Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 1-2 | 3 | 88° | 30 / 25 | -10 | 1 | 15 | – | 0, 3 | handl, top |
| 1-2 | 3 | 83° | 30 / 25 | -10 | 1 | arml | ||||
| 1-2 | 3 | 78° | 30 / 25 | -10 | 2 | shoulderl | ||||
| 1-2 | 3 | Sakurai | 27 / 10 | -10 | 4 | top | ||||
| hdr Jab | 1-3 | 4 | 88° | 20 / 55 | -7 | 1 | 17 | – | 0 | handr |
| 1-3 | 4 | 83° | 20 / 55 | -7 | 1 | armr | ||||
| 1-3 | 4 | 78° | 20 / 55 | -7 | 2 | shoulderr | ||||
| 1-3 | 4 | Sakurai | 25 / 25 | -11 | 3 | top | ||||
| hdr Jab | 4-6 | 5–7 | 62°–70° | 62–68 / 40–99 | -12 to -11 | 4 | 21 | – | 0, 1, 2, 3 | arml, shoulderl, bust, top |
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| vanilla• Jab | 1-17 (every 2) | 0.5 | Sakurai | 14 / 8 | – | 1 | – | – | 0 | top |
| vanilla Jab | 5 | 3 | 75° | 90 / 123 | -26 | 5 | 35 | – | 0, 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 6-11 | 10 | 55° | 45 / 104 | -24 | 6 | 38 | – | 0, 1, 2 | arml, shoulderl |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 4-5 | 4 | Sakurai | 10 fixed | -26 | 4 | 36 | – | 0 | arml |
| 4-5 | 4 | Sakurai | 20 fixed | -26 | 1 | arml | ||||
| 4-5 | 4 | Sakurai | 40 fixed | -26 | 2 | arml | ||||
| 4-5 | 4 | Sakurai | 60 fixed | -26 | 3 | hip | ||||
| 4-5 | 4 | 240° | 20 fixed | -27 | 4 | arml | ||||
| 4-5 | 4 | 359° | 20 fixed | -27 | 5 | arml | ||||
| 4-5 | 4 | 359° | 40 fixed | -27 | 6 | arml | ||||
| 4-5 | 4 | 359° | 60 fixed | -27 | 7 | hip | ||||
| 10-11 | 8 | 40° | 40 / 130 | -19 | 0, 1, 2, 3 | armr, bust, hip | ||||
| hdr Up Tilt | 4-10 | 7 | 100° | 50 / 103 | -18 | 4 | 28 | – | 0, 1, 2, 3 | armr, shoulderr, bust |
| hdr‡ Down Tilt | 4-7 | 7 | 74° | 42 / 55 | -15 | 4 | 25 | – | 0, 3 | shoulderr, hip |
| 4-7 | 8 | 68° | 42 / 55 | -14 | 1, 2 | armr |
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 | 14-16 | 17 | 41° | 34 / 89 | -23 | 14 | 49 | – | 0 | armr |
| 14-16 | 15 | 41° | 34 / 89 | -24 | 1, 2, 3, 4 | armr, bust, hip, kneel | ||||
| hdr‡ Forward Smash | 14-16 | 13 | 85° | 35 / 87 | -22 | 14 | 46 | – | 0, 3 | bust, hip |
| 14-16 | 17 | 80° | 35 / 86 | -20 | 1, 2 | armr | ||||
| hdr Forward Smash | 15-16 | 18 | 22° | 60 / 35 | -19 | 15 | 46 | – | 0, 1, 2 | armr, top, hip |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 10 | 21 | 86° | 40 / 76 | -24 | 10 | 48 | – | 0, 1, 2, 3 | armr, shoulderr, bust |
| 11-17 | 16 | 86° | 40 / 85 | -26 | 0, 1, 2, 3 | armr, shoulderr, bust | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 10-11 | 13 | 30° | 25 / 94 | -28 | 10 | 48 | – | 0, 1, 2 | armr, bust |
| 17-18 | 13 | 30° | 25 / 94 | -21 | 0, 1, 2 | armr, bust | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 3-6 | 6 | Sakurai | 18 / 140 | -3 | 3 | 26 | 8 | 1-2 | 0, 1, 2 | arml, shoulderl |
| 7-16 | 4 | 30° | 5 / 128 | -4 | 0, 1, 2 | arml, shoulderl | |||||
| hdr‡ Forward Air | 6-9 | 5 | 50° | 30 / 145 | -5 | 6 | 32 | 9 | 26– | 0, 1, 2 | armr, shoulderr |
| hdr‡ Back Air | 8-12 | 7 | 354° | 10 / 75 | -4 | 8 | 30 | 9 | 1-2, 31– | 0, 1, 2 | armr, shoulderr |
| hdr‡∅ Up Air | 5-8 | 5 | 78° | 45 / 130 | -3 | 5 | 35 | 7 | 1, 30– | 0, 1, 2 | arml, shoulderl |
| hdr Down Air | 8-10 | 9 | 270° | 16 / 60 | -4 | 8 | 28 | 10 | 1, 25– | 0, 1, 2 | armr, shoulderr |
| 11-13 | 7 | Sakurai | 10 / 90 | -5 | 0, 1, 2 | armr, shoulderr |
Special Attacks
29 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Neutral Special | no hitboxes | – | 120 | – | – | |||||
| vanilla¶ Neutral Special | 4 | 12 | 35° | 50 / 70 | -32 | 4 | 45 | – | 0 | armr |
| 6 | 10 | 35° | 50 / 70 | -31 | 0 | armr | ||||
| 10 | 8 | 35° | 50 / 70 | -28 | 0 | armr | ||||
