Ken

108 moves52 changed by HDR56 vanillainternal ken
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Jab
2-34180°8 fixed-172240top
2-34105°10 fixed-171top
hdr
Jab
7-11880°38 / 15-147280, 1, 2bust, shoulderl, arml
7880°38 / 15-143, 4top
hdr
Jab
7-11880°38 / 15-147280, 1, 2bust, shoulderl, arml
7880°38 / 15-143, 4top
hdr
Jab
7-11880°38 / 15-247380, 1, 2bust, shoulderl, arml
7880°38 / 15-243, 4top

Jab 3 — removed in HDR. The combo ends after 2 hits.

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-912–12.655°40 / 95-257410, 1, 2legl, kneel
10-158–8.455°38 / 108-240, 1, 2legl, kneel

Tilt Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-96.8–7.1465°62 / 46-106220top
6-96.8–7.1485°62 / 46-101top
hdr
Forward Tilt
10-13838°47 / 104-1310300top
10-131138°47 / 104-111top
hdr
Up Tilt
3-6284°33 / 39-43110top
3-6290°50 / 52-41top
hdr◆‡
Up Tilt
7-103–3.1580°30 fixed-217320, 1, 2legr, kneer, footr
7-103–3.15280°30 fixed-213, 4, 5legr, kneer, footr
14-174–4.290°59 / 82-130, 1, 2legr, kneer, footr
hdr
Down Tilt
51.5–1.575310°20 fixed-95170legl
51.5–1.575306°20 fixed-91top
51.5–1.575302°20 fixed-92top
51.5–1.575365°20 fixed-93, 4, 5legl, top
hdr
Down Tilt
7-86–6.374°57 / 46-127250top
7-86–6.380°57 / 46-121top
hdr◆‡
AttackNearW
6-96.8–7.1465°62 / 46-106220top
6-96.8–7.1485°62 / 46-101top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
13-1512–12.6Sakurai28 / 103-2013420top
13-1516–16.8Sakurai28 / 102-18 to -171kneer
AttackHi4Charge vanilla◆•
Up Smash
no hitboxes62
hdr◆‡
Up Smash
83.495°100 fixed-28840SpC 12f0, 1handl, arml
9-141180°80 / 97-220, 1handl, arml
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes60
hdr
Down Smash
5-616–16.835°50 / 47-19 to -185350top
5-612–12.680°50 / 50-211, 2top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-86.5–6.825Sakurai20 / 100-262871-2, 28–0top
6-88–8.4Sakurai20 / 100-11top
9-174–4.2Sakurai20 / 90-30top
9-176.5–6.825Sakurai20 / 90-21top
hdr
Forward Air
6-71448°60 / 62-1626101-2, 25–0handr
6-71248°60 / 62-21, 2shoulderr, waist
8-141070°65 / 25-30, 1, 2handr, shoulderr, waist
hdr◆∅
Back Air
8-1011–11.55Sakurai20 / 115-2842101, 31–0legl
8-1014–14.7Sakurai20 / 115-1 to 01kneel
15-1811–11.55Sakurai20 / 115-20legl
15-1814–14.7Sakurai20 / 115-1 to 01kneel
hdr
Up Air
5-86–6.378°41 / 96-6533111-2, 18–0, 1, 2legr, kneer, footr
hdr
Down Air
8-1013300°22 / 57-3846121-2, 33–0top
8-131148°48 / 58-41top
8-1013275°22 / 57-32top
8-131185°60 / 15-43top

