Shulk

107 moves35 changed by HDR72 vanillainternal shulk
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
3-4288°40 fixed-11318–0handl
3-4270°40 fixed-111arml
3-4260°40 fixed-112shoulderl
3-42Sakurai25 / 10-113top
hdr
Jab
5-62.566°52 fixed-9518–0legr
5-62.570°52 fixed-91kneer
5-62.580°52 fixed-92kneer
hdr
Jab
6-8650°60 / 100-25637–0, 1, 2swordr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
15-1613.5Sakurai35 / 95-231548–0top
15-161270°35 / 95-241top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
9-1013.5Sakurai30 / 92-19938–0swordr
9-1012Sakurai30 / 92-201, 2swordr
hdr‡
Up Tilt
10-111085°70 / 80-181036–0, 1, 2haver
12-211085°70 / 80-160haver
12-219107°65 / 75-171, 2haver
hdr‡
Down Tilt
8-109.570°45 / 90-13829–0, 1swordr
8-107.580°45 / 90-142swordr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
13-15678°35 fixed-501369–0swordr
13-15610°35 fixed-501swordr
13-15640°35 fixed-502swordr
20-2414.5Sakurai30 / 110-390swordr
20-2412.5Sakurai30 / 115-401swordr
hdr‡
Forward Smash
13-15678°35 fixed-501369–0swordr
13-15610°35 fixed-501swordr
13-15640°35 fixed-502swordr
20-2414.5Sakurai30 / 110-390swordr
20-2412.5Sakurai30 / 115-401swordr
hdr‡
Forward Smash
13-15678°35 fixed-501369–0swordr
13-15610°35 fixed-501swordr
13-15640°35 fixed-502swordr
20-2414.5Sakurai30 / 110-390swordr
20-2412.5Sakurai30 / 115-401swordr
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
15-26590°70 fixed-491569–0top
15-26590°60 fixed-491top
15-185110°90 fixed-492, 3top
27-321590°40 / 100-310, 1top
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes–60––
hdr◆‡
Down Smash
16-1814.575°50 / 90-271653–0, 1arml, swordr
16-1814.565°50 / 90-272swordr
16-1811.5Sakurai50 / 90-283, 4swordr

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
14-311068°50 / 100-31450101-2, 54–0swordr
14-318.558°42 / 100-41, 2swordr
hdr
Forward Air
14-1810Sakurai46 / 99-51442121-6, 42–0, 1swordr
14-188.558°70 / 70-62swordr
hdr
Back Air
1810.5Sakurai35 / 95-71849141-4, 43–0bust
1815.5Sakurai35 / 100-41top
18-2810.5Sakurai35 / 95-72kneer
19-2810.5Sakurai35 / 95-70bust
1915.5Sakurai35 / 100-41top
20-2315.5Sakurai35 / 100-41top
22-2310.5Sakurai40 / 70-73top
24-2810.5Sakurai40 / 70-71, 3top
hdr
Up Air
14-164.5367°60 fixed-71455111-4, 53–0, 1top
14-164.5367°40 fixed-72top
14-164.590°60 fixed-73, 4top
14-164.590°45 fixed-75top
24-251288°40 / 90-30top
24-259.588°40 / 90-41top
26-40888°35 / 80-50top
26-40588°35 / 80-71top
hdr
Down Air
14-164.5367°45 fixed-91461131-3, 53–0top
14-164.5160°20 fixed-91top
23-2411.5270°21 / 61-50, 1top
23-2410.550°55 / 85-62top
25-388.5Sakurai50 / 75-70, 1top
25-387Sakurai55 / 75-82top

