Snake

119 moves37 changed by HDR82 vanillainternal snake
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-4480°30 fixed-8316–0, 1, 2shoulderl, arml
3-4488°30 fixed-83arml
3-44Sakurai20 / 20-84top
hdr
Jab
4-5350°20 fixed-18426–0, 1, 2, 3hip, shoulderr, armr
4-53Sakurai20 / 20-184top
hdr
Jab
8-108Sakurai70 / 80-26841–0, 1, 2legl, kneel

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-71155°60 / 80-27642–0, 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 / 10-23432–0, 2legr, kneer
4-5465°20 / 10-231, 3legr, kneer
hdr‡
Forward Tilt
6-710Sakurai50 / 100-18632–0, 1handr, bust
hdr
Up Tilt
6-71290°65 / 100-20635–0, 1, 2legl, kneel
81290°65 / 100-180, 1, 2legl, kneel
9-121095°50 / 96-180, 1, 2legl, kneel
hdr‡
Down Tilt
7-91180°50 / 73-12728–0kneer
7-91185°50 / 73-121kneer
7-91190°50 / 73-122, 3legr

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–60––
hdr↛◆
Forward Smash
17-206Sakurai20 / 25-271750–0haver
17-206170°25 / 20-271haver
18-206Sakurai30 / 15-262top
hdr‡
Forward Smash
7-117Sakurai30 / 25-25738–0, 1haver
7-1100°0 / 0–2haver
7-1100°0 / 0–3haver
hdr‡
Forward Smash
7-1110Sakurai85 / 80-38753–0, 1haver
vanilla•
Up Smash
no hitboxes–61––
vanilla➔
Up Smash
11-12496°120 fixed-461162–0, 1top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr◆
Down Smash
13-141225°30 / 87-431365–0, 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 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_pin715––
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–60––
SpecialSOperation vanilla•
Side Special
no hitboxes––––
vanilla
Side Special
no hitboxes–28––
vanilla
Side Special
no hitboxes–28––
hdr◆‡
Side Special
no hitboxes–60––
SpecialAirSOperation vanilla•
Side Special
no hitboxes––––
vanilla
Side Special
no hitboxes–28––
vanilla
Side Special
no hitboxes–28––
hdr➔
Up Special
5-66Sakurai30 / 55+457–0, 1top
hdr➔•
Up Special
5-66Sakurai30 / 55+35720, 1top
hdr•
Up Special
no hitboxes–92–
vanilla•
Up Special
no hitboxes–12–
vanilla➔•
Down Special
spawns c429––
vanilla➔•
Down Special
spawns c428––
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 c4switch331––
hdr↛‡
Down Special
spawns c4switch431––
hdr
Down Special
no hitboxes–17––
hdr
Down Special
no hitboxes–27––
vanilla➔•
Down Special
spawns c429––
vanilla
Down Special
no hitboxes–16––
vanilla
Down Special
no hitboxes–16––
vanilla
Down Special
no hitboxes–16––
hdr↛‡
Down Special
spawns c4switch331––
hdr
Down Special
no hitboxes–25––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai40 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
11-12––– / –––43–0grab
hdr‡
Pivot Grab
9––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1940°60 / 65–2140190–
1-395Sakurai60 / 100–0–
vanilla
Back Throw
19140°65 / 65–2031110–
1-305Sakurai60 / 100–0–
vanilla
Up Throw
1490°55 / 130–2348250–
1-215Sakurai60 / 100–0–
227Sakurai60 / 50–0top
vanilla‡
Down Throw
19270°0 / 0–354270–
1-412Sakurai60 / 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 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
25-271045°90 / 20-232556–0top
vanilla
Get-Up Attack
15-16748°80 / 48-331554–0top
19-20748°80 / 48-290top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
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–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––
vanilla•‡
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–28––

Other

6 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––––
GuardOff vanilla
Shield
no hitboxes–12––
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, CliffJump1
✕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.