Villager

117 moves28 changed by HDR89 vanillainternal murabito
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Jab
3-41Sakurai20 / 25-103160top
3-41180°15 / 10-101, 2top
3-41Sakurai15 / 10-103top
vanilla
Jab
4-52Sakurai60 / 135-284360, 1top
vanilla
Jab
3-41Sakurai20 / 25-123180top
3-41Sakurai10 / 20-121, 2top
vanilla
Jab
4-52Sakurai60 / 135-224300, 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 / 82-178320, 1shoulderr, haver
8-111236°31 / 82-152, 3, 4haver
hdr
Up Tilt
7-185108°75 fixed-367480, 1havel
7-185135°35 / 10-362havel
22-26780°50 / 155-200, 1havel
hdr↛‡¶
Down Tilt
8-121590°68 / 92-138320top
8-12978°60 / 70-170top
8-12989°60 / 70-171top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr➔‡
Forward Smash
spawns bowlingball249
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
12-15375°120 fixed-3812540top
12-153110°120 fixed-381top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-112090°55 / 82-279500top
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 hitboxes40111-2, 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
129270°0 / 80-61244121-11, 34–0top
12-1411270°0 / 80-40top
12-1414270°0 / 80-30top
155.569°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 hitboxes30
SpecialNHand vanilla
Neutral Special
no hitboxes34
SpecialNFailure vanilla
Neutral Special
no hitboxes28
vanilla
Neutral Special
no hitboxes30
vanilla
Neutral Special
no hitboxes41
vanilla
Neutral Special
no hitboxes41
vanilla
Neutral Special
no hitboxes31
vanilla
Neutral Special
no hitboxes30
SpecialAirNHand vanilla
Neutral Special
no hitboxes34
SpecialAirNFailure vanilla
Neutral Special
no hitboxes28
vanilla
Neutral Special
no hitboxes30
vanilla
Neutral Special
no hitboxes40
vanilla
Neutral Special
no hitboxes40
vanilla
Neutral Special
no hitboxes31
vanilla
Side Special
no hitboxes36
SpecialSRide vanilla
Side Special
no hitboxes25
SpecialSRideLoop vanilla
Side Special
no hitboxes
SpecialSFall vanilla
Side Special
no hitboxes15
SpecialSJump vanilla
Side Special
no hitboxes30
vanilla
Side Special
no hitboxes36
SpecialAirSRide vanilla
Side Special
no hitboxes25
SpecialAirSRideLoop vanilla
Side Special
no hitboxes
SpecialAirSFall vanilla
Side Special
no hitboxes15
SpecialAirSJump vanilla
Side Special
no hitboxes30
vanilla
Up Special
no hitboxes21
vanilla
Up Special
no hitboxes2114
SpecialAirHiWait1 vanilla
Up Special
no hitboxes30
SpecialAirHiWait2 vanilla
Up Special
no hitboxes30
SpecialAirHiLanding1 vanilla
Up Special
no hitboxes21
SpecialAirHiLanding2 vanilla
Up Special
no hitboxes21
SpecialAirHiFlap1 vanilla
Up Special
no hitboxes1330
SpecialAirHiFlap2 vanilla
Up Special
no hitboxes1330
SpecialAirHiEnd vanilla
Up Special
no hitboxes2130
SpecialAirHiDetach vanilla
Up Special
no hitboxes2130
hdr↛‡
Down Special
spawns seed239
hdr↛‡
Down Special
spawns seed225
vanilla
Down Special
no hitboxes50
hdr
Down Special
1-4714Sakurai36 / 100-371480, 1, 2, 3haver, top
hdr
Down Special
no hitboxes35
hdr◆‡
Down Special
14-136678°70 / 62-125141451-13, 137–0top
vanilla
Down Special
no hitboxes50ShC 13
hdr
Down Special
1-4714Sakurai36 / 100-371480, 1, 2, 3haver, top
hdr
Down Special
no hitboxes35

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
10-12– / –400grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
31.3Sakurai30 fixed-243300top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
13-15– / –450grab
hdr
Pivot Grab
14-16– / –420grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1940°60 / 301535200
1-343Sakurai60 / 1000
hdr
Back Throw
111135°46 / 1021736190
1-353Sakurai60 / 1000
hdr
Up Throw
11090°94 / 521338250
1-373Sakurai60 / 1000
vanilla
Down Throw
1670°78 / 601831130
1-303Sakurai60 / 1000

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 4–266010
hdr
Air Dodge
intangible 4–266010
vanilla
Ledge Attack
23-25945°90 / 20-2623560top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
20-21748°80 / 48-280top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
20-21748°80 / 48-280top
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 hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes31
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 hitboxes31
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
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
hdr
Ledge Jump
no hitboxes45

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

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
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

Loading…

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.