Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 3-4 | 4 | 80° | 30 fixed | -8 | 3 | 16 | – | 0, 1, 2 | shoulderl, arml |
| 3-4 | 4 | 88° | 30 fixed | -8 | 3 | arml | ||||
| 3-4 | 4 | Sakurai | 20 / 20 | -8 | 4 | top | ||||
| hdr Jab | 4-5 | 3 | 50° | 20 fixed | -18 | 4 | 26 | – | 0, 1, 2, 3 | hip, shoulderr, armr |
| 4-5 | 3 | Sakurai | 20 / 20 | -18 | 4 | top | ||||
| hdr Jab | 8-10 | 8 | Sakurai | 70 / 80 | -26 | 8 | 41 | – | 0, 1, 2 | legl, kneel |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 6-7 | 11 | 55° | 60 / 80 | -27 | 6 | 42 | – | 0, 1, 2 | neck, hip, top |
| 8-13 | 8 | 110° | 40 / 100 | -27 | 0, 1, 2 | neck, hip, top |
Tilt Attacks
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 4-5 | 4 | 78° | 42 / 10 | -23 | 4 | 32 | – | 0, 2 | legr, kneer |
| 4-5 | 4 | 65° | 20 / 10 | -23 | 1, 3 | legr, kneer | ||||
| hdr‡ Forward Tilt | 6-7 | 10 | Sakurai | 50 / 100 | -18 | 6 | 32 | – | 0, 1 | handr, bust |
| hdr Up Tilt | 6-7 | 12 | 90° | 65 / 100 | -20 | 6 | 35 | – | 0, 1, 2 | legl, kneel |
| 8 | 12 | 90° | 65 / 100 | -18 | 0, 1, 2 | legl, kneel | ||||
| 9-12 | 10 | 95° | 50 / 96 | -18 | 0, 1, 2 | legl, kneel | ||||
| hdr‡ Down Tilt | 7-9 | 11 | 80° | 50 / 73 | -12 | 7 | 28 | – | 0 | kneer |
| 7-9 | 11 | 85° | 50 / 73 | -12 | 1 | kneer | ||||
| 7-9 | 11 | 90° | 50 / 73 | -12 | 2, 3 | legr |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 60 | – | – | |||||
| hdr↛◆ Forward Smash | 17-20 | 6 | Sakurai | 20 / 25 | -27 | 17 | 50 | – | 0 | haver |
| 17-20 | 6 | 170° | 25 / 20 | -27 | 1 | haver | ||||
| 18-20 | 6 | Sakurai | 30 / 15 | -26 | 2 | top | ||||
| hdr‡ Forward Smash | 7-11 | 7 | Sakurai | 30 / 25 | -25 | 7 | 38 | – | 0, 1 | haver |
| 7-11 | 0 | 0° | 0 / 0 | – | 2 | haver | ||||
| 7-11 | 0 | 0° | 0 / 0 | – | 3 | haver | ||||
| hdr‡ Forward Smash | 7-11 | 10 | Sakurai | 85 / 80 | -38 | 7 | 53 | – | 0, 1 | haver |
| vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| vanilla➔ Up Smash | 11-12 | 4 | 96° | 120 fixed | -46 | 11 | 62 | – | 0, 1 | top |
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr◆ Down Smash | 13-14 | 12 | 25° | 30 / 87 | -43 | 13 | 65 | – | 0, 1, 2 | kneer, legr, hip |
| 34-35 | 14 | 20° | 30 / 88 | -21 | 0, 1, 2 | kneel, legl, hip | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 6-9 | 2 | 365° | 38 fixed | -9 | 6 | 48 | 12 | 1-2, 43– | 0, 2, 4 | kneel, hip |
| 6-9 | 2 | 80° | 38 fixed | -9 | 1, 3, 5 | kneel, hip | |||||
| 13-16 | 2 | 365° | 38 fixed | -9 | 0, 2, 4 | kneer, hip | |||||
| 13-16 | 2 | 80° | 38 fixed | -9 | 1, 3, 5 | kneer, hip | |||||
| 19-22 | 2 | 365° | 38 fixed | -9 | 0, 2, 4 | kneel, hip | |||||
| 19-22 | 2 | 80° | 38 fixed | -9 | 1, 3, 5 | kneel, hip | |||||
| 26-30 | 7 | Sakurai | 40 / 120 | -7 | 0, 1, 2 | kneer, hip | |||||
| hdr‡ Forward Air | 21-24 | 14 | Sakurai | 40 / 105 | -5 | 21 | 42 | 14 | 1-7, 61– | 0 | legl |
| 21-24 | 15 | 269° | 15 / 72 | -4 | 1, 2 | kneel | |||||
| hdr Back Air | 7-10 | 14 | 50° | 30 / 95 | -1 | 7 | 41 | 10 | 1-2, 36– | 0, 1, 2 | hip |
| 11-22 | 5 | 45° | 20 / 100 | -6 | 0, 1, 2 | hip | |||||
| hdr Up Air | 10-12 | 13 | 80° | 35 / 70 | -1 | 10 | 43 | 10 | 1-3, 36– | 0 | hip |
| 10-12 | 14 | 80° | 45 / 90 | -1 | 1 | hip | |||||
