Mythra

106 moves39 changed by HDR67 vanillainternal elight
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-5285°20 fixed-12319–0, 1, 2shoulderl, arml
3-52Sakurai15 / 15-123top
hdr‡
Jab
4275°30 fixed-13421–0, 1, 2top
4-52Sakurai15 / 15-133top
5275°30 fixed-120, 1, 2top
hdr‡
Jab
4-6 (every 1)460°46 / 98-22431–0, 1, 2, 3haver, top
vanilla•‡
Jab
no hitboxes–6––
vanilla•
Jab
2-14 (every 4)0.4Sakurai10 / 20–2––0top
vanilla
Jab
7-8340°80 / 90-27738–0top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
8-101050°40 / 81-24840–0, 1haver, armr
8-108Sakurai40 / 81-252, 3haver

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
9-12867°52 / 75-15931–0, 1armr, sword2
9-12661°52 / 75-162, 3sword2
hdr‡
Up Tilt
8-126.586°48 / 98-17831–0, 1armr, sword2
8-125.580°48 / 98-172, 3sword2
hdr‡
Down Tilt
6-9779°52 / 96-14626–0, 1armr, sword2
6-9673°52 / 96-142, 3sword2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
1414Sakurai65 / 65-341458–0, 1, 2haver, armr
141238°65 / 65-353, 4haver
15-1714Sakurai65 / 65-330, 1, 2haver, armr
15-171238°65 / 65-343, 4haver
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
92120°90 fixed-42955–0top
102130°90 fixed-410top
11-121.5366°50 fixed-410top
11-121.5366°50 fixed-411top
11-121.590°60 fixed-412top
11-121.5366°65 fixed-413top
131.5366°50 fixed-390top
131.5366°50 fixed-391top
131.590°60 fixed-392top
131.5145°65 fixed-393top
141.5366°50 fixed-380top
141.5366°50 fixed-381top
141.590°60 fixed-382top
141.5145°65 fixed-383top
15-241.5366°50 fixed-370top
15-241.5366°50 fixed-371top
15-241.590°60 fixed-372top
15-241.5145°65 fixed-373, 4top
26-27683°75 / 108-230top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
8-1040°0 / 100-32845–0armr
8-104180°0 / 100-321, 2, 3sword2
8-1040°0 / 100-324legl
8-104180°0 / 100-325, 6kneel
14-1710100°53 / 81-230, 1, 2, 3armr, sword2
14-1710100°53 / 81-234, 5, 6legl, kneel

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
9-132120°80 fixed-694491-8, 39–0haver
9-132367°50 fixed-61, 2haver
14-205Sakurai48 / 118-50, 1, 2top, haver
hdr‡
Forward Air
8-11950°55 / 65-383291-2, 28–0, 1armr, haver
8-117Sakurai55 / 65-42, 3haver
hdr‡
Back Air
10-138.577°52 / 75-41034101-3, 26–0, 1armr, haver
10-136.571°52 / 75-52, 3haver
hdr‡
Up Air
9-13881°50 / 75-293481, 19–0, 1armr, haver
9-13676°50 / 75-32, 3haver
hdr‡
Down Air
11-141058°47 / 84-41137111-3, 27–0, 1armr, sword2
11-14752°47 / 84-62, 3sword2

