Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3-4 | 3 | Sakurai | 8 / 50 | -14 | 3 | 21 | – | 0, 1, 2 | top |
| 3-4 | 3 | Sakurai | 20 / 20 | -14 | 3 | top | ||||
| hdr Jab | 3-4 | 2 | 70° | 8 / 50 | -14 | 3 | 21 | – | 0, 1 | top |
| 3-4 | 2 | Sakurai | 30 / 25 | -14 | 2 | top | ||||
| hdr Jab | 6-7 | 4 | Sakurai | 40 / 100 | -17 | 6 | 28 | – | 0, 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 8-9 | 4 | 10° | 30 / 50 | -29 | 8 | 42 | – | 0 | top |
| 8-9 | 4 | 10° | 20 / 50 | -29 | 1 | top | ||||
| 15-16 | 2 | 10° | 20 / 50 | -23 | 0 | top | ||||
| 22-24 | 4 | 95° | 80 / 90 | -15 | 0 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 7-11 | 10 | Sakurai | 35 / 100 | -17 | 7 | 32 | – | 0, 1 | legl, kneel |
| hdr Forward Tilt | 7-11 | 10 | Sakurai | 35 / 100 | -17 | 7 | 32 | – | 0, 1 | legl, kneel |
| hdr Forward Tilt | 7-11 | 10 | Sakurai | 35 / 100 | -17 | 7 | 32 | – | 0, 1 | legl, kneel |
| hdr‡ Up Tilt | 5-8 | 8 | 96° | 46 / 125 | -18 | 5 | 30 | – | 0 | top |
| 5 | 6 | 96° | 46 / 125 | -19 | 1 | top | ||||
| hdr Down Tilt | 3-4 | 3 | 83° | 10 / 135 | -5 | 3 | 12 | – | 0, 1 | kneel |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 20-21 | 18 | Sakurai | 65 / 74 | -27 | 20 | 59 | – | 0, 1 | bust, haver |
| 20-21 | 20 | Sakurai | 65 / 74 | -25 | 2 | haver | ||||
| 20-21 | 22 | Sakurai | 65 / 74 | -24 | 3 | haver | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | no hitboxes | – | 61 | – | – | |||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | no hitboxes | – | 58 | – | – | |||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 5-8 | 5 | 366° | 40 fixed | -4 | 5 | 36 | 8 | 1-4, 26– | 0, 1, 2 | handr, handl, hip |
| 5-8 | 5 | 80° | 40 fixed | -4 | 3, 4, 5 | handr, handl, hip | |||||
| 12-18 | 8 | 53° | 41 / 100 | -2 | 0, 1, 2 | handr, handl, hip | |||||
| hdr‡ Forward Air | 14-17 | 13 | 45° | 29 / 100 | -3 | 14 | 42 | 12 | 1-2, 25– | 0 | top |
| 14-17 | 16 | 45° | 29 / 100 | -2 | 1 | top | |||||
| hdr‡ Back Air | 5-11 | 10 | Sakurai | 20 / 100 | 0 | 5 | 29 | 7 | 1-4, 22– | 0, 1 | kneer |
| hdr‡ Up Air | 9-10 | 13 | 85° | 13 / 118 | 0 | 9 | 41 | 9 | 1-8, 27– | 0 | handr |
| 11-12 | 13 | 85° | 13 / 118 | 0 | 0 | handr | |||||
| hdr‡ Down Air | 14-17 | 14 | 270° | 31 / 44 | -1 | 14 | 42 | 10 | 1-6, 36– | 0 | kneer |
| 18-20 | 12 | 45° | 30 / 74 | -2 | 0 | kneer |
Special Attacks
26 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| vanilla•‡ Neutral Special | no hitboxes | – | 12 | – | – | – | |||||
| vanilla➔• Neutral Special | spawns pkflash | 1 | – | – | – | – | |||||
| SpecialNFire hdr✕ Neutral Special | no hitboxes | – | 39 | – | – | – | |||||
| SpecialNEnd vanilla Neutral Special | no hitboxes | – | 43 | – | – | – | |||||
| vanilla•‡ Neutral Special | no hitboxes | – | 12 | 30 | – | – | |||||
| vanilla➔• Neutral Special | spawns pkflash | 1 | – | 30 | – | – | |||||
| SpecialAirNFire hdr✕• Neutral Special | no hitboxes | – | 39 | 30 | – | – | |||||
| SpecialAirNEnd vanilla• Neutral Special | no hitboxes | – | 43 | 30 | – | – | |||||
| hdr➔‡ Side Special | spawns pkfire | 19 | 50 | – | – | – | |||||
| hdr➔‡• Side Special | spawns pkfire | 19 | 57 | 12 | – | – | |||||
| hdr‡¶ Up Special | 12-13 | 6 | 64° | 50 / 73 | +4 | 12 | 14 | – | – | 0 | top |
| SpecialHiHold vanilla• Up Special | no hitboxes | – | – | – | SpC 4 | – | |||||
| SpecialHiEnd vanilla Up Special | no hitboxes | – | 30 | – | – | – | |||||
| hdr‡¶• Up Special | 12-13 | 6 | 64° | 50 / 73 | -15 | 12 | 14 | 20 | – | 0 | top |
| SpecialAirHiHold vanilla• Up Special | no hitboxes | – | – | 20 | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 30 | 20 | – | – | |||||
