Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 4-8 | 3.5 | 68° | 35 / 30 | -10 | 4 | 18 | – | 0, 1, 2 | top |
| 4-8 | 3.5 | Sakurai | 20 / 30 | -10 | 3 | top | ||||
| hdr Jab | 3-4 | 3.5 | Sakurai | 25 / 30 | -13 | 3 | 20 | – | 0, 1, 2 | top |
| 3-4 | 3.5 | Sakurai | 20 / 15 | -13 | 3 | top | ||||
| 4 | 3.5 | Sakurai | 25 / 30 | -12 | 4, 5, 6 | top | ||||
| 4 | 3.5 | Sakurai | 20 / 15 | -12 | 7 | top | ||||
| hdr Jab | 5-8 | 6 | Sakurai | 59 / 80 | -23 | 5 | 34 | – | 0, 1, 2 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡∅ Dash Attack | 7-18 | 15 | 45° | 55 / 75 | -30 | 7 | 48 | – | 0 | hip |
| 27-31 | 5 | 70° | 45 / 113 | -16 | 0, 1 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr※ Forward Tilt | 12-14 | varies | Sakurai | 63 / 75 | – | 12 | 43 | – | 0, 1 | top |
| 12-14 | varies | 42° | 60 / 75 | – | 2 | havel | ||||
| hdr※ Forward Tilt | 12-14 | varies | Sakurai | 63 / 75 | – | 12 | 43 | – | 0, 1 | top |
| 12-14 | varies | 42° | 60 / 75 | – | 2 | havel | ||||
| hdr※ Forward Tilt | 12-14 | varies | Sakurai | 63 / 75 | – | 12 | 43 | – | 0, 1 | top |
| 12-14 | varies | 42° | 60 / 75 | – | 2 | havel | ||||
| hdr‡※ Up Tilt | 9-11 | varies | 84° | 76 / 63 | – | 9 | 36 | – | 0, 1, 2 | arml, shoulderl |
| 12-17 | varies | 84° | 60 / 49 | – | 0, 1 | arml | ||||
| 12-17 | varies | 84° | 60 / 49 | – | 2 | arml | ||||
| hdr‡※ Down Tilt | 12 | varies | 270° | 80 / 40 | – | 12 | 40 | – | 0 | kneel |
| 12 | varies | Sakurai | 40 / 85 | – | 1 | kneel | ||||
| 13-16 | varies | 270° | 89 / 44 | – | 0 | top | ||||
| 13-16 | varies | 270° | 30 / 50 | – | 1 | top | ||||
| 13-16 | varies | 85° | 100 / 30 | – | 2 | top |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 17-20 | 16 | Sakurai | 40 / 96 | -32 | 17 | 60 | – | 0, 1 | shoulderl, arml |
| 17-20 | 19 | Sakurai | 40 / 96 | -30 | 2 | arml | ||||
| hdr‡ Forward Smash | 17-20 | 16 | Sakurai | 40 / 96 | -32 | 17 | 60 | – | 0, 1 | shoulderl, arml |
| 17-20 | 19 | Sakurai | 40 / 96 | -30 | 2 | arml | ||||
| hdr‡ Forward Smash | 17-20 | 16 | Sakurai | 40 / 96 | -32 | 17 | 60 | – | 0, 1 | shoulderl, arml |
| 17-20 | 19 | Sakurai | 40 / 96 | -30 | 2 | arml | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 6-9 | 17 | 83° | 31 / 90 | -54 | 6 | 72 | – | 1 | bust |
| 10-11 | 8 | 83° | 32 / 84 | -55 | 1 | bust | ||||
| 19 | 8 | Sakurai | 60 / 45 | -46 | 0 | bust | ||||
| 20 | 3 | 290° | 80 / 5 | -48 | 0 | bust | ||||
| 21 | 3 | Sakurai | 30 / 20 | -47 | 0 | bust | ||||
| 22-23 | 10 | Sakurai | 70 / 50 | -42 | 0, 1 | top | ||||
| vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr¶ Down Smash | 21 | 15 | 270° | 200 fixed | -38 | 21 | 70 | – | 0, 1, 2 | hip |
| 21 | 18 | Sakurai | 65 / 73 | -37 | 0 | top | ||||
| 22 | 18 | Sakurai | 65 / 73 | -36 | 0 | top | ||||
| 23-24 | 18 | Sakurai | 65 / 73 | -35 | 0 | top | ||||
| 25-26 | 4 | 85° | 80 / 30 | -40 | 0 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 7-9 | 13 | Sakurai | 40 / 93 | 0 | 7 | 43 | 9 | 1-3, 40– | 0 | top |
| 10-30 | 8 | 35° | 13 / 120 | -3 | 0 | top | |||||
| hdr Forward Air | 11 | 13 | Sakurai | 36 / 75 | -2 | 11 | 42 | 11 | 1-2, 30– | 0 | top |
| 11 | 16 | Sakurai | 36 / 94 | -1 | 1 | top | |||||
| 12-14 | 13 | Sakurai | 36 / 75 | -2 | 0 | top | |||||
| 12-14 | 16 | Sakurai | 36 / 94 | -1 | 1 | top | |||||
| 15-17 | 10 | Sakurai | 30 / 85 | -4 | 0, 1 | top | |||||
| hdr‡ Back Air | 15-16 | 16 | Sakurai | 45 / 87 | -4 | 15 | 44 | 14 | 1-4, 50– | 0 | shoulderr |
