Lucario

105 moves49 changed by HDR56 vanillainternal lucario
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
7-8350°38 fixed-87190shoulderr
7-8360°34 fixed-81, 2shoulderl, arml
7-8370°30 fixed-83handl
7-83Sakurai38 fixed-84shoulderr
7-83Sakurai34 fixed-85, 6shoulderl, arml
7-83Sakurai30 fixed-87handl
hdr
Jab
5-6260°30 fixed-115200top
5-6260°36 fixed-111top
5-62Sakurai30 fixed-112top
5-62Sakurai36 fixed-113top
hdr
Jab
9-10555°25 / 120-249380, 1legr, kneer
9-105.560°30 / 120-232, 3footr, top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
5-107.555°42 / 66-325440, 1, 2top, legl, kneel
5-10860°48 / 66-323footl

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
12-143Sakurai25 fixed-1712330, 1, 2, 3shoulderl, shoulderr, armr
12-143366°30 fixed-174, 5, 6, 7shoulderl, shoulderr, armr
15-16745°28 / 140-120, 1, 2, 3shoulderl, shoulderr, armr
hdr
Forward Tilt
12-143Sakurai25 fixed-1712330, 1, 2, 3shoulderl, shoulderr, armr
12-143366°30 fixed-174, 5, 6, 7shoulderl, shoulderr, armr
15-16745°28 / 140-120, 1, 2, 3shoulderl, shoulderr, armr
hdr
Forward Tilt
12-143Sakurai25 fixed-1712330, 1, 2, 3shoulderl, shoulderr, armr
12-143366°30 fixed-174, 5, 6, 7shoulderl, shoulderr, armr
15-16745°28 / 140-120, 1, 2, 3shoulderl, shoulderr, armr
hdr
Up Tilt
6-14594°60 / 100-246350, 1legr, kneer
6-14699°60 / 100-232footr
hdr
Down Tilt
5-8580°45 / 105-165260, 1legl, kneel
5-8685°45 / 105-152footl

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
19-2016Sakurai40 / 106-2119510top
21-2312Sakurai40 / 85-210top
AttackHi4Charge vanilla◆•
Up Smash
no hitboxes55
hdr◆•‡
Up Smash
10-12485°100 fixed-27104250bust
10-124112°100 fixed-271armr
13-18975°62 / 120-220, 1bust, armr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
13-1413.533°30 / 99-2913520, 1top
15-191033°30 / 80-290, 1top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
8-122365°42 fixed-7841101-4, 30–0, 1, 2, 3, 4handr, handl, shoulderr, shoulderl, legl
16-2310Sakurai18 / 118-30, 1, 2, 3, 4handr, handl, shoulderr, shoulderl, legl
hdr
Forward Air
4-6666°60 / 70-343181-2, 24–0, 1legl, kneel
4-66.571°60 / 70-32, 3footl, top
hdr
Back Air
10-1114.5Sakurai30 / 100-61047151-3, 38–0top
10-1113Sakurai24 / 104-61top
12-171065°30 / 77-81top
hdr
Up Air
7-91198°30 / 80-2730101-3, 22–0, 1legl, kneel
7-91394°30 / 100-12footl
hdr
Down Air
4-55367°50 fixed-6431101, 25–0top
4-55100°20 / 30-61top
4-55150°25 fixed-62top
11-13664°57 / 92-50, 1top

