Hero

180 moves62 changed by HDR118 vanillainternal brave
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-9390°25 / 40-125210, 1, 2, 3sword1, top
5-93Sakurai15 / 20-124top
hdr
Jab
5-73270°25 / 25-155240, 1, 2sword1
6-73Sakurai15 / 20-143top
hdr
Jab
7-99Sakurai60 / 73-217350, 1, 2, 3, 4armr, sword1, top
7-94Sakurai60 / 73-230, 1, 2, 3, 4armr, sword1, top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡¶
Dash Attack
18-2218Sakurai50 / 70-2118510, 1, 2, 3, 4armr, sword1, shoulderl
18-2212Sakurai50 / 70-240, 1, 4armr, shoulderl
18-2215Sakurai50 / 80-222, 3sword1

Tilt Attacks

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-9660°35 fixed-157280shield
7-9655°30 fixed-151shield
7-9655°50 fixed-152top
7-9635°40 fixed-153top
hdr‡¶
Forward Tilt
8-111240°35 / 110-178340, 1, 2, 3armr, sword1
8-11940°35 / 110-190, 1, 2, 3armr, sword1
hdr‡¶
Up Tilt
8-111494°80 / 70-218390, 1, 2, 3armr, sword1
8-11894°70 / 95-240, 1armr
8-111194°70 / 95-222, 3sword1
12-141486°80 / 70-170, 1, 2, 3armr, sword1
12-14886°70 / 95-200, 1armr
12-141186°70 / 95-182, 3sword1
hdr
Down Tilt
6-10883°75 / 60-156280kneel
6-10888°75 / 60-151kneel
6-10893°75 / 60-152kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes60
hdr‡¶
Forward Smash
17-2124Sakurai62 / 76-3417670, 1, 2, 3armr, sword1
17-211642°62 / 76-390armr
17-211842°62 / 76-381, 2, 3armr, sword1
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
13-172390°50 / 82-2613540, 1, 2, 3, 4top, armr, sword1
13-171690°60 / 82-300, 1, 2top, armr
13-171890°60 / 82-293, 4sword1
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-102260°25 / 95-329560, 1, 2, 3armr, sword1
9-101375°47 / 88-370, 1armr
9-101575°47 / 88-362, 3sword1
20-212246°25 / 90-210, 1, 2, 3armr, sword1
20-211350°47 / 100-260, 1armr
20-211550°47 / 100-252, 3sword1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡¶
Neutral Air
7-181360°50 / 70+173881-3, 28–0, 1, 2, 3armr, sword1
7-18750°50 / 60-30, 1armr
7-181060°50 / 60-12, 3sword1
hdr‡¶
Forward Air
14-1715Sakurai36 / 9601441101-3, 36–0, 1, 2, 3armr, sword1
14-17950°35 / 95-40, 1armr
14-1712Sakurai36 / 96-22, 3sword1
hdr‡¶
Back Air
19-221745°35 / 95-11948121-3, 40–0, 1, 2, 3armr, sword1
19-221145°35 / 100-40, 1armr
19-221440°35 / 97-32, 3sword1
hdr
Up Air
6-8975°53 / 86-163471-2, 26–0, 1, 2, 3legr, kneer, legl
9-18770°53 / 72-20, 1, 2, 3legr, kneer, legl
hdr‡¶
Down Air
16-1718270°33 / 48-21650131-3, 42–0, 1, 2, 3armr, sword1
16-1714270°33 / 48-40armr
16-1715270°33 / 48-31, 2, 3armr, sword1
18-271255°35 / 80-50, 1, 2, 3armr, sword1
18-27955°35 / 80-70, 1, 2, 3armr, sword1

