Piranha Plant

129 moves50 changed by HDR79 vanillainternal packun
Stance
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3280°20 fixed-92150, 1, 2, 3top
2-32Sakurai30 / 15-94top
hdr
Jab
2-31.580°20 fixed-102150, 1, 2, 3top
2-31.5Sakurai30 / 15-104top
hdr
Jab
2-31.880°20 fixed-102150, 1, 2, 3top
2-31.8Sakurai30 / 15-104top
hdr
Jab
2-3270°30 / 15-112170top
2-3275°30 / 15-111top
2-3280°30 / 15-112top
hdr
Jab
2-31.570°30 / 15-122170top
2-31.575°30 / 15-121top
2-31.580°30 / 15-122top
hdr
Jab
2-31.870°30 / 15-122170top
2-31.875°30 / 15-121top
2-31.880°30 / 15-122top
hdr◆※
Jab
7-8538°50 / varies-147260, 1, 2top, virtualhit2, virtualhit3
hdr◆※
Jab
7-83.7538°50 / varies-147260, 1, 2top, virtualhit2, virtualhit3
hdr◆※
Jab
7-86.538°50 / varies-137260, 1, 2top, virtualhit2, virtualhit3
vanilla
Jab
no hitboxes4
vanilla
Jab
1, 2, 6, 100.6Sakurai8 / 1010top
hdr
Jab
6-7450°40 / 150-276380top
hdr
Jab
6-7350°40 / 150-286380top
6-700 / 01top
hdr
Jab
6-7450°40 / 150-276380top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-91245°45 / 100-327480, 1potc, top
10-19850°40 / 100-310, 1potc, top
hdr
Dash Attack
7-9945°45 / 100-347480, 1potc, top
10-19650°40 / 100-320, 1potc, top
hdr
Dash Attack
10-1210.845°45 / 100-3310510, 1potc, top
13-227.250°40 / 100-320, 1potc, top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-94.125366°20 / 20-167280top
7-94.125Sakurai20 / 20-161, 2virtualhit3, virtualhit2
hdr
Forward Tilt
6-96Sakurai40 / 125-206320, 1, 2top, virtualhit3, virtualhit2
6-900 / 03, 4, 5top, virtualhit3, virtualhit2
hdr
Forward Tilt
8-106Sakurai40 / 102-198330virtualhit2
8-1011Sakurai40 / 102-161mouth
11-14650°40 / 120-160virtualhit2
11-14650°40 / 120-161mouth
hdr
Forward Tilt
10-1210Sakurai40 / 105-1610340, 1, 2top, neck5, neck3
hdr
Forward Tilt
10-127.5Sakurai40 / 105-1710340, 1, 2top, neck5, neck3
hdr
Forward Tilt
10-1213Sakurai40 / 105-1410340, 1, 2top, neck5, neck3
hdr
Up Tilt
6-15780°55 / 100-176290, 1virtualhit1, virtualhit2
6-15985°55 / 100-162mouth
hdr
Up Tilt
6-155.2580°55 / 100-186290, 1virtualhit1, virtualhit2
6-156.7585°55 / 100-172mouth
hdr
Up Tilt
9-189.180°55 / 100-159320, 1virtualhit1, virtualhit2
9-1811.785°55 / 100-142mouth
hdr
Down Tilt
7-10760°45 / 67-137260, 1top
7-10880°60 / 54-122top
hdr
Down Tilt
7-105.2560°45 / 67-147260, 1top
7-10680°60 / 54-132top
hdr
Down Tilt
8-116.360°45 / 67-138270, 1top
8-117.280°60 / 54-132top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr‡※
Forward Smash
16-191445°25 / 100-2816540, 1virtualhit2, virtualhit3
16-191545°25 / varies-272mouth
hdr‡※
Forward Smash
16-1910.545°25 / 100-3016540, 1virtualhit2, virtualhit3
16-1911.2545°25 / varies-292mouth
