Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 5-6 | 3 | 70° | 22 / 18 | -8 | 5 | 17 | – | 0, 1 | shoulderl, arml |
| 5-6 | 3 | 70° | 20 / 15 | -8 | 2 | handl | ||||
| 5-6 | 3 | Sakurai | 20 / 20 | -8 | 3 | top | ||||
| hdr Jab | 4-7 | 3 | 75° | 25 / 25 | -12 | 4 | 20 | – | 0, 1 | legr, kneer |
| 4-7 | 3 | 75° | 20 / 20 | -12 | 2 | kneer | ||||
| 4-7 | 3 | Sakurai | 25 / 25 | -12 | 3 | top | ||||
| hdr‡ Jab | 5-7 | 1 | 350° | 20 fixed | -25 | 5 | 33 | – | 0 | top |
| 5-7 | 1 | 90° | 10 fixed | -25 | 1 | top | ||||
| 10-13 | 5 | Sakurai | 64 / 86 | -18 | 0, 1, 2 | armr |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 10-13 | 14 | 45° | 55 / 71 | -26 | 10 | 46 | – | 0 | handr |
| 10-13 | 14 | 45° | 55 / 71 | -26 | 1, 2 | handr, armr | ||||
| 14-17 | 10 | 45° | 40 / 71 | -24 | 0 | handr | ||||
| 14-17 | 10 | 45° | 40 / 71 | -24 | 1, 2 | handr, armr |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 7-12 | 10 | Sakurai | 36 / 76 | -20 | 7 | 35 | – | 0 | armr |
| 7-8 | 13 | Sakurai | 56 / 56 | -18 | 1 | top | ||||
| 7-8 | 10 | 51° | 36 / 76 | -20 | 2 | top | ||||
| 8-12 | 13 | Sakurai | 56 / 56 | -17 | 3, 4 | top | ||||
| 9-10 | 13 | Sakurai | 56 / 56 | -16 | 1 | top | ||||
| 9-10 | 10 | 51° | 36 / 76 | -18 | 2 | top | ||||
| 11-12 | 10 | Sakurai | 56 / 56 | -16 | 1 | top | ||||
| 11-12 | 10 | 51° | 36 / 76 | -16 | 2 | top | ||||
| hdr Up Tilt | 5 | 9 | 80° | 50 / 80 | -23 | 5 | 35 | – | 0 | shoulderr |
| 5-10 | 10 | 90° | 50 / 100 | -22 | 1 | handr | ||||
| 5 | 10 | 90° | 50 / 100 | -22 | 2, 3 | top | ||||
| 6-10 | 9 | 80° | 50 / 80 | -22 | 0 | armr | ||||
| 6-7 | 10 | 90° | 50 / 100 | -21 | 2 | handr | ||||
| 8-10 | 8 | 95° | 50 / 80 | -20 | 2 | handr | ||||
| hdr‡ Down Tilt | 8-12 | 9 | 80° | 44 / 78 | -20 | 8 | 35 | – | 0, 1 | shoulderr, armr |
| 8-12 | 13 | 85° | 44 / 101 | -17 | 2 | top |
Smash Attacks
6 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 | 19-40 | 1.8 | 180° | 7 fixed | -58 | 19 | 80 | – | 0 | top |
| 19-40 | 1.8 | 0° | 5 fixed | -58 | 1 | top | ||||
| 42-43 | 7.5 | 50° | 47 / 163 | -31 | 0, 1 | top | ||||
| 44 | 7.5 | 50° | 47 / 163 | -29 | 0 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 11-12 | 2 | 96° | 30 fixed | -41 | 11 | 56 | – | 0 | armr |
| 11-12 | 2 | 86° | 30 fixed | -41 | 1 | armr | ||||
| 11-12 | 2 | 90° | 30 fixed | -41 | 2 | armr | ||||
| 11-12 | 2 | Sakurai | 0 / 100 | -41 | 3 | armr | ||||
| 15-16 | 2 | 110° | 30 fixed | -37 | 1 | armr | ||||
| 15-16 | 2 | Sakurai | 0 / 100 | -37 | 2 | armr | ||||
| 19-20 | 2 | 90° | 25 fixed | -33 | 0 | armr | ||||
| 19-20 | 2 | Sakurai | 0 / 100 | -33 | 1 | armr | ||||
| 23-24 | 2 | 120° | 30 fixed | -29 | 0 | armr | ||||
| 23-24 | 2 | 116° | 30 fixed | -29 | 1 | armr | ||||
| 23-24 | 2 | 218° | 30 fixed | -29 | 2, 3 | armr | ||||
