Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-3 | 4 | 55° | 0 / 100 | -9 | 2 | 16 | – | 0, 1, 2 | shoulderl, arml |
| 2-3 | 4 | Sakurai | 15 / 20 | -9 | 3 | top | ||||
| hdr Jab | 3-4 | 4 | 70° | 0 / 100 | -10 | 3 | 18 | – | 0, 1, 2 | shoulderr, armr |
| 3-4 | 4 | Sakurai | 15 / 20 | -10 | 3 | top | ||||
| hdr↧ Jab | 3-5 | 3 | Sakurai | 30 / 100 | -26 | 3 | 33 | – | 0, 1, 2 | kneer |
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| vanilla• Jab | 1, 2, 4, 6, 8 | 0.6 | Sakurai | 7 / 20 | – | 1 | – | – | 0, 1 | kneel, top |
| hdr‡ Jab | 3-4 | 2 | Sakurai | 35 / 130 | -32 | 3 | 39 | – | 0, 1, 2 | kneer |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 4-7 | 6 | 70° | 35 / 122 | -26 | 4 | 36 | – | 0, 1 | kneel |
| 8-15 | 4 | 70° | 20 / 122 | -23 | 0, 1 | kneel |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 5-8 | 8 | Sakurai | 0 / 109 | -15 | 5 | 27 | – | 0, 1, 2 | legr, kneer |
| hdr Forward Tilt | 5-8 | 8 | Sakurai | 0 / 109 | -15 | 5 | 27 | – | 0, 1, 2 | legr, kneer |
| hdr Forward Tilt | 5-8 | 8 | Sakurai | 0 / 109 | -15 | 5 | 27 | – | 0, 1, 2 | legr, kneer |
| hdr‡ Up Tilt | 5-10 | 8 | 110° | 29 / 143 | -16 | 5 | 28 | – | 0 | kneer |
| 5-10 | 8 | 84° | 29 / 143 | -16 | 1 | kneer | ||||
| 5-10 | 6 | 80° | 29 / 143 | -17 | 2, 3 | kneer, legr | ||||
| hdr Down Tilt | 7-8 | 9 | 70° | 24 / 137 | -13 | 7 | 27 | – | 0 | tail1 |
| 7-8 | 9 | 80° | 24 / 137 | -13 | 1 | tail2 | ||||
| 7-8 | 9 | 90° | 24 / 137 | -13 | 2 | tail2 |
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 | 13-14 | 15 | Sakurai | 10 / 105 | -27 | 13 | 51 | – | 0, 1, 2 | kneer, legr, hip |
| 15-16 | 12 | Sakurai | 2 / 100 | -27 | 0, 1, 2 | kneer, legr, hip | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 7-9 | 16 | 80° | 30 / 111 | -33 | 7 | 51 | – | 0 | kneer |
| 7-9 (every 1) | 16 | 80° | 30 / 111 | -33 | 1 | top | ||||
| 10-15 | 12 | Sakurai | 10 / 111 | -32 | 0, 1 | kneer, footr | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 6-9 | 15 | 25° | 20 / 65 | -36 | 6 | 53 | – | 0, 1 | kneer, kneel |
| 6-9 | 12 | Sakurai | 20 / 65 | -38 | 2, 3 | kneer, kneel | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 4-7 | 11 | Sakurai | 9 / 108 | +1 | 4 | 42 | 7 | 1-3, 37– | 0, 1, 2 | hip, kneel, kneer |
| 8-30 | 8 | Sakurai | 14 / 99 | -1 | 0, 1, 2 | hip, kneel, kneer | |||||
| hdr Forward Air | 7-8 | 1.8 | 45° | 20 / 160 | -13 | 7 | 44 | 15 | 46– | 0, 1 | kneer |
| 11-12 | 1.8 | 366° | 50 / 75 | -13 | 0, 1 | kneel | |||||
| 11-12 | 1.8 | 45° | 20 / 160 | -13 | 2, 3 | kneel | |||||
| 16-17 | 1.8 | 366° | 50 / 75 | -13 | 0, 1 | kneer | |||||
| 16-17 | 1.8 | 45° | 20 / 160 | -13 | 2, 3 | kneer | |||||
| 21-22 | 1.8 | 366° | 50 / 75 | -13 | 0, 1 | kneel | |||||
| 21-22 | 1.8 | 45° | 20 / 160 | -13 | 2, 3 | kneel | |||||
| 26-28 | 5.8 | 60° | 57 / 90 | -10 | 0, 1, 2 | kneer, hip | |||||
| hdr Back Air | 4-7 | 13 | Sakurai | 0 / 113 | 0 | 4 | 38 | 9 | 1-2, 25– | 0, 1 | kneer, legr |
| 4-7 | 9 | Sakurai | 0 / 113 | -3 | 2 | kneel | |||||
| 8-19 | 9 | Sakurai | 0 / 100 | -3 | 0, 1, 2 | kneer, legr, kneel | |||||
| hdr Up Air | 9-10 | 3 | 92° | 30 fixed | -7 | 9 | 36 | 10 | 1-8, 26– | 0, 1, 2 | tail1, tail2, tail3 |
| 12-13 | 10 | 85° | 40 / 125 | -3 | 0, 1, 2 | kneer, footr, hip | |||||
| hdr Down Air | 5-23 (every 3) | 2 | 290° | 30 fixed | -7 | 5 | 51 | 10 | 1-3, 31– | 0, 1 | hip, kneel |