Special Attacks

106 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes8
SpecialNHold vanilla
Neutral Special
no hitboxes
SpecialNCancel vanilla
Neutral Special
no hitboxes8
hdr➔‡
Neutral Special
spawns fireball1033
hdr➔‡
Neutral Special
spawns fireball1142
hdr➔‡
Neutral Special
spawns fireball2062
SpecialAirNStart vanilla
Neutral Special
no hitboxes8
SpecialAirNHold vanilla
Neutral Special
no hitboxes
SpecialAirNCancel vanilla
Neutral Special
no hitboxes8
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes8
hdr➔‡
Neutral Special
spawns fireball1033
vanilla
Neutral Special
spawns fireball1152
hdr➔‡
Neutral Special
spawns fireball2062
SpecialSStart vanilla
Side Special
no hitboxes8
SpecialSHold vanilla
Side Special
no hitboxes
hdr‡¶
Side Special
10545°35 / 100-2510400top
11-13 (every 1)345°35 / 100-250top
14345°35 / 100-220top
15-39245°30 / 100-210top
hdr‡¶
Side Special
14-196Sakurai25 / 90-3514550top
vanilla
Side Special
no hitboxes70
hdr
Side Special
14120°50 fixed-721780top
236100°50 fixed-490top
266100°50 fixed-461top
3212Sakurai75 / 100-420top
33-348Sakurai75 / 70-380top
SpecialAirSStart vanilla
Side Special
no hitboxes8
SpecialAirSHold vanilla
Side Special
no hitboxes
hdr‡¶
Side Special
10545°35 / 100-2510400top
11-13 (every 1)345°35 / 100-250top
14345°35 / 100-220top
15-39245°30 / 100-210top
hdr‡¶
Side Special
14-196Sakurai25 / 90-3514550top
vanilla
Side Special
no hitboxes70
hdr
Side Special
14120°50 fixed-721780top
236100°50 fixed-490top
266100°50 fixed-461top
3212Sakurai75 / 100-420top
33-348Sakurai75 / 70-380top
SpecialHiStart vanilla
Up Special
no hitboxes4
SpecialHiHold vanilla
Up Special
no hitboxes
hdr➔◆•‡
Up Special
spawns tornado829
hdr➔•‡
Up Special
spawns tornado1296
hdr➔•‡
Up Special
spawns tornado15117
hdr◆•
Up Special
no hitboxes50
SpecialAirHiStart vanilla
Up Special
no hitboxes4
SpecialAirHiHold vanilla
Up Special
no hitboxes
hdr➔◆•‡
Up Special
spawns tornado82914
hdr➔•‡
Up Special
spawns tornado129614
hdr➔•‡
Up Special
spawns tornado1511714
hdr◆•
Up Special
no hitboxes50
hdr•‡
Down Special
no hitboxes18
vanilla
Down Special
no hitboxes
vanilla
Down Special
no hitboxes92
vanilla
Down Special
no hitboxes36
vanilla
Down Special
no hitboxes5
vanilla
Down Special
no hitboxes30
vanilla
Down Special
no hitboxes40
vanilla
Down Special
spawns flash640
vanilla
Down Special
spawns flash644
vanilla➔‡
Down Special
spawns explosion539
vanilla➔‡
Down Special
spawns explosion650
vanilla➔‡
Down Special
spawns deathball642
vanilla➔‡
Down Special
spawns deathball2259
hdr
Down Special
spawns crash20152
vanilla➔‡
Down Special
spawns crash4161
vanilla•‡
Down Special
no hitboxes16
vanilla
Down Special
no hitboxes
vanilla
Down Special
no hitboxes30
vanilla
Down Special
no hitboxes35
vanilla
Down Special
no hitboxes43
vanilla
Down Special
no hitboxes35
hdr↛‡
Down Special
spawns sleep951
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes30
vanilla
Down Special
no hitboxes
vanilla
Down Special
no hitboxes
vanilla
Down Special
no hitboxes1
hdr
Down Special
6-82246°68 / 67-186390, 1, 2sword1, armr
61750°68 / 62-214top
7-82246°68 / 67-173top
7-81750°68 / 62-204top
hdr
Down Special
6-81750°70 / 7-186360, 1, 2sword1, armr
61360°70 / 7-204top
7-81750°70 / 7-173top
7-81360°70 / 7-194top
hdr
Down Special
10-121Sakurai10 fixed-2710400, 1, 2, 3armr, sword1
hdr
Down Special
30-353555°36 / 89-3130830, 1, 2, 3armr, sword1
hdr
Down Special
no hitboxes46
hdr•‡
Down Special
no hitboxes18
vanilla
Down Special
no hitboxes35
vanilla
Down Special
no hitboxes9235
vanilla
Down Special
no hitboxes5
vanilla
Down Special
no hitboxes5
vanilla
Down Special
no hitboxes12
vanilla
Down Special
no hitboxes4035
vanilla➔•
Down Special
spawns flash64035JC
vanilla➔•
Down Special
spawns flash64435JC
vanilla➔‡•
Down Special
spawns explosion53935JC
vanilla➔‡•
Down Special
spawns explosion65035JC
vanilla➔‡•
Down Special
spawns deathball64235JC
vanilla➔‡•
Down Special
spawns deathball225935JC
hdr➔•
Down Special
spawns crash2015235JC
vanilla➔‡•
Down Special
spawns crash416135JC
vanilla•‡
Down Special
no hitboxes16
hdr
Down Special
2+18270°55 / 30235JC0top
vanilla
Down Special
no hitboxes30
vanilla
Down Special
no hitboxes35
vanilla‡•
Down Special
no hitboxes4335
vanilla
Down Special
no hitboxes35
hdr↛‡•
Down Special
spawns sleep95135JC
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes1
vanilla
Down Special
no hitboxes30
hdr‡•
Down Special
6-82246°68 / 67-1863935JC0, 1, 2sword1, armr
61750°68 / 62-214top
7-82246°68 / 67-173top
7-81750°68 / 62-204top
hdr
Down Special
6-81750°70 / 7-18636JC0, 1, 2sword1, armr
61360°70 / 7-204top
7-81750°70 / 7-173top
7-81360°70 / 7-194top
hdr
Down Special
10-121Sakurai10 fixed-27104035JC0, 1, 2, 3armr, sword1
hdr‡•
Down Special
30-353555°36 / 89-31308335JC0, 1, 2, 3armr, sword1
hdr
Down Special
no hitboxes4635

