Jabs
2 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-4 | 3 | 65° | 20 fixed | -10 | 2 | 16 | – | 0, 1 | legl, kneel |
| 2-4 | 3 | 65° | 20 fixed | -10 | 2 | toel | ||||
| 2-4 | 3 | Sakurai | 20 / 10 | -10 | 3 | top | ||||
| hdr Jab | 6-8 | 4 | 48° | 44 / 115 | -16 | 6 | 27 | – | 0, 1 | legr, kneer |
| 6-8 | 4 | 48° | 44 / 115 | -16 | 2 | toer |
✕Jab 3 — removed in HDR. The combo ends after 2 hits.
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆ Dash Attack | 7-9 | 10 | 83° | 55 / 77 | -24 | 7 | 39 | – | 0 | shoulderr |
| 7-9 | 10 | 83° | 50 / 77 | -24 | 1 | top | ||||
| 10-16 | 7 | Sakurai | 40 / 90 | -23 | 0 | shoulderr | ||||
| 10-16 | 7 | Sakurai | 35 / 90 | -23 | 1 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 6-9 | 8 | Sakurai | 20 / 100 | -15 | 6 | 28 | – | 0, 1 | shoulderr, armr |
| 6-9 | 11 | Sakurai | 20 / 100 | -13 | 2, 3 | armr | ||||
| hdr Forward Tilt | 6-9 | 8 | Sakurai | 20 / 100 | -15 | 6 | 28 | – | 0, 1 | shoulderr, armr |
| 6-9 | 11 | Sakurai | 20 / 100 | -13 | 2, 3 | armr | ||||
| hdr Forward Tilt | 6-9 | 8 | Sakurai | 20 / 100 | -15 | 6 | 28 | – | 0, 1 | shoulderr, armr |
| 6-9 | 11 | Sakurai | 20 / 100 | -13 | 2, 3 | armr | ||||
| hdr◆‡ Up Tilt | 8-10 | 7 | 85° | 50 / 110 | -19 | 8 | 33 | – | 0, 1 | hip, kneer |
| 8-10 | 10 | 95° | 60 / 85 | -17 | 2 | kneer | ||||
| 11-12 | 7 | 85° | 50 / 110 | -16 | 0, 1 | hip, kneer | ||||
| 11-12 | 9 | 85° | 50 / 100 | -15 | 2 | kneer | ||||
| hdr‡ Down Tilt | 5-6 | 5 | 55° | 25 / 115 | -8 | 5 | 18 | – | 0 | kneer |
| 5-6 | 6 | 80° | 30 / 100 | -7 | 1 | kneer |
Smash Attacks
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr¶ Forward Smash | 14-15 | 18 | Sakurai | 54 / 89 | -26 | 14 | 52 | – | 0 | top |
| 14-15 | 20 | Sakurai | 54 / 89 | -24 | 0 | top | ||||
| 14-15 | 19 | Sakurai | 54 / 89 | -25 | 0 | top | ||||
| 14-15 | 13 | Sakurai | 45 / 89 | -28 | 0 | top | ||||
| 14-15 | 15 | Sakurai | 45 / 89 | -27 | 0 | top | ||||
| 14-15 | 14 | Sakurai | 45 / 89 | -28 | 0 | top | ||||
| 14-15 | 20 | Sakurai | 54 / 92 | -24 | 1 | top | ||||
| 14-15 | 22 | Sakurai | 54 / 92 | -23 | 1 | top | ||||
| 14-15 | 21 | Sakurai | 54 / 92 | -24 | 1 | top | ||||
| 14-15 | 15 | Sakurai | 45 / 92 | -27 | 1 | top | ||||
| 14-15 | 17 | Sakurai | 45 / 92 | -26 | 1 | top | ||||
| 14-15 | 16 | Sakurai | 45 / 92 | -27 | 1 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr¶ Up Smash | 30-32 | 21 | 95° | 48 / 77 | -55 | 30 | 99 | – | 0, 1 | throw, head |
| 30-42 | 24 | 95° | 48 / 74 | -53 | 0, 1 | top, head | ||||
| 33-37 | 20 | 95° | 42 / 77 | -52 | 0, 1 | throw, head | ||||
| 38-42 | 18 | 95° | 37 / 77 | -49 | 0, 1 | throw, head | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr◆¶ Down Smash | 20-24 | 21 | Sakurai | 50 / 80 | -10 | 20 | 44 | – | 0 | top |
| 20-24 | 17 | Sakurai | 46 / 85 | -12 | 0 | top | ||||
| hdr¶ Down Smash | 4-8 | 17 | Sakurai | 50 / 80 | -20 | 4 | 36 | – | 0 | top |
| 4-8 | 15 | Sakurai | 46 / 85 | -21 | 0 | top | ||||
Aerial Attacks
