Palutena

102 moves46 changed by HDR56 vanillainternal palutena
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
8-10680°45 / 50-118250, 1, 2, 3top
8-106Sakurai25 / 20-114, 5top
8-106180°25 / 20-116, 7top
Attack100Start vanilla
Jab
no hitboxes2
vanilla
Jab
1, 2, 5, 8, 11, 14, 170.6Sakurai10 / 2010top
hdr
Jab
3-53.5Sakurai55 / 140-333400, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-71170°40 / 102-246390, 1arml, shoulderl
8-15750°35 / 102-250, 1arml, shoulderl

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
14-181155°44 / 111-2714500, 1stick
19-25950°44 / 111-240, 1stick
26-33745°44 / 111-180, 1stick
hdr
Up Tilt
9-191.4367°20 fixed-489600top
9-191.4130°50 fixed-481top
9-191.4190°30 fixed-482top
9-191.490°35 fixed-483top
33-354.585°75 / 136-220, 1top
hdr
Down Tilt
10-19767°45 / 90-2210380top
10-198.583°45 / 90-211top
10-198.576°45 / 90-213top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
18-2016Sakurai40 / 100-3518640top
18-2013Sakurai40 / 102-361top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
18-241688°53 / 91-3518640top
18-241288°58 / 91-371top
18-24988°62 / 91-392top
25-351388°53 / 91-290top
25-35988°58 / 91-321top
25-35788°62 / 91-332top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
171560°52 / 103-4117690top
18-191328°30 / 90-410top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-211.5366°40 fixed-754591-3, 37–0, 1stick
5-211.5100°40 fixed-72stick
5-61.595°40 fixed-73stick
7-211.5100°40 fixed-73stick
22-251.5366°40 fixed-70, 1stick
22-251.5100°40 fixed-72, 3stick
26-28550°37 / 150-50, 1top, stick
hdr
Forward Air
7-9950°35 / 93-273281-3, 22–0, 1legl, kneel
7-91150°35 / 9302kneel
10-12853°35 / 90-20, 1, 2legl, kneel
hdr
Back Air
13-159Sakurai30 / 100-61339121-6, 34–0shoulderr
13-1516Sakurai31 / 98-21top
hdr
Up Air
10-223110°45 fixed-81058111-3, 50–0top
10-223365°40 fixed-81, 2, 3, 4top
24-26888°59 / 105-50, 1, 2, 3top
hdr
Down Air
91150°34 / 97-3943111-3, 36–0, 1, 2legl, kneel, footl
10-1213270°15 / 60-20, 1, 2legl, kneel, footl
13-151195°52 / 59-30, 1, 2legl, kneel, footl

Special Attacks

28 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Neutral Special
12-37572°70 / 40-3712540top
hdr
Neutral Special
18-277–1090°62 / 83-27 to -2518510top
18-2710–1290°55 / 83-25 to -241top
18-271490°48 / 83-232top
hdr‡※
Neutral Special
1-60.1875111°42 fixed-391430top
1-60.1875145°40 fixed-391top
1-60.1875177°38 fixed-392top
7-105varies66 / 123-310, 1, 2top
hdr
Neutral Special
1-190.1875111°42 fixed-161200top
1-190.1875145°40 fixed-161top
1-190.1875177°38 fixed-162top
hdr•‡
Neutral Special
no hitboxes19
hdr➔‡
Neutral Special
spawns reflectionboard1545
hdr
Neutral Special
no hitboxes49
hdr‡※
Neutral Special
12-1514–18Sakurai40 / 85–95-27 to -2512490top
12-1510–12Sakurai40 / 87–97-29 to -281top
hdr↛‡
Neutral Special
spawns autoaimbullet1741
hdr
Neutral Special
12-37572°70 / 40-3712540top
hdr
Neutral Special
18-277–1090°62 / 83-27 to -2518510top
18-2710–1290°55 / 83-25 to -241top
18-271490°48 / 83-232top
hdr‡※
Neutral Special
1-60.1875111°42 fixed-391430top
1-60.1875145°40 fixed-391top
1-60.1875177°38 fixed-392top
7-105varies66 / 123-310, 1, 2top
hdr➔‡
Neutral Special
spawns reflectionboard1545
hdr•‡
Neutral Special
no hitboxes4914
hdr‡※
Neutral Special
12-1514–18Sakurai40 / 85–95-27 to -2512490top
12-1510–12Sakurai40 / 87–97-29 to -281top
hdr↛‡
Neutral Special
spawns autoaimbullet1741
hdr
Side Special
no hitboxes72
hdr
Side Special
no hitboxes72
vanilla
Up Special
no hitboxes16
hdr
Up Special
no hitboxes36
vanilla
Up Special
no hitboxes16
hdr
Up Special
no hitboxes3614
hdr
Down Special
23-25variesSakurai70 / 5023670top
23-25variesSakurai65 / 301top
vanilla
Down Special
5-710Sakurai50 / 70-255380top
5-710Sakurai30 / 65-251top
vanilla➔‡
Down Special
spawns reflectionboard135
hdr◆※
Down Special
23-25variesSakurai70 / 5023670top
23-25variesSakurai65 / 301top
vanilla
Down Special
5-710Sakurai50 / 70-255380top
5-710Sakurai30 / 65-251top
vanilla➔‡
Down Special
spawns reflectionboard135

