Squirtle

99 moves44 changed by HDR55 vanillainternal pzenigame
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3355°0 / 115-122180, 1, 2top
2-33Sakurai30 / 15-123top
hdr
Jab
4-5365°0 / 115-174250, 1, 2kneer
4-53Sakurai30 / 15-173kneer
hdr
Jab
5-66Sakurai40 / 80-155260, 1, 2tail2

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
5-89Sakurai45 / 100-245360top
9-14763°45 / 72-210top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-76Sakurai20 / 100-75180, 1, 2tail1, tail2
hdr
Forward Tilt
5-76Sakurai20 / 100-75180, 1, 2tail1, tail2
hdr
Forward Tilt
5-76Sakurai20 / 100-75180, 1, 2tail1, tail2
hdr
Up Tilt
5-7680°50 / 90-115220, 1head, hip
5680°50 / 90-112top
hdr
Down Tilt
8-13964°53 / 75-158300top
8-13970°53 / 75-151top
8976°53 / 75-152top
9-13976°53 / 75-142top

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
14-1615Sakurai40 / 84-2214470, 1, 2top
hdr
Forward Smash
14-1615Sakurai40 / 84-2214470, 1, 2top
hdr
Forward Smash
14-1615Sakurai40 / 84-2214470, 1, 2top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
132110°110 fixed-3113480, 1top
141195°60 / 60-252, 3top
151195°60 / 60-240, 1top
161095°60 / 60-242, 3top
171095°60 / 60-230, 1top
18995°60 / 60-232, 3top
19995°60 / 60-220, 1top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-101235°50 / 83-258420, 1, 2top
14-161235°50 / 83-190, 1, 2top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-710Sakurai15 / 128-144281-3, 35–0bust
8-267Sakurai15 / 128-30bust
hdr
Forward Air
6-8948°20 / 100-263781-5, 24–0top
6-811Sakurai20 / 10001top
9-13748°0 / 120-30, 1top
hdr
Back Air
6-8365°50 / 60-663391-5, 30–0, 1tail1, tail2
13-17655°42 / 90-40, 1tail1, tail2
hdr
Up Air
5-8758°24 / 128-453091-4, 22–0, 1tail2
9-11570°40 / 90-50, 1tail2
hdr
Down Air
6-201290°20 fixed-564571-5, 31–0, 1top
21-23360°50 / 140-40, 1top

Special Attacks

22 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡
Neutral Special
no hitboxes10
SpecialNHold vanilla
Neutral Special
no hitboxes
hdr➔◆•
Neutral Special
spawns water632
hdr•‡
Neutral Special
no hitboxes109
SpecialAirNHold vanilla
Neutral Special
no hitboxes9
hdr➔◆•
Neutral Special
spawns water6329
hdr•‡
Side Special
no hitboxes14
hdr
Side Special
1-60849°75 / 48-521600bust
hdr
Side Special
no hitboxes25
SpecialSOverTurnStart vanilla
Side Special
no hitboxes12
vanilla
Side Special
no hitboxes12
SpecialSOverTurn vanilla
Side Special
no hitboxes140
hdr•‡
Side Special
no hitboxes14
hdr
Side Special
1-60849°75 / 48-521600bust
hdr
Side Special
no hitboxes16
hdr
Side Special
no hitboxes30
hdr
Up Special
9-321367°40 fixed-259370top
33-34675°60 / 121+20top
hdr‡•
Up Special
9-321367°40 fixed-28937300top
33-34675°60 / 121-250top
hdr
Down Special
no hitboxes12
SpecialLwOut vanilla
Down Special
no hitboxes16
hdr
Down Special
no hitboxes12
SpecialAirLwOut vanilla
Down Special
no hitboxes16

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –350grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 fixed-181220top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
8-9– / –400grab
hdr
Pivot Grab
9-10– / –370grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr➔‡
Forward Throw
1275°38 fixed2351280
1-143Sakurai60 / 1000
15172°50 fixed-330top
hdr
Back Throw
1840°60 / 1002345220
1-443Sakurai50 / 1000
hdr
Up Throw
1590°55 / 1251738210
1-153Sakurai60 / 1000
162Sakurai40 fixed-180top
hdr
Down Throw
14130°65 / 502648220
1-173Sakurai40 / 1000
18-253Sakurai40 fixed-260top

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 4–265310
hdr
Air Dodge
intangible 4–265310
vanilla
Ledge Attack
28-30945°90 / 20-2128560top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
24-25748°80 / 48-240top
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 hitboxes25
PassiveWallJump vanilla
Tech
no hitboxes39
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes35
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 hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes24

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

1 article

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.

Water

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1-191366°20 fixed0top
hdr
Clash
1460°28 / 990top
hdr
ClashPlEdgeF
1-3960°34 / 1180top
hdr
ClashPlEdgeG
1-62366°20 fixed0top
7254°7 / 1500top

Attributes

Weight & Size

Weight
80
Jostle Weight
3.5
Shield Radius
9.2

Ground Movement

Walk Speed
1.25
Walk Accel (mul)
0.1575
Walk Accel (add)
0.1575
Initial Dash
1.75
Run Speed
1.675
Run Accel (mul)
0.15
Run Accel (add)
0.01
Traction
0.0425

Jumps

Jumpsquat
4
Jump Initial Y
12.5125
Full Hop Height
35
Short Hop Height
12
Air Jump Height
37
Jump Count
2
Horizontal Jump Speed
2.1
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.4

Air Movement

Air Speed
1.05
Air Accel (add)
0.02
Air Accel (mul)
0.06
Air Friction
0.006
Gravity
0.13
Fall Speed
2.25

Landing Lag

Nair
8
Fair
8
Bair
9
Uair
9
Dair
7
Empty Landing
4
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (42 -> 47 frames).Back Air
  • HDR replaces the animation (54 -> 32 frames).Neutral Special (Shot), Neutral Special (Air, Shot)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Down Smash, Neutral Air, Forward Air, Up Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (End), Side Special (Air, Start), Side Special (Air, Hit), Side Special (Air, End), Up Special, Up Special (Air), Grab, Forward Throw, Down Throw
HDR removes this move’s hitboxes.
  • CliffEscape
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Water — see Projectiles & Articles below.Neutral Special (Shot), Neutral Special (Air, Shot)
  • Also spawns Water — see Projectiles & Articles below.Forward Throw
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 (Shot), Neutral Special (Air, Start), Neutral Special (Air, Shot), Side Special (Start), Side Special (OverTurnStart), Side Special (Air, OverTurnStart), Side Special (Air, Start), Down Special (In), Down Special (Air, In), 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
  • Landing lag is 9 frames, from `param_special_n.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.Neutral Special (Air, Start), Neutral Special (Air, Hold), Neutral Special (Air, Shot)
  • Landing lag is 30 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)
  • 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

Loading…

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.