Joker

145 moves64 changed by HDR81 vanillainternal jack
Stance
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6375°25 / 30-105190, 1, 2top
5-63Sakurai15 / 20-103top
hdr
Jab
5-6375°25 / 30-105190, 1, 2top
5-63Sakurai15 / 20-103top
5-6175°33 / 30-114, 5top
hdr
Jab
3-5275°25 / 30-113180, 1, 2top
hdr
Jab
3-5275°25 / 30-113180, 1, 2top
3-5175°25 / 30-124, 5top
hdr
Jab
3-5545°40 / 105-203280, 1, 2top, knife
hdr
Jab
3-5545°40 / 105-263340, 1, 2top, knife
3-51.6Sakurai65 / 135-283top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
7-8775°37 / 115-267390, 1, 2legr, kneer
9-15662°37 / 115-240, 1, 2legr, kneer
hdr◆‡
Dash Attack
9-101285°50 / 67-259430, 1, 2legr, kneer
11-171072°50 / 67-240, 1, 2legr, kneer

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-9393°20 fixed-238350knife
8-9337°25 fixed-231armr
8-9335°25 fixed-232shoulderr
14-17540°45 / 110-160, 1, 2knife, armr, shoulderr
hdr
Forward Tilt
8-9393°20 fixed-258370knife
8-9337°25 fixed-251armr
8-9335°25 fixed-252shoulderr
14540°45 / 110-180, 1, 2knife, armr, shoulderr
14-171040°60 / 65-150knife
14-171040°60 / 65-151, 2armr, shoulderr
hdr
Forward Tilt
8-93180°10 fixed-238350knife
8-9339°25 fixed-231armr
8-9335°25 fixed-232shoulderr
14-17540°45 / 110-160, 1, 2knife, armr, shoulderr
hdr
Forward Tilt
8-93180°10 fixed-258370knife
8-9339°25 fixed-251armr
8-9335°25 fixed-252shoulderr
14540°45 / 110-180, 1, 2knife, armr, shoulderr
14-171045°60 / 65-150knife
14-171045°60 / 65-151, 2armr, shoulderr
hdr
Forward Tilt
8-9393°10 fixed-238350knife
8-9336°25 fixed-231armr
8-9335°25 fixed-232shoulderr
14-17540°45 / 105-160, 1, 2knife, armr, shoulderr
hdr
Forward Tilt
8-9393°10 fixed-258370knife
8-9336°25 fixed-251armr
8-9335°25 fixed-252shoulderr
14540°45 / 105-180, 1, 2knife, armr, shoulderr
14-171035°60 / 61-150knife
14-171035°60 / 61-151, 2armr, shoulderr
hdr◆‡
Up Tilt
82122°100 fixed-188300top
8-92118°100 fixed-181armr
92150°80 fixed-170top
10-18590°75 / 116-150, 1knife, top
hdr◆‡
Up Tilt
82122°100 fixed-188300top
8-92118°100 fixed-181armr
92150°80 fixed-170top
10-18590°75 / 116-150, 1knife, top
10-18590°55 / 144-152, 3knife, top
hdr
Down Tilt
8-91Sakurai20 / 20-198300top
8-91Sakurai0 / 0-191, 2top
16-171Sakurai20 / 20-110top
16-171Sakurai0 / 0-111, 2top
22-23739°58 / 61-20top
22-234Sakurai0 / 0-31top
22-231Sakurai0 / 0-52top
22-234Sakurai20 fixed-33top
hdr
Down Tilt
8-9739°59 / 43-138270top
8-94Sakurai0 / 0-141top
8-91Sakurai0 / 0-162top
8-97Sakurai20 / 20-133top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
15-1714Sakurai40 / 112-3615610, 1, 2armr, shoulderr, knife
hdr
Forward Smash
15-1714Sakurai40 / 120-3515600, 1, 2top
15-173Sakurai50 / 180-413, 4, 5top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
9-141283°43 / 112-359530armr
9-141283°43 / 112-351knife
hdr
Up Smash
91283°43 / 112-409580armr
91283°43 / 112-401knife
9-141283°43 / 118-400, 1knife, armr
9-14383°59 / 180-453, 4knife, armr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
12-151332°30 / 106-3212540, 1, 2armr, knife
16-171230°35 / 106-290, 1armr
16-171330°35 / 106-282knife
hdr
Down Smash
121332°30 / 106-3612580, 1, 2armr, knife
161230°35 / 106-330, 1armr
161330°35 / 106-322knife
12-151332°30 / 108-360, 1, 2, 3knife, armr, top
12-15238°44 / 250-424top
16-171330°35 / 108-320, 1, 2, 3knife, armr, top
16-17230°44 / 250-384top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
10-14952°47 / 87-2103881-4, 38–0, 1, 2armr, shoulderr, knife
15-19747°31 / 80-30, 1, 2armr, shoulderr, knife
hdr
Neutral Air
10-14952°47 / 87-51043111-4, 43–0, 1, 2armr, shoulderr, knife
15-19747°31 / 80-60, 1, 2armr, shoulderr, knife
10-14352°50 / 139-83throw
15-19247°30 / 139-83throw
hdr
Forward Air
7-114366°48 fixed-574491-3, 29–0, 1, 2hip, legr, kneer
7-11474°35 / 35-54hip
7-11482°35 / 35-55legr
7-11480°35 / 35-56kneer
15-196Sakurai40 / 125-40, 1, 2hip, legl, kneel
hdr
Forward Air
7-114366°48 fixed-10749141-3, 32–0, 1, 2hip, legr, kneer
7-11474°35 / 35-103hip
7-11482°35 / 35-104legr
7-11480°35 / 35-105kneer
15-199Sakurai58 / 110-80, 1, 2, 3hip, legl, kneel, top
hdr
Back Air
6-7946°50 / 90-363791-3, 27–0, 1, 2shoulderr, armr, knife
8-111143°50 / 95-10, 1, 2shoulderr, armr, knife
hdr
Back Air
6-81545°58 / 82-4637141-3, 27–0, 1top
6-81545°58 / 82-42top
hdr
Up Air
5-181.580°33 / 30-10540121-4, 30–0, 1, 2kneer, legr
5-181.5366°44 / 87-103, 4, 5kneer, legr
20-22480°53 / 130-80, 1, 2kneer, legr
hdr
Up Air
5-181.580°33 / 30-13545151-4, 33–0, 1, 2kneer, legr
5-181.5366°44 / 87-133, 4, 5kneer, legr
20-22780°46 / 141-100, 1, 2kneer, legr
hdr
Down Air
10-1410Sakurai40 / 100-31045101-3, 25–0, 1, 2armr, shoulderr, knife
15-177325°25 / 75-50, 2armr, knife
hdr
Down Air
10-125367°37 / 64-111050151-3, 27–0, 1, 2armr, shoulderr, knife
13-141038°47 / 50-82knife
13-1410270°31 / 63-83top

