Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Jab | 2-4 | 4 | Sakurai | 25 / 12 | -12 | 2 | 19 | – | SpC 12f | 0, 1, 2, 3 | shoulderl, arml, handl, top |
| hdr◆ Jab | 7-11 | 8 | 80° | 38 / 15 | -14 | 7 | 28 | – | SpC 12f | 0, 1, 2 | bust, shoulderr, armr |
| 7 | 8 | 80° | 38 / 15 | -14 | 3 | top | |||||
| hdr Jab | 7-11 | 8 | 80° | 38 / 15 | -14 | 7 | 28 | – | SpC 12f | 0, 1, 2 | bust, shoulderr, armr |
| 7 | 8 | 80° | 38 / 15 | -14 | 3 | top | |||||
| hdr◆‡ Jab | 5-6 | 4 | Sakurai | 25 / 12 | -10 | 5 | 20 | – | SpC 12f | 0, 1, 2 | legr, kneer, footr |
| hdr Jab | 9-10 | 12 | 50° | 41 / 103 | -15 | 9 | 33 | – | SpC 12f | 0 | top |
| hdr◆‡ Jab | 9-11 | 11 | 53° | 60 / 65 | -6 | 9 | 24 | – | SpC 12f | 0, 1, 2 | top, hip |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 7-9 | 12 | 50° | 45 / 92 | -25 | 7 | 41 | – | 0, 1, 2 | legl, kneel |
| 10-15 | 8 | 55° | 38 / 108 | -24 | 0, 1, 2 | legl, kneel |
Tilt Attacks
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 6-9 | 6.8 | 65° | 62 / 46 | -10 | 6 | 22 | – | SpC 12f | 0 | top |
| 6-9 | 6.8 | 85° | 62 / 46 | -10 | 1 | top | |||||
| hdr Forward Tilt | 13 | 3 | 270° | 15 fixed | -18 | 13 | 35 | – | SpC 12f | 0, 1, 2 | shoulderr, bust, top |
| 15-16 | 6 | 46° | 60 / 90 | -14 | 0, 1, 2 | shoulderr, bust, top | |||||
| hdr‡ Up Tilt | 3-6 | 2 | 84° | 33 / 39 | -4 | 3 | 11 | – | SpC 12f | 0 | top |
| 3-6 | 2 | 90° | 50 / 52 | -4 | 1 | top | |||||
| hdr◆‡ Up Tilt | 7-10 | 3 | 80° | 30 fixed | -21 | 7 | 32 | – | SpC 12f | 0, 1, 2 | legr, kneer, footr |
| 7-10 | 3 | 280° | 30 fixed | -21 | 3, 4, 5 | legr, kneer, footr | |||||
| 14-17 | 4 | 90° | 59 / 82 | -13 | 0, 1, 2 | legr, kneer, footr | |||||
| hdr‡ Down Tilt | 5 | 1.5 | 310° | 20 fixed | -9 | 5 | 17 | – | SpC 12f | 0 | legl |
| 5 | 1.5 | 306° | 20 fixed | -9 | 1 | top | |||||
| 5 | 1.5 | 302° | 20 fixed | -9 | 2 | top | |||||
| 5 | 1.5 | 365° | 20 fixed | -9 | 3, 4, 5 | legl, top | |||||
| hdr◆ Down Tilt | 7-8 | 6 | 74° | 57 / 46 | -12 | 7 | 25 | – | SpC 12f | 0 | top |
| 7-8 | 6 | 80° | 57 / 46 | -12 | 1 | top | |||||
| hdr◆‡ AttackNearW | 6-9 | 6.8 | 65° | 62 / 46 | -10 | 6 | 22 | – | – | 0 | top |
| 6-9 | 6.8 | 85° | 62 / 46 | -10 | 1 | top |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | – | |||||
| hdr◆‡ Forward Smash | 14-16 | 4 | 367° | 30 fixed | -18 | 14 | 37 | – | SpC 12f | 0, 1, 2 | top |
| 17-19 | 18 | Sakurai | 30 / 78 | -8 | 0, 1, 2 | top | |||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | – | |||||
| hdr Up Smash | 9 | 12 | 79° | 64 / 94 | -27 | 9 | 45 | – | JC, SpC 12f | 0 | top |
| 10 | 10 | 79° | 64 / 94 | -27 | 0 | armr | |||||
| 11-12 | 10 | 79° | 64 / 94 | -26 | 0 | top | |||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | – | |||||
| hdr Down Smash | 5-6 | 16 | 35° | 50 / 47 | -19 | 5 | 35 | – | SpC 12f | 0 | top |
