Jabs
2 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3-4 | 3 | Sakurai | 20 / 70 | -14 | 3 | 21 | – | 0, 1 | top |
| 3-4 | 3 | 100° | 20 / 70 | -14 | 2, 3 | top | ||||
| 3-4 | 3 | Sakurai | 30 / 15 | -14 | 4 | top | ||||
| hdr Jab | 3-4 | 3 | Sakurai | 40 / 120 | -14 | 3 | 21 | – | 0, 1, 2 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 7-8 | 8 | 70° | 55 / 72 | -20 | 7 | 34 | – | 0, 1 | top |
| 9-11 | 5 | Sakurai | 35 / 100 | -20 | 0, 1 | top |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 6-9 | 7 | Sakurai | 54 / 77 | -22 | 6 | 34 | – | 0 | shoulderl |
| 6-9 | 8 | Sakurai | 54 / 77 | -21 | 1 | arml1 | ||||
| 6-9 | 10 | Sakurai | 54 / 77 | -20 | 2 | handl1 | ||||
| hdr Forward Tilt | 6-9 | 7 | Sakurai | 54 / 77 | -22 | 6 | 34 | – | 0 | shoulderl |
| 6-9 | 8 | Sakurai | 54 / 77 | -21 | 1 | arml1 | ||||
| 6-9 | 10 | Sakurai | 54 / 77 | -20 | 2 | handl1 | ||||
| hdr Forward Tilt | 6-9 | 7 | Sakurai | 54 / 77 | -22 | 6 | 34 | – | 0 | shoulderl |
| 6-9 | 8 | Sakurai | 54 / 77 | -21 | 1 | arml1 | ||||
| 6-9 | 10 | Sakurai | 54 / 77 | -20 | 2 | handl1 | ||||
| hdr Up Tilt | 4-5 | 8 | 90° | 55 / 80 | -16 | 4 | 27 | – | 0, 1 | fingerl1, fingerr1 |
| 4 | 9 | 90° | 55 / 80 | -16 | 2 | top | ||||
| 5 | 9 | 90° | 55 / 80 | -15 | 2 | top | ||||
| 6-7 | 8 | 90° | 55 / 80 | -14 | 0 | hip | ||||
| 6-7 | 9 | 90° | 55 / 80 | -14 | 1, 2 | hip | ||||
| hdr Down Tilt | 3-4 | 6 | 65° | 65 / 55 | -10 | 3 | 19 | – | 0, 1 | top |
| 3-4 | 6 | 35° | 15 / 80 | -10 | 2 | top | ||||
| 3-4 | 6 | Sakurai | 15 / 20 | -10 | 3 | top |
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 | 16-17 | 15 | 41° | 32 / 101 | -31 | 16 | 58 | – | 0, 1, 2 | top |
| hdr Forward Smash | 16-17 | 15 | 41° | 32 / 101 | -31 | 16 | 58 | – | 0, 1, 2 | top |
| hdr Forward Smash | 16-17 | 15 | 41° | 32 / 101 | -31 | 16 | 58 | – | 0, 1, 2 | top |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 10-11 | 3 | 111° | 135 fixed | -41 | 10 | 55 | – | 0, 1 | top |
| 10-11 | 3 | 100° | 135 fixed | -41 | 2 | top | ||||
| 14-18 | 14 | 80° | 40 / 106 | -31 | 0 | top | ||||
| 14-18 | 13 | 85° | 40 / 106 | -31 | 1 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 7-8 | 3.5 | 170° | 20 / 20 | -40 | 7 | 51 | – | 0 | top |
| 7-8 | 3 | 170° | 20 / 20 | -40 | 1 | top | ||||
| 11-12 | 3.5 | 170° | 20 / 20 | -36 | 0 | top | ||||
| 11-12 | 3 | 170° | 20 / 20 | -36 | 1 | top | ||||
| 16-17 | 5 | 33° | 37 / 180 | -30 | 0 | body | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 13-18 | 10 | 75° | 50 / 105 | -2 | 13 | 47 | 9 | 39– | 0, 1, 2 | hip |
| 13-18 | 11 | 75° | 50 / 105 | -1 | 3 | hip | |||||
| 19-28 | 8.5 | 55° | 40 / 105 | -3 | 0, 1, 2, 3 | hip | |||||
| hdr‡ Forward Air | 6-7 | 7 | 50° | 40 / 90 | -2 | 6 | 33 | 7 | 28– | 0, 1 | shoulderl, shoulderr |
| 6-7 | 9 | 50° | 40 / 90 | -1 | 2, 3, 4, 5 | armr1, arml1, handr2, handl2 | |||||
| 8-10 | 6 | Sakurai | 40 / 60 | -2 | 0, 1, 2, 3, 4, 5 | shoulderl, shoulderr, armr1, arml1, handr2, handl2 | |||||
| hdr‡※¶ Back Air | 24-28 | varies | 35° | 30 / 85 | – | 24 | 50 | 12 | 42– | 0, 1, 2 | knee, hip |
| 24-28 | 12 | 35° | 35 / 70 | -4 | 0, 1, 2 | knee, hip | |||||
| 29-35 | varies | Sakurai | 35 / 80 | – | 0, 1, 2 | knee, hip | |||||
| hdr Up Air | 7 | 2.5 | 107° | 47 / 35 | -8 | 7 | 49 | 11 | 40– | 0 | top |
| 7 | 2.5 | 117° | 35 / 35 | -8 | 1 | top | |||||
| 7 | 2.5 | 217° | 35 / 35 | -8 | 2 | top | |||||
| 9-17 (every 4) | 2.5 | 107° | 47 / 33 | -8 | 0 | top | |||||
| 9-17 (every 4) | 2.5 | 117° | 33 / 33 | -8 | 1 | top | |||||
| 9-17 (every 4) | 2.5 | 217° | 33 / 33 | -8 | 2 | top | |||||
| 23-27 | 4 | 106° | 60 / 123 | -7 | 0, 1 | top | |||||
| hdr◆‡ Down Air | 6-21 (every 3) | 1.2 | 366° | 40 fixed | -11 | 6 | 39 | 13 | 37– | 0, 1 | top |
| 6-21 (every 3) | 1.2 | 80° | 40 fixed | -11 | 2 | top | |||||
| 24-25 | 6 | 40° | 45 / 85 | -8 | 0 | top |
Special Attacks
