Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 8-10 | 6 | Sakurai | 20 fixed | -9 | 8 | 23 | – | 0 | hammer2 |
| 8-10 | 6 | Sakurai | 25 fixed | -9 | 1 | hammer2 | ||||
| 8-10 | 6 | 80° | 35 fixed | -9 | 2 | hammer2 | ||||
| 8-9 | 6 | Sakurai | 25 / 15 | -9 | 3 | top | ||||
| hdr‡ Jab | 7-9 | 5 | 90° | 22 / 33 | -9 | 7 | 21 | – | 0, 1, 2 | hammer2 |
| 7-9 | 5 | Sakurai | 25 / 15 | -9 | 3 | top | ||||
| hdr↧ Jab | 4-6 | 3 | 70° | 60 / 162 | -22 | 4 | 30 | – | 0 | top |
| 4-5 | 3 | 70° | 60 / 162 | -22 | 1, 2, 3 | hammer2 | ||||
| 6 | 3 | 70° | 60 / 162 | -20 | 1, 2, 3 | top | ||||
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| vanilla• Jab | 1, 2, 5, 8, 11, 14, 17 | 0.5 | Sakurai | 10 / 12 | – | 1 | – | – | 0 | top |
| 1, 2, 5, 8, 11, 14, 17 | 0.5 | Sakurai | 8 / 12 | – | 1 | top | ||||
| hdr Jab | 4-5 | 3 | 70° | 80 / 162 | -39 | 4 | 47 | – | 0, 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 21-24 | 16 | 35° | 40 / 92 | -27 | 21 | 59 | – | 0, 1 | head, waist |
| 25-33 | 10 | Sakurai | 40 / 95 | -26 | 0, 1 | head, waist |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 12-17 | 3.5 | 25° | 50 fixed | -29 | 12 | 45 | – | 0 | hammer1 |
| 12-17 | 3.5 | 367° | 30 fixed | -29 | 1 | hammer2 | ||||
| 19-21 | 6 | Sakurai | 35 / 113 | -20 | 0, 1 | hammer1, hammer2 | ||||
| hdr Up Tilt | 7-12 | 12 | 88° | 38 / 104 | -18 | 7 | 34 | – | 0, 1 | head |
| hdr◆‡ Down Tilt | 5-7 | 10 | Sakurai | 20 / 100 | -19 | 5 | 32 | – | 0, 1 | top |
| 8-13 | 6 | Sakurai | 30 / 100 | -18 | 0 | top | ||||
| 8-13 | 6 | Sakurai | 20 / 100 | -18 | 1 | top |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Forward Smash | 40-41 | 0 | 0° | 0 / 0 | – | 40 | 80 | – | 0, 1 | hammer2 |
| 40-41 | 16 | Sakurai | 30 / 90 | -29 | 2, 3 | hammer2 | ||||
| 42-45 | 22 | Sakurai | 48 / 90 | -23 | 0, 1 | hammer1 | ||||
| 42-45 | 24 | Sakurai | 48 / 90 | -18 | 2 | hammer2 | ||||
| 42-43 | 24 | Sakurai | 48 / 90 | -18 | 3 | hammer2 | ||||
| 44-45 | 12 | 60° | 40 / 75 | -27 | 3 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 16-23 | 16 | 80° | 40 / 106 | -34 | 16 | 61 | – | 0, 1, 2 | hammer2 |
| 16-23 | 10 | 80° | 40 / 106 | -37 | 3 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 13-17 | 13 | 45° | 60 / 85 | -21 | 13 | 44 | – | 0, 1 | hammer2 |
| 18-21 | 11 | 115° | 60 / 85 | -17 | 0, 1 | hammer2 | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 5-6 | 12 | 60° | 35 / 90 | -3 | 5 | 38 | 11 | 1-2, 32– | 0 | top |
| 7-28 | 7 | 75° | 40 / 95 | -6 | 0 | top | |||||
| hdr◆‡ Forward Air | 11-12 | 15 | Sakurai | 30 / 85 | -4 | 11 | 43 | 14 | 1-5, 27– | 0, 1 | hammer2 |
| 13-17 | 13 | Sakurai | 20 / 85 | -5 | 0, 1 | hammer2 | |||||
| hdr◆‡ Back Air | 6 | 13 | Sakurai | 20 / 100 | -2 | 6 | 35 | 11 | 1-3, 28– | 0, 1 | top |