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 5-14 | 1.4 | 365° | 34 fixed | -7 | 5 | 32 | 9 | 1-4, 30– | 0, 1, 2, 3 | top |
| 16-19 | 6 | 50° | 35 / 127 | -4 | 0, 1 | top | |||||
| hdr¶ Neutral Air | 1-4 | 4 | Sakurai | 40 / 100 | -14 | 1 | 20 | – | – | 0, 1, 2 | top |
| hdr‡ Forward Air | 6-8 | 8 | 55° | 36 / 94 | -1 | 6 | 39 | 7 | 1, 32– | 0, 1 | hip, footl |
| 6-8 | 10 | 45° | 30 / 111 | 0 | 2 | toel | |||||
| 9-11 | 8 | 55° | 36 / 94 | -1 | 0, 1 | hip, footl | |||||
| 9-11 | 8 | 55° | 36 / 94 | -1 | 2 | toel | |||||
| hdr‡ Back Air | 13-17 | 15 | Sakurai | 20 / 100 | 0 | 13 | 43 | 10 | 1-3, 38– | 0 | kneer |
| 13-17 | 12 | Sakurai | 20 / 100 | -2 | 1 | legr | |||||
| 13-17 | 15 | 290° | 24 / 50 | 0 | 2 | kneer | |||||
| hdr◆ Up Air | 5-9 | 10 | 70° | 20 / 100 | 0 | 5 | 28 | 7 | 1-3, 28– | 0 | head |
| hdr◆ Down Air | 4-6 | 3.5 | 365° | 30 fixed | -7 | 4 | 44 | 10 | 37– | 0, 1 | top |
| 4-6 | 3.5 | 275° | 29 fixed | -7 | 2, 3 | top | |||||
| 11-13 | 3.5 | 365° | 30 fixed | -7 | 0, 1 | top | |||||
| 11-13 | 3.5 | 275° | 29 fixed | -7 | 2, 3 | top | |||||
| 19-21 | 5 | 275° | 20 / 84 | -6 | 0, 1 | top | |||||
| hdr↛‡ Air Grab (Tether) | 7 | 8 | 70° | 30 / 70 | -5 | 7 | 54 | 11 | – | 0 | throw |
| 8-10 | 8 | 70° | 30 / 70 | -5 | 0 | throw |
Special Attacks
29 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Special | 14-16 | 0 | 10° | 55 / 0 | – | 14 | 16 | – | – | 0 | top |
| hdr➔• Neutral Special | spawns pkfreeze | 1 | – | – | – | – | |||||
| hdr¶ Neutral Special | 2-3 | 12 | 45° | 60 / 60 | -21 | 2 | 32 | – | – | 0 | top |
| 2-3 | 10 | 60° | 50 / 100 | -22 | 1 | top | |||||
| SpecialNEnd vanilla Neutral Special | no hitboxes | – | 20 | – | – | – | |||||
| hdr Neutral Special | 14-16 | 0 | 10° | 55 / 0 | – | 14 | 16 | – | – | 0 | top |
| hdr➔• Neutral Special | spawns pkfreeze | 1 | – | – | – | – | |||||
| hdr¶ Neutral Special | 2-3 | 12 | 45° | 60 / 60 | -21 | 2 | 32 | – | – | 0 | top |
| 2-3 | 10 | 60° | 50 / 100 | -22 | 1 | top | |||||
| SpecialAirNEnd vanilla Neutral Special | no hitboxes | – | 20 | – | – | – | |||||
| hdr➔‡ Side Special | spawns pkfire | 26 | 48 | – | – | – | |||||
| hdr➔‡• Side Special | spawns pkfire | 14 | 33 | 11 | – | – | |||||
| SpecialHiStart vanilla• Up Special | no hitboxes | – | 20 | – | – | – | |||||
| SpecialHiHold vanilla• Up Special | no hitboxes | – | – | – | – | – | |||||
| hdr Up Special | no hitboxes | – | 35 | – | – | – | |||||
| vanilla¶ Up Special | 1-2 | 10 | 50° | 90 / 74 | -17 | 1 | 26 | – | – | 0 | hip |
| vanilla¶ Up Special | 1-2 | 10 | 50° | 90 / 74 | -17 | 1 | 26 | – | – | 0 | hip |
| SpecialAirHiStart vanilla• Up Special | no hitboxes | – | 20 | 20 | – | – | |||||
| SpecialAirHiHold vanilla• Up Special | no hitboxes | – | – | 20 | – | – | |||||
| hdr• Up Special | no hitboxes | – | 40 | 20 | – | – | |||||
| hdr◆• Up Special | 1-2 | 5 | 367° | 50 fixed | -16 | 1 | 39 | 20 | – | 0, 1 | hip |
| 3-26 | 2 | 363° | 50 fixed | -17 | 0 | rot | |||||
| 3-26 | 2 | 366° | 50 fixed | -17 | 1 | rot | |||||
| 27-28 | 10 | 50° | 90 / 74 | -13 | 0, 1 | rot | |||||
