Toon Link

98 moves25 changed by HDR73 vanillainternal toonlink
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-6270°30 fixed-104180arml
4-6279°27 fixed-101sword2
4-6290°24 fixed-102sword2
4-62Sakurai30 / 15-103top
hdr
Jab
6-8365°30 fixed-76170arml
6-8375°27 fixed-71sword2
6-8385°24 fixed-72sword2
6-83Sakurai30 / 15-73top
hdr
Jab
7-11430°45 / 120-217330, 1, 2arml, sword2

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-10863°39 / 105-247380, 1, 2arml, sword2

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-121140°25 / 100-129300, 1, 2arml, sword2
hdr
Up Tilt
8-13995°40 / 95-158300, 1, 2arml, sword2
hdr
Down Tilt
9-10975°65 / 65-99250, 1, 2arml, sword2

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-191640°25 / 105-2716540, 1, 2arml, sword2
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
11-151496°43 / 100-2711480, 1, 2arml, sword2
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-101230°55 / 89-339510, 1, 2arml, sword2
17-181330°55 / 89-240, 1, 2arml, sword2

Aerial Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-9950°20 / 113-164371-3, 43–0, 1, 2sword2, arml
13-16750°20 / 113-20, 1, 2sword2, arml
hdr
Forward Air
11-151348°35 / 980113791-3, 31–0, 1, 2arml, sword2
hdr
Back Air
5-11967°25 / 105-1531725–0, 1, 2arml, sword2
hdr
Up Air
8-181.597°35 / 40-9843111-4, 37–0arml
8-181.5366°30 / 40-91sword2
8-181.597°30 / 40-92sword2
19-22780°38 / 140-60, 1, 2arml, sword2
hdr
Down Air
17-2516268°16 / 58-121780221-5, 65–0, 1sword2
26-641450°40 / 98-130, 1sword2
vanilla
Down Air
1058 fixed1350top
1035 fixed1top
1530°20 / 100-292sword2
hdr↛‡
Air Grab (Tether)
11-21555°25 / 125-121155160throw

Special Attacks

18 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔•
Neutral Special
spawns bow, bowarrow160
SpecialN vanilla
Neutral Special
no hitboxes
SpecialNEnd vanilla
Neutral Special
no hitboxes23
vanilla➔•
Neutral Special
spawns bow, bowarrow160
SpecialAirN vanilla
Neutral Special
no hitboxes
SpecialAirNEnd vanilla
Neutral Special
no hitboxes23
vanilla
Side Special
spawns boomerang446
SpecialS1Blank vanilla
Side Special
no hitboxes46
vanilla
Side Special
no hitboxes10
vanilla
Side Special
spawns boomerang446
SpecialAirS1Blank vanilla
Side Special
no hitboxes46
vanilla
Side Special
no hitboxes10
hdr•‡
Up Special
no hitboxes6
SpecialHiHold vanilla
Up Special
no hitboxes
hdr
Up Special
3-44120 fixed-753810arml
3-441180°40 fixed-751, 2sword2
45-473.12550°55 / 200-320, 1, 2arml, sword2
hdr
Up Special
8-10488°94 fixed-698820top
12-13265°94 fixed-660top
16-18290°83 fixed-620top
16-18295°73 fixed-621top
19-20255°83 fixed-590top
22-24280°60 fixed-560top
22-242105°75 fixed-561top
22-24295°65 fixed-562top
27-28245°80 fixed-510top
31-33280°55 fixed-470top
31-332105°20 fixed-471top
31-33295°65 fixed-472top
35-37230°85 fixed-430top
35-37230°80 fixed-431top
40-42445°40 / 186-370top
43-44445°40 / 186-340top
vanilla
Down Special
no hitboxes37
vanilla
Down Special
no hitboxes37

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Grab
12-18– / –6530grab
12-13– / –1, 2grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai0 / 100-191230top
CatchCut vanilla
Grab
no hitboxes30
vanilla
Dash Grab
14-20– / –7610grab
14-15– / –1, 2grab
vanilla
Pivot Grab
15-21– / –6560grab
15-16– / –1, 2grab
hdr
Air Grab (Tether)
no hitboxes17
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
vanilla
Air Grab (Tether)
no hitboxes61
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes10

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1445°60 / 1101441270
1-113Sakurai40 / 1000
12-13345°30 / 180-250top
hdr
Back Throw
110130°60 / 1001846280
1-173Sakurai40 / 1000
vanilla
Up Throw
1292°25 / 2202850220
1-263Sakurai40 / 1000
27-29520°50 / 130-180sword2
27-29420°50 / 130-181sword2
vanilla
Down Throw
14110°60 / 1102450260
1-213Sakurai40 / 1000
22-233Sakurai60 / 150-240top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN 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
21-23945°90 / 20-2821560top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
21-22748°80 / 48-230top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
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
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
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
hdr
Ledge Jump
no hitboxes29

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
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.

Boomerang

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1-9870°50 / 500top
10-147565°50 / 500top
vanilla
Turn
1-147360°70 fixed0top

Bowarrow

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥⊕
Fly
1-604–12Sakurai8 / 500top

Attributes

Weight & Size

Weight
82
Jostle Weight
5.3
Shield Radius
9.7

Ground Movement

Walk Speed
1.248
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
1.675
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.078

Jumps

Jumpsquat
4
Jump Initial Y
12.0835
Full Hop Height
33.8
Short Hop Height
14.32
Air Jump Height
25
Jump Count
3
Horizontal Jump Speed
1.3

Air Movement

Air Speed
1.035
Air Accel (add)
0.02
Air Accel (mul)
0.05
Air Friction
0.005
Gravity
0.11
Fall Speed
2.06

Landing Lag

Nair
7
Fair
9
Bair
7
Uair
11
Dair
22
Empty Landing
4
Heavy Landing
4

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Jab 3, Dash Attack, Forward Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Up Special (Start), Up Special (Air), Air Grab (Tether)
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.
  • Boomerang is on the field for up to 147 frames (param_boomerang.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Boomerang: Fly, Boomerang: Turn
  • Bowarrow is on the field for up to 60 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • The arrow deals 4–12%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power_min, param_bowarrow.power_max). Charging the bow is what raises it.Bowarrow: Fly
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 hookshot, hookshothand — the engine's name for it, and there is no table for it here.Grab, Dash Grab, Pivot Grab, Air Grab (Tether)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from bow, Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Damage comes from Boomerang — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
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 (Air, Start), Up Special (Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special, Neutral Special (Air), Up Special (Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • 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.