Jabs
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 4-6 | 4 | 83° | 20 / 36 | -8 | 4 | 17 | – | 0, 1, 2 | havel, arml, shoulderl |
| 4-6 | 4 | Sakurai | 20 / 20 | -8 | 3 | top | ||||
| hdr↧‡ Jab | 7-11 | 5.5 | 55° | 40 / 105 | -16 | 7 | 29 | – | 0, 1, 2 | havel, arml, shoulderl |
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| hdr• Jab | no hitboxes | – | – | – | – | |||||
| hdr Jab | 6-8 | 6 | Sakurai | 89 / 69 | -28 | 6 | 40 | – | 0, 1, 2 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆ Dash Attack | 11-13 | 12 | 54° | 50 / 90 | -22 | 11 | 42 | – | 0, 1 | shoulderr, haver |
| 14-21 | 7 | 60° | 47 / 97 | -22 | 0, 1 | shoulderr, haver |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 7-10 | 7 | Sakurai | 25 / 100 | -21 | 7 | 34 | – | 0 | s_tail2 |
| 7-10 | 9 | Sakurai | 25 / 100 | -20 | 1 | s_tail4 | ||||
| 7-10 | 11 | Sakurai | 25 / 100 | -18 | 2 | s_tail6 | ||||
| hdr‡ Forward Tilt | 7-10 | 7 | Sakurai | 25 / 100 | -21 | 7 | 34 | – | 0 | s_tail2 |
| 7-10 | 9 | Sakurai | 25 / 100 | -20 | 1 | s_tail4 | ||||
| 7-10 | 11 | Sakurai | 25 / 100 | -18 | 2 | s_tail6 | ||||
| hdr‡ Forward Tilt | 7-10 | 7 | Sakurai | 25 / 100 | -21 | 7 | 34 | – | 0 | s_tail2 |
| 7-10 | 9 | Sakurai | 25 / 100 | -20 | 1 | s_tail4 | ||||
| 7-10 | 11 | Sakurai | 25 / 100 | -18 | 2 | s_tail6 | ||||
| hdr‡ Up Tilt | 7 | 9 | 65° | 25 / 115 | -15 | 7 | 29 | – | 0 | s_tail1 |
| 7 | 8 | 70° | 25 / 115 | -15 | 1 | s_tail3 | ||||
| 7-13 | 5 | 80° | 25 / 125 | -17 | 2 | s_tail5 | ||||
| 7 | 5 | 80° | 25 / 125 | -17 | 3 | s_tail7 | ||||
| 8-13 | 9 | 65° | 25 / 115 | -14 | 0 | s_tail1 | ||||
| 8-13 | 8 | 70° | 25 / 115 | -14 | 1 | s_tail3 | ||||
| 8-13 | 5 | 80° | 25 / 125 | -16 | 3 | s_tail7 | ||||
| hdr Down Tilt | 5-7 | 9 | 77° | 40 / 80 | -11 | 5 | 23 | – | 0 | s_tail2 |
| 5-7 | 8 | 77° | 40 / 80 | -11 | 1 | s_tail4 | ||||
| 5-7 | 5 | 92° | 40 / 80 | -13 | 2 | s_tail7 |
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 | 19-22 | 16 | Sakurai | 30 / 95 | -28 | 19 | 58 | – | 0 | top |
| 19-22 | 20 | Sakurai | 30 / 93 | -25 | 1 | top | ||||
| hdr‡ Forward Smash | 19-22 | 16 | Sakurai | 30 / 95 | -28 | 19 | 58 | – | 0 | top |
| 19-22 | 20 | Sakurai | 30 / 93 | -25 | 1 | top | ||||
| hdr‡ Forward Smash | 19-22 | 16 | Sakurai | 30 / 95 | -28 | 19 | 58 | – | 0 | top |
| 19-22 | 20 | Sakurai | 30 / 93 | -25 | 1 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 9 | 2 | 368° | 90 fixed | -60 | 9 | 73 | – | 2, 4 | top |
| 10-18 (every 4) | 2 | 170° | 18 fixed | -59 | 0, 1 | top | ||||
| 10-18 (every 4) | 2 | 95° | 40 fixed | -59 | 2 | top | ||||
| 10-18 (every 4) | 2 | 270° | 5 fixed | -59 | 3, 4 | top | ||||
| 22-25 | 10 | 80° | 60 / 111 | -43 | 0, 1 | top | ||||
| 22-25 | 10 | 90° | 60 / 111 | -43 | 2, 3 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 21-23 | 17 | 60° | 30 / 99 | -15 | 21 | 48 | – | 0 | top |
| 21-23 | 15 | 55° | 20 / 111 | -16 | 1 | top | ||||
| 24-30 | 7 | 55° | 20 / 118 | -18 | 0 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 7-23 (every 4) | 2 | 115° | 15 fixed | -7 | 7 | 50 | 10 | 41– | 0, 2 | top |
| 7-23 (every 4) | 2 | 225° | 15 fixed | -7 | 1, 3 | top | |||||
| 27-28 | 4 | Sakurai | 60 / 87 | -6 | 0, 1 | top | |||||
| hdr Forward Air | 6-8 (every 1) | 13 | 84° | 41 / 101 | 0 | 6 | 38 | 9 | 1-2, 35– | 0, 1 | top |
| hdr‡ Back Air | 10-14 | 13 | Sakurai | 5 / 105 | -3 | 10 | 33 | 12 | 1-2, 28– | 0 | s_tail1 |
| 10-14 | 12 | 50° | 5 / 105 | -4 | 1 | s_tail5 | |||||
| 10-14 | 11 | 50° | 5 / 105 | -4 | 2 | s_tail7 | |||||
| hdr◆‡ Up Air | 8-9 | 10 | 50° | 0 / 105 | -3 | 8 | 33 | 10 | 1-2, 29– | 0 | s_tail1 |
