HDR Data

Current release version: v0.35.00
Current site version: v0.??.??



Beta changelogs:
Version Release Date
0.35.00 7/10/2023
0.32.6 5/26/2023
0.30.40 4/9/2023
0.26.100 2/19/2023
0.26.40 1/1/2023
0.25.0 11/29/2022
0.19.21 8/30/2022
0.18.3 8/10/2022
0.16.6 7/17/2022
0.11.16 6/16/2022
0.6.29 4/30/2022
0.5.13 4/3/2022
0.3.7 3/9/2022

Interested in helping out? Please check out the Contributor Guide

Mechanics

Edge Canceling

  • Move toward an edge during any of the following states to slide off of the edge and cancel all grounded endlag:
    • Aerials
    • Special fall
    • Shielding
    • Dashing
    • Standing turnaround
    • Runbrake
    • Damage
    • Taunts

Edge Slide-offs

  • Edge slipping caused by shield knockback or shield slide off happens more often due to parameter changes
    • When facing towards the center of the platform you’re standing on, you enter a state of pratfall when pushed off
    • When facing outwards of the platform, you will be instantly actionable like in Melee/ProjectM

Shield Stopping

  • Shielding can now be performed during initial dash

Platdropping

  • Platforms can now be dropped through during run, initial dash, and waveland

Jump Cancel Grab

  • Press grab during jumpsquat to execute a standing grab

Dash Attack Cancel Up Smash (DACUS)

  • Input up smash, up tilt, or up and grab between frames 3-10 of a dash attack to execute an up smash with the dash attack’s momentum

Dash Attack Cancel Down Smash (DACDS)

  • Input down smash, down tilt, or down and grab between frames 3-10 of a dash attack to execute a down smash with the dash attack’s momentum

Dash Item Toss Cancel Item Toss (DITCIT)

  • Input an item toss during the first 6 frames of a dash item toss to slide forward with a lot of momentum
  • Can now be performed with a throw in any direction

Glide Toss

  • Input an item toss during the first 5 frames of a roll to slide forward with a burst of momentum
  • Can be performed with a throw in any direction
  • Speed gained from a glide toss depends on the animation speed of the roll on the last frame before being canceled
    • Due to varying roll animations, this means the timing for a “good” glide toss will vary per character and roll direction
    • Generally, the later into the roll a glide toss is performed, the further the slide

Aerial Glide Toss (AGT)

  • Airdodges can be canceled into an item toss during the first 5 frames
  • Airdodges refresh after a successful AGT but are reduced in distance by 10% for each subsequent use before landing

Airdodge Cancels

  • Airdodges can be canceled with an item toss or zair after frame 3

Wiggle out of Tumble

  • While in tumble, tap the stick to the left or right to transition into normal fall
  • Inputs cannot be buffered during knockback

Pivoting / Perfect Pivoting

  • After a dash, flick the control stick in the opposite direction and let go to return to standing position
    • If performed during the first 4 frames, you will perfect pivot similar to Smash 4
    • If performed during the next 3 frames, you will pivot in place similar to Melee

Ledge Hogging

  • The ledge counts as “occupied” for the first 75% of all ledge animations (varies slightly per character)

Double Jump Canceling

  • Ness, Lucas, Mewtwo, Peach, Yoshi, and Sora can cancel the upwards momentum of their double jumps with an aerial. They can still rise with an aerial during their double jump by holding the jump button
  • The leniency window for this is 5 frames and also works with tap jump

Moonwalking

  • Characters can now moonwalk during initial dash; perform a moonwalk by performing a half-circle back motion during initial dash (or otherwise move the stick opposite the character's facing direction without triggering a dash back)

Crouch out of Run

  • Run can be directly canceled into crouch, allowing faster access to crouch-related options

Wiggle out of Tumble

  • Wiggling the control stick to exit tumble will now allow you to exit tumble directly after hitstun ends like in Melee/ProjectM instead of a bit after the tumbling animation starts

Teeter Canceling

  • Taunts, landing lag, and dashes can all be canceled by entering the teeter animation from standing right on an edge

Bidou / Aidou

  • Added support for Bidou and Aidou control schemes
    • When overridden with a held attack/special input, C-stick registers directional inputs for two frames (up from 1 frame in Sm4sh)
    • Allows easier inputs of frame-perfect techniques such as perfect pivots, c-stick moonwalks, and RAR/IRAR

Salty Runback and Quick Exit

  • Input L + R + A + Y + Start to immediately restart a match
  • Input L + R + A + X + Start to exit a match straight to the stage select screen

Meter System for Terry, Ryu, and Ken

  • Just like in traditional fighting games, these characters have been given a meter of their own for usage in Special Cancels, EX Specials, Super Specials, and more
  • Up to 5 bars of meter can be gained through dealing damage and using certain specials
    • Special moves gain meter equivalent to half their damage on hit rounded to the nearest integer unless otherwise stated
    • Ex Specials gain no meter upon use
  • More details can be found on the individual character changelogs

Fighter Stats

General Speed Adjustments

  • Initial dash speeds, run speeds, and air speeds have been generally lowered to compensate for the increased flexibility of movement offered by the plethora of new options
  • Fall speeds and gravities have been increased

Dashing

  • Initial dashes can be canceled into a turnaround dash throughout the entire animation instead of the first 6 frames
  • Turn dash stops characters in place for 2 frames instead of 3
  • Various turn dash animations have been added or readjusted to make dash dancing smoother
  • Run brake into dash lockout window
    • 5F 🠚 4F

Jumps and Falling

  • Jump squats have been diversified between 3 and 5 frames
  • Full hop vertical velocity is calculated identically to short hops, removing their balloony feel
  • Jump momentum is now calculated identically to Melee/ProjectM
  • All heavy landing animations and certain characters’ jumpsquat animations have been slightly adjusted for smoother-looking wavedashes and wavelands