27 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Neutral Special | 25-27 | 7 | Sakurai | 40 / 95 | -19 | 25 | 50 | – | 0 | head1 |
| vanilla Neutral Special | 25-27 | 7 | Sakurai | 40 / 95 | -19 | 25 | 50 | – | 0 | head1 |
| vanilla•‡ Side Special | no hitboxes | – | 13 | – | – | |||||
| hdr◆ Side Special | 7-9 | 5 | 60° | 40 fixed | -20 | 7 | 32 | – | 0, 1 | top |
| 21-24 | 9 | Sakurai | 55 / 95 | -4 | 0, 1 | handr1, shoulderr | ||||
| vanilla‡ Side Special | 7 | 3 | 45° | 40 / 210 | -38 | 7 | 49 | – | 0 | top |
| hdr Side Special | 7-9 | 5 | 60° | 40 fixed | -20 | 7 | 32 | – | 0, 1 | top |
| 19-24 | 7 | 105° | 55 / 85 | -7 | 0, 1 | handr1, shoulderr | ||||
| hdr Side Special | 7-9 | 5 | 60° | 40 fixed | -20 | 7 | 32 | – | 0, 1 | top |
| 21-24 | 5 | 25° | 55 / 35 | -6 | 0, 1 | handr1, shoulderr | ||||
| vanilla•‡ Side Special | no hitboxes | – | 13 | – | – | |||||
| hdr◆ Side Special | 7-9 | 5 | 60° | 40 fixed | -20 | 7 | 32 | – | 0, 1 | top |
| 21-24 | 9 | Sakurai | 55 / 95 | -4 | 0, 1 | handr1, shoulderr | ||||
| vanilla‡ Side Special | 7 | 3 | 45° | 40 / 210 | -38 | 7 | 49 | – | 0 | top |
| hdr Side Special | 7-9 | 5 | 60° | 40 fixed | -20 | 7 | 32 | – | 0, 1 | top |
| 19-24 | 7 | 105° | 55 / 85 | -7 | 0, 1 | handr1, shoulderr | ||||
| hdr Side Special | 7-9 | 5 | 60° | 40 fixed | -20 | 7 | 32 | – | 0, 1 | top |
| 21-24 | 5 | 25° | 55 / 35 | -6 | 0, 1 | handr1, shoulderr | ||||
| hdr◆•‡ Up Special | no hitboxes | – | 55 | – | – | |||||
| hdr◆‡※¶ Up Special | 5-7 | varies | varies | 15 / 50 | – | 5 | 32 | – | 0, 1, 2 | knee |
| 5-7 | varies | varies | 45 / 50 | – | 0, 1, 2, 3 | knee | ||||
| SpecialHiLoop vanilla Up Special | no hitboxes | – | 15 | – | – | |||||
| SpecialHiEnd vanilla Up Special | no hitboxes | – | 7 | – | – | |||||
| hdr◆•‡ Up Special | no hitboxes | – | 55 | 4 | – | |||||
| vanilla↛• Down Special | spawns gyro, gyroholder | 1 | 7 | – | – | |||||
| SpecialLwHold vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 32 | – | – | |||||
| vanilla↛• Down Special | spawns gyroholder | 1 | 7 | – | – | |||||
| SpecialLwMiss vanilla Down Special | no hitboxes | – | 55 | – | – | |||||
| vanilla↛• Down Special | spawns gyro, gyroholder | 1 | 7 | – | – | |||||
| SpecialAirLwHold vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 32 | – | – | |||||
| vanilla↛• Down Special | spawns gyroholder | 1 | 7 | – | – | |||||
| SpecialAirLwMiss vanilla Down Special | no hitboxes | – | 55 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -12 | 1 | 16 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 9-10 | – | – | – / – | – | – | 44 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 39 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 8 | 45° | 60 / 65 | – | 11 | 24 | 13 | 0 | – |
| 1-23 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| vanilla Back Throw | 1 | 10 | 45° | 60 / 65 | – | 12 | 27 | 15 | 0 | – |
| 1-26 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 9 | 90° | 56 / 114 | – | 58 | 75 | 17 | 0 | – |
| 1-74 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Down Throw | 1 | 7 | 90° | 75 / 63 | – | 50 | 66 | 16 | 0 | – |
| 1-65 | 3 | Sakurai | 40 / 100 | – | 0 | – |
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 | – | 57 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 57 | 10 | – | |||||
| vanilla Ledge Attack | 20-22 | 9 | 45° | 90 / 20 | -29 | 20 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -31 | 17 | 54 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -26 | 0 | top | ||||
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -31 | 17 | 54 | – | 0 | top |
| 22-23 | 7 | 48° | 80 / 48 | -26 | 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 | – | 31 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 37 | – | – | |||||
| 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 | – | 24 | – | – | |||||
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 | – | – | – | – | |||||
| vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
