Attack100Start

33 fighters1 changed by HDRJabsinternal attack100start
Banjo & Kazooie vanilla
buddy
04
Bayonetta vanilla
bayonetta
04
Bowser Jr. vanilla
koopajr
04
Byleth vanilla
master
09
Captain Falcon vanilla
captain
03
Corrin vanilla
kamui
010
Dark Pit vanilla
pitb
04
Duck Hunt vanilla
duckhunt
03
Falco vanilla
falco
03
Fox vanilla
fox
03
Greninja vanilla
gekkouga
04
Inkling vanilla
inkling
02
Ivysaur vanilla
pfushigisou
03
King Dedede vanilla
dedede
03
Kirby vanilla
kirby
05
Little Mac vanilla
littlemac
03
Meta Knight vanilla
metaknight
03
Mewtwo vanilla
mewtwo
03
Mii Brawler vanilla
miifighter
04
Min Min vanilla
tantan
04
Mythra vanilla
elight
06
Palutena vanilla
palutena
02
Piranha Plant vanilla
packun
04
Pit vanilla
pit
04
Pyra vanilla
eflame
07
Richter vanilla
richter
07
Ridley vanilla
ridley
03
Robin hdr
reflet
09
Rosalina & Luma vanilla
rosetta
03
Sheik vanilla
sheik
03
Simon vanilla
simon
07
Young Link vanilla
younglink
04
Zelda vanilla
zelda
03

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

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.