Mii Brawler

156 moves82 changed by HDR74 vanillainternal miifighter
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3270°10 fixed-102160shoulderl
2-3275°13 fixed-101arml
2-3280°15 fixed-102handl
2-32Sakurai30 / 15-103, 4, 5shoulderl, arml, handl
hdr
Jab
2-3245°15 fixed-122180top
2-3294°25 fixed-121top
2-32Sakurai30 / 15-122top
hdr
Jab
5-62Sakurai35 / 140-245330, 1, 2kneel
Attack100Start vanilla
Jab
no hitboxes4
vanilla
Jab
1-15 (every 2)0.5Sakurai7 / 2010top
hdr
Jab
5-6245°65 / 130-285370, 1, 2, 3kneel, top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-9949°34 / 120-236360, 1, 2legl, kneel
10-17549°20 / 125-210, 1, 2legl, kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
6-810Sakurai34 / 84-146280, 1, 2kneer, legr
hdr
Forward Tilt
6-810Sakurai34 / 84-146280, 1, 2kneer, legr
hdr
Forward Tilt
6-810Sakurai34 / 84-146280, 1, 2kneer, legr
hdr
Up Tilt
6785°40 / 105-196310, 1arml
7785°40 / 105-180, 1arml
8-15785°40 / 105-170, 1arml
hdr
Down Tilt
7-10977°45 / 76-127260legr
7-10980°45 / 76-121kneer
7-10985°45 / 76-122kneer

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
17-1818Sakurai35 / 102-2617550, 1, 2arml
hdr
Forward Smash
17-1818Sakurai35 / 102-2617550, 1, 2arml
hdr
Forward Smash
17-1818Sakurai35 / 102-2617550, 1, 2arml
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
8-101584°35 / 101-298480, 1kneer
11-141096°32 / 93-290, 1kneer
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-111340°41 / 92-259440handl
9-111340°41 / 92-251, 2, 3shoulderl, legr, kneer

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-710Sakurai30 / 95053871-4, 32–0, 1, 2kneel, kneer
8-247Sakurai25 / 100-20, 1, 2kneel, kneer
hdr
Forward Air
6-85366°48 fixed-563591-3, 25–0, 1, 2kneer, legr
6-8570°35 / 35-53, 4, 5kneer, legr
13-187Sakurai20 / 140-40, 1, 2kneel, legl
hdr
Back Air
9-121050°26 / 100-3937101-4, 29–0legl
9-1213Sakurai26 / 104-11, 2, 3legr, kneer
hdr
Up Air
6-11969°30 / 97-363191-2, 26–0, 1legr, kneer
hdr
Down Air
16-1814270°0 / 67-41646131-4, 37–0, 1shoulderr, armr