| 5-6 | 12 | 80° | 50 / 50 | -21 | 1, 2 | top | |||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 4-6 | 8 | Sakurai | 20 / 100 | -1 | 4 | 36 | 7 | 1, 32– | SpC 12f | 0, 1 | top |
| 7-31 | 4.5 | Sakurai | 13 / 90 | -3 | 0, 1 | top | ||||||
| hdr‡ Forward Air | 6-7 | 14 | 61° | 82 / 56 | 0 | 6 | 32 | 9 | 1-2, 28– | SpC 12f | 0 | top |
| 6-7 | 9 | 70° | 65 / 25 | -3 | 1 | top | ||||||
| 8-14 | 12 | 61° | 82 / 56 | -1 | 0 | top | ||||||
| 8-14 | 8 | 70° | 65 / 25 | -3 | 1 | top | ||||||
| hdr◆∅ Back Air | 8-10 | 11 | Sakurai | 20 / 115 | -2 | 8 | 42 | 10 | 1, 31– | SpC 12f | 0 | legl |
| 8-10 | 14 | Sakurai | 20 / 115 | -1 | 1 | kneel | ||||||
| 15-18 | 11 | Sakurai | 20 / 115 | -2 | 0 | legl | ||||||
| 15-18 | 14 | Sakurai | 20 / 115 | -1 | 1 | kneel | ||||||
| hdr Up Air | 6-7 | 5 | 366° | 20 fixed | -6 | 6 | 36 | 10 | 1, 18– | SpC 12f | 0 | top |
| 9-11 | 6 | 75° | 0 / 172 | -5 | 0 | top | ||||||
| hdr Down Air | 8-10 | 13 | 300° | 22 / 57 | -3 | 8 | 46 | 12 | 1-2, 33– | SpC 12f | 0 | top |
| 8-13 | 11 | 48° | 48 / 58 | -4 | 1 | top | ||||||
| 8-10 | 13 | 275° | 22 / 57 | -3 | 2 | top | ||||||
| 8-13 | 11 | 85° | 60 / 15 | -4 | 3 | top |
Special Attacks
27 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | spawns hadoken | 14 | 45 | – | – | |||||
| hdr➔‡ Neutral Special | spawns hadoken | 14 | 45 | – | – | |||||
| hdr•‡ Side Special | no hitboxes | – | 7 | – | – | |||||
| hdr¶∅ Side Special | 1-3 | 7.7 | 67° | 80 / 40 | -9 | 1 | 17 | – | 0, 1 | top |
| 1-3 | 12.5 | 70° | 80 / 71 | -7 | 0, 1 | top | ||||
| 9-11 | 7.7 | 67° | 80 / 40 | -1 | 0, 1 | top | ||||
| 9-11 | 12.5 | 50° | 80 / 56 | +1 | 0, 1 | top | ||||
| 1-3 as an EX special | 2.4 | 366° | 70 fixed | -12 | 0, 1 | top | ||||
| 9-11 as an EX special | 2.4 | 366° | 70 fixed | -4 | 0, 1 | top | ||||
| hdr¶ Side Special | 1-3 as an EX special | 13.1 | 75° | 85 / 70 | -17 | 1 | 28 | – | 0, 1 | top |
| hdr•‡ Side Special | no hitboxes | – | 7 | – | – | |||||
| hdr¶∅ Side Special | 1-3 | 7.7 | 67° | 80 / 40 | -9 | 1 | 17 | – | 0, 1 | top |
| 1-3 | 12.5 | 70° | 80 / 71 | -7 | 0, 1 | top | ||||
| 9-11 | 7.7 | 67° | 80 / 40 | -1 | 0, 1 | top | ||||
| 9-11 | 12.5 | 50° | 80 / 56 | +1 | 0, 1 | top | ||||
| 1-3 as an EX special | 2.4 | 366° | 70 fixed | -12 | 0, 1 | top | ||||
| 9-11 as an EX special | 2.4 | 366° | 70 fixed | -4 | 0, 1 | top | ||||
| hdr¶ Side Special | 1-3 as an EX special | 13.1 | 75° | 85 / 70 | -17 | 1 | 28 | – | 0, 1 | top |
| hdr‡¶ Up Special | 7 | 14.7 | 80° | 80 / 58 | -21 | 7 | 39 | – | 0 | top |
| 7-20 | 15.7 | 80° | 80 / 69 | -21 | 0 | top | ||||
| 7 as an EX special | 10 | 105° | 125 fixed | -24 | 0 | top | ||||
| 8-9 as an EX special | 13.5 | 80° | 80 / 64 | -21 | 0 | handr | ||||
| 10-14 as an EX special | 7.3 | 80° | 82 / 126 | -22 | 0, 1 | armr, legr | ||||
| 10-20 as an EX special | 7.9 | 70° | 60 / 90 | -22 | 0 | armr | ||||
