Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 4-5 | 3 | 74° | 20 / 60 | -11 | 4 | 19 | – | 0, 1, 2 | armr, bowr |
| 4-5 | 3 | Sakurai | 30 / 15 | -11 | 3, 4, 5 | armr, bowr | ||||
| hdr‡ Jab | 3-4 | 3 | 80° | 20 / 60 | -12 | 3 | 19 | – | 0, 1, 2 | arml, bowl |
| 3-4 | 3 | Sakurai | 30 / 15 | -12 | 3, 4, 5 | arml, bowl | ||||
| hdr‡ Jab | 3-5 | 4 | 70° | 60 / 100 | -22 | 3 | 30 | – | 0, 1, 2 | armr, bowr |
| Attack100Start vanilla• Jab | no hitboxes | – | 4 | – | – | |||||
| vanilla• Jab | 1, 2, 4, 6, 8, 10, 12, 14 | 0.5 | Sakurai | 8 / 10 | – | 1 | – | – | 0 | top |
| vanilla Jab | 4-5 | 2 | Sakurai | 40 / 185 | -35 | 4 | 43 | – | 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 | 7-9 | 8 | 64° | 29 / 124 | -23 | 7 | 37 | – | 0 | top |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 9-13 | 7 | Sakurai | 40 / 100 | -20 | 9 | 35 | – | 0 | top |
| 9-13 | 9 | Sakurai | 40 / 100 | -19 | 1 | top | ||||
| hdr‡ Up Tilt | 6-8 | 4 | 368° | 45 fixed | -20 | 6 | 31 | – | 0 | top |
| 15-16 | 6 | 69° | 71 / 44 | -10 | 0 | top | ||||
| hdr‡ Down Tilt | 6-7 | 7 | 69° | 60 / 53 | -12 | 6 | 24 | – | 0 | top |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 10 | 5 | 366° | 53 fixed | -40 | 10 | 55 | – | 0 | top |
| 16-18 | 10 | Sakurai | 42 / 121 | -31 | 0 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 6 | 6 | 90° | 52 / 139 | -38 | 6 | 50 | – | 0, 1, 2, 3, 4 | top |
| 7 | 6 | 90° | 52 / 139 | -37 | 0 | top | ||||
| 9 | 6 | 90° | 62 / 139 | -35 | 0, 1, 2 | top | ||||
| 13-14 | 6 | 90° | 62 / 139 | -31 | 0, 1, 2, 3 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 5-6 | 12 | 48° | 40 / 98 | -31 | 5 | 45 | – | 0, 1 | top |
| 5-6 | 10 | 48° | 35 / 93 | -32 | 2 | top | ||||
| 18-20 | 12 | 30° | 25 / 93 | -18 | 0, 1 | top | ||||
| 18-20 | 10 | 30° | 25 / 93 | -19 | 2 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 5-11 | 4 | 366° | 40 fixed | -5 | 5 | 40 | 9 | 1-2, 24– | 0 | top |
| 16-17 | 7 | Sakurai | 50 / 85 | -4 | 0 | top | |||||
| hdr‡ Forward Air | 12-14 | 9 | 40° | 22 / 91 | -6 | 12 | 40 | 12 | 33– | 0, 1 | armr, top |
| 12-14 | 11 | Sakurai | 22 / 104 | -4 | 2 | top | |||||
| 15-17 | 9 | 40° | 22 / 91 | -6 | 0, 1, 2 | armr, top | |||||
| hdr‡ Back Air | 10-11 | 10 | 43° | 28 / 100 | -3 | 10 | 40 | 10 | 1-3, 28– | 0 | top |
| 10-11 | 13 | 43° | 31 / 101 | -1 | 1 | top | |||||
| 12-19 | 8 | 43° | 30 / 100 | -4 | 0 | top | |||||
| hdr‡ Up Air | 9-11 | 9 | 75° | 20 / 114 | -5 | 9 | 36 | 11 | 1-4, 34– | 0 | top |
| 9-11 | 11 | 75° | 20 / 114 | -3 | 1, 2, 3 | top | |||||
| 12-19 | 7 | 75° | 20 / 108 | -6 | 0 | top | |||||
| 12-19 | 9 | 75° | 20 / 108 | -5 | 1, 2, 3 | top | |||||
| hdr‡ Down Air | 9 | 9 | 54° | 45 / 88 | -4 | 9 | 39 | 10 | 1-6, 32– | 0, 1, 2 | arml, bowl |
| 10-11 | 9 | 54° | 45 / 88 | -4 | 0 | arml | |||||
| 10-11 | 10 | 270° | 22 / 56 | -3 | 1, 2 | bowl | |||||
| 12-13 | 9 | 54° | 39 / 76 | -4 | 0, 1, 2 | arml, bowl |
Special Attacks
48 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔• Neutral Special | spawns bowarrow | 7 | 15 | – | – | |||||
| SpecialNHoldS vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialNHoldHi vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialNSToHi vanilla• Neutral Special | no hitboxes | – | 8 | – | – | |||||
| SpecialNHiToS vanilla• Neutral Special | no hitboxes | – | 8 | – | – | |||||
| SpecialNSToS vanilla• Neutral Special | no hitboxes | – | 8 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 33 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 29 | – | – | |||||
| vanilla➔• Neutral Special | spawns bowarrow | 7 | 15 | 7 | – | |||||