| hdr• Up Special | 1-10 | 25 | Sakurai | 55 / 80 | -5 | 1 | 63 | 20 | – | 0 | rot |
| 11-32 | 18 | Sakurai | 45 / 70 | -9 | 0 | rot | |||||
| vanilla•‡ Up Special | no hitboxes | – | 32 | 20 | – | – | |||||
| hdr•‡ Down Special | no hitboxes | – | 5 | – | – | – | |||||
| hdr• Down Special | 1-5 | 5 | 55° | 32 / 96 | – | 1 | – | – | JC 2 | 0, 1 | top |
| SpecialLwHit vanilla• Down Special | no hitboxes | – | 17 | – | JC 2 | – | |||||
| hdr Down Special | no hitboxes | – | 20 | – | JC 2 | – | |||||
| hdr•‡ Down Special | no hitboxes | – | 5 | – | – | – | |||||
| hdr• Down Special | 1-5 | 5 | 55° | 32 / 96 | – | 1 | – | – | JC 2 | 0, 1 | top |
| SpecialAirLwHit vanilla• Down Special | no hitboxes | – | 21 | – | JC 2 | – | |||||
| hdr Down Special | no hitboxes | – | 20 | – | JC 2 | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -13 | 1 | 17 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 43 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 11 | 45° | 80 / 44 | – | 27 | 53 | 26 | 0 | – |
| 1-52 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 14 | 135° | 19 / 110 | – | 27 | 53 | 26 | 0 | – |
| 1-52 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 9 | 90° | 105 / 44 | – | 36 | 57 | 21 | 0 | – |
| 1-56 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 4 | 80° | 80 / 68 | – | 27 | 52 | 25 | 0 | – |
| 1-5 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 6-14 (every 4) | 0.5 | Sakurai | 0 / 100 | -43 | 0 | top | ||||
| 26-27 | 1.5 | Sakurai | 0 / 100 | -23 | 0 | top |
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 | 22-24 | 9 | 45° | 90 / 20 | -27 | 22 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -27 | 17 | 50 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -23 | 0 | top | ||||
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -27 | 17 | 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 | – | 31 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla 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 | – | – | |||||
| DownForwardD vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| Passive vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla 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 | – | 30 | – | – | |||||
| 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 | – | 24 | – | – | |||||
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 | – | – | |||||
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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Shoot | 1-24 | 6 | 80° | 30 / 80 | 0 | top |
| vanilla⇥ ShootAir | 1-24 | 6 | 80° | 30 / 80 | 0 | top |
| hdr⇥ Pillar | 1-24 | 1.75 | 68° | 10 / 30 | 0, 1 | top |
| hdr⇥ PillarAir | 1-24 | 1.75 | 58° | 14 / 45 | 0, 1 | top |
Pkflash
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⊕ Bang | 1-4 | 8–26.4 | 68° | 38 / 94 | 0 | top |
Pkstarstorm
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Move | 1-200 | 8 | 42° | 67 / 110 | 0 | top |
Pkthunder
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Move | 3 | 8 | 110° | 70 / 55 | 0 | top |
| 4-90 | 8 | 110° | 70 / 55 | 0 | top | |
| vanilla⇥ MoveChild | 1-90 | 1 | Sakurai | 20 / 60 | 1 | top |
Yoyohead
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr AttackHi4Charge | 1+ | 1 | 45° | 12 fixed | 0 | attach |
| hdr Up Smash | 9-13 | 1 | 90° | 30 fixed | 0 | attach |
| 14-31 | 15 | 80° | 70 / 79 | 0 | attach | |
| hdr AttackLw4Charge | 1+ | 1 | 45° | 12 fixed | 0 | attach |
| hdr Down Smash | 11-14 | 1 | 367° | 12 fixed | 0 | attach |
| 16-22 | 12 | 28° | 60 / 80 | 0 | attach | |
| 23-31 | 12 | 33° | 50 / 80 | 0 | attach |
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
Ness