Jabs
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛ Jab | 4-5 | 3 | 83° | 20 / 50 | -8 | 4 | 16 | – | 0, 1 | top |
| 4-5 | 3 | Sakurai | 20 / 15 | -8 | 2 | top | ||||
| hdr↧ Jab | 2-4 | 4 | 50° | 40 / 120 | -26 | 2 | 33 | – | 0, 1 | haver |
| vanilla• Jab | 1 | 0.8 | Sakurai | 12 / 20 | – | 1 | – | – | 0, 1 | top |
| 5 | 0.8 | Sakurai | 12 / 20 | – | 0, 1 | top | ||||
| hdr‡ Jab | 2-4 | 4.5 | 50° | 60 / 160 | -27 | 2 | 34 | – | 0, 1 | haver |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 5-8 | 10 | 50° | 50 / 70 | -24 | 5 | 37 | – | 0 | top |
| 9-18 | 9 | 120° | 50 / 60 | -21 | 0 | top |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛ Forward Tilt | 8-9 | 12 | 35° | 35 / 99 | -21 | 8 | 38 | – | 0 | top |
| 8-9 | 10 | 35° | 35 / 103 | -22 | 1 | top | ||||
| 10-20 | 8 | 35° | 40 / 108 | -21 | 0, 1 | top | ||||
| hdr‡ Up Tilt | 7-10 | 9 | 100° | 30 / 112 | -14 | 7 | 28 | – | 0 | top |
| 7-9 | 9 | 100° | 30 / 112 | -14 | 1, 2 | top | ||||
| 11-13 | 12 | 100° | 30 / 112 | -8 | 0, 1, 2 | top | ||||
| hdr↛‡ Down Tilt | 6-9 | 11 | 90° | 46 / 109 | -15 | 6 | 30 | – | 0 | top |
| 10-13 | 9 | 90° | 36 / 100 | -13 | 0 | top |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 14-16 | 14 | 48° | 35 / 105 | -22 | 14 | 46 | – | 0 | top |
| 14-16 | 17 | 48° | 35 / 105 | -20 | 1, 2 | top | ||||
| 17-24 | 8 | 50° | 35 / 105 | -22 | 0 | top | ||||
| 17-24 | 11 | 50° | 35 / 105 | -20 | 1, 2 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 21 | 18 | 83° | 42 / 100 | -11 | 21 | 44 | – | 0 | top |
| 22-25 | 18 | 83° | 42 / 100 | -10 | 0 | top | ||||
| hdr Up Smash | 21 | 18 | 83° | 42 / 100 | -11 | 21 | 44 | – | 0 | top |
| 22-25 | 18 | 83° | 42 / 100 | -10 | 0 | top | ||||
| AttackHi4ChargeR vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 14-18 | 13 | 20° | 30 / 80 | -19 | 14 | 43 | – | 0 | top |
| 14-18 | 15 | 80° | 60 / 91 | -18 | 1, 2 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛‡ Neutral Air | 7-10 | 2 | 367° | 34 / 22 | -6 | 7 | 43 | 9 | 1-2, 43– | 0, 1 | top |
| 7-10 | 2 | 235° | 39 fixed | -6 | 2, 3 | top | |||||
| 12-15 | 3 | 367° | 34 / 22 | -6 | 0, 1 | top | |||||
| 12-15 | 3 | 215° | 39 fixed | -6 | 2 | top | |||||
| 12-15 | 3 | 225° | 39 fixed | -6 | 3 | top | |||||
| 17-20 | 3 | 367° | 34 / 22 | -6 | 0, 1 | top | |||||
| 17-20 | 3 | 155° | 39 fixed | -6 | 2 | top | |||||
| 17-20 | 3 | 160° | 39 fixed | -6 | 3 | top | |||||
| 22-24 | 6 | 50° | 45 / 106 | -4 | 0, 1 | top | |||||
| 22-24 | 7.3 | 56° | 45 / 93 | -3 | 2, 3 | top | |||||
| hdr↛⊘ Forward Air | 9 | 16 | 50° | 14 / 96 | -2 | 9 | 48 | 12 | 1-2, 42– | 0, 1 | top |
| 10-12 | 16 | Sakurai | 14 / 96 | -2 | 0, 1 | top | |||||
| 13-32 | 8 | Sakurai | 10 / 90 | -6 | 0, 1 | top | |||||
| hdr↛ Back Air | 10-21 | 3 | 367° | 36 / 40 | -8 | 10 | 40 | 11 | 1-8, 29– | 0, 1 | top |
| 22-23 | 5 | 60° | 75 / 70 | -7 | 0, 1 | top | |||||
| hdr‡ Up Air | 5-9 | 8 | 80° | 46 / 90 | -4 | 5 | 23 | 10 | never | 0, 1 | top |
| hdr Down Air | 12-13 | 15 | 270° | 30 / 35 | 0 | 12 | 50 | 10 | 1-5, 50– | 0, 1 | top |
| 14-25 | 14 | 60° | 22 / 102 | -1 | 0, 1 | top | |||||
| 26-35 | 9 | 60° | 20 / 100 | -4 | 0, 1 | top |
Special Attacks
35 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Special | 10-12 | 8 | 10° | 60 / 30 | -23 | 10 | 40 | – | – | – | 0, 1 | top |
| hdr•‡ Neutral Special | 10-12 | 8 | 10° | 60 / 30 | -23 | 10 | 40 | 6 | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 2 | 270° | 24 / 94 | -30 | 16 | 50 | – | – | – | 0, 1 | top |
| 16-23 | 2 | Sakurai | 0 / 0 | -30 | 2, 3 | top | ||||||
| hdr Side Special | 16-23 | 4 | Sakurai | 30 / 40 | -29 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 6 | 140° | 45 / 50 | -28 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 8 | 69° | 50 / 40 | -27 | 16 | 50 | – | – | JC | 0, 1 | top |
| hdr Side Special | 16-24 | 3 | 367° | 25 / 70 | -30 | 16 | 50 | – | – | – | 0, 1 | top |
| 25-27 | 3 | 78° | 60 / 72 | -21 | 0, 1 | top | ||||||
| hdr Side Special | 16-23 | 15 | 20° | 40 / 66 | -23 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 14 | 45° | 45 / 50 | -24 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 13 | 80° | 60 fixed | -24 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 25 | Sakurai | 100 / 80 | -18 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 2 | 270° | 24 / 94 | -30 | 16 | 50 | – | – | – | 0, 1 | top |
