Mii Swordfighter

148 moves80 changed by HDR68 vanillainternal miiswordsman
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5-6370°30 / 20-10519–0top
5-6386°30 / 20-101top
5-63Sakurai25 / 15-102top
hdr
Jab
6-7370°30 / 20-12622–0top
6-7380°30 / 20-121top
6-73Sakurai25 / 15-122top
hdr
Jab
5-7430°40 / 120-26536–0shoulderr
5430°40 / 120-261top
6-7430°40 / 120-251top
7430°40 / 120-242top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
8-1113Sakurai50 / 75-24842–0, 1armr, haver
8-1115Sakurai50 / 75-232haver

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Forward Tilt
9-121052°50 / 42-18935–0, 1armr, haver
9-121272°50 / 48-172haver
hdr
Up Tilt
8-12980°42 / 116-16831–0, 1armr, haver
8-121182°42 / 116-142haver
hdr‡
Down Tilt
5-8830°25 / 40-12524–0, 1armr, haver
5-81030°50 / 40-112haver

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
14-1615Sakurai41 / 98-301455–0, 1armr, haver
14-1617Sakurai41 / 98-292haver
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
13-173100°80 fixed-381355–0armr
13-173105°65 fixed-381haver
13-173115°50 fixed-382haver
22-261194°58 / 102-240, 1armr, haver
22-261394°58 / 102-232haver
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
7-81127°78 / 60-34750–0, 1armr, haver
7-81327°78 / 60-332haver
15-161332°71 / 57-250, 1armr, haver
15-161532°71 / 57-242haver

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
6-1310Sakurai34 / 85-163981-3, 32–0, 1armr, haver
6-1312Sakurai34 / 8502haver
14-22772°34 / 85-30, 1armr, haver
14-22972°34 / 85-22haver
hdr‡
Forward Air
8-9370°30 / 40-88371134–0armr
8-9470°30 / 40-71, 2haver
12-13370°30 / 60-80armr
12-13470°30 / 60-71, 2haver
17-18450°30 / 130-70, 1haver
17-18350°30 / 130-82armr
hdr‡
Back Air
9-1312Sakurai10 / 99-1938930–0, 1, 3armr, haver, shoulderr
9-1314Sakurai10 / 11202haver
hdr‡
Up Air
10-141490°30 / 90-11042101-4, 29–0, 1armr, haver
10-141690°30 / 9002haver
15-221180°21 / 78-20, 1, 2armr, haver
hdr‡
Down Air
12-262270°33 / 40-91245121-4, 36–0, 1haver
12-262365°33 / 40-92, 3haver
28-30555°40 / 120-80, 1haver

