Simon

111 moves41 changed by HDR70 vanillainternal simon
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6375°32 fixed-10519–0, 1, 2, 3shoulderl, arml, top
5-63Sakurai30 fixed-104top
hdr
Jab
3-4380°25 fixed-15322–0, 1, 2, 3, 4shoulderl, arml, top
3-43Sakurai30 fixed-155top
hdr↧
Jab
42.555°35 / 115-27435–0top
vanilla•
Jab
no hitboxes–7––
vanilla•
Jab
2-17 (every 3)0.5Sakurai8 / 10–2––0top
hdr
Jab
4-52.555°80 / 115-37445–0top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
10-141250°40 / 90-191038–0top
15-20950°35 / 80-160top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
13-151342°50 / 88-91332–0top
13-15545°40 / 82-141top
13-151045°40 / 82-112top
hdr
Up Tilt
9-111194°60 / 98-16934–0top
9-18594°40 / 175-201top
9-11594°40 / 175-202top
12-181194°60 / 98-130top
hdr◆‡
Down Tilt
8-13978°45 / 93-17832–0, 1kneel
8-13980°45 / 93-172footl
vanilla
Down Tilt
8-197Sakurai90 / 55-24838–0, 1, 2kneel, footl, hip
20-283.550°60 / 40-140, 1kneel, footl
AttackLw32Landing vanilla
Down Tilt
no hitboxes–16––
hdr‡
Crouch/Squat Tilt
13-151242°50 / 88-81330–0top
13-15445°40 / 82-121top
13-15945°40 / 82-102top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
24-2615Sakurai60 / 77-282463–0top
24-2617Sakurai60 / 79-271, 2top
24-262040°60 / 83-253, 4top
hdr
Forward Smash
24-2615Sakurai60 / 77-282463–0top
24-2617Sakurai60 / 79-271, 2top
24-262040°60 / 83-253, 4top
hdr
Forward Smash
24-2615Sakurai60 / 77-282463–0top
24-2617Sakurai60 / 79-271, 2top
24-262040°60 / 83-253, 4top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
14-153111°135 fixed-371455–5, 6top
17-191890°61 / 80-260top
17-191490°60 / 79-281top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
14-151340°60 / 80-311455–0top
14-151540°60 / 80-301top
14-151840°60 / 80-292top
19-211340°60 / 80-260top
19-211540°60 / 80-251top
19-211840°60 / 80-242top

Aerial Attacks

14 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
7-242.5365°40 / 10-574381-5, 36–0top
7-242.593°40 / 10-51top
26-30560°50 / 115-40, 1top
hdr‡
Forward Air
151245°65 / 65-171541–30–0top
15-161245°65 / 65-170top
15550°70 / 55-211top
15-16550°70 / 55-211top
151055°65 / 65-182top
15-161055°65 / 65-182top
hdr‡
Forward Air
151245°65 / 65-415411230–0top
15-161245°65 / 65-40top
15550°70 / 55-81top
15-16550°70 / 55-81top
151055°65 / 65-52top
15-161055°65 / 65-52top
hdr‡
Forward Air
151245°65 / 65-171541–30–0top
15-161245°65 / 65-170top
15550°70 / 55-211top
15-16550°70 / 55-211top
151055°65 / 65-182top
15-161055°65 / 65-182top
hdr‡
Back Air
15-171545°65 / 70-151541–29–0top
15-17745°65 / 75-201top
15-171245°65 / 75-172top
hdr‡
Back Air
15-1715Sakurai65 / 70-315411329–0top
15-177Sakurai65 / 75-81top
15-1712Sakurai65 / 75-52top
hdr‡
Back Air
15-171540°65 / 70-151541–29–0top
15-17740°75 / 75-201top
15-171240°65 / 75-172top
hdr‡
Up Air
15-171390°60 / 83-11541101-12, 29–0top
15-17590°60 / 75-61, 3top
15-171090°60 / 75-32top
hdr‡
Down Air
13-1412280°30 / 68-101349181-3, 47–0top
13-1412280°30 / 53-101top
15-36772°88 / 55-130top
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Neutral Special
spawns axe149––
SpecialNBlank vanilla
Neutral Special
no hitboxes–67––
hdr➔‡
Neutral Special
spawns axe149––
SpecialAirNBlank vanilla
Neutral Special
no hitboxes–67––
hdr➔‡
Side Special
spawns cross145––
SpecialS1Blank vanilla
Side Special
no hitboxes–42––
vanilla
Side Special
no hitboxes–10––
hdr➔•‡
Side Special
spawns cross14511–
SpecialAirS1Blank vanilla
Side Special
no hitboxes–42––
vanilla
Side Special
no hitboxes–10––
hdr
Up Special
6295°155 fixed-38648–0top
9-201.5367°80 fixed-360top
21661°85 / 95-211top
hdr•
Up Special
6295°155 fixed-23648260top
9-201.5367°80 fixed-240top
21661°85 / 95-211top
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––38–0grab
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
13-14––– / –––46–0grab
hdr
Pivot Grab
14-15––– / –––42–0grab
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
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11146°79 / 71–2442180–
1-413Sakurai40 / 100–0–
hdr‡
Back Throw
1744°80 / 40–1839210–
1-383Sakurai40 / 100–0–
hdr
Up Throw
1488°70 / 84–3657210–
1-343Sakurai40 / 100–0–
35689°55 / 100–0top
hdr
Down Throw
1868°80 / 65–2440160–
1-393Sakurai40 / 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 4–26–5810–
hdr•
Air Dodge
intangible 4–26–5810–
vanilla
Ledge Attack
21-23945°90 / 20-282156–0top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
26-27748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
26-27748°80 / 48-220top
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-908100°80 / 600axe

Cross

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Fly
1-115665°75 / 600, 1rot
vanilla⇥
Turn
1-115575°55 / 950, 1rot

Whip

5 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Jab 1
3-33910°16 fixed5–
vanilla
Jab 2
1-32910°16 fixed5–
vanilla
Attack100Start
1-6910°16 fixed5–
vanilla
AttackHold
2-359180°40 / 350hookshot24
2-359183°40 / 351hookshot24
2-359185°40 / 352hookshot26
2-3591.545°73 / 853hookshot27
vanilla
AttackAirHold
2-359180°40 / 350hookshot24
2-359183°40 / 351hookshot24
2-359185°40 / 352hookshot26
2-3591.545°73 / 853hookshot27

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; one cycle is 17 frames. 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

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.