| 16-23 | 2 | Sakurai | 0 / 0 | -30 | 2, 3 | top | ||||||
| hdr Side Special | 16-23 | 4 | Sakurai | 30 / 40 | -29 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 6 | 140° | 45 / 50 | -28 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 8 | 69° | 50 / 40 | -27 | 16 | 50 | – | – | JC | 0, 1 | top |
| hdr Side Special | 16-24 | 3 | 367° | 25 / 70 | -30 | 16 | 50 | – | – | – | 0, 1 | top |
| 25-27 | 3 | 78° | 60 / 72 | -21 | 0, 1 | top | ||||||
| hdr Side Special | 16-23 | 15 | 20° | 40 / 66 | -23 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 14 | 45° | 45 / 50 | -24 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 13 | 80° | 60 fixed | -24 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr Side Special | 16-23 | 25 | Sakurai | 100 / 80 | -18 | 16 | 50 | – | – | – | 0, 1 | top |
| hdr‡¶ Up Special | 6-11 | 6 | 75° | 100 / 36 | -30 | 6 | 42 | – | – | – | 0 | top |
| 6-11 | 6 | 85° | 123 / 36 | -30 | 0 | top | ||||||
| 12-20 | 6 | 80° | 60 / 80 | -24 | 0 | waist | ||||||
| 21-25 | 4 | 80° | 60 / 80 | -16 | 0 | waist | ||||||
| hdr◆‡• Up Special | 20-29 | 16.8 | Sakurai | 22 / 94 | 0 | 20 | 44 | 11 | 1-6, 40– | – | 0 | top |
| SpecialHiClose vanilla• Up Special | no hitboxes | – | 8 | – | – | – | – | |||||
| hdr•‡¶ Up Special | 6-11 | 6 | 75° | 100 / 36 | -30 | 6 | 42 | 14 | – | – | 0 | top |
| 6-11 | 6 | 85° | 123 / 36 | -30 | 0 | top | ||||||
| 12-20 | 6 | 80° | 60 / 80 | -24 | 0 | waist | ||||||
| 21-25 | 4 | 80° | 60 / 80 | -16 | 0 | waist | ||||||
| SpecialLwStart vanilla• Down Special | no hitboxes | – | 5 | – | – | – | – | |||||
| vanilla• Down Special | no hitboxes | – | – | – | – | – | – | |||||
| SpecialLwCatch vanilla• Down Special | no hitboxes | – | 25 | – | – | – | – | |||||
| SpecialLwReflect vanilla• Down Special | no hitboxes | – | 25 | – | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 14 | – | – | – | – | |||||
| vanilla⊗※ Down Special | 2-7 | varies | Sakurai | 25 / 80 | – | 2 | 50 | – | – | – | 0 | top |
| 8-14 | varies | Sakurai | 25 / 78 | – | 0 | top | ||||||
| 15-26 | varies | Sakurai | 25 / 76 | – | 0 | top | ||||||
| SpecialAirLwStart vanilla• Down Special | no hitboxes | – | 5 | – | – | – | – | |||||
| vanilla• Down Special | no hitboxes | – | – | – | – | – | – | |||||
| SpecialAirLwCatch vanilla• Down Special | no hitboxes | – | 25 | – | – | – | – | |||||
| vanilla Down Special | no hitboxes | – | 14 | – | – | – | – | |||||
| vanilla⊗※ Down Special | 2-7 | varies | Sakurai | 25 / 80 | – | 2 | 50 | – | – | – | 0 | top |
| 8-14 | varies | Sakurai | 25 / 78 | – | 0 | top | ||||||
| 15-26 | varies | Sakurai | 25 / 76 | – | 0 | top | ||||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 35 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -26 | 1 | 30 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 9-10 | – | – | – / – | – | – | 43 | – | 0 | grab |
| hdr‡ Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 8 | 68° | 70 / 50 | – | 26 | 38 | 12 | 0 | – |
| 1-37 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 8 | 68° | 70 / 50 | – | 26 | 38 | 12 | 0 | – |
| 1-37 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 8 | 90° | 60 / 110 | – | 26 | 40 | 14 | 0 | – |
| 1-39 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Down Throw | 1 | 8 | 270° | 30 fixed | – | 31 | 44 | 13 | 0 | – |
| 1-43 | 3 | Sakurai | 60 / 100 | – | 0 | – |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 58 | 10 | – | |||||
| hdr◆• Air Dodge | intangible 4–26 | – | 58 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 9 | 45° | 90 / 20 | -25 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -28 | 16 | 50 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -28 | 16 | 50 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| 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 | – | – | |||||
| hdr Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| hdr Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| 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 | – | – | |||||
