Pit

124 moves33 changed by HDR91 vanillainternal pit
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
4-5380°10 / 40-11419–0, 1, 2armr, bowr
4-53Sakurai30 / 15-113, 4, 5armr, bowr
hdr‡
Jab
5-6360°70 fixed-12521–0arml
5-6390°70 fixed-121bowl
5-63145°85 fixed-122bowl
5-63Sakurai30 / 15-123, 4, 5arml, bowl
hdr‡
Jab
3-5470°60 / 100-22330–0, 1, 2armr, bowr
Attack100Start vanilla•
Jab
no hitboxes–4––
vanilla•
Jab
2-16 (every 2)0.5Sakurai8 / 10–2––0top
vanilla
Jab
4-52Sakurai40 / 185-37445–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
7-9970°30 / 113-21735–0top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
10-149Sakurai42 / 86-161033–0top
10-1412Sakurai42 / 86-141top
hdr‡
Up Tilt
6-84368°45 fixed-20631–0top
15-16672°71 / 48-100top
hdr‡
Down Tilt
6-7875°71 / 40-12625–0top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
105366°53 fixed-431058–0top
16-1810Sakurai42 / 121-340top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
65105°62 / 159-40651–0, 1, 2, 3, 4top
6-75105°62 / 159-405, 6top
75105°62 / 159-391, 4top
9694°62 / 139-360, 1, 2top
13-14790°62 / 123-320, 1, 2, 3top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
5-61248°40 / 98-35549–0, 1top
5-61048°35 / 93-362top
18-201230°25 / 93-220, 1top
18-201030°25 / 93-232top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-231.5363°34 / 40-745091-2, 30–0, 1bowr
4-231.580°34 / 40-72, 3bowr
254.5Sakurai60 / 100-50, 1top
hdr‡
Forward Air
11-122365°20 / 48-811451135–0top
11-122345°20 / 48-81shoulderr
14-152365°20 / 48-80top
14-152345°20 / 48-81shoulderr
17-188Sakurai26 / 135-50top
17-188Sakurai26 / 142-51shoulderr
hdr‡
Back Air
10-121166°31 / 93-21040101-3, 28–0top
10-121343°31 / 96-11top
13-158Sakurai22 / 78-40top
hdr‡
Up Air
12-211365°36 fixed-91243111-4, 35–0, 1, 2, 3top
23-24868°50 / 126-50, 1, 2, 3top
hdr‡
Down Air
91175°41 / 81-2938101-6, 36–0, 1, 2arml, bowl
10-1111270°32 / 52-20, 1, 2arml, bowl
12-131075°40 / 80-30, 1, 2arml, bowl