hdr‡※
Forward Smash
19-2218.245°25 / 100-2519570, 1virtualhit2, virtualhit3
19-2219.545°25 / varies-252mouth
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
12-163114°80 fixed-3412500, 1top
17-181390°46 / 109-230mouth
hdr
Up Smash
12-162.25114°80 fixed-3412500, 1top
17-189.7590°46 / 149-250mouth
17-1800 / 01mouth
hdr
Up Smash
12-163114°80 fixed-3412500, 1top
17-181390°46 / 109-230mouth
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-101394°48 / 64-248420, 1, 2top
12-141394°48 / 64-200, 1, 2top
hdr
Down Smash
8-109.7535°25 / 99-268420, 1, 2top
12-149.7535°25 / 99-220, 1, 2top
hdr
Down Smash
11-1311.735°25 / 99-2511450, 1, 2top
15-1711.735°25 / 99-210, 1, 2top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
8-172365°varies / varies-584881-4, 34–0, 1arml, armr
19-21351°40 / 141-50, 1arml, armr
hdr
Neutral Air
8-171.5365°varies / varies-684881-4, 34–0, 1arml, armr
19-212.2551°40 / 141-50, 1arml, armr
hdr
Neutral Air
11-201.8365°varies / varies-6115181-7, 37–0, 1arml, armr
22-242.751°40 / 141-50, 1arml, armr
hdr
Forward Air
10-149Sakurai40–50 / 72-2103881-2, 30–0potc
10-1411Sakurai40–50 / 7201potc
hdr
Forward Air
10-146.75Sakurai40–50 / 72-3103881-2, 30–0potc
10-148.25Sakurai40–50 / 72-21potc
hdr
Forward Air
10-148.1Sakurai40–50 / 72-2103881-2, 30–0potc
10-149.9Sakurai40–50 / 72-11potc
hdr
Back Air
14-171550°25 / 108-41441141-4, 36–0top
14-171155°25 / 100-61top
hdr
Back Air
14-252366°25 / 90-111441141-4, 36–0, 1top
26-29650°25 / 108-90, 1top
26-2900 / 02, 3top
hdr
Back Air
18-211645°25 / 90-3318621-4, 44–0, 1virtualhit2, virtualhit3
18-211945°25 / 95-312mouth
hdr
Up Air
61064°38 / 72-163381-2, 25–0, 1mouth, virtualhit2
61064°48 / 80-10, 1mouth, virtualhit2
6-71075°60 / 90-10, 1mouth, virtualhit2
81064°38 / 72-10, 1mouth, virtualhit2
81064°48 / 80-10, 1mouth, virtualhit2
8-111075°60 / 90-10, 1mouth, virtualhit2
hdr
Up Air
67.564°38 / 72-263381-2, 25–0, 1mouth, virtualhit2
67.564°48 / 80-20, 1mouth, virtualhit2
6-77.575°60 / 90-20, 1mouth, virtualhit2
87.564°38 / 72-20, 1mouth, virtualhit2
87.564°48 / 80-20, 1mouth, virtualhit2
8-117.575°60 / 90-20, 1mouth, virtualhit2
hdr
Up Air
61364°38 / 72+163381-2, 25–0, 1mouth, virtualhit2
61364°48 / 80+10, 1mouth, virtualhit2
6-71375°60 / 90+10, 1mouth, virtualhit2
81364°38 / 72+10, 1mouth, virtualhit2
81364°48 / 80+10, 1mouth, virtualhit2
8-111375°60 / 90+10, 1mouth, virtualhit2
hdr
Down Air
11-1413270°20 / 62-21143111-3, 31–0, 1potc
15-219Sakurai15 / 92-50, 1potc
hdr
Down Air
11-149.75270°20 / 62-41143111-3, 31–0, 1potc
15-216.75Sakurai15 / 92-60, 1potc
hdr
Down Air
14-1711.7270°20 / 62-31446111-5, 34–0, 1potc
18-248.1Sakurai15 / 92-50, 1potc

