Rosalina & Luma

94 moves27 changed by HDR67 vanillainternal rosetta
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5270°40 fixed-7516–0top
5282°30 fixed-71, 2top
52Sakurai30 / 15-73top
hdr
Jab
6-7174°40 fixed-12621–0top
6-7182°30 fixed-121top
6-71Sakurai30 / 15-122top
vanilla
Jab
7-8370°65 / 80-18729–0, 1top
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
2-11 (every 3)0.3Sakurai8 / 12–2––1top
vanilla
Jab
6-72.5Sakurai60 / 108-28638–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-9360°47 / 12-30640–0top
6-9330°30 / 50-301top
17-19465°30 / 200-180, 1, 2, 3top, head, bust

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-108Sakurai46 / 102-24738–0, 1, 2footl, kneel, legl
hdr↛
Up Tilt
7-15986°55 / 83-21735–0hip
7-101090°55 / 83-201throw
11-15890°55 / 83-171throw
hdr
Down Tilt
5-85.530°35 / 98-22533–0, 1, 2, 3footl, kneel, legl, hip

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
16-1813Sakurai30 / 110-301656–0top
hdr
Forward Smash
16-1813Sakurai30 / 110-301656–0top
hdr
Forward Smash
16-1813Sakurai30 / 110-301656–0top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
8-161286°45 / 109-31848–0, 1neck
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
6-8732°40 / 107-36648–0top
17-19932°36 / 110-240top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
vanilla‡
Neutral Air
9860°45 / 62-194271-4, 33–0top
91072°50 / 6201, 2top
10-19860°45 / 62-10top
10-191072°50 / 6201, 2havel
20-33760°50 / 60-20top
20-31872°50 / 65-11, 2havel
32872°50 / 65-11, 2top
33872°50 / 65-11, 2top
hdr
Forward Air
10170°90 / 10-81050101-3, 44–0footl
11-20136°60 / 10-81footl
11-181115°36 / 10-82, 3footl
11-201100°72 / 10-84footl
11-20186°90 / 10-85footl
11-20125°65 / 10-86hip
19-20136°60 / 10-82, 3footl
22-234Sakurai50 / 132-60, 1footl, kneel
hdr
Back Air
9-111143°38 / 86-2940101-3, 44–0, 1, 2top
12-168Sakurai38 / 73-40, 1, 2top
hdr↛
Up Air
8-13984°40 / 98-384791-2, 45–0, 1, 2head, bust, hip
8-101088°40 / 98-23throw
11-13688°40 / 98-43throw
hdr↛
Down Air
17-199270°16 / 62-41749101-2, 50–0kneel
17-1910270°16 / 62-31throw
20-25845°35 / 100-40kneel
20-25750°35 / 100-51throw

Special Attacks

16 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla‡
Neutral Special
no hitboxes–35–––
SpecialNChargeStart vanilla•
Neutral Special
no hitboxes–70–––
vanilla•
Neutral Special
no hitboxes–––––
hdr‡
Neutral Special
6-90Sakurai30 fixed–622––0top
vanilla‡
Neutral Special
no hitboxes–35–––
SpecialAirNChargeStart vanilla•
Neutral Special
no hitboxes–70–––
SpecialAirNCharge vanilla•
Neutral Special
no hitboxes–––––
hdr‡
Neutral Special
6-90Sakurai30 fixed–624––0top
SpecialS vanilla
Side Special
no hitboxes–52–––
SpecialAirS vanilla
Side Special
no hitboxes–52–––
vanilla•
Up Special
no hitboxes–11–––
hdr•
Up Special
no hitboxes–19–––
hdr•
Up Special
no hitboxes–47–––
vanilla•
Up Special
no hitboxes–1130––
hdr‡
Down Special
no hitboxes–45–C 43–
hdr‡
Down Special
no hitboxes–45–C 43–

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––40–0grab
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––– / –––46–0grab
hdr‡
Pivot Grab
10-11––– / –––42–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1945°45 / 76–2838100–
1-273Sakurai40 / 100–0–
vanilla
Back Throw
11150°70 / 60–3043130–
1-293Sakurai40 / 100–0–
vanilla
Up Throw
1788°50 / 90–1338250–
1-123Sakurai40 / 100–0–
vanilla
Down Throw
1970°90 / 35–1336230–
1-123Sakurai40 / 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 4–26–6110–
hdr•
Air Dodge
intangible 4–26–6110–
vanilla
Ledge Attack
19-21945°90 / 20-301956–0top
vanilla
Get-Up Attack
17-18748°80 / 48-311754–0top
22-23748°80 / 48-260top
vanilla
Get-Up Attack
17-18748°80 / 48-311754–0top
22-23748°80 / 48-260top
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–30––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil 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––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–50––

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

4 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.