| 7-8 | 13 | Sakurai | 20 / 100 | -2 | 0, 1 | top | |||||
| 9-20 | 9 | Sakurai | 20 / 100 | -5 | 0, 1 | top | |||||
| hdr‡ Up Air | 10-18 | 2 | 366° | 32 / 42 | -9 | 10 | 50 | 12 | 1-4, 48– | 0, 1 | hammer1 |
| 10-18 | 2 | 95° | 42 / 49 | -9 | 2, 3 | hammer1 | |||||
| 21-23 | 6 | 75° | 58 / 140 | -7 | 0, 1, 2, 3 | hammer1 | |||||
| hdr‡ Down Air | 19-23 | 10 | 90° | 20 / 90 | -8 | 19 | 45 | 15 | 1-5, 41– | 0, 1 | hammer1 |
| 19-23 | 15 | 270° | 20 / 64 | -5 | 2, 3 | hammer1 |
Special Attacks
65 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr•‡ Neutral Special | no hitboxes | – | 14 | – | – | |||||
| hdr•¶ Neutral Special | 1 | – | – | – / – | – | 1 | – | – | 0 | grab |
| 1 | 5 | Sakurai | 0 / 100 | – | 0 | – | ||||
| 1 | 0 | 170° | 25 fixed | – | 1, 2 | top | ||||
| 1 | 0 | 0° | 0 / 0 | – | 3 | top | ||||
| hdr‡ Neutral Special | no hitboxes | – | 27 | – | – | |||||
| vanilla Neutral Special | 1 | 8 | Sakurai | 0 / 0 | – | 1 | 19 | – | 0 | – |
| 1-18 | 4 | Sakurai | 0 / 100 | – | 0 | – | ||||
| vanilla Neutral Special | 1-15 | 4 | Sakurai | 0 / 100 | – | 1 | 16 | – | 0 | – |
| vanilla Neutral Special | no hitboxes | – | 39 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 73 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 87 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 53 | – | – | |||||
| vanilla➔ Neutral Special | 1 | 12 | Sakurai | 0 / 0 | – | 1 | 30 | – | 0 | – |
| 1-29 | 5 | Sakurai | 0 / 100 | – | 0 | – | ||||
| SpecialNShotObjectHit vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 10 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 26 | – | – | |||||
| vanilla• Neutral Special | 1+ | 5 | Sakurai | 0 / 100 | – | 1 | – | – | 0 | – |
| vanilla• Neutral Special | 1+ | 5 | Sakurai | 0 / 100 | – | 1 | – | – | 0 | – |
| vanilla• Neutral Special | 1+ | 5 | Sakurai | 0 / 100 | – | 1 | – | – | 0 | – |
| vanilla• Neutral Special | 1+ | 5 | Sakurai | 0 / 100 | – | 1 | – | – | 0 | – |
| vanilla Neutral Special | 1-16 | 5 | Sakurai | 0 / 100 | – | 1 | 17 | – | 0 | – |
| vanilla Neutral Special | 1-30 | 5 | Sakurai | 0 / 100 | – | 1 | 31 | – | 0 | – |
| vanilla• Neutral Special | 1+ | 5 | Sakurai | 0 / 100 | – | 1 | – | – | 0 | – |
| vanilla Neutral Special | 1-30 | 5 | Sakurai | 0 / 100 | – | 1 | 31 | – | 0 | – |
| vanilla Neutral Special | 1-23 | 5 | Sakurai | 0 / 100 | – | 1 | 24 | – | 0 | – |
| hdr•‡ Neutral Special | no hitboxes | – | 14 | – | – | |||||
| hdr•¶ Neutral Special | 1 | – | – | – / – | – | 1 | – | – | 0 | grab |
| 1 | 5 | Sakurai | 0 / 100 | – | 0 | – | ||||
| 1 | 0 | 170° | 25 fixed | – | 1, 2 | top | ||||
| 1 | 0 | 0° | 0 / 0 | – | 3 | top | ||||
| hdr‡ Neutral Special | no hitboxes | – | 27 | – | – | |||||
