Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 5-8 | 4 | 70° | 25 / 30 | -10 | 5 | 20 | – | 0, 1, 2, 3 | armr, sword2 |
| 7-8 | 4 | Sakurai | 20 / 20 | -8 | 4 | top | ||||
| hdr Jab | 5-6 | 3 | 70° | 25 / 25 | -9 | 5 | 18 | – | 0, 1, 2, 3 | armr, sword2 |
| 5-6 | 4 | Sakurai | 20 / 20 | -8 | 4 | top | ||||
| hdr‡ Jab | 6-9 | 4 | Sakurai | 50 / 80 | -21 | 6 | 32 | – | 0, 1, 2, 3 | armr, sword2 |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆ Dash Attack | 7-9 | 12 | 70° | 40 / 93 | -26 | 7 | 42 | – | 0 | top |
| 10-14 | 9 | 62° | 45 / 55 | -25 | 0 | top |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 13-16 | 13 | 41° | 35 / 90 | -14 | 13 | 37 | – | 0, 1, 2 | armr, sword2 |
| 13-16 | 14 | Sakurai | 35 / 100 | -14 | 3 | sword2 | ||||
| hdr Up Tilt | 8-13 | 9 | 70° | 30 / 122 | -18 | 8 | 33 | – | 0, 1, 2 | armr, sword2 |
| 8-13 | 10 | 85° | 30 / 115 | -17 | 3 | sword2 | ||||
| hdr‡ Down Tilt | 10-12 | 10 | 64° | 25 / 101 | -12 | 10 | 30 | – | 0 | armr |
| 10-12 | 11 | 82° | 45 / 91 | -11 | 1, 3 | sword2 | ||||
| 10-12 | 12 | 82° | 50 / 91 | -11 | 4 | sword2 |
Smash Attacks
7 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 | 16-19 | 15 | 45° | 25 / 93 | -24 | 16 | 51 | – | 0, 1 | armr, sword2 |
| 16-19 | 14 | 45° | 25 / 93 | -25 | 2, 3 | sword2 | ||||
| hdr‡ Forward Smash | 8-10 | 19 | 65° | 30 / 100 | -26 | 8 | 47 | – | 0, 1, 2 | shoulderr, armr, sword2 |
| 8-10 | 17 | 65° | 30 / 100 | -27 | 3, 4 | sword2 | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 11-16 | 4 | 95° | 55 fixed | -47 | 11 | 63 | – | 0 | armr |
| 11-16 | 4 | 105° | 38 fixed | -47 | 1 | sword2 | ||||
| 11-16 | 4 | 97° | 28 fixed | -47 | 2, 4, 6 | sword2 | ||||
| 11-16 | 4 | 105° | 28 fixed | -47 | 3, 5 | sword2 | ||||
| 23-29 | 3 | 95° | 55 fixed | -36 | 0 | armr | ||||
| 23-29 | 3 | 105° | 38 fixed | -36 | 1 | sword2 | ||||
| 23-29 | 3 | 97° | 28 fixed | -36 | 2, 4, 6 | sword2 | ||||
| 23-29 | 3 | 105° | 28 fixed | -36 | 3, 5 | sword2 | ||||
| 36-42 | 9 | 90° | 70 / 93 | -20 | 0, 1, 2, 3, 4 | sword2, armr, top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 9-10 | 13 | 75° | 30 / 95 | -24 | 9 | 43 | – | 0, 4 | armr, kneel |
| 9-10 | 16 | 75° | 30 / 95 | -23 | 1, 2, 3 | sword2 | ||||
| 21-22 | 10 | 75° | 20 / 98 | -14 | 0, 4 | armr, kneer | ||||
| 21-22 | 14 | 86° | 40 / 72 | -12 | 1, 2, 3 | sword2 | ||||
Aerial Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 4-6 | 10 | Sakurai | 15 / 100 | -1 | 4 | 36 | 8 | 1-2, 33– | 0 | kneer |
| 4-6 | 12 | Sakurai | 15 / 100 | 0 | 1 | kneer | |||||
| 4-6 | 9 | Sakurai | 15 / 100 | -2 | 2 | kneel | |||||
| 7-24 | 8 | Sakurai | 10 / 100 | -2 | 0, 1, 2 | kneer, kneel | |||||
| hdr‡ Forward Air | 14-16 | 12 | Sakurai | 30 / 103 | -2 | 14 | 47 | 10 | 1-2, 47– | 0 | armr |
| 14-16 | 14 | Sakurai | 30 / 100 | -1 | 1, 2, 3 | sword2 | |||||
| 25-27 | 9 | 68° | 43 / 65 | -4 | 0 | armr | |||||
| 25-27 | 10 | 68° | 43 / 65 | -3 | 1, 2, 3 | sword2 | |||||
| hdr‡ Back Air | 6-9 | 5 | 70° | 40 fixed | -3 | 6 | 28 | 7 | 27– | 0, 2, 4 | hip, kneer |
| 6-9 | 5 | 365° | 40 fixed | -3 | 1, 3, 5 | hip, kneer | |||||
| 16-20 | 7 | 48° | 25 / 90 | -2 | 0, 1, 2 | hip, kneel | |||||
| hdr‡ Up Air | 8-10 | 14 | 85° | 25 / 98 | -5 | 8 | 57 | 14 | 1-7, 40– | 0 | sword2 |
| 11-37 | 12 | 85° | 22 / 91 | -6 | 0 | sword2 | |||||
| hdr‡ Down Air | 14-16 | 16 | 270° | 30 / 38 | -8 | 14 | 69 | 18 | 1-9, 54– | 0 | top |
| 14-16 | 18 | 270° | 30 / 38 | -7 | 1 | top | |||||
| 14-16 | 16 | 65° | 42 / 102 | -8 | 2 | top | |||||
| 14-16 | 18 | 65° | 42 / 98 | -7 | 3 | top | |||||
| 17-53 | 11.5 | 65° | 41 / 110 | -10 | 0 | top | |||||
| hdr☆ Down Air | 1+ | 10 | 65° | 41 / 75 | – | 1 | – | – | – | 0 | top |
