Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 5-6 | 3 | 75° | 32 fixed | -10 | 5 | 19 | – | 0, 1, 2, 3 | shoulderl, arml, top |
| 5-6 | 3 | Sakurai | 30 fixed | -10 | 4 | top | ||||
| hdr Jab | 3-4 | 3 | 80° | 25 fixed | -15 | 3 | 22 | – | 0, 1, 2, 3, 4 | shoulderl, arml, top |
| 3-4 | 3 | Sakurai | 30 fixed | -15 | 5 | top | ||||
| hdr↧ Jab | 4 | 2.5 | 55° | 35 / 115 | -27 | 4 | 35 | – | 0 | top |
| vanilla• Jab | no hitboxes | – | 7 | – | – | |||||
| vanilla• Jab | 1, 2, 5, 8, 11, 14 | 0.5 | Sakurai | 8 / 10 | – | 1 | – | – | 0 | top |
| hdr Jab | 4-5 | 2.5 | 55° | 80 / 115 | -37 | 4 | 45 | – | 0 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Dash Attack | 10-14 | 12 | 50° | 40 / 90 | -19 | 10 | 38 | – | 0 | top |
| 15-20 | 9 | 50° | 35 / 80 | -16 | 0 | top |
Tilt Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 13-15 | 13 | 42° | 50 / 88 | -9 | 13 | 32 | – | 0 | top |
| 13-15 | 5 | 45° | 40 / 82 | -14 | 1 | top | ||||
| 13-15 | 10 | 45° | 40 / 82 | -11 | 2 | top | ||||
| hdr Up Tilt | 9-11 | 11 | 94° | 60 / 98 | -16 | 9 | 34 | – | 0 | top |
| 9-18 | 5 | 94° | 40 / 175 | -20 | 1 | top | ||||
| 9-11 | 5 | 94° | 40 / 175 | -20 | 2 | top | ||||
| 12-18 | 11 | 94° | 60 / 98 | -13 | 0 | top | ||||
| hdr◆‡ Down Tilt | 8-13 | 9 | 78° | 45 / 93 | -17 | 8 | 32 | – | 0, 1 | kneel |
| 8-13 | 9 | 80° | 45 / 93 | -17 | 2 | footl | ||||
| vanilla Down Tilt | 8-19 | 7 | Sakurai | 90 / 55 | -24 | 8 | 38 | – | 0, 1, 2 | kneel, footl, hip |
| 20-28 | 3.5 | 50° | 60 / 40 | -14 | 0, 1 | kneel, footl | ||||
| AttackLw32Landing vanilla Down Tilt | no hitboxes | – | 16 | – | – | |||||
| hdr‡ Crouch/Squat Tilt | 13-15 | 12 | 42° | 50 / 88 | -8 | 13 | 30 | – | 0 | top |
| 13-15 | 4 | 45° | 40 / 82 | -12 | 1 | top | ||||
| 13-15 | 9 | 45° | 40 / 82 | -10 | 2 | top | ||||
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Forward Smash | 24-26 | 15 | Sakurai | 60 / 77 | -28 | 24 | 63 | – | 0 | top |
| 24-26 | 17 | Sakurai | 60 / 79 | -27 | 1, 2 | top | ||||
| 24-26 | 20 | 40° | 60 / 83 | -25 | 3, 4 | top | ||||
| hdr Forward Smash | 24-26 | 15 | Sakurai | 60 / 77 | -28 | 24 | 63 | – | 0 | top |
| 24-26 | 17 | Sakurai | 60 / 79 | -27 | 1, 2 | top | ||||
| 24-26 | 20 | 40° | 60 / 83 | -25 | 3, 4 | top | ||||
| hdr Forward Smash | 24-26 | 15 | Sakurai | 60 / 77 | -28 | 24 | 63 | – | 0 | top |
| 24-26 | 17 | Sakurai | 60 / 79 | -27 | 1, 2 | top | ||||
| 24-26 | 20 | 40° | 60 / 83 | -25 | 3, 4 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 14-15 | 3 | 111° | 135 fixed | -37 | 14 | 55 | – | 5, 6 | top |
| 17-19 | 18 | 90° | 61 / 80 | -26 | 0 | top | ||||
| 17-19 | 14 | 90° | 60 / 79 | -28 | 1 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 14-15 | 13 | 40° | 60 / 80 | -31 | 14 | 55 | – | 0 | top |
| 14-15 | 15 | 40° | 60 / 80 | -30 | 1 | top | ||||
| 14-15 | 18 | 40° | 60 / 80 | -29 | 2 | top | ||||
| 19-21 | 13 | 40° | 60 / 80 | -26 | 0 | top | ||||
| 19-21 | 15 | 40° | 60 / 80 | -25 | 1 | top | ||||
| 19-21 | 18 | 40° | 60 / 80 | -24 | 2 | top | ||||
Aerial Attacks
