Jabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-5 | 2 | 70° | 20 / 30 | -8 | 4 | 16 | – | 0, 1, 2 | top |
| 4-5 | 2 | Sakurai | 20 / 30 | -8 | 3 | top | ||||
| 4-5 | 2 | Sakurai | 15 / 20 | -8 | 4, 5 | top | ||||
| hdr Jab | 5-7 | 2 | 70° | 30 / 30 | -9 | 5 | 18 | – | 0 | top |
| 5-7 | 2 | 70° | 25 / 25 | -9 | 1 | top | ||||
| 5-7 | 2 | Sakurai | 20 / 30 | -9 | 2 | top | ||||
| 5-7 | 2 | Sakurai | 15 / 20 | -9 | 3 | top | ||||
| hdr‡ Jab | 6-10 | 5 | 55° | 55 / 70 | -25 | 6 | 36 | – | 0, 1 | top |
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| vanilla• Jab | 1, 2, 4, 6, 8, 10, 12, 14 | 0.4 | Sakurai | 16 / 15 | – | 1 | – | – | 0 | top |
| 1, 2, 4, 6, 8, 10, 12, 14 | 0.4 | Sakurai | 12 / 10 | – | 1 | top | ||||
| hdr☆ Jab | 1 | 0.4 | Sakurai | 16 / 15 | – | 1 | – | – | 0 | top |
| 1 | 0.4 | Sakurai | 12 / 10 | – | 1 | top | ||||
| hdr‡ Jab | 5 | 3 | 80° | 70 / 140 | -34 | 5 | 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 | 10 | 60° | 100 / 40 | -26 | 7 | 41 | – | 0, 1, 2 | top |
| 10-19 | 7 | 105° | 90 / 40 | -25 | 0, 1, 2 | top |
Tilt Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 8-11 | 7 | Sakurai | 35 / 100 | -18 | 8 | 32 | – | – | 0 | duckhead |
| 8-11 | 9 | Sakurai | 35 / 100 | -17 | 1, 2 | duckhead | |||||
| hdr‡ Forward Tilt | 9-13 | 7 | Sakurai | 35 / 100 | -17 | 9 | 32 | – | – | 0 | duckhead |
| 9-13 | 9 | Sakurai | 35 / 100 | -16 | 1, 2 | duckhead | |||||
| hdr Forward Tilt | 8-11 | 7 | Sakurai | 35 / 100 | -18 | 8 | 32 | – | – | 0 | duckhead |
| 8-11 | 9 | Sakurai | 35 / 100 | -17 | 1, 2 | duckhead | |||||
| hdr‡ Up Tilt | 9-10 | 8 | 96° | 50 / 94 | -17 | 9 | 33 | – | – | 0 | top |
| 9-12 | 8 | 96° | 50 / 94 | -17 | 1 | top | |||||
| 10-12 | 8 | 96° | 50 / 94 | -16 | 2 | top | |||||
| hdr‡ Down Tilt | 7-9 | 8 | 25° | 50 / 60 | -16 | 7 | 30 | – | – | 0 | duckhead |
| 7-9 | 10 | 25° | 50 / 60 | -15 | 1, 2 | duckhead | |||||
| hdr‡ Crouch/Squat Tilt | 8-9 | 5 | 60° | 35 / 45 | -16 | 8 | 29 | – | C 23 | 0, 1 | top |
| 8-9 | 8 | 70° | 45 / 45 | -14 | 2 | 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 | 13-62 | 4 | Sakurai | 66 fixed | -45 | 13 | 63 | – | 0 | top |
| 16-62 | 4 | Sakurai | 70 fixed | -42 | 1 | top | ||||
| 19-62 | 9 | Sakurai | 50 / 131 | -37 | 2 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 7-44 | 5 | 127° | 110 fixed | -33 | 7 | 45 | – | 0 | top |
| 13-44 | 11 | 85° | 50 / 120 | -23 | 1 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 8-44 | 10 | 132° | 68 / 82 | -29 | 8 | 45 | – | 0 | top |
| 14-44 | 10 | 48° | 68 / 82 | -23 | 1 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 6-8 | 11 | Sakurai | 40 / 86 | +1 | 6 | 56 | 7 | 1-3, 44– | 0, 1, 2, 3 | kneer, kneel, armr, arml |
| 9-37 | 8 | Sakurai | 22 / 85 | -1 | 0, 1, 2, 3 | kneer, kneel, armr, arml | |||||
| hdr Forward Air | 8-12 | 7.5 | 48° | 40 / 80 | -2 | 8 | 37 | 8 | 1-5, 38– | 0 | top |
| 8-9 | 11 | Sakurai | 30 / 80 | 0 | 1, 2 | top | |||||
| hdr Back Air | 7-13 | 11 | Sakurai | 40 / 102 | -2 | 7 | 37 | 10 | 1-3, 40– | 0 | top |
