Snake

119 moves37 changed by HDR82 vanillainternal snake
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-4480°30 fixed-83160, 1, 2shoulderl, arml
3-4488°30 fixed-83arml
3-44Sakurai20 / 20-84top
hdr
Jab
4-5350°20 fixed-184260, 1, 2, 3hip, shoulderr, armr
4-53Sakurai20 / 20-184top
hdr
Jab
8-108Sakurai70 / 80-268410, 1, 2legl, kneel

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-71155°60 / 80-276420, 1, 2neck, hip, top
8-138110°40 / 100-270, 1, 2neck, hip, top

Tilt Attacks

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
4-5478°42 / 10-234320, 2legr, kneer
4-5465°20 / 10-231, 3legr, kneer
hdr
Forward Tilt
6-710Sakurai50 / 100-186320, 1handr, bust
hdr
Up Tilt
6-71290°65 / 100-206350, 1, 2legl, kneel
81290°65 / 100-180, 1, 2legl, kneel
9-121095°50 / 96-180, 1, 2legl, kneel
hdr
Down Tilt
7-91180°50 / 73-127280kneer
7-91185°50 / 73-121kneer
7-91190°50 / 73-122, 3legr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes60
hdr↛◆
Forward Smash
17-206Sakurai20 / 25-2717500haver
17-206170°25 / 20-271haver
18-206Sakurai30 / 15-262top
hdr
Forward Smash
7-117Sakurai30 / 25-257380, 1haver
7-1100 / 02haver
7-1100 / 03haver
hdr
Forward Smash
7-1110Sakurai85 / 80-387530, 1haver
vanilla
Up Smash
no hitboxes61
vanilla
Up Smash
11-12496°120 fixed-4611620, 1top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
13-141225°30 / 87-4313650, 1, 2kneer, legr, hip
34-351420°30 / 88-210, 1, 2kneel, legl, hip

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-92365°38 fixed-9648121-2, 43–0, 2, 4kneel, hip
6-9280°38 fixed-91, 3, 5kneel, hip
13-162365°38 fixed-90, 2, 4kneer, hip
13-16280°38 fixed-91, 3, 5kneer, hip
19-222365°38 fixed-90, 2, 4kneel, hip
19-22280°38 fixed-91, 3, 5kneel, hip
26-307Sakurai40 / 120-70, 1, 2kneer, hip
hdr
Forward Air
21-2414Sakurai40 / 105-52142141-7, 61–0legl
21-2415269°15 / 72-41, 2kneel
hdr
Back Air
7-101450°30 / 95-1741101-2, 36–0, 1, 2hip
11-22545°20 / 100-60, 1, 2hip
hdr
Up Air
10-121380°35 / 70-11043101-3, 36–0hip
10-121480°45 / 90-11hip
10-121280°35 / 70-22hip
13-231065°10 / 80-30, 1, 2hip
hdr
Down Air
4-54266°35 fixed-8456121-2, 54–0kneer
4-5480°25 fixed-81kneer
4-5470°22 fixed-82legr
11-124266°35 fixed-80kneel
11-124365°25 fixed-81kneel
11-12470°22 fixed-82legl
18-194266°35 fixed-80kneer
18-194365°25 fixed-81kneer
18-19470°22 fixed-82legr
26-295275°30 / 90-80, 1kneel, legl

Special Attacks

42 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛•‡
Neutral Special
spawns grenade, grenade_pin716
SpecialNHold vanilla
Neutral Special
no hitboxes
vanilla
Neutral Special
no hitboxes26
vanilla
Neutral Special
no hitboxes28
vanilla
Neutral Special
no hitboxes32
SpecialNClose vanilla
Neutral Special
no hitboxes1
SpecialNThrowFail vanilla
Neutral Special
no hitboxes28
hdr↛•‡
Neutral Special
spawns grenade, grenade_pin715
SpecialAirNHold vanilla
Neutral Special
no hitboxes
SpecialAirNJumpAerial vanilla
Neutral Special
no hitboxes41
vanilla
Neutral Special
no hitboxes26
vanilla
Neutral Special
no hitboxes28
vanilla
Neutral Special
no hitboxes32
SpecialAirNThrowFail vanilla
Neutral Special
no hitboxes28
hdr◆‡
Side Special
no hitboxes96
SpecialSOperation vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes28
vanilla
Side Special
no hitboxes28
hdr◆‡
Side Special
no hitboxes96
SpecialAirSOperation vanilla
Side Special
no hitboxes
vanilla
Side Special
no hitboxes28
vanilla
Side Special
no hitboxes28
hdr
Up Special
5-66Sakurai30 / 55+4570, 1top
hdr➔•
Up Special
5-66Sakurai30 / 55+35720, 1top
hdr
Up Special
no hitboxes92
vanilla
Up Special
no hitboxes12
vanilla➔•
Down Special
spawns c429
vanilla➔•
Down Special
spawns c428
vanilla
Down Special
no hitboxes17
vanilla
Down Special
no hitboxes17
vanilla
Down Special
no hitboxes36
vanilla
Down Special
no hitboxes27
hdr↛‡
Down Special
spawns c4switch331
hdr↛‡
Down Special
spawns c4switch431
hdr
Down Special
no hitboxes17
hdr
Down Special
no hitboxes27
vanilla➔•
Down Special
spawns c429
vanilla
Down Special
no hitboxes16
vanilla
Down Special
no hitboxes16
vanilla
Down Special
no hitboxes16
hdr↛‡
Down Special
spawns c4switch331
hdr
Down Special
no hitboxes25

