Jabs
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛ Jab | 3-4 | 3 | 80° | 20 / 71 | -11 | 3 | 18 | – | 0, 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔‡ Dash Attack | spawns pot | 2 | 40 | – | – | |||||
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛ Forward Tilt | 8-11 | 11.5 | Sakurai | 56 / 78 | -17 | 8 | 34 | – | 0, 1, 2, 3, 4 | haver, armr |
| hdr‡ Up Tilt | 6-13 | 8 | 82° | 62 / 86 | -15 | 6 | 28 | – | 0, 1 | havel |
| hdr↛‡ Down Tilt | 7-9 | 13 | 80° | 45 / 92 | -14 | 7 | 31 | – | 0 | top |
| 7-9 | 10 | 275° | 57 / 46 | -16 | 1 | top |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr↛ Forward Smash | 14-16 | 17 | Sakurai | 25 / 108 | -20 | 14 | 46 | – | 0, 1 | top |
| 17-19 | 13 | Sakurai | 40 / 113 | -19 | 0, 1 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr➔‡ Up Smash | 9-10 | 2 | 100° | 70 fixed | -24 | 9 | 37 | – | 0 | top |
| 9-10 | 2 | 100° | 60 fixed | -24 | 1 | top | ||||
| vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr↛ Down Smash | 8-9 | 13 | 28° | 35 / 99 | -26 | 8 | 44 | – | 0, 1 | top |
| 12-13 | 10 | 28° | 40 / 114 | -24 | 0, 1 | top | ||||
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 | 50° | 25 / 103 | +1 | 4 | 32 | 7 | 1-2, 32– | 0, 1, 2 | handl, handr, hip |
| 8-24 | 7 | Sakurai | 20 / 85 | -2 | 0, 1, 2 | handl, handr, hip | |||||
| hdr◆‡ Forward Air | 10-14 | 9 | 70° | 33 / 84 | -3 | 10 | 30 | 9 | 1-2, 23– | 0, 1 | stickl |
| hdr‡ Back Air | no hitboxes | – | 40 | 12 | 1-3, 33– | – | |||||
| hdr‡ Up Air | 6-8 | 12 | 76° | 47 / 92 | -2 | 6 | 41 | 10 | 1-5, 31– | 0, 1 | top |
| 9-24 | 8 | 70° | 47 / 90 | -4 | 0, 1 | top | |||||
| hdr‡ Down Air | 12-13 | 12 | 270° | 0 / 77 | -3 | 12 | 42 | 11 | 1-11, 38– | 0 | top |
| 14-24 | 8 | 60° | 40 / 98 | -5 | 0, 1 | top | |||||
Special Attacks
55 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Special | no hitboxes | – | 30 | – | – | – | |||||
| SpecialNHand vanilla Neutral Special | no hitboxes | – | 34 | – | – | – | |||||
| hdr Neutral Special | 1-5 | 6 | 69° | 70 / 90 | -21 | 1 | 28 | – | – | 0, 1 | top |
| vanilla Neutral Special | no hitboxes | – | 30 | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 41 | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 41 | – | – | – | |||||
| vanilla‡ Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| hdr Neutral Special | no hitboxes | – | 30 | – | – | – | |||||
| SpecialAirNHand vanilla Neutral Special | no hitboxes | – | 34 | – | – | – | |||||
| hdr Neutral Special | 1-5 | 6 | 69° | 70 / 90 | -21 | 1 | 28 | – | – | 0, 1 | top |
| vanilla Neutral Special | no hitboxes | – | 30 | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 40 | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 40 | – | – | – | |||||
| vanilla‡ Neutral Special | no hitboxes | – | 31 | – | – | – | |||||
| hdr‡ Side Special | 12-15 | 0 | 350° | 30 fixed | – | 12 | 41 | – | – | 0 | top |
| SpecialSReel vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| SpecialSHook vanilla• Side Special | no hitboxes | – | 16 | – | – | – | |||||
| SpecialSEnd vanilla Side Special | no hitboxes | – | 24 | – | – | – | |||||
| SpecialSCut vanilla Side Special | no hitboxes | – | 30 | – | – | – | |||||
| SpecialSHit vanilla• Side Special | no hitboxes | – | 16 | – | – | – | |||||
| SpecialSHitReel vanilla• Side Special | no hitboxes | – | 9 | – | – | – | |||||
| SpecialSCatchWait vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| hdr‡ Side Special | 1-26 | 7 | 70° | 70 / 25 | – | 1 | 27 | – | – | 0 | – |
| hdr‡ Side Special | 1-24 | 7 | 70° | 70 / 25 | – | 1 | 25 | – | – | 0 | – |
| hdr‡ Side Special | 1-35 | 12 | 90° | 100 / 45 | – | 1 | 36 | – | – | 0 | – |
| hdr‡¶ Side Special | 1-24 | 10 | 20° | 120 fixed | – | 1 | 34 | – | – | 0 | – |
| 20-24 | 1 | 40° | 34 / 80 | -11 | 1 | top | |||||
| 25 | 10 | 30° | 140 fixed | – | 0 | – | |||||
| 25 | 10 | 30° | 140 fixed | – | 0 | – | |||||
| 25-33 | 10 | 20° | 100 fixed | – | 0 | – | |||||
| 25-33 | 10 | 20° | 100 fixed | – | 0 | – | |||||
| vanilla Side Special | no hitboxes | – | 16 | – | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 43 | – | – | – | |||||
| SpecialAirSReel vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| SpecialAirSHook vanilla• Side Special | no hitboxes | – | 16 | – | – | – | |||||
