Falco

106 moves46 changed by HDR60 vanillainternal falco
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3470°0 / 100-9216–0, 1, 2shoulderl, arml
2-34Sakurai30 / 30-93top
hdr
Jab
2-3470°30 / 40-12219–0, 1, 2shoulderl, arml
2-34Sakurai30 / 30-123top
hdr↧‡
Jab
5-73Sakurai30 / 115-26535–0, 1, 2legr, kneer
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
2-16 (every 2)0.3Sakurai6 / 15–2––0top
vanilla
Jab
5-6345°60 / 100-27536–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
5-8972°35 / 90-25537–0, 1kneel
9-15640°20 / 130-220, 1kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-98Sakurai0 / 109-12625–0, 1, 2kneer, legr, hip
hdr
Forward Tilt
6-98Sakurai0 / 109-12625–0, 1, 2kneer, legr, hip
hdr
Forward Tilt
6-98Sakurai0 / 109-12625–0, 1, 2kneer, legr, hip
hdr‡
Up Tilt
73135°100 fixed-24735–0top
73135°90 fixed-241, 2top
8-11395°50 fixed-230, 1shoulderr, armr
8-113367°40 fixed-232armr
14-18780°33 / 144-150, 1, 2shoulderl, arml
hdr‡
Down Tilt
7-101175°25 / 140-13729–0tail2
7-1010.575°25 / 140-141tail2
7-101075°25 / 140-142tail2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
13-1717Sakurai40 / 90-261351–0, 1, 2haver, armr, shoulderr
18-20 (every 1)14Sakurai10 / 105-230top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
7-11780°13 / 170-32745–0, 1, 2kneer, legr
7-8780°13 / 170-323top
12-18780°13 / 170-270, 1, 2kneel, legl
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
8-121525°20 / 75-32851–0, 1top
8-1212Sakurai20 / 75-342, 3top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
4-711Sakurai9 / 108+144271-3, 33–0, 1legl, kneel
8-238Sakurai14 / 99-10, 1legl, kneel
hdr◆‡
Forward Air
8-114365°33 fixed-583891-4, 26–0, 1top, armr
17-20750°46 / 87-40, 1top, arml
hdr
Back Air
4-714Sakurai0 / 107-1438101-2, 22–0, 1kneer, legr
4-711Sakurai0 / 100-22kneel
8-199Sakurai0 / 100-40, 1, 2kneer, legr, kneel
hdr‡
Up Air
8-11970°30 / 120-4836101-30, 1kneer
hdr‡
Down Air
5-912290°11 / 82-2552101-3, 32–0kneel
10-249290°25 / 68-40kneel

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr↛•‡
Neutral Special
spawns blaster34–––
hdr➔•‡
Neutral Special
spawns blaster_bullet1121–––
vanilla‡
Neutral Special
no hitboxes–15–––
hdr↛•
Neutral Special
spawns blaster454––
hdr➔•‡
Neutral Special
spawns blaster_bullet7244––
vanilla‡
Neutral Special
no hitboxes–15–––
hdr•
Side Special
no hitboxes–17–––
hdr➔•
Side Special
spawns illusion26–––
vanilla
Side Special
no hitboxes–35–––
SpecialSLanding vanilla
Side Special
no hitboxes–17–––
SpecialSFallLanding vanilla
Side Special
no hitboxes–5–––
SpecialAirSStart vanilla•
Side Special
no hitboxes–17–––
hdr➔•
Side Special
spawns illusion26–––
hdr◆•
Side Special
no hitboxes–5516––
hdr•
Up Special
20-32 (every 2)1.8105°20 / 20-20204315–0top
hdr•
Up Special
20-32 (every 2)1.8105°20 / 20-20204315–0top
hdr•
Up Special
1-81680°80 / 60-1012215–0neck
9-221080°95 / 50-50neck
SpecialHiLanding vanilla
Up Special
no hitboxes–20–––
SpecialHiFall vanilla•
Up Special
no hitboxes–2015––
vanilla•
Up Special
no hitboxes–14–––
hdr◆‡
Down Special
1884°107 / 49+215–JC 40top
SpecialLwEnd hdr✕
Down Special
no hitboxes–14–JC–
hdr•‡
Down Special
no hitboxes–20–JC–
hdr•
Down Special
no hitboxes–28–JC–
hdr◆‡
Down Special
1884°107 / 49+215–JC 40top
SpecialAirLwEnd hdr✕
Down Special
no hitboxes–14–JC–
hdr•‡
Down Special
no hitboxes–21–JC–
hdr•
Down Special
no hitboxes–29–JC–