| 27-28 | 7 | 90° | 50 / 150 | -23 | 0, 1 | armr | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 9-10 | 12 | 45° | 40 / 100 | -35 | 9 | 53 | – | 0 | shoulderr |
| 9-10 | 16 | 40° | 40 / 83 | -33 | 1, 2 | top, armr | ||||
| 22-25 | 14 | 45° | 40 / 100 | -21 | 0 | shoulderr | ||||
| 22-25 | 18 | 40° | 40 / 83 | -19 | 1, 2 | top, armr | ||||
Aerial Attacks
9 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 6-19 | 11 | 50° | 48 / 51 | -1 | 6 | 37 | 9 | 1-2, 33– | 0, 1 | shoulderr, handr |
| 6-19 | 13 | 50° | 48 / 92 | 0 | 2 | handr | |||||
| hdr↛‡ Forward Air | spawns attackairf_bullet | 11 | 40 | 11 | 33– | – | |||||
| hdr↛‡ Forward Air | 15-19 | 5 | 70° | 35 / 112 | -27 | 15 | 47 | – | 37– | 0, 1, 2 | shoulderr, armr, handr |
| 20-27 | 4 | Sakurai | 28 / 122 | -22 | 0, 1, 2 | shoulderr, armr, handr | |||||
| hdr‡ Back Air | 9-12 | 10 | Sakurai | 29 / 93 | -4 | 9 | 40 | 11 | 1-3, 32– | 0, 1 | shoulderr, armr |
| 9-12 | 13 | Sakurai | 41 / 93 | -2 | 2, 3 | handr | |||||
| hdr‡ Back Air | 15-18 | 8 | 45° | 44 / 94 | -24 | 15 | 46 | – | 1-3, 42– | 0, 1, 2 | shoulderr, armr, kneel |
| 15-18 | 10 | 120° | 44 / 75 | -23 | 3, 4 | handr | |||||
| 19-25 | 7 | Sakurai | 35 / 100 | -21 | 0, 1, 3 | shoulderr, armr, handr | |||||
| hdr‡ Up Air | 14 | 1.8 | 140° | 45 fixed | -10 | 14 | 57 | 12 | 1-11, 55– | 0 | top |
| 15-29 | 1.8 | 367° | 25 fixed | -10 | 0 | top | |||||
| 15-29 | 1.8 | 96° | 25 fixed | -10 | 1 | top | |||||
| 15-29 | 1.8 | 130° | 25 fixed | -10 | 2 | top | |||||
| 31-33 | 4 | 78° | 50 / 120 | -8 | 0 | top | |||||
| hdr‡ Up Air | 20-23 | 18 | 90° | 27 / 77 | -33 | 20 | 65 | – | 1-11 | 0 | top |
| 20-23 | 14 | 270° | 56 / 38 | -35 | 1 | top | |||||
| 24-29 | 13 | Sakurai | 30 / 72 | -31 | 0 | top | |||||
| hdr‡ Down Air | 16-19 | 15 | 270° | 18 / 50 | -3 | 16 | 51 | 13 | 1-3, 50– | 0, 1 | handr |
| 20-23 | 12 | Sakurai | 30 / 70 | -5 | 0 | handr | |||||
| 20-23 | 12 | Sakurai | 30 / 70 | -5 | 1 | handr | |||||
| hdr‡※ Down Air | 18-21 | varies | 90° | 50 / 65 | – | 18 | 48 | – | 1-9, 43– | 0, 1 | handr |
| 18-21 | varies | 90° | 50 / 65 | – | 2 | handr | |||||
| 22-37 | varies | 75° | 30 / 90 | – | 0, 1, 2 | handr | |||||
Special Attacks
64 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔• Neutral Special | spawns gunnercharge | 10 | 13 | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 9 | – | – | – | |||||
| vanilla➔ Neutral Special | spawns gunnercharge | 3 | 40 | – | – | – | |||||
| hdr➔ Neutral Special | spawns gunnercharge | 3 | 40 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 7 | – | – | – | |||||
| hdr➔ Neutral Special | 4-5 | 6 | 45° | 30 / 100 | -13 | 4 | 23 | – | – | 0 | armr |
| vanilla Neutral Special | no hitboxes | – | 15 | – | – | – | |||||
| hdr•‡ Neutral Special | no hitboxes | – | 22 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns grenadelauncher | 1 | 31 | – | – | – | |||||