Special Attacks

32 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–8––
SpecialNLoop vanilla•
Neutral Special
no hitboxes––––
SpecialNEnd vanilla
Neutral Special
no hitboxes–10––
SpecialNJump vanilla
Neutral Special
no hitboxes–10––
SpecialNSpeed vanilla
Neutral Special
no hitboxes–10––
SpecialNShield vanilla
Neutral Special
no hitboxes–10––
SpecialNBuster vanilla
Neutral Special
no hitboxes–10––
SpecialNSmash vanilla
Neutral Special
no hitboxes–10––
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–8––
SpecialAirNLoop vanilla•
Neutral Special
no hitboxes––––
SpecialAirNEnd vanilla
Neutral Special
no hitboxes–10––
SpecialAirNJump vanilla
Neutral Special
no hitboxes–10––
SpecialAirNSpeed vanilla
Neutral Special
no hitboxes–10––
SpecialAirNShield vanilla
Neutral Special
no hitboxes–10––
SpecialAirNBuster vanilla
Neutral Special
no hitboxes–10––
SpecialAirNSmash vanilla
Neutral Special
no hitboxes–10––
hdr◆¶
Side Special
21-2412100°70 / 60-282158–0arml
21-2413Sakurai70 / 80-270arml
21-2410.2Sakurai75 / 85-290arml
21-2412Sakurai70 / 80-280arml
21-2412Sakurai70 / 80-280arml
21-2412100°70 / 60-281swordr
21-2413Sakurai70 / 80-271swordr
21-2410.2Sakurai75 / 85-291swordr
21-2412Sakurai70 / 80-281swordr
21-2412Sakurai70 / 80-281swordr
25-279100°70 / 60-260arml
25-279.7Sakurai70 / 80-250arml
25-277.7Sakurai75 / 85-260arml
25-279Sakurai70 / 80-260arml
25-279Sakurai70 / 80-260arml
25-279100°70 / 60-261swordr
25-279.7Sakurai70 / 80-251swordr
25-277.7Sakurai75 / 85-261swordr
25-279Sakurai70 / 80-261swordr
25-279Sakurai70 / 80-261swordr
vanilla
Side Special
1-210Sakurai25 / 100-32141–0swordr
1-29Sakurai25 / 100-331swordr
1-215140°25 / 100-294swordr
1-213140°25 / 100-305swordr
hdr◆•¶
Side Special
21-2412100°70 / 60-28215850arml
21-2413Sakurai70 / 80-270arml
21-2410.2Sakurai75 / 85-290arml
21-2412Sakurai70 / 80-280arml
21-2412Sakurai70 / 80-280arml
21-2412100°70 / 60-281swordr
21-2413Sakurai70 / 80-271swordr
21-2410.2Sakurai75 / 85-291swordr
21-2412Sakurai70 / 80-281swordr
21-2412Sakurai70 / 80-281swordr
25-279100°70 / 60-260arml
25-279.7Sakurai70 / 80-250arml
25-277.7Sakurai75 / 85-260arml
25-279Sakurai70 / 80-260arml
25-279Sakurai70 / 80-260arml
25-279100°70 / 60-261swordr
25-279.7Sakurai70 / 80-251swordr
25-277.7Sakurai75 / 85-261swordr
25-279Sakurai70 / 80-261swordr
25-279Sakurai70 / 80-261swordr
vanilla•
Side Special
1+10Sakurai30 / 80–1–50, 1, 2swordr
1+9Sakurai30 / 80–3swordr
1+16140°30 / 100–4, 5, 6swordr
1+14140°30 / 100–7swordr
hdr
Up Special
10676°135 fixed-491065–0haver
10678°135 fixed-491haver
10676°145 fixed-492haver
10678°155 fixed-493haver
11690°135 fixed-480, 1, 2, 3haver
12680°100 fixed-470, 1haver
12690°80 fixed-472, 3haver
13-14576°80 fixed-470top
13-14586°80 fixed-471top
15-17552°43 fixed-450top
15-17570°43 fixed-451top
hdr
Up Special
9-105.548°35 / 170-45960–0top
hdr
Up Special
10676°135 fixed-491065–0haver
10678°135 fixed-491haver
10676°145 fixed-492haver
10678°155 fixed-493haver
11690°135 fixed-480, 1, 2, 3haver
12680°100 fixed-470, 1haver
12690°80 fixed-472, 3haver
13-14576°80 fixed-470top
13-14586°80 fixed-471top
15-17552°43 fixed-450top
15-17570°43 fixed-451top
vanilla
Down Special
no hitboxes–70––
SpecialLwHit vanilla•
Down Special
no hitboxes–9––
SpecialLwB vanilla•
Down Special
no hitboxes–30––
hdr‡
Down Special
8-91050°70 / 80-35851–0top
8-9950°70 / 80-361top
101050°70 / 80-330top
10950°70 / 80-341top
hdr‡
Down Special
211350°70 / 90-262157–0top
211050°70 / 90-281top
vanilla
Down Special
no hitboxes–80––
SpecialAirLwHit vanilla•
Down Special
no hitboxes–9––
vanilla•‡
Down Special
no hitboxes–25––
hdr‡
Down Special
8-91050°70 / 80-35851–0top
8-9950°70 / 80-361top
101050°70 / 80-330top
10950°70 / 80-341top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––37–0grab
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
10-11––– / –––45–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1545°60 / 95–1636200–
1-143Sakurai60 / 100–0–
15-16325°65 fixed–0swordr
hdr
Back Throw
17135°70 / 95–2045250–
1-173Sakurai40 / 100–0–
18-19325°65 fixed–0swordr
hdr
Up Throw
1488°80 / 75–2244220–
1-193Sakurai40 / 100–0–
20-213Sakurai30 / 120–0top
hdr
Down Throw
1460°85 / 108–2542170–
1-223Sakurai40 / 100–0–
23-243Sakurai0 / 100–0top

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 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
24-26945°90 / 20-252456–0top
vanilla
Get-Up Attack
17-18748°80 / 48-311754–0top
21-22748°80 / 48-270top
vanilla
Get-Up Attack
17-18748°80 / 48-311754–0top
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–30––
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––
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–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla
Pass
no hitboxes–4––
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–3––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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––

Attributes

Weight & Size

Weight
96
Jostle Weight
6.2
Shield Radius
12

Ground Movement

Walk Speed
1.175
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
1.6
Run Speed
1.7
Run Accel (mul)
0.0424
Run Accel (add)
0.02
Traction
0.085

Jumps

Jumpsquat
4
Jump Initial Y
11.9763
Full Hop Height
33.5
Short Hop Height
16.2
Air Jump Height
33.5
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
0.982
Air Accel (add)
0.02
Air Accel (mul)
0.022
Air Friction
0.0065
Gravity
0.106
Fall Speed
2.18

Landing Lag

Nair
10
Fair
12
Bair
14
Uair
11
Dair
13
Empty Landing
5
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (61 -> 60 frames).AttackLw4Charge
  • HDR replaces the animation (106 -> 80 frames).Down Smash
  • HDR replaces the animation (32 -> 80 frames).Side Special, Side Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Down Smash, Down Special (Attack), Down Special (F), Down Special (Air, N), Down Special (Air, Attack), Grab, DownSpot
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 (Air)
✕HDR removes this move’s hitboxes.
  • CliffEscape
•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 (Air, Start), Down Special (Hit), Down Special (B), Down Special (Air, Hit), Down Special (Air, N), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, CliffJump1
  • 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 (Air, Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it with 5 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Side Special (Air), Side Special (Air, Fall)
  • 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.