Traction

  • Characters now experience extra traction during grounded hitstun and aerial attack landings like most other landing states
  • Extra traction formulas and statuses have been readjusted for tighter friction during landing states
  • Double traction rules now apply to idle, crouch, crouch wait, crouch stand, special fall landing, jab, ftilt, utilt, dtilt, fsmash/charge, usmash/charge, and dsmash/charge states
  • Grounded damage/hitstun traction multiplier
    • 1.0x 🠚 1.1x

Knockback

Hitstun

  • Hitstun is now calculated with a linear formula (as it has been in every previous game)
    • In vanilla Ultimate, hitstun is logarithmically scaled with knockback, which means hitstun per unit of knockback drops off as knockback increases. This has been reverted to that hitstun scales linearly with knockback, so higher percents should have more hitstun without affecting low percents
    • As a consequence, balloon knockback is no longer present. This was inherently tied to how hitstun was calculated, and we would rather have hitstun that works correctly that does not drop off at mid to high percents than keep balloon knockback
  • Global Knockback to Hitstun Multiplier
    • 0.40 🠚 0.42

Tumble

  • Characters can no longer airdodge or attack directly out of tumble for at least 60F; wiggling the stick will cause a character to exit tumble faster
  • Tumble Hitstun Threshold
    • 32F 🠚 34F
  • Tumble Knockback Threshold
    • 90 🠚 80
  • Maximum Grounded Initial Launch Speed
    • 8.3 🠚 100

Hitlag

  • The hitlag reduction depending on the number of players in a match has been removed
  • Multihit hitlag has been standardized based on a move's number of hits
  • Minimum hitlag
    • 5F 🠚 4F
  • Damage to hitlag multiplier
    • 0.65x 🠚 0.45x
  • Electric hitlag multiplier
    • 1.5x 🠚 1.25x
  • Shield hitlag multiplier
    • 0.67x 🠚 0.85x

Damage

  • Removed the shorthop damage reduction multiplier
  • Removed the 1v1 damage multiplier
  • Reverse Hits
    • Most hitboxes that are either behind a character's base position or collide with an opponent that is behind said position will have their knockback angle flipped horizontally

Launching

  • Removed the rage mechanic
  • Removed the threshold that caused high-knockback launches to be untechable
  • Sakurai Angle
    • 38 🠚 44
  • Crouch Canceling knockback multiplier
    • 0.85x 🠚 0.7x
  • Ground Bounce knockback multiplier
    • 0.8x 🠚 1.0x

Knockback Gravity / Fallspeed

  • Removed Launch Speed Influence (LSI)
  • Removed the threshold that caused the lower blastzone to become higher during a spike
  • Hitstun Gravity has a lower and upper cap for all characters
    • This is to make comboing fastfallers and floaties less annoying and to make being comboed less frustrating and one-sided
  • Launch speed of vertical knockback no longer overrides fallspeed/gravity and will speed up accordingly on a per-character basis
  • Gravity-based horizontal launch speed boost formula
    • 1.5*(g-0.05) 🠚 3.0*(g-0.085)
  • Gravity-based vertical launch speed boost formula
    • 3*(g-0.085) 🠚 0*(g-0)

Killscreen

  • Removed the final kill screen
    • False flashes were too egregious with the new survivability mechanics

Directional Influence

Trajectory Directional Influence (DI)

  • All knockback can now be DI'd regardless of whether it sends into tumble or not
  • Maximum Angle
    • 9.74° 🠚 18°

Smash Directional Influence (SDI)

  • Base Distance
    • 2 Units 🠚 6 Units
  • SDI Input Window
    • 4F 🠚 2F
  • Minimum time between SDI inputs
    • 4F 🠚 2F
  • ASDI distance multiplier
    • 0.65x 🠚 0.5x

Automatic Smash Directional Influence (ASDI)

  • Coming soon

Drift DI (DDI)

  • For the duration of aerial hitstun, your horizontal stick position is used to accelerate you left or right
  • You can DI during hitlag as normal to adjust angle, but then also drift in or out slightly during knockback
  • Effectiveness scales down depending on the initial knockback taken, eventually having no effect above 3.0 launch speed
  • This change is intended to go hand in hand with the increase in hitstun. The combination of these two changes will result in a combo game that is more freeform, with more potential combo routes, and with a significantly increased level of interactivity in the combo game. On poor or read DI, especially hard DI in, punishes can be decently more significant. On the flipside, when YOU are getting comboed, your DI patterns, both traditional DI and Drift DI, will have a much larger impact on the situation

Collision

Jostle

  • Jostle mechanics reworked to be more similar to Smash 4 (it is possible to run through non-teammate players)
  • Jostle overlap rate
    • 0.66 🠚 0.3
  • Team jostle overlap rate
    • 0.5 🠚 0.66

Environmental Collision Boxes (ECBs)

  • ECBs have had their behavior changed to match Melee, and have been shifted upwards while airborne; characters will enter landing animations once their knees collide with the ground
  • Large changes to be added

Ledges

Ledge Grabbing and Snapping

  • Characters can no longer grab the ledge while rising during an airborne state. You can now only grab ledge while either falling or with zero vertical velocity, rather than strictly falling (exceptions to these rules unchanged)
  • 2-Framing has been completely removed; ledgegrab animations are a consistent intangible 8 frames regardless of if grabbing from above or below