| SpecialAirSEnd vanilla Side Special | no hitboxes | – | 24 | – | – | – | |||||
| SpecialAirSCut vanilla Side Special | no hitboxes | – | 30 | – | – | – | |||||
| SpecialAirSHit vanilla• Side Special | no hitboxes | – | 16 | – | – | – | |||||
| SpecialAirSHitReel vanilla• Side Special | no hitboxes | – | 9 | – | – | – | |||||
| SpecialAirSCatchWait vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| hdr‡ Side Special | 1-26 | 7 | 70° | 70 / 25 | – | 1 | 27 | – | – | 0 | – |
| hdr‡ Side Special | 1-24 | 7 | 70° | 70 / 25 | – | 1 | 25 | – | – | 0 | – |
| hdr‡ Side Special | 1-35 | 12 | 90° | 100 / 45 | – | 1 | 36 | – | – | 0 | – |
| hdr‡¶ Side Special | 1-16 | 10 | 35° | 100 fixed | – | 1 | 24 | – | – | 0 | – |
| 14-16 | 1 | 40° | 34 / 80 | -7 | 1 | top | |||||
| 17 | 10 | 45° | 120 fixed | – | 0 | – | |||||
| 17 | 10 | 45° | 120 fixed | – | 0 | – | |||||
| 17-23 | 10 | 35° | 80 fixed | – | 0 | – | |||||
| 17-23 | 10 | 35° | 80 fixed | – | 0 | – | |||||
| vanilla Side Special | no hitboxes | – | 16 | – | – | – | |||||
| vanilla↛• Up Special | spawns swing | 1 | 21 | – | C | – | |||||
| vanilla↛• Up Special | spawns swing | 1 | 21 | 14 | C | – | |||||
| vanilla• Up Special | no hitboxes | – | – | 30 | – | – | |||||
| vanilla• Up Special | no hitboxes | – | – | 30 | – | – | |||||
| vanilla Up Special | no hitboxes | – | 21 | – | – | – | |||||
| vanilla Up Special | no hitboxes | – | 21 | – | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 16 | 30 | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 16 | 30 | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 21 | 30 | – | – | |||||
| hdr• Up Special | no hitboxes | – | 21 | 30 | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 43 | – | – | – | |||||
| SpecialLwFailure vanilla Down Special | no hitboxes | – | 45 | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 27 | – | JC 7 | – | |||||
| SpecialAirLwFailure vanilla Down Special | no hitboxes | – | 45 | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 27 | – | JC 7 | – | |||||
Grabs
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 10-12 | – | – | – / – | – | – | 40 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -26 | 1 | 30 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 12-14 | – | – | – / – | – | – | 44 | – | 0 | grab |
| hdr‡ Pivot Grab | 13-15 | – | – | – / – | – | – | 41 | – | 0 | grab |
| vanilla•‡ Air Grab (Tether) | no hitboxes | – | 37 | – | – | |||||
| AirCatchPose vanilla• Air Grab (Tether) | no hitboxes | – | 181 | – | – | |||||
| vanilla• Air Grab (Tether) | no hitboxes | – | 60 | – | – | |||||
| AirCatchHitLoop vanilla• Air Grab (Tether) | no hitboxes | – | – | – | – | |||||
| AirCatchHang vanilla• Air Grab (Tether) | no hitboxes | – | 10 | – | – | |||||
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 9 | 40° | 80 / 20 | – | 15 | 38 | 23 | 0 | – |
| 1-37 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 9 | 140° | 80 / 20 | – | 14 | 33 | 19 | 0 | – |
| 1-32 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 10 | 90° | 60 / 94 | – | 20 | 43 | 23 | 0 | – |
| 1-42 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 6 | 85° | 72 / 74 | – | 18 | 31 | 13 | 0 | – |
| 1-30 | 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 | – | 59 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 59 | 10 | – | |||||
| vanilla↛ Ledge Attack | 21-23 | 9 | 45° | 90 / 20 | -28 | 21 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 18-19 | 7 | 48° | 80 / 48 | -30 | 18 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| vanilla Get-Up Attack | 18-19 | 7 | 48° | 80 / 48 | -30 | 18 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 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 | – | 31 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownSpotU vanilla DownSpotU | no hitboxes | – | 34 | – | – | |||||
| 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 | – | 31 | – | – | |||||
| DownForwardD vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| 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 | – | – | |||||
| 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 | – | 71 | – | – | |||||
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
6 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.
