Roy

113 moves57 changed by HDR56 vanillainternal roy
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-8869°55 / 40-12524–0, 1sword1, shoulderr
5-8640°32 / 60-132sword1

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Dash Attack
13-1713110°70 / 50-171340–0, 1sword1, shoulderr
13-179Sakurai35 / 55-202sword1

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Forward Tilt
8-1212Sakurai50 / 81-21838–0, 1, 2sword1, armr, shoulderl
8-12860°40 / 87-233sword1
hdr
Forward Tilt
8-1212Sakurai50 / 81-21838–0, 1, 2sword1, armr, shoulderl
8-12860°40 / 87-233sword1
hdr
Forward Tilt
8-1212Sakurai50 / 81-21838–0, 1, 2sword1, armr, shoulderl
8-12860°40 / 87-233sword1
hdr‡
Up Tilt
6-811105°38 / 103-22637–0, 1sword1, shoulderr
6-88100°35 / 73-242sword1
9-121185°38 / 103-190, 1sword1, shoulderr
9-12890°35 / 73-212sword1
hdr‡
Down Tilt
8-101080°90 / 40-7823–0, 1sword1, shoulderr
8-10673°63 / 40-92sword1

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
13-1520Sakurai65 / 76-331360–0, 1, 2sword1, armr, colonells
13-1512Sakurai30 / 73-383sword1
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
121118°120 fixed-441259–0top
121127°150 fixed-441top
13-19 (every 2)298°85 fixed-420armr
13-19 (every 2)2260°55 fixed-421sword1
22-231090°70 / 102-290, 1armr, sword1
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes–62––
hdr◆
Down Smash
6-91875°42 / 81-46664–0, 1, 2sword1, armr, colonells
6-91163°20 / 80-493sword1
10-171475°42 / 80-440, 1, 2sword1, armr, colonells
10-171063°20 / 70-463sword1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆
Neutral Air
6-114100°30 / 30-6649101, 35–0, 1sword1, shoulderr
6-11490°30 / 30-62sword1
6-114100°45 / 30-63, 4sword1, shoulderr
6-11490°45 / 30-65sword1
13-2110Sakurai50 / 80-30, 1, 2sword1, shoulderr
22-268Sakurai50 / 80-40, 1, 2sword1, shoulderr
hdr‡
Forward Air
8-111150°45 / 80-28321032–0, 1sword1, shoulderr
8-11945°30 / 65-42sword1
hdr◆
Back Air
7-91450°20 / 109-4741131-2, 32–0, 1sword1, shoulderr
7-81140°20 / 70-52sword1
91140°20 / 70-52top
101140°20 / 70-50, 1, 2sword1, shoulderr, top
hdr‡
Up Air
5-111077°45 / 66-3545101-2, 41–0, 2shoulderr, sword1
5-11780°30 / 66-51sword1
hdr◆‡
Down Air
7-111185°30 / 78-5750131-5, 35–0sword1
7-11937°37 / 60-71sword1
7-1115288°30 / 50-32claviclec