| hdr➔‡ Neutral Special | 11-15 | 25 | Sakurai | 45 / 76 | -29 | 11 | 56 | – | – | 0 | top |
| 11-15 | 22 | Sakurai | 45 / 76 | -30 | 1 | top | |||||
| hdr➔• Neutral Special | spawns gunnercharge | 10 | 13 | – | – | – | |||||
| vanilla• Neutral Special | no hitboxes | – | – | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 9 | – | – | – | |||||
| SpecialAirN1JumpCancel vanilla Neutral Special | no hitboxes | – | 6 | – | – | – | |||||
| vanilla➔ Neutral Special | spawns gunnercharge | 3 | 40 | – | – | – | |||||
| hdr➔ Neutral Special | spawns gunnercharge | 3 | 40 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 7 | – | – | – | |||||
| hdr➔• Neutral Special | 4-5 | 6 | 45° | 30 / 100 | -13 | 4 | 23 | 6 | – | 0 | armr |
| vanilla Neutral Special | no hitboxes | – | 15 | – | – | – | |||||
| hdr•‡ Neutral Special | no hitboxes | – | 22 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns grenadelauncher | 1 | 31 | – | – | – | |||||
| hdr➔‡ Neutral Special | 11-15 | 25 | Sakurai | 45 / 76 | -29 | 11 | 56 | – | – | 0 | top |
| 11-15 | 22 | Sakurai | 45 / 76 | -30 | 1 | top | |||||
| hdr➔‡ Side Special | spawns flamepillar | 18 | 51 | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | 22 | – | – | – | |||||
| SpecialS2Loop vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 25 | – | – | – | |||||
| vanilla‡ Side Special | no hitboxes | – | 47 | – | – | – | |||||
| hdr Side Special | no hitboxes | – | 50 | – | – | – | |||||
| hdr➔‡ Side Special | spawns flamepillar | 18 | 51 | – | – | – | |||||
| vanilla• Side Special | no hitboxes | – | 22 | – | – | – | |||||
| SpecialAirS2Loop vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 25 | – | – | – | |||||
| vanilla‡ Side Special | no hitboxes | – | 47 | – | – | – | |||||
| hdr• Side Special | no hitboxes | – | 50 | 12 | – | – | |||||
| hdr➔◆• Up Special | spawns bottomshoot | 12 | 55 | – | – | – | |||||
| hdr‡ Up Special | 6-7 | 3 | 110° | 40 fixed | +1 | 6 | 9 | – | – | 0 | top |
| hdr Up Special | 2-4 | 12 | 80° | 68 / 91 | -41 | 2 | 52 | – | – | 0 | top |
| 5-22 | 9 | 80° | 58 / 99 | -40 | 0 | top | |||||
| hdr•‡ Up Special | no hitboxes | – | 15 | – | – | – | |||||
| hdr‡※ Up Special | 1-8 | 9 | varies | 80 / 35 | -3 | 1 | 11 | – | – | 0 | bust |
| 9-10 | 8 | varies | 80 / 42 | +5 | 0 | bust | |||||
| SpecialHi3F vanilla• Up Special | no hitboxes | – | 40 | – | – | – | |||||
| SpecialHi3B vanilla• Up Special | no hitboxes | – | 40 | – | – | – | |||||
| hdr➔◆• Up Special | spawns bottomshoot | 12 | 55 | – | – | – | |||||
| hdr‡ Up Special | 6-7 | 3 | 110° | 40 fixed | +1 | 6 | 9 | – | – | 0 | top |
| hdr•‡ Up Special | no hitboxes | – | 15 | – | – | – | |||||
| hdr• Up Special | no hitboxes | – | 19 | – | – | – | |||||
| hdr‡ Down Special | 5 | 5 | 69° | 70 / 92 | +4 | 5 | 6 | – | – | 0 | top |