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-211250top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1735°60 / 551635190
1-343Sakurai60 / 1000
hdr
Back Throw
1947°70 / 571838200
1-373Sakurai40 / 1000
hdr
Up Throw
1790°55 / 851732150
1-313Sakurai40 / 1000
hdr
Down Throw
1676°77 / 601933140
1-323Sakurai40 / 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 4–265510
hdr
Air Dodge
intangible 4–265510
vanilla
Ledge Attack
24-26945°90 / 20-2524560top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
17-18748°80 / 48-3117540top
21-22748°80 / 48-270top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes27
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes27
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes32
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
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
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 hitboxes46

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

8 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.

Crash

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Crash1
3-125.4366°10 / 50top
13-224.2115°10 / 50top
23-324.2105°10 / 50top
33-424.2100°10 / 50top
43-524.295°10 / 50top
53-624.295°10 / 50top
63-724.295°10 / 50top
73-804.295°10 / 50top
81-921163°80 / 1350top
vanilla
Crash2
4-90.1366°10 / 503top
105060°30 / 450top
103560°40 / 601top

Deathball

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Deathball1
1+1Sakurai0 / 1000deathball
hdr
Deathball2
1-113Sakurai0 / 1500, 1top

Explosion

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Move1
1+1.570°20 / 1000top
vanilla
Explode1
1-201465°88 / 600top
1-201260°88 / 601top
vanilla
Move2
1+2Sakurai25 / 400top
hdr
Explode2
1-150366°100 fixed2top
1-150366°50 fixed3top
16-392665°80 / 500top
16-392160°80 / 501top

Fireball

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Neutral Special (1)
1+972°45 / 550top
hdr
Neutral Special (2)
1+9Sakurai71 / 720, 1fireball2, fireball1
vanilla
Neutral Special (3)
1+19130°30 fixed0top
hdr
BurstL
1-183115°50 fixed0top
1-181056°60 / 701top
19+348°15 / 3220top
19+8Sakurai50 / 701top

Flash

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Flash1
1+1.550°50 / 1000top
vanilla
FlashHit1
1-121245°40 / 700top
13+1245°40 / 700top
vanilla
Flash2
1+350°50 / 1000top
vanilla
FlashHit2
1-92242°30 / 600top
10-162242°30 / 600top
17+2242°30 / 600top

Lightning

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1-21456°100 / 400top
3-51264°100 / 400top
6+10366°60 fixed0top

Spark

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Side Special (1)
1+682°80 / 760top
1+582°80 / 761top
1+2.590°100 / 402top
vanilla
Side Special (2)
1+1458°80 / 600top
1+1058°80 / 601top
1+558°100 / 402top
hdr
Side Special (32)
1+1644°24 / 1230top
1+1258°24 / 701top
1+658°100 / 402top

Tornado

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Up Special (1)
1-127108°85 / 550tornado1
hdr
Up Special (2)
1-203130°60 fixed0tornado1
1-203367°40 fixed1tornado1
21+4120°85 / 1200, 1tornado1
hdr
Up Special (3)
13130°60 fixed0, 1tornado1, tornado2
1+4120°85 / 1250, 1, 2, 3, 4, 5, 6tornado1, tornado2, top
13140°45 fixed2, 3tornado1, tornado2
13175°35 fixed4, 5tornado1, tornado2

Attributes

Weight & Size

Weight
101
Jostle Weight
6
Shield Radius
12.1

Ground Movement

Walk Speed
1.1
Walk Accel (mul)
0.16
Walk Accel (add)
0.08
Initial Dash
1.65
Run Speed
1.625
Run Accel (mul)
0.0557
Run Accel (add)
0.02
Traction
0.075

