Yoshi

93 moves30 changed by HDR63 vanillainternal yoshi
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-5450°8 / 38-10318–0legl
3-5455°8 / 38-101kneel
3-5460°8 / 38-102footl
3-54Sakurai10 / 20-103top
hdr
Jab
3-56Sakurai25 / 100-11320–0, 1, 2legr, kneer, footr

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
10-1211Sakurai15 / 100-221041–0, 1, 2legl, hip
13-208Sakurai15 / 100-210, 1, 2legl

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Forward Tilt
5-81270°40 / 80-16530–0, 1, 2tail1
hdr◆
Forward Tilt
5-81370°40 / 80-15530–0, 1, 2tail1
hdr◆
Forward Tilt
5-81170°40 / 80-16530–0, 1, 2tail1
hdr
Up Tilt
7-9990°36 / 100-17731–0, 1, 2tail2, tail1
10-147100°36 / 100-150, 1, 2tail2, tail1
hdr‡
Down Tilt
7-109Sakurai67 / 30-9723–0, 1tail1, tail2
7-101028°67 / 40-82tail3

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr◆
Forward Smash
14-1615.5Sakurai30 / 109-281453–0top
14-1614Sakurai30 / 106-291top
hdr◆
Forward Smash
14-1615.5Sakurai30 / 107-281453–0top
14-1614Sakurai30 / 105-291top
hdr◆
Forward Smash
14-1615.5Sakurai30 / 109-281453–0top
14-1614Sakurai30 / 106-291top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
11-161475°38 / 104-311152–0, 1footl, legl
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
7-81326°51 / 86-39756–0top
7-81126°46 / 82-401top
22-231326°51 / 86-240top
22-231126°44 / 82-251top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆
Neutral Air
3-512Sakurai20 / 105+134571-2, 38–0top
6-2510Sakurai0 / 10000top
hdr◆
Forward Air
16-2013Sakurai13 / 108-21644111-3, 40–0head
16-2016275°8 / 65-11head
hdr‡
Back Air
11-144.5366°25 / 45-4114281-5, 45–0, 1, 2tail1, tail2
17-194.5366°25 / 45-40, 1, 2tail1, tail2
25-285.560°48 / 100-30, 1, 2tail2, tail1
hdr‡
Up Air
51390°25 / 100053991-4, 33–0, 1tail2
6-81390°25 / 10000, 1tail2
hdr
Down Air
16-26 (every 2)2.3366°5 / 80-111657141-13, 50–0top
16-26 (every 2)1.8366°5 / 80-121, 2top
28-40 (every 2)1.9366°5 / 100-110top
28-40 (every 2)1.4366°5 / 100-121, 2top
42-432.880°55 / 179-110top
42-432.840°55 / 179-111, 2top
vanilla
Down Air
21Sakurai65 / 100-15220––0top

Special Attacks

16 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla‡¶
Neutral Special
19-22––– / ––1942–0, 1grab
19-2210°70 / 50–0–
19––– / ––2grab
vanilla•
Neutral Special
no hitboxes–60––
vanilla
Neutral Special
17Sakurai0 / 100–138–0–
1-374Sakurai0 / 100–0–
vanilla‡¶
Neutral Special
19-22––– / ––1942–0, 1grab
19-2210°70 / 50–0–
19––– / ––2grab
vanilla•
Neutral Special
no hitboxes–50––
vanilla
Neutral Special
17Sakurai0 / 100–138–0–
1-374Sakurai0 / 100–0–
hdr•
Side Special
1+1080°70 / 45–1––0top
hdr‡
Side Special
no hitboxes–28––
vanilla•
Side Special
no hitboxes–21––
hdr•
Side Special
1+1080°70 / 45–1––0top
hdr‡
Side Special
no hitboxes–28––
vanilla➔‡
Up Special
spawns tamago1648––
vanilla➔‡
Up Special
spawns tamago1648––
hdr
Down Special
7480°80 fixed-16728–0top
271580°60 / 80+100top
SpecialLwLanding vanilla
Down Special
no hitboxes–40––
hdr
Down Special
191480°70 / 85+91920–0top
201480°70 / 85+100top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
13-20––– / –––48–0grab
13-14––– / ––1grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0head
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
16-23––– / –––57–0, 1grab
hdr
Pivot Grab
17-24––– / –––52–0, 1grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1945°55 / 66–1540250–
1-143Sakurai40 / 100–0–
vanilla
Back Throw
1945°55 / 66–2044240–
1-433Sakurai40 / 100–0–
vanilla
Up Throw
1590°65 / 90–1344310–
1-123Sakurai40 / 100–0–
vanilla
Down Throw
1480°100 / 25–1844260–
1-173Sakurai40 / 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 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
20-22945°90 / 20-292056–0top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
20-21748°80 / 48-280top
vanilla
Get-Up Attack
14-15748°80 / 48-341454–0top
24-25748°80 / 48-240top
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
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––
DownSpot vanilla
DownSpot
no hitboxes–30––
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–6––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––

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.

Star

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Move
3-12450°50 / 400top

Tamago

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Throwed
1-52880°54 / 540top
hdr
Burst
1-3880°54 / 540top

Attributes

Weight & Size

Weight
108
Jostle Weight
6.4
Shield Radius
7.7

Ground Movement

Walk Speed
1.168
Walk Accel (mul)
0.168
Walk Accel (add)
0.105
Initial Dash
1.45
Run Speed
1.696
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.06

Jumps

Jumpsquat
5
Jump Initial Y
12.9022
Full Hop Height
36.09
Short Hop Height
14.43
Air Jump Height
51.56
Jump Count
2
Horizontal Jump Speed
1.596

Air Movement

Air Speed
1.22
Air Accel (add)
0.02
Air Accel (mul)
0.048
Air Friction
0.009
Gravity
0.094
Fall Speed
1.9

Landing Lag

Nair
7
Fair
11
Bair
8
Uair
9
Dair
14
Empty Landing
5
Heavy Landing
5

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (50 -> 54 frames).Forward Tilt, Forward Tilt (Up), Forward Tilt (Down)
  • HDR replaces the animation (66 -> 56 frames).Forward Smash, Forward Smash (Up), Forward Smash (Down)
  • HDR replaces the animation (60 -> 49 frames).Neutral Air
  • HDR replaces the animation (70 -> 69 frames).Forward Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Down Tilt, Back Air, Up Air, Neutral Special, Neutral Special (Air), Side Special (End), Side Special (Air, End), Up Special, Up Special (Air), Grab
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special, Neutral Special (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.
  • Tamago is on the field for up to 52 frames (param_tamago.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Tamago: Throwed
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Tamago — see Projectiles & Articles below.Up Special, Up 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, Neutral Special (1), Neutral Special (Air, 1), Side 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.Side Special (Loop), Side Special (Air, Loop), CatchWait, DamageFall, 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.