| SpecialAirNHoldS vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNHoldHi vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNSToHi vanilla• Neutral Special | no hitboxes | – | 8 | – | – | |||||
| SpecialAirNHiToS vanilla• Neutral Special | no hitboxes | – | 8 | – | – | |||||
| SpecialAirNSToS vanilla• Neutral Special | no hitboxes | – | 8 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 30 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 27 | – | – | |||||
| hdr‡ Side Special | 16-31 | 0 | Sakurai | 0 / 0 | – | 16 | 78 | – | 0 | top |
| hdr‡ Side Special | 2-4 | 16 | 40° | 57 / 80 | -27 | 2 | 40 | – | 0 | top |
| hdr‡ Side Special | 16-31 | 0 | Sakurai | 0 / 0 | – | 16 | 111 | – | 0 | top |
| vanilla•‡ Side Special | 2-5 | 9.5 | 40° | 90 / 58 | -42 | 2 | 52 | 4 | 0 | top |
| hdr• Up Special | no hitboxes | – | 15 | – | – | |||||
| hdr Up Special | 1-21 | 14 | 75° | 63 / 73 | -43 | 1 | 54 | – | 0 | bust |
| 22-47 | 8 | 75° | 73 / 73 | -25 | 0 | bust | ||||
| hdr• Up Special | no hitboxes | – | 15 | 40 | – | |||||
| hdr• Up Special | no hitboxes | – | 34 | 40 | – | |||||
| hdr‡ Down Special | 2 | 5 | Sakurai | 80 fixed | +2 | 2 | 5 | – | 0 | top |
| hdr• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialLwEndR vanilla Down Special | no hitboxes | – | 19 | – | – | |||||
| SpecialLwBreakR vanilla Down Special | no hitboxes | – | 24 | – | – | |||||
| SpecialLwStartRNoShield vanilla• Down Special | no hitboxes | – | 7 | – | – | |||||
| SpecialLwHoldNoShield vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialLwEndRNoShield vanilla Down Special | no hitboxes | – | 24 | – | – | |||||
| hdr‡ Down Special | 2 | 5 | Sakurai | 80 fixed | +2 | 2 | 5 | – | 0 | top |
| SpecialLwEndL vanilla Down Special | no hitboxes | – | 19 | – | – | |||||
| SpecialLwBreakL vanilla Down Special | no hitboxes | – | 24 | – | – | |||||
| SpecialLwStartLNoShield vanilla• Down Special | no hitboxes | – | 7 | – | – | |||||
| SpecialLwEndLNoShield vanilla Down Special | no hitboxes | – | 24 | – | – | |||||
| hdr•‡ Down Special | 2 | 5 | Sakurai | 80 fixed | +2 | 2 | 5 | 4 | 0 | top |
| hdr• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialAirLwEndR vanilla Down Special | no hitboxes | – | 19 | – | – | |||||
| SpecialAirLwBreakR vanilla Down Special | no hitboxes | – | 24 | – | – | |||||
| SpecialAirLwStartRNoShield vanilla• Down Special | no hitboxes | – | 7 | – | – | |||||
| SpecialAirLwHoldNoShield vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialAirLwEndRNoShield vanilla Down Special | no hitboxes | – | 24 | – | – | |||||
| hdr•‡ Down Special | 2 | 5 | Sakurai | 80 fixed | +2 | 2 | 5 | 4 | 0 | top |
| SpecialAirLwEndL vanilla Down Special | no hitboxes | – | 19 | – | – | |||||
| SpecialAirLwBreakL vanilla Down Special | no hitboxes | – | 24 | – | – | |||||
| SpecialAirLwStartLNoShield vanilla• Down Special | no hitboxes | – | 7 | – | – | |||||
| SpecialAirLwEndLNoShield vanilla Down Special | no hitboxes | – | 24 | – | – | |||||
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 | 9-10 | – | – | – / – | – | – | 41 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 4 | 45° | 72 / 125 | – | 19 | 33 | 14 | 0 | – |
| 1-16 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 17-18 | 6 | Sakurai | 61 / 112 | -10 | 0 | top | ||||
| vanilla Back Throw | 1 | 8 | 45° | 65 / 60 | – | 29 | 39 | 10 | 0 | – |
| 1-28 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 5 | 90° | 70 / 72 | – | 15 | 38 | 23 | 0 | – |
| 1-12 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 13-14 | 4 | Sakurai | 30 / 100 | -20 | 0 | top | ||||
| hdr Down Throw | 1 | 4 | 68° | 77 / 77 | – | 16 | 36 | 20 | 0 | – |