Special Attacks
20 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔•‡ Neutral Special | spawns bowarrow | 1 | 51 | – | – | |||||
| SpecialN vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialNEnd vanilla Neutral Special | no hitboxes | – | 30 | – | – | |||||
| vanilla➔•‡ Neutral Special | spawns bowarrow | 1 | 51 | 4 | – | |||||
| SpecialAirN vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNEnd vanilla Neutral Special | no hitboxes | – | 30 | – | – | |||||
| vanilla➔ Side Special | spawns boomerang | 5 | 46 | – | – | |||||
| SpecialS1Blank vanilla Side Special | no hitboxes | – | 60 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 10 | – | – | |||||
| vanilla➔ Side Special | spawns boomerang | 5 | 46 | – | – | |||||
| SpecialAirS1Blank vanilla Side Special | no hitboxes | – | 46 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 10 | – | – | |||||
| SpecialHiStart vanilla• Up Special | no hitboxes | – | 4 | – | – | |||||
| hdr‡∅ Up Special | 9-11 | 16 | 40° | 49 / 82 | -65 | 9 | 85 | – | 0 | top |
| 12-14 | 16 | 40° | 49 / 82 | -62 | 0 | top | ||||
| 17-20 | 11 | 40° | 52 / 92 | -59 | 0 | top | ||||
| 23-25 | 11 | 40° | 52 / 92 | -53 | 0 | top | ||||
| 28-31 | 6 | 40° | 40 / 100 | -51 | 0 | top | ||||
| 35-47 (every 6) | 6 | 40° | 40 / 100 | -44 | 0 | top | ||||
| SpecialHiHold vanilla• Up Special | no hitboxes | – | – | – | – | |||||
| hdr Up Special | 8-9 | 4 | 367° | 107 fixed | -79 | 8 | 92 | – | 0 | top |
| 12-13 | 2 | 70° | 95 fixed | -76 | 1 | top | ||||
| 12-13 | 2 | 70° | 30 fixed | -76 | 2 | top | ||||
| 16-17 | 2 | 367° | 107 fixed | -72 | 0 | top | ||||
| 19-20 | 2 | 60° | 95 fixed | -69 | 1 | top | ||||
| 19-20 | 2 | 67° | 30 fixed | -69 | 2 | top | ||||
| 22-23 | 2 | 83° | 71 fixed | -66 | 0 | top | ||||
| 26-27 | 2 | 60° | 95 fixed | -62 | 1 | sword2 | ||||
| 26-27 | 2 | 67° | 30 fixed | -62 | 2 | sword2 | ||||
| 31-32 | 2 | 69° | 62 fixed | -57 | 0 | top | ||||
| 38-39 | 2 | 60° | 95 fixed | -50 | 1 | sword2 | ||||
| 38-39 | 2 | 67° | 30 fixed | -50 | 2 | sword2 | ||||
| 47-49 (every 1) | 4 | Sakurai | 30 / 193 | -40 | 0 | top | ||||
| vanilla Down Special | no hitboxes | – | 40 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 40 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 40 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 40 | – | – | |||||
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 | 1 | 1.3 | Sakurai | 30 fixed | -21 | 1 | 25 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 43 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 3 | 66° | 60 / 132 | – | 13 | 30 | 17 | 0 | – |
| 1-11 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 12-13 | 4 | Sakurai | 55 / 55 | -13 | 0, 1 | kneer | ||||
| hdr‡ Back Throw | 1 | 3 | 113° | 55 / 135 | – | 14 | 27 | 13 | 0 | – |
| 1-11 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 12-13 | 4 | Sakurai | 55 / 55 | -10 | 0, 1 | kneer | ||||
| hdr‡ Up Throw | 1 | 6 | 90° | 39 / 147 | – | 29 | 54 | 25 | 0 | – |
| 1-26 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 27-30 | 5 | 20° | 50 / 100 | -22 | 0, 1 | sword2 | ||||
| hdr‡ Down Throw | 1 | 3 | 43° | 58 / 100 | – | 24 | 46 | 22 | 0 | – |
| 1-21 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 22-23 | 4 | Sakurai | 60 / 150 | -19 | 0 | 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 | – | 55 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 55 | 10 | – | |||||
| vanilla Ledge Attack | 20-22 | 9 | 45° | 90 / 20 | -29 | 20 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -27 | 17 | 50 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -27 | 17 | 50 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -23 | 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 | – | – | |||||
