Jabs
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 2-3 | 3 | 70° | 0 / 100 | -11 | 2 | 17 | – | 0, 1, 2 | top |
| 2-3 | 3 | Sakurai | 20 / 20 | -11 | 3 | top | ||||
| hdr Jab | 2-3 | 3 | 70° | 0 / 100 | -13 | 2 | 19 | – | 0, 1, 2 | top |
| 2-3 | 3 | Sakurai | 20 / 20 | -13 | 3 | top | ||||
| hdr Jab | 3-4 | 5 | Sakurai | 50 / 70 | -15 | 3 | 23 | – | 0, 1, 2 | armr, handr, shoulderl |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Dash Attack | 6-9 | 10 | Sakurai | 30 / 83 | -28 | 6 | 42 | – | 0, 1 | top, kneer |
| 10-17 | 7 | 66° | 30 / 118 | -26 | 0, 1 | top, kneer |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Tilt | 6-8 | 9 | 35° | 18 / 100 | -16 | 6 | 29 | – | 0, 1, 2, 3 | legl, kneer |
| hdr Forward Tilt | 6-8 | 9 | 35° | 18 / 100 | -16 | 6 | 29 | – | 0, 1, 2, 3 | legl, kneer |
| hdr Forward Tilt | 6-8 | 12 | 35° | 18 / 90 | -14 | 6 | 29 | – | 0, 1, 2, 3 | legl, kneer |
| hdr‡ Up Tilt | 5-7 | 5 | 128° | 40 / 30 | -32 | 5 | 42 | – | 0, 1 | kneel, kneer |
| 5-7 | 5 | 136° | 50 / 40 | -32 | 2, 3 | footl, footr | ||||
| 5-7 | 5 | 90° | 45 / 40 | -32 | 4 | top | ||||
| 10-14 | 8 | 90° | 50 / 100 | -25 | 0, 1 | top | ||||
| hdr‡ Down Tilt | 7-9 | 7 | 65° | 30 / 110 | -13 | 7 | 26 | – | 0 | legl |
| 7-9 | 7 | 75° | 30 / 110 | -13 | 1 | kneel | ||||
| 7-9 | 7 | 85° | 30 / 110 | -13 | 2 | kneel |
Smash Attacks
8 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 16-17 | 2 | 60° | 35 fixed | -48 | 16 | 68 | – | 0 | kneer |
| 16-17 | 2 | 40° | 68 fixed | -48 | 1 | kneer | ||||
| 16-17 | 2 | 38° | 72 fixed | -48 | 2 | legr | ||||
| 16-17 | 2 | 45° | 38 fixed | -48 | 3 | kneer | ||||
| 16-17 | 2 | 18° | 60 fixed | -48 | 4 | kneer | ||||
| 16-17 | 2 | 16° | 67 fixed | -48 | 5 | legr | ||||
| 29-32 (every 1) | 12 | 40° | 28 / 119 | -30 | 0 | kneel | ||||
| 29-32 | 11 | Sakurai | 28 / 110 | -30 | 1, 2, 3 | kneel, legl | ||||
| hdr‡ Forward Smash | 16-17 | 2 | 60° | 35 fixed | -48 | 16 | 68 | – | 0 | kneer |
| 16-17 | 2 | 40° | 68 fixed | -48 | 1 | kneer | ||||
| 16-17 | 2 | 38° | 72 fixed | -48 | 2 | legr | ||||
| 16-17 | 2 | 45° | 38 fixed | -48 | 3 | kneer | ||||
| 16-17 | 2 | 18° | 60 fixed | -48 | 4 | kneer | ||||
| 16-17 | 2 | 16° | 67 fixed | -48 | 5 | legr | ||||
| 29-32 (every 1) | 12 | 40° | 28 / 119 | -30 | 0 | kneel | ||||
| 29-32 | 11 | Sakurai | 28 / 110 | -30 | 1, 2, 3 | kneel, legl | ||||
| hdr‡ Forward Smash | 16-17 | 2 | 60° | 35 fixed | -48 | 16 | 68 | – | 0 | kneer |
| 16-17 | 2 | 40° | 68 fixed | -48 | 1 | kneer | ||||
| 16-17 | 2 | 38° | 72 fixed | -48 | 2 | legr | ||||
| 16-17 | 2 | 45° | 38 fixed | -48 | 3 | kneer | ||||
| 16-17 | 2 | 18° | 60 fixed | -48 | 4 | kneer | ||||
| 16-17 | 2 | 16° | 67 fixed | -48 | 5 | legr | ||||
| 29-32 (every 1) | 12 | 40° | 28 / 119 | -30 | 0 | kneel | ||||
| 29-32 | 11 | Sakurai | 28 / 110 | -30 | 1, 2, 3 | kneel, legl | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Up Smash | 10 | 4 | 90° | 150 fixed | -33 | 10 | 48 | – | 0 | top |
| 10 | 4 | 115° | 150 fixed | -33 | 1 | top | ||||
| 13-25 (every 3) | 1 | 102° | 40 fixed | -32 | 0 | top | ||||
| 13-25 (every 3) | 1 | 366° | 40 fixed | -32 | 1 | top | ||||
| 13-25 (every 3) | 1 | 367° | 40 fixed | -32 | 2 | top | ||||
