Squirtle

99 moves44 changed by HDR55 vanillainternal pzenigame
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-3355°0 / 115-12218–0, 1, 2top
2-33Sakurai30 / 15-123top
hdr
Jab
4-5365°0 / 115-17425–0, 1, 2kneer
4-53Sakurai30 / 15-173kneer
hdr
Jab
5-66Sakurai40 / 80-15526–0, 1, 2tail2

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
5-89Sakurai45 / 100-24536–0top
9-14763°45 / 72-210top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
5-76Sakurai20 / 100-7518–0, 1, 2tail1, tail2
hdr
Forward Tilt
5-76Sakurai20 / 100-7518–0, 1, 2tail1, tail2
hdr
Forward Tilt
5-76Sakurai20 / 100-7518–0, 1, 2tail1, tail2
hdr
Up Tilt
5-7680°50 / 90-11522–0, 1head, hip
5680°50 / 90-112top
hdr
Down Tilt
8-13964°53 / 75-15830–0top
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 hitboxes–61––
hdr‡
Forward Smash
14-1615Sakurai40 / 84-221447–0, 1, 2top
hdr‡
Forward Smash
14-1615Sakurai40 / 84-221447–0, 1, 2top
hdr‡
Forward Smash
14-1615Sakurai40 / 84-221447–0, 1, 2top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
132110°110 fixed-311348–0, 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 hitboxes–61––
hdr‡
Down Smash
8-101235°50 / 83-25842–0, 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 hitboxes–10––
SpecialNHold vanilla•
Neutral Special
no hitboxes––––
hdr➔◆•
Neutral Special
spawns water632––
hdr•‡
Neutral Special
no hitboxes–109–
SpecialAirNHold vanilla•
Neutral Special
no hitboxes––9–
hdr➔◆•
Neutral Special
spawns water6329–
hdr•‡
Side Special
no hitboxes–14––
hdr
Side Special
1-60849°75 / 48-52160–0bust
hdr‡
Side Special
no hitboxes–25––
SpecialSOverTurnStart vanilla•
Side Special
no hitboxes–12––
vanilla•
Side Special
no hitboxes–12––
SpecialSOverTurn vanilla
Side Special
no hitboxes–140––
hdr•‡
Side Special
no hitboxes–14––
hdr
Side Special
1-60849°75 / 48-52160–0bust
hdr‡
Side Special
no hitboxes–16––
hdr‡
Side Special
no hitboxes–30––
hdr‡
Up Special
9-321367°40 fixed-25937–0top
33-34675°60 / 121+20top
hdr‡•
Up Special
9-321367°40 fixed-28937300top
33-34675°60 / 121-250top
hdr•
Down Special
no hitboxes–12––
SpecialLwOut vanilla
Down Special
no hitboxes–16––
hdr•
Down Special
no hitboxes–12––
SpecialAirLwOut vanilla
Down Special
no hitboxes–16––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
8-9––– / –––40–0grab
hdr
Pivot Grab
9-10––– / –––37–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr➔‡
Forward Throw
1275°38 fixed–2351280–
1-143Sakurai60 / 100–0–
15172°50 fixed–0top
hdr
Back Throw
1840°60 / 100–2345220–
1-443Sakurai50 / 100–0–
hdr
Up Throw
1590°55 / 125–1738210–
1-153Sakurai60 / 100–0–
162Sakurai40 fixed–0top
hdr‡
Down Throw
14130°65 / 50–2648220–
1-173Sakurai40 / 100–0–
18-253Sakurai40 fixed–0top

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 4–26–5310–
hdr•
Air Dodge
intangible 4–26–5310–
vanilla
Ledge Attack
28-30945°90 / 20-212856–0top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
24-25748°80 / 48-240top
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–25––
PassiveWallJump vanilla•
Tech
no hitboxes–39––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–35––
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–11––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–24––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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, CliffJump1
✕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.