Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 4-5 | 3 | 315° | 12 fixed | -8 | 4 | 16 | – | 0 | top |
| 4-5 | 3 | 315° | 10 fixed | -8 | 1 | top | ||||
| 4-5 | 3 | Sakurai | 12 fixed | -8 | 2 | top | ||||
| 4-5 | 3 | Sakurai | 10 fixed | -8 | 3 | top | ||||
| hdr‡ Jab | 3 | 1 | Sakurai | 25 / 15 | -11 | 3 | 17 | – | 0 | top |
| 3 | 1 | 170° | 25 / 15 | -11 | 1 | top | ||||
| 3 | 1 | 180° | 28 / 15 | -11 | 2 | top | ||||
| 4-7 | 3 | 75° | 26 / 24 | -9 | 0, 1, 2 | top | ||||
| hdr Jab | 7-10 | 5 | 60° | 41 / 115 | -22 | 7 | 34 | – | 0 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Dash Attack | 7-10 | 6 | 40° | 57 fixed | -28 | 7 | 41 | – | 0 | legr |
| 7-10 | 6 | 48° | 48 fixed | -28 | 1 | kneer | ||||
| 7-10 | 6 | 56° | 39 fixed | -28 | 2 | footr | ||||
| 19-22 | 7 | 50° | 32 / 130 | -16 | 0, 1, 2, 3 | top, legl, kneel, footl |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Forward Tilt | 11 | 14 | Sakurai | 31 / 85 | -16 | 11 | 37 | – | 0 | top |
| 11-14 | 12 | 55° | 29 / 85 | -17 | 1 | top | ||||
| 12 | 12 | 55° | 29 / 85 | -16 | 0 | top | ||||
| hdr‡ Up Tilt | 7-9 (every 1) | 7 | 82° | 62 / 60 | -15 | 7 | 28 | – | 0, 1 | top |
| 10-11 | 7 | 82° | 62 / 60 | -12 | 0, 1 | top | ||||
| hdr‡ Down Tilt | 6-8 | 5 | 75° | 3 / 86 | -5 | 6 | 16 | – | 0, 1 | top |
| 6-8 | 5 | 81° | 3 / 86 | -5 | 2 | top |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 18-21 | 18 | 48° | 60 / 75 | -21 | 18 | 51 | – | 0, 1 | top |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 60 | – | – | |||||
| hdr Up Smash | 8 | 16 | 85° | 32 / 90 | -21 | 8 | 40 | – | 0 | top |
| 9-12 | 18 | 90° | 32 / 83 | -19 | 0 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Down Smash | 8-11 | 12 | 32° | 36 / 82 | -24 | 8 | 41 | – | 0, 1 | top |
| 8-11 | 12 | 32° | 31 / 87 | -24 | 2 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 4-6 | 8 | 70° | 32 / 101 | -1 | 4 | 28 | 7 | 1-3, 24– | 0, 1 | top |
| 7-19 | 5 | 78° | 20 / 100 | -3 | 0, 1 | top | |||||
| hdr‡ Forward Air | 7-9 | 11 | 67° | 16 / 120 | -1 | 7 | 34 | 9 | 1-4, 26– | 0, 1, 2 | top |
| 10-17 | 9 | Sakurai | 16 / 70 | -3 | 0, 1, 2 | top | |||||
| hdr Back Air | 11 | 14 | Sakurai | 0 / 115 | -1 | 11 | 40 | 10 | 1-10, 30– | 0, 1, 2, 3 | legr, top |
| 12-13 | 14 | Sakurai | 0 / 115 | -1 | 0, 1, 2, 3 | legr, top | |||||
| hdr‡ Up Air | 7-9 | 8 | 84° | 25 / 97 | -2 | 7 | 35 | 8 | 1, 19– | 0, 1, 2 | legr, kneer, footr |
| 10-11 | 9 | 60° | 35 / 87 | -2 | 0, 1, 2 | legr, kneer, footr | |||||
| hdr‡ Down Air | 15-17 | 15 | 300° | 22 / 54 | -3 | 15 | 36 | 13 | 1-14, 27– | 0 | top |
| 15-20 | 13 | 48° | 24 / 69 | -4 | 1 | top | |||||