| 27-28 | 3 | 80° | 45 / 212 | -17 | 0, 1, 2 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 20-24 | 8 | 60° | 0 / 90 | -15 | 20 | 42 | – | 0 | top |
| 20-24 | 6 | 60° | 0 / 85 | -16 | 1 | top | ||||
Aerial Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Air | 5-12 | 12 | 55° | 25 / 80 | -1 | 5 | 35 | 9 | 1-2, 31– | 0 | shoulderr |
| 5-10 (every 1) | 12 | 55° | 25 / 80 | -1 | 1 | top | |||||
| 11-12 | 12 | 55° | 25 / 80 | -1 | 1 | top | |||||
| hdr‡ Forward Air | 6-9 | 5 | 365° | 30 fixed | -5 | 6 | 40 | 9 | 1-3, 40– | 0, 1, 2 | legl, kneel, footl |
| 6-9 | 5 | 80° | 30 fixed | -5 | 3 | footl | |||||
| 6-9 | 5 | 75° | 30 fixed | -5 | 4 | kneel | |||||
| 6-9 | 5 | 70° | 30 fixed | -5 | 5 | legl | |||||
| 15-18 | 10 | 40° | 40 / 100 | -2 | 0, 1, 2 | legr, kneer, footr | |||||
| hdr‡ Back Air | 7-11 | 10 | Sakurai | 20 / 110 | -2 | 7 | 38 | 9 | 1-3, 30– | 0, 1 | legr, kneer |
| 7-11 | 13 | Sakurai | 33 / 100 | 0 | 2 | footr | |||||
| hdr◆‡ Up Air | 4-8 | 10 | 60° | 30 / 110 | -1 | 4 | 34 | 8 | 1-2, 28– | 0, 1, 2 | footr, kneer, legr |
| 9-12 | 7 | 30° | 20 / 100 | -3 | 0, 1, 2 | footr, kneer, legr | |||||
| hdr‡ Down Air | 12-13 | 12 | 100° | 70 / 45 | -4 | 12 | 40 | 12 | 1-3, 30– | 0, 1, 2 | legl, kneel |
| hdr↛ Air Grab (Tether) | 9-19 | 5 | 60° | 60 / 30 | -10 | 9 | 50 | 14 | – | 0 | throw |
Special Attacks
20 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr•‡ Neutral Special | no hitboxes | – | 16 | – | – | – | |||||
| SpecialNShootH vanilla• Neutral Special | no hitboxes | – | 23 | – | – | – | |||||
| hdr➔‡ Neutral Special | spawns paralyzer_bullet | 1 | 28 | – | – | – | |||||
| hdr‡ Neutral Special | no hitboxes | – | 11 | – | – | – | |||||
| hdr•‡ Neutral Special | no hitboxes | – | 16 | 10 | – | – | |||||
| SpecialAirNShootH vanilla• Neutral Special | no hitboxes | – | 23 | 10 | – | – | |||||
| hdr➔‡• Neutral Special | spawns paralyzer_bullet | 1 | 28 | 10 | – | – | |||||
| hdr‡¶ Side Special | 25-28 | 6 | Sakurai | 60 / 80 | -24 | 25 | 55 | – | – | 0 | top |
| 25-28 | 4 | 15° | 65 fixed | -25 | 1 | top | |||||
| 25-28 | 4 | 15° | 70 fixed | -25 | 1 | top | |||||
| 25-28 | 4 | 25° | 35 fixed | -25 | 2 | top | |||||
| 25-28 | 4 | 25° | 40 fixed | -25 | 2 | top | |||||
| 31-34 | 9 | 50° | 50 / 115 | -17 | 0, 1 | top | |||||
| 31-34 | 9 | 50° | 50 / 115 | -17 | 0, 1 | top | |||||
| hdr Side Special | 32-35 | 7 | 98° | 50 / 75 | -20 | 32 | 58 | – | – | 0 | top |
| 32-35 | 7 | 105° | 50 / 75 | -20 | 1 | top | |||||
| hdr‡¶ Side Special | 25-28 | 6 | Sakurai | 60 / 80 | -24 | 25 | 55 | – | – | 0 | top |
| 25-28 | 4 | 15° | 65 fixed | -25 | 1 | top | |||||
| 25-28 | 4 | 15° | 70 fixed | -25 | 1 | top | |||||
| 25-28 | 4 | 25° | 35 fixed | -25 | 2 | top | |||||
| 25-28 | 4 | 25° | 40 fixed | -25 | 2 | top | |||||
| 31-34 | 9 | 50° | 50 / 115 | -17 | 0, 1 | top | |||||
| 31-34 | 9 | 50° | 50 / 115 | -17 | 0, 1 | top | |||||
| hdr Side Special | 32-35 | 7 | 98° | 50 / 75 | -25 | 32 | 63 | – | – | 0 | top |
| 32-35 | 7 | 105° | 50 / 75 | -25 | 1 | top | |||||
| hdr‡ Up Special | 6-7 | 5 | 90° | 80 fixed | -65 | 6 | 76 | – | – | 1 | top |
| 10-22 | 1.3 | 367° | 50 fixed | -63 | 0 | top | |||||
| 26 | 1.3 | 86° | 12 fixed | -47 | 0 | top | |||||
