Ness

101 moves41 changed by HDR60 vanillainternal ness
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-43Sakurai8 / 50-143210, 1, 2top
3-43Sakurai20 / 20-143top
hdr
Jab
3-4270°8 / 50-143210, 1top
3-42Sakurai30 / 25-142top
hdr
Jab
6-74Sakurai40 / 100-176280, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-9410°30 / 50-298420top
8-9410°20 / 50-291top
15-16210°20 / 50-230top
22-24495°80 / 90-150top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-1110Sakurai35 / 100-177320, 1legl, kneel
hdr
Forward Tilt
7-1110Sakurai35 / 100-177320, 1legl, kneel
hdr
Forward Tilt
7-1110Sakurai35 / 100-177320, 1legl, kneel
hdr
Up Tilt
5-8896°46 / 125-185300top
5696°46 / 125-191top
hdr
Down Tilt
3-4383°10 / 135-53120, 1kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
20-2118Sakurai65 / 74-2720590, 1bust, haver
20-2120Sakurai65 / 74-252haver
20-2122Sakurai65 / 74-243haver
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
no hitboxes61
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
no hitboxes58

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-85366°40 fixed-453681-4, 26–0, 1, 2handr, handl, hip
5-8580°40 fixed-43, 4, 5handr, handl, hip
12-18853°41 / 100-20, 1, 2handr, handl, hip
hdr
Forward Air
14-171345°29 / 100-31442121-2, 25–0top
14-171645°29 / 100-21top
hdr
Back Air
5-1110Sakurai20 / 100052971-4, 22–0, 1kneer
hdr
Up Air
9-101385°13 / 118094191-8, 27–0handr
11-121385°13 / 11800handr
hdr
Down Air
14-1714270°31 / 44-11442101-6, 36–0kneer
18-201245°30 / 74-20kneer

Special Attacks

26 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla•‡
Neutral Special
no hitboxes12
vanilla➔•
Neutral Special
spawns pkflash1
SpecialNFire hdr
Neutral Special
no hitboxes39
SpecialNEnd vanilla
Neutral Special
no hitboxes43
vanilla•‡
Neutral Special
no hitboxes1230
vanilla➔•
Neutral Special
spawns pkflash130
SpecialAirNFire hdr✕•
Neutral Special
no hitboxes3930
SpecialAirNEnd vanilla
Neutral Special
no hitboxes4330
hdr➔‡
Side Special
spawns pkfire1950
hdr➔‡•
Side Special
spawns pkfire195712
hdr‡¶
Up Special
12-13664°50 / 73+412140top
SpecialHiHold vanilla
Up Special
no hitboxesSpC 4
SpecialHiEnd vanilla
Up Special
no hitboxes30
hdrথ
Up Special
12-13664°50 / 73-151214200top
SpecialAirHiHold vanilla
Up Special
no hitboxes20
vanilla
Up Special
no hitboxes3020
hdr
Up Special
1-1025Sakurai55 / 80-5163200rot
11-3218Sakurai45 / 70-90rot
vanilla•‡
Up Special
no hitboxes3220
hdr•‡
Down Special
no hitboxes5
hdr
Down Special
1-5555°32 / 961JC 20, 1top
SpecialLwHit vanilla
Down Special
no hitboxes17JC 2
hdr
Down Special
no hitboxes20JC 2
hdr•‡
Down Special
no hitboxes5
hdr
Down Special
1-5555°32 / 961JC 20, 1top
SpecialAirLwHit vanilla
Down Special
no hitboxes21JC 2
hdr
Down Special
no hitboxes20JC 2

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-131170top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
10-11– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11145°80 / 442753260
1-523Sakurai60 / 1000
hdr
Back Throw
114135°19 / 1102753260
1-523Sakurai60 / 1000
hdr
Up Throw
1990°105 / 443657210
1-563Sakurai60 / 1000
hdr
Down Throw
1480°80 / 682752250
1-53Sakurai60 / 1000
6-14 (every 4)0.5Sakurai0 / 100-430top
26-271.5Sakurai0 / 100-230top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
22-24945°90 / 20-2722560top
vanilla
Get-Up Attack
17-18748°80 / 48-2717500top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
17-18748°80 / 48-2717500top
21-22748°80 / 48-230top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
hdr
Ledge Jump
no hitboxes24

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

5 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.