| vanilla¶ Neutral Special | 8 | 10 | 35° | 50 / 70 | -38 | 8 | 54 | – | 0 | armr |
| 10 | 8 | 35° | 50 / 70 | -37 | 0 | armr | ||||
| 14 | 6 | 35° | 50 / 70 | -34 | 0 | armr | ||||
| vanilla¶ Neutral Special | 4 | 30 | Sakurai | 50 / 77 | -1 | 4 | 24 | – | 0 | armr |
| 7 | 30 | Sakurai | 50 / 77 | +2 | 0 | armr | ||||
| 13 | 30 | Sakurai | 50 / 77 | +8 | 0 | armr | ||||
| vanilla¶ Neutral Special | 8 | 28 | Sakurai | 50 / 77 | -2 | 8 | 28 | – | 0 | armr |
| 11 | 28 | Sakurai | 50 / 77 | +1 | 0 | armr | ||||
| 17 | 28 | Sakurai | 50 / 77 | +7 | 0 | armr | ||||
| SpecialNMaxDashEnd vanilla Neutral Special | no hitboxes | – | 90 | – | – | |||||
| vanilla Neutral Special | 9-11 | 35 | 80° | 25 / 100 | -46 | 9 | 77 | – | 0 | armr |
| 9 | 35 | 80° | 25 / 100 | -46 | 1 | top | ||||
| hdr※ Neutral Special | 9-13 | varies | 80° | varies / varies | – | 9 | 60 | – | 0, 2, 3 | armr, shoulderr, bust |
| 9 | varies | 80° | varies / varies | – | 1 | armr | ||||
| vanilla• Neutral Special | no hitboxes | – | 120 | – | – | |||||
| vanilla¶ Neutral Special | 4 | 10 | 35° | 25 / 85 | -40 | 4 | 52 | – | 0 | armr |
| 8 | 8 | 35° | 25 / 85 | -37 | 0 | armr | ||||
| vanilla¶ Neutral Special | 8 | 8 | 35° | 25 / 85 | -41 | 8 | 56 | – | 0 | armr |
| 12 | 6 | 35° | 25 / 85 | -38 | 0 | armr | ||||
| vanilla¶ Neutral Special | 3 | 20 | Sakurai | 25 / 95 | -7 | 3 | 24 | – | 0 | armr |
| vanilla¶ Neutral Special | 7 | 18 | Sakurai | 25 / 95 | -9 | 7 | 28 | – | 0 | armr |
| SpecialAirNMaxDashEnd vanilla Neutral Special | no hitboxes | – | 90 | – | – | |||||
| vanilla Neutral Special | 9-11 | 13 | 80° | 50 / 95 | -31 | 9 | 50 | – | 0, 1, 2 | armr, shoulderr |
| hdr※ Neutral Special | 9-13 | varies | 80° | varies / varies | – | 9 | 60 | – | 0, 2, 3 | armr, shoulderr, bust |
| 9 | varies | 80° | varies / varies | – | 1 | armr | ||||
| hdr Side Special | 4-17 | 0 | Sakurai | 23 fixed | – | 4 | 25 | – | 0 | top |
| SpecialSBlowEnd vanilla Side Special | no hitboxes | – | 44 | – | – | |||||
| SpecialAirSJump vanilla• Side Special | no hitboxes | – | 25 | – | – | |||||
| hdr Side Special | 1-2 | 14 | Sakurai | 75 / 68 | -31 | 1 | 42 | – | 0, 1, 2 | arml, shoulderl, top |
| 1-2 | 12 | Sakurai | 75 / 68 | -32 | 3 | top | ||||
| 3-6 | 12 | Sakurai | 75 / 68 | -30 | 0, 1, 2 | arml, shoulderl, top | ||||
| hdr‡ Up Special | 4 | 3 | 118° | 155 fixed | +2 | 4 | 6 | – | 0 | top |
| 4 | 3 | 95° | 160 fixed | +2 | 1 | top | ||||
| hdr‡¶ Up Special | 1-18 | 1 | 367° | 40 / 50 | -50 | 1 | 54 | – | 0 | top |
| 1-18 | 1 | 90° | 180 fixed | -50 | 1 | top | ||||
| 22-23 | 3 | 85° | 45 / 207 | -28 | 0 | top | ||||
| 22-23 | 3 | 75° | 40 / 195 | -28 | 0 | top | ||||
| hdr•‡ Up Special | 4 | 3 | 118° | 185 fixed | +3 | 4 | 5 | – | 0 | top |
| 4 | 3 | 95° | 180 fixed | +3 | 1 | top | ||||
| 4 | 3 | 118° | 155 fixed | +3 | 2 | top | ||||
| 4 | 3 | 95° | 160 fixed | +3 | 3 | top | ||||
| hdr Down Special | no hitboxes | – | 57 | – | – | |||||
| hdr◆‡ Down Special | no hitboxes | – | 31 | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 31 | – | – | |||||
| hdr Down Special | no hitboxes | – | 57 | – | – | |||||
| hdr◆‡ Down Special | no hitboxes | – | 31 | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 31 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1 | Sakurai | 30 fixed | -12 | 1 | 16 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 13-14 | – | – | – / – | – | – | 45 | – | 0 | grab |
| hdr Pivot Grab | 14-15 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 4 | 69° | 40 / 65 | – | 17 | 37 | 20 | 0 | – |