| SpecialAirHiAttackEnd vanilla• Up Special | no hitboxes | – | 25 | 20 | – | – | |||||
| vanilla‡¶• Up Special | 1-2 | 10 | 50° | 90 / 74 | -13 | 1 | 33 | 20 | – | 0 | hip |
| hdr•‡ Down Special | no hitboxes | – | 5 | – | – | – | |||||
| hdr• Down Special | 1-2 | 2 | 80° | 30 fixed | – | 1 | – | – | – | 0, 1 | top |
| 12-13 | 2 | 80° | 0 / 0 | – | 0, 1 | top | |||||
| SpecialLwHit vanilla• Down Special | no hitboxes | – | 20 | – | JC 2 | – | |||||
| hdr‡ Down Special | 1 | 4 | 127° | 77 / 80 | -15 | 1 | 21 | – | JC 2 | 0, 1 | top |
| hdr•‡ Down Special | no hitboxes | – | 5 | – | – | – | |||||
| hdr• Down Special | 1-2 | 2 | 80° | 30 fixed | – | 1 | – | – | – | 0, 1 | top |
| 12-13 | 2 | 80° | 0 / 0 | – | 0, 1 | top | |||||
| SpecialAirLwHit vanilla• Down Special | no hitboxes | – | 20 | – | JC 2 | – | |||||
| hdr‡ Down Special | 1 | 4 | 127° | 77 / 80 | -15 | 1 | 21 | – | JC 2 | 0, 1 | top |
Grabs
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛‡ Grab | 12 | – | – | – / – | – | 1 | 45 | – | 0 | grab |
| 13 | – | – | – / – | – | 0 | grab | ||||
| 14-15 | – | – | – / – | – | 0 | grab | ||||
| vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -13 | 1 | 17 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr↛ Dash Grab | 14 | – | – | – / – | – | 1 | 55 | – | 0 | grab |
| 15 | – | – | – / – | – | 0 | grab | ||||
| 16-19 | – | – | – / – | – | 0 | grab | ||||
| hdr↛ Pivot Grab | 15 | – | – | – / – | – | 1 | 50 | – | 0 | grab |
| 16 | – | – | – / – | – | 0 | grab | ||||
| 17-20 | – | – | – / – | – | 0 | grab | ||||
| hdr‡ Air Grab (Tether) | no hitboxes | – | 12 | – | – | |||||
| AirCatchPose vanilla• Air Grab (Tether) | no hitboxes | – | 181 | – | – | |||||
| AirCatchHit vanilla• Air Grab (Tether) | no hitboxes | – | 60 | – | – | |||||
| AirCatchHitLoop vanilla• Air Grab (Tether) | no hitboxes | – | – | – | – | |||||
| AirCatchHang vanilla• Air Grab (Tether) | no hitboxes | – | 10 | – | – | |||||
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 10 | 45° | 50 / 65 | – | 20 | 40 | 20 | 0 | – |
| 1-39 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 10 | 45° | 70 / 75 | – | 20 | 53 | 33 | 0 | – |
| 1-52 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 8 | 90° | 75 / 103 | – | 25 | 56 | 31 | 0 | – |
| 1-55 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Down Throw | 1 | 7 | 110° | 85 / 55 | – | 22 | 46 | 24 | 0 | – |
| 1-45 | 3 | Sakurai | 60 / 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 | 22-24 | 9 | 45° | 90 / 20 | -27 | 22 | 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 | – | – | |||||
| DownSpot vanilla DownSpot | 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 | – | 30 | – | – | |||||
| 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 | – | 41 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 30 | – | – | |||||
| 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 | – | 24 | – | – | |||||
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 | – | – | |||||
| GuardOn 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.
