Sheik

106 moves34 changed by HDR72 vanillainternal sheik
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3470°0 / 100-9216–0, 1, 2shoulderr, armr
2-34Sakurai20 / 20-93top
hdr
Jab
3-4370°0 / 100-10317–0, 1, 2shoulderr, armr
3-43Sakurai20 / 20-103top
hdr↧
Jab
5-62Sakurai30 / 120-24533–0, 1, 2armr
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
2-10 (every 2)0.3Sakurai12 / 15–2––0, 1handl, top
hdr
Jab
5-6540°40 / 82-26536–0, 1, 2armr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
51075°34 / 100-25538–0, 1, 2claviclec, arml, armr
6-9744°34 / 100-260, 1, 2claviclec, arml, armr

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-8672°40 / 120-18529–0legr
5-8675°40 / 120-181kneer
5-8680°40 / 120-182kneer
hdr‡
Up Tilt
5-830°30 fixed-24533–0legr
5-83330°28 fixed-241kneer
5-8375°40 fixed-242legr
16-22560°30 / 130-120, 1legr
16-226.5100°60 / 80-112kneer
hdr
Down Tilt
5-7670°35 / 80-16527–0legr
5-7680°35 / 80-161legr
5-7790°35 / 80-162kneer

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
11-13526°62 fixed-321148–0legl
11-13545°47 fixed-321kneer
11-13580°45 fixed-322kneer
19-21955°60 / 110-220, 1, 2kneel, hip
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
11-121690°52 / 95-271149–0armr
11-1200°0 / 0–1, 2arml, armr
13-161378°38 / 100-261, 2arml, armr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
7-91245°41 / 86-28744–0, 1, 2, 3kneel, legl, legr, kneer
12-15645°39 / 107-260, 1, 2, 3kneel, legl, legr, kneer

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-68Sakurai10 / 125-234281-2, 30–0, 1kneel
3-66Sakurai10 / 125-32, 3hip, kneer
7-295Sakurai10 / 135-40, 1, 2, 3kneel, hip, kneer
hdr‡
Forward Air
5-75.550°40 / 100-353381-4, 12–0, 1shoulderl, arml
5-7760°40 / 95-32arml
hdr
Back Air
4-78Sakurai12 / 125-243881-3, 31–0, 1hip, kneel
4-79Sakurai12 / 125-22kneer
4-711Sakurai15 / 12003kneer
8-177Sakurai12 / 125-30, 1hip, kneel
8-178Sakurai12 / 125-22kneer
8-179Sakurai15 / 125-23kneer
hdr‡
Up Air
4-150.5366°39 / 112-10444121-3, 44–0, 1kneer, legr
4-150.580°31 / 42-102, 3kneer, legr
20-23680°45 / 135-70kneel
hdr‡
Down Air
14-151180°30 / 90-31451111, 46–0legr
14-1511275°29 / 50-31kneel
16-32980°35 / 85-50, 1legr, kneel