Special Attacks

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔•
Neutral Special
spawns auraball19
vanilla
Neutral Special
no hitboxes85
vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
no hitboxes45
hdr
Neutral Special
no hitboxes5
hdr
Neutral Special
no hitboxes44
vanilla➔•
Neutral Special
spawns auraball19
vanilla
Neutral Special
no hitboxes85
vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
no hitboxes45
SpecialAirNCancel vanilla
Neutral Special
no hitboxes9
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes6
hdr
Neutral Special
no hitboxes44
hdr➔‡
Side Special
1-646Sakurai60 / 1001650
14-15– / –0, 1grab
hdr
Side Special
11260°105 / 621430
1-246Sakurai60 / 1000
hdr➔‡
Side Special
1-646Sakurai60 / 1001650
11-12– / –0, 1grab
hdr
Side Special
22-2412varies25 / 5422430
hdr•‡
Up Special
no hitboxes33
hdr
Up Special
1-160.5367°16 fixed-131170hip
1-160.5367°32 fixed-131hip
hdr
Up Special
1-20.5365°32 fixed-261300hip
1-2670°96 / 10-230hip
vanilla
Up Special
2-3438°70 / 100-302370hip
hdr•‡
Up Special
no hitboxes3330
hdr¶•
Up Special
1-20.5365°32 fixed-28133300hip
1-2670°96 / 10-250hip
hdr◆‡
Down Special
no hitboxes30
vanilla
Down Special
no hitboxes20
SpecialLwEnd vanilla
Down Special
no hitboxes11
hdr◆‡
Down Special
no hitboxes30
SpecialAirLwEnd vanilla
Down Special
no hitboxes16
vanilla
SpecialAirAppear
1+12.570°50 / 10510, 1, 2legl, kneel, toel

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
hdr
Pummel
11.3Sakurai40 fixed-201240top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –440grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
13Sakurai65 / 92722150
1-53Sakurai60 / 1000
6-75Sakurai60 / 100-110top
hdr
Back Throw
11040°50 / 601436220
1-353Sakurai60 / 1000
hdr
Up Throw
1688°90 / 601738210
1-153Sakurai60 / 1000
16-17578°75 / 110-170top
hdr
Down Throw
1780°100 / 302851230
1-50375°60 / 1000

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
hdr
Ledge Attack
18-20945°90 / 20-3118560top
hdr
Get-Up Attack
16-17748°80 / 48-2816500top
20-21748°80 / 48-240top
hdr
Get-Up Attack
16-17748°80 / 48-2816500top
23-24748°80 / 48-210top
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
hdr
Ledge Jump
no hitboxes31

Other

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12
hdr
SlipAttack
19-205Sakurai60 / 50190top
28-295Sakurai60 / 500top

Projectiles & Articles

2 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.

Auraball

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Charge
1-3183°10 / 930top
vanilla
ChargeMax
1-3183°10 / 930top
vanilla
Shoot
1-6010Sakurai14 / 420top
1-602547°35 / 691top

Qigong

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1-21143°48 / 580, 3top
1-2543°48 / 581top
3-4843°48 / 460, 3top
3-4543°48 / 461top

Attributes

Weight & Size

Weight
94
Jostle Weight
5.9
Shield Radius
10.6

Ground Movement

Walk Speed
1.303
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
2.05
Run Speed
1.85
Run Accel (mul)
0.15
Run Accel (add)
0.02
Traction
0.095

Jumps

Jumpsquat
4
Jump Initial Y
13.4491
Full Hop Height
37.62
Short Hop Height
15.19
Air Jump Height
37.62
Jump Count
2
Horizontal Jump Speed
1.25
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.8

Air Movement

Air Speed
1
Air Accel (add)
0
Air Accel (mul)
0.035
Air Friction
0.005
Gravity
0.125
Fall Speed
2.02

Landing Lag

Nair
10
Fair
8
Bair
15
Uair
10
Dair
10
Empty Landing
5
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 55 frames).AttackHi4Charge
  • HDR replaces the animation (71 -> 39 frames).Up Smash
  • HDR replaces the animation (85 -> 40 frames).Down Special
  • HDR replaces the animation (85 -> 47 frames).Down Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Down Tilt, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Neutral Special (Shoot), Neutral Special (Cancel), Neutral Special (Air, Shoot), Side Special, Side Special (Air), Up Special, Up Special (Air), Down Special, Down Special (Air)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Up Special (End), Up Special (Air, End)
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • SlipAttack
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle.Side Special (Air, Throw)
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.
  • Auraball is on the field for up to 60 frames (param_auraball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Auraball: Shoot
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Auraball — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Also spawns Qigong — see Projectiles & Articles below.Side Special, Side Special (Air)
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 (Hold), Neutral Special (Air, Start), Neutral Special (Air, Hold), Up Special, Up Special (Air), Down Special (Split), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it with 5 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.Up Smash
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Max), Neutral Special (Air, Max), CatchWait, DamageFall, SpecialAirAppear, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 30 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), Up Special (Air, End)
  • 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.