| 15-20 as an EX special | 7.3 | 80° | 82 / 126 | -17 | 0, 1 | armr, legr | ||||
| 8-9 not as an EX special | 13.5 | 80° | 80 / 64 | -21 | 0 | handr | ||||
| 10-20 not as an EX special | 7.9 | 70° | 60 / 90 | -22 | 0 | armr | ||||
| hdr‡¶ Up Special | 7 | 14.7 | 80° | 80 / 58 | -21 | 7 | 39 | – | 0 | top |
| 7-20 | 15.7 | 80° | 80 / 69 | -21 | 0 | top | ||||
| 7 as an EX special | 10 | 105° | 125 fixed | -24 | 0 | top | ||||
| 8-9 as an EX special | 13.5 | 80° | 80 / 64 | -21 | 0 | handr | ||||
| 10-14 as an EX special | 7.3 | 80° | 82 / 126 | -22 | 0, 1 | armr, legr | ||||
| 10-20 as an EX special | 7.9 | 70° | 60 / 90 | -22 | 0 | armr | ||||
| 15-20 as an EX special | 7.3 | 80° | 82 / 126 | -17 | 0, 1 | armr, legr | ||||
| 8-9 not as an EX special | 13.5 | 80° | 80 / 64 | -21 | 0 | handr | ||||
| 10-20 not as an EX special | 7.9 | 70° | 60 / 90 | -22 | 0 | armr | ||||
| hdr• Up Special | no hitboxes | – | – | – | – | |||||
| SpecialHiLanding vanilla Up Special | no hitboxes | – | 27 | – | – | |||||
| hdr•‡¶ Up Special | 7 | 13.4 | 80° | 80 / 49 | -22 | 7 | 39 | 13 / 26 | 0 | top |
| 7 | 15.7 | 80° | 80 / 60 | -21 | 0 | top | ||||
| 8 | 11.2 | 80° | 80 / 57 | -22 | 0 | handr | ||||
| 8-9 | 11.2 | 80° | 80 / 57 | -22 | 0 | handr | ||||
| 10 | 7.9 | 70° | 60 / 70 | -22 | 0 | armr | ||||
| 10-20 | 7.9 | 70° | 60 / 70 | -22 | 0 | armr | ||||
| 7 as an EX special | 10 | 105° | 125 fixed | -24 | 0 | top | ||||
| 10 as an EX special | 6.3 | 80° | 79 / 107 | -23 | 0 | armr | ||||
| 10-14 as an EX special | 6.3 | 80° | 79 / 107 | -23 | 1 | legr | ||||
| 15-20 as an EX special | 6.3 | 80° | 79 / 107 | -18 | 0, 1 | armr, legr | ||||
| hdr‡¶• Up Special | 7 | 13.4 | 80° | 80 / 49 | -22 | 7 | 39 | 13 / 26 | 0 | top |
| 7 | 15.7 | 80° | 80 / 60 | -21 | 0 | top | ||||
| 8 | 11.2 | 80° | 80 / 57 | -22 | 0 | handr | ||||
| 8-9 | 11.2 | 80° | 80 / 57 | -22 | 0 | handr | ||||
| 10 | 7.9 | 70° | 60 / 70 | -22 | 0 | armr | ||||
| 10-20 | 7.9 | 70° | 60 / 70 | -22 | 0 | armr | ||||
| 7 as an EX special | 10 | 105° | 125 fixed | -24 | 0 | top | ||||
| 10 as an EX special | 6.3 | 80° | 79 / 107 | -23 | 0 | armr | ||||
| 10-14 as an EX special | 6.3 | 80° | 79 / 107 | -23 | 1 | legr | ||||
| 15-20 as an EX special | 6.3 | 80° | 79 / 107 | -18 | 0, 1 | armr, legr | ||||
| hdr• Up Special | no hitboxes | – | 38 | 13 / 26 | – | |||||
| hdr• Down Special | no hitboxes | – | 60 | – | – | |||||
| hdr¶ Down Special | 11 | 12 | 60° | 100 / 10 | -36 | 11 | 56 | – | 0, 1 | top |
| 11-12 | 10 | 60° | 0 / 100 | -37 | 0, 1 | top | ||||
| 11-12 | 17 | 60° | 0 / 100 | -33 | 0, 1 | top | ||||
| hdr¶ Down Special | 11 | 12 | 60° | 100 / 10 | -36 | 11 | 56 | – | 0, 1 | top |
| 11-12 | 10 | 60° | 0 / 100 | -37 | 0, 1 | top | ||||
| 11-12 | 17 | 60° | 0 / 100 | -33 | 0, 1 | top | ||||
