Villager

117 moves28 changed by HDR89 vanillainternal murabito
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Jab
3-41Sakurai20 / 25-10316–0top
3-41180°15 / 10-101, 2top
3-41Sakurai15 / 10-103top
vanilla
Jab
4-52Sakurai60 / 135-28436–0, 1top
vanilla
Jab
3-41Sakurai20 / 25-12318–0top
3-41Sakurai10 / 20-121, 2top
vanilla
Jab
4-52Sakurai60 / 135-22430–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Dash Attack
spawns flowerpot241––

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛‡
Forward Tilt
8-118Sakurai31 / 82-17832–0, 1shoulderr, haver
8-111236°31 / 82-152, 3, 4haver
hdr‡
Up Tilt
7-18680°50 / 155-35748–0, 1havel
22-26780°50 / 155-200, 1havel
hdr↛‡¶
Down Tilt
8-121590°68 / 92-13832–0top
8-12978°60 / 70-170top
8-12989°60 / 70-171top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr➔‡
Forward Smash
spawns bowlingball249––
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr➔
Up Smash
12-15375°120 fixed-381254–0top
12-153110°120 fixed-381top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
9-112090°55 / 82-27950–0top
9-111440°40 / 98-311top
29-312090°55 / 82-70top
29-311440°40 / 98-111top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-712Sakurai30 / 90+133671-2, 27–0, 1, 2hip, handr, handl
8-238Sakurai30 / 90-10, 1, 2hip, handr, handl
vanilla
Forward Air
no hitboxes–40111-2, 30––
hdr‡
Back Air
10-212365°35 / 45-91045121-4, 31–0, 1top
10-21280°35 / 45-92, 3top
23-257Sakurai40 / 135-70top
23-256Sakurai40 / 135-71top
hdr‡¶
Up Air
6-8985°30 / 105-363791-5, 28–0top
6-81185°30 / 105-10top
6-813.585°30 / 10500top
9-22590°50 / 60-50top
9-22690°50 / 60-40top
9-22790°50 / 60-40top
hdr‡¶
Down Air
12-149270°0 / 80-61244121-11, 34–0top
12-1411270°0 / 80-40top
12-1414270°0 / 80-30top
15-275.569°50 / 60-70top
15-276.569°50 / 60-70top
15-277.569°50 / 60-60top

Special Attacks

43 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelCancelIDHitbox
vanilla
Neutral Special
no hitboxes–30––––
SpecialNHand vanilla
Neutral Special
no hitboxes–34––––
SpecialNFailure vanilla
Neutral Special
no hitboxes–28––––
vanilla
Neutral Special
no hitboxes–30––––
vanilla
Neutral Special
no hitboxes–41––––
vanilla
Neutral Special
no hitboxes–41––––
vanilla‡
Neutral Special
no hitboxes–31––––
vanilla
Neutral Special
no hitboxes–30––––
SpecialAirNHand vanilla
Neutral Special
no hitboxes–34––––
SpecialAirNFailure vanilla
Neutral Special
no hitboxes–28––––
vanilla
Neutral Special
no hitboxes–30––––
vanilla
Neutral Special
no hitboxes–40––––
vanilla
Neutral Special
no hitboxes–40––––
vanilla‡
Neutral Special
no hitboxes–31––––
vanilla‡
Side Special
no hitboxes–36––––
SpecialSRide vanilla•
Side Special
no hitboxes–25––––
SpecialSRideLoop vanilla•
Side Special
no hitboxes––––––
SpecialSFall vanilla•
Side Special
no hitboxes–15––––
SpecialSJump vanilla•
Side Special
no hitboxes–30––––
vanilla‡
Side Special
no hitboxes–36––––
SpecialAirSRide vanilla•
Side Special
no hitboxes–25––––
SpecialAirSRideLoop vanilla•
Side Special
no hitboxes––––––
SpecialAirSFall vanilla•
Side Special
no hitboxes–15––––
SpecialAirSJump vanilla•
Side Special
no hitboxes–30––––
vanilla•
Up Special
no hitboxes–21––––
vanilla•
Up Special
no hitboxes–2114–––
SpecialAirHiWait1 vanilla•
Up Special
no hitboxes––30–––
SpecialAirHiWait2 vanilla•
Up Special
no hitboxes––30–––
SpecialAirHiLanding1 vanilla
Up Special
no hitboxes–21––––
SpecialAirHiLanding2 vanilla
Up Special
no hitboxes–21––––
SpecialAirHiFlap1 vanilla•
Up Special
no hitboxes–1330–––
SpecialAirHiFlap2 vanilla•
Up Special
no hitboxes–1330–––
SpecialAirHiEnd vanilla•
Up Special
no hitboxes–2130–––
SpecialAirHiDetach vanilla•
Up Special
no hitboxes–2130–––
hdr↛‡
Down Special
spawns seed239––––
hdr↛‡
Down Special
spawns seed225––––
vanilla
Down Special
no hitboxes–50––––
hdr
Down Special
1-4714Sakurai36 / 100-37148–––0, 1, 2, 3haver, top
hdr
Down Special
no hitboxes–35––––
hdr◆‡
Down Special
14-136678°70 / 62-12514145–1-13, 137––0top
vanilla
Down Special
no hitboxes–50––ShC 13–
hdr
Down Special
1-4714Sakurai36 / 100-37148–––0, 1, 2, 3haver, top
hdr
Down Special
no hitboxes–35––––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
10-12––– / –––40–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
31.3Sakurai30 fixed–38–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
13-15––– / –––45–0grab
hdr‡
Pivot Grab
14-16––– / –––42–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1940°60 / 30–1535200–
1-343Sakurai60 / 100–0–
hdr‡
Back Throw
111135°46 / 102–1736190–
1-353Sakurai60 / 100–0–
hdr
Up Throw
11090°94 / 52–1338250–
1-373Sakurai60 / 100–0–
vanilla
Down Throw
1670°78 / 60–1831130–
1-303Sakurai60 / 100–0–