14 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 7-24 | 2.5 | 365° | 40 / 10 | -5 | 7 | 43 | 8 | 1-5, 36– | 0 | top |
| 7-24 | 2.5 | 93° | 40 / 10 | -5 | 1 | top | |||||
| 26-30 | 5 | 60° | 50 / 115 | -4 | 0, 1 | top | |||||
| hdr‡ Forward Air | 15 | 12 | 45° | 65 / 65 | -17 | 15 | 41 | – | 30– | 0 | top |
| 15-16 | 12 | 45° | 65 / 65 | -17 | 0 | top | |||||
| 15 | 5 | 50° | 70 / 55 | -21 | 1 | top | |||||
| 15-16 | 5 | 50° | 70 / 55 | -21 | 1 | top | |||||
| 15 | 10 | 55° | 65 / 65 | -18 | 2 | top | |||||
| 15-16 | 10 | 55° | 65 / 65 | -18 | 2 | top | |||||
| hdr‡ Forward Air | 15 | 12 | 45° | 65 / 65 | -4 | 15 | 41 | 12 | 30– | 0 | top |
| 15-16 | 12 | 45° | 65 / 65 | -4 | 0 | top | |||||
| 15 | 5 | 50° | 70 / 55 | -8 | 1 | top | |||||
| 15-16 | 5 | 50° | 70 / 55 | -8 | 1 | top | |||||
| 15 | 10 | 55° | 65 / 65 | -5 | 2 | top | |||||
| 15-16 | 10 | 55° | 65 / 65 | -5 | 2 | top | |||||
| hdr‡ Forward Air | 15 | 12 | 45° | 65 / 65 | -17 | 15 | 41 | – | 30– | 0 | top |
| 15-16 | 12 | 45° | 65 / 65 | -17 | 0 | top | |||||
| 15 | 5 | 50° | 70 / 55 | -21 | 1 | top | |||||
| 15-16 | 5 | 50° | 70 / 55 | -21 | 1 | top | |||||
| 15 | 10 | 55° | 65 / 65 | -18 | 2 | top | |||||
| 15-16 | 10 | 55° | 65 / 65 | -18 | 2 | top | |||||
| hdr‡ Back Air | 15-17 | 15 | 45° | 65 / 70 | -15 | 15 | 41 | – | 29– | 0 | top |
| 15-17 | 7 | 45° | 65 / 75 | -20 | 1 | top | |||||
| 15-17 | 12 | 45° | 65 / 75 | -17 | 2 | top | |||||
| hdr‡ Back Air | 15-17 | 15 | Sakurai | 65 / 70 | -3 | 15 | 41 | 13 | 29– | 0 | top |
| 15-17 | 7 | Sakurai | 65 / 75 | -8 | 1 | top | |||||
| 15-17 | 12 | Sakurai | 65 / 75 | -5 | 2 | top | |||||
| hdr‡ Back Air | 15-17 | 15 | 40° | 65 / 70 | -15 | 15 | 41 | – | 29– | 0 | top |
| 15-17 | 7 | 40° | 75 / 75 | -20 | 1 | top | |||||
| 15-17 | 12 | 40° | 65 / 75 | -17 | 2 | top | |||||
| hdr‡ Up Air | 15-17 | 13 | 90° | 60 / 83 | -1 | 15 | 41 | 10 | 1-12, 29– | 0 | top |
| 15-17 | 5 | 90° | 60 / 75 | -6 | 1, 3 | top | |||||
| 15-17 | 10 | 90° | 60 / 75 | -3 | 2 | top | |||||
| hdr‡ Down Air | 13-14 | 12 | 280° | 30 / 68 | -10 | 13 | 49 | 18 | 1-3, 47– | 0 | top |
| 13-14 | 12 | 280° | 30 / 53 | -10 | 1 | top | |||||
| 15-36 | 7 | 72° | 88 / 55 | -13 | 0 | top | |||||
| hdr‡ Down Air | no hitboxes | – | 19 | – | – | – | |||||
| AttackAirHoldStart vanilla• AttackAirHoldStart | no hitboxes | – | 8 | – | – | – | |||||
| AttackAirHoldStartS3 vanilla• AttackAirHoldStartS3 | no hitboxes | – | 8 | – | – | – | |||||
| AttackAirHold vanilla• AttackAirHold | no hitboxes | – | 360 | – | – | – | |||||
| AttackAirHoldEnd vanilla AttackAirHoldEnd | no hitboxes | – | 20 | – | – | – | |||||
Special Attacks
16 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | spawns axe | 1 | 49 | – | – | |||||
| SpecialNBlank vanilla Neutral Special | no hitboxes | – | 67 | – | – | |||||
| hdr➔‡ Neutral Special | spawns axe | 1 | 49 | – | – | |||||
| SpecialAirNBlank vanilla Neutral Special | no hitboxes | – | 67 | – | – | |||||
| hdr➔‡ Side Special | spawns cross | 1 | 45 | – | – | |||||
| SpecialS1Blank vanilla Side Special | no hitboxes | – | 42 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 10 | – | – | |||||
