Jabs
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-3 | 1.5 | 55° | 0 / 150 | -13 | 2 | 18 | – | 0, 1, 2 | top |
| 2-3 | 1.5 | Sakurai | 30 fixed | -13 | 3, 4, 5 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 6-8 | 11 | 60° | 50 / 88 | -26 | 6 | 41 | – | 0, 1 | neck |
| 9-14 | 7 | 70° | 40 / 120 | -26 | 0, 1 | neck |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 6-9 | 9 | Sakurai | 35 / 85 | -16 | 6 | 29 | – | 0, 1, 2 | kneel, hip |
| 10-15 | 6 | Sakurai | 10 / 100 | -13 | 0, 1, 2 | kneel, hip | ||||
| hdr‡ Forward Tilt | 6-9 | 9 | Sakurai | 35 / 85 | -16 | 6 | 29 | – | 0, 1, 2 | kneel, hip |
| 10-15 | 6 | Sakurai | 10 / 100 | -13 | 0, 1, 2 | kneel, hip | ||||
| hdr‡ Forward Tilt | 6-9 | 9 | Sakurai | 35 / 85 | -16 | 6 | 29 | – | 0, 1, 2 | kneel, hip |
| 10-15 | 6 | Sakurai | 10 / 100 | -13 | 0, 1, 2 | kneel, hip | ||||
| hdr‡ Up Tilt | 7-12 | 7 | 96° | 45 / 120 | -13 | 7 | 26 | – | 0, 1 | tail1, tail3 |
| 7-12 | 6 | 92° | 45 / 120 | -13 | 2 | tail4 | ||||
| hdr◆‡ Down Tilt | 6-8 | 8 | 35° | 12 / 100 | -8 | 6 | 21 | – | 0, 1, 2 | tail1, tail3 |
Smash Attacks
6 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 | 15-29 | 15 | 45° | 50 / 73 | -35 | 15 | 61 | – | 0 | top |
| 16 | 15 | 45° | 50 / 73 | -34 | 1 | top | ||||
| 17 | 18 | 45° | 50 / 75 | -32 | 1 | top | ||||
| 18-19 | 18 | 45° | 60 / 75 | -31 | 1 | top | ||||
| 20-23 | 12 | 45° | 40 / 102 | -32 | 1 | top | ||||
| 24-29 | 12 | 45° | 40 / 102 | -28 | 1 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 10-11 | 16 | 85° | 40 / 110 | -24 | 10 | 45 | – | 0, 1, 2 | tail1, tail3, tail4 |
| 12-14 | 12 | 90° | 30 / 100 | -24 | 0, 1, 2 | tail1, tail3, tail4 | ||||
| 15-17 | 7 | 80° | 55 / 50 | -24 | 0, 1, 2 | tail1, tail3, tail4 | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 8-20 (every 3) | 2 | 178° | 70 fixed | -54 | 8 | 66 | – | 0, 1 | top |
| 8-20 (every 3) | 2 | 90° | 70 fixed | -54 | 2 | top | ||||
| 23 | 3 | 37° | 51 / 206 | -39 | 0 | top | ||||
Aerial Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 3-6 | 3 | 365° | 40 fixed | -4 | 3 | 39 | 7 | 1-2, 33– | 0 | top |
| 7-10 | 9 | Sakurai | 0 / 135 | -1 | 0 | top | |||||
| 11-28 | 9 | Sakurai | 0 / 100 | -1 | 0 | top | |||||
| hdr‡ Forward Air | 10-21 | 2 | 74° | 40 / 20 | -5 | 10 | 39 | 8 | 1-3, 31– | 0 | bust |
| 10-21 | 2 | 74° | 40 / 20 | -5 | 1, 2 | head, top | |||||
| 22-25 | 5 | Sakurai | 75 / 65 | -4 | 0 | bust | |||||
| 22-25 | 5 | Sakurai | 75 / 65 | -4 | 1, 2 | head, top | |||||
| hdr◆‡ Back Air | 8-9 | 13 | Sakurai | 29 / 107 | 0 | 8 | 33 | 9 | 1-7, 33– | 0, 1 | hip, kneel |
| 10-14 | 10 | Sakurai | 25 / 100 | -2 | 0, 1 | hip, kneel | |||||
| hdr‡∅ Up Air | 4 | 4 | 100° | 90 / 60 | -8 | 4 | 30 | 12 | 1-2, 19– | 0, 1 | tail2, tail4 |
| 5-7 | 8 | 20° | 45 / 60 | -6 | 0, 1 | tail1, tail4 | |||||
| 8 | 5 | 120° | 75 / 60 | -8 | 0, 1 | tail2, tail4 | |||||
| hdr Down Air | 14-15 | 13 | 270° | 16 / 59 | -4 | 14 | 48 | 13 | 39– | 0, 1 | head, top |
| 16-26 | 12 | Sakurai | 20 / 100 | -5 | 0, 1 | head, top | |||||
| hdr¶ Down Air | 1-2 | 4 | Sakurai | 50 / 100 | -24 | 1 | 30 | – | – | 0 | top |
Special Attacks
24 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔‡ Neutral Special | spawns dengekidama | 19 | 52 | – | – | – | |||||
| vanilla➔‡ Neutral Special | spawns dengekidama | 19 | 52 | – | – | – | |||||
| SpecialSStart vanilla• Side Special | no hitboxes | – | 14 | – | – | – | |||||
| SpecialSHold vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| SpecialSWeak vanilla• Side Special | no hitboxes | – | 17 | – | – | – | |||||
| hdr※ Side Special | 5-39 | varies | Sakurai | 40 / 78 | – | 5 | 40 | – | – | 0 | rot |
| vanilla Side Special | no hitboxes | – | 45 | – | – | – | |||||
| SpecialAirSStart vanilla• Side Special | no hitboxes | – | 14 | – | – | – | |||||
| SpecialAirSHold vanilla• Side Special | no hitboxes | – | – | – | – | – | |||||
| SpecialAirSWeak vanilla• Side Special | no hitboxes | – | 17 | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 23 | – | – | – | |||||
| hdr Side Special | no hitboxes | – | 23 | – | – | – | |||||
| hdr•‡ Up Special | no hitboxes | – | 13 | – | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 51 | – | C | – | |||||
| hdr☆ Up Special | 1+ | 2 | 70° | 20 fixed | – | 1 | – | – | – | 0 | hip |
| hdr☆ Up Special | 1+ | 3 | 70° | 20 / 150 | – | 1 | – | – | – | 0 | hip |
| hdr Up Special | 1-5 | 2 | 70° | 20 fixed | -1 | 1 | 6 | – | – | 0 | hip |
| hdr Up Special | 1-5 | 3 | 70° | 20 / 150 | -1 | 1 | 6 | – | – | 0 | hip |
| hdr•‡ Up Special | no hitboxes | – | 13 | – | – | – | |||||
| vanilla• Up Special | no hitboxes | – | 51 | – | C | – | |||||
| hdr➔ Down Special | spawns kaminari | 4 | 80 | – | – | – | |||||