| SpecialLw1Loop vanilla• Down Special | no hitboxes | – | – | – | JC 3 | – | |||||
| SpecialLw1Hit vanilla• Down Special | no hitboxes | – | 20 | – | JC 3 | – | |||||
| SpecialLw1End vanilla Down Special | no hitboxes | – | 16 | – | JC 3 | – | |||||
| hdr➔‡ Down Special | spawns groundbomb | 16 | 56 | – | – | – | |||||
| hdr• Down Special | no hitboxes | – | 7 | – | – | – | |||||
| hdr•‡∅ Down Special | 1-2 | 2 | 366° | 60 fixed | – | 1 | – | – | – | 0 | top |
| SpecialLw3Hit vanilla• Down Special | no hitboxes | – | 18 | – | ADC | – | |||||
| hdr Down Special | 1-2 | 8 | Sakurai | 40 / 50 | -9 | 1 | 17 | – | ADC | 0 | top |
| 1-2 | 8 | 55° | 30 / 70 | -9 | 1 | top | |||||
| hdr‡ Down Special | 5 | 5 | 69° | 70 / 92 | +4 | 5 | 6 | – | – | 0 | top |
| SpecialAirLw1Loop vanilla• Down Special | no hitboxes | – | – | – | JC 3 | – | |||||
| SpecialAirLw1Hit vanilla• Down Special | no hitboxes | – | 20 | – | JC 3 | – | |||||
| SpecialAirLw1End vanilla Down Special | no hitboxes | – | 16 | – | JC 3 | – | |||||
| hdr➔‡ Down Special | spawns groundbomb | 16 | 56 | – | – | – | |||||
| hdr• Down Special | no hitboxes | – | 7 | – | – | – | |||||
| hdr•‡∅ Down Special | 1-2 | 2 | 366° | 60 fixed | – | 1 | – | – | – | 0 | top |
| SpecialAirLw3Hit vanilla• Down Special | no hitboxes | – | 18 | – | ADC | – | |||||
| hdr Down Special | 1-2 | 8 | Sakurai | 40 / 50 | -9 | 1 | 17 | – | ADC | 0 | top |
| 1-2 | 8 | 55° | 30 / 70 | -9 | 1 | top | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -12 | 1 | 16 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 41 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 3 | 48° | 48 / 90 | – | 12 | 30 | 18 | 0 | – |
| 1-9 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 10-11 | 4 | 48° | 140 fixed | -15 | 0 | top | ||||
| hdr➔‡ Back Throw | 1 | 7 | 60° | 45 / 40 | – | 10 | 35 | 25 | 0 | – |
| 1-34 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr➔‡ Up Throw | 1 | 7 | 90° | 40 fixed | – | 7 | 46 | 39 | 0 | – |
| 1-19 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Down Throw | 1 | 8 | 102° | 60 / 55 | – | 19 | 44 | 25 | 0 | – |
| 1-43 | 3 | Sakurai | 40 / 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 | – | 57 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 57 | 10 | – | |||||
| vanilla Ledge Attack | 20-22 | 9 | 45° | 90 / 20 | -29 | 20 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -27 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -26 | 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 | – | 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 | – | 32 | – | – | |||||
| 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 | – | – | |||||
| PassiveCeil 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 | – | 39 | – | – | |||||
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
11 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.
