Terry

105 moves57 changed by HDR48 vanillainternal dolly
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-53315°12 fixed-84160top
4-53315°10 fixed-81top
4-53Sakurai12 fixed-82top
4-53Sakurai10 fixed-83top
hdr
Jab
31Sakurai25 / 15-113170top
31170°25 / 15-111top
31180°28 / 15-112top
4-7375°26 / 24-90, 1, 2top
hdr
Jab
7-10560°41 / 115-227340top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
7-10640°57 fixed-287410legr
7-10648°48 fixed-281kneer
7-10656°39 fixed-282footr
19-22750°32 / 130-160, 1, 2, 3top, legl, kneel, footl

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Forward Tilt
1114Sakurai31 / 85-1611370top
11-141255°29 / 85-171top
121255°29 / 85-160top
hdr
Up Tilt
7-9 (every 1)782°62 / 60-157280, 1top
10-11782°62 / 60-120, 1top
hdr
Down Tilt
6-8575°3 / 86-56160, 1top
6-8581°3 / 86-52top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
18-211848°60 / 75-2118510, 1top
AttackHi4Charge vanilla
Up Smash
no hitboxes60
hdr
Up Smash
81685°32 / 90-218400top
9-121890°32 / 83-190top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-111232°36 / 82-248410, 1top
8-111232°31 / 87-242top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-6870°32 / 101-142871-3, 24–0, 1top
7-19578°20 / 100-30, 1top
hdr
Forward Air
7-91167°16 / 120-173491-4, 26–0, 1, 2top
10-179Sakurai16 / 70-30, 1, 2top
hdr
Back Air
1114Sakurai0 / 115-11140101-10, 30–0, 1, 2, 3legr, top
12-1314Sakurai0 / 115-10, 1, 2, 3legr, top
hdr
Up Air
7-9884°25 / 97-273581, 19–0, 1, 2legr, kneer, footr
10-11960°35 / 87-20, 1, 2legr, kneer, footr
hdr
Down Air
15-1715300°22 / 54-31536131-14, 27–0top
15-201348°24 / 69-41top
15-1715282°22 / 54-32top
15-201377°30 / 68-43top

Special Attacks

31 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Neutral Special
spawns wave2150
hdr
Neutral Special
spawns wave1847
hdr
Side Special
no hitboxes17
hdr
Side Special
1-613.340°55 / 72-91200top
1-614.240°65 / 67-90top
7-1911.740°52 / 78-40top
hdr
Side Special
no hitboxes30
hdr◆•‡
Side Special
no hitboxes10
hdr
Side Special
12368°0 / 100-331380, 2, 3top
11082°81 / 0-290top
1-371082°81 / 0-290, 1top
1670°75 / 20-311, 2top
1-37670°75 / 20-312, 3top
hdr
Side Special
12368°0 / 100-381430, 2, 3top
1-42882°81 / 0-350, 1top
1670°75 / 20-361top
12368°75 / 20-382top
1-42670°75 / 20-362, 3top
hdr
Side Special
no hitboxes12
hdr
Side Special
no hitboxes18
hdr◆•‡
Side Special
no hitboxes10
hdr
Side Special
no hitboxes12
hdr‡¶
Up Special
10-114368°50 fixed-2910440top
13, 15, 18, 230.3367°30 fixed-280, 1top
28783°90 / 65-100, 1top
28983°90 / 55-90, 1top
hdr‡¶
Up Special
10-114368°50 fixed-3810530top
13, 15, 17, 19, 22, 24, 27, 310.3367°30 fixed-370, 1top
36783°90 / 65-110, 1top
36983°90 / 60-100, 1top
hdr•‡
Up Special
no hitboxes19
hdr
Up Special
no hitboxes27
hdrথ
Up Special
10-114368°50 fixed-291044120top
13, 15, 18, 230.3367°30 fixed-280, 1top
28783°90 / 65-100, 1top
28983°90 / 55-90, 1top
hdrথ
Up Special
10-114368°50 fixed-381053120top
13, 15, 17, 19, 22, 24, 27, 310.3367°30 fixed-370, 1top
36783°90 / 65-110, 1top
36983°90 / 60-100, 1top
hdr
Up Special
no hitboxes3812
hdr
Down Special
64368°91 fixed+4670top
hdr
Down Special
no hitboxes25
hdr
Down Special
1066°54 / 1511200top
hdr‡¶
Down Special
1-46.750°50 / 116-361430top
1-48.450°50 / 104-350top
5-1611.750°60 / 80-290top
5-1611.750°60 / 80-290top
hdr
Down Special
64368°91 fixed+4670top
hdr
Down Special
1185°40 fixed-211250top
5-6165°50 fixed-170top
5-8140°30 fixed-171top
7-8140°30 fixed-150top
hdr
Down Special
1185°25 fixed-181220top
5-6165°25 fixed-140top
5-8140°20 fixed-141top
7-8140°20 fixed-120top
hdr➔‡
SuperSpecial
spawns burst2072
hdr↛‡
SuperSpecial2Start
14-23545°100 fixed-4714660, 1top
hdr
SuperSpecial2
1-92056°73 / 631650
10-141556°90 / 63-440top
10-141256°90 / 48-461, 2, 3, 4top
hdr‡¶
AttackCommand4
12-181265°61 / 50-1512360, 1top
12-18965°51 / 50-170, 1top
hdr
SuperSpecialTriple
spawns burst20107