| 15-17 | 15 | 282° | 22 / 54 | -3 | 2 | top | |||||
| 15-20 | 13 | 77° | 30 / 68 | -4 | 3 | top |
Special Attacks
31 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr➔‡ Neutral Special | spawns wave | 21 | 50 | – | – | |||||
| hdr➔ Neutral Special | spawns wave | 18 | 47 | – | – | |||||
| hdr• Side Special | no hitboxes | – | 17 | – | – | |||||
| hdr¶ Side Special | 1-6 | 13.3 | 40° | 55 / 72 | -9 | 1 | 20 | – | 0 | top |
| 1-6 | 14.2 | 40° | 65 / 67 | -9 | 0 | top | ||||
| 7-19 | 11.7 | 40° | 52 / 78 | -4 | 0 | top | ||||
| hdr Side Special | no hitboxes | – | 30 | – | – | |||||
| hdr◆•‡ Side Special | no hitboxes | – | 10 | – | – | |||||
| hdr◆ Side Special | 1 | 2 | 368° | 0 / 100 | -33 | 1 | 38 | – | 0, 2, 3 | top |
| 1 | 10 | 82° | 81 / 0 | -29 | 0 | top | ||||
| 1-37 | 10 | 82° | 81 / 0 | -29 | 0, 1 | top | ||||
| 1 | 6 | 70° | 75 / 20 | -31 | 1, 2 | top | ||||
| 1-37 | 6 | 70° | 75 / 20 | -31 | 2, 3 | top | ||||
| hdr‡ Side Special | 1 | 2 | 368° | 0 / 100 | -38 | 1 | 43 | – | 0, 2, 3 | top |
| 1-42 | 8 | 82° | 81 / 0 | -35 | 0, 1 | top | ||||
| 1 | 6 | 70° | 75 / 20 | -36 | 1 | top | ||||
| 1 | 2 | 368° | 75 / 20 | -38 | 2 | top | ||||
| 1-42 | 6 | 70° | 75 / 20 | -36 | 2, 3 | top | ||||
| hdr Side Special | no hitboxes | – | 12 | – | – | |||||
| hdr• Side Special | no hitboxes | – | 18 | – | – | |||||
| hdr◆•‡ Side Special | no hitboxes | – | 10 | – | – | |||||
| hdr‡ Side Special | no hitboxes | – | 12 | – | – | |||||
| hdr‡¶ Up Special | 10-11 | 4 | 368° | 50 fixed | -29 | 10 | 44 | – | 0 | top |
| 13, 15, 18, 23 | 0.3 | 367° | 30 fixed | -28 | 0, 1 | top | ||||
| 28 | 7 | 83° | 90 / 65 | -10 | 0, 1 | top | ||||
| 28 | 9 | 83° | 90 / 55 | -9 | 0, 1 | top | ||||
| hdr‡¶ Up Special | 10-11 | 4 | 368° | 50 fixed | -38 | 10 | 53 | – | 0 | top |
| 13, 15, 17, 19, 22, 24, 27, 31 | 0.3 | 367° | 30 fixed | -37 | 0, 1 | top | ||||
| 36 | 7 | 83° | 90 / 65 | -11 | 0, 1 | top | ||||
| 36 | 9 | 83° | 90 / 60 | -10 | 0, 1 | top | ||||
| hdr•‡ Up Special | no hitboxes | – | 19 | – | – | |||||
| hdr• Up Special | no hitboxes | – | 27 | – | – | |||||
| hdr‡¶• Up Special | 10-11 | 4 | 368° | 50 fixed | -29 | 10 | 44 | 12 | 0 | top |
| 13, 15, 18, 23 | 0.3 | 367° | 30 fixed | -28 | 0, 1 | top | ||||
| 28 | 7 | 83° | 90 / 65 | -10 | 0, 1 | top | ||||
| 28 | 9 | 83° | 90 / 55 | -9 | 0, 1 | top | ||||
| hdr‡¶• Up Special | 10-11 | 4 | 368° | 50 fixed | -38 | 10 | 53 | 12 | 0 | top |
| 13, 15, 17, 19, 22, 24, 27, 31 | 0.3 | 367° | 30 fixed | -37 | 0, 1 | top | ||||
| 36 | 7 | 83° | 90 / 65 | -11 | 0, 1 | top | ||||
| 36 | 9 | 83° | 90 / 60 | -10 | 0, 1 | top | ||||