Special Attacks

40 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–12––
SpecialNLoop vanilla•
Neutral Special
no hitboxes––––
SpecialNTurn vanilla•
Neutral Special
no hitboxes–20––
hdr‡¶
Neutral Special
5-115Sakurai40 / 110-23533–0, 1, 2armr, sword1
hdr
Neutral Special
95Sakurai40 / 110-20934–0, 1, 2armr, sword1
10-135Sakurai40 / 110-190top
hdr
Neutral Special
95Sakurai40 / 110-20934–0, 1, 2armr, sword1
10-135Sakurai40 / 110-190top
vanilla
Neutral Special
10-1450Sakurai50 / 83+61034–0top
10-1436Sakurai50 / 70-21top
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–12––
SpecialAirNLoop vanilla•
Neutral Special
no hitboxes––––
SpecialAirNTurn vanilla•
Neutral Special
no hitboxes–20––
hdr‡¶
Neutral Special
5-115Sakurai40 / 110-23533–0, 1, 2armr, sword1
hdr
Neutral Special
95Sakurai40 / 110-20934–0, 1, 2armr, sword1
10-135Sakurai40 / 110-190top
hdr
Neutral Special
95Sakurai40 / 110-20934–0, 1, 2armr, sword1
10-135Sakurai40 / 110-190top
vanilla
Neutral Special
10-1450Sakurai50 / 83+61034–0top
10-1436Sakurai50 / 70-21top
hdr◆
Side Special
6-8460°50 / 28-19630–0shoulderr
6-8480°40 / 28-191armr
6-8496°40 / 28-192sword1
6-8385°40 / 28-203sword1
hdr◆
Side Special
12-15596°50 / 31-241241–0, 1, 2shoulderr, armr, sword1
12-15496°50 / 28-243sword1
hdr◆‡
Side Special
12-14540°29 / 40-201237–0shoulderr
12-14560°29 / 56-201armr
12-14580°19 / 57-202sword1
12-144105°20 / 50-203sword1
hdr◆
Side Special
13-158280°45 / 69-241344–0, 1, 2shoulderr, armr, sword1
13-156280°36 / 47-253sword1
16-17660°60 / 65-220, 1, 2shoulderr, armr, sword1
16-17460°60 / 65-233sword1
hdr◆
Side Special
11-148Sakurai48 / 133-291147–0, 1, 2shoulderr, armr, sword1
11-146Sakurai48 / 135-303sword1
hdr◆
Side Special
16-21370°30 fixed-271647–0claviclel
16-21390°30 fixed-271armr
16-213365°30 fixed-272sword1
16-213365°30 fixed-273sword1
22464°70 / 111-200, 1, 2, 3claviclel, armr, sword1
hdr◆
Side Special
15-191075°34 / 155-281551–0, 1, 2shoulderr, armr, sword1
15-19875°33 / 158-293sword1
hdr◆
Side Special
20-2511Sakurai25 / 162-222051–0, 2, 3waist, armr, sword1
20-2511Sakurai24 / 162-221shoulderr
20-258Sakurai25 / 167-244sword1
hdr◆
Side Special
13-36370°2 / 40-451362–0, 1shoulderr, armr
13-363365°2 / 40-452, 3sword1
37-38350°50 / 172-210, 1, 2, 3shoulderr, armr, sword1
hdr
Side Special
18-211140°30 / 119-201847–0, 1, 2shoulderr, armr, sword1
19-21940°30 / 119-213sword1
19-211140°30 / 119-194top
hdr◆
Side Special
6-8460°50 / 28-19630–0shoulderr
6-8480°40 / 28-191armr
6-8496°40 / 28-192sword1
6-8385°40 / 28-203sword1
hdr◆
Side Special
12-15596°50 / 31-241241–0, 1, 2shoulderr, armr, sword1
12-15496°50 / 28-243sword1
hdr◆‡
Side Special
12-14540°29 / 40-221239–0shoulderr
12-14560°29 / 56-221armr
12-14580°19 / 57-222sword1
12-144105°20 / 50-223sword1
hdr◆
Side Special
13-158280°45 / 69-271347–0, 1, 2shoulderr, armr, sword1
13-156280°36 / 47-283sword1
16-17660°60 / 65-250, 1, 2shoulderr, armr, sword1
16-17460°60 / 65-263sword1
hdr◆
Side Special
11-148Sakurai48 / 133-291147–0, 1, 2shoulderr, armr, sword1
11-146Sakurai48 / 135-303sword1
hdr◆
Side Special
16-21370°30 fixed-271647–0claviclel
16-21390°30 fixed-271armr
16-213365°30 fixed-272sword1
16-213365°30 fixed-273sword1
22464°70 / 111-200, 1, 2, 3claviclel, armr, sword1
hdr◆
Side Special
15-191075°34 / 155-281551–0, 1, 2shoulderr, armr, sword1
15-19875°33 / 158-293sword1
hdr◆
Side Special
20-2511Sakurai25 / 162-222051–0, 2, 3waist, armr, sword1
20-2511Sakurai24 / 162-221shoulderr
20-258Sakurai25 / 167-244sword1
hdr◆
Side Special
13-36370°2 / 40-451362–0, 1shoulderr, armr
13-363365°2 / 40-452, 3sword1
37-38350°50 / 172-210, 1, 2, 3shoulderr, armr, sword1
hdr★
Side Special
18-211140°30 / 119-301857–0, 1, 2shoulderr, armr, sword1
19-21940°30 / 119-313sword1
19-211140°30 / 119-294top
hdr‡
Up Special
95.584°120 fixed-33948–0top
11-161.1367°85 fixed-340, 1top
17460°40 / 130-260top
hdr‡•
Up Special
95.584°120 fixed-20948250top
11-161.1367°85 fixed-230, 1top
17460°40 / 130-210top
hdr‡
Down Special
no hitboxes–60––
hdr⊗
Down Special
5-6835°40 / 100-30542–0, 1, 2top
hdr‡
Down Special
no hitboxes–60––
hdr⊗
Down Special
5-6835°40 / 100-30542–0, 1, 2top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––38–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.380°30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––42–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1550°70 / 45–1531160–
1-303Sakurai40 / 100–0–
hdr
Back Throw
15125°70 / 45–1635190–
1-343Sakurai40 / 100–0–
hdr
Up Throw
1697°60 / 100–1339260–
1-383Sakurai40 / 100–0–
hdr
Down Throw
1669°65 / 92–1641250–
1-403Sakurai40 / 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 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
23-251045°90 / 20-252356–0top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
23-24748°80 / 48-250top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
21-22748°80 / 48-270top
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–31––
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––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–41––