Special Attacks

25 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Neutral Special
no hitboxes–5––
vanilla
Neutral Special
100.5320°35 fixed-481061–0, 1, 2haver
hdr‡¶
Neutral Special
5290°40 fixed-54564–0top
16290°40 fixed-430top
262366°50 fixed-330top
26-27290°10 fixed-330, 1, 2haver
26-272366°10 fixed-333haver
26-272366°50 fixed-334top
36642°75 / 84-220top
36-37642°75 / 84-220, 1, 2, 3, 4haver, top
hdr
Neutral Special
5290°40 fixed-59569–0top
52366°40 fixed-591, 3top
52110°40 fixed-592top
16215°40 fixed-480, 1sword2
162100°40 fixed-482sword2
162366°50 fixed-483sword2
162366°50 fixed-484, 5, 6top
16215°40 fixed-497top
26290°40 fixed-380, 1, 2sword2
262366°40 fixed-383sword2
262366°50 fixed-384, 5top
35290°30 fixed-290, 1, 2, 3sword2
352366°50 fixed-294, 5top
458.542°55 / 78-170, 1, 2, 3, 4sword2, top
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–5––
vanilla
Neutral Special
100.5320°35 fixed-481061–0, 1, 2haver
hdr‡¶
Neutral Special
5290°40 fixed-54564–0top
16290°40 fixed-430top
262366°50 fixed-330top
26-27290°10 fixed-330, 1, 2haver
26-272366°10 fixed-333haver
26-272366°50 fixed-334top
36642°75 / 84-220top
36-37642°75 / 84-220, 1, 2, 3, 4haver, top
hdr
Neutral Special
5290°50 fixed-59569–0top
5290°20 fixed-591top
5290°60 fixed-592, 3top
162366°80 fixed-480, 1, 2, 3sword2
16290°30 fixed-484top
162366°80 fixed-495top
26290°20 fixed-380, 1, 2, 3sword2
262366°80 fixed-384top
35290°20 fixed-290, 1, 2, 3sword2
352366°80 fixed-294top
458.542°55 / 78-170, 1, 2, 3, 4sword2, top
vanilla•‡
Side Special
no hitboxes–18––
hdr➔‡
Side Special
1-4680°70 fixed+215–0rot
hdr
Side Special
no hitboxes–45––
vanilla•‡
Side Special
no hitboxes–18––
hdr➔‡
Side Special
1-4680°70 fixed+215–0rot
hdr•
Side Special
no hitboxes–65––
hdr•‡
Up Special
no hitboxes–10––
hdr•‡
Up Special
no hitboxes–10––
hdr•※
Up Special
1-27varies100 fixed-15122140, 1, 2, 3sword2, top
3780°60 / 10-130, 1, 2, 3top
4-5772°50 / 10-120sword2
4-5768°50 / 10-121sword2
vanilla➔•‡
Up Special
spawns exprosiveshot111314–
vanilla➔•
Up Special
spawns spreadbullet121914–
vanilla•
Up Special
no hitboxes–46––
hdr
Up Special
no hitboxes–20––
hdr•‡
Down Special
no hitboxes–7––
hdr‡
Down Special
no hitboxes–20––
hdr•‡
Down Special
no hitboxes–7––
hdr‡
Down Special
no hitboxes–20––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.5Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
11-12––– / –––44–0grab
hdr‡
Pivot Grab
12-13––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
12.533°58 / 75–1128170–
1-93Sakurai60 / 100–0–
10345°30 / 130–0top
vanilla
Back Throw
12.550°72 / 45–1736190–
1-143Sakurai60 / 100–0–
15-16345°30 / 130–0top
vanilla
Up Throw
1484°70 / 65–930210–
1-293Sakurai40 / 100–0–
hdr
Down Throw
1370°75 / 90–2546210–
1-193Sakurai60 / 100–0–
20-244Sakurai30 / 150–0top

Defensive

44 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•
Spot Dodge
intangible 3–15–27––
EscapeNForesight vanilla
Spot Dodge
no hitboxes–26––
vanilla•‡
Forward Roll
intangible 4–13–34––
vanilla
Forward Roll
no hitboxes–30––
vanilla•‡
Back Roll
intangible 4–13–34––
EscapeBForesight vanilla
Back Roll
no hitboxes–36––
hdr•
Air Dodge
intangible 4–26–5110–
EscapeAirForesight vanilla
Air Dodge
no hitboxes–68––
vanilla•
Air Dodge
no hitboxes–70––
hdr•
Air Dodge
intangible 4–26–5110–
vanilla
Ledge Attack
24-26945°90 / 20-252456–0top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
24-25748°80 / 48-240top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–27––
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–31––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownBoundD vanilla
DownBoundD
no hitboxes–26––
vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–13––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–31––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–30––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–21––
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––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–47––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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––

Projectiles & Articles

3 articles

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.