| 15-16 | 17 | Sakurai | 45 / 87 | -3 | 1, 2 | shoulderr, armr | |||||
| 17-19 | 16 | Sakurai | 45 / 87 | -4 | 0, 1 | shoulderr | |||||
| 17-19 | 19 | 270° | 15 / 58 | -2 | 2 | armr | |||||
| hdr◆ Up Air | 7-21 | 5 | 366° | 37 / 38 | -8 | 7 | 45 | 12 | 1-2, 34– | 0, 1 | top |
| 22-25 | 8 | 79° | 40 / 125 | -6 | 0, 1 | top | |||||
| hdr Down Air | 14-15 | 15 | 270° | 23 / 55 | -3 | 14 | 47 | 13 | 1-3, 40– | 0, 1 | top |
| 16-21 | 11 | Sakurai | 23 / 85 | -5 | 0, 1 | top |
Special Attacks
46 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | spawns ironball | 16 | 56 | – | – | – | |||||
| SpecialNSuction vanilla• Neutral Special | no hitboxes | – | 7 | – | – | – | |||||
| hdr•¶ Neutral Special | 1+ | – | – | – / – | – | 1 | – | – | – | 0 | grab |
| 1+ | 5 | Sakurai | 0 / 100 | – | 0 | – | |||||
| 1+ | 0 | 160° | 25 fixed | – | 1 | top | |||||
| SpecialNEnd vanilla Neutral Special | no hitboxes | – | 18 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 14 | – | – | – | |||||
| hdr➔‡ Neutral Special | 1-7 | 5 | Sakurai | 0 / 100 | – | 1 | 29 | – | – | 0 | – |
| 8-28 | 16 | 42° | 78 / 54 | – | 0 | – | |||||
| vanilla➔‡ Neutral Special | 1-7 | 5 | Sakurai | 0 / 100 | – | 1 | 41 | – | – | 0 | – |
| 8-40 | 12 | 89° | 90 / 38 | – | 0 | – | |||||
| hdr➔‡ Neutral Special | 1-7 | 5 | Sakurai | 0 / 100 | – | 1 | 42 | – | – | 0 | – |
| 8-41 | 16 | 42° | 78 / 54 | – | 0 | – | |||||
| hdr➔‡ Neutral Special | spawns ironball | 16 | 44 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns ironball | 13 | 42 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns ironball | 16 | 56 | – | – | – | |||||
| SpecialAirNSuction vanilla• Neutral Special | no hitboxes | – | 7 | – | – | – | |||||
| hdr•¶ Neutral Special | 1+ | – | – | – / – | – | 1 | – | – | – | 0 | grab |
| 1+ | 5 | Sakurai | 0 / 100 | – | 0 | – | |||||
| 1+ | 0 | 160° | 25 fixed | – | 1 | top | |||||
| SpecialAirNEnd vanilla Neutral Special | no hitboxes | – | 18 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 14 | – | – | – | |||||
| hdr➔‡ Neutral Special | 1-7 | 5 | Sakurai | 0 / 100 | – | 1 | 29 | – | – | 0 | – |
| 8-28 | 16 | 42° | 78 / 54 | – | 0 | – | |||||
| vanilla➔‡ Neutral Special | 1-7 | 5 | Sakurai | 0 / 100 | – | 1 | 41 | – | – | 0 | – |
| 8-40 | 12 | 89° | 90 / 38 | – | 0 | – | |||||
| hdr➔‡ Neutral Special | 1-7 | 5 | Sakurai | 0 / 100 | – | 1 | 42 | – | – | 0 | – |
| 8-41 | 16 | 42° | 78 / 54 | – | 0 | – | |||||
| hdr➔‡ Neutral Special | spawns ironball | 16 | 44 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns ironball | 13 | 42 | – | – | – | |||||
| hdr➔ Side Special | 18-23 | 0 | Sakurai | 30 fixed | – | 18 | 44 | – | – | 0 | arml |
| hdr Side Special | no hitboxes | – | 1 | – | – | – | |||||
| SpecialSFailure vanilla Side Special | no hitboxes | – | 37 | – | – | – | |||||
| SpecialSGet vanilla Side Special | no hitboxes | – | 1 | – | – | – | |||||
| hdr➔ Side Special | 18-23 | 0 | Sakurai | 30 fixed | – | 18 | 44 | – | – | 0 | arml |
| hdr Side Special | no hitboxes | – | 1 | – | – | – | |||||
| SpecialAirSFailure vanilla Side Special | no hitboxes | – | 37 | – | – | – | |||||
| SpecialAirSGet vanilla Side Special | no hitboxes | – | 1 | – | – | – | |||||
| hdr◆ Up Special | 8-56 | 3 | 100° | 85 fixed | -45 | 8 | 57 | – | – | 0 | top |
| 8-56 | 3 | 90° | 50 fixed | -45 | 1 | head | |||||
| hdr◆• Up Special | 1-25 | 3 | 100° | 85 fixed | – | 1 | – | 26 | – | 0 | top |
| 1-25 | 3 | 90° | 50 fixed | – | 1 | head | |||||