Special Attacks

64 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Neutral Special
125Sakurai9 / 75-2012370top
123Sakurai5 / 50-211top
121Sakurai0 / 0-222top
hdr
Neutral Special
125Sakurai9 / 75-2012370top
123Sakurai5 / 50-211top
121Sakurai0 / 0-222top
hdr
Neutral Special
125Sakurai9 / 75-2012370top
123Sakurai5 / 50-211top
121Sakurai0 / 0-222top
SpecialNLanding vanilla
Neutral Special
no hitboxes20
hdr
Neutral Special
206Sakurai30 / 67-1420400top
204Sakurai4 / 45-151top
202Sakurai0 / 0-162top
hdr
Neutral Special
225Sakurai5 / 75-1922460top
223Sakurai1 / 50-201top
221Sakurai0 / 0-212top
hdr
Neutral Special
10-24 (every 7)3365°10 / 70-461060140top
100.8365°0 / 0-471, 2, 3top
170.8365°0 / 0-401, 2, 3top
240.850°0 / 0-331top
240.8365°0 / 0-332, 3top
313125°50 / 70-250top
310.890°0 / 0-261top
310.845°0 / 0-262, 3top
hdr
Neutral Special
10-24 (every 7)3365°10 / 70-461060140top
100.8365°0 / 0-471, 2, 3top
170.8365°0 / 0-401, 2, 3top
240.850°0 / 0-331top
240.8365°0 / 0-332, 3top
313125°50 / 70-250top
310.890°0 / 0-261top
310.845°0 / 0-262, 3top
10-24 (every 7)3365°10 / 70-460top
100.8365°0 / 0-471, 2, 3top
13-27 (every 7)1365°0 / 0-440top
130.5365°0 / 0-441, 2, 3top
170.8365°0 / 0-401, 2, 3top
200.5365°0 / 0-371, 2, 3top
240.850°0 / 0-331top
240.8365°0 / 0-332, 3top
270.550°0 / 0-301top
270.5365°0 / 0-302, 3top
313125°60 / 70-250top
310.890°0 / 0-261top
310.845°0 / 0-262, 3top
SpecialNJumpLanding vanilla
Neutral Special
no hitboxes20
SpecialNDownLanding vanilla
Neutral Special
no hitboxes20
vanilla
Neutral Special
no hitboxes30
hdr
Neutral Special
126Sakurai60 / 50-2412420top
123Sakurai1 / 50-261top
12-24 (every 6)1Sakurai0 / 0-272top
182Sakurai0 / 0-200top
181.5Sakurai0 / 0-211top
242Sakurai0 / 0-140top
241.5Sakurai0 / 0-151top
hdr
Neutral Special
126Sakurai60 / 50-2412420top
123Sakurai1 / 50-261top
12-24 (every 6)1Sakurai0 / 0-272top
182Sakurai0 / 0-200top
181.5Sakurai0 / 0-211top
242Sakurai0 / 0-140top
241.5Sakurai0 / 0-151top
hdr
Neutral Special
126Sakurai60 / 50-2412420top
123Sakurai1 / 50-261top
12-24 (every 6)1Sakurai0 / 0-272top
182Sakurai0 / 0-200top
181.5Sakurai0 / 0-211top
242Sakurai0 / 0-140top
241.5Sakurai0 / 0-151top
vanilla
Neutral Special
20430°30 / 120-2020450top
207Sakurai50 / 50-190top
204Sakurai4 / 50-201top
202Sakurai0 / 0-212top
262Sakurai0 / 0-150top
261.5Sakurai0 / 0-161top
261Sakurai0 / 0-162top
322Sakurai0 / 0-90top
321.5Sakurai0 / 0-101top
321Sakurai0 / 0-102top
vanilla
Neutral Special
225Sakurai5 / 75-2222490top
223Sakurai1 / 50-231top
22-34 (every 6)1Sakurai0 / 0-242top
282Sakurai0 / 0-170top
281.5Sakurai0 / 0-181top