| 32-34 | 4 | 48° | 35 / 196 | -39 | 0 | top | |||||
| hdr‡• Up Special | 6-7 | 5 | 90° | 80 fixed | -26 | 6 | 76 | 30 | – | 1 | top |
| 10-22 | 1.3 | 367° | 50 fixed | -28 | 0 | top | |||||
| 26 | 1.3 | 86° | 12 fixed | -28 | 0 | top | |||||
| 32-34 | 4 | 48° | 35 / 196 | -26 | 0 | top | |||||
| hdr‡ Down Special | no hitboxes | – | 44 | – | JC 23 | – | |||||
| vanilla Down Special | no hitboxes | – | 12 | – | – | – | |||||
| vanilla‡ Down Special | no hitboxes | – | 30 | – | – | – | |||||
| hdr‡• Down Special | no hitboxes | – | 44 | 35 | JC 23 | – | |||||
| hdr• Down Special | 9-13 | 12 | 48° | 45 / 115 | -17 | 9 | 35 | 29 | – | 0 | kneer |
| 9-13 | 14 | 290° | 30 / 52 | -16 | 1 | kneer | |||||
| 9-13 | 14 | 45° | 45 / 100 | -16 | 2 | kneer | |||||
| SpecialAirLwStep vanilla• Down Special | no hitboxes | – | 4 | 35 | – | – | |||||
| hdr¶• Down Special | 1 | 8 | 270° | 11 / 82 | -29 | 1 | 15 | 35 | – | 0, 2 | top |
| 1 | 8 | Sakurai | 11 / 82 | -29 | 1 | top | |||||
Grabs
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Grab | 7-8 | – | – | – / – | – | – | 35 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1.3 | Sakurai | 30 fixed | -20 | 1 | 24 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 17-26 | – | – | – / – | – | – | 67 | – | 0 | grab |
| 17-22 | – | – | – / – | – | 1, 2, 3 | grab | ||||
| hdr Pivot Grab | 18-26 | – | – | – / – | – | – | 62 | – | 0 | grab |
| 18-23 | – | – | – / – | – | 1, 2, 3 | grab | ||||
| AirCatchLanding hdr✕ Air Grab (Tether) | no hitboxes | – | 15 | – | – | |||||
| AirCatchPose vanilla• Air Grab (Tether) | no hitboxes | – | 181 | – | – | |||||
| vanilla• Air Grab (Tether) | no hitboxes | – | 60 | – | – | |||||
| AirCatchHitLoop vanilla• Air Grab (Tether) | no hitboxes | – | – | – | – | |||||
| AirCatchHang vanilla• Air Grab (Tether) | no hitboxes | – | 10 | – | – | |||||
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 7 | 40° | 63 / 50 | – | 9 | 29 | 20 | 0 | – |
| 1-7 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 8 | 2 | 45° | 30 / 130 | -17 | 0 | kneel | ||||
| hdr‡ Back Throw | 1 | 4 | 45° | 70 / 60 | – | 11 | 29 | 18 | 0 | – |
| 1-8 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 9-10 | 2 | 45° | 30 / 130 | -16 | 0 | top | ||||
| hdr‡ Up Throw | 1 | 4 | 105° | 65 / 100 | – | 9 | 35 | 26 | 0 | – |
| 1-7 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 8 | 2 | 45° | 30 / 130 | -23 | 0 | kneer | ||||
| hdr‡ Down Throw | 1 | 2 | 70° | 68 / 78 | – | 18 | 41 | 23 | 0 | – |
| 1-15 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 16-17 | 5 | 270° | 0 / 120 | -20 | 0 | top |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 53 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 53 | 10 | – | |||||
| vanilla Ledge Attack | 17-19 | 9 | 45° | 90 / 20 | -32 | 17 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 14-15 | 7 | 48° | 80 / 48 | -34 | 14 | 54 | – | 0 | top |
| 23-24 | 7 | 48° | 80 / 48 | -25 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -27 | 0 | top | ||||
| 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 | – | 40 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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.
