Wario

130 moves40 changed by HDR90 vanillainternal wario
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5-8376°21 / 66-12521–0, 1, 2top
5-83Sakurai30 / 20-123top
hdr
Jab
4-7677°40 / 97-16426–0, 1top, handr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Dash Attack
5-81350°45 / 99-34549–C 310, 1top
9-23670°30 / 138-340, 1top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
10-1313Sakurai20 / 106-181038–0handl
10-1311Sakurai20 / 106-191arml
hdr‡
Forward Tilt
10-1313Sakurai20 / 106-181038–0handl
10-1311Sakurai20 / 106-191arml
hdr‡
Forward Tilt
10-1313Sakurai20 / 106-181038–0handl
10-1311Sakurai20 / 106-191arml
hdr‡
Up Tilt
10-121090°65 / 89-161034–0waist
10-121097°65 / 89-161, 2arml, armr
13-24690°45 / 50-150waist
13-246100°30 / 50-151, 2arml, armr
hdr
Down Tilt
5-7465°35 / 45-8518–0, 1shoulderl, arml
5-7667°45 / 45-72, 3arml

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
16-1720Sakurai25 / 82-341664–0, 1handl, shoulderl
18-2016Sakurai25 / 90-350, 1handl, shoulderl
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
9-111795°35 / 86-35956–0head
12-131395°35 / 86-340head
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr◆‡
Down Smash
10-1214275°45 / 64-231043–0, 1top
10-121480°25 / 80-232top

Aerial Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
4-18640°25 / 100-344581-3, 45–0, 1, 2arml, armr, hip
20-35472°65 / 100-40top
hdr‡
Forward Air
5-71055°20 / 86052671-4, 21–0, 1hip, kneel
8-14655°20 / 80-20, 1hip, kneel
hdr◆‡
Back Air
13-1514Sakurai20 / 101-31338121-3, 24–0, 1shoulderr, armr
16-179Sakurai20 / 105-60, 1shoulderr, armr
hdr
Up Air
7970°15 / 110-4742101-3, 37–0, 1arml, armr
8-91480°45 / 94-10, 1top
hdr◆
Down Air
15-1712270°30 / 75-171558251-2, 55–0hip
15-1712270°30 / 45-171hip
18-431060°30 / 95-180hip
hdr
Down Air
no hitboxes–45–1-15, 40––
hdr◆
Down Air
1-2260°70 / 30-15120––0top

Special Attacks

54 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNOpen vanilla•
Neutral Special
no hitboxes–6––
hdr•
Neutral Special
2562°70 / 40–2––0–
2+––– / ––0, 1grab
2+1Sakurai60 / 100–0–
vanilla
Neutral Special
no hitboxes–26––
SpecialNBiteStart vanilla•
Neutral Special
no hitboxes–8––
hdr•
Neutral Special
21-242Sakurai30 fixed–21––0head
60-632Sakurai30 fixed–0head
vanilla
Neutral Special
no hitboxes–27––
vanilla‡
Neutral Special
no hitboxes–29––
vanilla
Neutral Special
1713Sakurai50 / 110-451772–0top
vanilla
Neutral Special
no hitboxes–56––
vanilla
Neutral Special
no hitboxes–27––
SpecialAirNOpen vanilla•
Neutral Special
no hitboxes–6––
hdr•
Neutral Special
2562°70 / 40–2––0–
2+––– / ––0, 1grab
2+1Sakurai60 / 100–0–
vanilla
Neutral Special
no hitboxes–21––
SpecialAirNBiteStart vanilla•
Neutral Special
no hitboxes–8––
hdr•
Neutral Special
21-242Sakurai30 fixed–21––0head
60-632Sakurai30 fixed–0head
vanilla
Neutral Special
no hitboxes–27––
vanilla
Neutral Special
no hitboxes–38––
vanilla
Neutral Special
1713Sakurai50 / 110-451772–0top
vanilla
Neutral Special
no hitboxes–56––
vanilla
Neutral Special
no hitboxes–27––
SpecialSStart vanilla•
Side Special
no hitboxes–20––
SpecialSSearch vanilla
Side Special
no hitboxes–40––
SpecialSRide vanilla•
Side Special
no hitboxes–24––
SpecialSDrive vanilla•
Side Special
no hitboxes––––
SpecialSLanding vanilla•
Side Special
no hitboxes–16––
vanilla•‡
Side Special
no hitboxes–10––
SpecialSWheelie vanilla•
Side Special
no hitboxes––––
vanilla•‡
Side Special
no hitboxes–31––
SpecialSBump vanilla•
Side Special
no hitboxes–14––
SpecialSTurnStart vanilla•
Side Special
no hitboxes–26––
SpecialSTurnLoop vanilla•
Side Special
no hitboxes–43––
SpecialSTurnEnd vanilla•
Side Special
no hitboxes–26––
SpecialSEscapeStart vanilla•
Side Special
no hitboxes–6––
vanilla•
Side Special
no hitboxes–24––
SpecialSDown vanilla
Side Special
no hitboxes–21––
SpecialSAppeal vanilla
Side Special
no hitboxes–80––
SpecialAirSStart vanilla•
Side Special
no hitboxes–2015–
SpecialAirSSearch vanilla•
Side Special
no hitboxes–4015–
SpecialAirSRide vanilla•
Side Special
no hitboxes–2415–
SpecialAirSBump vanilla•
Side Special
no hitboxes–14––
SpecialAirSDown vanilla•
Side Special
no hitboxes–2115–
hdr•
Up Special
no hitboxes–6––
hdr
Up Special
1-25127°70 fixed-46152–0, 1, 2, 3top
3-230.5115°70 fixed-460, 1top
3-230.5145°70 fixed-462, 3top
24-25465°60 / 140-230, 1, 2top
hdr•
Up Special
no hitboxes–6––
vanilla
Down Special
16-180Sakurai0 / 1–1680–0top
vanilla
Down Special
10-111245°30 / 80-461065–0top
10-111045°20 / 80-471, 2top
hdr‡
Down Special
8-112045°50 / 68-33855–0top
hdr‡
Down Special
12-133050°50 / 50-321263–0top
14-292090°0 / 80-350top
SpecialLwLandingLr vanilla
Down Special
no hitboxes–40––
SpecialLwLandingFlyR vanilla
Down Special
no hitboxes–30––
vanilla
Down Special
16-180Sakurai0 / 1–1680–0top
vanilla
Down Special
10-111245°30 / 80-461065–0top
10-111045°20 / 80-471, 2top
hdr‡
Down Special
8-112045°50 / 68-33855–0top
hdr‡
Down Special
12-133050°50 / 50-321263–0top
14-292090°0 / 80-350top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-10––– / –––35–0grab
hdr
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
hdr
Pummel
20.3Sakurai30 fixed–28–0top
4-70.3Sakurai30 fixed–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
11-13––– / –––41–0grab
hdr
Pivot Grab
12-14––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1840°80 / 60–1648320–
1-473Sakurai60 / 100–0–
vanilla
Back Throw
1745°80 / 60–4870220–
1-463Sakurai60 / 100–0–
hdr◆‡
Up Throw
11280°95 / 21–4878300–
1-273Sakurai60 / 100–0–
hdr‡
Down Throw
1450°55 / 65–3051210–
1-293Sakurai60 / 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 4–26–5410–
hdr•
Air Dodge
intangible 4–26–5410–
vanilla
Ledge Attack
18-201045°90 / 20-301856–0top
vanilla
Get-Up Attack
17-18748°80 / 48-271750–0top
21-22748°80 / 48-230top
vanilla
Get-Up Attack
17-18748°80 / 48-271750–0top
21-22748°80 / 48-230top
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–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot 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–30––
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––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
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–30––

