Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 6-7 | 3 | 83° | 20 fixed | -5 | 6 | 15 | – | 0, 1 | top |
| 6-7 | 3 | 97° | 20 fixed | -5 | 2 | top | ||||
| 6-7 | 3 | 107° | 20 fixed | -5 | 3 | top | ||||
| 6-7 | 3 | Sakurai | 30 / 15 | -5 | 4 | top | ||||
| hdr Jab | 5-6 | 2 | 83° | 20 fixed | -16 | 5 | 25 | – | 0, 1 | top |
| 5-6 | 2 | 97° | 20 fixed | -16 | 2 | top | ||||
| 5-6 | 2 | 107° | 20 fixed | -16 | 3 | top | ||||
| 5-6 | 2 | Sakurai | 30 / 15 | -16 | 4 | top | ||||
| hdr↧ Jab | 5 | 2 | Sakurai | 50 / 90 | -25 | 5 | 34 | – | 0, 1 | top |
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| vanilla• Jab | 1-16 (every 3) | 0.5 | Sakurai | 7 / 30 | – | 1 | – | – | 0 | top |
| vanilla Jab | 5-6 | 2 | 45° | 80 / 66 | -31 | 5 | 40 | – | 0, 1, 2 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 7-11 | 12 | 60° | 25 / 105 | -28 | 7 | 44 | – | 0 | head |
| 12-20 | 9 | 70° | 22 / 105 | -25 | 0 | head |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 6-15 | 1.5 | 20° | 8 fixed | -33 | 6 | 42 | – | 0, 2 | top |
| 6-15 | 1.5 | 130° | 8 fixed | -33 | 1 | top | ||||
| 18-19 | 6 | Sakurai | 33 / 139 | -18 | 0, 1, 2 | top | ||||
| hdr Up Tilt | 9-13 | 9 | 88° | 40 / 105 | -15 | 9 | 31 | – | 0 | hip |
| 9 | 8 | 80° | 40 / 105 | -15 | 1 | top | ||||
| 10 | 8 | 80° | 40 / 105 | -14 | 1 | top | ||||
| 11-13 | 9 | 88° | 40 / 105 | -13 | 2, 3 | kneel, kneer | ||||
| 14-15 | 8 | 80° | 40 / 105 | -10 | 0 | hip | ||||
| hdr‡ Down Tilt | 6-8 | 7 | 48° | 40 / 50 | -12 | 6 | 24 | – | 0, 1, 2 | vinel1, vinel2, top |
| 6-8 | 10 | 110° | 40 / 70 | -10 | 3 | top |
Smash Attacks
8 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 | 15-20 | 16 | Sakurai | 45 / 80 | -39 | 15 | 65 | – | 0, 1 | head, hip |
| hdr Forward Smash | 15-20 | 16 | Sakurai | 45 / 80 | -39 | 15 | 65 | – | 0, 1 | head, hip |
| hdr Forward Smash | 15-20 | 16 | Sakurai | 45 / 80 | -39 | 15 | 65 | – | 0, 1 | head, hip |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 22-25 | 17 | 82° | 88 / 72 | -22 | 22 | 56 | – | 0 | top |
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 13-14 | 10 | Sakurai | 45 / 83 | -31 | 13 | 52 | – | 0, 1 | top |
| 13-14 | 12 | 80° | 60 / 99 | -30 | 2, 3 | top | ||||
| 13-14 | 14 | 80° | 60 / 99 | -29 | 4, 5 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 6-25 | 1.5 | 365° | 45 / 25 | -8 | 6 | 42 | 10 | 1-3, 35– | 0, 1, 2, 3, 4 | top, leafb2, leaff2, leafr2, leafl2 |
| 28-29 | 6 | 55° | 48 / 96 | -5 | 0, 1, 2, 3, 4 | top, leafb2, leaff2, leafr2, leafl2 | |||||
| hdr‡∅ Forward Air | 12-16 | 9 | 54° | 30 / 75 | -3 | 12 | 35 | 9 | 1-2, 29– | 0, 1, 2 | vinel1, vinel2, vinel3 |
| 12-16 | 12 | 75° | 45 / 75 | -1 | 3, 4 | vinel4, vinel5 | |||||
| hdr‡ Back Air | 7-10 | 4 | 82° | 19 fixed | -6 | 7 | 41 | 10 | 1-6, 38– | 0 | viner1 |
| 7-10 | 4 | 86° | 19 fixed | -6 | 1 | viner2 | |||||
| 7-10 | 4 | 90° | 19 fixed | -6 | 2 | viner3 | |||||
| 7-10 | 4 | 94° | 19 fixed | -6 | 3 | viner4 | |||||
| 7-10 | 4 | 98° | 19 fixed | -6 | 4 | viner5 | |||||
| 17-20 | 5 | 60° | 45 / 79 | -6 | 0, 1, 2 | vinel1, vinel2, vinel3 | |||||
| 17-20 | 9 | 80° | 46 / 82 | -4 | 3, 4 | vinel4, vinel5 | |||||
| hdr‡ Up Air | 12 | 14 | 88° | 65 / 75 | -2 | 12 | 38 | 11 | 38– | 0 | top |