Paralyzer Bullet
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Shoot | 1 | 4 | Sakurai | 30 fixed | 0, 1 | top |
| 1 | 8 | Sakurai | 30 fixed | 2, 3 | top | |
| 2-36 | 4 | Sakurai | 30 fixed | 0, 1 | top | |
| 2-36 | 8 | Sakurai | 30 fixed | 2, 3 | top | |
| hdr⇥ ShootTame | 1 | 4 | Sakurai | 38 fixed | 0, 1 | top |
| 1 | 8 | Sakurai | 38 fixed | 2, 3 | top | |
| 2-36 | 4 | Sakurai | 38 fixed | 0, 1 | top | |
| 2-36 | 8 | Sakurai | 38 fixed | 2, 3 | top |
Attributes
Weight & Size
- Weight
- 79
- Jostle Weight
- 4
- Shield Radius
- 11.6
Ground Movement
- Walk Speed
- 1.35
- Walk Accel (mul)
- 0.105
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.7
- Run Speed
- 2.05
- Run Accel (mul)
- 0.08
- Run Accel (add)
- 0.02
- Traction
- 0.0725
Jumps
- Jumpsquat
- 4
- Jump Initial Y
- 13.875
- Full Hop Height
- 37.5
- Short Hop Height
- 13.5
- Air Jump Height
- 32.5
- Jump Count
- 2
- Horizontal Jump Speed
- 1.45
- Horizontal Wall Jump Speed
- 1.1
- Vertical Wall Jump Speed
- 2.6
Air Movement
- Air Speed
- 1.005
- Air Accel (add)
- 0.01
- Air Accel (mul)
- 0.09
- Air Friction
- 0.005
- Gravity
- 0.135
- Fall Speed
- 2.05
Landing Lag
- Nair
- 9
- Fair
- 9
- Bair
- 9
- Uair
- 8
- Dair
- 12
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (74 -> 73 frames).Up Air
- HDR replaces the animation (80 -> 29 frames).Grab
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Dash Attack, Up Tilt, Down Tilt, Forward Smash, Forward Smash (Up), Forward Smash (Down), Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (Shoot), Neutral Special (Landing), Neutral Special (Air, Start), Neutral Special (Air, Shoot), Side Special, Side Special (Air), Up Special, Up Special (Air), Down Special (Start), Down Special (KickLanding), Down Special (Air, Start), Grab, Forward Throw, Back Throw, Up Throw, Down Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Side Special, Side Special (Air), Down Special (Air, Flip)
✕HDR removes this move’s hitboxes.
- CliffEscape, AirCatchLanding
⇥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.
- Paralyzer Bullet is on the field for up to 36 frames (param_paralyzer_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Paralyzer Bullet: Shoot, Paralyzer Bullet: ShootTame
↛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 whip2 — the engine's name for it, and there is no table for it here.Air Grab (Tether)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
- Damage comes from Paralyzer Bullet — see Projectiles & Articles below.Neutral Special (Shoot), Neutral Special (Air, Shoot)
•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 (Start), Neutral Special (ShootH), Neutral Special (Air, Start), Neutral Special (Air, ShootH), Down Special (Air, Step), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
- Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 10 frames rather than the 15 this move would otherwise run.Neutral Special (Air, Start)
- Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 10 frames rather than the 22 this move would otherwise run.Neutral Special (Air, ShootH)
- Land cancels: touching the ground during this move ends it in Neutral Special (Landing), which recovers in 10 frames rather than the 27 this move would otherwise run.Neutral Special (Air, Shoot)
- 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)
- Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 35 frames rather than the 43 this move would otherwise run. The figure is param_special_lw.landing_frame, which is what that status becomes actionable on -- its animation runs longer.Down Special (Air, Start)
- Land cancels: touching the ground during this move ends it in Down Special (KickLanding), which recovers in 29 frames rather than the 34 this move would otherwise run.Down Special (Air, Kick)
- Landing lag is 35 frames, from `param_special_lw.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.Down Special (Air, Step), Down Special (Air, Flip)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
- 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
Zero Suit Samus