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

1 article

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.

Wariobike

7 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Side Special (Drive)
1+7Sakurai60 / 700hip
1+5Sakurai60 / 701hip
vanilla
Side Special (Wheelie)
1+580°70 / 500hip
vanilla
Side Special (WheelieStart)
3-128.370°50 / 1000hip
vanilla
Side Special (WheelieEnd)
10-121370°70 / 1050hip
vanilla
Side Special (TurnStart)
1-25745°60 / 1200top
vanilla
Side Special (TurnLoop)
1-20325°40 / 800top
vanilla
Side Special (Item)
1-23670°74 / 680–

Attributes

Weight & Size

Weight
102
Jostle Weight
6.7
Shield Radius
10

Ground Movement

Walk Speed
0.85
Walk Accel (mul)
0.0735
Walk Accel (add)
0.105
Initial Dash
1.4
Run Speed
1.55
Run Accel (mul)
0.06
Run Accel (add)
0.02
Traction
0.085

Jumps

Jumpsquat
5
Jump Initial Y
10.9038
Full Hop Height
30.5
Short Hop Height
13.7
Air Jump Height
30.5
Jump Count
2
Horizontal Jump Speed
1.4

Air Movement

Air Speed
1.2
Air Accel (add)
0.03
Air Accel (mul)
0.14
Air Friction
0.04
Gravity
0.122
Fall Speed
1.93

Landing Lag

Nair
8
Fair
7
Bair
12
Uair
10
Dair
25
Empty Landing
4
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (72 -> 46 frames).Down Smash
  • HDR replaces the animation (56 -> 76 frames).Back Air
  • HDR replaces the animation (75 -> 62 frames).Down Air
  • HDR replaces the animation (31 -> 29 frames).Dair Landing
  • HDR replaces the animation (62 -> 84 frames).Up Throw
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Neutral Special (Food), Side Special (WheelieStart), Side Special (WheelieEnd), Down Special (Lr), Down Special (FlyR), Down Special (Air, Lr), Down Special (Air, FlyR), Grab, Forward Throw, Up Throw, Down Throw
✕HDR removes this move’s hitboxes.
  • CliffEscape
•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 (Open), Neutral Special (BiteStart), Neutral Special (Air, Open), Neutral Special (Air, BiteStart), Side Special (Start), Side Special (Ride), Side Special (Landing), Side Special (WheelieStart), Side Special (WheelieEnd), Side Special (Bump), Side Special (TurnStart), Side Special (TurnLoop), Side Special (TurnEnd), Side Special (EscapeStart), Side Special (Escape), Side Special (Air, Start), Side Special (Air, Ride), Side Special (Air, Bump), Up Special (Start), Up Special (Air, Start), 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.Neutral Special (OpenWait), Neutral Special (Air, OpenWait), Side Special (Drive), Side Special (Wheelie), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Repeats while the input is held or mashed; one cycle is 39 frames. Frames shown are one cycle, so there is no fixed FAF.Neutral Special (Bite), Neutral Special (Air, Bite)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 15 frames rather than the 19 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Start)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 15 frames rather than the 39 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Search)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 15 frames rather than the 23 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Ride)
  • Land cancels: touching the ground during this move ends it in Side Special (Landing), which recovers in 15 frames rather than the 20 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Side Special (Air, Down)
  • 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.