Special Attacks
27 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Neutral Special | no hitboxes | – | 7 | – | – | – | |||||
| vanilla➔• Neutral Special | spawns blaster_bullet | 4 | 11 | – | – | – | |||||
| vanilla‡ Neutral Special | no hitboxes | – | 21 | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | 5 | – | – | – | |||||
| vanilla➔• Neutral Special | spawns blaster_bullet | 4 | 11 | 4 | – | – | |||||
| vanilla‡ Neutral Special | no hitboxes | – | 21 | – | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 20 | – | – | – | |||||
| vanilla➔• Side Special | spawns illusion | 2 | 4 | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 30 | – | – | – | |||||
| SpecialSLanding vanilla Side Special | no hitboxes | – | 17 | – | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 20 | 16 | – | – | |||||
| vanilla➔• Side Special | spawns illusion | 2 | 4 | – | – | – | |||||
| hdr◆•‡ Side Special | no hitboxes | – | 65 | 16 | – | – | |||||
| hdr• Up Special | 20-32 (every 2) | 1.8 | 105° | 20 / 20 | -20 | 20 | 43 | 20 | – | 0 | top |
| hdr• Up Special | 20-32 (every 2) | 1.8 | 105° | 20 / 20 | -20 | 20 | 43 | 20 | – | 0 | top |
| hdr• Up Special | 1-8 | 16 | 60° | 70 / 60 | -18 | 1 | 30 | 20 | – | 0 | neck |
| 9-30 | 10 | 60° | 85 / 50 | -13 | 0 | neck | |||||
| vanilla Up Special | no hitboxes | – | 20 | – | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 20 | – | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 15 | – | – | – | |||||
| hdr‡ Down Special | 1 | 3 | 360° | 80 fixed | -1 | 1 | 5 | – | JC 4 | 0 | top |
| 1 | 3 | 24° | 66 / 24 | -1 | 1 | top | |||||
| vanilla• Down Special | no hitboxes | – | – | – | JC | – | |||||
| SpecialLwHit vanilla• Down Special | no hitboxes | – | 20 | – | JC | – | |||||
| SpecialLwEnd vanilla Down Special | no hitboxes | – | 14 | – | JC | – | |||||
| hdr‡ Down Special | 1 | 3 | 360° | 80 fixed | -1 | 1 | 5 | – | JC 4 | 0 | top |
| 1 | 3 | 24° | 66 / 24 | -1 | 1 | top | |||||
| SpecialAirLwLoop vanilla• Down Special | no hitboxes | – | – | – | JC | – | |||||
| SpecialAirLwHit vanilla• Down Special | no hitboxes | – | 20 | – | JC | – | |||||
| SpecialAirLwEnd vanilla Down Special | no hitboxes | – | 14 | – | JC | – | |||||
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 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 10-11 | – | – | – / – | – | – | 43 | – | 0 | grab |
| hdr‡ Pivot Grab | 11-12 | – | – | – / – | – | – | 39 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 3 | 45° | 45 / 135 | – | 11 | 38 | 27 | 0 | – |
| 1-9 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 10 | 4 | 45° | 49 / 112 | -23 | 0 | top | ||||
| hdr➔‡ Back Throw | 1 | 2 | 56° | 80 / 85 | – | 10 | 41 | 31 | 0 | – |
| 1-40 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr➔‡ Up Throw | 1 | 2 | 90° | 75 / 110 | – | 7 | 39 | 32 | 0 | – |
| 1-38 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| vanilla➔ Down Throw | 1 | 1 | 60° | 85 / 100 | – | 34 | 50 | 16 | 0 | – |
| 1-49 | 3 | Sakurai | 60 / 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 | – | 47 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 47 | 10 | – | |||||