Bunshin

13 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Side Special (1)
42.550°20 fixed0top
42.510°15 fixed1top
42.55°35 fixed2top
42.545°55 fixed3top
42.545°25 fixed4top
42.540°55 fixed5top
42.540°15 fixed6top
hdr
Side Special (2)
87Sakurai80 / 1000, 1, 2, 3, 4top
hdr
Side Special (3)
87Sakurai80 / 1000, 1, 2, 3, 4top
hdr
Side Special (4)
87Sakurai80 / 1000, 1, 2, 3top
vanilla
Side Special (5)
5760°85 / 600top
vanilla
Side Special (Air, 1)
42.550°20 fixed0top
42.510°15 fixed1top
42.55°35 fixed2top
42.545°55 fixed3top
42.545°25 fixed4top
42.540°55 fixed5top
42.540°15 fixed6top
hdr
Side Special (Air, 2)
87Sakurai80 / 1000, 1, 2, 3, 4top
hdr
Side Special (Air, 3)
87Sakurai80 / 1000, 1, 2, 3, 4top
hdr
Side Special (Air, 4)
87Sakurai80 / 1000, 1, 2, 3top
vanilla
Side Special (Air, 5)
5760°85 / 600top
vanilla
SpecialCliffS3
42.545°40 fixed0top
42.515°30 fixed1top
42.580°15 fixed2top
42.5110°20 fixed3top
42.5125°20 fixed4top
vanilla
SpecialCliffS4
42.5340°10 fixed0top
42.50°20 fixed1top
42.5330°10 fixed2top
42.5230°25 fixed3top
vanilla
SpecialCliffS5
5760°85 / 600top

Exprosiveshot

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-101368°30 fixed0top
1-10180°71 / 1341top
hdr⇥
Burst
1-10390°80 / 800top

Spreadbullet

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
1-162.552°65 / 850top

Attributes

Weight & Size

Weight
78
Jostle Weight
5
Shield Radius
11.9

Ground Movement

Walk Speed
1.42
Walk Accel (mul)
0.13
Walk Accel (add)
0.11
Initial Dash
1.9
Run Speed
1.89
Run Accel (mul)
0.0764
Run Accel (add)
0.02
Traction
0.091

Jumps

Jumpsquat
3
Jump Initial Y
10.848
Full Hop Height
30.8
Short Hop Height
13
Air Jump Height
33
Jump Count
2
Horizontal Jump Speed
1.7

Air Movement

Air Speed
1.125
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.012
Gravity
0.134
Fall Speed
2.62

Landing Lag

Nair
9
Fair
9
Bair
10
Uair
8
Dair
11
Empty Landing
4
Heavy Landing
4

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 2, Jab 3, Attack100Start, Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special, Neutral Special (Air), Side Special (Start), Side Special, Side Special (Air, Start), Side Special (Air), Up Special (Start), Up Special (Air, Start), Up Special (Air, 1), Down Special, Down Special (End), Down Special (Air), Down Special (Air, End), Dash Grab, Pivot Grab, Forward Roll, Back Roll
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (Hold), Neutral Special, Neutral Special (2), Neutral Special (Air, Hold), Neutral Special (Air), Neutral Special (Air, 2)
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle.Up Special (Air, Jump)
✕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.
  • Exprosiveshot is on the field for up to 10 frames (param_exprosiveshot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Exprosiveshot: Fly, Exprosiveshot: Burst
  • Spreadbullet is on the field for up to 16 frames (param_spreadbullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Spreadbullet: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Bunshin — see Projectiles & Articles below.Side Special, Side Special (Air)
  • Damage comes from Exprosiveshot — see Projectiles & Articles below.Up Special (Air, 1)
  • Damage comes from Spreadbullet — see Projectiles & Articles below.Up Special (Air, 2)
•Other notes.
  • 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.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Air, Start), Side Special (Air, End), Up Special (Start), Up Special (Air, Start), Up Special (Air, 1), Up Special (Air, 2), Up Special (Air, End), Down Special, Down Special (Air), EscapeAirSlideForesight, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 14 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • 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, Jump), Up Special (Air, 1), Up Special (Air, 2)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.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

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.