Robin

106 moves51 changed by HDR55 vanillainternal reflet
Stance
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-7360°30 / 20-105190armr
5-7365°30 / 20-101sword
5-7375°25 / 20-102sword
hdr
Jab
4-6360°25 / 20-134210armr
4-6375°20 / 20-131sword
4-6365°25 / 20-132sword
hdr
Jab
6-76Sakurai70 / 109-186300top
hdr
Jab
no hitboxes9
hdr
Jab
no hitboxes
hdr
Jab
5-9274°80 / 186-275360, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-1012Sakurai34 / 74-258420, 1, 2sword, armr
11-18738°30 / 84-250, 1, 2sword, armr

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-121035°50 / 80-139300, 1, 2sword, armr
hdr
Up Tilt
7-169110°60 / 80-197330, 1, 2sword, armr
hdr◆‡
Down Tilt
6-8875°50 / 65-126250armr
6-8885°50 / 65-121, 2sword

Smash Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
13-1612.6Sakurai54 / 83-3313550, 1, 2sword, armr
hdr
Forward Smash
13-2118Sakurai55 / 87-3013550sword
13-1618Sakurai55 / 87-301, 2sword, armr
17-2110Sakurai60 / 100-300sword
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
12-16955°45 / 84-3412530, 1, 2sword, armr
hdr
Up Smash
12-161592°55 / 86-3012530, 1sword
12-161070°70 / 79-332armr
121070°70 / 79-333top
17-241070°60 / 80-280sword
hdr
Up Smash
12-16955°45 / 84-3412530, 1, 2sword, armr
hdr
Up Smash
12-161592°55 / 86-3012530, 1sword
12-161070°70 / 79-332armr
121070°70 / 79-333top
17-241070°60 / 80-280sword
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
16-18828°50 / 105-3416570, 1, 2sword, armr
hdr
Down Smash
16-181355°48 / 111-3116570, 1, 2sword, armr
19-22 (every 1)945°50 / 100-312, 3top
23-26945°50 / 100-272, 3top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
8-11855°40 / 87-384791-3, 33–0, 1, 2sword, armr
21-249Sakurai40 / 86-30, 1, 2sword, armr
hdr
Neutral Air
8-111350°40 / 76084791-3, 33–0, 1, 2sword, armr
21-2414Sakurai40 / 7600, 1, 2sword, armr
25-295Sakurai40 / 80-50sword
hdr
Forward Air
9-137.566°40 / 110-4932101-4, 25–0, 1armr, sword
9-137.571°40 / 110-42sword
hdr
Forward Air
9-1312.566°42 / 95-2932101-4, 25–0, 1armr, sword
9-1312.571°42 / 95-22sword
14-18571°40 / 80-60sword
hdr
Back Air
9-129.5Sakurai25 / 114-4940111-3, 27–0, 1, 2sword, armr
hdr
Back Air
9-1214.5Sakurai25 / 101-2940111-3, 27–0, 1, 2sword, armr
13-175Sakurai40 / 80-70sword
hdr
Up Air
10-14979°40 / 102-51042111-4, 27–0, 1, 2sword, armr
hdr
Up Air
10-141479°40 / 90-21042111-4, 27–0, 1, 2sword, armr
15-19579°40 / 80-70sword
hdr
Down Air
18-225Sakurai40 / 80-81355121-5, 43–0sword
13-1410270°22 / 50-50, 1, 2sword, armr
13-141070°24 / 85-53, 4, 5sword, armr
15-1710Sakurai30 / 84-50, 1, 2sword, armr
hdr
Down Air
18-225Sakurai40 / 80-81355121-5, 43–0sword
13-1415270°22 / 46-20, 1, 2sword, armr
13-141570°24 / 76-23, 4, 5sword, armr
15-1715Sakurai30 / 75-20, 1, 2sword, armr

