Mii Gunner

141 moves65 changed by HDR76 vanillainternal miigunner
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6370°22 / 18-8517–0, 1shoulderl, arml
5-6370°20 / 15-82handl
5-63Sakurai20 / 20-83top
hdr
Jab
4-7375°25 / 25-12420–0, 1legr, kneer
4-7375°20 / 20-122kneer
4-73Sakurai25 / 25-123top
hdr‡
Jab
5-71350°20 fixed-25533–0top
5-7190°10 fixed-251top
10-135Sakurai64 / 86-180, 1, 2armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
10-131445°55 / 71-261046–0handr
10-131445°55 / 71-261, 2handr, armr
14-171045°40 / 71-240handr
14-171045°40 / 71-241, 2handr, armr

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
7-1210Sakurai36 / 76-20735–0armr
7-813Sakurai56 / 56-181top
7-81051°36 / 76-202top
8-1213Sakurai56 / 56-173, 4top
9-1013Sakurai56 / 56-161top
9-101051°36 / 76-182top
11-1210Sakurai56 / 56-161top
11-121051°36 / 76-162top
hdr
Up Tilt
5980°50 / 80-23535–0shoulderr
5-101090°50 / 100-221handr
51090°50 / 100-222, 3top
6-10980°50 / 80-220armr
6-71090°50 / 100-212handr
8-10895°50 / 80-202handr
hdr‡
Down Tilt
8-12980°44 / 78-20835–0, 1shoulderr, armr
8-121385°44 / 101-172top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
19-401.8180°7 fixed-581980–0top
19-401.80°5 fixed-581top
42-437.550°47 / 163-310, 1top
447.550°47 / 163-290top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
11-12296°30 fixed-411156–0armr
11-12286°30 fixed-411armr
11-12290°30 fixed-412armr
11-122Sakurai0 / 100-413armr
15-162110°30 fixed-371armr
15-162Sakurai0 / 100-372armr
19-20290°25 fixed-330armr
19-202Sakurai0 / 100-331armr
23-242120°30 fixed-290armr
23-242116°30 fixed-291armr
23-242218°30 fixed-292, 3armr
27-28790°50 / 150-230, 1armr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
9-101245°40 / 100-35953–0shoulderr
9-101640°40 / 83-331, 2top, armr
22-251445°40 / 100-210shoulderr
22-251840°40 / 83-191, 2top, armr

Aerial Attacks

9 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
6-191150°48 / 51-163791-2, 33–0, 1shoulderr, handr
6-191350°48 / 9202handr
hdr↛‡
Forward Air
spawns attackairf_bullet11401133––
hdr↛‡
Forward Air
15-19570°35 / 112-271547–37–0, 1, 2shoulderr, armr, handr
20-274Sakurai28 / 122-220, 1, 2shoulderr, armr, handr
hdr‡
Back Air
9-1210Sakurai29 / 93-4940111-3, 32–0, 1shoulderr, armr
9-1213Sakurai41 / 93-22, 3handr
hdr‡
Back Air
15-18845°44 / 94-241546–1-3, 42–0, 1, 2shoulderr, armr, kneel
15-1810120°44 / 75-233, 4handr
19-257Sakurai35 / 100-210, 1, 3shoulderr, armr, handr
hdr‡
Up Air
141.8140°45 fixed-101457121-11, 55–0top
15-291.8367°25 fixed-100top
15-291.896°25 fixed-101top
15-291.8130°25 fixed-102top
31-33478°50 / 120-80top
hdr‡
Up Air
20-231890°27 / 77-332065–1-110top
20-2314270°56 / 38-351top
24-2913Sakurai30 / 72-310top
hdr‡
Down Air
16-1915270°18 / 50-31651131-3, 50–0, 1handr
20-2312Sakurai30 / 70-50handr
20-2312Sakurai30 / 70-51handr
hdr‡※
Down Air
18-21varies90°50 / 65–1848–1-9, 43–0, 1handr
18-21varies90°50 / 65–2handr
22-37varies75°30 / 90–0, 1, 2handr