Special Attacks

75 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔‡
Neutral Special
spawns tornadoshot1552–––
hdr➔◆‡
Neutral Special
13-1610Sakurai39 / 100-221343––0, 1armr, haver
13-1612Sakurai39 / 100-212haver
hdr•‡
Neutral Special
no hitboxes–10–––
SpecialN3Loop vanilla•
Neutral Special
no hitboxes–––––
hdr◆¶
Neutral Special
6-18 (every 4)1180°7 fixed-31640––0haver
6-18 (every 4)1366°10 fixed-310haver
6-18 (every 4)10°5 fixed-311haver
22-23585°30 / 55-130haver
22-23570°30 / 55-131haver
vanilla
Neutral Special
6-18 (every 4)0.8180°1 fixed-65674––0haver
6-18 (every 4)0.892°1 fixed-651haver
22-230.891°21 fixed-491haver
33-34840°58 / 105-340top
hdr◆¶
Neutral Special
6-18 (every 4)1180°7 fixed-31640––0haver
6-18 (every 4)1366°10 fixed-310haver
6-18 (every 4)10°5 fixed-311haver
22-23585°30 / 55-130haver
22-23570°30 / 55-131haver
vanilla
Neutral Special
6-18 (every 4)0.8180°1 fixed-65674––0haver
6-18 (every 4)0.892°1 fixed-651haver
22-230.891°21 fixed-491haver
33-34840°58 / 105-340top
hdr➔‡
Neutral Special
spawns tornadoshot1552–––
hdr➔◆‡
Neutral Special
13-1610Sakurai39 / 100-221343––0, 1armr, haver
13-1612Sakurai39 / 100-212haver
hdr•‡
Neutral Special
no hitboxes–10–––
SpecialAirN3Loop vanilla•
Neutral Special
no hitboxes–––––
hdr◆¶
Neutral Special
6-18 (every 4)1180°7 fixed-31640––0haver
6-18 (every 4)1366°10 fixed-310haver
6-18 (every 4)10°5 fixed-311haver
22-23585°30 / 55-130haver
22-23570°30 / 55-131haver
vanilla
Neutral Special
6-70.890°1 fixed-65674––0haver
10-110.8285°10 fixed-610haver
14-150.890°1 fixed-570haver
18-190.8285°10 fixed-530haver
22-230.8120°20 fixed-490haver
22-230.845°25 fixed-491haver
33-34840°58 / 105-340top
hdr◆¶
Neutral Special
6-18 (every 4)1180°7 fixed-31640––0haver
6-18 (every 4)1366°10 fixed-310haver
6-18 (every 4)10°5 fixed-311haver
22-23585°30 / 55-130haver
22-23570°30 / 55-131haver
vanilla
Neutral Special
6-70.890°1 fixed-65674––0haver
10-110.8285°10 fixed-610haver
14-150.890°1 fixed-570haver
18-190.8285°10 fixed-530haver
22-230.8120°20 fixed-490haver
22-230.845°25 fixed-491haver
33-34840°58 / 105-340top
hdr•‡
Side Special
no hitboxes–11–––
hdr•
Side Special
no hitboxes–41–––
vanilla
Side Special
3-61450°70 / 85-38351––0top
hdr‡
Side Special
no hitboxes–31–––
hdr•‡
Side Special
no hitboxes–12–––
SpecialS2Hold vanilla•
Side Special
no hitboxes–––––
hdr•
Side Special
3+858°55 / 55–3–––0top
hdr
Side Special
3-51090°65 / 44-19330––0, 1top
SpecialS2End vanilla
Side Special
no hitboxes–35–––
hdr➔‡
Side Special
spawns chakram148–––
hdr➔‡
Side Special
spawns chakram148–––
hdr➔‡
Side Special
spawns chakram148–––
hdr•‡
Side Special
no hitboxes–11–––
hdr•
Side Special
no hitboxes–41–––
hdr•
Side Special
no hitboxes–404––
vanilla•‡
Side Special
no hitboxes–11–––
SpecialAirS2Hold vanilla•
Side Special
no hitboxes–––––
hdr•
Side Special
3+858°55 / 55–3–––0top
hdr•
Side Special
3-51090°65 / 44-4835912–0, 1top
vanilla•
Side Special
no hitboxes–36–––
hdr➔‡
Side Special
spawns chakram148–C–
hdr➔‡
Side Special
spawns chakram148–C–
hdr➔‡
Side Special
spawns chakram148–C–
hdr•‡
Up Special
no hitboxes–8–––
hdr‡
Up Special
1-3555°70 / 165-31137––0top
hdr•‡
Up Special
no hitboxes–21–––
hdr•‡
Up Special
no hitboxes–21–––
hdr•※¶
Up Special
23367°40 / 40–2–24–0rot
21367°40 / 40–0rot
2-33367°40 / 40–0rot
2-31367°40 / 40–0rot
2355°40 / 40–1rot
2155°40 / 40–1rot
2-3355°40 / 40–1rot
2-3155°40 / 40–1rot
23367°100 fixed–2rot
21367°100 fixed–2rot
2-33367°100 fixed–2rot
2-31367°100 fixed–2rot
23363°120 fixed–3rot
21363°120 fixed–3rot
2-33363°120 fixed–3rot
2-31363°120 fixed–3rot
5-66varies70 / 110–0, 1rot
5-6485°90 / 40–0, 1rot
hdr‡
Up Special
no hitboxes–25–––
hdr•‡
Up Special
no hitboxes–2924––
vanilla•
Up Special
no hitboxes–2624––
hdr•‡
Up Special
no hitboxes–7–––
SpecialHi3Hold vanilla•
Up Special
no hitboxes–––––
hdr
Up Special
4-51340°60 / 80-61475––0, 1armr, haver
4-51540°60 / 80-602haver
6-101140°60 / 80-600, 1armr, haver
6-101340°60 / 80-592haver
11-207Sakurai75 / 64-580, 1haver
11-209Sakurai75 / 64-572haver
21-365Sakurai70 / 64-490, 1haver
21-367Sakurai70 / 64-482haver
hdr•‡
Up Special
no hitboxes–8–––
hdr
Up Special
11046°60 / 95-36145––0, 1, 2top
2-10488°60 fixed-380top
2-10490°60 fixed-381top
2-10492°60 fixed-382top
29-593Sakurai20 fixed-120, 1, 2haver
29-593268°100 fixed-123haver
29-593268°70 fixed-124haver
29-593268°40 fixed-125haver
vanilla•
Up Special
no hitboxes–––––
hdr‡
Up Special
8395°115 fixed-72884––0top
8385°60 fixed-722hip
11260°80 fixed-691top
11, 16, 19, 22, 26, 31285°60 fixed-692hip
162100°80 fixed-640top
19260°90 fixed-611top
222105°65 fixed-580top
26260°70 fixed-541top
312105°50 fixed-490top
38230°80 fixed-421top
38260°60 fixed-422hip
458Sakurai40 / 120-320top
468Sakurai40 / 120-310top
hdr☆‡
Up Special
1-3555°70 / 165–1–––0top
hdr◆
Down Special
7-10575°54 / 23-18730––0, 1, 2armr
7-105Sakurai20 / 20-183, 4, 5armr
vanilla‡
Down Special
21-22880°85 / 60-112139––0top
hdr➔‡
Down Special
spawns tornadoshot1052–––
hdr‡
Down Special
151540°50 / 72-121538––0, 1haver
16-181540°50 / 72-110, 1top
19-261345°50 / 72-90, 1top
27-341050°50 / 72-30, 1top
vanilla
Down Special
no hitboxes–26–––
vanilla
Down Special
no hitboxes–32–––
hdr
Down Special
6-12677°40 / 75-25637––0, 1armr, haver
6-12882°40 / 75-242haver
hdr‡
Down Special
19-2214–1649°80 / 78-27 to -261956––0, 1, 2armr, haver
hdr‡
Down Special
7-101080°64 / 85-27742––0top
hdr‡
Down Special
7-101080°64 / 85-27742––0top
hdr◆
Down Special
7-10575°54 / 23-18730––0, 1, 2armr
7-105Sakurai20 / 20-183, 4, 5armr
vanilla‡
Down Special
21-22873°85 / 60-142142––0top
hdr➔‡
Down Special
spawns tornadoshot1052–––
hdr
Down Special
17-1913275°40 / 50-51732––0, 1top
20-271150°40 / 75-30, 1top
28-35855°40 / 75+30, 1top
hdr‡
Down Special
2-4545°60 / 105-25232––0top
vanilla
Down Special
no hitboxes–30–––
hdr
Down Special
6-12677°40 / 75-25637––0, 1armr, haver
6-12882°40 / 75-242haver
hdr‡
Down Special
19-2214–1649°80 / 78-27 to -261956––0, 1, 2armr, haver
hdr‡
Down Special
7-101080°64 / 85-27742––0top
hdr‡
Down Special
7-101080°64 / 85-27742––0top