| hdr• Up Special | no hitboxes | – | 38 | 12 | – | |||||
| hdr‡ Down Special | 6 | 4 | 368° | 91 fixed | +4 | 6 | 7 | – | 0 | top |
| hdr Down Special | no hitboxes | – | 25 | – | – | |||||
| hdr‡ Down Special | 1 | 0 | 66° | 54 / 151 | – | 1 | 20 | – | 0 | top |
| hdr‡¶ Down Special | 1-4 | 6.7 | 50° | 50 / 116 | -36 | 1 | 43 | – | 0 | top |
| 1-4 | 8.4 | 50° | 50 / 104 | -35 | 0 | top | ||||
| 5-16 | 11.7 | 50° | 60 / 80 | -29 | 0 | top | ||||
| 5-16 | 11.7 | 50° | 60 / 80 | -29 | 0 | top | ||||
| hdr‡ Down Special | 6 | 4 | 368° | 91 fixed | +4 | 6 | 7 | – | 0 | top |
| hdr‡ Down Special | 1 | 1 | 85° | 40 fixed | -21 | 1 | 25 | – | 0 | top |
| 5-6 | 1 | 65° | 50 fixed | -17 | 0 | top | ||||
| 5-8 | 1 | 40° | 30 fixed | -17 | 1 | top | ||||
| 7-8 | 1 | 40° | 30 fixed | -15 | 0 | top | ||||
| hdr Down Special | 1 | 1 | 85° | 25 fixed | -18 | 1 | 22 | – | 0 | top |
| 5-6 | 1 | 65° | 25 fixed | -14 | 0 | top | ||||
| 5-8 | 1 | 40° | 20 fixed | -14 | 1 | top | ||||
| 7-8 | 1 | 40° | 20 fixed | -12 | 0 | top | ||||
| hdr➔‡ SuperSpecial | spawns burst | 20 | 72 | – | – | |||||
| hdr↛‡ SuperSpecial2Start | 14-23 | 5 | 45° | 100 fixed | -47 | 14 | 66 | – | 0, 1 | top |
| hdr SuperSpecial2 | 1-9 | 20 | 56° | 73 / 63 | – | 1 | 65 | – | 0 | – |
| 10-14 | 15 | 56° | 90 / 63 | -44 | 0 | top | ||||
| 10-14 | 12 | 56° | 90 / 48 | -46 | 1, 2, 3, 4 | top | ||||
| hdr‡¶ AttackCommand4 | 12-18 | 12 | 65° | 61 / 50 | -15 | 12 | 36 | – | 0, 1 | top |
| 12-18 | 9 | 65° | 51 / 50 | -17 | 0, 1 | top | ||||
| hdr➔ SuperSpecialTriple | spawns burst | 20 | 107 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-9 | – | – | – / – | – | – | 37 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| hdr Pummel | 1 | 1.5 | Sakurai | 30 fixed | -16 | 1 | 20 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr‡ Dash Grab | 10-11 | – | – | – / – | – | – | 44 | – | 0 | grab |
| hdr‡ Pivot Grab | 11-12 | – | – | – / – | – | – | 39 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 7 | 32° | 69 / 20 | – | 30 | 47 | 17 | 0 | – |
| 1-46 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| hdr‡ Back Throw | 1 | 7 | 32° | 69 / 20 | – | 30 | 43 | 13 | 0 | – |
| 1-42 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 1 | 82° | 40 / 250 | – | 13 | 33 | 20 | 0 | – |
| 1-11 | 1 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 12 | 7 | 80° | 67 / 83 | -15 | 0, 1, 2 | arml, shoulderl | ||||
| hdr Down Throw | 1 | 11 | 112° | 100 / 25 | – | 23 | 48 | 25 | 0 | – |
| 1-47 | 3 | Sakurai | 40 / 100 | – | 0 | – |
Defensive