Special Attacks

76 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡
Neutral Special
spawns ironball160
hdr◆•‡
Neutral Special
no hitboxes9
vanilla
Neutral Special
2-26 (every 4)0.4366°50 fixed-282330, 1, 2armr, top
4-28 (every 4)0.4366°50 fixed-260, 1, 2arml, top
300.4366°50 fixed00, 1, 2top
320.460°23 fixed+20, 1top
vanilla
Neutral Special
no hitboxes31
vanilla
Neutral Special
109.575°65 / 109-2110390top
vanilla
Neutral Special
no hitboxes27
vanilla
Neutral Special
50-5225Sakurai40 / 80-1450800legl
50-5223Sakurai40 / 80-151legl
vanilla
Neutral Special
44-4628Sakurai40 / 77-1244740legl
44-4626Sakurai40 / 77-131legl
hdr
Neutral Special
no hitboxes60
hdr
Neutral Special
9-11varies90°57 / 50–589480, 1handr, shoulderr
12-16varies90°57 / 50–580, 1handr, shoulderr
SpecialN2End hdr✕•
Neutral Special
no hitboxes9
SpecialN2Hold hdr✕•
Neutral Special
no hitboxes150
SpecialN2Landing hdr
Neutral Special
no hitboxes13
hdr➔‡
Neutral Special
spawns ironball154
hdr◆•‡
Neutral Special
no hitboxes9
vanilla
Neutral Special
2-26 (every 4)0.4366°50 fixed-2823340, 1, 2armr, top
4-28 (every 4)0.4366°50 fixed-260, 1, 2arml, top
300.4366°50 fixed00, 1, 2top
320.460°23 fixed+20, 1top
vanilla
Neutral Special
no hitboxes3112
vanilla•‡
Neutral Special
109.575°65 / 109-29104740top
vanilla
Neutral Special
no hitboxes2712
vanilla
Neutral Special
50-5221.25Sakurai40 / 80-1650800legl
50-5219.55Sakurai40 / 80-171legl
vanilla
Neutral Special
44-4623.8Sakurai40 / 77-1444740legl
44-4622.1Sakurai40 / 77-151legl
hdr
Neutral Special
no hitboxes54
hdr☆※
Neutral Special
9-11varies90°57 / 50–5890, 1handr, shoulderr
12-16varies90°57 / 50–580, 1handr, shoulderr
SpecialAirN2End hdr✕•
Neutral Special
no hitboxes9
SpecialAirN2Hold hdr✕•
Neutral Special
no hitboxes15012
hdr
Side Special
15-29260°130 fixed-5415730top
hdr
Side Special
3-4270°11 fixed-503570top
3-42Sakurai40 fixed-501top
7-92367°16 fixed-460top
7-92Sakurai40 fixed-461top
122367°50 fixed-410top
122Sakurai40 fixed-411top
14-152367°50 fixed-390top
14-152Sakurai40 fixed-391top
17-181.560°40 fixed-310, 1top
27-285.590°58 / 184-240, 1toer, top
SpecialS2Start vanilla
Side Special
no hitboxes17
hdr
Side Special
2-101344°60 / 67-22140hip
11-131344°60 / 55+70hip
vanilla‡•
Side Special
no hitboxes3517
vanilla
Side Special
no hitboxes18
vanilla
Side Special
no hitboxes32
hdr‡¶
Side Special
13-25– / –600, 1grab
13-25– / –0, 1grab
vanilla
Side Special
13100 / 101470
2350°60 / 100-410, 1top
3-5350°60 / 100-400top
hdr
Side Special
15-29275°60 fixed-6415830top
hdr
Side Special
3-42367°30 fixed-533600top
3-42Sakurai40 fixed-531top
7-92367°16 fixed-490top
7-92Sakurai40 fixed-491top
122367°50 fixed-440top
122Sakurai40 fixed-441top
14-152367°50 fixed-420top
14-152Sakurai40 fixed-421top
17-181.560°40 fixed-340, 1top
27-295.585°58 / 158-270, 1top
hdr
Side Special
no hitboxes17
hdr
Side Special
no hitboxes40
hdrথ
Side Special
13-25– / –68360, 1grab
13-25– / –0, 1grab
vanilla
Side Special
13100 / 10147360
2350°60 / 100-410, 1top
3-5350°60 / 100-400top
vanilla
Side Special
1+3100 / 101360
hdr
Side Special
1065°45 / 2301370
1-21865°60 / 30-240top
hdr•‡
Up Special
no hitboxes5
hdr
Up Special
1-7460°45 / 140-491550top
hdr
Up Special
8-9375°90 fixed-588700top
8-93367°70 fixed-580top
8-9375°90 fixed-581top
8-9380°80 fixed-581top
8-93367°130 fixed-582top
8-93366°160 fixed-583top
15, 20, 26, 311.5367°70 fixed-520top
15, 20, 26, 311.580°60 fixed-521top
15, 20, 26, 311.5367°130 fixed-522top
15, 20, 26, 311.568°130 fixed-523top
36-37642°65 / 118-280rot
hdr
Up Special
6-70.880°170 fixed-506590top
6-70.8105°160 fixed-501top
9-15 (every 3)0.8367°80 fixed-470top
9-15 (every 3)0.870°90 fixed-471top
180.8367°80 fixed-380top
180.8367°50 fixed-381top
23-24982°50 / 99-290top
hdr
Up Special
1-21278°40 / 9310, 1, 2legl, kneel
3-5860°50 / 200, 1, 2legl, kneel
6-9845°40 fixed0, 1legl, kneel
hdr
Up Special
3+845°60 / 11030top
hdr•‡
Up Special
no hitboxes5
hdr
Up Special
1-21278°40 / 93-371470, 1, 2legl, kneel
3-5860°50 / 20-370, 1, 2legl, kneel
6-9845°40 fixed-340, 1legl, kneel
hdr
Up Special
3845°60 / 110+7330top
hdr
Up Special
8-9375°90 fixed-588700top
8-93367°70 fixed-580top
8-9375°90 fixed-581top
8-9380°80 fixed-581top
8-93367°130 fixed-582top
8-93366°160 fixed-583top
15, 20, 26, 311.5367°70 fixed-520top
15, 20, 26, 311.580°60 fixed-521top
15, 20, 26, 311.5367°130 fixed-522top
15, 20, 26, 311.568°130 fixed-523top
36-37642°65 / 118-280rot
hdr
Up Special
6-70.880°170 fixed-506590top
6-70.8105°160 fixed-501top
9-15 (every 3)0.8367°80 fixed-470top
9-15 (every 3)0.870°90 fixed-471top
180.8367°80 fixed-380top
180.8367°50 fixed-381top
23-24982°50 / 99-290top
hdr
Up Special
1-7460°45 / 14010top
hdr
Down Special
40-421290°45 / 54-2140700top
40-421090°10 / 100-221top
40-421070°35 / 64-222top
40-4210110°35 / 64-223top
40-42845°60 / 60-234top
hdr◆•
Down Special
1-1116Sakurai60 / 6610hip
12+13Sakurai60 / 660hip
hdr
Down Special
1-4960°70 / 105-251330top
hdr•‡
Down Special
no hitboxes55JC 33
SpecialLw2Landing vanilla
Down Special
no hitboxes16
SpecialLw2KickLanding vanilla
Down Special
no hitboxes32
vanilla
Down Special
no hitboxes39
hdr
Down Special
1-513Sakurai70 / 1001520
8-10– / –2grab
hdr
Down Special
114275°25 fixed1360
1-183Sakurai70 / 1000
hdr
Down Special
9-12765°40 / 112-169310, 1kneel, legl
hdr
Down Special
13-20770°40 / 112-2313420, 1kneel, legl
hdr
Down Special
9-121260°56 / 80-139310, 1kneel
hdr
Down Special
13-201260°56 / 80-2013420, 1kneel, legl
hdr
Down Special
11-1319.2284°42 / 36-2111450, 1kneel
14-1619.2284°42 / 36-180, 1kneel
hdr
Down Special
17-202445°45 / 78170, 1kneel
21-2720.450°30 / 600, 1kneel
SpecialAirLw1 vanilla◆•
Down Special
no hitboxes20
hdr‡•
Down Special
8-211035°65 / 75-27843310kneer
8-211060°65 / 75-271kneer
hdr
Down Special
1-2780°95 / 40-20127150, 2top
hdr•‡
Down Special
no hitboxes5515JC 33
vanilla
Down Special
no hitboxes39
hdr•‡
Down Special
1-513Sakurai70 / 10015240
8-10– / –2grab
hdr•‡
Down Special
114280°33 / 2814240
1-153Sakurai70 / 1000

