Jabs
2 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3 | 3 | 74° | 20 / 60 | -10 | 3 | 17 | – | 0, 1, 2 | top |
| 3 | 3 | Sakurai | 30 / 15 | -10 | 3 | top | ||||
| vanilla Jab | 2-3 | 3 | 35° | 60 / 70 | -14 | 2 | 20 | – | 0, 1, 2 | arml, shoulderl |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 6-9 | 4 | 20° | 30 / 10 | -25 | 6 | 36 | – | 0, 1 | bust, top |
| 6-9 | 4 | 100° | 30 / 10 | -25 | 2 | top | ||||
| 6-9 | 4 | 100° | 22 / 0 | -25 | 3 | top | ||||
| 15-19 | 6.5 | 63° | 55 / 105 | -15 | 0, 1 | bust, top | ||||
| 15-19 | 6.5 | 56° | 55 / 105 | -15 | 2 | top |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 6-9 | 9 | 90° | 45 / 105 | -20 | 6 | 33 | – | 0 | legr |
| 6-9 | 10 | 100° | 45 / 105 | -19 | 1 | kneer | ||||
| 6-9 | 11.5 | 100° | 40 / 105 | -18 | 2 | footr | ||||
| 10-14 | 6 | 90° | 55 / 65 | -17 | 0, 1, 2 | legr, kneer, footr | ||||
| hdr‡ Up Tilt | 8-13 | 11 | 84° | 49 / 72 | -17 | 8 | 34 | – | 0, 1 | top |
| hdr◆‡ Down Tilt | 9-11 | 8 | 281° | 45 / 85 | -9 | 9 | 25 | – | 0 | shoulderl |
| 9-11 | 8 | 274° | 45 / 85 | -9 | 1 | handl | ||||
| 9-11 | 8 | 79° | 50 / 96 | -9 | 2 | shoulderl | ||||
| 9-11 | 8 | 86° | 50 / 96 | -9 | 3 | handl |
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 | 15-17 | 15 | 45° | 60 / 65 | -26 | 15 | 52 | – | 0, 1 | havel |
| 15-17 | 15 | 45° | 65 / 68 | -26 | 2 | havel | ||||
| hdr Forward Smash | 15-17 | 18 | 80° | 68 / 65 | -21 | 15 | 48 | – | 0, 1 | havel |
| hdr Forward Smash | 15-17 | 13.5 | 27° | 65 / 60 | -31 | 15 | 56 | – | 0, 1, 2 | havel |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 14-16 | 18 | 90° | 40 / 84 | -21 | 14 | 47 | – | 0 | handr |
| 14-16 | 14 | 84° | 40 / 94 | -23 | 1 | shoulderr | ||||
| 14-16 | 4 | 135° | 90 fixed | -28 | 2 | top | ||||
| 14-16 | 4 | 133° | 99 fixed | -28 | 3 | top | ||||
| 17-22 | 10 | 79° | 25 / 125 | -22 | 0, 1 | handr, shoulderr | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 6-22 (every 4) | 2 | 0° | 20 fixed | -45 | 6 | 55 | – | 0 | top |
| 6-22 (every 4) | 2 | 180° | 25 fixed | -45 | 1, 2 | top | ||||
| 28-30 | 6 | Sakurai | 47 / 151 | -21 | 0 | top | ||||
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 | 14 | Sakurai | 20 / 100 | +1 | 5 | 44 | 8 | 1-4, 35– | 0, 1, 2 | handr, handl, hip |
| 9-18 | 10 | Sakurai | 5 / 100 | -1 | 0, 1 | handr, handl | |||||
| 9-18 | 9 | Sakurai | 0 / 100 | -2 | 2 | hip | |||||
| hdr◆‡ Forward Air | 17-23 | 14 | Sakurai | 50 / 80 | -2 | 17 | 53 | 11 | 1-14, 42– | 0, 1 | shoulderl, arml |
| 17-23 | 15.5 | Sakurai | 50 / 83 | -1 | 2 | arml | |||||
| hdr◆ Back Air | 6-7 | 13 | Sakurai | 10 / 107 | +1 | 6 | 42 | 8 | 1-4, 30– | 0 | top |
| 8-19 | 10 | Sakurai | 10 / 85 | -1 | 0 | top | |||||
| hdr‡ Up Air | 10 | 4 | 103° | 50 fixed | -3 | 10 | 43 | 7 | 1-4, 42– | 0 | top |
| 10-11 | 4 | 366° | 50 fixed | -3 | 1 | top | |||||
| 10-14 | 4 | 367° | 50 fixed | -3 | 2 | bust | |||||
| 11-13 | 4 | 366° | 50 fixed | -3 | 0 | top | |||||
| 12-14 | 4 | 366° | 50 fixed | -3 | 1 | top | |||||
| 15-20 | 7 | 76° | 50 / 100 | -2 | 0 | bust | |||||
| 15-17 | 7 | 76° | 50 / 100 | -2 | 1 | top | |||||
| 17-19 | 7 | 76° | 50 / 100 | -2 | 2 | top | |||||
| 19-20 | 7 | 76° | 50 / 100 | -2 | 1 | top | |||||
| hdr Down Air | 12-24 (every 6) | 2.5 | 78° | 19 / 45 | -4 | 12 | 37 | 7 | 1-10, 38– | 0 | top |
| 12-24 (every 6) | 2.5 | 366° | 19 / 45 | -4 | 1 | top | |||||
| 30-31 | 5 | 78° | 40 / 120 | -3 | 0, 1 | top |
Special Attacks