| vanilla Down Special | no hitboxes | – | 10 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 10 | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 20 | – | – | |||||
| hdr• Down Special | no hitboxes | – | 60 | – | – | |||||
| hdr¶ Down Special | 11 | 12 | 60° | 100 / 10 | -36 | 11 | 56 | – | 0, 1 | top |
| 11-12 | 10 | 60° | 0 / 100 | -37 | 0, 1 | top | ||||
| 11-12 | 17 | 60° | 0 / 100 | -33 | 0, 1 | top | ||||
| hdr¶ Down Special | 11 | 12 | 60° | 100 / 10 | -36 | 11 | 56 | – | 0, 1 | top |
| 11-12 | 10 | 60° | 0 / 100 | -37 | 0, 1 | top | ||||
| 11-12 | 17 | 60° | 0 / 100 | -33 | 0, 1 | top | ||||
| SpecialAirLwStepF vanilla Down Special | no hitboxes | – | 13 | – | – | |||||
| SpecialAirLwStepB vanilla Down Special | no hitboxes | – | 13 | – | – | |||||
| hdr¶ AttackCommand4 | 14 | 0 | Sakurai | 0 / 0 | – | 14 | 46 | – | 0, 1, 2 | legl |
| 15-19 | 16 | Sakurai | 26 / 98 | -20 | 0, 1, 2 | kneel | ||||
| 15-19 | 12.3 | Sakurai | 26 / 98 | -22 | 0, 1, 2 | kneel | ||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 7-8 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| hdr Pummel | 1 | 1.3 | Sakurai | 30 fixed | -6 | 1 | 10 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 9-10 | – | – | – / – | – | – | 43 | – | 0 | grab |
| hdr Pivot Grab | 10-11 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 8 | 40° | 75 / 30 | – | 16 | 40 | 24 | 0 | – |
| 1-39 | 6 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 11 | 42° | 70 / 64 | – | 23 | 50 | 27 | 0 | – |
| 1-49 | 6 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 8 | 86° | 55 / 75 | – | 18 | 47 | 29 | 0 | – |
| 1-26 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 27-32 | 15 | Sakurai | 30 / 100 | -9 | 0, 1 | kneer | ||||
| hdr Down Throw | 1 | 6 | 70° | 69 / 64 | – | 19 | 41 | 22 | 0 | – |
| 1-17 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 18-19 | 2 | 50° | 40 fixed | -19 | 0 | top |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 55 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 55 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 10 | 45° | 90 / 20 | -24 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 19-20 | 7 | 48° | 80 / 48 | -29 | 0 | top | ||||
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 19-20 | 7 | 48° | 80 / 48 | -29 | 0 | top | ||||
| 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 | – | – | |||||
| 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 | – | – | |||||
| DownSpot vanilla DownSpot | no hitboxes | – | 30 | – | – | |||||
| 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 | – | 42 | – | – | |||||
| 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 | – | 48 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 6 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
2 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.