Ledge Hogging and Intangibility

  • Ledge Hogging
    • Characters can no longer grab ledge while another character is occupying the ledge
    • Tether recoveries are forced into a ledge trump upon reeling to an occupied ledge; after getting trumped, the character is allowed one action before going into special fall, and is forced into special fall landing upon hitting the ground
  • Ledge Intangibility
    • The remainder of iframes persist throughout any action after a ledgedrop
    • Landing on the ground will clear the iframes, meaning intangible ledgedashes are not possible
    • Ledge intangibility duration
      • 47F 🠚 37F
  • You cannot grab ledge during the first few frames after running off a ledge
  • Input buffer is cleared when missing a tech and sliding off a ledge or platform to prevent accidental airdodges
  • Tether rewind ledge wait FAF
    • 20F 🠚 7F
  • Ledge Grab FAF
    • 20 🠚 7
  • Maximum ledge snap duration
    • 2F 🠚 3F
  • Regrab Timer
    • Drop/After Hit: 44F/30F 🠚 25F
  • Ledge Trump FAF
    • 28 🠚 30
  • Ledge Trump Horizontal Speed
    • 0.9 🠚 -0.2
  • Max ledge tethers per airtime
    • 3 🠚 5

Shielding

Shielding

  • Removed vanilla mechanic where opponents were unable to be grabbed while experiencing blockstun from a non-projectile move
  • Removed vanilla mechanic where shieldstun could be canceled after 10 consecutive hits
  • Removed the extra four frame startup of shield grabs after blocking an attack
  • Shieldstun formula
    • floor(d * 0.8 * m + 2) 🠚 floor(d * 0.45 * m+ 2)
      • Where d = move damage and m = shieldstun multiplier
  • Minimum Hold Time
    • 3F 🠚 2F
  • Maximum Health
    • 50 🠚 60
  • Depletion per frame
    • 0.15 🠚 0.255
  • Recovery per frame
    • 0.08 🠚 0.07
  • Shield release duration
    • 11F 🠚 10F
  • Global shield damage multiplier
    • 1.2x 🠚 1.4x
  • Base shieldstun multiplier
    • 0.8x 🠚 0.45x
  • Projectile shieldstun multiplier
    • 0.29x 🠚 0.5156x
  • Smash attack shieldstun multiplier
    • 0.725x 🠚 1.0x
  • Aerial attack shieldstun multiplier
    • 0.33x 🠚 1.0x
  • Minimum shield hold frames
    • 2F 🠚 4F

Parrying

  • Parrying projectiles will now reflect them
    • Power Multiplier: 1.2x 🠚 0.6x
    • Speed Multiplier: 1.5x 🠚 1.0x
    • Maximum Reflection Amount: 3 🠚 7
    • Damage Multiplier: * 🠚 0.5x
  • Activation Window after dropping Shield
    • 5F 🠚 3F
  • Frame Advantage
    • +3F 🠚 +10F
  • Shield pushback multiplier
    • 0.15x 🠚 0.01x
  • Extra hitlag from parry
    • 14F 🠚 24F

Shield Dropping

  • Tilt down while in shield to drop through platforms (threshold is in between shield tilt and spotdodge)
  • Alternatively, use the (shield + special) or (shield + shield) or (shield + taunt) shield lock shortcut and tilt/tap downwards to shield drop
  • Spotdodge/platdrop stick thresholds changed to match Melee/ProjectM
    • Platdrop stick y threshold: -0.9875 🠚 -0.71
  • Reinstated Axe method for shield dropping
  • Added Melee/ProjectM UCF shield dropping
    • If your shield is angled using the Axe method, the platdrop stick threshold will move higher, and the spotdodge stick threshold will move much lower, so the range for a shield drop is much more accessible
    • The thresholds shift as follows:
      • Spotdodge stick y threshold: -0.75 🠚 -0.8
      • Platdrop stick y threshold: -0.71 🠚 -0.675

Airdodging / Wavedashing

Airdodges

  • Airdodges function similarly to Rivals of Aether, consisting of linear movement in a direction followed by a stall in place and a short period of inactionable fall
  • Airdodges are once-per-airtime; they are not returned until after grabbing ledge or touching the ground
  • Airdodge distances have been normalized; the FAF is based on a character’s gravity and fallspeed
    • Note that upwards directional airdodges will not gain any net vertical recovery
  • Gravity takes effect starting on frame 30 of both neutral and directional airdodges
  • Directional airdodges retain all momentum upon hitting the ground
  • Statistics:
    • Intangibility has been standardized to F4-29
    • Can grab ledge starting on frame 35 for directional airdodge or the FAF for neutral airdodge
    • Max Landing Speed: 2.0 🠚 4.0
    • Landing Lag: 20/10F 🠚 10F

Wavedashes / Wavelands

  • Input a directional airdodge during jumpsquat or when within 6.0 units of a ground surface to slide along the ground with a burst of momentum
    • Any angle at or below horizontal will result in a successful wavedash, with steeper angles resulting in less slide
    • Wavedashes can also be performed by pressing jump and shield on the same frame
  • While jump is being input, roll and shield cannot be buffered
  • Wavedashes can pick up items
  • Wavelands will snap to ground surfaces if the character’s ECB is within 5 units

Rolling / Teching

Rolling / Spotdodging

  • Intangibility, startup, duration, and endlag for all rolls and spotdodges have been standardized as follows:
    • Forward Roll: frames 4-16, FAF 33
    • Backward Roll: frames 4-16, FAF 33
    • Spotdodge: frames 3-17, FAF 26
    • Bat Within and Foresight have been moved to frames 4-7 with subsequent intangibility matching that of the rest of the cast
  • Removed roll staling
  • Removed spotdodge canceling

Teching

  • The first 15 frames of airdodge out of tumble will trigger a tech when near ground
  • When not in hitstun, you are unable to hold shield infinitely to tech. It must be within the 20 frame tech window
  • Tech window
    • 12F 🠚 20F
  • Tech lockout window
    • 28F 🠚 40F

Footstooling / Item Mechanics

Footstools

  • Footstools are now performed by pressing taunt instead of jump
  • Footstools have much less height gain, improving their utility as potential combo extenders or techchase tools
  • You can no longer airdodge out of a footstool until after F20
  • Removed intangibility during footstools