| SpecialHiF vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| SpecialHiB vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| hdr• Up Special | no hitboxes | – | 26 | – | – | – | |||||
| SpecialHiAirEndF vanilla• Up Special | no hitboxes | – | 26 | – | – | – | |||||
| SpecialHiAirEndB vanilla• Up Special | no hitboxes | – | 26 | – | – | – | |||||
| SpecialHiFall vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| SpecialHiFallF vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| SpecialHiFallB vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| SpecialHiLanding vanilla Up Special | no hitboxes | – | 30 | – | – | – | |||||
| hdr◆• Up Special | 8-56 | 3 | 100° | 85 fixed | -45 | 8 | 57 | 26 | – | 0 | top |
| 8-56 | 3 | 90° | 50 fixed | -45 | 1 | head | |||||
| hdr◆※¶ Down Special | 30-32 | varies | 50° | 50 / 105 | – | 30 | 48 | – | JC | 0 | top |
| 30-32 | 8 | 69° | 80 / 57 | -11 | 0 | top | |||||
| vanilla‡ Down Special | 3-6 | 0 | 45° | 90 / 56 | – | 3 | 39 | – | JC | 0 | top |
| 3-6 | 0 | 45° | 80 / 50 | – | 1 | top | |||||
| vanilla‡ Down Special | 9-12 | 0 | 45° | 90 / 56 | – | 9 | 44 | – | JC | 0 | top |
| 9-12 | 0 | 45° | 80 / 50 | – | 1 | top | |||||
| hdr◆※¶ Down Special | 30-32 | varies | 50° | 50 / 105 | – | 30 | 48 | – | JC | 0 | top |
| 30-32 | 8 | 69° | 80 / 57 | -11 | 0 | top | |||||
| vanilla‡ Down Special | 3-6 | 0 | 45° | 90 / 56 | – | 3 | 39 | – | JC | 0 | top |
| 3-6 | 0 | 45° | 80 / 50 | – | 1 | top | |||||
| vanilla‡ Down Special | 9-12 | 0 | 45° | 90 / 56 | – | 9 | 44 | – | JC | 0 | top |
| 9-12 | 0 | 45° | 80 / 50 | – | 1 | top | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-10 | – | – | – / – | – | – | 40 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 2 | 1.6 | Sakurai | 30 fixed | -19 | 2 | 24 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 11-13 | – | – | – / – | – | – | 46 | – | 0 | grab |
| hdr Pivot Grab | 12-14 | – | – | – / – | – | – | 41 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 10 | 60° | 60 / 55 | – | 28 | 42 | 14 | 0 | – |
| 1-26 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 11 | 35° | 70 / 60 | – | 32 | 63 | 31 | 0 | – |
| 1-62 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 13 | 88° | 97 / 56 | – | 40 | 67 | 27 | 0 | – |
| 1-66 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Down Throw | 1 | 10 | 270° | 30 / 30 | – | 32 | 48 | 16 | 0 | – |
| 1-31 | 2 | Sakurai | 40 / 100 | – | 0 | – |
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 | – | 53 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 53 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 10 | 45° | 90 / 20 | -24 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -29 | 19 | 54 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -26 | 0 | top | ||||
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -29 | 19 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 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 | – | 31 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownSpotU vanilla DownSpotU | 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 | – | 31 | – | – | |||||
| 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 | – | 42 | – | – | |||||
| 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 | – | – | |||||
| hdr• Ledge Jump | no hitboxes | – | 39 | – | – | |||||
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 | – | – | |||||
| vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
4 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.