Pkfire

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot
1-24680°30 / 800top
vanilla
ShootAir
1-24680°30 / 800top
hdr
Pillar
1-241.7568°10 / 300, 1top
hdr
PillarAir
1-241.7558°14 / 450, 1top

Pkflash

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Bang
1-48–26.468°38 / 940top

Pkstarstorm

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Move
1-200842°67 / 1100top

Pkthunder

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Move
38110°70 / 550top
4-908110°70 / 550top
vanilla
MoveChild
1-901Sakurai20 / 601top

Yoyohead

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
AttackHi4Charge
1+145°12 fixed0attach
hdr
Up Smash
9-13190°30 fixed0attach
14-311580°70 / 790attach
hdr
AttackLw4Charge
1+145°12 fixed0attach
hdr
Down Smash
11-141367°12 fixed0attach
16-221228°60 / 800attach
23-311233°50 / 800attach

Attributes

Weight & Size

Weight
94
Jostle Weight
5.4
Shield Radius
9

Ground Movement

Walk Speed
0.877
Walk Accel (mul)
0.084
Walk Accel (add)
0.105
Initial Dash
1.45
Run Speed
1.6
Run Accel (mul)
0.06
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
4
Jump Initial Y
12.3266
Full Hop Height
34.48
Short Hop Height
14.65
Air Jump Height
45.65
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
1.05
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.01
Gravity
0.09
Fall Speed
1.83

Landing Lag

Nair
8
Fair
12
Bair
7
Uair
9
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Forward Smash, Up Smash, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special, Side Special (Air), Up Special (Start), Up Special (Air, Start), Up Special (Air, Reflect), Down Special (Start), Down Special (Air, Start), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Up Special (Start), Up Special (Air, Start)
HDR removes this move’s hitboxes.
  • Neutral Special (Fire), Neutral Special (Air, Fire), 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.
  • Pkfire is on the field for up to 24 frames (param_pkfire.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkfire: Shoot, Pkfire: ShootAir, Pkfire: Pillar, Pkfire: PillarAir
  • Pkstarstorm is on the field for up to 200 frames (param_pkstarstorm.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkstarstorm: Move
  • Pkthunder is on the field for up to 90 frames (param_pkthunder.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pkthunder: Move, Pkthunder: MoveChild
Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • The burst deals 8–26.4%. The figure in its script is not used: the engine sets the power from its params (param_pkflash.power_min, param_pkflash.power_mul, param_pkflash.count). Charging adds power_mul a frame, up to count frames. The floor is the figure at no charge; the move cannot be released that early.Pkflash: Bang
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Pkflash — see Projectiles & Articles below.Neutral Special (Hold), Neutral Special (Air, Hold)
  • Damage comes from Pkfire — see Projectiles & Articles below.Side Special, Side Special (Air)
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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Up Special (Air, End), Up Special (Air, Reflect), Down Special (Start), Down Special (Hit), Down Special (Air, Start), Down Special (Air, Hit), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (Air, Hold), Up Special (Hold), Up Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 30 frames, from `param_special_n.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Neutral Special (Air, Start), Neutral Special (Air, Hold), Neutral Special (Air, Fire), Neutral Special (Air, End)
  • Landing lag is 12 frames, from `param_special_s.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Side Special (Air)
  • Landing lag is 20 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start), Up Special (Air, Hold), Up Special (Air, End), Up Special (Air), Up Special (Air, Reflect)
  • Repeats while the input is held or mashed; one cycle is 19 frames. Frames shown are one cycle, so there is no fixed FAF.Down Special (Hold), Down Special (Air, Hold)
  • 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.