Item Mechanics

  • Characters no longer have a 30% chance to drop items when hit
  • Roll 🠚 Item Toss Window
    • 2F 🠚 6F

Miscellaneous

Camera:

  • Stage cameras have been reworked across the board to have faster player tracking and zoom to compensate for lack of balloon knockback and faster overall movement
  • Added unrestricted camera to all stages
  • Frames to trigger weak camera shake
    • 50 🠚 125
  • Frames to trigger strong camera shake
    • 70 🠚 155
  • Camera shake on medium/strong hits removed
  • Medium screen shake KB threshold
    • ?? 🠚 50
  • Strong screen shake KB threshold
    • ?? 🠚 90
  • Screen shake hitstun threshold for weak/strong screen shake
    • 85/95 🠚 125/155

Move Staling

  • Stale-move negation damage reduction factors altered to match Melee
    • Queue Position 2: 0.08545 🠚 0.08
    • Queue Position 3: 0.07635 🠚 0.07
    • Queue Position 4: 0.0679 🠚 0.06
    • Queue Position 5: 0.05945 🠚 0.05
    • Queue Position 6: 0.05035 🠚 0.04
    • Queue Position 7: 0.04255 🠚 0.03
    • Queue Position 8: 0.03345 🠚 0.02
    • Queue Position 9: 0.025 🠚 0.01

Taunts

  • All characters can taunt on respawn platform as well as out of dash, run, and run brake

Jab Locks

  • Getup attack is disabled during jab locks, choice of direction is locked in during hitlag
    • No direction will perform neutral getup

Other

  • Random tripping removed; either a move trips 100% of the time or never
  • Characters’ double jumps are now returned upon being grabbed
  • Characters’ voice clips for sustaining heavy knockback now play on frame 1 of hitstun instead of frame 6
  • Grab Invulnerability Timer
    • 60F 🠚 35F

Launcher

Overview

Setup

  • Coming soonTM

Inputs and Controls

New Controls

  • Added new control options which can be mapped to most buttons:
    • Short Hop
    • Taunt/Footstool
    • Smash Attack
    • Tilt Attack

Buffer

  • Hold buffer is preserved during certain states such as jumpsquat or Nana's spotdodge, but has otherwise been removed
    • During hitstun and shieldstun, there is a 5 frame tap extension buffer
  • Buffer is now active during new cancels (land cancels, jump cancels, etc)
  • Removed the forced shorthop when buffering an aerial
    • This change retains the ability to attack cancel while allowing the ability to buffer full hop aerials, allowing you to buffer frame-perfect fullhop aerials as well as fullhop attack cancels
  • Buffered airdodges out of hitstun have been disabled
  • Buffered spotdodges/rolls out of wavedash have been disabled, making consecutive wavedashes and buffering shield out of wavedash more consistent
  • Perfect/buffered wavedashes out of jumpsquat now transition you directly into landing, allowing for much smoother movement
  • Tap Buffer
    • 9F 🠚 5F
  • Input Buffer Extension
    • 2F 🠚 0F

Stick Sensitivity

  • Stick sensitivity has been adjusted as follows:
    • Low: Smash attacks can occur until frame 2 of analog press
    • Normal: Smash attacks can occur until frame 4 of analog press
    • High: Smash attacks can occur until frame 6 of analog press
    • As a reference, vanilla Ultimate’s normal stick sensitivity is frame 6
  • Pivot horizontal stick detection window
    • 0.0 🠚 0.075

C-Stick

  • C-Stick drift has been completely removed and the macro has been reprogrammed from scratch to mitigate inconsistencies and provide cleaner Bidou/Aidou implementation
  • C-Stick aerials no longer move you forward or backward

Command Inputs

  • Command inputs
    • Special command window
      • 10F 🠚 12F
    • Super Special / Final Smash command window
      • 20F 🠚 22F

User Interface and Graphics

Graphics

  • The main menu has a brand-new theme (courtesy of MilkiiJugs)
  • The pre-match load screen now has an HDR logo, and the match load screensparkles are green (also courtesy of MilkiiJugs)
  • There is an optional HDR skin pack that revamps colors of characters and killsparks packaged in a separate install folder {LINK HERE}
  • The Character Select Screen has a green theme (courtesy of JoBen)
  • HDR-Tips: Many tips have been added or edited to reflect HDR's changes andfeatures, and are marked with "[HDR]" (courtesy of H3ra)
  • Meter UI
    • Ryu, Ken, and Terry now have custom UI to show their accumulated meter

Character Select Screen

  • Character selection is preserved between matches
  • Random now previews the character before the match starts. Hold Z/ZR for traditional random

Stage Select Screen

  • The Stage Select Screen has been separated into 3 pages; Press L or R to navigate pages
  • Press Z/ZR while hovering over a stage to strike it; Hold the button for three seconds to un-strike all stages

New Extra Modes

Overview

  • Hold R+A when selecting a ruleset to enter the Extra Modes menu
  • Much like Special Smash, any combination of these modes may be selected to play with in a match
  • Extra Modes may also be toggled in online arenas by pressing Dpad down while waiting for a match
    • Note that all players must have the exact same combination of modes selected or the match will immediately desync

Tag Mode

  • In this custom game mode, a random player starts with the final smash aura. Hit other players to pass it on. Once time runs out, you die!

Turbo Mode

  • In this custom game mode, every move can be canceled on hit into anything. Embrace true chaos and create ridiculous combos!

Hitfall Mode

  • In this custom game mode, holding down during hitlag while connecting with any aerial will cause the character to immediately fastfall similar to Rivals of Aether!

