Terry

105 moves57 changed by HDR48 vanillainternal dolly
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
4-53315°12 fixed-8416–0top
4-53315°10 fixed-81top
4-53Sakurai12 fixed-82top
4-53Sakurai10 fixed-83top
hdr‡
Jab
31Sakurai25 / 15-11317–0top
31170°25 / 15-111top
31180°28 / 15-112top
4-7375°26 / 24-90, 1, 2top
hdr
Jab
7-10560°41 / 115-22734–0top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
7-10640°57 fixed-28741–0legr
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 / 85-161137–0top
11-141255°29 / 85-171top
121255°29 / 85-160top
hdr‡
Up Tilt
7-9 (every 1)782°62 / 60-15728–0, 1top
10-11782°62 / 60-120, 1top
hdr‡
Down Tilt
6-8575°0 / 100-5616–0, 1top
6-8581°0 / 100-52top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
18-211848°60 / 75-211851–0, 1top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–60––
hdr
Up Smash
81685°32 / 90-21840–0top
9-121890°32 / 83-190top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
8-111232°36 / 82-24841–0, 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
7-91155°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 hitboxes–21––
hdr‡¶
Side Special
1-413.340°55 / 72-3114–0top
1-414.240°65 / 67-30top
5-1311.740°52 / 7800top
hdr
Side Special
no hitboxes–30––
hdr◆•‡
Side Special
no hitboxes–10––
hdr◆
Side Special
12368°0 / 100-33138–0, 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 / 100-38143–0, 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 hitboxes–12––
hdr•
Side Special
no hitboxes–18––
hdr◆•‡
Side Special
no hitboxes–10––
hdr‡
Side Special
no hitboxes–12––
hdr‡¶
Up Special
10-114368°50 fixed-291044–0top
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-381053–0top
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 hitboxes–19––
hdr•
Up Special
no hitboxes–27––
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 hitboxes–3812–
hdr‡
Down Special
64368°91 fixed+467–0top
hdr
Down Special
no hitboxes–25––
hdr‡
Down Special
1066°54 / 151–120–0top
hdr‡¶
Down Special
1-46.750°50 / 116-36143–0top
1-48.450°50 / 104-350top
5-1611.750°60 / 80-290top
5-1611.750°60 / 80-290top
hdr‡
Down Special
64368°91 fixed+467–0top
hdr‡
Down Special
1185°40 fixed-21125–0top
5-6165°50 fixed-170top
5-8140°30 fixed-171top
7-8140°30 fixed-150top
hdr
Down Special
1185°25 fixed-18122–0top
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-471466–0, 1top
hdr
SuperSpecial2
1-92056°73 / 63–165–0–
10-141556°90 / 63-440top
10-141256°90 / 48-461, 2, 3, 4top
hdr‡¶
AttackCommand4
12-181265°61 / 50-151236–0, 1top
12-18965°51 / 50-170, 1top
hdr➔
SuperSpecialTriple
spawns burst20107––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
hdr
Pummel
11.5Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
10-11––– / –––44–0grab
hdr‡
Pivot Grab
11-12––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1732°69 / 20–3047170–
1-463Sakurai60 / 100–0–
hdr‡
Back Throw
1732°69 / 20–3043130–
1-423Sakurai40 / 100–0–
hdr‡
Up Throw
1182°40 / 250–1333200–
1-111Sakurai40 / 100–0–
12780°67 / 83–0, 1, 2arml, shoulderl
hdr
Down Throw
111112°100 / 25–2348250–
1-473Sakurai40 / 100–0–

Defensive

40 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
24-261045°90 / 20-242456–0top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
21-22748°80 / 48-270top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla‡
EscapeAttack
51188°62 / 60-18529–0top
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 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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
SuperSpecial
12480°84 / 520, 1top
1-102480°84 / 520top
1-102280°83 / 531top
1-102080°82 / 542top
hdr
SuperSpecialTriple1
1-96368°90 fixed0, 1, 2top
hdr
SuperSpecialTriple2
1-96368°90 fixed0, 1, 2top
hdr
SuperSpecialTriple3
12480°84 / 520, 1top
1-92480°84 / 520top
1-92280°83 / 531top
1-92080°82 / 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 (FStart), Side Special (FAttack), 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.