Bottomshoot
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Shoot | 1 | 7 | 80° | 110 / 30 | 0 | top |
| 1+ | 12 | 45° | 60 / 100 | 0 | top |
Flamepillar
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Shoot | 1-25 | 2 | 80° | 40 / 80 | 0 | top |
| hdr Pillar | 1-30 | 2.2 | 120° | 15 fixed | 0, 1, 2 | top |
| 31+ | 2.8 | 45° | 54 / 86 | 0, 1, 2 | top |
Grenadelauncher
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-3 (every 1) | 0 | Sakurai | 5 / 0 | 0 | top |
| 4-80 | 0 | Sakurai | 5 / 0 | 0 | top | |
| hdr⇥ Explode | 1-8 | 2 | 160° | 29 / 9 | 0 | top |
| 9-80 | 8 | 50° | 20 / 151 | 0 | top |
Groundbomb
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-150 | 2 | 90° | 20 fixed | 0 | top |
| hdr⇥ BurstAttack | 1-150 | 5 | 72° | 20 / 172 | 0 | top |
Gunnercharge
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Shoot | 1-60 | 4 | Sakurai | 14 / 42 | 0 | top |
| 1-60 | 21 | 50° | 27 / 80 | 1 | top |
Laser
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Shoot | 1-140 | 1.8 | 30° | 16 fixed | 0 | top |
| 142-149 | 5 | Sakurai | 55 / 155 | 0 | top |
Miimissile
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Homing | 1+ | 7.5 | 0° | 26 / 24 | 0 | top |
Rapidshot Bullet
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1 | 3 | Sakurai | 3 fixed | 0 | top |
| 2 | 3 | Sakurai | 3 fixed | 0 | top | |
| 3-6 | 3 | Sakurai | 0 / 0 | 0 | top | |
| 7-24 | 2 | Sakurai | 0 / 0 | 0 | top | |
| hdr⇥ FlyThrowB | 1-24 | 3 | Sakurai | 20 / 160 | 0 | top |
| hdr⇥ FlyThrowHi | 1-24 | 3 | 90° | 64 / 140 | 0 | top |
| hdr⇥ FlyThrowHi2 | 1-24 | 1 | 90° | 0 / 0 | 0 | top |
Stealthbomb
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Turn | 1-50 | 1 | 366° | 0 / 0 | 0 | top |
Stealthbomb S
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Move | 1-3 | 9 | 100° | 37 / 79 | 0 | top |
Supermissile
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Straight | 1+ | 10 | 65° | 50 / 30 | 0 | top |
| hdr SBurst | 1-3 | 20 | 50° | 49 / 80 | 0 | top |
Attributes
Weight & Size
- Weight
- 101
- Jostle Weight
- 6
- Shield Radius
- 9.5
Ground Movement
- Walk Speed
- 1
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.8
- Run Speed
- 1.26
- Run Accel (mul)
- 0.0858
- Run Accel (add)
- 0.02
- Traction
- 0.068
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 11.0468
- Full Hop Height
- 30.9
- Short Hop Height
- 14
- Air Jump Height
- 29.3
- Jump Count
- 2
- Horizontal Jump Speed
- 1.18
Air Movement
- Air Speed
- 0.99
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.0375
- Air Friction
- 0.01
- Gravity
- 0.102
- Fall Speed
- 1.78
Landing Lag
- Nair
- 9
- Fair
- 11
- Bair
- 11
- Uair
- 12
- Dair
- 13
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (37 -> 55 frames).Up Special (1), Up Special (Air, 1)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 3, Forward Tilt, Down Tilt, Forward Smash, Neutral Air, Forward Air, AttackAirFboost, Back Air, AttackAirBboost, Up Air, AttackAirHiBoost, Down Air, AttackAirLwBoost, Neutral Special (2Start), Neutral Special (3Start), Neutral Special (3End), Neutral Special (1Neon), Neutral Special (Air, 2Start), Neutral Special (Air, 3Start), Neutral Special (Air, 3End), Neutral Special (Air, 1Neon), Side Special (1), Side Special (31), Side Special (Air, 1), Side Special (Air, 31), Up Special (2Squat), Up Special (3Start), Up Special (3), Up Special (Air, 2Squat), Up Special (Air, 3Start), Down Special (1Start), Down Special (2), Down Special (3Hold), Down Special (Air, 1Start), Down Special (Air, 2), Down Special (Air, 3Hold), Grab, Forward Throw, Back Throw, Up Throw, Down Throw
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: damage.AttackAirLwBoost
- Computed at runtime, not shown: angle.Up Special (3)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frame 3+: out, but unable to collide with a fighter, so not counted as active frames.Down Special (3Hold), Down Special (Air, 3Hold)
✕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.
