Dr. Mario

87 moves39 changed by HDR48 vanillainternal mariod
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3483°30 fixed-9216–0, 1, 2shoulderl, arml, handl
2-34Sakurai20 / 30-93top
hdr
Jab
2-3380°30 fixed-12218–0, 1, 2bust, shoulderr, armr
2-33Sakurai20 / 30-123top
hdr‡
Jab
3-46Sakurai45 / 83-16325–0, 1legr, footr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-9989°40 / 74-25638–0, 1legl, kneel
10-201065°40 / 74-200, 1legl, kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-7960°45 / 60-14526–0, 1, 2kneer, legr, hip
hdr
Forward Tilt
5-7960°45 / 60-14526–0, 1, 2kneer, legr, hip
hdr
Forward Tilt
5-7960°45 / 60-14526–0, 1, 2kneer, legr, hip
hdr
Up Tilt
5-6984°50 / 85-18530–0, 1, 2head, armr, handr
7-11984°50 / 85-160, 1, 2head, armr
hdr
Down Tilt
5-89120°40 / 70-13525–0, 1, 2legr, kneer

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
15-1716Sakurai25 / 95-241550–0arml
15-1720Sakurai25 / 95-211arml
hdr
Forward Smash
15-1716Sakurai25 / 95-241550–0arml
15-1720Sakurai25 / 95-211arml
hdr
Forward Smash
15-1716Sakurai25 / 95-241550–0arml
15-1720Sakurai25 / 95-211arml
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
71697°35 / 97-26744–0, 1, 2, 3head, bust
7-4315259°39 / 69-260, 1head, bust
7-431576°39 / 69-262, 3head, bust
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
5-616Sakurai45 / 75-29545–0top
5-616Sakurai45 / 75-291top
14-151338°40 / 75-210top
14-151338°40 / 75-211top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-910Sakurai20 / 100-134681-2, 35–0, 1kneer, kneel
10-2614Sakurai25 / 100+10, 1legr, kneel
hdr
Forward Air
171650°20 / 100-21746121-3, 43–0shoulderl
171750°30 / 100-11arml
18-211650°20 / 100-20shoulderl
18-211750°30 / 100-11arml
hdr‡
Back Air
6-81038°40 / 70-163581-5, 24–0legr
6-81338°35 / 102+11kneer
9-177Sakurai20 / 100-30, 1legr, kneer
hdr‡
Up Air
4-71055°25 / 85-143081-2, 19–0, 1legr, kneer
8-99Sakurai20 / 90-20, 1legr, kneer
hdr‡
Down Air
14-1615270°0 / 76-31441131-5, 34–0kneer
14-1612Sakurai14 / 92-51legr

Special Attacks

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔◆‡
Neutral Special
spawns drcapsule1850––
hdr‡
Neutral Special
15-181269°42 / 84-311555–0, 1top
hdr➔◆‡
Neutral Special
spawns drcapsule1850––
hdr‡
Neutral Special
15-181269°42 / 84-311555–0, 1top
hdr↛‡
Side Special
12-1412110°80 fixed-151236–0, 1top
hdr↛‡
Side Special
12-1412110°80 fixed-151236–0, 1top
hdr
Up Special
4170°125 fixed-31438–0top
5-61450°33 / 89-230top
7-19774°64 / 66-250top
hdr
Up Special
4-61450°33 / 89-24438–0top
7-19774°64 / 66-250top
hdr
Down Special
10-301.8366°15 fixed-621075–0, 1top
10-301.890°80 fixed-622top
10-301.8105°45 fixed-623, 4top
40-413.545°80 / 154-310, 1top
hdr
Down Special
10-301.8366°15 fixed-621075–0, 1top
10-301.890°80 fixed-622top
10-301.8105°45 fixed-623, 4top
40-413.545°80 / 154-310, 1top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––35–0grab
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
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1948°51 / 54–1328150–
1-273Sakurai60 / 100–0–
hdr
Back Throw
11445°73 / 74–3047170–
1-463Sakurai40 / 100–0–
hdr
Up Throw
1790°70 / 73–1840220–
1-393Sakurai40 / 100–0–
hdr◆‡
Down Throw
1785°76 / 37–1738210–
1-373Sakurai40 / 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 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
24-268.5145°90 / 20-252456–0top
vanilla
Get-Up Attack
19-20648°80 / 48-291954–0top
24-25648°80 / 48-240top
vanilla
Get-Up Attack
16-17648°80 / 48-301652–0top
21-22648°80 / 48-250top
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–30––
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–31––

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

2 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.

Drcapsule

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Regular
1-4865°50 / 270top
5-70865°50 / 270top

Hugecapsule

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Regular
60-64334°35 / 700capsule1
65-66334°35 / 700capsule1
67-71334°35 / 700, 1capsule1
72-74334°35 / 700, 1capsule1
74-752.330°40 / 702, 3capsule2
75-109334°35 / 700, 1capsule1
76-782.330°40 / 702, 3capsule2
79-802.330°40 / 702, 3capsule2
81-832.330°40 / 702, 3capsule2
84-862.330°40 / 702, 3capsule2
87-1092.330°40 / 702, 3capsule2
110-1393.236°35 / 1100, 1capsule1
110-1392.530°40 / 1102, 3capsule2
140-1693.430°18 / 1100, 1capsule1
140-1692.628°22 / 1102, 3capsule2
170-1893.430°16 / 1200, 1capsule1
170-1892.628°20 / 1202, 3capsule2
190-2093.630°14 / 1300, 1capsule1
190-2092.828°18 / 1302, 3capsule2

Attributes

Weight & Size

Weight
100
Jostle Weight
5.8
Shield Radius
10

Ground Movement

Walk Speed
1.12
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.52
Run Speed
1.5
Run Accel (mul)
0.06
Run Accel (add)
0.02
Traction
0.062

Jumps

Jumpsquat
4
Jump Initial Y
11.0398
Full Hop Height
30
Short Hop Height
12
Air Jump Height
29.5
Jump Count
2
Horizontal Jump Speed
1.5
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
0.95
Air Accel (add)
0.024
Air Accel (mul)
0.03
Air Friction
0.011
Gravity
0.0965
Fall Speed
2

Landing Lag

Nair
8
Fair
12
Bair
8
Uair
8
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (55 -> 59 frames).Neutral Special, Neutral Special (Air)
  • HDR replaces the animation (59 -> 47 frames).Down Throw
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 3, Back Air, Up Air, Down Air, Neutral Special, Neutral Special (Chill), Neutral Special (Air), Neutral Special (Air, Chill), Side Special, Side Special (Air), 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.
  • Up Special
✕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.
  • Drcapsule is on the field for up to 70 frames (param_drcapsule.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Drcapsule: Regular
↛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.
  • Also spawns drmantle — the engine's name for it, and there is no table for it here.Side Special, Side Special (Air)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Drcapsule — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
•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, 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.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.