Backpack
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Fly | 1+ | 3 | 80° | 90 / 30 | 0 | wingl1 |
| vanilla FlyWind | 1+ | 3 | 80° | 90 / 30 | 0 | wingl1 |
Crown
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Throw | 1 | 9 | 65° | 45 / 79 | 0 | rot |
| 2-38 | 9 | 65° | 45 / 79 | 0 | rot | |
| 39-79 | 7 | 65° | 45 / 79 | 0 | rot | |
| vanilla Shot | 1+ | 9 | 65° | 45 / 79 | 0 | rot |
Ironball
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Shoot | 1-150 | 13 | 60° | 18 / 92 | 0 | top |
| vanilla⇥ Hop | 1-150 | 9 | 60° | 30 / 70 | 0 | top |
| hdr⇥ SpitShoot | 1 | 13 | 60° | 18 / 92 | 0 | top |
| 1-150 | 17 | 60° | 55 / 87 | 0 | top | |
| vanilla⇥ SpitHop | 1-150 | 9 | 60° | 30 / 70 | 0 | top |
Spitball
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Fly | 1+ | 18 | 65° | 60 / 90 | 0 | top |
Attributes
Weight & Size
- Weight
- 116
- Jostle Weight
- 9
- Shield Radius
- 17.7
Ground Movement
- Walk Speed
- 1.03
- Walk Accel (mul)
- 0.0315
- Walk Accel (add)
- 0.0525
- Initial Dash
- 1.71
- Run Speed
- 1.645
- Run Accel (mul)
- 0.0557
- Run Accel (add)
- 0.02
- Traction
- 0.055
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 11.7975
- Full Hop Height
- 33
- Short Hop Height
- 13.5
- Air Jump Height
- 32.61
- Jump Count
- 2
- Horizontal Jump Speed
- 1.567
Air Movement
- Air Speed
- 0.93
- Air Accel (add)
- 0.025
- Air Accel (mul)
- 0.03
- Air Friction
- 0.0175
- Gravity
- 0.118
- Fall Speed
- 2.3
Landing Lag
- Nair
- 9
- Fair
- 11
- Bair
- 14
- Uair
- 12
- Dair
- 13
- Empty Landing
- 5
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (101 -> 50 frames).Up Air
- HDR replaces the animation (11 -> 57 frames).Up Special (Start), Up Special (Air, Start)
- HDR replaces the animation (15 -> 38 frames).Up Special
- HDR replaces the animation (83 -> 91 frames).Down Special
- HDR replaces the animation (85 -> 87 frames).Down Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Back Air, Neutral Special (Fire), Neutral Special (Swallow), Neutral Special (SpitF), Neutral Special (SpitHi), Neutral Special (SpitB), Neutral Special (FireB), Neutral Special (FireHi), Neutral Special (Air, Fire), Neutral Special (Air, Swallow), Neutral Special (Air, SpitF), Neutral Special (Air, SpitHi), Neutral Special (Air, SpitB), Neutral Special (Air, FireB), Neutral Special (Air, FireHi), Down Special (Hit), Down Special (Turn), Down Special (Air, Hit), Down Special (Air, Turn), Grab, Up 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.
- Down Smash, Neutral Special (Loop), Neutral Special (Air, Loop), Down Special, Down Special (Air)
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: damage.Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, 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 19-26: out, but unable to collide with a fighter, so not counted as active frames.Dash Attack
✕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.
- Ironball is on the field for up to 150 frames (param_ironball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Ironball: Shoot, Ironball: Hop, Ironball: SpitShoot, Ironball: SpitHop
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Ironball — see Projectiles & Articles below.Neutral Special (Fire), Neutral Special (FireB), Neutral Special (FireHi), Neutral Special (Air, Fire), Neutral Special (Air, FireB), Neutral Special (Air, FireHi)
- Also spawns Ironball — see Projectiles & Articles below.Neutral Special (SpitF), Neutral Special (SpitHi), Neutral Special (SpitB), Neutral Special (Air, SpitF), Neutral Special (Air, SpitHi), Neutral Special (Air, SpitB)
- Also spawns Crown — see Projectiles & Articles below.Side Special (Throw), Side Special (Air, 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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Suction), Neutral Special (Swallow), Neutral Special (Air, Suction), Neutral Special (Air, Swallow), Up Special (AirEnd), Up Special (AirEndF), Up Special (AirEndB), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- 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 (Air, Loop), Up Special, Up Special (F), Up Special (B), Up Special (Fall), Up Special (FallF), Up Special (FallB), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 26 frames and is the only way out of it. The figure is param_special_hi.special_hi_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special
- Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 26 frames rather than the 56 this move would otherwise run. The figure is param_special_hi.special_hi_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air, Start)
- 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 K. Rool