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––

Attributes

Weight & Size

Weight
85
Jostle Weight
5.5
Shield Radius
12.4

Ground Movement

Walk Speed
1.208
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
1.475
Run Speed
1.805
Run Accel (mul)
0.07
Run Accel (add)
0.01
Traction
0.06

Jumps

Jumpsquat
4
Jump Initial Y
11.0718
Full Hop Height
30.97
Short Hop Height
13
Air Jump Height
25
Jump Count
2
Horizontal Jump Speed
1.265

Air Movement

Air Speed
0.95
Air Accel (add)
0.02
Air Accel (mul)
0.03
Air Friction
0.005
Gravity
0.115
Fall Speed
2.4

Landing Lag

Nair
10
Fair
10
Bair
13
Uair
10
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 58 frames).Dash Attack
  • HDR replaces the animation (50 -> 79 frames).Forward Tilt
  • HDR replaces the animation (61 -> 62 frames).AttackLw4Charge
  • HDR replaces the animation (70 -> 67 frames).Down Smash
  • HDR replaces the animation (50 -> 51 frames).Neutral Air
  • HDR replaces the animation (44 -> 45 frames).Back Air
  • HDR replaces the animation (70 -> 50 frames).Down Air
  • HDR replaces the animation (67 -> 31 frames).Side Special (1), Side Special (Air, 1)
  • HDR replaces the animation (52 -> 42 frames).Side Special (2Hi), Side Special (Air, 2Hi)
  • HDR replaces the animation (49 -> 41 frames).Side Special (2Lw), Side Special (Air, 2Lw)
  • HDR replaces the animation (52 -> 47 frames).Side Special (3Hi), Side Special (Air, 3Hi)
  • HDR replaces the animation (54 -> 48 frames).Side Special (3S), Side Special (Air, 3S)
  • HDR replaces the animation (54 -> 52 frames).Side Special (3Lw)
  • HDR replaces the animation (67 -> 57 frames).Side Special (4Hi), Side Special (Air, 4Hi)
  • HDR replaces the animation (76 -> 53 frames).Side Special (4S), Side Special (Air, 4S)
  • HDR replaces the animation (88 -> 62 frames).Side Special (4Lw), Side Special (Air, 4Lw)
  • HDR replaces the animation (54 -> 58 frames).Side Special (Air, 3Lw)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Down Tilt, Forward Smash, Forward Air, Up Air, Down Air, Neutral Special (End), Neutral Special (Air, End), Side Special (2Lw), Side Special (Air, 2Lw), Up Special, Up Special (Air), Down Special, Down Special (Air)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (End), Neutral Special (End2), Neutral Special (End3), Neutral Special (Air, End), Neutral Special (Air, End2), Neutral Special (Air, End3)
★Added by HDR. FAF comes from HDR's own animation, which has no early cancel.
  • Animation shipped by HDR: d01specialairs4back.nuanmbSide Special (Air, 4Back)
✕HDR removes this move’s hitboxes.
  • CliffEscape
⊗A counter. What it deals is a multiple of the attack it countered, so the figure in the damage column is only the floor — the multiplier and the ceiling come from the fighter’s parameters.
  • The counterattack deals 1.35x the damage of the move it counters (param_special_lw.attack_mul), never less than 8%, and at most 50% (param_special_lw.attack_max).Down Special (Hit), Down Special (Air, Hit)
•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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Turn), Neutral Special (Air, Start), Neutral Special (Air, Turn), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Loop), Neutral Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 25 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)
  • 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.