| hdr➔•‡ Side Special | spawns cross | 1 | 45 | 11 | – | |||||
| SpecialAirS1Blank vanilla Side Special | no hitboxes | – | 42 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 10 | – | – | |||||
| hdr Up Special | 6 | 2 | 95° | 155 fixed | -38 | 6 | 48 | – | 0 | top |
| 9-20 | 1.5 | 367° | 80 fixed | -36 | 0 | top | ||||
| 21 | 6 | 61° | 85 / 95 | -21 | 1 | top | ||||
| hdr• Up Special | 6 | 2 | 95° | 155 fixed | -23 | 6 | 48 | 26 | 0 | top |
| 9-20 | 1.5 | 367° | 80 fixed | -24 | 0 | top | ||||
| 21 | 6 | 61° | 85 / 95 | -21 | 1 | top | ||||
| vanilla Down Special | no hitboxes | – | 40 | – | – | |||||
| SpecialLwBlank vanilla Down Special | no hitboxes | – | 46 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 40 | – | – | |||||
| SpecialAirLwBlank vanilla Down Special | no hitboxes | – | 46 | – | – | |||||
Grabs
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-9 | – | – | – / – | – | – | 38 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 13-14 | – | – | – / – | – | – | 46 | – | 0 | grab |
| hdr Pivot Grab | 14-15 | – | – | – / – | – | – | 42 | – | 0 | grab |
| AirCatch vanilla Air Grab (Tether) | no hitboxes | – | 27 | – | – | |||||
| AirCatchPose vanilla• Air Grab (Tether) | no hitboxes | – | 181 | – | – | |||||
| vanilla• Air Grab (Tether) | no hitboxes | – | 60 | – | – | |||||
| AirCatchHitLoop vanilla• Air Grab (Tether) | no hitboxes | – | – | – | – | |||||
| AirCatchHang vanilla• Air Grab (Tether) | no hitboxes | – | 10 | – | – | |||||
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 11 | 46° | 79 / 71 | – | 24 | 42 | 18 | 0 | – |
| 1-41 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Back Throw | 1 | 7 | 44° | 80 / 40 | – | 18 | 39 | 21 | 0 | – |
| 1-38 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Up Throw | 1 | 4 | 88° | 70 / 84 | – | 36 | 57 | 21 | 0 | – |
| 1-34 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 35 | 6 | 89° | 55 / 100 | -16 | 0 | top | ||||
| hdr Down Throw | 1 | 8 | 68° | 80 / 65 | – | 24 | 40 | 16 | 0 | – |
| 1-39 | 3 | Sakurai | 40 / 100 | – | 0 | – |
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 | – | 58 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 58 | 10 | – | |||||
| vanilla Ledge Attack | 21-23 | 9 | 45° | 90 / 20 | -28 | 21 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -29 | 19 | 54 | – | 0 | top |
| 26-27 | 7 | 48° | 80 / 48 | -22 | 0 | top | ||||
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -29 | 19 | 54 | – | 0 | top |
| 26-27 | 7 | 48° | 80 / 48 | -22 | 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 | – | 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 | – | – | |||||
| 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 | – | 41 | – | – | |||||
| 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 | – | – | |||||
| hdr• Ledge Jump | no hitboxes | – | 34 | – | – | |||||
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 | – | – | |||||
| vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
3 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.
