Richter

113 moves44 changed by HDR69 vanillainternal richter
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Jab
5-7373°25 / 40-8517–0kneel
5373°25 / 40-81, 2kneel
5-73Sakurai25 / 25-83top
5-73320°25 / 25-84, 5kneel
6-7373°25 / 40-71, 2kneel
hdr◆
Jab
5-8373°25 / 30-8517–0, 1, 2top
5-83Sakurai25 / 25-83, 4, 5top
hdr↧
Jab
4565°60 / 80-21430–0top
5-9565°60 / 80-200top
vanilla•
Jab
no hitboxes–7––
vanilla•
Jab
2-17 (every 3)0.5Sakurai8 / 10–2––0top
vanilla
Jab
4-52.555°80 / 115-37445–0top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Dash Attack
8-141055°47 / 90-24840–0top

Tilt Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Forward Tilt
12-1410103°75 / 49-151235–0top
12-14645°40 / 63-171top
12-14645°40 / 63-172top
hdr◆
Up Tilt
11-13 (every 1)7100°50 / 80-191136–0top
14-1612270°45 / 37-130top
14-165100°60 / 75-171top
14-167100°60 / 75-162top
hdr
Up Tilt
11-13 (every 1)7100°50 / 80-191136–0top
14-1612280°45 / 37-130top
14-165100°60 / 75-171top
14-167100°60 / 75-162top
hdr
Up Tilt
11-13 (every 1)7100°50 / 80-191136–0top
14-1612260°45 / 37-130top
14-165100°60 / 75-171top
14-167100°60 / 75-162top
hdr‡
Down Tilt
10-14972°70 / 65-221039–0, 1kneel, footl
15-24572°50 / 80-190, 1kneel, footl
hdr‡
Down Tilt
8-141355°60 / 93-17835–0, 1, 2kneel, footl, hip
15-19972°48 / 48-130, 1kneel, footl
AttackLw32Landing vanilla
Down Tilt
no hitboxes–18––
hdr
Crouch/Squat Tilt
12-1410111°75 / 43-121232–0top
12-14645°40 / 63-141top
12-14645°40 / 63-142top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr◆
Forward Smash
24-32 (every 2)1365°30 fixed-362463–0top
34-351550°60 / 88-180top
34-3510Sakurai60 / 88-211top
hdr◆
Forward Smash
24-32 (every 2)1365°30 fixed-362463–0top
34-351550°60 / 88-180top
34-3510Sakurai60 / 88-211top
hdr◆
Forward Smash
24-32 (every 2)1365°30 fixed-362463–0top
34-351550°60 / 88-180top
34-3510Sakurai60 / 88-211top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr◆
Up Smash
17-201490°62 / 92-251752–0top
17-201190°62 / 92-261, 2top
21-241190°60 / 100-220top
21-241090°60 / 100-231, 2top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
14-151148°65 / 90-321455–0top
14-151348°65 / 90-311top
14-151548°65 / 87-302top
19-211148°65 / 90-270top
19-211348°65 / 90-261top
19-211548°65 / 87-252top