| 1-12 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 13-14 | 2 | Sakurai | 80 / 40 | -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 | – | 54 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 54 | 10 | – | |||||
| vanilla Ledge Attack | 25-27 | 9 | 45° | 90 / 20 | -24 | 25 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 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 | – | 41 | – | – | |||||
| PassiveCeil 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 | – | 33 | – | – | |||||
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
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.
Bowarrow
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥⊕ Fly | 1-45 | 4–12 | 45° | 4 / 100 | 0 | top |
Attributes
Weight & Size
- Weight
- 78
- Jostle Weight
- 5.6
- Shield Radius
- 12.8
Ground Movement
- Walk Speed
- 1.259
- Walk Accel (mul)
- 0.21
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.675
- Run Speed
- 1.735
- Run Accel (mul)
- 0.0961
- Run Accel (add)
- 0.02
- Traction
- 0.072
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 11.0825
- Full Hop Height
- 33
- Short Hop Height
- 13.96
- Air Jump Height
- 31
- Jump Count
- 4
- Horizontal Jump Speed
- 1.45
Air Movement
- Air Speed
- 0.96
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.05
- Air Friction
- 0.015
- Gravity
- 0.11
- Fall Speed
- 2.42
Landing Lag
- Nair
- 9
- Fair
- 12
- Bair
- 10
- Uair
- 11
- Dair
- 10
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 1, Jab 2, Jab 3, Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Side Special (Start), Side Special (End), Side Special (Air, Start), Side Special (Air, End), Down Special (StartR), Down Special (StartL), Down Special (Air, StartR), Down Special (Air, StartL), Grab, Forward 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.
- Bowarrow is on the field for up to 45 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
⊕Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
- The arrow deals 4–12%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power, param_bowarrow.power_add, param_special_n.charge_frame). Charging adds power_add a frame, up to charge_frame frames.Bowarrow: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, 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.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (SToHi), Neutral Special (HiToS), Neutral Special (SToS), Neutral Special (Air, Start), Neutral Special (Air, SToHi), Neutral Special (Air, HiToS), Neutral Special (Air, SToS), Up Special (Start), Up Special (Air, Start), Up Special (Air, End), Down Special (StartRnoShield), Down Special (StartLnoShield), Down Special (Air, StartRnoShield), Down Special (Air, StartLnoShield), 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
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (HoldS), Neutral Special (HoldHi), Neutral Special (Air, HoldS), Neutral Special (Air, HoldHi), Down Special (Hold), Down Special (HoldNoShield), Down Special (Air, Hold), Down Special (Air, HoldNoShield), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it with 7 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Neutral Special (Air, Start)
- Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. It only cancels when the attack connects.Side Special (Air, End)
- Landing lag is 40 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, Start), Up Special (Air, End)
- 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.Down Special (Air, StartR), Down Special (Air, StartL)
- 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
Dark Pit