Special Attacks

30 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Neutral Special
spawns hadoken2260
hdr➔◆•‡
Neutral Special
spawns hadoken22605 / 14
hdr
Side Special
8-92–2.1100 fixed-18130top
hdr‡¶∅
Side Special
2-32–2.1363°45 fixed-52110, 1top
2-32–2.155°45 fixed-50, 1top
2-32–2.1365°45 fixed-52top
2-32–2.131°45 fixed-52top
72–2.1363°45 fixed00, 1top
72–2.155°45 fixed00, 1top
2
not as an EX special
3–3.1545°26 / 160-50, 1top
7
not as an EX special
3–3.1545°26 / 14200, 1top
hdr
Side Special
1-23–3.1550°45 / 177-231280, 1top
1
as an EX special
6–6.350°72 / 105-210, 1top
hdr
Side Special
8-92–2.1100 fixed-18130top
hdr‡¶∅
Side Special
2-32–2.1363°45 fixed-52110, 1top
2-32–2.155°45 fixed-50, 1top
2-32–2.1365°45 fixed-52top
2-32–2.131°45 fixed-52top
72–2.1363°45 fixed00, 1top
72–2.155°45 fixed00, 1top
2
not as an EX special
3–3.1545°26 / 160-50, 1top
7
not as an EX special
3–3.1545°26 / 14200, 1top
hdr
Side Special
1-23–3.1550°45 / 177-231280, 1top
1
as an EX special
6–6.350°72 / 105-210, 1top
hdr‡¶
Up Special
62105°100 fixed-296390top
7880°100 fixed-250top
7-20495°95 / 10-270top
6
as an EX special
2105°100 fixed-290top
7
as an EX special
895°95 / 10-250top
10-14
as an EX special
7.480°80 / 126-220, 1armr, legr
10-14
as an EX special
7.280°80 / 126-230, 1armr, legr
15-20
as an EX special
7.480°80 / 126-170, 1armr, legr
15-20
as an EX special
7.280°80 / 126-180, 1armr, legr
10-14
not as an EX special
6.880°78 / 121-230armr
15-20
not as an EX special
6.880°78 / 121-180armr
hdr‡¶
Up Special
62105°100 fixed-296390top
7880°100 fixed-250top
7-20495°95 / 10-270top
6
as an EX special
2105°100 fixed-290top
7
as an EX special
895°95 / 10-250top
10-14
as an EX special
7.480°80 / 126-220, 1armr, legr
10-14
as an EX special
7.280°80 / 126-230, 1armr, legr
15-20
as an EX special
7.480°80 / 126-170, 1armr, legr
15-20
as an EX special
7.280°80 / 126-180, 1armr, legr
10-14
not as an EX special
6.880°78 / 121-230armr
15-20
not as an EX special
6.880°78 / 121-180armr
hdr
Up Special
no hitboxes
SpecialHiLanding vanilla
Up Special
no hitboxes27
hdr•‡¶
Up Special
6290°90 fixed-2963913 / 260top
7780°80 / 54-260top
7-9480°100 fixed-270top
10680°77 / 109-230armr
10-14680°74 / 100-230armr
15680°77 / 109-180armr
15-20680°74 / 100-180armr
6
as an EX special
290°90 fixed-290top
7
as an EX special
880°100 fixed-250top
10
as an EX special
680°78 / 112-230armr
15
as an EX special
680°78 / 112-180armr
hdrথ
Up Special
6290°90 fixed-2963913 / 260top
7780°80 / 54-260top
7-9480°100 fixed-270top
10680°77 / 109-230armr
10-14680°74 / 100-230armr
15680°77 / 109-180armr
15-20680°74 / 100-180armr
6
as an EX special
290°90 fixed-290top
7
as an EX special
880°100 fixed-250top
10
as an EX special
680°78 / 112-230armr
15
as an EX special
680°78 / 112-180armr
hdr
Up Special
no hitboxes3813 / 26
SpecialLwStart vanilla
Down Special
no hitboxes60
vanilla
Down Special
12-131245°110 / 10-3512560top
12-131045°0 / 100-360, 1top
12-131745°0 / 100-320, 1top
vanilla
Down Special
12-131245°110 / 10-3512560top
12-131045°0 / 100-360, 1top
12-131745°0 / 100-320, 1top
hdr
Down Special
no hitboxes16
vanilla
Down Special
no hitboxes14
hdr
Down Special
no hitboxes20
SpecialAirLwStart vanilla
Down Special
no hitboxes60
vanilla
Down Special
12-131245°110 / 10-3512560top
12-131045°0 / 100-360, 1top
12-131745°0 / 100-320, 1top
vanilla
Down Special
12-131245°110 / 10-3512560top
12-131045°0 / 100-360, 1top
12-131745°0 / 100-320, 1top
hdr
Down Special
no hitboxes16
SpecialAirLwStepB vanilla
Down Special
no hitboxes14
hdr
AttackCommand1
125–5.2584°10 / 80-1012270, 1top, hip
15-165–5.2572°40 / 30-70, 1top, hip
hdr
AttackCommand2
9-1012–12.650°41 / 103-159330top
hdr
AttackCommand3
15-1712–12.630°35 / 80-2115470kneer
hdr
AttackCommand4
124–4.2366°30 fixed-1512320, 1kneer, footr
14-1614–14.765°28 / 103-8 to -70, 1kneer, footr

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
hdr
Pummel
11.3Sakurai30 fixed-61100top
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
1840°75 / 301640240
1-396Sakurai60 / 1000
hdr
Back Throw
110–10.545°70 / 734165240
1-646Sakurai60 / 1000
hdr
Up Throw
1287°40 / 2411334210
1-112Sakurai40 / 1000
12487°60 / 130-170, 1, 2arml, shoulderl
hdr
Down Throw
1670°69 / 641941220
1-173Sakurai40 / 1000
18-19250°40 fixed-190top

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 4–265310
hdr
Air Dodge
intangible 4–265310
vanilla
Ledge Attack
24-261045°90 / 20-2424560top
vanilla
Get-Up Attack
14-15748°80 / 48-3414540top
19-20748°80 / 48-290top
vanilla
Get-Up Attack
14-15748°80 / 48-3414540top
19-20748°80 / 48-290top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
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 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 hitboxes42
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
CliffJump2 vanilla
Ledge Jump
no hitboxes48

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

1 article

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.