Aerial Attacks

14 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆
Neutral Air
10-19845°45 / 95-3103691-3, 34–0top
101045°45 / 105-21top
111045°45 / 105-21top
121045°45 / 105-21top
13-15 (every 1)945°45 / 95-31top
16845°45 / 85-31top
17-19 (every 1)845°45 / 85-31top
hdr◆‡
Forward Air
14-1610125°80 / 30-171439–30–0top
14-164Sakurai50 / 50-201top
14-167Sakurai55 / 40-192top
hdr◆‡
Forward Air
14-1610108°80 / 30-314391030–0top
14-164Sakurai50 / 50-61top
14-167Sakurai55 / 40-52top
hdr‡
Forward Air
14-1610101°80 / 40-171439–30–0top
14-164Sakurai50 / 50-201top
14-167Sakurai55 / 40-192top
hdr◆‡
Back Air
11-1313Sakurai35 / 99-191140–1-5, 36–0top
11-1315Sakurai35 / 99-181, 2top
14-1910Sakurai35 / 90-180, 1, 2top
hdr◆‡
Back Air
11-1313Sakurai35 / 99-31140121-5, 36–0top
11-1315Sakurai35 / 99-21, 2top
14-1910Sakurai35 / 90-50, 1, 2top
hdr◆‡
Back Air
11-1313Sakurai35 / 99-191140–1-5, 36–0top
11-1315Sakurai35 / 99-181, 2top
14-1910Sakurai35 / 90-180, 1, 2top
hdr◆
Up Air
6-13957°43 / 50-262881, 28–0, 1legr, kneer
hdr
Down Air
16-171280°88 / 46-101652181-3, 50–0top
18-39972°88 / 46-120top
hdr
Down Air
no hitboxes–22–––
AttackAirHoldStart vanilla•
AttackAirHoldStart
no hitboxes–8–––
AttackAirHoldStartS3 vanilla•
AttackAirHoldStartS3
no hitboxes–8–––
AttackAirHold vanilla•
AttackAirHold
no hitboxes–360–––
AttackAirHoldEnd vanilla
AttackAirHoldEnd
no hitboxes–20–––

Special Attacks

16 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔◆
Neutral Special
spawns axe237––
SpecialNBlank vanilla◆
Neutral Special
no hitboxes–59––
hdr➔◆•
Neutral Special
spawns axe23710–
SpecialAirNBlank vanilla◆
Neutral Special
no hitboxes–59––
hdr◆⊘
Side Special
13-17762°60 / 65-231342–0, 1, 2top
18-22565°55 / 60-190, 1, 2top
SpecialS1Blank vanilla◆
Side Special
no hitboxes–42––
vanilla
Side Special
no hitboxes–10––
hdr◆⊘
Side Special
13-17762°60 / 65-231342–0, 1, 2top
18-22565°55 / 60-190, 1, 2top
SpecialAirS1Blank vanilla◆
Side Special
no hitboxes–42––
vanilla
Side Special
no hitboxes–10––
hdr‡
Up Special
81471°67 / 80-32850–0top
91471°67 / 80-310top
10880°65 / 90-330top
11880°65 / 90-320top
12880°65 / 90-310top
13880°65 / 90-300top
14-16880°65 / 90-290top
17880°65 / 90-260top
18-19880°65 / 90-250top
20-24880°65 / 90-230top
hdr‡•
Up Special
81471°67 / 80-17850260top
91471°67 / 80-170top
10880°65 / 90-200top
11880°65 / 90-200top
12880°65 / 90-200top
13880°65 / 90-200top
14-16880°65 / 90-200top
17880°65 / 90-200top
18-19880°65 / 90-200top
20-24880°65 / 90-200top
hdr‡
Down Special
no hitboxes–41––
SpecialLwBlank vanilla
Down Special
no hitboxes–46––
hdr‡
Down Special
no hitboxes–41––
SpecialAirLwBlank vanilla
Down Special
no hitboxes–46––

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––38–0grab
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
13-14––– / –––46–0grab
hdr
Pivot Grab
14-15––– / –––42–0grab
AirCatch vanilla
Air Grab (Tether)
no hitboxes–27––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
vanilla•
Air Grab (Tether)
no hitboxes–60––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–10––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1843°75 / 83–2644180–
1-433Sakurai40 / 100–0–
vanilla
Back Throw
1744°75 / 70–1842240–
1-413Sakurai40 / 100–0–
hdr◆‡
Up Throw
16103°65 / 70–1537220–
1-363Sakurai40 / 100–0–
hdr
Down Throw
1865°70 / 64–2440160–
1-393Sakurai40 / 100–0–

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 4–26–5410–
hdr•
Air Dodge
intangible 4–26–5410–
vanilla
Ledge Attack
21-23945°90 / 20-282156–0top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
26-27748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
26-27748°80 / 48-220top
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–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
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–13––
hdr•
Ledge Jump
no hitboxes–34––

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––––
vanilla
Shield
no hitboxes–12––

✕Vanilla spawned Cross here; HDR does not, so it is not listed.