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
hdr
Pummel
11.5Sakurai30 fixed-161200top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –440grab
hdr
Pivot Grab
11-12– / –390grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1732°69 / 203047170
1-463Sakurai60 / 1000
hdr
Back Throw
1732°69 / 203043130
1-423Sakurai40 / 1000
hdr
Up Throw
1182°40 / 2501333200
1-111Sakurai40 / 1000
12780°67 / 83-150, 1, 2arml, shoulderl
hdr
Down Throw
111112°100 / 252348250
1-473Sakurai40 / 1000

Defensive

40 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265510
hdr
Air Dodge
intangible 4–265510
vanilla
Ledge Attack
24-261045°90 / 20-2424560top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
21-22748°80 / 48-270top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
EscapeAttack
51188°62 / 60-185290top
51188°68 / 60-181top
61188°62 / 60-170top
61188°68 / 60-171top
7-91188°62 / 60-160top
7-91188°68 / 60-161top
vanilla
DownBoundU
no hitboxes27
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 hitboxes27
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
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 hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes42
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
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 hitboxes46

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

2 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.

Burst

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
SuperSpecial
12480°79 / 520, 1top
1-102480°79 / 520top
1-102280°78 / 531top
1-102080°77 / 542top
hdr
SuperSpecialTriple1
1-98368°90 fixed0, 1, 2top
hdr
SuperSpecialTriple2
1-98368°90 fixed0, 1, 2top
hdr
SuperSpecialTriple3
12480°79 / 520, 1top
1-92480°79 / 520top
1-92280°78 / 531top
1-92080°77 / 542top

Wave

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Normal
1955°50 / 200, 1top
2-5955°50 / 200, 1top
6+955°50 / 200, 1top
vanilla
NormalAir
1-6 (every 1)1145°85 / 300, 1top
7+1145°85 / 300, 1top
vanilla
NormalW
1855°50 / 200, 1top
2-5855°50 / 200, 1top
6+855°50 / 200, 1top
vanilla
NormalAirW
1-9 (every 1)1045°85 / 300, 1top
10+1045°85 / 300, 1top

Attributes

Weight & Size

Weight
104
Jostle Weight
5.9
Shield Radius
12.4

Ground Movement

Walk Speed
0.9
Walk Accel (mul)
0.12
Walk Accel (add)
1.2
Initial Dash
1.7
Run Speed
1.65
Run Accel (mul)
0.0901
Run Accel (add)
0.02
Traction
0.0825

Jumps

Jumpsquat
4
Jump Initial Y
11.85
Full Hop Height
27
Short Hop Height
12
Air Jump Height
29
Jump Count
2
Horizontal Jump Speed
1.35

Air Movement

Air Speed
1
Air Accel (add)
0.01
Air Accel (mul)
0.04
Air Friction
0.011
Gravity
0.105
Fall Speed
2.05

Landing Lag

Nair
7
Fair
9
Bair
10
Uair
8
Dair
13
Empty Landing
5
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (55 -> 62 frames).Dash Attack
  • HDR replaces the animation (46 -> 61 frames).Forward Tilt
  • HDR replaces the animation (11 -> 17 frames).Side Special (BStart), Side Special (Air, BStart)
  • HDR replaces the animation (36 -> 38 frames).Side Special (BAttack)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Down Smash, Forward Air, Up Air, Down Air, Neutral Special, Side Special (BStart), Side Special (BAttackW), Side Special (Air, BStart), Side Special (Air, FEnd), Up Special (1), Up Special (Command), Up Special (Fall), Up Special (Air, 1), Up Special (Air, Command), Down Special (Start), Down Special (BreakIng), Down Special (Air), Down Special (Air, Start), Down Special (Air, Rise), Grab, Dash Grab, Pivot Grab, Forward Throw, Back Throw, Up Throw, EscapeAttack, SuperSpecial, SuperSpecial2Start, AttackCommand4
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Side Special (FAttack), Up Special (1), Up Special (Command), Up Special (Air, 1), Up Special (Air, Command), Down Special (Air), AttackCommand4
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.
  • Burst is on the field for up to 10 frames (param_burst.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Burst: SuperSpecial
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 fire — the engine's name for it, and there is no table for it here.SuperSpecial2Start
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Wave — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
  • Damage comes from Burst — see Projectiles & Articles below.SuperSpecial, SuperSpecialTriple
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, Side Special (FStart), Side Special (BStart), Side Special (Air, FStart), Side Special (Air, BStart), Up Special (Fall), Up Special (Landing), Up Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 12 frames rather than the 43 this move would otherwise run. The figure is param_special_hi.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air, 1)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 12 frames rather than the 52 this move would otherwise run. The figure is param_special_hi.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air, Command)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 12 frames rather than the 37 this move would otherwise run. The figure is param_special_hi.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Air, End)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • 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.