Wolf

97 moves38 changed by HDR59 vanillainternal wolf
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3480°20 / 53-63140top
3435°20 / 53-61top
3430°20 / 53-62top
3-44Sakurai15 / 20-63top
4480°20 / 53-50top
4435°20 / 53-51top
4430°20 / 53-52top
hdr
Jab
4-52Sakurai15 / 25-124200top
4-5220°35 / 25-121top
4-5215°50 / 25-122top
4-52Sakurai15 / 20-123top
hdr
Jab
4455°40 / 140-264350, 1, 2top
5455°40 / 140-250, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
11-141180°40 / 92-1811380hip
11-141150°40 / 91-181kneel
11-1411Sakurai45 / 85-182kneel
15-18880°30 / 94-160hip
15-18850°30 / 94-161kneel
15-188Sakurai30 / 94-162kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-1012Sakurai54 / 83-188350, 1, 2top
hdr
Forward Tilt
8-1012Sakurai54 / 83-188350, 1, 2top
hdr
Forward Tilt
8-1012Sakurai54 / 83-188350, 1, 2top
hdr
Up Tilt
6-10875°35 / 115-186311legr
6-10980°35 / 110-182kneer
6-101085°35 / 105-173kneer
hdr
Down Tilt
5-8760°45 / 100-165270legr
5-8768°45 / 100-161kneer
5-8780°45 / 100-162kneer

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
17-2017Sakurai30 / 106-2417530arml
17-2015Sakurai30 / 106-251, 2, 3arml, shoulderl, kneel
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
13-156110°70 / 15-4113600, 1top
13-156130°72 / 15-412, 3top
20-211295°85 / 76-310, 1, 2footr, kneer, legr
22-231295°85 / 76-290, 1, 2footr, kneer, legr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-101445°50 / 80-279460shoulderr
9-101640°37 / 93-261, 2armr, handr
16-171245°50 / 80-210shoulderr
16-171440°50 / 90-201, 2armr, handr

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-712Sakurai30 / 75+154171-4, 37–0, 1, 2hip, kneel, kneer
8-248Sakurai25 / 81-10, 1, 2hip, kneel, kneer
hdr
Forward Air
9-12960°48 / 82-49351027–0shoulderl
9-121160°47 / 85-21, 2arml, handl
hdr
Back Air
7-1011Sakurai20 / 98-2732101-4, 22–0legr
7-1014Sakurai32 / 98-11, 2kneer
hdr
Up Air
7-111155°20 / 95-3735111-4, 32–0, 1handr, shoulderr
hdr◆‡
Down Air
13-1513270°25 / 47-31338121-4, 33–0top
13-1515270°25 / 42-21top

Special Attacks

22 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Neutral Special
spawns blaster, blaster_bullet253ADC 16
hdr
Neutral Special
spawns blaster, blaster_bullet246ADC 16
vanilla•‡
Side Special
no hitboxes17
hdr
Side Special
1-3360°68 / 60+1141top
hdr
Side Special
2-31834°30 / 85-31245C 210top
vanilla•‡
Side Special
no hitboxes17
hdr
Side Special
1-3360°68 / 60+1141top
hdr
Side Special
2-31834°30 / 85-30244C 210top
hdr‡•
Up Special
26-29493°50 / 10-32634250top
hdr‡•
Up Special
26-29493°50 / 10-32634250top
hdr
Up Special
2-4140°60 / 20-142190, 2hip, kneel
2-41367°35 / 20-141hip
2-41367°40 / 20-143kneel
5-25140°70 / 20-110, 2hip, kneel
5-251367°35 / 20-111hip
5-251367°40 / 20-113kneel
hdr
Up Special
4-56Sakurai55 / 120-254350, 1kneer
hdr
Up Special
5-66Sakurai55 / 120-29540250, 1kneer
vanilla
Up Special
no hitboxes23
hdr
Down Special
1569°70 / 100-116JC 40top
SpecialLwLoop vanilla
Down Special
no hitboxesJC
vanilla
Down Special
2-3550°60 / 60-12219JC0, 1top
vanilla
Down Special
no hitboxes13JC
hdr
Down Special
1569°70 / 100-116JC 40top
SpecialAirLwLoop vanilla
Down Special
no hitboxesJC
vanilla
Down Special
2-3550°60 / 60-13220JC0, 1top
vanilla
Down Special
no hitboxes13JC

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes30
vanilla
Pummel
11.3Sakurai30 fixed-191230top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
8-9– / –430grab
hdr
Pivot Grab
9-10– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1355°70 / 501132210
1-93Sakurai60 / 1000
10655°140 fixed-160top
hdr
Back Throw
1560°70 / 582142210
1-193Sakurai60 / 1000
202120°50 / 100-180, 1armr, top
vanilla
Up Throw
1280°75 / 1102746190
1-253Sakurai60 / 1000
26555°50 / 100-150hip
vanilla
Down Throw
18.544°50 / 652641150
1-253Sakurai60 / 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 4–265010
hdr
Air Dodge
intangible 4–265010
vanilla
Ledge Attack
24-26945°90 / 20-2524560top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
21-22748°80 / 48-270top
vanilla
Get-Up Attack
16-17748°80 / 48-3216540top
21-22748°80 / 48-270top
DamageFall vanilla
DamageFall
no hitboxes30
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
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
DownSpot vanilla
DownSpot
no hitboxes30
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
vanilla•‡
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes38

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

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.

Blaster Bullet

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-35440°30 fixed0top

Attributes

Weight & Size

Weight
80
Jostle Weight
6.2
Shield Radius
8.7

Ground Movement

Walk Speed
1.3
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.9
Run Speed
1.8
Run Accel (mul)
0.1
Run Accel (add)
0.02
Traction
0.09

Jumps

Jumpsquat
4
Jump Initial Y
11.4472
Full Hop Height
32.02
Short Hop Height
12
Air Jump Height
33
Jump Count
2
Horizontal Jump Speed
1.7
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1.2
Air Accel (add)
0.02
Air Accel (mul)
0.06
Air Friction
0.015
Gravity
0.16
Fall Speed
2.7

Landing Lag

Nair
7
Fair
10
Bair
10
Uair
11
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 -> 50 frames).Down Air
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Up Tilt, Forward Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Side Special (Start), Side Special, Side Special (Air, Start), Side Special (Air), Up Special (Hold), Up Special (Air, Hold), Up Special (Landing), Down Special (Start), Down Special (End), Down Special (Air, Start), Down Special (Air, End), Grab, Dash Grab, Pivot Grab, Back Throw, Up Throw, Down Throw, CliffJump1
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.
  • Blaster Bullet is on the field for up to 35 frames (param_blaster_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Blaster Bullet: Fly
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from blaster, Blaster Bullet — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
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 (Start), Side Special (Air, Start), Up Special (Bound), 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 25 frames rather than the 33 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Hold), Up Special (Air, Hold)
  • Land cancels: touching the ground during this move ends it in Up Special (Landing), which recovers in 25 frames rather than the 39 this move would otherwise run. The figure is param_special_hi.fire_landing_frame, which is what that status becomes actionable on -- its animation runs longer.Up Special (Fall)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Down Special (Loop), Down Special (Air, Loop), 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.