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –350grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-181220top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –410grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1645°45 / 1251431170
1-123Sakurai60 / 1000
133Sakurai80 / 40-140throw
hdr
Back Throw
1548°60 / 441331180
1-103Sakurai60 / 1000
11-12245°50 / 130-160top
hdr
Up Throw
1785°65 / 901640240
1-393Sakurai40 / 1000
hdr
Down Throw
1661°66 / 542043230
1-173Sakurai60 / 1000
18-191Sakurai80 / 40-220throw

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 4–265110
hdr
Air Dodge
intangible 4–265110
vanilla
Ledge Attack
23-25945°90 / 20-2623560top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
20-21748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
20-21748°80 / 48-240top
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 hitboxes32
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 hitboxes36

Other

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

Projectiles & Articles

1 article

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.

Ironball

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-721547°50 / 580top

Attributes

Weight & Size

Weight
85
Jostle Weight
6
Shield Radius
9.9

Ground Movement

Walk Speed
1.26
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
2.07
Run Accel (mul)
0.085
Run Accel (add)
0.02
Traction
0.09

Jumps

Jumpsquat
4
Jump Initial Y
12.5125
Full Hop Height
30
Short Hop Height
13
Air Jump Height
30
Jump Count
2
Horizontal Jump Speed
1.8
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.5

Air Movement

Air Speed
1.1
Air Accel (add)
0.018
Air Accel (mul)
0.035
Air Friction
0.01
Gravity
0.145
Fall Speed
2.5

