Dr. Mario

87 moves39 changed by HDR48 vanillainternal mariod
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3483°30 fixed-92160, 1, 2shoulderl, arml, handl
2-34Sakurai20 / 30-93top
hdr
Jab
2-3380°30 fixed-122180, 1, 2bust, shoulderr, armr
2-33Sakurai20 / 30-123top
hdr
Jab
3-46Sakurai45 / 83-163250, 1legr, footr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-9989°40 / 74-256380, 1legl, kneel
10-201065°40 / 74-200, 1legl, kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-7960°45 / 60-145260, 1, 2kneer, legr, hip
hdr
Forward Tilt
5-7960°45 / 60-145260, 1, 2kneer, legr, hip
hdr
Forward Tilt
5-7960°45 / 60-145260, 1, 2kneer, legr, hip
hdr
Up Tilt
5-6984°50 / 85-185300, 1, 2head, armr, handr
7-11984°50 / 85-160, 1, 2head, armr
hdr
Down Tilt
5-89120°40 / 70-135250, 1, 2legr, kneer

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
15-1716Sakurai25 / 95-2415500arml
15-1720Sakurai25 / 95-211arml
hdr
Forward Smash
15-1716Sakurai25 / 95-2415500arml
15-1720Sakurai25 / 95-211arml
hdr
Forward Smash
15-1716Sakurai25 / 95-2415500arml
15-1720Sakurai25 / 95-211arml
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
71697°35 / 97-267440, 1, 2, 3head, bust
7-4315259°39 / 69-260, 1head, bust
7-431576°39 / 69-262, 3head, bust
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
5-616Sakurai45 / 75-295450top
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 / 84-3115550, 1top
hdr➔◆‡
Neutral Special
spawns drcapsule1850
hdr
Neutral Special
15-181269°42 / 84-3115550, 1top
hdr↛‡
Side Special
12-1412110°80 fixed-1512360, 1top
hdr↛‡
Side Special
12-1412110°80 fixed-1512360, 1top
hdr
Up Special
4170°125 fixed-314380top
5-61450°33 / 89-230top
7-19774°64 / 66-250top
hdr
Up Special
4-61450°33 / 89-244380top
7-19774°64 / 66-250top
hdr
Down Special
10-301.8366°15 fixed-6210750, 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-6210750, 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– / –350grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-181220top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –410grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1948°51 / 541328150
1-273Sakurai60 / 1000
hdr
Back Throw
11445°73 / 743047170
1-463Sakurai40 / 1000
hdr
Up Throw
1790°70 / 731840220
1-393Sakurai40 / 1000
hdr◆‡
Down Throw
1785°76 / 371738210
1-373Sakurai40 / 1000

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 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
24-268.5145°90 / 20-2524560top
vanilla
Get-Up Attack
19-20648°80 / 48-2919540top
24-25648°80 / 48-240top
vanilla
Get-Up Attack
16-17648°80 / 48-3016520top
21-22648°80 / 48-250top
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
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
DownSpot vanilla
DownSpot
no hitboxes30
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
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes31

Other

5 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

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.