Special Attacks

48 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr➔•‡
Neutral Special
spawns spikeball822
hdr➔•‡
Neutral Special
spawns spikeball822
hdr➔•‡
Neutral Special
spawns spikeball828
SpecialNFailure vanilla
Neutral Special
no hitboxes71
SpecialNBlow vanilla
Neutral Special
no hitboxes
SpecialNHit vanilla
Neutral Special
no hitboxes20
vanilla
Neutral Special
no hitboxes121
vanilla
Neutral Special
no hitboxes21
vanilla
Neutral Special
no hitboxes101
vanilla
Neutral Special
no hitboxes107
hdr➔•‡
Neutral Special
spawns spikeball822
hdr➔•‡
Neutral Special
spawns spikeball822
hdr➔•‡
Neutral Special
spawns spikeball828
SpecialAirNFailure vanilla
Neutral Special
no hitboxes71
SpecialAirNBlow vanilla
Neutral Special
no hitboxes
SpecialAirNHit vanilla
Neutral Special
no hitboxes20
vanilla
Neutral Special
no hitboxes121
vanilla
Neutral Special
no hitboxes21
vanilla
Neutral Special
no hitboxes101
vanilla
Neutral Special
no hitboxes107
vanilla•‡
Side Special
no hitboxes11
SpecialSCharge vanilla
Side Special
no hitboxes
SpecialSEnd vanilla
Side Special
no hitboxes11
hdr➔¶
Side Special
2-9018°30 fixed234C 310top
5-91530°60 / 65-180, 1mouth
5-9330°11 / 150-250, 1mouth
hdr➔¶
Side Special
2-20018°30 fixed2380top
5-201530°60 / 65-220, 1mouth
5-20330°11 / 150-290, 1mouth
SpecialSCancel vanilla
Side Special
no hitboxes9
hdr‡¶
Side Special
17-191580°50 / 20-2017480, 1mouth
17-191080°50 / 27-170mouth
17-191080°50 / 27-231mouth
vanilla•‡
Side Special
no hitboxes11
SpecialAirSCharge vanilla
Side Special
no hitboxes
SpecialAirSEnd vanilla
Side Special
no hitboxes11
hdr➔¶
Side Special
2-9018°30 fixed234C 310top
5-91530°60 / 65-180, 1mouth
5-9330°11 / 150-250, 1mouth
hdr➔¶
Side Special
2-20018°30 fixed2380top
5-201530°60 / 65-220, 1mouth
5-20330°11 / 150-290, 1mouth
SpecialAirSCancel vanilla
Side Special
no hitboxes9
SpecialAirSJumpCancel vanilla
Side Special
no hitboxes6
hdr‡¶
Side Special
17-191580°50 / 20-2017480, 1mouth
17-191080°50 / 27-170mouth
17-191080°50 / 27-231mouth
hdr
Up Special
11-191248°50 / 80-145111650, 1, 2, 3arml, armr
20-65750°20 / 100-1390, 1, 2, 3arml, armr
hdr
Up Special
11-19948°50 / 80-147111650, 1, 2, 3arml, armr
20-655.2550°20 / 100-1400, 1, 2, 3arml, armr
hdr
Up Special
11-1910.848°50 / 80-146111650, 1, 2, 3arml, armr
20-656.350°20 / 100-1390, 1, 2, 3arml, armr
SpecialHiLanding vanilla
Up Special
no hitboxes30
hdr‡•
Up Special
11-191248°50 / 80-14511165240, 1, 2, 3arml, armr
20-65750°20 / 100-1390, 1, 2, 3arml, armr
hdr‡•
Up Special
11-19948°50 / 80-14711165240, 1, 2, 3arml, armr
20-655.2550°20 / 100-1400, 1, 2, 3arml, armr
hdr‡•
Up Special
11-1910.848°50 / 80-14611165240, 1, 2, 3arml, armr
20-656.350°20 / 100-1390, 1, 2, 3arml, armr
hdr•‡
Down Special
no hitboxes13
SpecialLwCharge vanilla
Down Special
no hitboxes
vanilla
Down Special
no hitboxes61
SpecialLwFallB vanilla
Down Special
no hitboxes61
vanilla
Down Special
no hitboxes25
hdr
Down Special
no hitboxes19
hdr
Down Special
no hitboxes19
hdr☆※
Down Special
1+2060°60 / 7010mouth
1+0varies60 / varies0mouth
hdr☆※
Down Special
1+1560°60 / 7010mouth
1+0varies60 / varies0mouth
1+00 / 01mouth
hdr☆※
Down Special
1+2660°60 / 7010mouth
1+0varies60 / varies0mouth
hdr☆※
Down Special
1+2060°60 / 7010mouth
1+0varies60 / varies0mouth
hdr☆※
Down Special
1+1560°60 / 7010mouth
1+0varies60 / varies0mouth
1+00 / 01mouth
hdr☆※
Down Special
1+2660°60 / 7010mouth
1+0varies60 / varies0mouth
hdr•‡
Down Special
no hitboxes13
SpecialAirLwCharge vanilla
Down Special
no hitboxes
vanilla
Down Special
no hitboxes61
SpecialAirLwFallB vanilla
Down Special
no hitboxes61
vanilla
Down Special
no hitboxes25
hdr
Down Special
no hitboxes196
hdr
Down Special
no hitboxes24