Airdash Mode

  • In this custom game mode, airdodges can be immediately interrupted by most aerial actions while preserving the momentum. Inspired by certain fighting games such as Project NX

Online

Readjustable Latency Control (RLC)

  • Background
    • In delay-based netcode, the game assigns a default amount of input delay to ensure stuttering is kept to a minimum. Ultimate in particular is extremely conservative on this to accommodate unstable connections, averaging around 4-6 frames for a perfect connection and adding additional frames based on ping (up to a technical max of 25)
  • The online input delay can now be set manually, from 1 to 25 frames
    • This is equivalent to Dolphin’s buffer setting in allowing stable connections to achieve a lower latency, marking a massive improvement especially for connections within the same region
  • This is a client-side adjustment. Setting the value too low will result in stuttering, but both players may set any value equal to or higher than what is found playable with no downside
  • Choose the default “Auto” option to use whatever the game would normally assign you. After playing a match, said assigned delay will be displayed in parenthesis
  • Extra Modes may also be toggled in online arenas by pressing Dpad down while waiting for a match
    • Note that all players must have the exact same combination of modes selected or the match will immediately desync

Character Changes

Overview

  • Definitions for all terms can be found here

Smash 64
Mario Donkey Kong Link Samus Yoshi Kirby
Fox Pikachu Luigi Ness Captain Falcon Jigglypuff
Melee
Peach Bowser Ice Climbers Sheik Zelda Dr. Mario Pichu
Falco Marth Young Link Ganondorf Mewtwo Roy Mr. Game and Watch
Brawl
Meta Knight Pit Zero Suit Samus Wario Snake Ike
Squirtle Ivysaur Charizard Diddy Kong Lucas Sonic
King Dedede Olimar Lucario R.O.B. Toon Link Wolf
Smash 4
Villager Mega Man Wii Fit Trainer Rosalina and Luma Little Mac Greninja Mii Brawler
Mii Swordfighter Mii Gunner Palutena Dark Pit Pac-Man Lucina Robin
Shulk Bowser Jr. Duck Hunt Ryu Cloud Corrin Bayonetta
Ultimate
Inkling Daisy Ridley Simon Richter Chrom
Dark Samus King K. Rool Isabelle Ken Incineroar Piranha Plant
Joker Hero Banjo and Kazooie Terry Byleth Min Min
Steve Sephiroth Pyra Mythra Kazuya Sora

Glossary

Hitbox Duration

  • The frames that a hitbox is active. Different parts of a move (such as an early and late hit) are separated by a "/"

Damage

  • How much damage a move or particular hitbox deals to an opponent. Assumes no staling or freshness bonus and default damage multipliers

Angle

  • What direction an opponent will be sent flying. Angles above 360 are special angles and function as follows:
    • 361: Known as the Sakurai Angle. Keeps grounded opponents on the ground if the knockback taken is less than the global tumble threshold. Launches at an angle of 44 if above said threshold or against aerial opponents
    • 362: Always launches away from the center of the hitbox
    • 363: Launches opponents in the direction that the attacker is moving. Does not have any launch speed modifications
    • 365: Launches opponents in the direction that the attacker is moving, setting their launch speed to 50% of the attacker's momentum
    • 366: Launches opponents based on the direction the attacker is moving as well as the position of the opponent relative to the hitbox
    • 367: Behaves similarly to 366 except it also modifies the opponent's launch speed based on the attacker's momentum and the position of the opponent relative to the hitbox
      • Grounded opponents are always launched at an angle of 80
    • 368: Launches an opponent to a specified position in a defined amount of frames

Base Knockback (BKB)

  • How far a move will send an opponent at 0%. Also controls the amount of hitstun at 0% when used in conjunction with FKB or an autolink angle

Fixed Knockback (FKB)

  • The set distance that a move will send an opponent at any percent. Overrides the values of BKB/KBG

Knockback Growth (KBG)

  • Determines how much a move scales in knockback distance with the opponent's percent. Also controls the amount of hitstun scaling when used in conjunction with FKB or an autolink angle

Hitlag Multiplier

  • Hitlag is the state when an attack hits and both players are frozen in place, and the multiplier affects the overall duration. This is the point where Smash DI is able to be utilized

SDI Multiplier

  • Affects how effective each Smash DI input is during the hitlag of the move

Additional Hitstun

  • How many frames of additional hitstun the hitbox has

Shield Damage

  • How much additional damage a hitbox deals specifically to shields. Negative values will result in the move doing less shield damage than normal

Shield Safety

  • The difference in frames between the attacker and the opponent's actionability when hitting the opponent's shield
    • For moves without landing lag, assumes hitting shield with the earliest active frame of the move
    • For moves with landing lag, assumes hitting shield the frame before landing

First Actionable Frame (FAF)

  • The first frame that a character becomes fully actionable after performing a move

Autocancel

  • Landing during or after an autocancel frame will incur the character's empty landing lag (usually 4-5 frames) instead of the move's landing lag

Landing Lag

  • The amount of inactionable frames a character has when landing with aerials or certain specials (while not in an autocancel window)

Mario


Overview

Description here


Moveset


Jab 1


Jab 2


Jab 3


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Fireball / Firebrand (Neutral Special)

Fireball (early/mid/late)

Firebrand

  • Hold Special to generate a strong hitbox on Mario’s hand instead of throwing a fireball

Cape (Side Special)

  • Reflects projectiles from F6-20
  • Stalls momentum when used in midair

Super Jump Punch (Up Special)

  • Can wall jump during frames 23-25 of the rise (once per airtime)

F.L.U.D.D. (Down Special)

  • The charge and release can be B-reversed
  • Canceling the charge midair transitions into normal fall instead of forcing an airdodge

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 36

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 43

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 37

Forward Throw


Back Throw


Up Throw


Down Throw


Side Taunt

Donkey Kong


Overview

Description here


Moveset


Jab 1


Jab 2


Forward Tilt


Up Tilt


Down Tilt


Dash Attack

  • Continues off ledges into the air
  • Can be jumped out of after frame 25 in midair
  • Has light armor during active frames
    • Knockback Threshold: 80

Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Giant Punch (Neutral Special)