20 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | spawns kinopiospore | 1 | 60 | – | – | |||||
| hdr➔‡ Neutral Special | spawns kinopiospore | 5 | 57 | – | – | |||||
| vanilla➔ Neutral Special | spawns kinopiospore | 15 | 70 | – | – | |||||
| hdr➔‡ Neutral Special | spawns kinopiospore | 1 | 60 | – | – | |||||
| hdr➔‡ Neutral Special | spawns kinopiospore | 5 | 57 | – | – | |||||
| vanilla➔ Neutral Special | spawns kinopiospore | 15 | 70 | – | – | |||||
| SpecialSStart vanilla• Side Special | no hitboxes | – | 14 | – | – | |||||
| hdr Side Special | 1-24 | 0 | 0° | 0 / 0 | – | 1 | 31 | – | 0 | hip |
| SpecialSEnd hdr✕ Side Special | no hitboxes | – | 30 | – | – | |||||
| hdr Side Special | 1-4 | 15 | 55° | 60 / 80 | -17 | 1 | 29 | – | 0 | top |
| SpecialAirSStart vanilla• Side Special | no hitboxes | – | 20 | – | – | |||||
| hdr• Side Special | 1-2 | 4 | Sakurai | 20 / 20 | -41 | 1 | 47 | 5 / 28 | 0 | hip |
| hdr↛‡ Up Special | 7-10 | 3 | 99° | 150 fixed | -30 | 7 | 41 | – | 0 | head |
| 7-10 | 3 | 118° | 150 fixed | -30 | 1 | havel | ||||
| 11-22 | 1 | 367° | 70 fixed | -27 | 0 | havel | ||||
| 11-28 | 1 | 97° | 125 fixed | -27 | 1 | hip | ||||
| 23-28 | 1 | 368° | 70 fixed | -15 | 0 | havel | ||||
| 31-33 | 4 | 74° | 60 / 120 | -5 | 0, 1 | havel, arml | ||||
| hdr Up Special | 8-20 | 3 | 80° | 30 / 40 | -9 | 8 | 21 | – | 0 | havel |
| vanilla• Up Special | no hitboxes | – | – | – | – | |||||
| hdr↛‡ Up Special | 7-10 | 3 | 99° | 150 fixed | -30 | 7 | 41 | – | 0 | head |
| 7-10 | 3 | 118° | 150 fixed | -30 | 1 | havel | ||||
| 11-22 | 1 | 367° | 70 fixed | -27 | 0 | havel | ||||
| 11-28 | 1 | 97° | 125 fixed | -27 | 1 | hip | ||||
| 23-28 | 1 | 368° | 70 fixed | -15 | 0 | havel | ||||
| 31-33 | 4 | 74° | 60 / 120 | -5 | 0, 1 | havel, arml | ||||
| vanilla• Up Special | no hitboxes | – | 16 | – | – | |||||
| hdr↛ Down Special | spawns daikon | 1 | 40 | – | – | |||||
| hdr Down Special | no hitboxes | – | 25 | – | – | |||||
| hdr• Down Special | no hitboxes | – | 20 | 5 | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| vanilla↛ Grab | spawns kinopio | 1 | 2 | – | – | |||||
| vanilla↛• Grab | spawns kinopio | 1 | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -18 | 1 | 22 | – | 0 | top |
| vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 41 | – | 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 | 45° | 55 / 118 | – | 19 | 34 | 15 | 0 | – |
| 1-14 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 15-18 | 2 | Sakurai | 28 / 295 | -15 | 0 | top | ||||
| hdr‡ Back Throw | 1 | 9 | 127° | 40 / 81 | – | 22 | 42 | 20 | 0 | – |
| 1-19 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 20-21 | 2 | 70° | 10 / 200 | -18 | 0 | top | ||||
| hdr Up Throw | 1 | 6 | 83° | 70 / 56 | – | 24 | 42 | 18 | 0 | – |
| 1-19 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 20-23 | 2 | 80° | 20 fixed | -18 | 0 | handr | ||||
| hdr‡ Down Throw | 1 | 7 | 110° | 65 / 45 | – | 43 | 62 | 19 | 0 | – |
| 1-33 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 34-35 | 1 | 270° | 20 fixed | -25 | 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 | – | 62 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 62 | 10 | – | |||||
| vanilla Ledge Attack | 18-20 | 9 | 45° | 90 / 20 | -31 | 18 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -30 | 14 | 50 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -30 | 14 | 50 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -21 | 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 | – | – | |||||
