AirCatchPose

13 fighters0 changed by HDRGrabsinternal aircatchpose
Byleth vanilla
master
0–––––––181–
Dark Samus vanilla
samusd
0–––––––181–
Isabelle vanilla
shizue
0–––––––181–
Ivysaur vanilla
pfushigisou
0–––––––181–
Joker vanilla
jack
0–––––––181–
Lucas vanilla
lucas
0–––––––181–
Min Min vanilla
tantan
0–––––––181–
Richter vanilla
richter
0–––––––181–
Samus vanilla
samus
0–––––––181–
Simon vanilla
simon
0–––––––181–
Toon Link vanilla
toonlink
0–––––––181–
Young Link vanilla
younglink
0–––––––181–
Zero Suit Samus vanilla
szerosuit
0–––––––181–

One row per fighter, so a multi-hit move shows only its first hitbox here — Hits says how many it has, and the fighter's own page lists them all. On shield is frame advantage: −7 means the defender acts seven frames before you, so anything faster than that punishes. Aerials are measured against landing lag and assume you land on the hitting frame; everything else against the move's first actionable frame. Throws and command grabs show no figure, because those hits land on an opponent already held and never meet a shield. Anything marked with a dotted underline has more to it than the one number — hover or tap it for the rest. Clicking anywhere in the Fighter cell opens the ACMD script their version of the move is read from; clicking the name itself goes to their page.

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.