Ken

108 moves52 changed by HDR56 vanillainternal ken
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Jab
2-34180°8 fixed-17224–0top
2-34105°10 fixed-171top
hdr◆
Jab
7-11880°38 / 15-14728–0, 1, 2bust, shoulderl, arml
7880°38 / 15-143, 4top
hdr
Jab
7-11880°38 / 15-14728–0, 1, 2bust, shoulderl, arml
7880°38 / 15-143, 4top
hdr◆
Jab
7-11880°38 / 15-24738–0, 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 / 95-25741–0, 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 / 46-10622–0top
6-96.8–7.1485°62 / 46-101top
hdr
Forward Tilt
10-13838°47 / 104-131030–0top
10-131138°47 / 104-111top
hdr‡
Up Tilt
3-6284°33 / 39-4311–0top
3-6290°50 / 52-41top
hdr◆‡
Up Tilt
7-103–3.1580°30 fixed-21732–0, 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-9517–0legl
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 / 46-12725–0top
7-86–6.380°57 / 46-121top
hdr◆‡
AttackNearW
6-96.8–7.1465°62 / 46-10622–0top
6-96.8–7.1485°62 / 46-101top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61–––
hdr
Forward Smash
13-1512–12.6Sakurai28 / 103-201342––0top
13-1516–16.8Sakurai28 / 102-18 to -171kneer
AttackHi4Charge vanilla◆•
Up Smash
no hitboxes–62–––
hdr◆‡
Up Smash
83.495°100 fixed-28840–SpC 12f0, 1handl, arml
9-141180°80 / 97-220, 1handl, arml
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes–60–––
hdr◆
Down Smash
5-616–16.835°50 / 47-19 to -18535––0top
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 hadoken2258––
hdr➔◆•‡
Neutral Special
spawns hadoken22585 / 14–
hdr∅
Side Special
8-92–2.10°100 fixed-1813–0top
hdr‡¶∅
Side Special
2-32–2.1363°45 fixed-5211–0, 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
2-3
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 / 177-23128–0, 1top
1-2
as an EX special
6–6.350°72 / 105-210, 1top
hdr∅
Side Special
8-92–2.10°100 fixed-1813–0top
hdr‡¶∅
Side Special
2-32–2.1363°45 fixed-5211–0, 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
2-3
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 / 177-23128–0, 1top
1-2
as an EX special
6–6.350°72 / 105-210, 1top
hdr‡¶
Up Special
62105°100 fixed-29639–0top
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-29639–0top
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 hitboxes–27––
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 hitboxes–3813 / 26–
SpecialLwStart vanilla•
Down Special
no hitboxes–60––
vanilla
Down Special
12-131245°110 / 10-351256–0top
12-131045°0 / 100-360, 1top
12-131745°0 / 100-320, 1top
vanilla
Down Special
12-131245°110 / 10-351256–0top
12-131045°0 / 100-360, 1top
12-131745°0 / 100-320, 1top
hdr‡
Down Special
no hitboxes–16––
vanilla
Down Special
no hitboxes–14––
hdr‡
Down Special
no hitboxes–20––
SpecialAirLwStart vanilla•
Down Special
no hitboxes–60––
vanilla
Down Special
12-131245°110 / 10-351256–0top
12-131045°0 / 100-360, 1top
12-131745°0 / 100-320, 1top
vanilla
Down Special
12-131245°110 / 10-351256–0top
12-131045°0 / 100-360, 1top
12-131745°0 / 100-320, 1top
hdr‡
Down Special
no hitboxes–16––
SpecialAirLwStepB vanilla
Down Special
no hitboxes–14––
hdr‡
AttackCommand1
125–5.2584°10 / 80-101227–0, 1top, hip
15-165–5.2572°40 / 30-70, 1top, hip
hdr
AttackCommand2
9-1012–12.650°41 / 103-15933–0top
hdr
AttackCommand3
15-1712–12.630°35 / 80-211547–0kneer
hdr‡
AttackCommand4
124–4.2366°30 fixed-151232–0, 1kneer, footr
14-1614–14.765°28 / 103-8 to -70, 1kneer, footr

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
hdr
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––43–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1840°75 / 30–1640240–
1-396Sakurai60 / 100–0–
hdr‡
Back Throw
110–10.545°70 / 73–4165240–
1-646Sakurai60 / 100–0–
hdr◆
Up Throw
1287°40 / 241–1334210–
1-112Sakurai40 / 100–0–
12487°60 / 130–0, 1, 2arml, shoulderl
hdr
Down Throw
1670°69 / 64–1941220–
1-173Sakurai40 / 100–0–
18-19250°40 fixed–0top

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 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
24-261045°90 / 20-242456–0top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
19-20748°80 / 48-290top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
19-20748°80 / 48-290top
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––
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–42––
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–48––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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
1-690°38 / 160, 1top
1-6960°38 / 162top
7+90°38 / 160, 1top
7+960°38 / 162top
hdr
MoveM
1-690°38 / 160, 1top
1-6960°38 / 162top
7+90°38 / 160, 1top
7+960°38 / 162top
hdr
MoveS
1-690°38 / 160, 1top
1-6960°38 / 162top
7+90°38 / 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.