| hdr Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| hdr Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| hdr Tech | no hitboxes | – | 41 | – | – | |||||
| hdr Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 31 | – | – | |||||
| 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 | – | – | |||||
| hdr• Ledge Jump | no hitboxes | – | 27 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | – | |||||
✕Vanilla spawned Bomb here; HDR does not, so it is not listed.
Projectiles & Articles
1 article
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.
Food
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Sausage | 1-70 | 3 | 70° | 17 / 70 | 0 | top |
| hdr⇥ Steak | 1-70 | 3 | 70° | 17 / 70 | 0 | top |
| hdr⇥ FriedPrawns | 1-70 | 3 | 70° | 17 / 70 | 0 | top |
| hdr⇥ Fish | 1-70 | 3 | 70° | 17 / 70 | 0 | top |
Attributes
Weight & Size
- Weight
- 75
- Jostle Weight
- 3.5
- Shield Radius
- 10
Ground Movement
- Walk Speed
- 1.18
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.5
- Run Speed
- 1.5
- Run Accel (mul)
- 0.08
- Run Accel (add)
- 0.02
- Traction
- 0.06
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 9.8348
- Full Hop Height
- 27.51
- Short Hop Height
- 11.76
- Air Jump Height
- 27.51
- Jump Count
- 2
- Horizontal Jump Speed
- 1.5
Air Movement
- Air Speed
- 1
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.048
- Air Friction
- 0.016
- Gravity
- 0.095
- Fall Speed
- 1.71
Landing Lag
- Nair
- 9
- Fair
- 12
- Bair
- 11
- Uair
- 10
- Dair
- 10
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (121 -> 45 frames).Up Special (Open)
- HDR replaces the animation (32 -> 51 frames).Air Dodge, Air Dodge (Directional)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Rapid Jab Finisher, Dash Attack, Up Tilt, Down Tilt, Forward Smash, Down Smash, Neutral Air, Up Air, Neutral Special, Neutral Special (Air), Up Special, Up Special (Open), Up Special (Air), Grab, Dash Grab, Pivot Grab, Up Throw, Down Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Up Special, Up Special (Air)
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
- Jab 2 (Gentleman)
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: damage.Down Special (Shoot), Down Special (Air, Shoot)
✕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.
- Food is on the field for up to 70 frames (param_food.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Food: Sausage, Food: Steak, Food: FriedPrawns, Food: Fish
⊗A counter. What it deals is a multiple of the attack it countered, so the figure in the damage column is only the floor — the multiplier and the ceiling come from the fighter’s parameters.
- The bucket deals 2x the energy it absorbed (param_special_lw.attack_mul), never less than 16%.Down Special (Shoot), Down Special (Air, Shoot)
⊘This move spawned a projectile in vanilla that HDR no longer creates.
- Spawned Bomb in vanilla; HDR does not.Forward Air
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
- Also spawns normal_weapon — the engine's name for it, and there is no table for it here.Jab 1, Forward Tilt, Down Tilt, Neutral Air, Forward Air, Back Air
•Other notes.
- Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- 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, AttackHi4ChargeR, AttackLw4Charge, Up Special (Close), Down Special (Start), Down Special (Catch), Down Special (Reflect), Down Special (Air, Start), Down Special (Air, Catch), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Land cancels: touching the ground during this move ends it with 6 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air)
- Landing outside the auto cancel window costs 11 frames: HDR's status sets it on the way to a landing while the flag is up, and lands normally while it is down.Up Special (Open)
- Land cancels: touching the ground during this move ends it with 14 frames of landing lag rather than the usual special-fall landing.Up Special (Air)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Down Special, Down Special (Air), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- 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
Mr. Game & Watch