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––– / –––43–0grab
hdr
Pivot Grab
9-10––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1345°60 / 90–1329160–
1-103Sakurai60 / 100–0–
11-12340°70 / 100–0top
hdr‡
Back Throw
1350°55 / 100–1633170–
1-143Sakurai60 / 100–0–
15-164110°70 / 100–0, 1kneel
hdr‡
Up Throw
1384°50 / 205–2343200–
1-203Sakurai40 / 100–0–
21-22495°30 / 122–0top
hdr
Down Throw
1280°75 / 115–1634180–
1-143Sakurai60 / 100–0–
155Sakurai30 / 150–0top

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 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
22-24945°90 / 20-272256–0top
vanilla
Get-Up Attack
17-18748°80 / 48-311754–0top
21-22748°80 / 48-270top
vanilla
Get-Up Attack
17-18748°80 / 48-311754–0top
21-22748°80 / 48-270top
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––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–36––

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

4 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.

Chakram

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-9780°34 / 750top
1-221.5365°30 / 400top
10-66570°34 / 750top
23-361.590°30 / 400top
37-661.510°30 / 400top
vanilla⇥
FlyFlickSub
1-66845°30 / 700top
vanilla⇥
FlyNormalSub
1-661.10°30 / 400top

Lightshuriken

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-50755°38 / 600, 1top

Tornadoshot

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-171165°54 / 160top
18-501280°51 / 350top
hdr
Shockspell
15-18673°40 / 550top
15-181784°40 / 721, 2top

Wave

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-171.825°20 / 700top
18-252.432°12 / 1700top
26+345°5 / 1950top

Attributes

Weight & Size

Weight
98
Jostle Weight
6
Shield Radius
9.9

Ground Movement

Walk Speed
1.17
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.81
Run Speed
1.6
Run Accel (mul)
0.1009
Run Accel (add)
0.02
Traction
0.077

Jumps

Jumpsquat
4
Jump Initial Y
10.114
Full Hop Height
28.5
Short Hop Height
13
Air Jump Height
27.5
Jump Count
2
Horizontal Jump Speed
1.32

