Steve

117 moves29 changed by HDR88 vanillainternal pickel
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
Attack11 vanilla
Jab
no hitboxes–17––

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-108.350°68 / 66-17832–0top
8-1010.4–1450°68 / 66-16 to -140, 1top
11-136.750°66 / 58-150top
11-138.4–11.350°66 / 58-14 to -120, 1top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
43–4.5Sakurai20 fixed-9 to -8417–0top
4-63–4.5Sakurai20 fixed-9 to -80top
4-62.5Sakurai20 fixed-90top
4-63–4.555°30 / 130-101, 2, 3, 4haver, top
4-62.545°35 fixed-91haver
AttackS3Slow vanilla•
Forward Tilt
no hitboxes––––
AttackS3Middle vanilla•
Forward Tilt
no hitboxes––––
AttackS3Fast vanilla•
Forward Tilt
no hitboxes––––
hdr
Up Tilt
45.5–8.585°65 / 70-9 to -8419–0haver
4-12375°50 / 60-110armr
4-125.5–8.585°65 / 70-9 to -81haver
hdr➔‡
Down Tilt
spawns fire1235––

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr‡¶
Forward Smash
13-1515–2042°34 / 90-18 to -151342–0, 1, 2top
13-1512Sakurai20 / 85-200, 1top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr◆‡¶
Up Smash
12-1614–17100°40 / 92-19 to -171241–0, 1weaponr
12-16880°50 / 88-220top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
vanilla➔
Down Smash
spawns melt857––

Aerial Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
vanilla
Neutral Air
4-64.5945°27 / 134-44186–0, 1, 2, 3haver, top
4-63.445°27 / 134-40, 1, 2, 3haver, top
4-64.0845°27 / 134-40, 1, 2, 3haver, top
4-63.7445°27 / 134-40, 1, 2, 3haver, top
4-63.445°27 / 134-40, 1, 2, 3haver, top
4-62.7260°72 / 50-40, 4haver
4-64.5957°20 / 134-44, 5, 6, 7haver, top
4-63.457°20 / 134-44, 5, 6, 7haver, top
4-64.0857°20 / 134-44, 5, 6, 7haver, top
4-63.7457°20 / 134-44, 5, 6, 7haver, top
4-63.457°20 / 134-44, 5, 6, 7haver, top
hdr
Forward Air
8-123–4.555°30 / 130-88321020–0, 1, 2, 3haver, top
8-122.545°35 fixed-80haver
8-129–13Sakurai56 / 60-70, 1shoulderr, armr
8-128Sakurai56 / 63-70, 1shoulderr, armr
8-910–15Sakurai56 / 72-7 to -62haver
10-1210–15275°24 / 62-3 to 02haver
hdr
Back Air
12-163–4.555°30 / 130-912351122–0, 1, 2, 3haver, top
12-162.545°35 fixed-90haver
12-1610–1450°56 / 85-80haver
12-16950°50 / 80-80, 1armr
12-1613–17Sakurai51 / 85-8 to -71haver
hdr
Up Air
3-75.5–8.575°60 / 70-3 to -23148–0, 1haver
3-7365°50 / 60-50armr
vanilla•
Down Air
no hitboxes–6018––
hdr•
Down Air
no hitboxes–20–––
AttackAirLwFall vanilla•
Down Air
no hitboxes–30–––
vanilla‡
Down Air
no hitboxes–11–––