Projectiles & Articles

2 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.

Axe

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-183.550°32 / 800axe

Whip

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Attack100Start
1-6910°16 fixed5–
vanilla
AttackHold
2-359180°40 / 350hookshot24
2-359183°40 / 351hookshot24
2-359185°40 / 352hookshot26
2-3591.545°73 / 853hookshot27
vanilla
AttackAirHold
2-359180°40 / 350hookshot24
2-359183°40 / 351hookshot24
2-359185°40 / 352hookshot26
2-3591.545°73 / 853hookshot27

Attributes

Weight & Size

Weight
96
Jostle Weight
6
Shield Radius
12.3

Ground Movement

Walk Speed
0.9
Walk Accel (mul)
0.3
Walk Accel (add)
0.1
Initial Dash
1.73
Run Speed
1.72
Run Accel (mul)
0.0762
Run Accel (add)
0.02
Traction
0.0725

Jumps

Jumpsquat
4
Jump Initial Y
10.5
Full Hop Height
28
Short Hop Height
14
Air Jump Height
28
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
1.1
Air Accel (add)
0.01
Air Accel (mul)
0.04
Air Friction
0.013
Gravity
0.11
Fall Speed
2.23

Landing Lag

Nair
9
Fair
10
Bair
12
Uair
8
Dair
18
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (34 -> 35 frames).Jab 1
  • HDR replaces the animation (33 -> 29 frames).Jab 2
  • HDR replaces the animation (59 -> 50 frames).Dash Attack
  • HDR replaces the animation (43 -> 41 frames).Forward Tilt
  • HDR replaces the animation (71 -> 50 frames).Up Tilt
  • HDR replaces the animation (106 -> 110 frames).Forward Smash, Forward Smash (Up), Forward Smash (Down)
  • HDR replaces the animation (90 -> 76 frames).Up Smash
  • HDR replaces the animation (56 -> 53 frames).Neutral Air
  • HDR replaces the animation (52 -> 53 frames).AttackAirFHi, Forward Air
  • HDR replaces the animation (63 -> 64 frames).AttackAirBHi, Back Air, AttackAirBLw
  • HDR replaces the animation (65 -> 38 frames).Up Air
  • HDR replaces the animation (89 -> 59 frames).Neutral Special, Neutral Special (Blank), Neutral Special (Air), Neutral Special (Air, Blank)
  • HDR replaces the animation (60 -> 54 frames).Side Special (1), Side Special (1Blank)
  • HDR replaces the animation (62 -> 54 frames).Side Special (Air, 1), Side Special (Air, 1Blank)
  • HDR replaces the animation (70 -> 53 frames).Up Throw
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Down Tilt, AttackLw32, Down Smash, AttackAirFHi, Forward Air, AttackAirFLw, AttackAirBHi, Back Air, AttackAirBLw, Up Special, Up Special (Air), Down Special, Down Special (Air), Grab, Forward Throw, Up Throw
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
✕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.
  • Axe is on the field for up to 18 frames (param_axe.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Axe: Fly
⊘This move spawned a projectile in vanilla that HDR no longer creates.
  • Spawned Cross in vanilla; HDR does not.Side Special (1), Side Special (Air, 1)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Axe — see Projectiles & Articles below.Neutral Special, Neutral 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.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, AttackAirHoldStart, AttackAirHoldStartS3, AttackAirHold, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Repeats while the input is held or mashed; one cycle is 17 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Land cancels: touching the ground during this move ends it with 10 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air)
  • Landing lag is 26 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)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • 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.