixed-92top
171275°45 fixed-103top
215280°14 / 88-80, 1top

Special Attacks

21 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛◆•‡
Neutral Special
spawns kassar118
vanilla
Neutral Special
spawns kinopiospore361
vanilla
Neutral Special
spawns kinopiospore1570
hdr↛¶
Neutral Special
1-41775°64 / 83-281410top
1-41260°64 / 94-310top
1-41075°64 / 78-321, 2top
hdr↛◆•‡
Neutral Special
18-425300°50 fixed-35185840top
18-425300°50 / 70-351top
vanilla➔•
Neutral Special
spawns kinopiospore3614
vanilla➔•
Neutral Special
spawns kinopiospore15704
hdr•‡
Side Special
no hitboxes10
hdr
Side Special
1-2400 / 01310hip
hdr
Side Special
no hitboxes25
hdr
Side Special
1-3878°60 / 75-211290top
hdr•‡
Side Special
no hitboxes15
hdr
Side Special
1-24Sakurai20 / 20-331394 / 240hip
hdr↛◆
Up Special
7-81580°70 / 75-197370top
9-29980°70 / 87-210havel
hdr
Up Special
no hitboxes21
vanilla
Up Special
no hitboxes
hdr
Up Special
7-81580°70 / 75-197370top
9-29980°70 / 87-210havel
hdr◆•
Up Special
no hitboxes14
hdr
Down Special
spawns daikon140
hdr
Down Special
no hitboxes25
hdr
Down Special
no hitboxes204

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull hdr
Grab
no hitboxes2
CatchWait hdr✕•
Grab
no hitboxes
hdr
Pummel
41.3Sakurai30 fixed-144210top
vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
10-11– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1945°48 / 831437230
1-123Sakurai40 / 1000
13-160Sakurai50 / 2000throw
hdr
Back Throw
19140°35 / 1052247250
1-193Sakurai40 / 1000
20-21270°10 / 200-230top
hdr
Up Throw
1688°72 / 702650240
1-183Sakurai40 / 1000
19-20280°20 fixed-270handr
hdr◆‡
Down Throw
15145°45 / 702737100
1-203Sakurai40 / 1000
211270°20 fixed-130top

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 4–265310
hdr
Air Dodge
intangible 4–265310
vanilla
Ledge Attack
18-20945°90 / 20-3118560top
vanilla
Get-Up Attack
14-15748°80 / 48-3014500top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
14-15748°80 / 48-3014500top
23-24748°80 / 48-210top
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
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD 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
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 hitboxes33
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes30

Other

6 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
GuardOff vanilla
Shield
no hitboxes12
hdr
AppealSpecial
spawns kinopio2550

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.

Kinopiospore

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shot
1-163.545°40 / 2100top

Attributes

Weight & Size

Weight
84
Jostle Weight
4.9
Shield Radius
10.5

Ground Movement

Walk Speed
0.904
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.69
Run Speed
1.79
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
3
Jump Initial Y
10.7357
Full Hop Height
30.03
Short Hop Height
11.5
Air Jump Height
28.03
Jump Count
3
Horizontal Jump Speed
1.65

Air Movement

Air Speed
1.055
Air Accel (add)
0.02
Air Accel (mul)
0.045
Air Friction
0.01
Gravity
0.12
Fall Speed
2.34

Landing Lag

Nair
8
Fair
12
Bair
8
Uair
8
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (52 -> 55 frames).Dash Attack
  • HDR replaces the animation (48 -> 40 frames).Forward Tilt
  • HDR replaces the animation (40 -> 45 frames).Up Tilt
  • HDR replaces the animation (54 -> 36 frames).Up Air
  • HDR replaces the animation (70 -> 21 frames).Neutral Special
  • HDR replaces the animation (70 -> 60 frames).Neutral Special (Air)
  • HDR replaces the animation (40 -> 37 frames).Up Special (Start)
  • HDR replaces the animation (16 -> 14 frames).Up Special (Air, End)
  • HDR replaces the animation (22 -> 21 frames).Pummel
  • HDR replaces the animation (55 -> 54 frames).Forward Throw
  • HDR replaces the animation (80 -> 79 frames).Down Throw
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Dash Attack, Down Tilt, Up Smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral Special, Neutral Special (Air), Side Special (Start), Side Special (End), Side Special (HitEnd), Side Special (Air, Start), Grab, 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 (Attack)
HDR removes this move’s hitboxes.
  • CatchPull, CatchWait, 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.
  • Kinopiospore is on the field for up to 16 frames (param_kinopiospore.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Kinopiospore: Shot
The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Damage comes from kassar — the engine's name for it, and there is no table for it here.Neutral Special
  • Also spawns kassar — the engine's name for it, and there is no table for it here.Neutral Special (Attack), Neutral Special (Air), Up Special (Start), Up Special (Air, Start)
  • Damage comes from daikon — the engine's name for it, and there is no table for it here.Down Special
  • Damage comes from kinopio — the engine's name for it, and there is no table for it here.AppealSpecial
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Kinopiospore — see Projectiles & Articles below.Neutral Special (Hit), Neutral Special (Turn), Neutral Special (Air, Hit), Neutral Special (Air, Turn)
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, Side Special (Start), Side Special (Air, Start), Up Special (Open), Up Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Neutral Special (Air), Neutral Special (Air, Hit), Neutral Special (Air, Turn), Down Special (Air)
  • Land cancels: touching the ground during this move ends it with 4 or 24 frames of landing lag rather than the usual special-fall landing. Which value applies depends on when you land. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply. The code names the move rather than this animation, so the figure may belong to another of its segments.Side Special (Air, End)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Up Special (Fall), 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.