Ivysaur

97 moves40 changed by HDR57 vanillainternal pfushigisou
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
6-7383°20 fixed-5615–0, 1top
6-7397°20 fixed-52top
6-73107°20 fixed-53top
6-73Sakurai30 / 15-54top
hdr
Jab
5-6283°20 fixed-16525–0, 1top
5-6297°20 fixed-162top
5-62107°20 fixed-163top
5-62Sakurai30 / 15-164top
hdr↧
Jab
52Sakurai50 / 90-25534–0, 1top
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
1-19 (every 3)0.5Sakurai7 / 30–1––0top
vanilla
Jab
5-6245°80 / 66-31540–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
7-111260°25 / 105-28744–0head
12-20970°22 / 105-250head

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-151.520°8 fixed-33642–0, 2top
6-151.5130°8 fixed-331top
18-196Sakurai33 / 139-180, 1, 2top
hdr
Up Tilt
9-13988°40 / 105-15931–0hip
9880°40 / 105-151top
10880°40 / 105-141top
11-13988°40 / 105-132, 3kneel, kneer
14-15880°40 / 105-100hip
hdr‡
Down Tilt
6-8748°40 / 50-12624–0, 1, 2vinel1, vinel2, top
6-810110°40 / 70-103top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
15-2016Sakurai45 / 80-391565–0, 1head, hip
hdr
Forward Smash
15-2016Sakurai45 / 80-391565–0, 1head, hip
hdr
Forward Smash
15-2016Sakurai45 / 80-391565–0, 1head, hip
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
22-251782°88 / 72-222256–0top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
13-1410Sakurai45 / 83-311352–0, 1top
13-141280°60 / 99-302, 3top
13-141480°60 / 99-294, 5top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-251.5365°45 / 25-8642101-3, 35–0, 1, 2, 3, 4top, leafb2, leaff2, leafr2, leafl2
28-29655°48 / 96-50, 1, 2, 3, 4top, leafb2, leaff2, leafr2, leafl2
hdr‡∅
Forward Air
12-16954°30 / 75-3123591-2, 29–0, 1, 2vinel1, vinel2, vinel3
12-161275°45 / 75-13, 4vinel4, vinel5
hdr‡
Back Air
7-10482°19 fixed-6741101-6, 38–0viner1
7-10486°19 fixed-61viner2
7-10490°19 fixed-62viner3
7-10494°19 fixed-63viner4
7-10498°19 fixed-64viner5
17-20560°45 / 79-60, 1, 2vinel1, vinel2, vinel3
17-20980°46 / 82-43, 4vinel4, vinel5
hdr‡
Up Air
121488°65 / 75-212381138–0top
13-226275°38 / 50-60top
13-151078°65 / 75-41top
23-294275°38 / 50-70top
hdr‡
Down Air
1114270°0 / 66-21143111-2, 29–0top
12-141080°40 / 74-41top

Special Attacks

14 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr•‡
Neutral Special
no hitboxes–10–––
SpecialN hdr✕•
Neutral Special
no hitboxes–––––
hdr➔‡
Neutral Special
spawns seed136–––
hdr•‡
Neutral Special
no hitboxes–10–––
SpecialAirN hdr✕•
Neutral Special
no hitboxes–––––
hdr➔‡
Neutral Special
spawns seed136–––
hdr➔‡
Side Special
spawns leafcutter2247–––
hdr➔‡
Side Special
spawns leafcutter2247–––
hdr↛‡
Up Special
20-221260°52 / 68-242053–C 500, 1, 2, 3viner2, viner3, viner4, viner5
20-221565°52 / 85-224viner5
hdr↛‡•
Up Special
20-221260°52 / 68-22206030C 500, 1, 2, 3viner2, viner3, viner4, viner5
20-221565°52 / 85-204viner5
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
12-13––– / –––42–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
13-14––– / –––49–0grab
hdr
Pivot Grab
13-14––– / –––45–0grab
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
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1452°70 / 45–1733160–
1-153Sakurai60 / 100–0–
16452°70 / 45–0top
hdr
Back Throw
11045°60 / 81–2036160–
1-353Sakurai60 / 100–0–
hdr➔
Up Throw
1290°92 / 95–2140190–
1-193Sakurai60 / 100–0–
20680°70 / 40–0top
hdr
Down Throw
1775°60 / 100–1935160–
1-343Sakurai60 / 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 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
21-23945°90 / 20-282156–0top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
22-23748°80 / 48-260top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
22-23748°80 / 48-260top
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––
vanilla•‡
Ledge Jump
no hitboxes–13––
hdr•
Ledge Jump
no hitboxes–26––

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

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
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Move
1-11870°54 / 500top
12-30655°38 / 400top
31-50440°30 / 320top

Seed

5 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Move
1-1300366°20 fixed0top
vanilla⇥
MoveHard
1-130370°100 / 460top
hdr
Clash
13.580°22 / 1470top
hdr
ClashPlEdgeF
1-3760°30 / 1560top
hdr
ClashPlEdgeW
1-32.580°39 / 1090top

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, CliffJump1
↧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; one cycle is 19 frames. 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

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.