Special Attacks

30 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–8–––
SpecialNLoop vanilla•
Neutral Special
no hitboxes–––––
SpecialNEnd vanilla
Neutral Special
no hitboxes–42–––
SpecialNCancel vanilla
Neutral Special
no hitboxes–8–––
SpecialNLanding vanilla•
Neutral Special
no hitboxes–13–––
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–89––
SpecialAirNLoop vanilla•
Neutral Special
no hitboxes––9––
SpecialAirNEnd vanilla•
Neutral Special
no hitboxes–329––
SpecialAirNCancel vanilla•
Neutral Special
no hitboxes–89––
SpecialAirNJumpCancel vanilla•
Neutral Special
no hitboxes–69––
hdr•
Side Special
no hitboxes–39–––
SpecialSHold vanilla•
Side Special
no hitboxes–––––
vanilla‡
Side Special
no hitboxes–32–––
SpecialSEnd vanilla
Side Special
no hitboxes–30–––
hdr•
Side Special
no hitboxes–38–––
SpecialAirSHold vanilla•
Side Special
no hitboxes–––––
vanilla‡
Side Special
no hitboxes–42–––
SpecialAirSEnd vanilla•
Side Special
no hitboxes–34–––
SpecialHiStart vanilla•
Up Special
no hitboxes–36–––
hdr
Up Special
no hitboxes–41–––
vanilla•
Up Special
no hitboxes–36–––
hdr•
Up Special
no hitboxes–41–––
hdr•
Down Special
no hitboxes–25–––
SpecialLwLanding vanilla
Down Special
no hitboxes–22–––
hdr‡•
Down Special
3-1313Sakurai26 / 92-2934235–0kneer
3-1311Sakurai26 / 92-301hip
vanilla
Down Special
2-813Sakurai28 / 97-18230––0, 1kneer, hip
SpecialLwAttackLanding vanilla
Down Special
no hitboxes–36–––
hdr•
Down Special
no hitboxes–8019JC 16, ADC 16–
SpecialLwReturnLanding vanilla
Down Special
no hitboxes–20–––
hdr•
Down Special
no hitboxes–22–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
9-10––– / –––43–0grab
hdr‡
Pivot Grab
11-12––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1262°80 / 85–1732150–
1-14360°40 / 100–0–
15-165Sakurai80 fixed–0shoulderl
hdr
Back Throw
12118°70 / 95–1735180–
1-143Sakurai40 / 100–0–
15-165130°10 / 1–0, 1kneer, footr
hdr
Up Throw
1386°75 / 65–1951320–
1-173Sakurai40 / 100–0–
18386°75 / 65–0footr
hdr‡
Down Throw
1345°80 / 60–2546210–
1-203Sakurai40 / 100–0–
21-243Sakurai100 fixed–0, 1kneer, footr

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 4–26–5210–
hdr•
Air Dodge
intangible 4–26–5210–
vanilla
Ledge Attack
21-23945°90 / 20-282156–0top
vanilla
Get-Up Attack
14-15748°80 / 48-301450–0top
22-23748°80 / 48-220top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
21-22748°80 / 48-230top
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–31––
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–48––
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–45––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
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.

Fusin

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Explosion
1-31290°80 / 600top

Needle

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Move
1-9265°25 / 800top

Attributes

Weight & Size

Weight
90
Jostle Weight
4.1
Shield Radius
11.5

Ground Movement

Walk Speed
1.43
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.704
Run Speed
1.83
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
3
Jump Initial Y
13.9425
Full Hop Height
39
Short Hop Height
15.5
Air Jump Height
40
Jump Count
2
Horizontal Jump Speed
1.4
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.8

Air Movement

Air Speed
1.0175
Air Accel (add)
0.01
Air Accel (mul)
0.075
Air Friction
0.0115
Gravity
0.15
Fall Speed
2.15

Landing Lag

Nair
8
Fair
8
Bair
8
Uair
12
Dair
11
Empty Landing
4
Heavy Landing
5

Notes

‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Forward Smash, Up Smash, Down Smash, Forward Air, Up Air, Down Air, Side Special (Fire), Side Special (Air, Fire), Down Special (Attack), Dash Grab, Pivot Grab, Forward Throw, Down Throw
↧HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
✕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.
  • Needle is on the field for up to 9 frames (param_needle.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Needle: Move
•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 (Landing), Neutral Special (Air, Start), Side Special, Side Special (Air), Side Special (Air, End), Up Special (Start), Up Special (Air, Start), Up Special (Air), Down Special, Down Special (Return), Down Special (Air), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 10 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 (Loop), Neutral Special (Air, Loop), Side Special (Hold), Side Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 9 frames, from `param_special_n.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.Neutral Special (Air, Start), Neutral Special (Air, Cancel), Neutral Special (Air, JumpCancel)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames and is the only way out of it. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, Loop)
  • Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 9 frames rather than the 31 this move would otherwise run. The figure is param_special_n.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Neutral Special (Air, End)
  • Land cancels: touching the ground during this move ends it in Down Special (AttackLanding), which recovers in 35 frames rather than the 41 this move would otherwise run.Down Special (Attack)
  • Land cancels: touching the ground during this move ends it in Down Special (ReturnLanding), which recovers in 19 frames rather than the 79 this move would otherwise run.Down Special (Return)
  • 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.