Pkfire
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Shoot | 1-22 | 5 | 65° | 35 / 48 | 0 | top |
| vanilla Pillar | 1-20 | 7 | 42° | 45 / 110 | 0 | top |
| 1-20 | 4 | 42° | 40 / 110 | 1 | top |
Pkfreeze
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⊕ Bang | 1-3 | 6–23.85 | 34° | 35 / 60 | 0 | top |
Pkstarstorm
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Move | 1-180 | 6.5 | 38° | 80 / 90 | 0 | top |
Pkthunder
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Move | 1 | 2.5 | Sakurai | 60 / 50 | 0 | top |
| 2-120 | 2.5 | Sakurai | 60 / 50 | 0 | top | |
| hdr⇥ MoveChild | 1 | 0.75 | 80° | 4 / 40 | 1 | top |
| 2-120 | 0.75 | 80° | 4 / 40 | 1 | top |
Attributes
Weight & Size
- Weight
- 80
- Jostle Weight
- 5.4
- Shield Radius
- 9.1
Ground Movement
- Walk Speed
- 0.82
- Walk Accel (mul)
- 0.084
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.625
- Run Speed
- 1.725
- Run Accel (mul)
- 0.1
- Run Accel (add)
- 0.02
- Traction
- 0.0475
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 17.0741
- Full Hop Height
- 49
- Short Hop Height
- 12.5
- Air Jump Height
- 44.13
- Jump Count
- 2
- Horizontal Jump Speed
- 1.5
Air Movement
- Air Speed
- 1
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.075
- Air Friction
- 0.014
- Gravity
- 0.125
- Fall Speed
- 2.3
Landing Lag
- Nair
- 9
- Fair
- 7
- Bair
- 10
- 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 (70 -> 49 frames).Dash Attack
- HDR replaces the animation (55 -> 51 frames).Up Tilt
- HDR replaces the animation (74 -> 44 frames).Down Smash
- HDR replaces the animation (55 -> 44 frames).Up Air
- HDR replaces the animation (61 -> 44 frames).Down Air
- HDR replaces the animation (56 -> 39 frames).Up Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Up Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, Side Special, Side Special (Air), Up Special (Air, Reflect), Down Special (Start), Down Special (End), Down Special (Air, Start), Down Special (Air, End), Grab, Forward Throw, Down Throw, Air Grab (Tether), AirCatchLanding
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Forward Smash, Up Smash, Down Smash, AttackLw42, Nair Landing, Neutral Special (Fire), Neutral Special (Air, Fire), Up Special (DownBoundU), Up Special (DownBoundD), Up Special (Air, Reflect)
✕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.
- Pkfire is on the field for up to 22 frames (param_pkfire.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkfire: Shoot
- Pkstarstorm is on the field for up to 180 frames (param_pkstarstorm.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkstarstorm: Move
- Pkthunder is on the field for up to 120 frames (param_pkthunder.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkthunder: Move, Pkthunder: MoveChild
⊕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 burst deals 6–23.85%. The figure in its script is not used: the engine sets the power from its params (param_pkfreeze.power_min, param_pkfreeze.power_mul, param_pkfreeze.count). Charging adds power_mul a frame, up to count frames. The floor is the figure at no charge; the move cannot be released that early.Pkfreeze: Bang
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
- Also spawns himohebi — the engine's name for it, and there is no table for it here.Grab, Dash Grab, Pivot Grab, Air Grab (Tether)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Pkfreeze — see Projectiles & Articles below.Neutral Special (Hold), Neutral Special (Air, Hold)
- Damage comes from Pkfire — 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, Up Special (Start), Up Special (Air, Start), Up Special (Air, End), Up Special (Air, AttackEnd), Down Special (Start), Down Special (Hit), Down Special (Air, Start), Down Special (Air, Hit), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (Air, Hold), Up Special (Hold), Up Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
- Landing lag is 11 frames, from `param_special_s.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.Side Special (Air)
- Landing lag is 20 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, Start), Up Special (Air, Hold), Up Special (Air, End), Up Special (Air), Up Special (Air, AttackEnd), Up Special (Air, Reflect)
- Repeats while the input is held or mashed; one cycle is 11 frames. Frames shown are one cycle, so there is no fixed FAF.Down Special (Hold), Down Special (Air, Hold)
- 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
Lucas