| 13-22 | 6 | 275° | 38 / 50 | -6 | 0 | top | |||||
| 13-15 | 10 | 78° | 65 / 75 | -4 | 1 | top | |||||
| 23-29 | 4 | 275° | 38 / 50 | -7 | 0 | top | |||||
| hdr‡ Down Air | 11 | 14 | 270° | 0 / 66 | -2 | 11 | 43 | 11 | 1-2, 29– | 0 | top |
| 12-14 | 10 | 80° | 40 / 74 | -4 | 1 | top |
Special Attacks
14 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr•‡ Neutral Special | no hitboxes | – | 10 | – | – | – | |||||
| SpecialN hdr✕• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns seed | 1 | 36 | – | – | – | |||||
| hdr•‡ Neutral Special | no hitboxes | – | 10 | – | – | – | |||||
| SpecialAirN hdr✕• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns seed | 1 | 36 | – | – | – | |||||
| hdr➔‡ Side Special | spawns leafcutter | 22 | 47 | – | – | – | |||||
| hdr➔‡ Side Special | spawns leafcutter | 22 | 47 | – | – | – | |||||
| hdr↛‡ Up Special | 20-22 | 12 | 60° | 52 / 68 | -24 | 20 | 53 | – | C 50 | 0, 1, 2, 3 | viner2, viner3, viner4, viner5 |
| 20-22 | 15 | 65° | 52 / 85 | -22 | 4 | viner5 | |||||
| hdr↛‡• Up Special | 20-22 | 12 | 60° | 52 / 68 | -22 | 20 | 60 | 30 | C 50 | 0, 1, 2, 3 | viner2, viner3, viner4, viner5 |
| 20-22 | 15 | 65° | 52 / 85 | -20 | 4 | viner5 | |||||
| hdr• Down Special | no hitboxes | – | 12 | – | – | – | |||||
| SpecialLwOut vanilla Down Special | no hitboxes | – | 16 | – | – | – | |||||
| hdr• Down Special | no hitboxes | – | 12 | – | – | – | |||||
| SpecialAirLwOut vanilla Down Special | no hitboxes | – | 16 | – | – | – | |||||
Grabs
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 12-13 | – | – | – / – | – | – | 42 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -24 | 1 | 28 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 13-14 | – | – | – / – | – | – | 49 | – | 0 | grab |
| hdr Pivot Grab | 13-14 | – | – | – / – | – | – | 45 | – | 0 | grab |
| AirCatch vanilla• Air Grab (Tether) | no hitboxes | – | 64 | – | – | |||||
| AirCatchPose vanilla• Air Grab (Tether) | no hitboxes | – | 181 | – | – | |||||
| AirCatchHit 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 | 4 | 52° | 70 / 45 | – | 17 | 33 | 16 | 0 | – |
| 1-15 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 16 | 4 | 52° | 70 / 45 | -12 | 0 | top | ||||
| hdr Back Throw | 1 | 10 | 45° | 60 / 81 | – | 20 | 36 | 16 | 0 | – |
| 1-35 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr➔ Up Throw | 1 | 2 | 90° | 92 / 95 | – | 21 | 40 | 19 | 0 | – |
| 1-19 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 20 | 6 | 80° | 70 / 40 | -14 | 0 | top | ||||
| hdr Down Throw | 1 | 7 | 75° | 60 / 100 | – | 19 | 35 | 16 | 0 | – |
| 1-34 | 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 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 21-23 | 9 | 45° | 90 / 20 | -28 | 21 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -26 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -26 | 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 | – | 40 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 31 | – | – | |||||
| 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 | – | 16 | – | – | |||||
| hdr• Ledge Jump | no hitboxes | – | 26 | – | – | |||||
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
2 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.