Hadoken

9 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
MoveW
1-6938 / 160, 1top
1-6960°38 / 162top
7+938 / 160, 1top
7+960°38 / 162top
hdr
MoveM
1-6938 / 160, 1top
1-6960°38 / 162top
7+938 / 160, 1top
7+960°38 / 162top
hdr
MoveS
1-6938 / 160, 1top
1-6960°38 / 162top
7+938 / 160, 1top
7+960°38 / 162top
hdr
MovespW
1-90.5366°45 fixed0, 1top
10+0.5366°45 fixed0, 1, 2, 3top
hdr
MovespM
1-90.5366°45 fixed0, 1top
10+0.5366°45 fixed0, 1, 2, 3top
hdr
MovespS
1-90.5366°45 fixed0, 1top
10+0.5366°45 fixed0, 1, 2, 3top
hdr
MovespW_Last
3+8.860°58 / 600top
hdr
MovespM_Last
3+8.860°58 / 600top
hdr
MovespS_Last
3+8.860°58 / 600top

Attributes

Weight & Size

Weight
94
Jostle Weight
6.3
Shield Radius
12.3

Ground Movement

Walk Speed
0.825
Walk Accel (mul)
0.11
Walk Accel (add)
1.12
Initial Dash
1.825
Run Speed
1.8
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.1

Jumps

Jumpsquat
5
Jump Initial Y
10.725
Full Hop Height
26
Short Hop Height
13
Air Jump Height
29.5
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
1.1
Air Accel (add)
0.01
Air Accel (mul)
0.025
Air Friction
0.005
Gravity
0.13
Fall Speed
2.07

Landing Lag

Nair
7
Fair
10
Bair
10
Uair
11
Dair
12
Empty Landing
5
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (31 -> 39 frames).Attack11W
  • HDR replaces the animation (52 -> 42 frames).Attack11S
  • HDR replaces the animation (39 -> 42 frames).Jab 2
  • HDR replaces the animation (42 -> 52 frames).AttackHi3S
  • HDR replaces the animation (61 -> 62 frames).AttackHi4Charge
  • HDR replaces the animation (54 -> 52 frames).Up Smash
  • HDR replaces the animation (61 -> 60 frames).AttackLw4Charge
  • HDR replaces the animation (46 -> 47 frames).Down Smash
  • HDR replaces the animation (37 -> 31 frames).Forward Air
  • HDR replaces the animation (52 -> 58 frames).Back Air
  • HDR replaces the animation (38 -> 40 frames).Up Air
  • HDR replaces the animation (83 -> 80 frames).Neutral Special (Air)
  • HDR replaces the animation (64 -> 43 frames).Up Throw
  • HDR replaces the animation (40 -> 42 frames).AttackNearW
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Attack11W, AttackS3W, AttackHi3W, AttackHi3S, AttackLw3W, Up Smash, Neutral Special, Neutral Special (Air), Side Special, Side Special (Air), Up Special, Up Special (Command), Up Special (Air), Up Special (Air, Command), Down Special (StepF), Down Special (Install), Down Special (Air, StepF), Grab, Forward Throw, Back Throw, AttackNearW, AttackCommand1, AttackCommand4
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Side Special, Side Special (End), Side Special (Air), Side Special (Air, End), Up Special, Up Special (Command), Up Special (Air), Up Special (Air, Command), Down Special, Down Special (Turn), Down Special (Air), Down Special (Air, Turn)
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 frames 11-14: out, but unable to collide with a fighter, so not counted as active frames.Back Air
  • Inert hitboxes on frames 10-12: out, but unable to collide with a fighter, so not counted as active frames.Side Special (Start), Side Special (Air, Start)
  • Inert hitboxes on frames 4-6, 4-10, 8-10: out, but unable to collide with a fighter, so not counted as active frames.Side Special, Side Special (Air)
HDR removes this move’s hitboxes.
  • CliffEscape
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Hadoken — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
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, Up Special (Air, End), Down Special (Start), Down Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it with 5 or 14 frames of landing lag rather than the usual special-fall landing. Which value applies depends on when you land.Neutral Special (Air)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Up Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Touching the ground from frame 27 on ends this in Up Special (Landing) rather than carrying on (up_special_early_landing, fighters/common/src/opff/shotos.rs). The code names the status rather than this animation, so the frame may belong to another of the move's segments.Up Special (Air)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 13 or 26 frames rather than the 38 this move would otherwise run. The figure is param_special_hi.landing_frame_*, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air), Up Special (Air, Command)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 13 or 26 frames rather than the 37 this move would otherwise run. The figure is param_special_hi.landing_frame_*, which is what that status becomes actionable on -- its animation runs longer.Up 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.