342Sakurai5 / 75-110top
341.5Sakurai1 / 50-121top
hdr
Neutral Special
no hitboxes
hdr
Neutral Special
225Sakurai5 / 75220top
223Sakurai1 / 501top
22-34 (every 6)1Sakurai0 / 02top
282Sakurai0 / 00top
281.5Sakurai0 / 01top
342Sakurai5 / 750top
341.5Sakurai1 / 501top
hdr
Neutral Special
20430°30 / 120200top
hdr
Neutral Special
20430°30 / 120200top
207Sakurai50 / 500top
204Sakurai4 / 501top
202Sakurai0 / 02top
262Sakurai0 / 00top
261.5Sakurai0 / 01top
261Sakurai0 / 02top
322Sakurai0 / 00top
321.5Sakurai0 / 01top
321Sakurai0 / 02top
hdr
Neutral Special
125Sakurai9 / 75-20123760top
123Sakurai5 / 50-211top
121Sakurai0 / 0-222top
hdr
Neutral Special
125Sakurai9 / 75-20123760top
123Sakurai5 / 50-211top
121Sakurai0 / 0-222top
hdr
Neutral Special
125Sakurai9 / 75-20123760top
123Sakurai5 / 50-211top
121Sakurai0 / 0-222top
hdr¶•
Neutral Special
206Sakurai30 / 67-14204060top
204Sakurai4 / 45-151top
202Sakurai0 / 0-162top
hdr¶•
Neutral Special
225Sakurai5 / 75-19224660top
223Sakurai1 / 50-201top
221Sakurai0 / 0-212top
vanilla•‡
Neutral Special
no hitboxes66
hdr
Neutral Special
1-267 (every 14)450°25 / 801120top
1-267 (every 14)1.245°0 / 01, 3top
1-267 (every 14)1.255°0 / 02top
hdr
Neutral Special
1-267 (every 14)450°25 / 801100top
1-267 (every 14)1.245°0 / 01, 3top
1-267 (every 14)1.255°0 / 02top
1-267 (every 14)450°25 / 800top
1-267 (every 14)1.245°0 / 01, 3top
1-267 (every 14)1.255°0 / 02top
8-274 (every 14)1.650°0 / 00top
8-274 (every 14)0.845°0 / 01, 3top
8-274 (every 14)0.855°0 / 02top
vanilla
Neutral Special
34125°45 / 80-23860top
31.290°35 / 0-41top
31.245°35 / 0-42, 3top
vanilla
Neutral Special
34125°45 / 80-53890top
31.290°35 / 0-71top
31.245°35 / 0-72, 3top
34125°45 / 80-50top
31.290°35 / 0-71top
31.245°35 / 0-72, 3top
vanilla•‡
Neutral Special
no hitboxes116
vanilla
Neutral Special
no hitboxes12
vanilla
Neutral Special
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai5 / 751120gunl
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai0 / 01gunl
vanilla
Neutral Special
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai5 / 751200gunl
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 433Sakurai0 / 01gunl
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 434.5Sakurai5 / 750gunl
1, 4, 7, 13, 16, 19, 25, 28, 31, 37, 40, 434.5Sakurai0 / 01gunl
SpecialAirNRandomEnd vanilla
Neutral Special
no hitboxes126
hdr
Neutral Special
126Sakurai60 / 50-19123790top
123Sakurai1 / 50-211top
12-24 (every 6)1Sakurai0 / 0-222top
182Sakurai0 / 0-150top
181.5Sakurai0 / 0-161top
242Sakurai0 / 0-90top
241.5Sakurai0 / 0-101top
hdr