Landing Lag

Nair
7
Fair
9
Bair
10
Uair
9
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (26 -> 6 frames).Neutral Special (2Start), Neutral Special (Air, 2Start)
  • HDR replaces the animation (32 -> 80 frames).Down Special (1)
  • HDR replaces the animation (13 -> 28 frames).Down Special (1Loop)
  • HDR replaces the animation (78 -> 64 frames).Down Special (1Landing)
  • HDR replaces the animation (32 -> 20 frames).Down Special (Air, 1)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, Up Air, Neutral Special (1), Neutral Special (2Start), Neutral Special (2Finish), Neutral Special (3), Neutral Special (3Turn), Neutral Special (1Bowl), Neutral Special (Air, 1), Neutral Special (Air, 2Start), Neutral Special (Air, 2Finish), Neutral Special (Air, 3), Neutral Special (Air, 3Turn), Neutral Special (Air, 1Bowl), Side Special (1Start), Side Special (2Hit), Side Special (2HitLanding), Side Special (2End), Side Special (3Dash), Side Special (Air, 1Start), Side Special (Air, 3Dash), Side Special (Air, 3Landing), Up Special (1), Up Special (3), Up Special (Air, 1), Up Special (Air, 3), Down Special (2Start), Down Special (3), Down Special (3Catch), Down Special (3Throw), Down Special (31G), Down Special (32G), Down Special (33A), Down Special (33G), Down Special (Air, 2Kick), Down Special (Air, 2Start), Down Special (Air, 3), Down Special (Air, 3Catch), Down Special (Air, 3Throw), Forward Throw, Back 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 (3Dash), Side Special (Air, 3Dash), Up Special (2), Up Special (Air, 2)
HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Neutral Special (Air, 2Attack), Up Special (12), Up Special (13), Up Special (Air, 14)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Neutral Special (2Attack), Neutral Special (Air, 2Attack)
HDR removes this move’s hitboxes.
  • Neutral Special (2End), Neutral Special (2Hold), Neutral Special (2Landing), Neutral Special (Air, 2End), Neutral Special (Air, 2Hold), 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.
  • Ironball is on the field for up to 72 frames (param_ironball.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Ironball: Fly
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Ironball — see Projectiles & Articles below.Neutral Special (1), Neutral Special (Air, 1)
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 (2Start), Neutral Special (2End), Neutral Special (2Hold), Neutral Special (Air, 2Start), Neutral Special (Air, 2End), Neutral Special (Air, 2Hold), Side Special (2Start), Side Special (Air, 2Start), Up Special (1), Up Special (Air, 1), Down Special (2Start), Down Special (Air, 1), Down Special (Air, 2Start), 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
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Neutral Special (Air, 2), Neutral Special (Air, 2Finish)
  • Land cancels: touching the ground during this move ends it in Neutral Special (2Landing), which recovers in 12 frames rather than the 30 this move would otherwise run.Neutral Special (Air, 2Miss)
  • Land cancels: touching the ground during this move ends it in Neutral Special (2Landing), which recovers in 12 frames rather than the 26 this move would otherwise run.Neutral Special (Air, 2FinishMiss)
  • Land cancels: touching the ground during this move ends it in Neutral Special (2Landing), which recovers in 12 frames rather than the 149 this move would otherwise run.Neutral Special (Air, 2Hold)
  • Land cancels: touching the ground during this move ends it in Side Special (2HitLanding), which recovers in 17 frames rather than the 34 this move would otherwise run.Side Special (2Hit)
  • Land cancels: touching the ground during this move ends it in Side Special (Air, 3Landing), which recovers in 36 frames rather than the 67 this move would otherwise run.Side Special (Air, 3Dash)
  • Land cancels: touching the ground during this move ends it in Side Special (Air, 3Landing), which recovers in 36 frames rather than the 46 this move would otherwise run.Side Special (Air, 3Catch)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Air, 3Fall), Down Special (1Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Side Special (Air, 3Landing), which recovers in 36 frames and is the only way out of it.Side Special (Air, 3Fall)
  • Land cancels: touching the ground during this move ends it in Down Special (2KickLanding), which recovers in 31 frames rather than the 42 this move would otherwise run.Down Special (Air, 2Kick)
  • Land cancels: touching the ground during this move ends it in Down Special (2Landing), which recovers in 15 frames rather than the 26 this move would otherwise run.Down Special (Air, 2AutoAttack)
  • Land cancels: touching the ground during this move ends it in Down Special (2Landing), which recovers in 15 frames rather than the 54 this move would otherwise run.Down Special (Air, 2Start)
  • Land cancels: touching the ground during this move ends it with 4 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.Down Special (Air, 3Catch), Down Special (Air, 3Throw)
  • 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

Loading…

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.