Special Attacks

48 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla➔•
Neutral Special
spawns bowarrow715–––
SpecialNHoldS vanilla•
Neutral Special
no hitboxes–––––
SpecialNHoldHi vanilla•
Neutral Special
no hitboxes–––––
SpecialNSToHi vanilla•
Neutral Special
no hitboxes–8–––
SpecialNHiToS vanilla•
Neutral Special
no hitboxes–8–––
SpecialNSToS vanilla•
Neutral Special
no hitboxes–8–––
vanilla
Neutral Special
no hitboxes–32–––
vanilla
Neutral Special
no hitboxes–30–––
vanilla➔•
Neutral Special
spawns bowarrow715–––
SpecialAirNHoldS vanilla•
Neutral Special
no hitboxes–––––
SpecialAirNHoldHi vanilla•
Neutral Special
no hitboxes–––––
SpecialAirNSToHi vanilla•
Neutral Special
no hitboxes–8–––
SpecialAirNHiToS vanilla•
Neutral Special
no hitboxes–8–––
SpecialAirNSToS vanilla•
Neutral Special
no hitboxes–8–––
hdr
Neutral Special
no hitboxes–32–––
hdr
Neutral Special
no hitboxes–30–––
hdr
Side Special
no hitboxes–80–JC 30–
hdr
Side Special
2-31580°102 / 63-37250–JC 300top
4-51580°102 / 63-350top
hdr•
Side Special
no hitboxes–115–JC 30–
hdr‡
Side Special
2-31380°94 / 53-56268–JC 300top
4-51380°94 / 53-540top
hdr•
Up Special
no hitboxes–15–––
hdr•
Up Special
no hitboxes–54–––
hdr•
Up Special
no hitboxes–1528––
hdr•
Up Special
no hitboxes–3428––
SpecialLwStartR vanilla•
Down Special
no hitboxes–7–––
vanilla•
Down Special
1-29050°50 fixed–1–––0, 1virtualguardianf, virtualguardianb
30+050°30 fixed–0, 1virtualguardianf, virtualguardianb
SpecialLwEndR vanilla
Down Special
no hitboxes–19–––
SpecialLwBreakR vanilla
Down Special
no hitboxes–24–––
SpecialLwStartRNoShield vanilla•
Down Special
no hitboxes–7–––
SpecialLwHoldNoShield vanilla•
Down Special
no hitboxes–––––
SpecialLwEndRNoShield vanilla
Down Special
no hitboxes–24–––
SpecialLwStartL vanilla•
Down Special
no hitboxes–7–––
SpecialLwEndL vanilla
Down Special
no hitboxes–19–––
SpecialLwBreakL vanilla
Down Special
no hitboxes–24–––
SpecialLwStartLNoShield vanilla•
Down Special
no hitboxes–7–––
SpecialLwEndLNoShield vanilla
Down Special
no hitboxes–24–––
SpecialAirLwStartR vanilla•
Down Special
no hitboxes–7–––
vanilla•
Down Special
1-29050°50 fixed–1–––0, 1virtualguardianf, virtualguardianb
30+050°30 fixed–0, 1virtualguardianf, virtualguardianb
SpecialAirLwEndR vanilla
Down Special
no hitboxes–19–––
SpecialAirLwBreakR vanilla
Down Special
no hitboxes–24–––
SpecialAirLwStartRNoShield vanilla•
Down Special
no hitboxes–7–––
SpecialAirLwHoldNoShield vanilla•
Down Special
no hitboxes–––––
SpecialAirLwEndRNoShield vanilla
Down Special
no hitboxes–24–––
SpecialAirLwStartL vanilla•
Down Special
no hitboxes–7–––
SpecialAirLwEndL vanilla
Down Special
no hitboxes–19–––
SpecialAirLwBreakL vanilla
Down Special
no hitboxes–24–––
SpecialAirLwStartLNoShield vanilla•
Down Special
no hitboxes–7–––
SpecialAirLwEndLNoShield vanilla
Down Special
no hitboxes–24–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––41–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1448°50 / 180–1428140–
1-113Sakurai60 / 100–0–
12-138Sakurai60 / 108–0top
vanilla
Back Throw
1845°65 / 60–2939100–
1-283Sakurai60 / 100–0–
hdr
Up Throw
1590°70 / 72–1538230–
1-123Sakurai60 / 100–0–
13-144Sakurai30 / 100–0top
vanilla
Down Throw
1470°80 / 60–1632160–
1-123Sakurai60 / 100–0–
13-142Sakurai80 / 40–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
25-27945°90 / 20-242556–0top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
24-25748°80 / 48-240top
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–31––
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–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–33––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
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.

Bowarrow

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥⊕
Fly
1-904.5–9.960°4 / 880top

Attributes

Weight & Size

Weight
80
Jostle Weight
5.6
Shield Radius
12.8

Ground Movement

Walk Speed
1.229
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.5
Run Speed
1.82
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.07

Jumps

Jumpsquat
4
Jump Initial Y
11.0825
Full Hop Height
31
Short Hop Height
12.96
Air Jump Height
31
Jump Count
4
Horizontal Jump Speed
1.55

Air Movement

Air Speed
1.01
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.01
Gravity
0.095
Fall Speed
1.9

Landing Lag

Nair
9
Fair
11
Bair
10
Uair
11
Dair
10
Empty Landing
4
Heavy Landing
4

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Jab 3, Dash Attack, Up Tilt, Down Tilt, Forward Smash, Up Smash, Forward Air, Back Air, Up Air, Down Air, Side Special (Air, End), Grab
✕HDR removes this move’s hitboxes.
  • 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.
  • Bowarrow is on the field for up to 90 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
⊕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 arrow deals 4.5–9.9%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power, param_bowarrow.power_add, param_special_n.charge_frame). Charging adds power_add a frame, up to charge_frame frames.Bowarrow: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
•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 (SToHi), Neutral Special (HiToS), Neutral Special (SToS), Neutral Special (Air, Start), Neutral Special (Air, SToHi), Neutral Special (Air, HiToS), Neutral Special (Air, SToS), Side Special (Air, Start), Up Special (Start), Up Special, Up Special (Air, Start), Up Special (Air, End), Down Special (StartR), Down Special (StartRnoShield), Down Special (StartL), Down Special (StartLnoShield), Down Special (Air, StartR), Down Special (Air, StartRnoShield), Down Special (Air, StartL), Down Special (Air, StartLnoShield), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 16 frames. 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 (HoldS), Neutral Special (HoldHi), Neutral Special (Air, HoldS), Neutral Special (Air, HoldHi), Down Special (Hold), Down Special (HoldNoShield), Down Special (Air, Hold), Down Special (Air, HoldNoShield), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 28 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, 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.