Jumps

Jumpsquat
4
Jump Initial Y
10.3675
Full Hop Height
29
Short Hop Height
14.5
Air Jump Height
28
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
0.96
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.008
Gravity
0.111
Fall Speed
1.98

Landing Lag

Nair
8
Fair
10
Bair
12
Uair
7
Dair
13
Empty Landing
4
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (63 -> 50 frames).Up Special (1), Up Special (Empty), Up Special (Air, 1), Up Special (Air, Empty)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, AttackS3S2, Up Tilt, Forward Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (1), Neutral Special (2), Neutral Special (3), Neutral Special (Air, 1), Neutral Special (Air, 3), Side Special (1), Side Special (2), Side Special (Air, 1), Side Special (Air, 2), Up Special (1), Up Special (2), Up Special (3), Up Special (Air, 1), Up Special (Air, 2), Up Special (Air, 3), Down Special (Start), Down Special (Cancel), Down Special (4), Down Special (5), Down Special (6), Down Special (7), Down Special (9), Down Special (10Start), Down Special (10End), Down Special (11), Down Special (12), Down Special (13), Down Special (14), Down Special (15Common), Down Special (17), Down Special (18), Down Special (20), Down Special (Air, Start), Down Special (Air, Cancel), Down Special (Air, JumpCancel), Down Special (Air, 4), Down Special (Air, 5), Down Special (Air, 6), Down Special (Air, 7), Down Special (Air, 9), Down Special (Air, 10Start), Down Special (Air, 10End), Down Special (Air, 11), Down Special (Air, 12), Down Special (Air, 13), Down Special (Air, 14), Down Special (Air, 15Common), Down Special (Air, 17), Down Special (Air, 18), Down Special (Air, 20), Grab, Forward Throw, Back Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Jab 3, Dash Attack, AttackS3S2, Up Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Down Air, Side Special (1), Side Special (2), Side Special (Air, 1), Side Special (Air, 2)
HDR removes this move’s hitboxes.
  • CliffEscape
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 sleep — the engine's name for it, and there is no table for it here.Down Special (14), Down Special (Air, 14)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fireball — see Projectiles & Articles below.Neutral Special (1), Neutral Special (2), Neutral Special (3), Neutral Special (Air, 1), Neutral Special (Air, 2), Neutral Special (Air, 3)
  • Damage comes from Tornado — see Projectiles & Articles below.Up Special (1), Up Special (2), Up Special (3), Up Special (Air, 1), Up Special (Air, 2), Up Special (Air, 3)
  • Damage comes from Flash — see Projectiles & Articles below.Down Special (2), Down Special (3), Down Special (Air, 2), Down Special (Air, 3)
  • Damage comes from Explosion — see Projectiles & Articles below.Down Special (4), Down Special (5), Down Special (Air, 4), Down Special (Air, 5)
  • Damage comes from Deathball — see Projectiles & Articles below.Down Special (6), Down Special (7), Down Special (Air, 6), Down Special (Air, 7)
  • Damage comes from Crash — see Projectiles & Articles below.Down Special (8), Down Special (9), Down Special (Air, 8), Down Special (Air, 9)
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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Air, Start), Up Special (Start), Up Special (1), Up Special (2), Up Special (3), Up Special (Empty), Up Special (Air, Start), Up Special (Air, 1), Up Special (Air, 2), Up Special (Air, 3), Up Special (Air, Empty), Down Special (Start), Down Special (Select2), Down Special (Landing), Down Special (10Start), Down Special (16Start), Down Special (Air, Start), Down Special (Air, Select2), Down Special (Air, 10Start), Down Special (Air, 16Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (Air, Hold), Side Special (Hold), Side Special (Air, Hold), Up Special (Hold), Up Special (Air, Hold), Down Special (Select), Down Special (10), Down Special (16Hi), Down Special (16Lw), Down Special (Air, Select), Down Special (Air, 10), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • 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, 1), Up Special (Air, 2), Up Special (Air, 3)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames and is the only way out of it. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Select), Down Special (Air, 10)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 91 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Select2)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 39 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 1), Down Special (Air, 2), Down Special (Air, 19)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 43 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 3)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 38 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 4), Down Special (Air, 17)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 49 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 5)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 41 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 6)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 58 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 7)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 151 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 8)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 60 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 9)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 42 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 12)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 50 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 14)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 82 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 20)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 45 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, 21)
  • 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.