| 8-9 | 11 | 50° | 0 / 105 | -2 | 1 | s_tail5 | |||||
| 8-9 | 12 | 50° | 0 / 111 | -2 | 2 | s_tail7 | |||||
| 10-13 | 7 | 66° | 0 / 111 | -5 | 0 | s_tail1 | |||||
| 10-13 | 8 | 66° | 0 / 111 | -4 | 1 | s_tail5 | |||||
| 10-13 | 9 | 66° | 0 / 111 | -4 | 2 | s_tail7 | |||||
| hdr‡ Down Air | 16-20 | 13 | 70° | 17 / 107 | -2 | 16 | 43 | 11 | 1-3, 43– | 0, 2 | kneel, footl |
| 16-20 | 16 | 270° | 11 / 61 | -1 | 1 | toel |
Special Attacks
19 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔• Neutral Special | spawns shadowball | 1 | 13 | – | – | |||||
| SpecialNHold vanilla• Neutral Special | no hitboxes | – | 120 | – | – | |||||
| SpecialNMax vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialNCancel vanilla Neutral Special | no hitboxes | – | 9 | – | – | |||||
| vanilla‡ Neutral Special | no hitboxes | – | 28 | – | – | |||||
| vanilla➔• Neutral Special | spawns shadowball | 1 | 13 | – | – | |||||
| SpecialAirNHold vanilla• Neutral Special | no hitboxes | – | 120 | – | – | |||||
| SpecialAirNMax vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNCancel vanilla Neutral Special | no hitboxes | – | 9 | – | – | |||||
| SpecialAirNJumpCancel vanilla Neutral Special | no hitboxes | – | 6 | – | – | |||||
| vanilla‡ Neutral Special | no hitboxes | – | 28 | – | – | |||||
| hdr‡ Side Special | 12 | 0 | Sakurai | 100 / 100 | – | 12 | 50 | – | 0 | – |
| 12-15 | – | – | – / – | – | 0, 1 | grab | ||||
| 12-49 | 1 | 280° | 100 / 50 | – | 0 | – | ||||
| hdr‡※¶ Side Special | 66-79 | 5 | varies | 60 / 100 | – | 66 | 80 | – | 0 | – |
| SpecialHiStart vanilla• Up Special | no hitboxes | – | 9 | – | – | |||||
| vanilla Up Special | no hitboxes | – | 26 | – | – | |||||
| hdr• Up Special | no hitboxes | – | 9 | 30 | – | |||||
| hdr• Up Special | no hitboxes | – | 26 | 14 | – | |||||
| hdr➔◆‡ Down Special | spawns bindball | 17 | 46 | – | – | |||||
| hdr➔‡ Down Special | spawns bindball | 17 | 46 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 39 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -20 | 1 | 24 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 10-11 | – | – | – / – | – | – | 44 | – | 0 | grab |
| hdr‡ Pivot Grab | 11-12 | – | – | – / – | – | – | 39 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔ Forward Throw | 1 | 3 | 63° | 35 fixed | – | 19 | 82 | 63 | 0 | – |
| 1-81 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| vanilla Back Throw | 1 | 11 | 47° | 70 / 79 | – | 30 | 55 | 25 | 0 | – |
| 1-54 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 12 | 90° | 70 / 80 | – | 43 | 71 | 28 | 0 | – |
| 1-42 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Down Throw | 1 | 5 | 76° | 68 / 64 | – | 18 | 37 | 19 | 0 | – |
| 1-15 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 16-17 | 4 | 80° | 40 / 104 | -16 | 0, 1, 2 | s_tail7, s_tail5, s_tail3 |
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 | – | 61 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 61 | 10 | – | |||||
| vanilla Ledge Attack | 21-23 | 9 | 45° | 90 / 20 | -28 | 21 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -29 | 19 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -29 | 19 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 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 | – | – | |||||
| 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 | – | 31 | – | – | |||||
| 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 | – | 56 | – | – | |||||
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 | – | – | – | – | |||||
| vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
3 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.