| hdr Down Special | 1-8 | 15 | Sakurai | 70 / 85 | -30 | 1 | 42 | – | – | 0 | top |
| hdr➔ Down Special | spawns kaminari | 4 | 80 | – | – | – | |||||
| vanilla Down Special | 1-3 | 15 | Sakurai | 70 / 77 | -24 | 1 | 36 | – | – | 0 | top |
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Grab | 7-8 | – | – | – / – | – | – | 35 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1 | Sakurai | 30 fixed | -20 | 1 | 24 | – | 0 | trans |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 11-12 | – | – | – / – | – | – | 41 | – | 0 | grab |
| hdr Pivot Grab | 12-13 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 4 | 45° | 67 / 74 | – | 28 | 44 | 16 | 0 | – |
| 1-10 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 11-23 (every 4) | 2 | Sakurai | 0 / 100 | -29 | 0 | top | ||||
| hdr Back Throw | 1 | 9 | 140° | 65 / 70 | – | 26 | 50 | 24 | 0 | – |
| 1-49 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 5 | 90° | 55 / 125 | – | 15 | 37 | 22 | 0 | – |
| 1-13 | 5 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 14 | 5 | 80° | 70 / 60 | -18 | 0 | top | ||||
| hdr Down Throw | 1 | 5 | 77° | 60 / 80 | – | 19 | 44 | 25 | 0 | – |
| 1-13 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 14-17 | 3 | Sakurai | 100 fixed | -26 | 0 | trans |
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 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 23-25 | 9 | 45° | 90 / 20 | -26 | 23 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -27 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -27 | 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 | – | – | |||||
| 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 | – | – | |||||
| 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 | – | 25 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 45 | – | – | |||||
| PassiveCeil 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 | – | 12 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 27 | – | – | |||||
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
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.
Dengeki
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Regular | 1-30 | 6 | Sakurai | 18 / 20 | 0 | sphere |
| 1-30 | 5 | Sakurai | 13 / 20 | 1 | sphere | |
| 31-60 | 5 | Sakurai | 18 / 20 | 0 | sphere | |
| 31-60 | 4 | Sakurai | 13 / 20 | 1 | sphere | |
| 61 | 4 | Sakurai | 18 / 20 | 0 | sphere | |
| 61 | 3 | Sakurai | 13 / 20 | 1 | sphere |
Dengekidama
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Regular | 1+ | 4.8 | Sakurai | 35 / 30 | 0 | top |
Kaminari
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Regular | 1-3 | 12 | 90° | 74 / 50 | 0 | top |
| 4+ | 8 | 70° | 74 / 60 | 0 | top |
Attributes
Weight & Size
- Weight
- 80
- Jostle Weight
- 3.9
- Shield Radius
- 8.5
Ground Movement
- Walk Speed
- 1.24
- Walk Accel (mul)
- 0.158
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.8
- Run Speed
- 1.8
- Run Accel (mul)
- 0.08
- Run Accel (add)
- 0.02
- Traction
- 0.09
Jumps
- Jumpsquat
- 3
- Jump Initial Y
- 12.6913
- Full Hop Height
- 35.5
- Short Hop Height
- 15
- Air Jump Height
- 35.5
- Jump Count
- 2
- Horizontal Jump Speed
- 1.8
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.6
Air Movement
- Air Speed
- 0.901
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.03
- Air Friction
- 0.01
- Gravity
- 0.11
- Fall Speed
- 1.9
Landing Lag
- Nair
- 7
- Fair
- 8
- Bair
- 9
- Uair
- 12
- Dair
- 13
- Empty Landing
- 4
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (38 -> 23 frames).Down Tilt
- HDR replaces the animation (54 -> 37 frames).Back Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, Forward Air, Back Air, Up Air, Neutral Special, Neutral Special (Air), Up Special (Start), Up Special (Air, Start), Up Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Dair Landing
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
- Up Special (1), Up Special (2)
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: damage.Side Special
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frame 3: out, but unable to collide with a fighter, so not counted as active frames.Up Air
✕HDR removes this move’s hitboxes.
- CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Dengekidama — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
- Damage comes from Kaminari — see Projectiles & Articles below.Down Special, Down 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, Side Special (Start), Side Special (Weak), Side Special (Air, Start), Side Special (Air, Weak), Up Special (Start), Up Special (End), Up Special (Air, Start), Up Special (Air, End), 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.Side Special (Hold), Side Special (Air, Hold), 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
Pikachu