| 1-14 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 15-16 | 4 | 80° | 60 / 100 | -17 | 0 | top | ||||
| hdr‡ Back Throw | 1 | 5 | 62° | 55 / 27 | – | 16 | 37 | 21 | 0 | – |
| 1-13 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 14-15 | 4 | 100° | 60 / 100 | -18 | 0 | top | ||||
| hdr Up Throw | 1 | 3 | 90° | 85 / 35 | – | 12 | 41 | 29 | 0 | – |
| 1-9 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 10-11 | 4 | 80° | 60 / 100 | -26 | 0 | top | ||||
| hdr Down Throw | 1 | 4 | 35° | 35 / 75 | – | 16 | 40 | 24 | 0 | – |
| 1-13 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 14-15 | 2 | 80° | 60 / 100 | -22 | 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 | – | 54 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 54 | 10 | – | |||||
| vanilla Ledge Attack | 23-25 | 9 | 45° | 90 / 20 | -26 | 23 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -25 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 19-20 | 7 | 48° | 80 / 48 | -29 | 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 | – | – | |||||
| 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 | – | 41 | – | – | |||||
| 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 | – | 76 | – | – | |||||
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 | – | – | |||||
Attributes
Weight & Size
- Weight
- 90
- Jostle Weight
- 4.2
- Shield Radius
- 10.7
Ground Movement
- Walk Speed
- 1.386
- Walk Accel (mul)
- 0.1575
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.88
- Run Speed
- 2.046
- Run Accel (mul)
- 0.1252
- Run Accel (add)
- 0.02
- Traction
- 0.0835
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 10.725
- Full Hop Height
- 28
- Short Hop Height
- 12.53
- Air Jump Height
- 27
- Jump Count
- 2
- Horizontal Jump Speed
- 1.5
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.6
Air Movement
- Air Speed
- 1.085
- Air Accel (add)
- 0.014
- Air Accel (mul)
- 0.02
- Air Friction
- 0.01
- Gravity
- 0.117
- Fall Speed
- 2.165
Landing Lag
- Nair
- 8
- Fair
- 9
- Bair
- 9
- Uair
- 7
- Dair
- 10
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (62 -> 30 frames).Down Special (Hit)
- HDR replaces the animation (63 -> 30 frames).Down Special (Air, Hit)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Forward Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Neutral Air, Forward Air, Back Air, Up Air, Up Special (Start), Up Special, Up Special (Air, Start), Down Special (Hit), Down Special (HitF), Down Special (Air, Hit), Down Special (Air, HitF), 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 (Dash), Neutral Special (DashTurn), Neutral Special (MaxDash), Neutral Special (MaxDashTurn), Neutral Special (Air, Dash), Neutral Special (Air, DashTurn), Neutral Special (Air, MaxDash), Neutral Special (Air, MaxDashTurn), Up Special
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: bkb, damage, kbg.Neutral Special, Neutral 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 frame 4: out, but unable to collide with a fighter, so not counted as active frames.Up Air
✕HDR removes this move’s hitboxes.
- CliffEscape
•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 (Air, Start), Side Special (Air, Jump), 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
- Touching the ground from frame 30 on ends this in the special-fall landing rather than carrying on (up_special_proper_landing, fighters/littlemac/src/opff.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, Start)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- 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
Little Mac