Special Attacks

35 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialN1 vanilla
Neutral Special
no hitboxes–18––
SpecialN2Start vanilla
Neutral Special
no hitboxes–8––
SpecialN2 vanilla
Neutral Special
no hitboxes–12––
SpecialN2End vanilla
Neutral Special
no hitboxes–24––
SpecialN2Failure vanilla
Neutral Special
no hitboxes–24––
vanilla
Neutral Special
no hitboxes–12––
vanilla
Neutral Special
no hitboxes–12––
vanilla
Neutral Special
no hitboxes–12––
SpecialN3Landing vanilla
Neutral Special
no hitboxes–10––
SpecialAirN3 vanilla•
Neutral Special
no hitboxes–129–
hdr➔
Side Special
spawns trolley820––
hdr‡
Side Special
1-30350°30 fixed–14–0top
hdr◆‡
Side Special
10-318Sakurai60 / 80-191036–0, 1hip, head
SpecialSDrive vanilla•
Side Special
no hitboxes––––
vanilla
Side Special
no hitboxes–20––
SpecialSTurn vanilla•
Side Special
no hitboxes–12––
vanilla•
Side Special
no hitboxes––––
hdr➔
Side Special
spawns trolley820––
vanilla
Side Special
no hitboxes–7––
vanilla
Side Special
no hitboxes–16––
vanilla•
Up Special
no hitboxes–14––
vanilla•
Up Special
no hitboxes–8––
hdr
Up Special
15-24570°30 / 100-111531–0head
25-30370°30 / 100-20head
SpecialAirHiMax vanilla•
Up Special
no hitboxes–31––
SpecialAirHiLanding vanilla•
Up Special
no hitboxes–37––
vanilla•‡
Down Special
no hitboxes–25––
vanilla
Down Special
no hitboxes–24––
vanilla•
Down Special
no hitboxes––––
vanilla•
Down Special
no hitboxes–20––
SpecialLwEndUpper vanilla•
Down Special
no hitboxes–20––
SpecialLwEnd2 vanilla•
Down Special
no hitboxes–20––
SpecialLwEnd2Upper vanilla•
Down Special
no hitboxes–20––
vanilla•‡
Down Special
no hitboxes–28––
vanilla
Down Special
no hitboxes–24––
SpecialRun vanilla
SpecialRun
no hitboxes–20––

Grabs

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Grab
13-21––– / ––157–0grab
13-16––– / ––1, 2grab
22-26 (every 2)––– / ––0grab
vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.5Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr➔‡
Dash Grab
16-24––– / ––163–0grab
16-17––– / ––1, 2grab
25-29 (every 2)––– / ––0grab
hdr➔‡
Pivot Grab
17-25––– / ––160–0grab
17-18––– / ––1, 2grab
26-30 (every 2)––– / ––0grab
hdr➔‡
Air Grab (Tether)
spawns fishingrod141 (on hit: +16)––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr➔
Forward Throw
1828°60 / 75–1450360–
1-493Sakurai60 / 100–0–
hdr➔
Back Throw
1-343Sakurai40 / 100–2035150–
1-341050°70 / 45–2–
hdr➔‡
Up Throw
1890°70 / 80–1936170–
1-353Sakurai40 / 100–0–
hdr
Down Throw
1870°60 / 68–2030100–
1-293Sakurai40 / 100–0–

Defensive

38 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 4–26–5810–
hdr•
Air Dodge
intangible 4–26–5810–
vanilla
Ledge Attack
24-26945°90 / 20-252456–0top
24-26945°90 / 20-250top
24-26945°90 / 20-250top
24-26945°90 / 20-250top
24-26945°90 / 20-250top
24-26945°90 / 20-250top
vanilla
Get-Up Attack
19-20748°80 / 48-251950–0top
19-20748°80 / 48-250top
19-20748°80 / 48-250top
19-20748°80 / 48-250top
19-20748°80 / 48-250top
19-20748°80 / 48-250top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
24-25748°80 / 48-200top
vanilla
Get-Up Attack
16-17748°80 / 48-251647–0top
16-17748°80 / 48-250top
16-17748°80 / 48-250top
16-17748°80 / 48-250top
16-17748°80 / 48-250top
16-17748°80 / 48-250top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
21-22748°80 / 48-200top
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–30––
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–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
hdr➔
Tech
spawns melt127––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–60––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–21––
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–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–61––

Other

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
hdr↛
Shield
spawns stuff18––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–8––
vanilla↛
JustShieldOff
spawns stuff18––
hdr↛•
Shield
spawns stuff120––
vanilla↛
SleepStart
spawns stuff1230––
vanilla↛•
SleepLoop
spawns stuff1–––
vanilla↛
SleepEnd
spawns stuff160––

Projectiles & Articles

7 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.