| vanilla Ledge Attack | 19-21 | 9 | 45° | 90 / 20 | -30 | 19 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -27 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -27 | 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 | – | 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 | – | 52 | – | – | |||||
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 | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
3 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.
Arwingshot
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Main | 1-20 | 3 | 80° | 200 fixed | 0 | top |
Blaster Bullet
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-22 | 3 | Sakurai | 0 / 0 | 0 | top |
| vanilla⇥ FlyThrowB | 1-22 | 2 | Sakurai | 0 / 0 | 0 | top |
| vanilla⇥ FlyThrowHi | 1-22 | 2 | Sakurai | 0 / 0 | 0 | top |
| vanilla⇥ FlyThrowLw | 1-22 | 2 | Sakurai | 0 / 0 | 0 | top |
Illusion
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ MoveGround | 1-6 | 8 | 85° | 35 / 110 | 0 | top |
| vanilla⇥ MoveAir | 1-6 | 5 | 60° | 15 / 148 | 0 | top |
Attributes
Weight & Size
- Weight
- 75
- Jostle Weight
- 3.9
- Shield Radius
- 9.2
Ground Movement
- Walk Speed
- 1.6
- Walk Accel (mul)
- 0.21
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.9
- Run Speed
- 2.2
- Run Accel (mul)
- 0.1
- Run Accel (add)
- 0.02
- Traction
- 0.08
Jumps
- Jumpsquat
- 3
- Jump Initial Y
- 12.5125
- Full Hop Height
- 35
- Short Hop Height
- 12
- Air Jump Height
- 37
- Jump Count
- 2
- Horizontal Jump Speed
- 1.7
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 3.3
Air Movement
- Air Speed
- 0.83
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.06
- Air Friction
- 0.02
- Gravity
- 0.23
- Fall Speed
- 2.8
Landing Lag
- Nair
- 7
- Fair
- 15
- Bair
- 9
- 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 (47 -> 54 frames).Side Special (Air, End)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Rapid Jab Finisher, Up Tilt, Up Smash, Neutral Special (End), Neutral Special (Air, End), Side Special (Start), Side Special (Air, Start), Side Special (Air, End), Down Special (Start), Down Special (Air, Start), Dash Grab, Pivot Grab, Forward Throw, Back 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.
- 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.
- Arwingshot is on the field for up to 20 frames (param_arwingshot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Arwingshot: Main
- Blaster Bullet is on the field for up to 22 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 6 frames (param_illusion.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Illusion: MoveGround, Illusion: MoveAir
➔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 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 (Air, Hit), 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 4 frames of landing lag rather than the usual special-fall landing.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 19 this move would otherwise run.Side Special (Air, Start)
- Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 16 frames rather than the 64 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 20 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 20 frames rather than the 29 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
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Down Special (Loop), Down Special (Air, Loop), 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
Fox