- Flamepillar is on the field for up to 25 frames (param_flamepillar.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Flamepillar: Shoot
- Grenadelauncher is on the field for up to 80 frames (param_grenadelauncher.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Grenadelauncher: Fly, Grenadelauncher: Explode
- Groundbomb is on the field for up to 150 frames (param_groundbomb.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Groundbomb: Fly, Groundbomb: BurstAttack
- Gunnercharge is on the field for up to 60 frames (param_gunnercharge.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Gunnercharge: Shoot
- Rapidshot Bullet is on the field for up to 24 frames (param_rapidshot_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Rapidshot Bullet: Fly, Rapidshot Bullet: FlyThrowB, Rapidshot Bullet: FlyThrowHi, Rapidshot Bullet: FlyThrowHi2
- Stealthbomb is on the field for up to 50 frames (param_stealthbomb.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Stealthbomb: Turn
↛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.
- Damage comes from attackairf_bullet — the engine's name for it, and there is no table for it here.Forward Air
- Also spawns attackairf_bullet — the engine's name for it, and there is no table for it here.AttackAirFboost
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Gunnercharge — see Projectiles & Articles below.Neutral Special (1Start), Neutral Special (1Fire), Neutral Special (1FireMax), Neutral Special (Air, 1Start), Neutral Special (Air, 1Fire), Neutral Special (Air, 1FireMax)
- Also spawns Rapidshot Bullet — see Projectiles & Articles below.Neutral Special (2Loop), Neutral Special (Air, 2Loop), Back Throw, Up Throw
- Damage comes from Grenadelauncher — see Projectiles & Articles below.Neutral Special (3End), Neutral Special (Air, 3End)
- Also spawns Gunnercharge — see Projectiles & Articles below.Neutral Special (1Neon), Neutral Special (Air, 1Neon)
- Damage comes from Flamepillar — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
- Damage comes from Bottomshoot — see Projectiles & Articles below.Up Special (1), Up Special (Air, 1)
- Damage comes from Groundbomb — see Projectiles & Articles below.Down Special (2), Down Special (Air, 2)
•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 (1Start), Neutral Special (2Start), Neutral Special (3Start), Neutral Special (Air, 1Start), Neutral Special (Air, 2Start), Neutral Special (Air, 3Start), Side Special (2Start), Side Special (Air, 2Start), Up Special (1), Up Special (3Start), Up Special (3F), Up Special (3B), Up Special (Air, 1), Up Special (Air, 3Start), Up Special (Air, 3End), Down Special (1Hit), Down Special (3Start), Down Special (3Hit), Down Special (Air, 1Hit), Down Special (Air, 3Start), Down Special (Air, 3Hit), 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.Neutral Special (1Hold), Neutral Special (Air, 1Hold), Side Special (2Loop), Side Special (Air, 2Loop), Down Special (1Loop), Down Special (3Hold), Down Special (Air, 1Loop), Down Special (Air, 3Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it with 6 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air, 2Loop)
- Land cancels: touching the ground during this move ends it with 12 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. The code names the move rather than this animation, so the figure may belong to another of its segments.Side Special (Air, 32)
- 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
Mii Gunner