| 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 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 32 | – | – | |||||
| 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 | – | 28 | – | – | |||||
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 | – | 5 | – | – | |||||
| 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.
Ancientbowarrow
3 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-10 | 0 | Sakurai | 10 / 66 | 0 | top |
| vanilla Stick | 1 | 35 | 60° | 102 / 46 | 0 | top |
| vanilla StickWall | 1 | 20 | 50° | 122 / 35 | 0 | top |
Boomerang
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-9 | 10 | 80° | 91 / 29 | 0 | top |
| 10-22 | 8 | 80° | 74 / 37 | 0 | top | |
| 23-129 | 6 | 80° | 55 / 44 | 0 | top | |
| hdr⇥ Turn | 1-129 | 4 | 80° | 50 / 40 | 0 | top |
Bowarrow
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥⊕ Fly | 1-46 | 4–17 | Sakurai | 10 / 71 | 0 | top |
| 1-46 | 4–17 | Sakurai | 25 / 110 | 0 | top |
Swordbeam
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Fly | 1+ | 5 | Sakurai | 45 / 15 | 0 | top |
Attributes
Weight & Size
- Weight
- 104
- Jostle Weight
- 6.4
- Shield Radius
- 10.4
Ground Movement
- Walk Speed
- 1.217
- Walk Accel (mul)
- 0.21
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.5
- Run Speed
- 1.5
- Run Accel (mul)
- 0.1017
- Run Accel (add)
- 0.02
- Traction
- 0.09
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 9.9385
- Full Hop Height
- 27.8
- Short Hop Height
- 11.7
- Air Jump Height
- 25
- Jump Count
- 2
- Horizontal Jump Speed
- 1.3
Air Movement
- Air Speed
- 1
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.04
- Air Friction
- 0.005
- Gravity
- 0.11
- Fall Speed
- 2.13
Landing Lag
- Nair
- 8
- Fair
- 10
- Bair
- 7
- Uair
- 14
- Dair
- 18
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (68 -> 53 frames).Dash Attack
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 1, Jab 3, Forward Tilt, Down Tilt, Forward Smash, AttackS4S2, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Up Special, Grab, Forward Throw, Back Throw, Up Throw, Down Throw
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
- AttackAirLw2Attack
∅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 12, 15-16, 21-22, 26-27 and 3 more: out, but unable to collide with a fighter, so not counted as active frames.Up Special
✕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.
- Ancientbowarrow is on the field for up to 10 frames (param_ancientbowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Ancientbowarrow: Fly
- Boomerang is on the field for up to 129 frames (param_boomerang.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Boomerang: Fly, Boomerang: Turn
- Bowarrow is on the field for up to 46 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
⊕Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
- The arrow deals 4–17%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power_min, param_bowarrow.power_max). Charging the bow is what raises it.Bowarrow: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Also spawns Swordbeam — see Projectiles & Articles below.Forward Smash
- Damage comes from Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
- Damage comes from Boomerang — 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 (Start), Neutral Special (Air, Start), Up Special (Start), 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, Neutral Special (Air), Up Special (Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Neutral 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
Link