Defensive

39 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 4–26–6010–
hdr•
Air Dodge
intangible 4–26–6010–
vanilla
Ledge Attack
23-25945°90 / 20-262356–0top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
20-21748°80 / 48-280top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
20-21748°80 / 48-280top
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–31––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla‡
DownSpot
no hitboxes–30––
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–31––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
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–41––
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––
hdr•
Ledge Jump
no hitboxes–45––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

10 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.

Bowlingball

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fall
3-91545°70 / 950top
10+1745°70 / 950top

Bullet

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
ShootF
1760°50 / 1320top
2-84Sakurai25 / 1000top
9-142.5Sakurai10 / 1000top
vanilla⇥
ShootB
1-29Sakurai55 / 1000top
3-85Sakurai10 / 1000top
9-143Sakurai10 / 1000top

Clayrocket

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
6+7110°75 / 550top
hdr
Fall
1+555°60 / 750top
hdr
Burst
1+1268°65 / 900top
hdr
LodgedBurst
1+1268°65 / 900top

Firework

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Shoot
3-171.5110°55 / 300, 1top
3-171.5185°40 / 302, 3top
18-214.690°30 / 2200top

Flowerpot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Throwed
1-61059°45 / 820have
7-120659°40 / 820have

House

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Construct
87-17410Sakurai65 / 600top
297-3011545°80 / 1150top

Sprinkling Water

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla⇥
Flow
1-16055°25 fixed0top

Sprout

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Appear
1-5290°60 / 200top
26-31590°80 / 200top

Tomnook

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
ConstructEndL
1205367°45 / 1000–
vanilla
ConstructEndR
1205367°45 / 1000–

Tree

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Appear
13-181880°30 / 1000tree
19-391380°30 / 1000tree
hdr
Fallen
14-3002560°30 / 1000, 1, 2tree

Attributes

Weight & Size

Weight
85
Jostle Weight
5.7
Shield Radius
9.6

Ground Movement

Walk Speed
1.112
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.705
Run Speed
1.507
Run Accel (mul)
0.0858
Run Accel (add)
0.02
Traction
0.0835

Jumps

Jumpsquat
4
Jump Initial Y
11.6188
Full Hop Height
32.5
Short Hop Height
15.09
Air Jump Height
32.5
Jump Count
2
Horizontal Jump Speed
1.55
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
0.946
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.0175
Gravity
0.084
Fall Speed
1.649

Landing Lag

Nair
7
Fair
11
Bair
12
Uair
9
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 90 frames).Down Special (Air, 1Failure)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Up Tilt, Down Tilt, Forward Smash, Back Air, Up Air, Down Air, Neutral Special (Fire), Neutral Special (Air, Fire), Side Special, Side Special (Air), Down Special (1), Down Special (1Failure), Down Special (Air, 1Failure), Grab, Dash Grab, Pivot Grab, Back Throw, DownSpot
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Tilt, Down Smash, Up Air, Down Air
✕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.
  • Bullet is on the field for up to 14 frames (param_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bullet: ShootF, Bullet: ShootB
  • Flowerpot is on the field for up to 120 frames (param_flowerpot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Flowerpot: Throwed
  • Sprinkling Water is on the field for up to 16 frames (param_sprinkling_water.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Sprinkling Water: Flow
↛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 umbrella — the engine's name for it, and there is no table for it here.Forward Tilt
  • Also spawns weeds — the engine's name for it, and there is no table for it here.Down Tilt
  • Damage comes from seed — the engine's name for it, and there is no table for it here.Down Special (1), Down Special (1Failure)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Flowerpot — see Projectiles & Articles below.Dash Attack
  • Damage comes from Bowlingball — see Projectiles & Articles below.Forward Smash
  • Also spawns Firework — see Projectiles & Articles below.Up Smash
•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 (Ride), Side Special (Fall), Side Special (Jump), Side Special (Air, Ride), Side Special (Air, Fall), Side Special (Air, Jump), Up Special, Up Special (Air), Up Special (Air, Flap1), Up Special (Air, Flap2), Up Special (Air, End), Up Special (Air, Detach), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (RideLoop), Side Special (Air, RideLoop), Up Special (Air, Wait1), Up Special (Air, Wait2), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it with 14 frames of landing lag rather than the usual special-fall landing.Up Special (Air)
  • Landing lag is 30 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Wait1), Up Special (Air, Wait2), Up Special (Air, Flap1), Up Special (Air, Flap2), Up Special (Air, End), Up Special (Air, Detach)
  • HDR ends this status after 8 frames and goes into a fall; the animation does not bound it (uspecial_cancels, fighters/murabito/src/opff.rs).Up Special (Air, End), Up Special (Air, Detach)
  • 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.