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai40 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-12– / –430grab
hdr
Pivot Grab
9– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1940°60 / 652140190
1-395Sakurai60 / 1000
vanilla
Back Throw
19140°65 / 652031110
1-305Sakurai60 / 1000
vanilla
Up Throw
1490°55 / 1302348250
1-215Sakurai60 / 1000
227Sakurai60 / 50-200top
vanilla
Down Throw
19270°0 / 0354270
1-412Sakurai60 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
25-271045°90 / 20-2325560top
vanilla
Get-Up Attack
15-16748°80 / 48-3315540top
19-20748°80 / 48-290top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
26-27748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes40
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes16
CliffJump2 vanilla
Ledge Jump
no hitboxes28

Other

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12
hdr
AppealEndExplode
spawns c4switch3193

Projectiles & Articles

6 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.

C4

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Explosion
11686°40 / 780, 1rot

Cypher

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Detach
1-60642°63 / 170, 1top

Missile

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Explosion
1+1555°100 / 800top

Nikitamissile

6 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-21Sakurai0 / 00top
1-21Sakurai0 / 01top
hdr
StopFall
1-601Sakurai0 / 00top
1-601Sakurai0 / 01top
hdr
Explosion
1-60145°30 / 00top
vanilla
HiExplosion
1-601450°75 / 700top
vanilla
FallExplosion
1-60750°50 / 900top
hdr
FlyAttackCommon
1+1Sakurai0 / 00top
1+1Sakurai0 / 01top

Trenchmortar

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Impact
1+1477°45 / 800top

Trenchmortarbullet

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-3000Sakurai0 / 00top
vanilla
Impact
1-3001465°87 / 600top

Attributes

Weight & Size

Weight
105
Jostle Weight
7.3
Shield Radius
12.4

Ground Movement

Walk Speed
0.882
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.35
Run Speed
1.55
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
5
Jump Initial Y
9.691
Full Hop Height
27.62
Short Hop Height
12
Air Jump Height
34.07
Jump Count
2
Horizontal Jump Speed
1.1

Air Movement

Air Speed
0.94
Air Accel (add)
0.045
Air Accel (mul)
0.01
Air Friction
0.005
Gravity
0.098
Fall Speed
2.12

Landing Lag

Nair
12
Fair
14
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 (87 -> 77 frames).Forward Smash
  • HDR replaces the animation (64 -> 78 frames).Down Smash
  • HDR replaces the animation (48 -> 92 frames).Side Special (Start)
  • HDR replaces the animation (48 -> 96 frames).Side Special (Air, Start)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • AttackS3S2, Down Tilt, AttackS4S2, AttackS4s3, Neutral Air, Forward Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Air, Start), Down Special (Blast), Down Special (SquatBlast), Down Special (Air, Blast), Grab, Dash Grab, Pivot Grab, Down Throw
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.
  • Trenchmortarbullet is on the field for up to 300 frames (param_trenchmortarbullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Trenchmortarbullet: Fly, Trenchmortarbullet: Impact
The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Also spawns rpg7 — the engine's name for it, and there is no table for it here.Forward Smash
  • Damage comes from grenade, grenade_pin — the engine's name for it, and there is no table for it here.Neutral Special (Start), Neutral Special (Air, Start)
  • Damage comes from c4switch — the engine's name for it, and there is no table for it here.Down Special (Blast), Down Special (SquatBlast), Down Special (Air, Blast), AppealEndExplode
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Trenchmortar — see Projectiles & Articles below.Up Smash
  • Also spawns Cypher — see Projectiles & Articles below.Up Special (Start), Up Special (Air, Start)
  • Damage comes from C4 — see Projectiles & Articles below.Down Special (Start), Down Special (SquatStart), Down Special (Air, Start)
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), Neutral Special (Air, JumpAerial), Down Special (Start), Down Special (SquatStart), 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.Neutral Special (Hold), Neutral Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Side Special (Operation), Side Special (Air, Operation), Shield
  • Landing lag is 2 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, Start), Up Special (Air, Hang), Up Special (Air, Cut)
  • 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)

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.