Forward Tilt (Down)

42 fighters41 changed by HDRTilt Attacksinternal attacks3lw
Banjo & Kazooie vanilla
buddy
27-9946°4282-15729–
Bowser hdr
koopa
210-1215Sakurai2090-141035–
Bowser Jr. hdr
koopajr
28-127.5Sakurai5590-14829–
Captain Falcon hdr
captain
27-109Sakurai3586-15730–
Dark Samus hdr
samusd
28-1112Sakurai2096-15833–
Diddy Kong hdr
diddy
210-161035°10100-191037–
Donkey Kong hdr
donkey
16-99Sakurai5078-22635–
Dr. Mario hdr
mariod
15-7960°4560-14526–
Duck Hunt hdr
duckhunt
28-117Sakurai35100-17832–
Falco hdr
falco
16-98Sakurai0109-12625–
Fox hdr
fox
15-88Sakurai0109-15527–
Ganondorf hdr
ganon
27-10922°3595-17732–
Greninja hdr
gekkouga
310-139Sakurai5290-151033–
Ice Climbers hdr
iceclimber
19-108Sakurai30110-17933–
Ike hdr
ike
38-1013Sakurai3597-15834–
Incineroar hdr
gaogaen
212-141232°5083-131235–
Jigglypuff hdr
purin
17-1010Sakurai8100-10725–
Joker hdr
jack
Without Arsene · +1 stance
414-17340°45105-16835–
King K. Rool hdr
krool
212-14variesSakurai6375–1243–
Kirby hdr
kirby
15-8935°6035-15527–
Lucario hdr
lucario
315-16345°28140-121233–
Lucas hdr
lucas
26-98Sakurai20100-13628–
Luigi hdr
luigi
25-911Sakurai15100-19533–
Mario hdr
mario
15-78Sakurai4080-14526–
Mewtwo hdr
mewtwo
37-107Sakurai25100-18734–
Mii Brawler hdr
miifighter
16-810Sakurai3484-14628–
Min Min hdr
tantan
16-810Sakurai3775-13627–
Ness hdr
ness
17-1110Sakurai35100-17732–
Pac-Man hdr
pacman
16-98Sakurai20100-18631–
Pikachu hdr
pikachu
210-159Sakurai10100-13629–
R.O.B. hdr
robot
36-97Sakurai5477-20634–
Ridley hdr
ridley
211-1310Sakurai5571-131134–
Roy hdr
roy
28-1212Sakurai5081-21838–
Samus hdr
samus
27-1010Sakurai20120-15731–
Sephiroth hdr
edge
312-156Sakurai41100-201241–
Sonic hdr
sonic
27-1111Sakurai2090-17733–
Squirtle hdr
pzenigame
15-76Sakurai20100-7518–
Wario hdr
wario
210-1313Sakurai20106-181038–
Wolf hdr
wolf
18-1012Sakurai5483-18835–
Yoshi hdr
yoshi
15-81170°4080-16530–
Zelda hdr
zelda
29-129130°5072-14932–
Zero Suit Samus hdr
szerosuit
16-81235°1890-14629–

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.