Fox

105 moves35 changed by HDR70 vanillainternal fox
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3455°0 / 100-9216–0, 1, 2shoulderl, arml
2-34Sakurai15 / 20-93top
hdr
Jab
3-4470°0 / 100-10318–0, 1, 2shoulderr, armr
3-44Sakurai15 / 20-103top
hdr↧
Jab
3-53Sakurai30 / 100-26333–0, 1, 2kneer
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
2-10 (every 2)0.6Sakurai7 / 20–2––0, 1kneel, top
hdr‡
Jab
3-42Sakurai35 / 130-32339–0, 1, 2kneer

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
4-7670°35 / 122-26436–0, 1kneel
8-15470°20 / 122-230, 1kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-88Sakurai0 / 109-15527–0, 1, 2legr, kneer
hdr
Forward Tilt
5-88Sakurai0 / 109-15527–0, 1, 2legr, kneer
hdr
Forward Tilt
5-88Sakurai0 / 109-15527–0, 1, 2legr, kneer
hdr‡
Up Tilt
5-108110°29 / 143-16528–0kneer
5-10884°29 / 143-161kneer
5-10680°29 / 143-172, 3kneer, legr
hdr
Down Tilt
7-8970°24 / 137-13727–0tail1
7-8980°24 / 137-131tail2
7-8990°24 / 137-132tail2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
13-1415Sakurai10 / 105-271351–0, 1, 2kneer, legr, hip
15-1612Sakurai2 / 100-270, 1, 2kneer, legr, hip
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
7-91680°30 / 111-33751–0kneer
7-9 (every 1)1680°30 / 111-331top
10-1512Sakurai10 / 111-320, 1kneer, footr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
6-91525°20 / 65-36653–0, 1kneer, kneel
6-912Sakurai20 / 65-382, 3kneer, kneel

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-711Sakurai9 / 108+144271-3, 37–0, 1, 2hip, kneel, kneer
8-308Sakurai14 / 99-10, 1, 2hip, kneel, kneer
hdr
Forward Air
7-81.845°20 / 160-137441546–0, 1kneer
11-121.8366°50 / 75-130, 1kneel
11-121.845°20 / 160-132, 3kneel
16-171.8366°50 / 75-130, 1kneer
16-171.845°20 / 160-132, 3kneer
21-221.8366°50 / 75-130, 1kneel
21-221.845°20 / 160-132, 3kneel
26-285.860°57 / 90-100, 1, 2kneer, hip
hdr
Back Air
4-713Sakurai0 / 113043891-2, 25–0, 1kneer, legr
4-79Sakurai0 / 113-32kneel
8-199Sakurai0 / 100-30, 1, 2kneer, legr, kneel
hdr
Up Air
9-10392°30 fixed-7936101-8, 26–0, 1, 2tail1, tail2, tail3
12-131085°40 / 125-30, 1, 2kneer, footr, hip
hdr
Down Air
5-23 (every 3)2290°30 fixed-7551101-3, 31–0, 1hip, kneel

Special Attacks

27 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla•
Neutral Special
no hitboxes–7–––
vanilla➔•
Neutral Special
spawns blaster_bullet411–––
vanilla‡
Neutral Special
no hitboxes–21–––
vanilla•
Neutral Special
no hitboxes–5–––
vanilla➔•
Neutral Special
spawns blaster_bullet4114––
vanilla‡
Neutral Special
no hitboxes–21–––
hdr•‡
Side Special
no hitboxes–20–––
vanilla➔•
Side Special
spawns illusion24–––
vanilla
Side Special
no hitboxes–30–––
SpecialSLanding vanilla
Side Special
no hitboxes–17–––
hdr•‡
Side Special
no hitboxes–2016––
vanilla➔•
Side Special
spawns illusion24–––
hdr◆•‡
Side Special
no hitboxes–6516––
hdr•
Up Special
20-32 (every 2)1.8105°20 / 20-20204320–0top
hdr•
Up Special
20-32 (every 2)1.8105°20 / 20-20204320–0top
hdr•
Up Special
1-81660°70 / 60-1813020–0neck
9-301060°85 / 50-130neck
vanilla
Up Special
no hitboxes–20–––
vanilla•
Up Special
no hitboxes–20–––
vanilla•
Up Special
no hitboxes–15–––
hdr‡
Down Special
13360°80 fixed-115–JC 40top
1324°66 / 24-11top
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
13360°80 fixed-115–JC 40top
1324°66 / 24-11top
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
10-11––– / –––43–0grab
hdr‡
Pivot Grab
11-12––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1345°45 / 135–1138270–
1-93Sakurai60 / 100–0–
10445°49 / 112–0top
hdr➔‡
Back Throw
1256°80 / 85–1041310–
1-403Sakurai60 / 100–0–
hdr➔‡
Up Throw
1290°75 / 110–739320–
1-383Sakurai60 / 100–0–
vanilla➔
Down Throw
1160°85 / 100–3450160–
1-493Sakurai60 / 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 4–26–4710–
hdr•
Air Dodge
intangible 4–26–4710–
vanilla
Ledge Attack
19-21945°90 / 20-301956–0top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
21-22748°80 / 48-270top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
21-22748°80 / 48-270top
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
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

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
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Main
1-20380°200 fixed0top

Blaster Bullet

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
1-223Sakurai0 / 00top
vanilla⇥
FlyThrowB
1-222Sakurai0 / 00top
vanilla⇥
FlyThrowHi
1-222Sakurai0 / 00top
vanilla⇥
FlyThrowLw
1-222Sakurai0 / 00top

Illusion

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
MoveGround
1-6885°35 / 1100top
vanilla⇥
MoveAir
1-6560°15 / 1480top

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; one cycle is 10 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, 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

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.