Hadoken
9 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr MoveW | 1-6 | 9 | 0° | 38 / 16 | 0, 1 | top |
| 1-6 | 9 | 60° | 38 / 16 | 2 | top | |
| 7+ | 9 | 0° | 38 / 16 | 0, 1 | top | |
| 7+ | 9 | 60° | 38 / 16 | 2 | top | |
| hdr MoveM | 1-6 | 9 | 0° | 38 / 16 | 0, 1 | top |
| 1-6 | 9 | 60° | 38 / 16 | 2 | top | |
| 7+ | 9 | 0° | 38 / 16 | 0, 1 | top | |
| 7+ | 9 | 60° | 38 / 16 | 2 | top | |
| hdr MoveS | 1-6 | 9 | 0° | 38 / 16 | 0, 1 | top |
| 1-6 | 9 | 60° | 38 / 16 | 2 | top | |
| 7+ | 9 | 0° | 38 / 16 | 0, 1 | top | |
| 7+ | 9 | 60° | 38 / 16 | 2 | top | |
| hdr MovespW | 1-9 | 0.5 | 366° | 45 fixed | 0, 1 | top |
| 10+ | 0.5 | 366° | 45 fixed | 0, 1, 2, 3 | top | |
| hdr MovespM | 1-9 | 0.5 | 366° | 45 fixed | 0, 1 | top |
| 10+ | 0.5 | 366° | 45 fixed | 0, 1, 2, 3 | top | |
| hdr MovespS | 1-9 | 0.5 | 366° | 45 fixed | 0, 1 | top |
| 10+ | 0.5 | 366° | 45 fixed | 0, 1, 2, 3 | top | |
| hdr MovespW_Last | 3+ | 8.8 | 60° | 58 / 60 | 0 | top |
| hdr MovespM_Last | 3+ | 8.8 | 60° | 58 / 60 | 0 | top |
| hdr MovespS_Last | 3+ | 8.8 | 60° | 58 / 60 | 0 | top |
Shinkuhadoken
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Move | 1-95 | 1.5 | 366° | 50 fixed | 0 | top |
| hdr⇥ Finish | 1-95 | 7 | 97° | 48 / 138 | 0 | top |
Attributes
Weight & Size
- Weight
- 103
- Jostle Weight
- 6.3
- Shield Radius
- 12.3
Ground Movement
- Walk Speed
- 0.825
- Walk Accel (mul)
- 0.11
- Walk Accel (add)
- 1.12
- Initial Dash
- 1.6
- Run Speed
- 1.578
- Run Accel (mul)
- 0.1
- Run Accel (add)
- 0.02
- Traction
- 0.1
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 10.725
- Full Hop Height
- 26
- Short Hop Height
- 13
- Air Jump Height
- 29.5
- Jump Count
- 2
- Horizontal Jump Speed
- 1.35
Air Movement
- Air Speed
- 1.1
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.025
- Air Friction
- 0.005
- Gravity
- 0.12
- Fall Speed
- 1.857
Landing Lag
- Nair
- 7
- Fair
- 9
- Bair
- 10
- Uair
- 10
- Dair
- 12
- Empty Landing
- 5
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (31 -> 27 frames).Attack11W
- HDR replaces the animation (53 -> 36 frames).Attack11S
- HDR replaces the animation (39 -> 40 frames).Jab 2
- HDR replaces the animation (53 -> 65 frames).Jab 3
- HDR replaces the animation (42 -> 52 frames).AttackHi3S
- HDR replaces the animation (32 -> 31 frames).AttackLw3S
- HDR replaces the animation (80 -> 75 frames).Forward Smash
- HDR replaces the animation (52 -> 58 frames).Back Air
- HDR replaces the animation (40 -> 42 frames).AttackNearW
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Attack11W, Jab 2, Jab 3, AttackS3W, AttackHi3W, AttackHi3S, AttackLw3W, Forward Smash, Forward Air, Neutral Special, Neutral Special (Air), Side Special (Start), Side Special (Air, Start), Up Special, Up Special (Command), Up Special (Air), Up Special (Air, Command), Down Special (Install), Grab, Forward Throw, AttackNearW
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Side Special, Side Special (End), Side Special (Air), Side Special (Air, End), Up Special, Up Special (Command), Up Special (Air), Up Special (Air, Command), Down Special, Down Special (Turn), Down Special (Air), Down Special (Air, Turn), AttackCommand4
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
- Inert hitboxes on frames 11-14: out, but unable to collide with a fighter, so not counted as active frames.Back Air
- Inert hitboxes on frames 4-8, 12-16: out, but unable to collide with a fighter, so not counted as active frames.Side Special, Side Special (Air)
✕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.
- Shinkuhadoken is on the field for up to 95 frames (param_shinkuhadoken.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Shinkuhadoken: Move, Shinkuhadoken: Finish
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Hadoken — see Projectiles & Articles below.Neutral Special, Neutral Special (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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Side Special (Start), Side Special (Air, Start), Up Special (Air, End), Down Special (Start), Down Special (Air, Start), 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.Up Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Touching the ground from frame 27 on ends this in Up Special (Landing) rather than carrying on (up_special_early_landing, fighters/common/src/opff/shotos.rs). The code names the status rather than this animation, so the frame may belong to another of the move's segments.Up Special (Air)
- Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 13 or 26 frames rather than the 38 this move would otherwise run. The figure is param_special_hi.landing_frame_*, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air), Up Special (Air, Command)
- Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 13 or 26 frames rather than the 37 this move would otherwise run. The figure is param_special_hi.landing_frame_*, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air, End)
- 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
Ryu