Special Attacks

64 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔•
Neutral Special
spawns gunnercharge1013–––
vanilla•
Neutral Special
no hitboxes–––––
vanilla
Neutral Special
no hitboxes–9–––
vanilla➔
Neutral Special
spawns gunnercharge340–––
hdr➔
Neutral Special
spawns gunnercharge340–––
vanilla•‡
Neutral Special
no hitboxes–7–––
hdr➔
Neutral Special
4-5645°30 / 100-13423––0armr
vanilla
Neutral Special
no hitboxes–15–––
hdr•‡
Neutral Special
no hitboxes–22–––
hdr➔‡
Neutral Special
spawns grenadelauncher131–––
hdr➔‡
Neutral Special
11-1525Sakurai45 / 76-291156––0top
11-1522Sakurai45 / 76-301top
hdr➔•
Neutral Special
spawns gunnercharge1013–––
vanilla•
Neutral Special
no hitboxes–––––
vanilla
Neutral Special
no hitboxes–9–––
SpecialAirN1JumpCancel vanilla
Neutral Special
no hitboxes–6–––
vanilla➔
Neutral Special
spawns gunnercharge340–––
hdr➔
Neutral Special
spawns gunnercharge340–––
vanilla•‡
Neutral Special
no hitboxes–7–––
hdr➔•
Neutral Special
4-5645°30 / 100-134236–0armr
vanilla
Neutral Special
no hitboxes–15–––
hdr•‡
Neutral Special
no hitboxes–22–––
hdr➔‡
Neutral Special
spawns grenadelauncher131–––
hdr➔‡
Neutral Special
11-1525Sakurai45 / 76-291156––0top
11-1522Sakurai45 / 76-301top
hdr➔‡
Side Special
spawns flamepillar1851–––
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 flamepillar1851–––
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–5012––
hdr➔◆•
Up Special
spawns bottomshoot1255–––
hdr‡
Up Special
6-73110°40 fixed+169––0top
hdr
Up Special
2-41280°68 / 91-41252––0top
5-22980°58 / 99-400top
hdr•‡
Up Special
no hitboxes–15–––
hdr‡※
Up Special
1-89varies80 / 35-3111––0bust
9-108varies80 / 42+50bust
SpecialHi3F vanilla•
Up Special
no hitboxes–40–––
SpecialHi3B vanilla•
Up Special
no hitboxes–40–––
hdr➔◆•
Up Special
spawns bottomshoot1255–––
hdr‡
Up Special
6-73110°40 fixed+169––0top
hdr•‡
Up Special
no hitboxes–15–––
hdr•
Up Special
no hitboxes–19–––
hdr‡
Down Special
5569°70 / 92+456––0top
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 groundbomb1656–––
hdr•
Down Special
no hitboxes–7–––
hdr•‡∅
Down Special
1-22366°60 fixed–1–––0top
SpecialLw3Hit vanilla•
Down Special
no hitboxes–18–ADC–
hdr
Down Special
1-28Sakurai40 / 50-9117–ADC0top
1-2855°30 / 70-91top
hdr‡
Down Special
5569°70 / 92+456––0top
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 groundbomb1656–––
hdr•
Down Special
no hitboxes–7–––
hdr•‡∅
Down Special
1-22366°60 fixed–1–––0top
SpecialAirLw3Hit vanilla•
Down Special
no hitboxes–18–ADC–
hdr
Down Special
1-28Sakurai40 / 50-9117–ADC0top
1-2855°30 / 70-91top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1348°48 / 90–1230180–
1-93Sakurai60 / 100–0–
10-11448°140 fixed–0top
hdr➔‡
Back Throw
1760°45 / 40–1035250–
1-343Sakurai60 / 100–0–
hdr➔‡
Up Throw
1790°40 fixed–746390–
1-193Sakurai60 / 100–0–
hdr‡
Down Throw
18102°60 / 55–1944250–
1-433Sakurai40 / 100–0–

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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
20-22945°90 / 20-292056–0top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
21-22748°80 / 48-270top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
22-23748°80 / 48-260top
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––
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––
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
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

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
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1780°110 / 300top
1+1245°60 / 1000top

Flamepillar

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Shoot
1-25280°40 / 800top
hdr
Pillar
1-302.2120°15 fixed0, 1, 2top
31+2.845°54 / 860, 1, 2top

Grenadelauncher

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-3 (every 1)0Sakurai5 / 00top
4-800Sakurai5 / 00top
hdr⇥
Explode
1-82160°29 / 90top
9-80850°20 / 1510top

Groundbomb

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-150290°20 fixed0top
hdr⇥
BurstAttack
1-150572°20 / 1720top

Gunnercharge

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Shoot
1-604Sakurai14 / 420top
1-602150°27 / 801top

Laser

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot
1-1401.830°16 fixed0top
142-1495Sakurai55 / 1550top

Miimissile

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Homing
1+7.50°26 / 240top

Rapidshot Bullet

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
13Sakurai3 fixed0top
23Sakurai3 fixed0top
3-63Sakurai0 / 00top
7-242Sakurai0 / 00top
hdr⇥
FlyThrowB
1-243Sakurai20 / 1600top
hdr⇥
FlyThrowHi
1-24390°64 / 1400top
hdr⇥
FlyThrowHi2
1-24190°0 / 00top

Stealthbomb

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Turn
1-501366°0 / 00top

Stealthbomb S

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Move
1-39100°37 / 790top

Supermissile

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Straight
1+1065°50 / 300top
hdr
SBurst
1-32050°49 / 800top

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, DownSpot
※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

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.