Neutral Special
126Sakurai60 / 50-19123790top
123Sakurai1 / 50-211top
12-24 (every 6)1Sakurai0 / 0-222top
182Sakurai0 / 0-150top
181.5Sakurai0 / 0-161top
242Sakurai0 / 0-90top
241.5Sakurai0 / 0-101top
hdr
Neutral Special
126Sakurai60 / 50-19123790top
123Sakurai1 / 50-211top
12-24 (every 6)1Sakurai0 / 0-222top
182Sakurai0 / 0-150top
181.5Sakurai0 / 0-161top
242Sakurai0 / 0-90top
241.5Sakurai0 / 0-101top
vanilla
Neutral Special
207Sakurai50 / 50-14204090top
204Sakurai4 / 50-151top
202Sakurai0 / 0-162top
262Sakurai0 / 0-100top
261.5Sakurai0 / 0-111top
261Sakurai0 / 0-112top
322Sakurai0 / 0-40top
321.5Sakurai0 / 0-51top
321Sakurai0 / 0-52top
vanilla
Neutral Special
226Sakurai60 / 50-18224690top
223Sakurai3 / 50-201top
22-34 (every 6)1Sakurai0 / 0-212top
282Sakurai0 / 0-140top
281.5Sakurai0 / 0-151top
342Sakurai0 / 0-80top
341.5Sakurai0 / 0-91top
hdr☆•
Neutral Special
no hitboxes6
hdr☆•
Neutral Special
225Sakurai5 / 75-52290top
223Sakurai1 / 50-61top
22-34 (every 6)1Sakurai0 / 0-72top
282Sakurai0 / 0-60top
281.5Sakurai0 / 0-71top
342Sakurai5 / 75-60top
341.5Sakurai1 / 50-71top
hdr☆•
Neutral Special
20430°30 / 120-22060top
hdr☆•
Neutral Special
20430°30 / 120-52090top
207Sakurai50 / 50-40top
204Sakurai4 / 50-51top
202Sakurai0 / 0-62top
262Sakurai0 / 0-60top
261.5Sakurai0 / 0-71top
261Sakurai0 / 0-72top
322Sakurai0 / 0-60top
321.5Sakurai0 / 0-71top
321Sakurai0 / 0-72top
vanilla
Side Special
spawns fire1653
vanilla
Side Special
no hitboxes58
vanilla
Side Special
spawns fire1653
vanilla
Side Special
no hitboxes58
hdr
Up Special
20-211070°60 / 60-3220600throw
201070°60 / 60-321top
SpecialHiPull vanilla
Up Special
no hitboxes16
SpecialHiPull2 vanilla
Up Special
no hitboxes16
hdr↛‡
Up Special
1-31780°75 / 401320
vanilla
Up Special
no hitboxes26
vanilla
Up Special
no hitboxes25
vanilla
Up Special
no hitboxes10
hdr↛•
Up Special
201070°60 / 60-23206030C 450, 1throw, top
21-2310262°45 / 28-230throw
SpecialAirHiPull vanilla
Up Special
no hitboxes1630
SpecialAirHiPull2 vanilla
Up Special
no hitboxes1630
vanilla↛•
Up Special
1-141178°75 / 40115300
vanilla
Up Special
no hitboxes2630
vanilla
Up Special
no hitboxes2530
vanilla
Up Special
no hitboxes1030AirC, ADC
hdr‡•
Up Special
1-19675°80 / 10-25120300hip
hdr‡•
Up Special
1-19675°80 / 10-25120300hip
hdr
Up Special
no hitboxes3030
hdr
Up Special
no hitboxes3030AirC, ADC
Summon hdr
Down Special
no hitboxes15
Dispatch hdr
Down Special
no hitboxes15
SpecialLwStart hdr✕•
Down Special
no hitboxes20
hdr•‡
Down Special
no hitboxes16
SpecialAirLwStart hdr✕•
Down Special
no hitboxes20
hdr•‡
Down Special
no hitboxes16