| 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 | – | – | |||||
| PassiveCeil 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 | – | 33 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 30 | – | – | |||||
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 | – | 6 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
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.
Kinopiospore
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Shot | 1-16 | 3.5 | 48° | 5 / 195 | 0 | top |
| 1-16 | 3.5 | 48° | 40 / 195 | 0 | top |
Attributes
Weight & Size
- Weight
- 90
- Jostle Weight
- 4.9
- Shield Radius
- 11
Ground Movement
- Walk Speed
- 0.904
- Walk Accel (mul)
- 0.21
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.2
- Run Speed
- 1.5
- Run Accel (mul)
- 0.02
- Run Accel (add)
- 0.1
- Traction
- 0.0886
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 10.7357
- Full Hop Height
- 30.03
- Short Hop Height
- 15.66
- Air Jump Height
- 30.03
- Jump Count
- 2
- Horizontal Jump Speed
- 1.3
Air Movement
- Air Speed
- 1.1
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.06
- Air Friction
- 0.005
- Gravity
- 0.08
- Fall Speed
- 1.5
Landing Lag
- Nair
- 8
- Fair
- 11
- Bair
- 8
- Uair
- 7
- Dair
- 7
- Empty Landing
- 5
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (34 -> 38 frames).Down Tilt
- HDR replaces the animation (76 -> 75 frames).Forward Air
- HDR replaces the animation (64 -> 63 frames).Back Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Forward Tilt, Up Tilt, Down Tilt, Neutral Air, Forward Air, Up Air, Neutral Special, Neutral Special (Hit), Neutral Special (Air), Neutral Special (Air, Hit), Up Special (Start), Up Special (Air, Start), Grab, Forward Throw, Back Throw, Down Throw
✕HDR removes this move’s hitboxes.
- Side Special (End), 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.
- Kinopiospore is on the field for up to 16 frames (param_kinopiospore.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Kinopiospore: Shot
↛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 kassar — the engine's name for it, and there is no table for it here.Up Special (Start), Up Special (Air, Start)
- Damage comes from daikon — the engine's name for it, and there is no table for it here.Down Special
- Damage comes from kinopio — the engine's name for it, and there is no table for it here.CatchPull, CatchWait
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Kinopiospore — see Projectiles & Articles below.Neutral Special, Neutral Special (Hit), Neutral Special (Turn), Neutral Special (Air), Neutral Special (Air, Hit), Neutral Special (Air, Turn)
•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, Side Special (Start), Side Special (Air, Start), Up Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Land cancels: touching the ground during this move ends it with 5 or 28 frames of landing lag rather than the usual special-fall landing. Which value applies depends on when you land. 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. The code names the move rather than this animation, so the figure may belong to another of its segments.Side Special (Air, End)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Up Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it with 5 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.Down Special (Air)
- 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
Peach