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
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
1350°40 / 135–1138270–
1-93Sakurai60 / 100–0–
10450°44 / 112–0top
hdr➔
Back Throw
1635°70 / 50–942330–
1-413Sakurai60 / 100–0–
hdr➔‡
Up Throw
1490°81 / 74–840320–
1-393Sakurai60 / 100–0–
hdr➔
Down Throw
1350°60 / 110–3346130–
1-453Sakurai60 / 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 4–26–4910–
hdr•
Air Dodge
intangible 4–26–4910–
vanilla
Ledge Attack
20-22945°90 / 20-292056–0top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
14-15748°80 / 48-301450–0top
23-24748°80 / 48-210top
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––
PassiveCeil 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–45––

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.

Blaster Bullet

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-103Sakurai5 fixed0top
11-21 (every 5)3Sakurai5 fixed0top
26-503Sakurai5 fixed0top
hdr⇥
FlyThrowB
3-50350°60 / 800, 1top
hdr⇥
FlyThrowHi
1-50465°60 / 800, 1top
hdr⇥
FlyThrowLw
3-50350°60 / 800, 1top

Illusion

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
MoveGround
1-27104°83 / 500top
3-8793°80 / 500top
hdr⇥
MoveAir
1-8780°60 / 700top
1-86270°40 / 501top

Attributes

Weight & Size

Weight
80
Jostle Weight
4.2
Shield Radius
11.8

Ground Movement

Walk Speed
1.4
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.9
Run Speed
1.5
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
5
Jump Initial Y
17.0573
Full Hop Height
50.51
Short Hop Height
12
Air Jump Height
41.778
Jump Count
2
Horizontal Jump Speed
1.7
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
3.43

Air Movement

Air Speed
0.83
Air Accel (add)
0.02
Air Accel (mul)
0.06
Air Friction
0.02
Gravity
0.17
Fall Speed
3.1

Landing Lag

Nair
7
Fair
9
Bair
10
Uair
10
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 49 frames).Neutral Air
  • HDR replaces the animation (71 -> 57 frames).Forward Air
  • HDR replaces the animation (53 -> 55 frames).Side Special (Air, End)
  • HDR replaces the animation (63 -> 4 frames).Down Special, Down Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 3 (Gentleman), Dash Attack, Up Tilt, Down Tilt, Forward Smash, Neutral Air, Forward Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Loop), Neutral Special (End), Neutral Special (Air, Loop), Neutral Special (Air, End), Down Special, Down Special (Hit), Down Special (Air), Down Special (Air, Hit), Grab, Forward Throw, Up Throw
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
✕HDR removes this move’s hitboxes.
  • Down Special (End), Down Special (Air, End), 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.
  • Blaster Bullet is on the field for up to 50 frames (param_blaster_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Blaster Bullet: Fly, Blaster Bullet: FlyThrowB, Blaster Bullet: FlyThrowHi, Blaster Bullet: FlyThrowLw
  • Illusion is on the field for up to 8 frames (param_illusion.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Illusion: MoveGround, Illusion: MoveAir
↛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 blaster — the engine's name for it, and there is no table for it here.Neutral Special (Start), Neutral Special (Air, Start)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Blaster Bullet — see Projectiles & Articles below.Neutral Special (Loop), Neutral Special (Air, Loop)
  • Damage comes from Illusion — see Projectiles & Articles below.Side Special, Side Special (Air)
  • Also spawns blaster, Blaster Bullet — see Projectiles & Articles below.Back Throw, Up Throw, Down Throw
•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 (Loop), Neutral Special (Air, Start), Neutral Special (Air, Loop), Side Special (Start), Side Special, Side Special (Air, Start), Side Special (Air), Side Special (Air, End), Up Special (Fall), Up Special (Bound), Down Special (Hit), Down Special (Loop), Down Special (Air, Hit), Down Special (Air, Loop), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 16 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air, Start), Neutral Special (Air, Loop)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 16 frames rather than the 54 this move would otherwise run.Side Special (Air, End)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 15 frames rather than the 42 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Hold), Up Special (Air, Hold)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 15 frames rather than the 21 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 15 frames rather than the 19 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Fall)
  • 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.