Down Special (Air) — removed in HDR. Never played: HDR's Down Special begins at its Start animation.

Down Special (Air, Attack) — removed in HDR. Rebel's Guard's release attack, gone with the guard.

Down Special (Air, Counter) — removed in HDR. Tetrakarn, Arsene's counter. With Arsene out, HDR's Down Special dismisses him instead.

Down Special (Air, Damage) — removed in HDR. Rebel's Guard absorbing a hit, gone with the guard.

Down Special (Air, Loop) — removed in HDR. Rebel's Guard itself. HDR's Down Special summons or dismisses Arsene instead of guarding.

Down Special (Air, Reflector) — removed in HDR. Makarakarn, Arsene's reflector. With Arsene out, HDR's Down Special dismisses him instead.

Down Special — removed in HDR. Never played: HDR's Down Special begins at its Start animation.

Down Special (Attack) — removed in HDR. Rebel's Guard's release attack, gone with the guard.

Down Special (Counter) — removed in HDR. Tetrakarn, Arsene's counter. With Arsene out, HDR's Down Special dismisses him instead.

Down Special (Damage) — removed in HDR. Rebel's Guard absorbing a hit, gone with the guard.

Down Special (Loop) — removed in HDR. Rebel's Guard itself. HDR's Down Special summons or dismisses Arsene instead of guarding.

Down Special (Reflector) — removed in HDR. Makarakarn, Arsene's reflector. With Arsene out, HDR's Down Special dismisses him instead.

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.5Sakurai30 fixed-181220top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
8-9– / –430grab
hdr
Pivot Grab
9-10– / –380grab
AirCatch vanilla
Air Grab (Tether)
no hitboxes26
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
AirCatchHit vanilla
Air Grab (Tether)
no hitboxes60
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes12

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1845°65 / 651229170
1-283Sakurai60 / 1000
hdr
Back Throw
16117°70 / 481642260
1-413Sakurai40 / 1000
hdr
Up Throw
1790°62 / 911638220
1-373Sakurai40 / 1000
hdr
Down Throw
1779°55 / 952341180
1-403Sakurai40 / 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 4–265110
hdr
Air Dodge
intangible 4–265110
vanilla
Ledge Attack
24-26945°90 / 20-2524560top
vanilla
Get-Up Attack
15-16748°80 / 48-3315540top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
15-16748°80 / 48-3315540top
24-25748°80 / 48-240top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
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
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
hdr
Ledge Jump
no hitboxes50

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

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.

Fire

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-271Sakurai35 / 200, 1, 2top
vanilla
Hit
1-27275°20 / 2100top

Fire2

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-17190°35 / 200, 1, 2top
vanilla
Hit
1-11 (every 5)0.5367°5 / 1000top
16-172.573°105 / 1050top

Attributes

Weight & Size

Weight
87
Jostle Weight
5.3
Shield Radius
12.5

Ground Movement

Walk Speed
1.25
Walk Accel (mul)
0.11
Walk Accel (add)
0.2
Initial Dash
1.705
Run Speed
1.86
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.086

Jumps

Jumpsquat
4
Jump Initial Y
11.6188
Full Hop Height
32.5
Short Hop Height
12
Air Jump Height
32
Jump Count
2
Horizontal Jump Speed
1.5
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.7

Air Movement

Air Speed
1.01
Air Accel (add)
0.01
Air Accel (mul)
0.055
Air Friction
0.01
Gravity
0.145
Fall Speed
2.45

