Robin

106 moves51 changed by HDR55 vanillainternal reflet
Stance
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5-7360°30 / 20-10519–0armr
5-7365°30 / 20-101sword
5-7375°25 / 20-102sword
hdr‡
Jab
4-6360°25 / 20-13421–0armr
4-6375°20 / 20-131sword
4-6365°25 / 20-132sword
hdr
Jab
6-76Sakurai70 / 109-18630–0top
hdr•
Jab
no hitboxes–9––
hdr•
Jab
no hitboxes––––
hdr‡
Jab
5-9274°80 / 186-27536–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-1012Sakurai34 / 74-25842–0, 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 / 80-13930–0, 1, 2sword, armr
hdr‡
Up Tilt
7-169110°60 / 80-19733–0, 1, 2sword, armr
hdr◆‡
Down Tilt
6-8875°50 / 65-12625–0armr
6-8885°50 / 65-121, 2sword

Smash Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
13-1612.6Sakurai54 / 83-331355–0, 1, 2sword, armr
hdr‡
Forward Smash
13-2118Sakurai55 / 87-301355–0sword
13-1618Sakurai55 / 87-301, 2sword, armr
17-2110Sakurai60 / 100-300sword
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
12-16955°45 / 84-341253–0, 1, 2sword, armr
hdr
Up Smash
12-161592°55 / 86-301253–0, 1sword
12-161070°70 / 79-332armr
121070°70 / 79-333top
17-241070°60 / 80-280sword
hdr
Up Smash
12-16955°45 / 84-341253–0, 1, 2sword, armr
hdr
Up Smash
12-161592°55 / 86-301253–0, 1sword
12-161070°70 / 79-332armr
121070°70 / 79-333top
17-241070°60 / 80-280sword
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
16-18828°50 / 105-341657–0, 1, 2sword, armr
hdr‡
Down Smash
16-181355°48 / 111-311657–0, 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 hitboxes–9––
SpecialNHold vanilla•
Neutral Special
no hitboxes––––
SpecialNCancel vanilla
Neutral Special
no hitboxes–8––
hdr‡
Neutral Special
no hitboxes–36––
SpecialNTronStart hdr✕•
Neutral Special
no hitboxes–20––
vanilla➔•
Neutral Special
spawns thunder1–––
hdr
Neutral Special
no hitboxes–48––
hdr•‡
Neutral Special
no hitboxes–9––
SpecialAirNHold vanilla•
Neutral Special
no hitboxes––––
SpecialAirNCancel vanilla
Neutral Special
no hitboxes–8––
SpecialAirNJumpCancel vanilla
Neutral Special
no hitboxes–6––
hdr‡
Neutral Special
no hitboxes–36––
SpecialAirNTronStart hdr✕•
Neutral Special
no hitboxes–20––
vanilla➔•
Neutral Special
spawns thunder1–––
hdr‡
Neutral Special
no hitboxes–48––
hdr‡
Side Special
no hitboxes–46––
hdr‡
Side Special
no hitboxes–46––
hdr➔•‡
Up Special
spawns elwind931––
hdr➔•
Up Special
spawns elwind1775––
hdr‡
Up Special
no hitboxes–45––
hdr➔•‡
Up Special
spawns elwind93114–
hdr➔•
Up Special
spawns elwind177514–
hdr‡
Up Special
no hitboxes–45––
hdr‡¶
Down Special
18-23––– / –––25–0, 1grab
hdr•
Down Special
1+070°0 / 100–1––0–
6+270°50 fixed–1top
hdr‡¶
Down Special
1270°40 / 200-28133–0top
hdr‡¶
Down Special
18-23––– / –––25–0, 1grab
hdr•
Down Special
1+070°0 / 100–1––0–
6+270°50 fixed–1top
hdr‡¶
Down Special
1270°40 / 200-28133–0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––40–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.5Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––46–0grab
hdr
Pivot Grab
11-12––– / –––42–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°95 / 25–1632160–
1-313Sakurai40 / 100–0–
hdr
Back Throw
11152°85 / 77–2545200–
1-443Sakurai40 / 100–0–
hdr‡
Up Throw
19103°80 / 60–1740230–
1-393Sakurai40 / 100–0–
hdr‡
Down Throw
1682°50 / 108–1838200–
1-373Sakurai40 / 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 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
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–30––
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–30––
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–43––
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––
hdr•
Ledge Jump
no hitboxes–39––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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), Side Special, Side Special (Air), Up Special, Up Special (Fail), Up Special (Air), Up Special (Air, Fail), Down Special (Start), Down Special (End), Down Special (Air, Start), Down Special (Air, End), 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.