Meteor

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Shoot
10-2310°80 fixed0top

Powerstar

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Start
1-3001366°4 fixed0top
vanilla
End
4-711Sakurai80 / 1080top

Starpiece

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Shoot
1-15360°30 / 500top

Tico

21 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Jab 1
31Sakurai40 / 100top
31180°25 / 101top
31Sakurai25 / 102top
vanilla
Jab 2
51Sakurai40 / 100top
51Sakurai35 / 101top
vanilla
Jab 3
6-7280°60 / 1500, 1footl
vanilla
Rapid Jab
2-11 (every 3)0.1Sakurai10 / 200top
vanilla
Rapid Jab Finisher
5-61Sakurai55 / 2300top
vanilla
Dash Attack
5-7360°45 / 500top
5-7335°30 / 501top
vanilla
Forward Tilt
7-94.5Sakurai70 / 1060legr
vanilla
Up Tilt
2886°120 / 550rot
3-4496°90 / 500rot
3-4493°85 / 501rot
5-9390°80 / 500rot
vanilla
Down Tilt
7-123.530°35 / 1200top
hdr
Forward Smash
16-177Sakurai43 / 1830armr
16-175Sakurai23 / 2191armr
hdr
Forward Smash (Up)
16-177Sakurai43 / 1830armr
16-175Sakurai23 / 2191armr
hdr
Forward Smash (Down)
16-177Sakurai43 / 1830armr
16-175Sakurai23 / 2191armr
hdr
Up Smash
9-11685°65 / 1420legr
12-16585°65 / 1420legr
hdr
Down Smash
6-7433°40 / 1700rot
18-19533°40 / 1710rot
vanilla
Neutral Air
7-9374°60 / 1150legl
13-14374°60 / 1150legl
vanilla
Forward Air
10-11368°85 / 250hip
10-11373°75 / 201hip
12370°85 / 250hip
12375°75 / 201hip
hdr
Back Air
9-14443°30 / 1500legr
hdr
Up Air
5-10488°50 / 1400top
hdr
Down Air
14-18545°50 / 1530legl
hdr
Neutral Special (End)
2-63.3475°25 / 1000waist
hdr
FreeRecall
60+2055°65 / 750waist

Attributes

Weight & Size

Weight
89
Jostle Weight
3.7
Shield Radius
12.6

Ground Movement

Walk Speed
1.138
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.735
Run Speed
1.67
Run Accel (mul)
0.0997
Run Accel (add)
0.02
Traction
0.057

Jumps

Jumpsquat
5
Jump Initial Y
14.3
Full Hop Height
40
Short Hop Height
16.17
Air Jump Height
40
Jump Count
2
Horizontal Jump Speed
1.25

Air Movement

Air Speed
1
Air Accel (add)
0.015
Air Accel (mul)
0.078
Air Friction
0.009
Gravity
0.081
Fall Speed
1.6

Landing Lag

Nair
7
Fair
10
Bair
10
Uair
9
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, Neutral Air, Neutral Special, Neutral Special (Return), Neutral Special (Air), Neutral Special (Air, Return), Down Special, Down Special (Air), Grab, Dash Grab, Pivot 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.
  • Meteor is on the field for up to 23 frames (param_meteor.life_frame), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Meteor: Shoot
  • Powerstar is on the field for up to 300 frames (param_powerstar.life_frame), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Powerstar: Start
  • Starpiece is on the field for up to 15 frames (param_starpiece.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Starpiece: Shoot
↛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.
  • Also spawns ring — the engine's name for it, and there is no table for it here.Up Tilt, Up Air, Down 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, Neutral Special (ChargeStart), Neutral Special (Air, ChargeStart), Up Special (Start), Up Special, Up Special (End), Up Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 11 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 (Charge), Neutral Special (Air, Charge), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 30 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)
  • 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.