Rosalina & Luma

94 moves27 changed by HDR67 vanillainternal rosetta
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5270°40 fixed-75160top
5282°30 fixed-71, 2top
52Sakurai30 / 15-73top
hdr
Jab
6-7174°40 fixed-126210top
6-7182°30 fixed-121top
6-71Sakurai30 / 15-122top
vanilla
Jab
7-8370°65 / 80-187290, 1top
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1, 2, 5, 80.3Sakurai8 / 1211top
vanilla
Jab
6-72.5Sakurai60 / 108-286380, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-9360°47 / 12-306400top
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 / 102-247380, 1, 2footl, kneel, legl
hdr
Up Tilt
7-15986°55 / 83-217350hip
7-101090°55 / 83-201throw
11-15890°55 / 83-171throw
hdr
Down Tilt
5-85.530°35 / 98-225330, 1, 2, 3footl, kneel, legl, hip

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-1813Sakurai30 / 110-3016560top
hdr
Forward Smash
16-1813Sakurai30 / 110-3016560top
hdr
Forward Smash
16-1813Sakurai30 / 110-3016560top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
8-161286°45 / 109-318480, 1neck
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
6-8732°40 / 107-366480top
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 hitboxes35
SpecialNChargeStart vanilla
Neutral Special
no hitboxes70
vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
6-90Sakurai30 fixed6220top
vanilla
Neutral Special
no hitboxes35
SpecialAirNChargeStart vanilla
Neutral Special
no hitboxes70
SpecialAirNCharge vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
6-90Sakurai30 fixed6240top
SpecialS vanilla
Side Special
no hitboxes52
SpecialAirS vanilla
Side Special
no hitboxes52
vanilla
Up Special
no hitboxes11
hdr
Up Special
no hitboxes19
hdr
Up Special
no hitboxes47
vanilla
Up Special
no hitboxes1130
hdr
Down Special
no hitboxes45C 43
hdr
Down Special
no hitboxes45C 43

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –400grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-131170top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –460grab
hdr
Pivot Grab
10-11– / –420grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1945°45 / 762838100
1-273Sakurai40 / 1000
vanilla
Back Throw
11150°70 / 603043130
1-293Sakurai40 / 1000
vanilla
Up Throw
1788°50 / 901338250
1-123Sakurai40 / 1000
vanilla
Down Throw
1970°90 / 351336230
1-123Sakurai40 / 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 4–266110
hdr
Air Dodge
intangible 4–266110
vanilla
Ledge Attack
19-21945°90 / 20-3019560top
vanilla
Get-Up Attack
17-18748°80 / 48-3117540top
22-23748°80 / 48-260top
vanilla
Get-Up Attack
17-18748°80 / 48-3117540top
22-23748°80 / 48-260top
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 hitboxes30
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
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
CliffJump2 vanilla
Ledge Jump
no hitboxes50

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

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
10-23180 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
1, 2, 5, 80.1Sakurai10 / 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. 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.