Bindball
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Shoot | 1-7 | 1 | Sakurai | 5 / 120 | 0 | top |
| 1-7 | 10 | 30° | 42 / 84 | 1 | top |
Psychobreak
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Hit | 70 | 40 | Sakurai | 80 / 40 | 0 | top |
Shadowball
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Charge | 1-80 | 1 | 83° | 10 / 93 | 0 | top |
| hdr⇥ ChargeMax | 1-80 | 1 | 83° | 10 / 93 | 0 | top |
| vanilla⇥ Shoot | 1-80 | 4 | Sakurai | 14 / 30 | 0 | top |
| 1-80 | 25 | 47° | 30 / 71 | 1 | top | |
| vanilla⇥ ShootThrowF | 1-80 | 2.4 | 38° | 50 / 100 | 0 | top |
Attributes
Weight & Size
- Weight
- 93
- Jostle Weight
- 3.4
- Shield Radius
- 13.6
Ground Movement
- Walk Speed
- 1.26
- Walk Accel (mul)
- 0.315
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.5
- Run Speed
- 1.667
- Run Accel (mul)
- 0.05
- Run Accel (add)
- 0.1
- Traction
- 0.05
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 11.1218
- Full Hop Height
- 31.11
- Short Hop Height
- 14.5
- Air Jump Height
- 57.35
- Jump Count
- 2
- Horizontal Jump Speed
- 1.4
Air Movement
- Air Speed
- 1.2
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.03
- Air Friction
- 0.016
- Gravity
- 0.082
- Fall Speed
- 1.5
Landing Lag
- Nair
- 10
- Fair
- 9
- Bair
- 12
- Uair
- 10
- Dair
- 11
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (61 -> 57 frames).Dash Attack
- HDR replaces the animation (56 -> 55 frames).Up Air
- HDR replaces the animation (64 -> 65 frames).Down Special
- HDR replaces the animation (34 -> 43 frames).Landing (Heavy)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 1, Jab 2 (Gentleman), Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Back Air, Up Air, Down Air, Neutral Special (Shoot), Neutral Special (Air, Shoot), Side Special, Side Special (Throw), Down Special, Down Special (Air), Grab, Dash Grab, Pivot Grab, Up Throw, Down Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Side Special (Throw)
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
- Jab 2 (Gentleman)
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: angle.Side Special (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.
- Bindball is on the field for up to 7 frames (param_bindball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bindball: Shoot
- Shadowball is on the field for up to 80 frames (param_shadowball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Shadowball: Charge, Shadowball: ChargeMax, Shadowball: Shoot, Shadowball: ShootThrowF
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Shadowball — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
- Damage comes from Bindball — see Projectiles & Articles below.Down Special, Down Special (Air)
- Also spawns Shadowball — see Projectiles & Articles below.Forward Throw
•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 (Hold), Neutral Special (Air, Start), Neutral Special (Air, Hold), Up Special (Start), Up Special (Air, Start), Up Special (Air), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Repeats while the input is held or mashed; one cycle is 16 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- 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, 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, Start)
- Land cancels: touching the ground during this move ends it with 14 frames of landing lag rather than the usual special-fall landing.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
Mewtwo