Fire

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Down Tilt
1-141366°40 fixed0, 1top
1-17780°75 / 600, 1top
15-17754°45 / 1100, 1top

Fishingrod

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Air Grab (Tether)
3-493.5125°60 / 500float1

Forge

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Down Throw
1-90Sakurai30 / 500trans
10-17786°40 / 800trans
18-380Sakurai30 / 500trans
hdr
Wait
1870°58 / 780top
10Sakurai0 / 01top
hdr
FallAttack
3+varies70°62 / varies0top
3+varies58°62 / varies1top
hdr
FallAttackRide
1+varies70°62 / varies0top
1+varies58°62 / varies1top

Melt

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Down Smash
1-40.6366°55 fixed0, 2top
5-101427°59 / 620, 1, 2, 3top

Meltobject

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Up Smash
1+0.4366°20 fixed0top
1+0.4113°60 fixed1top

Pushobject

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Forward Throw
7-8310°70 / 500push
hdr
Up Throw
12-13380°60 / 1000push

Trolley

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Side Special (DrivePartial)
1+9.543°60 / 740top
hdr∅
Side Special (DriveEmptyPartial)
1+775°66 / 640, 1, 2, 4top
7+775°66 / 645top
hdr
PEarLFly
1+280°70 fixed0top

Attributes

Weight & Size

Weight
96
Jostle Weight
5.8
Shield Radius
11.4

Ground Movement

Walk Speed
0.9
Walk Accel (mul)
0
Walk Accel (add)
0.9
Initial Dash
1.725
Run Speed
1.495
Run Accel (mul)
0
Run Accel (add)
0.0791
Traction
0.0675

Jumps

Jumpsquat
5
Jump Initial Y
9
Full Hop Height
18.5
Short Hop Height
10
Air Jump Height
22.5
Jump Count
2
Horizontal Jump Speed
1.2

Air Movement

Air Speed
0.91
Air Accel (add)
0.01
Air Accel (mul)
0.032
Air Friction
0.0065
Gravity
0.0875
Fall Speed
1.825

Landing Lag

Nair
6
Fair
10
Bair
11
Uair
8
Dair
18
Empty Landing
4
Heavy Landing
1

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (56 -> 45 frames).Up Smash
  • HDR replaces the animation (24 -> 60 frames).Side Special (Failed)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Down Tilt, Forward Smash, Up Smash, AttackAirLwEnd, Side Special (Ride), Side Special (Failed), Down Special, Down Special (Air), Grab, Dash Grab, Pivot Grab, Up Throw, Air Grab (Tether)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Dash Attack, Forward Tilt, Up Tilt, Forward Smash, Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Ledge Attack, Get-Up Attack (Face Up), Get-Up Attack (Face Down)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frame 1+: out, but unable to collide with a fighter, so not counted as active frames.Trolley: Side Special (DriveEmptyPartial)
✕HDR removes this move’s hitboxes.
  • CliffEscape
↛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.
  • Damage comes from stuff — the engine's name for it, and there is no table for it here.Shield (Start), JustShieldOff, GuardDamage, SleepStart, SleepLoop, SleepEnd
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fire — see Projectiles & Articles below.Down Tilt
  • Damage comes from Melt — see Projectiles & Articles below.Down Smash, Passive
  • Damage comes from Trolley — see Projectiles & Articles below.Side Special (Start), Side Special (Air, Start)
  • Also spawns Fishingrod — see Projectiles & Articles below.Grab, Dash Grab, Pivot Grab, Back Throw
  • Also spawns Pushobject — see Projectiles & Articles below.Forward Throw, Up Throw
  • Damage comes from Fishingrod — see Projectiles & Articles below.Air Grab (Tether)
•Other notes.
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.AttackS3Slow, AttackS3Middle, AttackS3Fast, Side Special (Drive), Side Special (Jump), CatchWait, DamageFall, DownWaitU, DownWaitD, SleepLoop, CliffWait
  • 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, AttackAirLw2, AttackAirLwFall, Side Special (Turn), Up Special (Start), Up Special (Air, Start), Up Special (Air, Max), Up Special (Air, Landing), Down Special, Down Special (End), Down Special (EndUpper), Down Special (End2), Down Special (End2Upper), Down Special (Air), GuardDamage, DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • This move runs through AttackAirLwFall then AttackAirLwEnd, so the figure above is the whole chain: AttackAirLw 20 + AttackAirLwFall 29 + AttackAirLwEnd 11 = 60. Each of those has its own row below, showing the frames of its own status.Down Air
  • Land cancels: touching the ground during this move ends it in Neutral Special (3Landing), which recovers in 9 frames rather than the 11 this move would otherwise run.Neutral Special (Air, 3)
  • Repeats while the input is held or mashed; one cycle is 1 frames. Frames shown are one cycle, so there is no fixed FAF.Down Special (Loop)
  • 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

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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.