Leafcutter
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Move | 1-11 | 8 | 70° | 54 / 50 | 0 | top |
| 12-30 | 6 | 55° | 38 / 40 | 0 | top | |
| 31-50 | 4 | 40° | 30 / 32 | 0 | top |
Seed
5 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Move | 1-130 | 0 | 366° | 20 fixed | 0 | top |
| vanilla⇥ MoveHard | 1-130 | 3 | 70° | 100 / 46 | 0 | top |
| hdr Clash | 1 | 3.5 | 80° | 22 / 147 | 0 | top |
| hdr ClashPlEdgeF | 1-3 | 7 | 60° | 30 / 156 | 0 | top |
| hdr ClashPlEdgeW | 1-3 | 2.5 | 80° | 39 / 109 | 0 | top |
Attributes
Weight & Size
- Weight
- 95
- Jostle Weight
- 6
- Shield Radius
- 10
Ground Movement
- Walk Speed
- 1.12
- Walk Accel (mul)
- 0.2
- Walk Accel (add)
- 0.1
- Initial Dash
- 1.6
- Run Speed
- 1.58
- Run Accel (mul)
- 0.08
- Run Accel (add)
- 0.02
- Traction
- 0.075
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 11.5294
- Full Hop Height
- 28
- Short Hop Height
- 16.03
- Air Jump Height
- 28
- Jump Count
- 2
- Horizontal Jump Speed
- 1.45
Air Movement
- Air Speed
- 0.9
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.085
- Air Friction
- 0.018
- Gravity
- 0.098
- Fall Speed
- 2
Landing Lag
- Nair
- 10
- Fair
- 9
- Bair
- 10
- Uair
- 11
- Dair
- 11
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 1, Dash Attack, Down Tilt, Up Smash, Down Smash, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (End), Neutral Special (Air, Start), Neutral Special (Air, End), Side Special, Side Special (Air), Up Special, Up Special (Air), Grab, Dash Grab, Forward 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)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frame 11: out, but unable to collide with a fighter, so not counted as active frames.Forward Air
✕HDR removes this move’s hitboxes.
- Neutral Special, Neutral Special (Air), 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.
- Leafcutter is on the field for up to 50 frames (param_leafcutter.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Leafcutter: Move
- Seed is on the field for up to 130 frames (param_seed.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Seed: Move, Seed: MoveHard
↛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 vine — 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 Seed — see Projectiles & Articles below.Neutral Special (End), Neutral Special (Air, End)
- Damage comes from Leafcutter — see Projectiles & Articles below.Side Special, Side Special (Air)
- Also spawns Seed — see Projectiles & Articles below.Up 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 (Air, Start), Down Special (In), Down Special (Air, In), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, Air Grab (Tether), AirCatchPose, AirCatchHit, AirCatchHang
- Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special, Neutral Special (Air), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
- 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)
- 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
Ivysaur