Headbutt (Side Special)

  • Stalls in the air during frames 1-24 (once per airtime)
  • Has super armor for frames 5-16

Spinning Kong (Up Special)

Ground

  • Can slip off and grab ledges
  • Can travel forwards or backwards
    • DK angles his body based on which direction he is moving

Initial Hit

  • Has full-body intangibility during active frames

Multihits

  • Deals 0.5x + 1.0% damage for each subsequent hit

Air

Initial Hit

  • Has full-body intangibility during active frames

Multihits

  • Deals 0.75x + 1.0% damage for each subsequent hit

Barrel Pull / Air Cargo (Down Special)

Barrel Pull

  • Pulls a barrel from the ground
  • DK cannot pull a second barrel while one is still present
  • Barrels are unbreakable and bounce off opponents when colliding with them

Air Cargo

  • Air Cargo is a command grab that transitions into Cargo Carry upon grabbing an opponent
  • Can be B-reversed, and can also fastfall and influence horizontal drift slightly during the move
  • Successfully grabbing and throwing an opponent refreshes double jump
  • If performed while holding an item, DK will enter heavy item carry

Standing Grab

  • Hitbox Duration: F8-10
  • FAF: 38

Dash Grab

  • Hitbox Duration: F11-13
  • FAF: 47

Pivot Grab

  • Hitbox Duration: F12-14
  • FAF: 42

Heavy Item Carry (Superlift)

  • Can drop through platforms and fastfall during superlift
  • Added a neutral toss
  • Items can be thrown at any point during turnaround
  • Has 45KB heavy armor

Heavy Item Down Throw

  • Gives DK a burst of vertical momentum

Cargo Forward Throw


Cargo Back Throw


Cargo Up Throw


Cargo Down Throw


Back Throw


Up Throw


Down Throw

Link


Overview

Description here


Moveset


Jab 1


Jab 2


Jab 3


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Hero's Bow (Neutral Special)

  • Can fastfall during the charge and firing animations

Boomerang (Side Special)


Spin Attack (Up Special)

Ground

  • Can slide off edges during the charge and release

Air


Remote Bomb(Down Special)

  • The pull and detonation can be B-reversed

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 36

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 43

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 38

Forward Throw


Back Throw


Up Throw


Down Throw


Up Taunt

Samus


Overview

Description here


Moveset


Jab 1


Jab 2


Forward Tilt

  • Front arm intangible during startup
  • Front leg intangible during active frames

Up Tilt

  • Front arm and leg intangible during startup and active frames

Down Tilt


Dash Attack


Shinespark

  • After running forward for 30 frames, Samus will flash to indicate a charged Shinespark. Hold the control stick downwards during the startup of dash attack to unleash a powerful long-reaching tackle
  • Shinespark charge is retained during initial dash, running, and turning. The charge will be lost when walking, stopping, or leaving the ground

Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Zair


Charge Shot (Neutral Special)

  • Canceling the charge midair transitions into normal fall

Missiles (Side Special)

  • Can be B-reversed
  • Can be land-canceled

Homing Missiles

Super Missiles

Screw Attack (Up Special)

Ground

Air


Bomb (Down Special)

  • Samus can maneuver around in Morph Ball form by holding down Attack

Standing Grab

  • Hitbox Duration: F15-22
  • FAF: 60

Dash Grab

  • Hitbox Duration: F17-24
  • FAF: 68

Pivot Grab

  • Hitbox Duration: F18-25
  • FAF: 63

Forward Throw


Back Throw


Up Throw


Down Throw

Yoshi


Overview

Description here


General

Flutter Jump

  • Yoshi's double jump has a delayed rise similar to Melee
  • Release Jump within three frames of performing an aerial to interrupt the vertical momentum of the jump (double jump cancel), or continue holding Jump to rise with the aerial
  • Armor Knockback Threshold (partial/full): 55/110

Moveset


Jab 1


Jab 2


Forward Tilt

  • Tail intangible during active frames

Up Tilt


Down Tilt


Dash Attack


Forward Smash

  • Head intangible from frames 12-16

Up Smash

  • Leg intangible from frames 11-13

Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Egg Lay (Neutral Special)


Egg Roll (Side Special)

  • Takes 20 frames to emerge after pressing Special again

Egg Toss (Up Special)

  • The grounded version can slide off edges

Egg Bomb (Down Special)

Ground

Air


Standing Grab

  • Hitbox Duration: F13-20
  • FAF: 47

Dash Grab

  • Hitbox Duration: F16-23
  • FAF: 57

Pivot Grab

  • Hitbox Duration: F17-24
  • FAF: 52

Forward Throw


Back Throw


Up Throw


Down Throw

Kirby


Overview

Description here


Moveset


Jab 1


Jab 2

  • Can be canceled into Rapid Jab Finisher by pressing Special between frames 5 and 13

Rapid Jab


Rapid Jab Finisher


Forward Tilt


Up Tilt

  • Foot intangible during active frames

Down Tilt

  • Foot intangible during active frames

Dash Attack

  • Can slide off edges during frames 1-21

Forward Smash


Up Smash

  • Foot intangible during active frames

Down Smash

  • Feet intangible from frames 5-14

Neutral Air

  • Feet intangible during active frames

Forward Air


Back Air

  • Feet intangible during active frames

Up Air


Down Air


Inhale (Neutral Special)

  • After copying Ryu, Ken, Lucario, Terry, or Bayonetta, Kirby will gain the ability to perform magic series. He can also jump cancel utilt, usmash, and all aerials on hit, and can special cancel aerials on hit or on shield
  • Can be held for a minimum of 17 frames

Hammer Flip (Side Special)

Uncharged

Max Charge

  • Intangible from frames 2-5

Air


Final Cutter / Cutter Dash (Up Special)

Final Cutter

  • Hold Special and either left or right before Kirby starts rising to transition into Cutter Dash