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
hdr
Pummel
1variesSakurai30 fixed1300top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
9-10– / –370grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr◆‡
Forward Throw
1430°50 / 602947180
1-253Sakurai60 / 1000
26-2810Sakurai50 / 100-130mouth
26-2814Sakurai50 / 60-111mouth
hdr
Back Throw
1965°60 / 401933140
1-323Sakurai40 / 1000
hdr
Up Throw
11190°57 / 912042220
1-203Sakurai40 / 1000
hdr
Down Throw
1384°41 / 1633157260
1-193Sakurai40 / 1000
2010 / 100-340top
3010 / 100-240top
3000 / 01top

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 4–265210
hdr
Air Dodge
intangible 4–265210
vanilla
Ledge Attack
21-231045°90 / 20-2721560top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
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 hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
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 hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
hdr
Tech
no hitboxes41
hdr
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes26
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 hitboxes42

Other

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
SquatStepPoseBack
5-6490°95 / 80-55150mouth
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

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.

Bosspackun

5 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Landing
1-3560°130 fixed4, 5top
vanilla
HopLanding
1-3560°130 fixed4, 5top
vanilla
Flame
1-795Sakurai0 / 1000
1-3560°130 fixed4, 5top
18-19345°30 / 402top
20-24345°30 / 402top
25-31345°30 / 402top
32-38345°30 / 402top
39-42345°30 / 402top
43-44345°20 / 402top
51-52345°30 / 403top
53-57345°30 / 403top
58-64345°30 / 403top
65-71345°30 / 403top
72-75345°30 / 403top
76-77345°20 / 403top
vanilla
End
39-442040°10 / 1002, 3top
vanilla
Attack
1+0Sakurai30 / 902, 3top, lowermouth
6475°70 / 1000, 1ironl2, ironr2
6+475°70 / 1000, 1ironl2, ironr2

Poisonbreath

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Start
3+2.4Sakurai0 / 00top
3+3.1Sakurai0 / 01top
3+1.3Sakurai0 / 02top
3+1.8Sakurai0 / 03top
hdr
Shoot
1+2.4Sakurai0 / 00top
1+3.1Sakurai0 / 01top
1+1.3Sakurai0 / 02top
1+1.8Sakurai0 / 03top
hdr
StartMax
3+3.1Sakurai0 / 00top
3+1.8Sakurai0 / 01top
hdr
ShootMax
1+3.1Sakurai0 / 00top
1+1.8Sakurai0 / 01top