Special Attacks

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡
Neutral Special
no hitboxes9
SpecialNHold vanilla
Neutral Special
no hitboxes
SpecialNCancel vanilla
Neutral Special
no hitboxes8
hdr
Neutral Special
no hitboxes39
SpecialNTronStart hdr✕•
Neutral Special
no hitboxes20
vanilla➔•
Neutral Special
spawns thunder1
hdr
Neutral Special
no hitboxes48
hdr•‡
Neutral Special
no hitboxes9
SpecialAirNHold vanilla
Neutral Special
no hitboxes
SpecialAirNCancel vanilla
Neutral Special
no hitboxes8
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes6
hdr
Neutral Special
no hitboxes39
SpecialAirNTronStart hdr✕•
Neutral Special
no hitboxes20
vanilla➔•
Neutral Special
spawns thunder1
hdr
Neutral Special
no hitboxes48
hdr
Side Special
no hitboxes55
hdr
Side Special
no hitboxes55
hdr➔•‡
Up Special
spawns elwind931
hdr➔•
Up Special
spawns elwind1775
hdr
Up Special
no hitboxes45
hdr➔•‡
Up Special
spawns elwind93114
hdr➔•
Up Special
spawns elwind177514
hdr
Up Special
no hitboxes45
hdr
Down Special
20-22– / –230, 1grab
hdr
Down Special
1+070°0 / 10010
6+270°50 fixed1top
hdr
Down Special
1270°40 / 200-331380top
hdr
Down Special
20-22– / –230, 1grab
hdr
Down Special
1+070°0 / 10010
6+270°50 fixed1top
hdr
Down Special
1270°40 / 200-331380top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –400grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.5Sakurai30 fixed-181220top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –460grab
hdr
Pivot Grab
11-12– / –420grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°95 / 251632160
1-313Sakurai40 / 1000
hdr
Back Throw
11152°85 / 772545200
1-443Sakurai40 / 1000
hdr
Up Throw
19103°80 / 601740230
1-393Sakurai40 / 1000
hdr
Down Throw
1682°50 / 1081838200
1-373Sakurai40 / 1000

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 4–265510
hdr
Air Dodge
intangible 4–265510
vanilla
Ledge Attack
25-27945°90 / 20-2425560top
vanilla
Get-Up Attack
14-15748°80 / 48-3414540top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
14-15748°80 / 48-3414540top
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 hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
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 hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes43
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
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 hitboxes39

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff 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.

Elwind

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot0
1-4580°100 / 300top
5+580°100 / 300top
vanilla
Shoot1
1755°70 / 900top
2-10755°70 / 900top
11+555°70 / 800top
hdr
Landing
1+0Sakurai55 fixed0top

Gigafire

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot0
1-602115°40 fixed0top
hdr
Rise
1-71.8123°35 fixed0top
1-71.8148°18 fixed1top
8-601.8123°35 fixed0top
8-601.8148°18 fixed1top
hdr
Burn
1-71.8123°35 fixed0top
1-71.8148°18 fixed1top
8-141.8123°35 fixed0top
8-141.8148°18 fixed1top
15-601.8123°35 fixed0top
15-601.8148°18 fixed1top
vanilla
Vanish
1-3470°80 / 1101top

Thunder

5 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Shoot0
1+5.550°50 / 200top
vanilla
Shoot1
1+1150°30 / 1000top
hdr
Shoot2
1470°50 / 350top
1+470°50 / 350top
hdr
GigaSpark
1-272110°20 fixed0top
1-272366°16 fixed1, 2top
28-30350°75 / 1660, 1top
hdr
Tron0
1+varies45°70 / 1450top

Attributes

Weight & Size

Weight
93
Jostle Weight
5.5
Shield Radius
11.8

Ground Movement

Walk Speed
0.998
Walk Accel (mul)
0.089
Walk Accel (add)
0.185
Initial Dash
1.71
Run Speed
1.35
Run Accel (mul)
0.0496
Run Accel (add)
0.02
Traction
0.081

Jumps

Jumpsquat
5
Jump Initial Y
11.8726
Full Hop Height
33.21
Short Hop Height
14.52
Air Jump Height
33.21
Jump Count
2
Horizontal Jump Speed
1.25

Air Movement

Air Speed
1.009
Air Accel (add)
0.01
Air Accel (mul)
0.04
Air Friction
0.008
Gravity
0.099
Fall Speed
2.25

Landing Lag

Nair
9
Fair
10
Bair
11
Uair
11
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (52 -> 54 frames).Down Tilt
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Down Smash, Neutral Air, Forward Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Shoot), Neutral Special (Air, Start), Neutral Special (Air, Shoot), Neutral Special (Air, TronEnd), Up Special, Up Special (Fail), Up Special (Air), Up Special (Air, Fail), Grab, Up Throw, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Special (Start), Down Special (End), Down Special (Air, Start), Down Special (Air, End)
HDR removes this move’s hitboxes.
  • Neutral Special (TronStart), Neutral Special (Air, TronStart), 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.
  • Gigafire is on the field for up to 60 frames (param_gigafire.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Gigafire: Shoot0, Gigafire: Rise, Gigafire: Burn
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Thunder — see Projectiles & Articles below.Neutral Special (TronHold), Neutral Special (Air, TronHold)
  • Damage comes from Elwind — see Projectiles & Articles below.Up Special, Up Special (2), Up Special (Air), Up Special (Air, 2)
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 (TronStart), Neutral Special (Air, Start), Neutral Special (Air, TronStart), Up Special, Up Special (2), Up Special (Air), Up Special (Air, 2), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 28 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 (Hold), Neutral Special (TronHold), Neutral Special (Air, Hold), Neutral Special (Air, TronHold), Down Special (Capture), Down Special (Air, Capture), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it with 14 frames of landing lag rather than the usual special-fall landing.Up Special (Air), Up Special (Air, 2)
  • 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.