Axe
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-90 | 8 | 100° | 80 / 60 | 0 | axe |
Cross
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-115 | 6 | 65° | 75 / 60 | 0, 1 | rot |
| vanilla⇥ Turn | 1-115 | 5 | 75° | 55 / 95 | 0, 1 | rot |
Whip
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla AttackHold | 2-359 | 1 | 80° | 40 / 35 | 0 | hookshot24 |
| 2-359 | 1 | 83° | 40 / 35 | 1 | hookshot24 | |
| 2-359 | 1 | 85° | 40 / 35 | 2 | hookshot26 | |
| 2-359 | 1.5 | 45° | 73 / 85 | 3 | hookshot27 | |
| vanilla AttackAirHold | 2-359 | 1 | 80° | 40 / 35 | 0 | hookshot24 |
| 2-359 | 1 | 83° | 40 / 35 | 1 | hookshot24 | |
| 2-359 | 1 | 85° | 40 / 35 | 2 | hookshot26 | |
| 2-359 | 1.5 | 45° | 73 / 85 | 3 | hookshot27 |
Attributes
Weight & Size
- Weight
- 105
- Jostle Weight
- 6
- Shield Radius
- 13
Ground Movement
- Walk Speed
- 0.86
- Walk Accel (mul)
- 0.3
- Walk Accel (add)
- 0.1
- Initial Dash
- 1.745
- Run Speed
- 1.51
- Run Accel (mul)
- 0.0762
- Run Accel (add)
- 0.02
- Traction
- 0.065
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 10.5
- Full Hop Height
- 30
- Short Hop Height
- 15
- Air Jump Height
- 30
- Jump Count
- 2
- Horizontal Jump Speed
- 1.25
Air Movement
- Air Speed
- 0.965
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.02
- Air Friction
- 0.015
- Gravity
- 0.085
- Fall Speed
- 2
Landing Lag
- Nair
- 8
- Fair
- 12
- Bair
- 13
- Uair
- 10
- Dair
- 18
- Empty Landing
- 5
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (59 -> 49 frames).Dash Attack
- HDR replaces the animation (60 -> 34 frames).Down Tilt
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Forward Tilt, Down Tilt, Up Smash, Down Smash, AttackAirFHi, Forward Air, AttackAirFLw, AttackAirBHi, Back Air, AttackAirBLw, Up Air, Down Air, AttackAirLw2, Neutral Special, Neutral Special (Air), Side Special (1), Side Special (Air, 1), Grab, Back Throw, Crouch/Squat Tilt
↧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.
- Axe is on the field for up to 90 frames (param_axe.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Axe: Fly
- Cross is on the field for up to 115 frames (param_cross.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Cross: Fly, Cross: Turn
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Axe — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
- Damage comes from Cross — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
•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, AttackAirHoldStart, AttackAirHoldStartS3, AttackAirHold, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
- Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- Land cancels: touching the ground during this move ends it with 11 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, 1)
- Landing lag is 26 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)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
- 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
Simon