| 7-10 | 13.5 | Sakurai | 30 / 102 | -1 | 1, 2 | top | |||||
| hdr Up Air | 6-7 | 2 | 95° | 30 / 30 | -6 | 6 | 40 | 9 | 1, 32– | 0, 1, 2 | top |
| 6-7 | 2 | 367° | 30 / 30 | -6 | 3, 4, 5 | top | |||||
| 12-13 | 2 | 95° | 30 / 30 | -6 | 0, 1, 2 | top | |||||
| 12-13 | 2 | 366° | 30 / 30 | -6 | 3, 4, 5 | top | |||||
| 20-21 | 7 | 91° | 50 / 125 | -4 | 0, 1, 2 | top | |||||
| hdr‡ Down Air | 12-13 | 5 | 365° | 30 / 31 | -7 | 12 | 46 | 11 | 1-3, 39– | 0, 1 | top |
| 19-21 (every 1) | 7 | 270° | 34 / 60 | -6 | 0 | top |
Special Attacks
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Special | no hitboxes | – | 36 | – | – | |||||
| hdr‡ Neutral Special | no hitboxes | – | 36 | – | – | |||||
| hdr‡ Side Special | no hitboxes | – | 58 | – | – | |||||
| hdr‡ Side Special | no hitboxes | – | 58 | – | – | |||||
| SpecialHiStart vanilla• Up Special | no hitboxes | – | 6 | – | – | |||||
| hdr◆ Up Special | 8-11 | 9 | 72° | 28 / 108 | -17 | 8 | 32 | – | 0 | top |
| SpecialHiEnd vanilla• Up Special | no hitboxes | – | 21 | – | – | |||||
| hdr Up Special | 8-11 | 12 | 63° | 30 / 100 | -23 | 8 | 40 | – | 0 | top |
| hdr Up Special | 6-9 | 22 | 63° | 34 / 74 | -29 | 6 | 50 | – | 0 | top |
| 6-9 | 0 | 0° | 0 / 0 | – | 1 | top | ||||
| SpecialAirHiStart vanilla• Up Special | no hitboxes | – | 6 | 14 | – | |||||
| hdr‡ Down Special | no hitboxes | – | 36 | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 36 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-9 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -20 | 1 | 24 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 43 | – | 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 8 | 45° | 60 / 65 | – | 18 | 30 | 12 | 0 | – |
| 1-29 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| vanilla Back Throw | 1 | 9 | 45° | 62 / 50 | – | 15 | 40 | 25 | 0 | – |
| 1-39 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 6 | 88° | 65 / 72 | – | 18 | 44 | 26 | 0 | – |
| 1-43 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Down Throw | 1 | 5 | 80° | 90 / 40 | – | 21 | 40 | 19 | 0 | – |
| 1-20 | 3 | Sakurai | 40 / 100 | – | 0 | – |
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 | – | 58 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 58 | 10 | – | |||||
| vanilla Ledge Attack | 18-20 | 9 | 45° | 90 / 20 | -31 | 18 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -26 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -26 | 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 | – | 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 | – | 26 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 51 | – | – | |||||
| 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 | – | – | |||||
| vanilla•‡ Ledge Jump | no hitboxes | – | 11 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 67 | – | – | |||||
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 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
4 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.
