Fox

105 moves35 changed by HDR70 vanillainternal fox
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3455°0 / 100-92160, 1, 2shoulderl, arml
2-34Sakurai15 / 20-93top
hdr
Jab
3-4470°0 / 100-103180, 1, 2shoulderr, armr
3-44Sakurai15 / 20-103top
hdr
Jab
3-53Sakurai30 / 100-263330, 1, 2kneer
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1, 2, 4, 6, 80.6Sakurai7 / 2010, 1kneel, top
hdr
Jab
3-42Sakurai35 / 130-323390, 1, 2kneer

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
4-7670°35 / 122-264360, 1kneel
8-15470°20 / 122-230, 1kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-88Sakurai0 / 109-155270, 1, 2legr, kneer
hdr
Forward Tilt
5-88Sakurai0 / 109-155270, 1, 2legr, kneer
hdr
Forward Tilt
5-88Sakurai0 / 109-155270, 1, 2legr, kneer
hdr
Up Tilt
5-108110°29 / 143-165280kneer
5-10884°29 / 143-161kneer
5-10680°29 / 143-172, 3kneer, legr
hdr
Down Tilt
7-8970°24 / 137-137270tail1
7-8980°24 / 137-131tail2
7-8990°24 / 137-132tail2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
13-1415Sakurai10 / 105-2713510, 1, 2kneer, legr, hip
15-1612Sakurai2 / 100-270, 1, 2kneer, legr, hip
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
7-91680°30 / 111-337510kneer
7-9 (every 1)1680°30 / 111-331top
10-1512Sakurai10 / 111-320, 1kneer, footr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-91525°20 / 65-366530, 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 hitboxes7
vanilla➔•
Neutral Special
spawns blaster_bullet411
vanilla
Neutral Special
no hitboxes21
vanilla
Neutral Special
no hitboxes5
vanilla➔•
Neutral Special
spawns blaster_bullet4114
vanilla
Neutral Special
no hitboxes21
hdr•‡
Side Special
no hitboxes20
vanilla➔•
Side Special
spawns illusion24
vanilla
Side Special
no hitboxes30
SpecialSLanding vanilla
Side Special
no hitboxes17
hdr•‡
Side Special
no hitboxes2016
vanilla➔•
Side Special
spawns illusion24
hdr◆•‡
Side Special
no hitboxes6516
hdr
Up Special
20-32 (every 2)1.8105°20 / 20-202043200top
hdr
Up Special
20-32 (every 2)1.8105°20 / 20-202043200top
hdr
Up Special
1-81660°70 / 60-18130200neck
9-301060°85 / 50-130neck
vanilla
Up Special
no hitboxes20
vanilla
Up Special
no hitboxes20
vanilla
Up Special
no hitboxes15
hdr
Down Special
13360°80 fixed-115JC 40top
1324°66 / 24-11top
vanilla
Down Special
no hitboxesJC
SpecialLwHit vanilla
Down Special
no hitboxes20JC
SpecialLwEnd vanilla
Down Special
no hitboxes14JC
hdr
Down Special
13360°80 fixed-115JC 40top
1324°66 / 24-11top
SpecialAirLwLoop vanilla
Down Special
no hitboxesJC
SpecialAirLwHit vanilla
Down Special
no hitboxes20JC
SpecialAirLwEnd vanilla
Down Special
no hitboxes14JC

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –430grab
hdr
Pivot Grab
11-12– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1345°45 / 1351138270
1-93Sakurai60 / 1000
10445°49 / 112-230top
hdr➔‡
Back Throw
1256°80 / 851041310
1-403Sakurai60 / 1000
hdr➔‡
Up Throw
1290°75 / 110739320
1-383Sakurai60 / 1000
vanilla
Down Throw
1160°85 / 1003450160
1-493Sakurai60 / 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 4–264710
hdr
Air Dodge
intangible 4–264710
vanilla
Ledge Attack
19-21945°90 / 20-3019560top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
21-22748°80 / 48-270top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
21-22748°80 / 48-270top
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
PassiveCeil 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 hitboxes52

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

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. 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.