| vanilla• Neutral Special | 1 | 8 | Sakurai | 0 / 0 | – | 1 | – | – | 0 | – |
| 1+ | 4 | Sakurai | 0 / 100 | – | 0 | – | ||||
| vanilla Neutral Special | 1-15 | 4 | Sakurai | 0 / 100 | – | 1 | 16 | – | 0 | – |
| vanilla Neutral Special | no hitboxes | – | 39 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 73 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 87 | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | 53 | 30 | – | |||||
| vanilla➔ Neutral Special | 1 | 12 | Sakurai | 0 / 0 | – | 1 | 30 | – | 0 | – |
| 1-29 | 5 | Sakurai | 0 / 100 | – | 0 | – | ||||
| SpecialAirNShotObjectHit vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 10 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 26 | – | – | |||||
| hdr➔◆‡ Side Special | spawns gordo | 1 | 54 | – | – | |||||
| hdr◆ Side Special | no hitboxes | – | 57 | – | – | |||||
| hdr◆‡ Side Special | no hitboxes | – | 42 | – | – | |||||
| hdr➔◆‡ Side Special | spawns gordo | 1 | 54 | – | – | |||||
| hdr◆ Side Special | no hitboxes | – | 57 | – | – | |||||
| hdr◆‡ Side Special | no hitboxes | – | 42 | – | – | |||||
| hdr•‡ Up Special | no hitboxes | – | 19 | – | – | |||||
| hdr•‡ Up Special | no hitboxes | – | 19 | – | – | |||||
| hdr Up Special | 1-10 | 4 | 65° | 50 / 100 | -142 | 1 | 148 | – | 0, 1, 2 | head, top |
| 52-147 | 11 | 270° | 40 fixed | -87 | 0 | top | ||||
| 52-147 | 11 | 270° | 60 / 56 | -87 | 1 | top | ||||
| SpecialHiLoop vanilla• Up Special | no hitboxes | – | – | – | – | |||||
| hdr➔ Up Special | 3 | 10 | 90° | 95 / 82 | -50 | 3 | 61 | – | 0, 1, 2 | top |
| hdr➔ Up Special | 3 | 10 | 90° | 95 / 82 | -50 | 3 | 61 | – | 0, 1, 2 | top |
| vanilla• Up Special | no hitboxes | – | 49 | – | – | |||||
| hdr‡ Up Special | no hitboxes | – | 31 | – | – | |||||
| hdr•‡ Up Special | no hitboxes | – | 20 | 35 | – | |||||
| hdr•‡ Up Special | no hitboxes | – | 20 | 35 | – | |||||
| hdr◆•‡ Down Special | no hitboxes | – | 17 | – | – | |||||
| hdr◆‡※∅ Down Special | 1-29 | varies | Sakurai | 85 / 60 | – | 1 | 71 | – | 3 | top |
| 5-8 | varies | Sakurai | 85 / 60 | – | 4 | top | ||||
| 19-22 | varies | Sakurai | 85 / 60 | – | 4 | top | ||||
| 26-28 | varies | Sakurai | 85 / 60 | – | 5 | top | ||||
| 30-33 | varies | Sakurai | 85 / 60 | – | 0, 1, 2, 3 | hammer2, hammer1 | ||||
| hdr Down Special | 9-11 | 40 | Sakurai | 60 / 46 | -36 | 9 | 70 | – | 0 | hammer1 |
| 9-11 | 30 | Sakurai | 60 / 46 | -42 | 1 | top | ||||
| SpecialLwHold vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialLwHoldMax vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialLwWalk vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialLwTurn vanilla• Down Special | no hitboxes | – | 20 | – | – | |||||
| hdr•‡ Down Special | no hitboxes | – | 6 | – | – | |||||
