Luigi

101 moves40 changed by HDR61 vanillainternal luigi
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3383°20 fixed-9215–0, 1, 2shoulderl, arml
2-33Sakurai20 / 20-93top
hdr
Jab
3-4283°20 fixed-12319–0, 1, 2shoulderr, armr
3-42Sakurai20 / 20-123top
hdr
Jab
5-75Sakurai30 / 100-13523–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
4-12 (every 4)20°38 / 10-40448–0top
4-12 (every 4)20°60 / 10-401top
16215°24 / 10-280top
16210°48 / 10-281top
254Sakurai40 / 161-180, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-911Sakurai15 / 100-19533–0, 1legl, kneel
5-910Sakurai15 / 100-202hip
hdr
Forward Tilt
5-911Sakurai15 / 100-19533–0, 1legl, kneel
5-910Sakurai15 / 100-202hip
hdr
Forward Tilt
5-911Sakurai15 / 100-19533–0, 1legl, kneel
5-910Sakurai15 / 100-202hip
hdr
Up Tilt
5-109100°35 / 118-18530–0, 1, 2neck, arml, handl
hdr
Down Tilt
5-85Sakurai32 / 72-7517–0, 1kneer, legr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
12-1315Sakurai20 / 119-201243–0, 1, 2shoulderl, shoulderr
hdr
Forward Smash
12-1315Sakurai20 / 119-191242–0, 1, 2shoulderl, shoulderr
hdr
Forward Smash
12-1315Sakurai20 / 119-191242–0, 1, 2shoulderl, shoulderr
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
9-1414110°35 / 106-22941–0, 1head, hip
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
6-71490°48 / 100-24640–0, 1top
14-151490°48 / 100-160, 1top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-51290°20 / 106+134571-2, 36–0, 1kneel, kneer
6-31880°20 / 100-10, 1kneel, kneer
hdr‡
Forward Air
7-1013Sakurai41 / 94-2729111-2, 21–0, 1, 2shoulderl, arml, handl
hdr‡
Back Air
6-711Sakurai22 / 94063281-2, 35–0, 1legr, kneer
8-179Sakurai20 / 100-20, 1hip, kneer
hdr
Up Air
4-111170°30 / 95+143071-2, 19–0, 1legr, kneer
hdr‡
Down Air
1014270°10 / 55-11029101-5, 24–0hip
10-1414Sakurai25 / 110-11kneer
11-1414Sakurai25 / 110-10hip

Special Attacks

22 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔
Neutral Special
spawns fireball1740––
hdr
Neutral Special
17-20968°65 / 55-311755–0, 1top
hdr➔
Neutral Special
spawns fireball1740––
hdr
Neutral Special
17-20968°65 / 55-261750–0, 1top
vanilla•
Side Special
no hitboxes–18––
SpecialSHold vanilla•
Side Special
no hitboxes––––
SpecialSHoldEnd vanilla
Side Special
no hitboxes–40––
hdr
Side Special
5-710Sakurai30 / 80-31544–0neck
8-3310Sakurai30 / 80-280neck
hdr
Side Special
5-1020Sakurai20 / 100-25544–0neck
11-3320Sakurai20 / 100-190neck
vanilla‡
Side Special
no hitboxes–40––
SpecialSWall vanilla•
Side Special
no hitboxes–51––
vanilla
Side Special
no hitboxes–42––
hdr•
Side Special
no hitboxes–18––
SpecialAirSHold vanilla•
Side Special
no hitboxes––––
hdr‡
Side Special
no hitboxes–25––
hdr
Up Special
82590°50 / 840824–0top
82090°40 / 80-20top
9-23180°1 / 1-120, 1head, hip
hdr•
Up Special
no hitboxes–33––
SpecialHiFall vanilla•
Up Special
no hitboxes––––
SpecialHiLandingFall vanilla
Up Special
no hitboxes–46––
hdr¶•
Up Special
82590°50 / 84-25824400top
82090°40 / 80-270top
9-23180°1 / 1-380, 1head, hip
hdr‡
Down Special
10-33875°40 / 100-691086–0, 1, 2top
40-431090°60 / 100-380, 1, 2top
hdr‡
Down Special
10-332367°80 / 30-721086–0, 1, 2top
40-43470°85 / 120-410, 1, 2top

Grabs

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Grab
7-8––– / ––137–0grab
CatchPull vanilla
Grab
no hitboxes–2––
vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
vanilla
Grab
no hitboxes–30––
vanilla➔
Dash Grab
16-22––– / ––156–0grab
16-17––– / ––1grab
vanilla➔
Pivot Grab
17-23––– / ––154–0grab
17-18––– / ––1grab
vanilla➔
Air Grab (Tether)
spawns plunger153––
vanilla
Air Grab (Tether)
no hitboxes–21––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1945°60 / 65–1538230–
1-143Sakurai60 / 100–0–
hdr
Back Throw
11145°80 / 73–1538230–
1-143Sakurai40 / 100–0–
hdr‡
Up Throw
1890°89 / 72–1840220–
1-393Sakurai40 / 100–0–
hdr
Down Throw
1765°75 / 30–2641150–
1-173Sakurai40 / 100–0–
18-250.5Sakurai30 / 100–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–6010–
hdr•
Air Dodge
intangible 4–26–6010–
vanilla
Ledge Attack
20-22945°90 / 20-292056–0top
vanilla
Get-Up Attack
19-20748°80 / 48-251950–0top
24-25748°80 / 48-200top
vanilla
Get-Up Attack
20-21748°80 / 48-242050–0top
24-25748°80 / 48-200top
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–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––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–31––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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

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.

Fireball

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Regular
1-506Sakurai11 / 230top

Plunger

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Air Grab (Tether)
1+542°10 / 1000plungerrope26

Attributes

Weight & Size

Weight
100
Jostle Weight
5.7
Shield Radius
10.5

Ground Movement

Walk Speed
1.1
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.435
Run Speed
1.555
Run Accel (mul)
0.04
Run Accel (add)
0.02
Traction
0.031

Jumps

Jumpsquat
4
Jump Initial Y
12.1
Full Hop Height
44
Short Hop Height
14
Air Jump Height
34
Jump Count
2
Horizontal Jump Speed
1.28
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
0.8
Air Accel (add)
0.015
Air Accel (mul)
0.03
Air Friction
0.01
Gravity
0.079
Fall Speed
1.71

Landing Lag

Nair
7
Fair
11
Bair
8
Uair
7
Dair
10
Empty Landing
4
Heavy Landing
5

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Air, Back Air, Down Air, Side Special (End), Side Special (Air, End), Down Special, Down Special (Air), Grab, Up Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Up Special, Up Special (Air)
✕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.
  • Fireball is on the field for up to 50 frames (param_fireball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Fireball: Regular
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fireball — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
  • Also spawns Plunger — see Projectiles & Articles below.Grab, Dash Grab, Pivot Grab
  • Damage comes from Plunger — see Projectiles & Articles below.Air Grab (Tether)
•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, Side Special (Start), Side Special (Wall), Side Special (Air, Start), Up Special (Drop), 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.Side Special (Hold), Side Special (Air, Hold), Up Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 40 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)
  • 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.