Spikeball

7 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Start
11055°40 / 600trans
11855°60 / 600trans
1+1455°50 / 700trans
1+00 / 01trans
hdr
StartAir
11055°40 / 600trans
11855°60 / 600trans
1+1455°50 / 700trans
1+00 / 01trans
hdr
Loop
11055°40 / 600trans
11855°60 / 600trans
1+1455°50 / 700trans
1+00 / 01trans
hdr
Wait
11055°40 / 600trans
11855°60 / 600trans
1+1455°50 / 700trans
1+00 / 01trans
hdr
Shoot
11255°40 / 600trans
12055°60 / 600trans
1+1655°50 / 700trans
1+00 / 01trans
hdr
Fall
11255°40 / 600trans
12055°60 / 600trans
1+1655°50 / 700trans
1+00 / 01trans
hdr
Explode
1-51045°45 / 1200top
1-500 / 01top

Attributes

Weight & Size

Weight
109
Jostle Weight
7.2
Shield Radius
13.4

Ground Movement

Walk Speed
1
Walk Accel (mul)
0.05
Walk Accel (add)
0.05
Initial Dash
1.71
Run Speed
1.59
Run Accel (mul)
0.0764
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
5
Jump Initial Y
13.3705
Full Hop Height
37.4
Short Hop Height
16
Air Jump Height
38.52
Jump Count
2
Horizontal Jump Speed
1.5

Air Movement

Air Speed
0.981
Air Accel (add)
0.015
Air Accel (mul)
0.035
Air Friction
0.0125
Gravity
0.14
Fall Speed
2.2

Landing Lag

Nair
8
Fair
8
Bair
14
Uair
8
Dair
11
Empty Landing
5
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (44 -> 58 frames).Jab 3
  • HDR replaces the animation (50 -> 80 frames).Forward Throw
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • AttackS32, AttackS3SS, Down Tilt, Forward Smash, Down Smash, Down Air, Neutral Special (Start), Neutral Special (ShootF), Neutral Special (ShootB), Neutral Special (Air, Start), Neutral Special (Air, ShootF), Neutral Special (Air, ShootB), Side Special (Start), Side Special (ShootS), Side Special (Air, Start), Side Special (Air, ShootS), Up Special, Up Special (Air), Down Special (Start), Down Special (Air, Start), Grab, Forward Throw, Down Throw, PassiveStandF, PassiveStandB
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Side Special (Shoot), Side Special (ShootS), Side Special (Air, Shoot), Side Special (Air, ShootS)
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Down Special (Bite Attack), Down Special (BiteAttack)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: kbg.Jab 3, Forward Smash
  • Computed at runtime, not shown: bkb, kbg.Neutral Air
  • Computed at runtime, not shown: angle, kbg.Down Special (Bite Attack), Down Special (BiteAttack)
  • Computed at runtime, not shown: damage.Pummel
HDR removes this move’s hitboxes.
  • CliffEscape
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Spikeball — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Also spawns Poisonbreath — see Projectiles & Articles below.Side Special (Shoot), Side Special (Air, Shoot)
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 (Start), Neutral Special (Wait), Neutral Special (Air, Start), Neutral Special (Air, Wait), Side Special (Start), Side Special (Air, Start), Down Special (Start), Down Special (FallF), Down Special (FallB), Down Special (Bite), Down Special (Air, Start), Down Special (Air, FallF), Down Special (Air, FallB), Down Special (Air, Bite), 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
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Blow), Neutral Special (Air, Blow), Side Special (Charge), Side Special (Air, Charge), Down Special (Charge), Down Special (Air, Charge), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 24 frames rather than the 164 this move would otherwise run. The figure is param_special_hi.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air)
  • Land cancels: touching the ground during this move ends it with 6 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, End)
  • 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.