| SpecialLwJump vanilla• Down Special | no hitboxes | – | 26 | – | – | |||||
| vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| SpecialLwLanding vanilla• Down Special | no hitboxes | – | 13 | – | – | |||||
| hdr◆•‡ Down Special | no hitboxes | – | 17 | 12 | – | |||||
| hdr◆‡※∅• Down Special | 1-29 | varies | Sakurai | 85 / 60 | – | 1 | 45 | 12 | 3 | top |
| 5-8 | varies | Sakurai | 85 / 60 | – | 4 | top | ||||
| 19-22 | varies | Sakurai | 85 / 60 | – | 4 | top | ||||
| 26-28 | varies | Sakurai | 85 / 60 | – | 5 | top | ||||
| 30-33 | varies | Sakurai | 85 / 60 | – | 0, 1, 2, 3 | hammer2, hammer1 | ||||
| hdr• Down Special | 9-11 | 40 | Sakurai | 60 / 46 | -36 | 9 | 70 | 12 | 0 | hammer1 |
| 9-11 | 30 | Sakurai | 60 / 46 | -42 | 1 | top | ||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 2 | 1.6 | Sakurai | 30 fixed | -25 | 2 | 30 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 11-13 | – | – | – / – | – | – | 45 | – | 0 | grab |
| hdr Pivot Grab | 12-14 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 6 | 45° | 55 / 125 | – | 14 | 38 | 24 | 0 | – |
| 1-11 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 12-13 | 4 | Sakurai | 30 / 150 | -21 | 0, 1, 2, 3 | hammer1 | ||||
| hdr‡ Back Throw | 1 | 9 | 62° | 37 / 98 | – | 16 | 37 | 21 | 0 | – |
| 1-12 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 13-15 | 4 | Sakurai | 30 / 150 | -19 | 0, 1, 2, 3 | hammer1 | ||||
| hdr Up Throw | 1 | 4 | 90° | 38 / 155 | – | 19 | 40 | 21 | 0 | – |
| 1-15 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 16-18 | 4 | Sakurai | 30 / 80 | -19 | 0 | top | ||||
| hdr Down Throw | 1 | 2 | 36° | 84 fixed | – | 26 | 44 | 18 | 0 | – |
| 1-25 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 24-25 | 2 | Sakurai | 65 / 70 | -16 | 1 | top |
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 | 24-26 | 10 | 45° | 90 / 20 | -24 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 18-19 | 7 | 48° | 80 / 48 | -28 | 18 | 52 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| vanilla Get-Up Attack | 18-19 | 7 | 48° | 80 / 48 | -30 | 18 | 54 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -25 | 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 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| 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 | – | – | |||||
| 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 | – | 41 | – | – | |||||
| PassiveCeil 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 | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 33 | – | – | |||||
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 | – | 6 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
3 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.