Cutter Wave

Cutter Dash

Ground

Air

  • Actionable on hit

Stone Transform (Down Special)

  • Has 100KB light armor during frames 8-15 and 15.0% heavy armor starting on frame 11/19 (ground/air)
  • Has 25.0% heavy armor while fully transformed
  • Can release from the stone after falling for at least 10 frames

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 35

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 42

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 37

Forward Throw

  • Kirby can fall off ledges during the throw, enabling Kirbycides
    • The descent can be mashed out of, the difficulty of which depends on the difference in percent between Kirby and his opponent; mashing becomes harder the more percent the opponent has and vice versa

Back Throw

  • Kirby can fall off ledges during the throw, enabling Kirbycides
    • The descent can be mashed out of, the difficulty of which depends on the difference in percent between Kirby and his opponent; mashing becomes harder the more percent the opponent has and vice versa

Up Throw


Down Throw

  • Puts opponents into knockdown

Fox


Overview

Description Here


Moveset


Jab 1


Jab 2

  • Can be canceled into Rapid Jab Finisher by pressing Special between frames 5 and 13

Rapid Jab


Rapid Jab Finisher


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash

  • Legs intangible during active frames

Neutral Air


Forward Air


Back Air


Up Air


Down Air


Blaster (Neutral Special)

  • Can be land canceled
  • Retains aerial momentum
  • Can drift and fastfall during the move

Fox Illusion (Side Special)

  • Can be shortened by pressing Special during the dash

Fire Fox (Up Special)

  • Can grab ledge during startup and while moving downward
  • The bounce when landing into the ground land cancels

Reflector (Down Special)

  • Can be jump canceled starting on frame 4

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 38

Dash Grab

  • Hitbox Duration: F10-11
  • FAF: 45

Pivot Grab

  • Hitbox Duration: F11-12
  • FAF: 40

Forward Throw


Back Throw


Up Throw


Down Throw


Up Taunt

  • Can be canceled into Fire Fox by holding Special between frames 40-43

Pikachu


Overview

Description here


Moveset


Jab 1


Forward Tilt

  • Deals 1.0% more/less when angled high/low

Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Thunder Jolt (Neutral Special)


Skull Bash (Side Special)


Quick Attack (Up Special)

  • The first zip can be jump canceled after frame 7 if moving into the ground
  • Can grab ledge while moving downwards

Thunder (Down Special)


Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 37

Dash Grab

  • Hitbox Duration: F11-12
  • FAF: 45

Pivot Grab

  • Hitbox Duration: F12-13
  • FAF: 40

Forward Throw


Back Throw


Up Throw


Down Throw

Luigi


Overview


Moveset


Jab 1


Jab 2


Jab 3


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Zair


Fireball / Thunderhand (Neutral Special)

Fireball

Thunderhand

  • Hold Special to generate a strong hitbox on Luigi’s arm instead of throwing a fireball

Green Missile (Side Special)

  • Resets vertical speed when starting the charge while falling

Misfire

  • Misfire is always guaranteed within 8 uses of Green Missile (as a 12.5% chance)
  • During the charge, pressing Shield will store the charge
    • Storing a misfire decreases its damage by 5%, to a max of 20%
    • Misfore storage is lost on death
  • The charge effects will be green when Luigi is about to perform a misfire

Super Jump Punch (Up Special)

Ground

Air


Luigi Tornado (Down Special)

  • Resets vertical speed if started while falling

Ground

Air


Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 44

Dash Grab

  • Hitbox Duration: F16-22
  • FAF: 56

Pivot Grab

  • Hitbox Duration: F17-22
  • FAF: 54

Forward Throw


Back Throw


Up Throw


Down Throw

Ness


Overview


Mechanics

Double Jump

  • Ness's double jump has a delayed rise similar to Melee
  • Release Jump within three frames of performing an aerial to interrupt the vertical momentum of the jump (double jump cancel), or continue holding Jump to rise with the aerial

Moveset


Jab 1


Jab 2


Jab 3


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


PK Flash (Neutral Special)

  • Earliest release is frame 29

PK Fire (Side Special)

  • Can fastfall during the animation

PK Thunder (Up Special)

PK Thunder1

  • Can be canceled by pressing Special (once per airtime if in the air)
    • The cancel is actionable after 40 frames

PK Magnet (Down Special)

  • Can be jump canceled starting on frame 8
  • Ness can reverse direction while holding Special

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 39

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 46

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 41

Forward Throw


Back Throw


Up Throw


Down Throw

Captain Falcon


Overview


Moveset


Jab 1


Jab 2


Jab 3


Rapid Jab


Rapid Jab Finisher


Forward Tilt


Up Tilt

  • Front arm intangible during frames 1-13
  • Lower leg intangible during frames 14-18

Down Tilt


Dash Attack


Forward Smash

High

Mid

Low


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Falcon Punch (Neutral Special)

  • Gives a small vertical boost when used in the air
  • Can be turned around repeatedly

Ground

Air


Raptor Boost (Side Special)

  • Can grab ledge during the entire move
  • The searchbox is active from frames 10-25 on the ground and frames 19-35 in the air

Falcon Dive (Up Special)


Falcon Kick (Down Special)

Ground

Air

  • Restores double jump upon completion
  • Can be B-reversed

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 36

Dash Grab

  • Hitbox Duration: F10-11
  • FAF: 44

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 39

Forward Throw


Back Throw


Up Throw


Down Throw

Jigglypuff


Overview


Moveset


Jab 1


Jab 2


Forward Tilt

  • Foot intangible during active frames

Up Tilt


Down Tilt

  • Foot intangible during active frames

Dash Attack


Forward Smash


Up Smash


Down Smash

  • Feet intangible during active frames

Neutral Air


Forward Air


Back Air


Up Air


Down Air


Rollout (Neutral Special)