5 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
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-19 | 4.5 | 60° | 70 / 40 | 0 | top |
| vanilla⇥ FlyMax | 1-3 | 15 | 45° | 50 / 43 | 0 | top |
| 4-19 | 15 | 45° | 50 / 43 | 0 | top |
Hominglaser
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-49 | 1.2 | 50° | 40 / 100 | 0 | top |
| 50-160 | 1.2 | 55° | 5 / 150 | 0 | top |
Hugebeam
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Beam | 1-2 | 10 | 45° | 55 / 160 | 0 | top |
Narrowbeam
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Beam1 | 1-153 | 0.5 | 190° | 24 fixed | 0 | top |
| 154-161 | 1 | 200° | 80 fixed | 0 | top | |
| vanilla Beam2 | 1-153 | 0.5 | 170° | 24 fixed | 0 | top |
| 154-161 | 1 | 180° | 80 fixed | 0 | top | |
| vanilla Beam3 | 1-153 | 0.5 | 140° | 24 fixed | 0 | top |
| 154-161 | 1 | 150° | 80 fixed | 0 | top | |
| vanilla Beam4 | 1-153 | 0.5 | 110° | 24 fixed | 0 | top |
| 154-161 | 1 | 120° | 80 fixed | 0 | top |
Widebeam
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Beam | 1-165 | 1 | 22° | 28 fixed | 0 | top |
| 166+ | 2 | 22° | 50 fixed | 0 | top |
Attributes
Weight & Size
- Weight
- 104
- Jostle Weight
- 6.6
- Shield Radius
- 13
Ground Movement
- Walk Speed
- 1.138
- Walk Accel (mul)
- 0.21
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.3
- Run Speed
- 1.66
- Run Accel (mul)
- 0.02
- Run Accel (add)
- 0.1
- Traction
- 0.07
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 13.585
- Full Hop Height
- 38
- Short Hop Height
- 17.98
- Air Jump Height
- 38
- Jump Count
- 2
- Horizontal Jump Speed
- 1.3
Air Movement
- Air Speed
- 1.08
- Air Accel (add)
- 0.04
- Air Accel (mul)
- 0.025
- Air Friction
- 0.01
- Gravity
- 0.09
- Fall Speed
- 2
Landing Lag
- Nair
- 9
- Fair
- 7
- Bair
- 12
- Uair
- 11
- Dair
- 13
- Empty Landing
- 4
- Heavy Landing
- 6
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (70 -> 57 frames).Down Air
- HDR replaces the animation (361 -> 64 frames).Side Special, Side Special (Air)
- HDR replaces the animation (25 -> 57 frames).Up Special, Up Special (Air)
- HDR replaces the animation (15 -> 80 frames).Up Special (Rise)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Neutral Air, Forward Air, Back Air, Down Air, Side Special (Start), Side Special (End), Side Special (Air, Start), Side Special (Air, End), Up Special, Up Special (Rise), Up Special (Air), Down Special, Down Special (Air), Grab, Dash Grab
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Back Air, Up Special (Rise)
※Some values are computed at runtime and cannot be read from the script.
- Computed at runtime, not shown: damage.Back Air
- Computed at runtime, not shown: angle, damage.Up Special (Rise)
✕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.
- Beam is on the field for up to 19 frames (param_beam.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Beam: Fly, Beam: FlyMax
- Hominglaser is on the field for up to 160 frames (param_hominglaser.lifetime), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Hominglaser: Fly
↛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.
- Damage comes from gyro, gyroholder — the engine's name for it, and there is no table for it here.Down Special (Start), Down Special (Air, Start)
- Damage comes from gyroholder — the engine's name for it, and there is no table for it here.Down Special (StartMiss), Down Special (Air, StartMiss)
•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, Up Special (Air), Down Special (Start), Down Special (StartMiss), Down Special (Air, Start), Down Special (Air, StartMiss), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. The code names the move rather than this animation, so the figure may belong to another of its segments.Up Special (Air)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Down Special (Hold), Down 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
R.O.B.