| 10-12 | 12 | 80° | 35 / 70 | -2 | 2 | hip | |||||
| 13-23 | 10 | 65° | 10 / 80 | -3 | 0, 1, 2 | hip | |||||
| hdr‡ Down Air | 4-5 | 4 | 266° | 35 fixed | -8 | 4 | 56 | 12 | 1-2, 54– | 0 | kneer |
| 4-5 | 4 | 80° | 25 fixed | -8 | 1 | kneer | |||||
| 4-5 | 4 | 70° | 22 fixed | -8 | 2 | legr | |||||
| 11-12 | 4 | 266° | 35 fixed | -8 | 0 | kneel | |||||
| 11-12 | 4 | 365° | 25 fixed | -8 | 1 | kneel | |||||
| 11-12 | 4 | 70° | 22 fixed | -8 | 2 | legl | |||||
| 18-19 | 4 | 266° | 35 fixed | -8 | 0 | kneer | |||||
| 18-19 | 4 | 365° | 25 fixed | -8 | 1 | kneer | |||||
| 18-19 | 4 | 70° | 22 fixed | -8 | 2 | legr | |||||
| 26-29 | 5 | 275° | 30 / 90 | -8 | 0, 1 | kneel, legl |
Special Attacks
42 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr↛•‡ Neutral Special | spawns grenade, grenade_pin | 7 | 16 | – | – | |||||
| SpecialNHold vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 26 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 28 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 32 | – | – | |||||
| SpecialNClose vanilla Neutral Special | no hitboxes | – | 1 | – | – | |||||
| SpecialNThrowFail vanilla Neutral Special | no hitboxes | – | 28 | – | – | |||||
| hdr↛•‡ Neutral Special | spawns grenade, grenade_pin | 7 | 15 | – | – | |||||
| SpecialAirNHold vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNJumpAerial vanilla• Neutral Special | no hitboxes | – | 41 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 26 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 28 | – | – | |||||
| vanilla Neutral Special | no hitboxes | – | 32 | – | – | |||||
| SpecialAirNThrowFail vanilla Neutral Special | no hitboxes | – | 28 | – | – | |||||
| hdr◆‡ Side Special | no hitboxes | – | 96 | – | – | |||||
| SpecialSOperation vanilla• Side Special | no hitboxes | – | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 28 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 28 | – | – | |||||
| hdr◆‡ Side Special | no hitboxes | – | 96 | – | – | |||||
| SpecialAirSOperation vanilla• Side Special | no hitboxes | – | – | – | – | |||||
| vanilla Side Special | no hitboxes | – | 28 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 28 | – | – | |||||
| hdr➔ Up Special | 5-6 | 6 | Sakurai | 30 / 55 | +4 | 5 | 7 | – | 0, 1 | top |
| hdr➔• Up Special | 5-6 | 6 | Sakurai | 30 / 55 | +3 | 5 | 7 | 2 | 0, 1 | top |
| hdr• Up Special | no hitboxes | – | 9 | 2 | – | |||||
| vanilla• Up Special | no hitboxes | – | 1 | 2 | – | |||||
| vanilla➔• Down Special | spawns c4 | 2 | 9 | – | – | |||||
| vanilla➔• Down Special | spawns c4 | 2 | 8 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 17 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 17 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 36 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 27 | – | – | |||||
| hdr↛‡ Down Special | spawns c4switch | 3 | 31 | – | – | |||||
| hdr↛‡ Down Special | spawns c4switch | 4 | 31 | – | – | |||||
| hdr Down Special | no hitboxes | – | 17 | – | – | |||||
| hdr Down Special | no hitboxes | – | 27 | – | – | |||||
| vanilla➔• Down Special | spawns c4 | 2 | 9 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 16 | – | – | |||||