40 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 55 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 55 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 10 | 45° | 90 / 20 | -24 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 19-20 | 7 | 48° | 80 / 48 | -29 | 19 | 54 | – | 0 | top |
| 24-25 | 7 | 48° | 80 / 48 | -24 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -27 | 0 | top | ||||
| DamageFall vanilla• DamageFall | no hitboxes | – | – | – | – | |||||
| vanilla‡ EscapeAttack | 5 | 11 | 88° | 62 / 60 | -18 | 5 | 29 | – | 0 | top |
| 5 | 11 | 88° | 68 / 60 | -18 | 1 | top | ||||
| 6 | 11 | 88° | 62 / 60 | -17 | 0 | top | ||||
| 6 | 11 | 88° | 68 / 60 | -17 | 1 | top | ||||
| 7-9 | 11 | 88° | 62 / 60 | -16 | 0 | top | ||||
| 7-9 | 11 | 88° | 68 / 60 | -16 | 1 | top | ||||
| vanilla DownBoundU | no hitboxes | – | 27 | – | – | |||||
| 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 | – | 27 | – | – | |||||
| 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 | – | – | |||||
| 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 | – | 42 | – | – | |||||
| vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 30 | – | – | |||||
| 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 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 46 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| LandingLight vanilla Landing | no hitboxes | – | 2 | – | – | |||||
| LandingHeavy vanilla Landing | no hitboxes | – | 6 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ SuperSpecial | 1 | 24 | 80° | 79 / 52 | 0, 1 | top |
| 1-10 | 24 | 80° | 79 / 52 | 0 | top | |
| 1-10 | 22 | 80° | 78 / 53 | 1 | top | |
| 1-10 | 20 | 80° | 77 / 54 | 2 | top | |
| hdr SuperSpecialTriple1 | 1-9 | 8 | 368° | 90 fixed | 0, 1, 2 | top |
| hdr SuperSpecialTriple2 | 1-9 | 8 | 368° | 90 fixed | 0, 1, 2 | top |
| hdr SuperSpecialTriple3 | 1 | 24 | 80° | 79 / 52 | 0, 1 | top |
| 1-9 | 24 | 80° | 79 / 52 | 0 | top | |
| 1-9 | 22 | 80° | 78 / 53 | 1 | top | |
| 1-9 | 20 | 80° | 77 / 54 | 2 | top |
Wave
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Normal | 1 | 9 | 55° | 50 / 20 | 0, 1 | top |
| 2-5 | 9 | 55° | 50 / 20 | 0, 1 | top | |
| 6+ | 9 | 55° | 50 / 20 | 0, 1 | top | |
| vanilla NormalAir | 1-6 (every 1) | 11 | 45° | 85 / 30 | 0, 1 | top |
| 7+ | 11 | 45° | 85 / 30 | 0, 1 | top | |
| vanilla NormalW | 1 | 8 | 55° | 50 / 20 | 0, 1 | top |
| 2-5 | 8 | 55° | 50 / 20 | 0, 1 | top | |
| 6+ | 8 | 55° | 50 / 20 | 0, 1 | top | |
| vanilla NormalAirW | 1-9 (every 1) | 10 | 45° | 85 / 30 | 0, 1 | top |
| 10+ | 10 | 45° | 85 / 30 | 0, 1 | top |
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
Terry