Little Mac

107 moves40 changed by HDR67 vanillainternal littlemac
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
1-2388°30 / 25-101150, 3handl, top
1-2383°30 / 25-101arml
1-2378°30 / 25-102shoulderl
1-23Sakurai27 / 10-104top
hdr
Jab
1-3488°20 / 55-71170handr
1-3483°20 / 55-71armr
1-3478°20 / 55-72shoulderr
1-34Sakurai25 / 25-113top
hdr
Jab
4-65–762°–70°62–68 / 40–99-12 to -114210, 1, 2, 3arml, shoulderl, bust, top
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1-17 (every 2)0.5Sakurai14 / 810top
vanilla
Jab
5375°90 / 123-265350, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-111055°45 / 104-246380, 1, 2arml, shoulderl

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
4-54Sakurai10 fixed-264360arml
4-54Sakurai20 fixed-261arml
4-54Sakurai40 fixed-262arml
4-54Sakurai60 fixed-263hip
4-54240°20 fixed-274arml
4-54359°20 fixed-275arml
4-54359°40 fixed-276arml
4-54359°60 fixed-277hip
10-11840°40 / 130-190, 1, 2, 3armr, bust, hip
hdr
Up Tilt
4-107100°50 / 103-184280, 1, 2, 3armr, shoulderr, bust
hdr
Down Tilt
4-7774°42 / 55-154250, 3shoulderr, hip
4-7868°42 / 55-141, 2armr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
14-161741°34 / 89-2314490armr
14-161541°34 / 89-241, 2, 3, 4armr, bust, hip, kneel
hdr
Forward Smash
14-161385°35 / 87-2214460, 3bust, hip
14-161780°35 / 86-201, 2armr
hdr
Forward Smash
15-161822°60 / 35-1915460, 1, 2armr, top, hip
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
102186°40 / 76-2410480, 1, 2, 3armr, shoulderr, bust
11-171686°40 / 85-260, 1, 2, 3armr, shoulderr, bust
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
10-111330°25 / 94-2810480, 1, 2armr, bust
17-181330°25 / 94-210, 1, 2armr, bust

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-66Sakurai18 / 140-332681-20, 1, 2arml, shoulderl
7-16430°5 / 128-40, 1, 2arml, shoulderl
hdr
Forward Air
6-9550°30 / 145-5632926–0, 1, 2armr, shoulderr
hdr
Back Air
8-127354°10 / 75-483091-2, 31–0, 1, 2armr, shoulderr
hdr‡∅
Up Air
5-8578°45 / 130-353571, 30–0, 1, 2arml, shoulderl
hdr
Down Air
8-109270°16 / 60-4828101, 25–0, 1, 2armr, shoulderr
11-137Sakurai10 / 90-50, 1, 2armr, shoulderr

Special Attacks

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Neutral Special
no hitboxes120
vanilla
Neutral Special
41235°50 / 70-324450armr
61035°50 / 70-310armr
10835°50 / 70-280armr
vanilla
Neutral Special
81035°50 / 70-388540armr
10835°50 / 70-370armr
14635°50 / 70-340armr
vanilla
Neutral Special
430Sakurai50 / 77-14240armr
730Sakurai50 / 77+20armr
1330Sakurai50 / 77+80armr
vanilla
Neutral Special
828Sakurai50 / 77-28280armr
1128Sakurai50 / 77+10armr
1728Sakurai50 / 77+70armr
SpecialNMaxDashEnd vanilla
Neutral Special
no hitboxes90
vanilla
Neutral Special
9-113580°25 / 100-469770armr
93580°25 / 100-461top
hdr
Neutral Special
9-13varies80°varies / varies9600, 2, 3armr, shoulderr, bust
9varies80°varies / varies1armr
vanilla
Neutral Special
no hitboxes120
vanilla
Neutral Special
41035°25 / 85-404520armr
8835°25 / 85-370armr
vanilla
Neutral Special
8835°25 / 85-418560armr
12635°25 / 85-380armr
vanilla
Neutral Special
320Sakurai25 / 95-73240armr
vanilla
Neutral Special
718Sakurai25 / 95-97280armr
SpecialAirNMaxDashEnd vanilla
Neutral Special
no hitboxes90
vanilla
Neutral Special
9-111380°50 / 95-319500, 1, 2armr, shoulderr
hdr
Neutral Special
9-13varies80°varies / varies9600, 2, 3armr, shoulderr, bust
9varies80°varies / varies1armr
hdr
Side Special
4-170Sakurai23 fixed4250top
SpecialSBlowEnd vanilla
Side Special
no hitboxes44
SpecialAirSJump vanilla
Side Special
no hitboxes25
hdr
Side Special
1-214Sakurai75 / 68-311420, 1, 2arml, shoulderl, top
1-212Sakurai75 / 68-323top
3-612Sakurai75 / 68-300, 1, 2arml, shoulderl, top
hdr
Up Special
43118°155 fixed+2460top
4395°160 fixed+21top
hdr‡¶
Up Special
1-181367°40 / 50-501540top
1-18190°180 fixed-501top
22-23385°45 / 207-280top
22-23375°40 / 195-280top
hdr•‡
Up Special
43118°185 fixed+3450top
4395°180 fixed+31top
43118°155 fixed+32top
4395°160 fixed+33top
hdr
Down Special
no hitboxes57
hdr◆‡
Down Special
no hitboxes31
hdr
Down Special
no hitboxes31
hdr
Down Special
no hitboxes57
hdr◆‡
Down Special
no hitboxes31
hdr
Down Special
no hitboxes31

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 fixed-121160top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
13-14– / –450grab
hdr
Pivot Grab
14-15– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1469°40 / 651737200
1-143Sakurai60 / 1000
15-16480°60 / 100-170top
hdr
Back Throw
1562°55 / 271637210
1-133Sakurai60 / 1000
14-154100°60 / 100-180top
hdr
Up Throw
1390°85 / 351241290
1-93Sakurai60 / 1000
10-11480°60 / 100-260top
hdr
Down Throw
1435°35 / 751640240
1-133Sakurai60 / 1000
14-15280°60 / 100-220top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265410
hdr
Air Dodge
intangible 4–265410
vanilla
Ledge Attack
23-25945°90 / 20-2623560top
vanilla
Get-Up Attack
14-15748°80 / 48-3414540top
23-24748°80 / 48-250top
vanilla
Get-Up Attack
14-15748°80 / 48-3414540top
19-20748°80 / 48-290top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes76

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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

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.