| hdr↛‡ Down Special | spawns c4switch | 3 | 31 | – | – | |||||
| hdr Down Special | no hitboxes | – | 25 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-9 | – | – | – / – | – | – | 36 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 40 fixed | -16 | 1 | 20 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 11-12 | – | – | – / – | – | – | 43 | – | 0 | grab |
| hdr‡ Pivot Grab | 9 | – | – | – / – | – | – | 38 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla Forward Throw | 1 | 9 | 40° | 60 / 65 | – | 21 | 40 | 19 | 0 | – |
| 1-39 | 5 | Sakurai | 60 / 100 | – | 0 | – | ||||
| vanilla Back Throw | 1 | 9 | 140° | 65 / 65 | – | 20 | 31 | 11 | 0 | – |
| 1-30 | 5 | Sakurai | 60 / 100 | – | 0 | – | ||||
| vanilla Up Throw | 1 | 4 | 90° | 55 / 130 | – | 23 | 48 | 25 | 0 | – |
| 1-21 | 5 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 22 | 7 | Sakurai | 60 / 50 | -20 | 0 | top | ||||
| vanilla‡ Down Throw | 1 | 9 | 270° | 0 / 0 | – | 35 | 42 | 7 | 0 | – |
| 1-41 | 2 | Sakurai | 60 / 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 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 25-27 | 10 | 45° | 90 / 20 | -23 | 25 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 15-16 | 7 | 48° | 80 / 48 | -33 | 15 | 54 | – | 0 | top |
| 19-20 | 7 | 48° | 80 / 48 | -29 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 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 | – | 31 | – | – | |||||
| 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 | – | 31 | – | – | |||||
| 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 | – | 40 | – | – | |||||
| 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 | – | 16 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 28 | – | – | |||||
Other
6 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 | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
| hdr↛ AppealEndExplode | spawns c4switch | 31 | 93 | – | – | |||||
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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Explosion | 1 | 16 | 86° | 40 / 78 | 0, 1 | rot |
Cypher
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Detach | 1-60 | 6 | 42° | 63 / 17 | 0, 1 | top |
Missile
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Explosion | 1+ | 15 | 55° | 100 / 80 | 0 | top |
Nikitamissile
6 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Fly | 1-2 | 1 | Sakurai | 0 / 0 | 0 | top |
| 1-2 | 1 | Sakurai | 0 / 0 | 1 | top | |
| hdr StopFall | 1-60 | 1 | Sakurai | 0 / 0 | 0 | top |
| 1-60 | 1 | Sakurai | 0 / 0 | 1 | top | |
| hdr Explosion | 1-60 | 1 | 45° | 30 / 0 | 0 | top |
| vanilla HiExplosion | 1-60 | 14 | 50° | 75 / 70 | 0 | top |
| vanilla FallExplosion | 1-60 | 7 | 50° | 50 / 90 | 0 | top |
| hdr FlyAttackCommon | 1+ | 1 | Sakurai | 0 / 0 | 0 | top |
| 1+ | 1 | Sakurai | 0 / 0 | 1 | top |
Trenchmortar
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Impact | 1+ | 14 | 77° | 45 / 80 | 0 | top |
Trenchmortarbullet
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla⇥ Fly | 1-300 | 0 | Sakurai | 0 / 0 | 0 | top |
| vanilla⇥ Impact | 1-300 | 14 | 65° | 87 / 60 | 0 | top |
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)
Snake