Air Movement

Air Speed
1.112
Air Accel (add)
0.015
Air Accel (mul)
0.036
Air Friction
0.005
Gravity
0.11
Fall Speed
2.06

Landing Lag

Nair
8
Fair
11
Bair
9
Uair
10
Dair
12
Empty Landing
4
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (46 -> 62 frames).Forward Tilt
  • HDR replaces the animation (51 -> 59 frames).Neutral Special (2), Neutral Special (Air, 2)
  • HDR replaces the animation (86 -> 53 frames).Neutral Special (3End), Neutral Special (3EndMax), Neutral Special (Air, 3End), Neutral Special (Air, 3EndMax)
  • HDR replaces the animation (65 -> 40 frames).Down Special (1), Down Special (Air, 1)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Forward Tilt, Down Tilt, Forward Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (1), Neutral Special (2), Neutral Special (3Start), Neutral Special (Air, 1), Neutral Special (Air, 2), Neutral Special (Air, 3Start), Side Special (1Start), Side Special (1End), Side Special (2Start), Side Special (3 1Hi), Side Special (3 1), Side Special (3 1Lw), Side Special (Air, 1Start), Side Special (Air, 2Start), Side Special (Air, 3 1Hi), Side Special (Air, 3 1), Side Special (Air, 3 1Lw), Up Special (1Start), Up Special (1End), Up Special (2Hold), Up Special (Air, 2Hold), Up Special (2Landing), Up Special (2Fall), Up Special (3Start), Up Special (Air, 1Start), Up Special (Air, 3), Up Special (Air, 1End), Down Special (1Hit), Down Special (2), Down Special (3), Down Special (1Mordschlag), Down Special (3End2), Down Special (3End2Max), Down Special (Air, 1Hit), Down Special (Air, 2), Down Special (Air, 3End), Down Special (Air, 1Mordschlag), Down Special (Air, 3End2), Down Special (Air, 3End2Max), Forward Throw, Back Throw, Up Throw, DownSpot
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (3End), Neutral Special (3EndMax), Neutral Special (Air, 3End), Neutral Special (Air, 3EndMax), Up Special (2)
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Up Special (Air, 1End)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle.Up Special (2)
✕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.
  • Chakram is on the field for up to 66 frames (param_chakram.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Chakram: Fly, Chakram: FlyFlickSub, Chakram: FlyNormalSub
  • Lightshuriken is on the field for up to 50 frames (param_lightshuriken.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Lightshuriken: Fly
  • Tornadoshot is on the field for up to 50 frames (param_tornadoshot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Tornadoshot: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Tornadoshot — see Projectiles & Articles below.Neutral Special (1), Neutral Special (Air, 1), Down Special (2), Down Special (Air, 2)
  • Also spawns Lightshuriken — see Projectiles & Articles below.Neutral Special (2), Neutral Special (Air, 2)
  • Damage comes from Chakram — see Projectiles & Articles below.Side Special (3 1Hi), Side Special (3 1), Side Special (3 1Lw), Side Special (Air, 3 1Hi), Side Special (Air, 3 1), Side Special (Air, 3 1Lw)
•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 (3Start), Neutral Special (Air, 3Start), Side Special (1Start), Side Special (1), Side Special (2Start), Side Special (Air, 1Start), Side Special (Air, 1), Side Special (Air, 2Start), Side Special (Air, 2End), Up Special (1Start), Up Special (2Hold), Up Special (Air, 2Hold), Up Special (2Fall), Up Special (2Bound), Up Special (3Start), Up Special (Air, 1Start), 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 (3Loop), Neutral Special (Air, 3Loop), Side Special (2Hold), Side Special (2Dash), Side Special (Air, 2Hold), Side Special (Air, 2Dash), Up Special (2), Up Special (3Hold), Up Special (Air, 1Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • 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.Side Special (Air, 1End)
  • Land cancels: touching the ground during this move ends it with 12 frames of landing lag rather than the usual special-fall landing.Side Special (Air, 2Attack)
  • Land cancels: touching the ground during this move ends it in Up Special (2Landing), which recovers in 24 frames and is the only way out of it.Up Special (2)
  • Land cancels: touching the ground during this move ends it in Up Special (2Landing), which recovers in 24 frames rather than the 28 this move would otherwise run.Up Special (2Fall)
  • Land cancels: touching the ground during this move ends it in Up Special (2Landing), which recovers in 24 frames rather than the 25 this move would otherwise run.Up Special (2Bound)
  • 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.