Gordo
3 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Side Special (Throw) | 1+ | varies | 60° | 50 / 55 | 0 | hip |
| hdr Side Special (Attack) | 1+ | varies | 60° | 60 fixed | 0 | hip |
| hdr Side Special (Shot) | 1+ | varies | 60° | 60 / 50 | 0, 1, 2 | hip |
Star
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-10 | 4 | 70° | 8 / 65 | 0 | top |
Starmissile
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla SpecialFly | 1+ | 0 | 70° | 77 / 78 | 0 | rot |
Attributes
Weight & Size
- Weight
- 107
- Jostle Weight
- 7.9
- Shield Radius
- 15.9
Ground Movement
- Walk Speed
- 0.975
- Walk Accel (mul)
- 0.1575
- Walk Accel (add)
- 0
- Initial Dash
- 1.48
- Run Speed
- 1.36
- Run Accel (mul)
- 0.04
- Run Accel (add)
- 0.02
- Traction
- 0.07
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 11.7439
- Full Hop Height
- 32.85
- Short Hop Height
- 15.02
- Air Jump Height
- 32.85
- Jump Count
- 4
- Horizontal Jump Speed
- 1.16
Air Movement
- Air Speed
- 0.915
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.04
- Air Friction
- 0.005
- Gravity
- 0.095
- Fall Speed
- 2.25
Landing Lag
- Nair
- 11
- Fair
- 14
- Bair
- 11
- Uair
- 12
- Dair
- 15
- Empty Landing
- 5
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (50 -> 37 frames).Down Tilt
- HDR replaces the animation (55 -> 40 frames).Forward Air
- HDR replaces the animation (57 -> 32 frames).Back Air
- HDR replaces the animation (80 -> 65 frames).Side Special (Start), Side Special (Miss), Side Special (Get), Side Special (Air, Start), Side Special (Air, Miss), Side Special (Air, Get)
- HDR replaces the animation (18 -> 27 frames).Down Special (Start), Down Special (Air, Start)
- HDR replaces the animation (72 -> 78 frames).Down Special
- HDR replaces the animation (72 -> 31 frames).Down Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 1, Jab 2, Dash Attack, Forward Tilt, Down Tilt, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (End), Neutral Special (ShotObjectSwallow), Neutral Special (Air, Start), Neutral Special (Air, End), Neutral Special (Air, ShotObjectSwallow), Side Special (Start), Side Special (Get), Side Special (Air, Start), Side Special (Air, Get), Up Special (StartR), Up Special (StartL), Up Special (Failure), Up Special (Air, TurnR), Up Special (Air, TurnL), Down Special (Start), Down Special, Down Special (JumpSquat), Down Special (Air, Start), Down Special (Air), Grab, Back 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 (Loop), Neutral Special (Air, Loop)
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
- Jab 3 (Gentleman)
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: damage.Down Special, Down Special (Air)
∅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 1-4, 1-18, 9-18, 19-25 and 2 more: out, but unable to collide with a fighter, so not counted as active frames.Down Special, Down Special (Air)
✕HDR removes this move’s hitboxes.
- 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.
- Star is on the field for up to 10 frames (param_star.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Star: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Also spawns Starmissile — see Projectiles & Articles below.Neutral Special (Spit), Neutral Special (Air, Spit)
- Damage comes from Gordo — see Projectiles & Articles below.Side Special (Start), Side Special (Air, Start)
- Also spawns Star — see Projectiles & Articles below.Up Special (LandingR), Up Special (LandingL)
•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 (ShotObjectSwallow), Neutral Special (Air, Start), Neutral Special (Air, ShotObjectSwallow), Up Special (StartR), Up Special (StartL), Up Special (Hit), Up Special (Air, TurnR), Up Special (Air, TurnL), Down Special (Start), Down Special (Turn), Down Special (JumpSquat), Down Special (Jump), Down Special (Landing), Down Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- 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 (Loop), Neutral Special (ShotObjectHit), Neutral Special (EatWait), Neutral Special (EatWalkSlow), Neutral Special (EatWalkMiddle), Neutral Special (EatWalkFast), Neutral Special (EatFall), Neutral Special (Air, Loop), Neutral Special (Air, SwallowWait), Neutral Special (Air, ShotObjectHit), Up Special (Loop), Down Special (Hold), Down Special (HoldMax), Down Special (Walk), Down Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it in Neutral Special (EatLanding), which recovers in 30 frames rather than the 52 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Neutral Special (Air, Eat)
- Landing lag is 35 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, TurnR), Up Special (Air, TurnL)
- Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames rather than the 16 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Start)
- Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames rather than the 44 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air)
- Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames rather than the 69 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Max)
- 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
King Dedede