Can
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Fly | 1+ | 2 | 80° | 50 / 40 | 0 | top |
| vanilla Max | 1+ | 2 | 80° | 50 / 40 | 0 | top |
| hdr Explode | 1-7 | 9 | 80° | 60 / 69 | 0 | top |
| 1-7 | 12 | 60° | 40 / 100 | 0 | top | |
| hdr Stand | 1+ | 0 | 0° | 0 / 0 | 0 | top |
Clay
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-160 | 2 | 75° | 20 / 50 | 0 | top |
| hdr⇥ Hit | 1-5 | 2.5 | 60° | 20 fixed | 0 | top |
| 6-11 | 2.5 | 100° | 20 fixed | 0 | top | |
| 12-160 | 3 | 75° | 82 / 70 | 0, 1, 2 | top | |
| vanilla⇥ WallHit | 1-5 | 2.5 | 60° | 20 fixed | 0 | top |
| 6-11 | 2.5 | 60° | 20 fixed | 0 | top | |
| 12-160 | 3 | 60° | 30 / 100 | 0, 1, 2 | top | |
| vanilla⇥ ReflectHit | 1-5 | 2.5 | 60° | 20 fixed | 0 | top |
| 6-11 | 2.5 | 60° | 20 fixed | 0 | top | |
| 12-160 | 3 | 60° | 30 / 100 | 0, 1, 2 | top |
Gunmanbullet
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Move | 1+ | 8 | 65° | 45 / 60 | 0 | top |
| 1+ | 8 | 65° | 45 / 90 | 1 | top | |
| 1+ | 9 | 50° | 45 / 60 | 2 | top | |
| 1+ | 11 | 70° | 45 / 60 | 3 | top | |
| 1+ | 10 | 65° | 45 / 60 | 4 | top |
Reticle
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Neutral Special | 1+ | 1.8 | 60° | 30 / 100 | 0 | top |
| vanilla Side Special | 1+ | 1.8 | 60° | 10 / 10 | 0 | top |
Attributes
Weight & Size
- Weight
- 85
- Jostle Weight
- 5.1
- Shield Radius
- 9.5
Ground Movement
- Walk Speed
- 1.213
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.59
- Run Speed
- 1.642
- Run Accel (mul)
- 0.0858
- Run Accel (add)
- 0.02
- Traction
- 0.0605
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 12.155
- Full Hop Height
- 34
- Short Hop Height
- 14.48
- Air Jump Height
- 33.8
- Jump Count
- 2
- Horizontal Jump Speed
- 1.4
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.1
Air Movement
- Air Speed
- 1.093
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.056
- Air Friction
- 0.0135
- Gravity
- 0.088
- Fall Speed
- 1.91
Landing Lag
- Nair
- 7
- Fair
- 8
- Bair
- 10
- Uair
- 9
- Dair
- 11
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (161 -> 40 frames).Up Special
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 3, Rapid Jab Finisher, Dash Attack, Forward Tilt (Up), Up Tilt, Down Tilt, Down Air, Neutral Special, Neutral Special (Air), Side Special, Side Special (Air), Down Special, Down Special (Air), Grab, Down Throw, CliffJump1, Crouch/Squat Tilt
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
- Attack100Sub
✕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.
- Clay is on the field for up to 160 frames (param_clay.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Clay: Fly, Clay: Hit, Clay: WallHit, Clay: ReflectHit
•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, Up Special (Start), Up Special (End), Up Special (Air, Start), 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
- Land cancels: touching the ground during this move ends it with 14 frames of landing lag rather than the usual special-fall landing.Up Special (Air, Start)
- 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
Duck Hunt