Up Tilt

87 fighters86 changed by HDRTilt Attacksinternal attackhi3
Banjo & Kazooie hdr
buddy
59-111175°5594-14630–
Bayonetta hdr
bayonetta
312-15297°8068-15833–
Bowser hdr
koopa
414-189110°5090-141136–
Bowser Jr. hdr
koopajr
17-14895°48110-18732–
Byleth hdr
master
37-148100°50102-20736–
Captain Falcon hdr
captain
214-1812285°3090-161439–
Charizard hdr
plizardon
29-13778°49100-21936–
Chrom hdr
chrom
28-15985°5587-17732–
Cloud hdr
cloud
25-10880°46100-20532–
Corrin hdr
kamui
6101174°6071-16733–
Daisy hdr
daisy
310-12694°5085-13629–
Dark Pit hdr
pitb
215-16469°7144-10631–
Dark Samus hdr
samusd
214-1913100°3390-21942–
Diddy Kong hdr
diddy
16-118100°45105-17630–
Donkey Kong hdr
donkey
36-119110°70115-21636–
Dr. Mario hdr
mariod
27-11984°5085-16530–
Duck Hunt hdr
duckhunt
310-12896°5094-16933–
Falco hdr
falco
514-18380°33144-15735–
Fox hdr
fox
35-108110°29143-16528–
Ganondorf hdr
ganon
212-131478°5075-151237–
Greninja hdr
gekkouga
17-13780°6972-18731–
Hero hdr
brave
612-141486°8070-17839–
Ice Climbers hdr
iceclimber
327190°4795-11743–
Ike hdr
ike
915-211490°25110-11935–
Incineroar hdr
gaogaen
29-11994°7568-16632–
Inkling hdr
inkling
212-158103°4595-14732–
Isabelle hdr
shizue
16-13882°6286-15628–
Ivysaur hdr
pfushigisou
514-15980°40105-10931–
Jigglypuff hdr
purin
211-13988°40120-7925–
Joker hdr
jack
Without Arsene · +1 stance
410-18290°75116-15830–
Kazuya vanilla
demon
410688°685-14930–
King Dedede hdr
dedede
17-121288°38104-18734–
King K. Rool hdr
krool
39-11varies84°7663–936–
Kirby hdr
kirby
26-10888°50103-14426–
Link hdr
link
28-13985°30115-17833–
Little Mac hdr
littlemac
14-107100°50103-18428–
Lucario hdr
lucario
26-14599°60100-23635–
Lucas hdr
lucas
411-12785°50100-15833–
Lucina hdr
lucina
29-121080°5585-16634–
Luigi hdr
luigi
15-109100°35118-18530–
Mario hdr
mario
27-11892°40100-16530–
Marth hdr
marth
69-13980°50100-14633–
Mega Man hdr
rockman
361785°8473-3565318
Meta Knight hdr
metaknight
59-14695°40130-12728–
Mewtwo hdr
mewtwo
78-13965°25115-14729–
Mii Brawler hdr
miifighter
38-15785°40105-17631–
Mii Gunner hdr
miigunner
68-10995°5080-20535–
Mii Swordfighter hdr
miiswordsman
28-12982°42116-14831–
Min Min hdr
tantan
412-14999°3999-18837–
Mr. Game & Watch hdr
gamewatch
311-139100°30112-8728–
Mythra hdr
elight
28-126.586°4898-17831–
Ness hdr
ness
25-8896°46125-18530–
Olimar hdr
pikmin
27-14895°8550-20734–
Pac-Man hdr
pacman
16-14796°45110-16628–
Palutena hdr
palutena
533-351.485°75136-22960–
Peach hdr
peach
18-131184°4972-17834–
Pichu hdr
pichu
17-13680°40124-11724–
Pikachu hdr
pikachu
27-12796°45120-13726–
Piranha Plant hdr
packun
Normal · +2 stances
26-15785°55100-16629–
Pit hdr
pit
215-16472°7148-10631–
Pyra hdr
eflame
211-168.586°6791-211141–
R.O.B. hdr
robot
56-7890°5580-14427–
Richter hdr
richter
414-167270°4537-131136–
Ridley hdr
ridley
17-151085°55110-16731–
Robin hdr
reflet
17-169110°6080-19733–
Rosalina & Luma hdr
rosetta
311-15990°5583-17735–
Roy hdr
roy
49-121185°38103-19637–
Samus hdr
samus
215-1813270°3280-101535–
Sephiroth hdr
edge
714-16988°6975-191142–
Sheik hdr
sheik
516-223100°6080-11533–
Shulk hdr
shulk
312-211085°7080-161036–
Simon hdr
simon
412-181194°6098-13934–
Snake hdr
snake
381290°65100-18635–
Sonic hdr
sonic
513-21275°40120-17836–
Sora hdr
trail
1426-290.881°55135-19850–
Squirtle hdr
pzenigame
25-7680°5090-11522–
Steve hdr
pickel
34-12375°5060-11419–
Terry hdr
dolly
210-11782°6260-12728–
Toon Link hdr
toonlink
18-13995°4095-15830–
Villager hdr
murabito
222-26680°50155-20748–
Wario hdr
wario
413-241090°4550-151034–
Wii Fit Trainer hdr
wiifit
25-121090°45102-17530–
Wolf hdr
wolf
36-10885°35105-17631–
Yoshi hdr
yoshi
210-149100°36100-15731–
Young Link hdr
younglink
19-14885°40100-16932–
Zelda hdr
zelda
18-2212100°4894-17834–
Zero Suit Samus hdr
szerosuit
410-14590°50100-25542–

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.