Bullet
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla ShootF | 1-2 | 7 | Sakurai | 55 / 100 | 0 | top |
| 3-8 | 4 | Sakurai | 10 / 100 | 0 | top | |
| 9+ | 2.5 | Sakurai | 10 / 100 | 0 | top | |
| hdr⇥ ShootB | 1-2 | 11 | Sakurai | 58 / 85 | 0 | top |
| 3-4 | 7 | Sakurai | 14 / 78 | 0 | top | |
| 5-7 | 5 | Sakurai | 15 / 72 | 0 | top |
Clayrocket
3 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Fly | 2-12 | 1.6 | 96° | 70 fixed | 0 | top |
| 13+ | 0.9 | 89° | 70 / 10 | 0 | top | |
| hdr Burst | 1-2 | 12 | 60° | 50 / 70 | 0 | top |
| vanilla Destroy | 1-2 | 10 | 60° | 50 / 70 | 0 | top |
Office
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Construct | 87-174 | 10 | Sakurai | 65 / 60 | 0 | top |
| 296-299 | 15 | 45° | 80 / 115 | 0 | top |
Pot
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Throwed | 1-6 | 10 | 70° | 42 / 85 | 0 | have |
| 7-60 | 6 | 70° | 37 / 85 | 0 | have |
Tomnook
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla ConstructEndL | 119 | 5 | 367° | 45 / 100 | 0 | – |
| vanilla ConstructEndR | 119 | 5 | 367° | 45 / 100 | 0 | – |
Trafficsign
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Attack | 7-9 | 14 | 88° | 34 / 102 | 0, 1 | top, trafficsign |
| 10-11 | 12 | 88° | 34 / 102 | 0, 1 | top, trafficsign |
Attributes
Weight & Size
- Weight
- 82
- Jostle Weight
- 5.7
- Shield Radius
- 9.6
Ground Movement
- Walk Speed
- 1.14
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.665
- Run Speed
- 1.58
- Run Accel (mul)
- 0.0858
- Run Accel (add)
- 0.02
- Traction
- 0.081
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 11.6188
- Full Hop Height
- 32.5
- Short Hop Height
- 15.29
- Air Jump Height
- 32.5
- Jump Count
- 2
- Horizontal Jump Speed
- 1.45
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.3
Air Movement
- Air Speed
- 0.978
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.03
- Air Friction
- 0.01
- Gravity
- 0.084
- Fall Speed
- 1.76
Landing Lag
- Nair
- 7
- Fair
- 9
- Bair
- 12
- Uair
- 10
- Dair
- 11
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (58 -> 60 frames).Forward Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Up Tilt, Down Tilt, Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Fire), Neutral Special (Air, Fire), Side Special (Start), Side Special (ThrowF), Side Special (ThrowB), Side Special (ThrowHi), Side Special (ThrowLw), Side Special (Air, Start), Side Special (Air, ThrowF), Side Special (Air, ThrowB), Side Special (Air, ThrowHi), Side Special (Air, ThrowLw), Down Special (Set), Grab, Dash Grab, Pivot Grab, Up Throw, Air Grab (Tether)
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Side Special (ThrowLw), Side Special (Air, ThrowLw)
✕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.
- Bullet is on the field for up to 7 frames (param_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bullet: ShootB
- Pot is on the field for up to 60 frames (param_pot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pot: Throwed
↛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.
- Also spawns picopicohammer — the engine's name for it, and there is no table for it here.Jab 1
- Also spawns umbrella — the engine's name for it, and there is no table for it here.Forward Tilt
- Also spawns weeds — the engine's name for it, and there is no table for it here.Down Tilt
- Also spawns cracker — the engine's name for it, and there is no table for it here.Forward Smash
- Also spawns bucket — the engine's name for it, and there is no table for it here.Down Smash
- Also spawns pompon — the engine's name for it, and there is no table for it here.Neutral Air, Ledge Attack
- Damage comes from swing — the engine's name for it, and there is no table for it here.Up Special, Up Special (Air)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Pot — see Projectiles & Articles below.Dash Attack
- Also spawns Trafficsign — see Projectiles & Articles below.Up Smash
•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, Side Special (Hook), Side Special (Hit), Side Special (HitReel), Side Special (Air, Start), Side Special (Air, Hook), Side Special (Air, Hit), Side Special (Air, HitReel), Up Special, Up Special (Air), Up Special (Air, Flap1), Up Special (Air, Flap2), Up Special (Air, End), Up Special (Air, Detach), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, Air Grab (Tether), AirCatchPose, AirCatchHit, AirCatchHang
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Reel), Side Special (CatchWait), Side Special (Air, Reel), Side Special (Air, CatchWait), Up Special (Air, Wait1), Up Special (Air, Wait2), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
- 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)
- Landing lag is 30 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Wait1), Up Special (Air, Wait2), Up Special (Air, Flap1), Up Special (Air, Flap2), Up Special (Air, End), Up Special (Air, Detach)
- 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
Isabelle