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –380grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-151190top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –440grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1952°70 / 502038180
1-193Sakurai60 / 1000
hdr
Back Throw
110Sakurai65 / 922050300
1-193Sakurai60 / 1000
hdr
Up Throw
1798°66 / 951744270
1-163Sakurai60 / 1000
hdr
Down Throw
1573°90 / 302039190
1-193Sakurai60 / 1000

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 4–265410
hdr
Air Dodge
intangible 4–265410
vanilla
Ledge Attack
23-25945°90 / 20-2623560top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
25-26748°80 / 48-230top
vanilla
Get-Up Attack
14-15748°80 / 48-3414540top
24-25748°80 / 48-240top
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 hitboxes30
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
PassiveCeil 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
CliffJump2 vanilla
Ledge Jump
no hitboxes65

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

4 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.

Beam

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Beam
1-1002.410°3 fixed0top
1-1002.475°10 fixed1top
101-1041240°60 / 1270top
101-1041240°60 / 971, 2top

Blackhole

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Blackhole
11-1660366°50 fixed0top

Explosiveflame

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Explode
1-281.5135°40 fixed0top
1-281.5165°40 fixed1top
29-315.584°60 / 1410top

Reflectionboard

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
1-2095105°75 / 400top

Attributes

Weight & Size

Weight
90
Jostle Weight
5.1
Shield Radius
12.5

Ground Movement

Walk Speed
1.271
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.845
Run Speed
1.815
Run Accel (mul)
0.0997
Run Accel (add)
0.02
Traction
0.0785

Jumps

Jumpsquat
4
Jump Initial Y
12.8343
Full Hop Height
35.9
Short Hop Height
14.31
Air Jump Height
35.9
Jump Count
2
Horizontal Jump Speed
1.4

Air Movement

Air Speed
0.959
Air Accel (add)
0.01
Air Accel (mul)
0.08
Air Friction
0.0065
Gravity
0.124
Fall Speed
1.915

Landing Lag

Nair
9
Fair
8
Bair
12
Uair
11
Dair
11
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (84 -> 75 frames).Down Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Neutral Air, Forward Air, Back Air, Neutral Special (GenD), Neutral Special (GLoop), Neutral Special (GStart), Neutral Special (O), Neutral Special (P), Neutral Special (R), Neutral Special (Y), Neutral Special (Air, GenD), Neutral Special (Air, O), Neutral Special (Air, P), Neutral Special (Air, R), Neutral Special (Air, Y), Side Special, Side Special (Air), Down Special (Attack), Down Special (Reflect), Down Special (Air, Attack), Down Special (Air, Reflect), Forward 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.
  • Neutral Special, Neutral Special (B), Neutral Special (Air), Neutral Special (Air, B)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle.Neutral Special (GenD), Neutral Special (Air, GenD)
  • Computed at runtime, not shown: size.Neutral Special (R), Neutral Special (Air, R)
  • Computed at runtime, not shown: damage.Down Special, Down Special (Air)
HDR removes this move’s hitboxes.
  • CliffEscape
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 godwing — the engine's name for it, and there is no table for it here.Forward Smash, Down Smash
  • Damage comes from autoaimbullet — the engine's name for it, and there is no table for it here.Neutral Special (Y), Neutral Special (Air, Y)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Reflectionboard — see Projectiles & Articles below.Neutral Special (O), Neutral Special (Air, O), Down Special (Reflect), Down Special (Air, Reflect)
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 (GStart), Up Special (Start), Up Special (Air, Start), Up Special (Air), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed. 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. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Neutral Special (Air, P)
  • 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.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.