Landing Lag

Nair
8
Fair
9
Bair
9
Uair
12
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (66 -> 50 frames).Dash Attack
  • HDR replaces the animation (60 -> 52 frames).Up Tilt
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Up Tilt, AttackLw3_Ex, Forward Smash, Up Smash, Neutral Air, Forward Air, Back Air, Down Air, Neutral Special (Air, DownStart), Neutral Special (Air, RandomStart), Up Special (Throw), Up Special (Air, F), Up Special (Air, B), Down Special (End), Down Special (Air, End), Grab, Forward Throw, Back Throw, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (EscapeF), Neutral Special (EscapeB), Neutral Special (Air, EscapeF), Neutral Special (Air, EscapeB)
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Neutral Special (EscapeBex), Neutral Special (EscapeFex), Neutral Special (Air, EscapeBex), Neutral Special (Air, EscapeFex)
HDR removes this move’s hitboxes.
  • Down Special (Start), Down Special (Air, Start), 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.
  • Fire is on the field for up to 27 frames (param_fire.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Fire: Fly, Fire: Hit
  • Fire2 is on the field for up to 17 frames (param_fire2.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Fire2: Fly, Fire2: Hit
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 wirerope — the engine's name for it, and there is no table for it here.Up Special, Up Special (Throw), Up Special (Air), Up Special (Air, Throw)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fire — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
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 (Air, DownStart), Neutral Special (Air, RandomStart), Up Special (Pull), Up Special (Pull2), Up Special (Air, Pull), Up Special (Air, Pull2), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, Air Grab (Tether), AirCatchPose, AirCatchHit, AirCatchHang
  • Land cancels: touching the ground during this move ends it in Neutral Special (JumpLanding), which recovers in 14 frames rather than the 59 this move would otherwise run. The figure is param_special_n.jump_barrage_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Jump)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 6 frames rather than the 36 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, 1), Neutral Special (Air, 2), Neutral Special (Air, 3)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 6 frames rather than the 39 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, EscapeF)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 6 frames rather than the 45 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, EscapeB)
  • Landing lag is 6 frames, from `param_special_n.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.Neutral Special (Air, DownStart), Neutral Special (Air, DownEnd), Neutral Special (Air, RandomStart), Neutral Special (Air, RandomEnd), Neutral Special (Air, EscapeBex), Neutral Special (Air, EscapeFex)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Air, Down), Neutral Special (Air, Random), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • Land cancels: touching the ground during this move ends it in Neutral Special (DownLanding), which recovers in 12 frames and is the only way out of it. The figure is param_special_n.air_barrage_lw_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, Down)
  • Land cancels: touching the ground during this move ends it in Neutral Special (RandomLanding), which recovers in 12 frames and is the only way out of it. The figure is param_special_n.barrage_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, Random), Neutral Special (Air, Shoot)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames rather than the 36 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, 1 Ex), Neutral Special (Air, 2 Ex), Neutral Special (Air, 3 Ex)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames rather than the 39 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, EscapeF Ex)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames rather than the 45 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, EscapeB Ex)
  • 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), Up Special (Air, Pull), Up Special (Air, Pull2), Up Special (Air, Throw), Up Special (Air, Cut), Up Special (Air, Item), Up Special (Air, Start), Up Special (Air, F), Up Special (Air, B), Up Special (Air, EndF), Up Special (Air, EndB)
  • HDR's Down Special without Arsene, and the only way to call him: the Rebellion Gauge no longer summons him on its own. Needs 40 meter, and spends 20 - 0.15x the gauge on the summon -- 14 at the 40 minimum, down to 5 at full. What is left afterwards is how long Arsene stays: his entry scales his own timer by the remaining gauge (fighters/jack/src/doyle/status.rs). Meter comes only from damage Joker deals (fighters/jack/src/opff.rs), not from damage he takes. Vanilla made him intangible for the whole summon (frames 2-60); HDR's motion patch removes that along with most of the wait.Down Special (Summon Arsene)
  • HDR's Down Special with Arsene out, sending him away early. Unavailable below 1 meter, which is the gauge running dry and dismissing him anyway (`special_lw_uniq`, fighters/jack/src/status/mod.rs). Vanilla made him intangible for the whole animation (frames 2-70); HDR's motion patch removes that along with most of the wait.Down Special (Dismiss Arsene)
  • What Down Special does without Arsene and under 40 meter. Rebel's Guard is gone in HDR and this is the animation left behind: it counters nothing, absorbs nothing and builds no meter.Down Special (Start), Down Special (End), Down Special (Air, Start), Down Special (Air, End)
  • 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.