  • Deals 3.0% more damage when released in midair

Pound (Side Special)


Sing (Up Special)


Rest (Down Special)

  • Intangible from frames 1-27
  • Heals 5.0% on hit

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 34

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 40

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 35

Forward Throw


Back Throw


Up Throw


Down Throw

Peach


Overview


Mechanics

Double Jump

  • Peach's double jump has a delayed rise similar to Melee
  • Release Jump within three frames of performing an aerial to interrupt the vertical momentum of the jump (double jump cancel), or continue holding Jump to rise with the aerial

Float Canceling

  • All aerials performed during float will incur only 4 frames of landing lag

Moveset


Jab 1


Jab 2


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Toad (Neutral Special)

  • Counter active during frames 9-34
  • Intangible on frames 8-10

Peach Bomber (Side Special)

  • Can bounce off walls

Peach Parasol (Up Special)


Vegetable (Down Special)

  • Has a 1/166 chance of pulling a Beam Sword and a 1/248 chance of pulling a Bob-Omb

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 38

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 45

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 40

Forward Throw


Back Throw


Up Throw


Down Throw

Bowser


Overview


Moveset


Jab 1

  • Lower arm intangible during active frames

Jab 2

  • Lower arm intanigble during active frames

Forward Tilt

  • Has 4.0% heavy armor from frames 7-9
  • Lower arm intanigble during active frames

Up Tilt

  • Has 4.0% heavy armor from frames 7-8
  • Lower arm intanigble during frames 9-11

Down Tilt

  • Has 4.0% heavy armor from frames 7-9
  • Lower arm intanigble during active frames

Dash Attack


Forward Smash

  • Has 10.0% heavy armor from frames 17-21
  • Feet invincible during frames 20-25

Up Smash

  • Has 8.0% heavy armor from frames 11-15
  • Shell invincible during frames 14-27

Down Smash

  • Has 9.0% heavy armor from frames 5-11

Neutral Air


Forward Air


Back Air


Up Air

  • Head intangible during frames 5-18

Down Air

Landing

  • Upper body intangible during frames 1-15

Fire Breath (Neutral Special)

  • Bowser can transition directly to the breath if landing during frames 1-22 of the aerial version
  • The flame becomes flinchless after traveling for 6 frames

Flying Slam (Side Special)


Whirling Fortress (Up Special)

Ground

  • Can slip off and grab ledges
  • Intanigble from frames 1-6

Air


Bowser Bomb (Down Special)

  • Can drift left and right during the rise between frames 14-30
  • The rise can be jumped out of during frames 12-29
  • Startup is frame 31 if performed in the air

Standing Grab

  • Hitbox Duration: F8-10
  • FAF: 40

Dash Grab

  • Hitbox Duration: F11-13
  • FAF: 49

Pivot Grab

  • Hitbox Duration: F12-14
  • FAF: 44

Forward Throw


Back Throw


Up Throw


Down Throw

Ice Climbers


Overview


Mechanics

Nana

  • Nana's actions always occur 6 frames after Popo
  • Inputting a grab when the Climbers are paired will only grab with Popo unless the input is performed again
  • Pummels can be buffered during Nana's grab
  • Throws
    • If not pummeling, Nana will pick a random throw according to these weights:
      • Normal
        • 50% up
        • 20% down
        • 15% forward
        • 15% back
      • Within 30 units of ledge
        • 60% towards ledge
        • 40% down
  • Hold Shield + Special + Down Taunt at the start of a match to play as Sopo for the entire match

Desyncs

  • Popo’s buffer is inactive during spotdodges and rolls, allowing Nana to buffer an action during them to desync the Climbers
  • Spotdodge/Roll desyncs also work during ledge getup/roll

Moveset


Jab 1


Jab 2


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air

  • Bounces the Climbers upwards on hit
  • The bounce is lessened if hitting a shield

Ice Block (Neutral Special)


Squall Hammer (Side Special)

  • Landing lag is 28 frames if the animation enters special fall

Belay (Up Special)


Blizzard (Down Special)


Standing Grab

  • Hitbox Duration: F7-9
  • FAF: 35

Dash Grab

  • Hitbox Duration: F10-11
  • FAF: 48

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 41

Forward Throw


Back Throw


Up Throw


Down Throw

Sheik


Overview


Moveset


Jab 1


Jab 2

  • Can be canceled into Rapid Jab Finisher by pressing Special between frames 5-13

Rapid Jab


Rapid Jab Finisher


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash

  • Upper body intanigble during frames 8-15

Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Needle Storm (Neutral Special)


Burst Grenade (Side Special)

  • Can be angled up to 40 degrees higher by angling the control stick upward

Vanish (Up Special)

  • Intanigble during frames 14-56 on the ground and 19-56 in the air

Bouncing Fish (Down Special)

  • Can input Special to perform the attack up to 10 frames earlier (normally frame 24)
  • Can jump or airdodge after the hit starting on frame 15
  • FAF is 60 on the ground and 64 in the air if not performing the attack early

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 39

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 45

Pivot Grab

  • Hitbox Duration: F11-12
  • FAF: 40

Forward Throw


Back Throw


Up Throw


Down Throw

Zelda


Overview


Moveset


Jab 1

  • Can be canceled into Rapid Jab Finisher by pressing special between frames 8-18

Rapid Jab


Rapid Jab Finisher


Forward Tilt

  • Lower arm intangible during active frames

Up Tilt

  • Arm and head intangible during active frames

Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Nayru's Love (Neutral Special)

  • Reflects projectiles during frames 5-38

Ground

  • Intanigble during frames 5-6

Air

  • Can fastfall starting on frame 30

Din's Fire (Side Special)

  • The release animation can be land canceled (FAF 31 when grounded)
  • Only one Din's Fire can be set at a time. Inputting the move again will remove the currently placed orb
  • After releasing, the orb takes 180 frames (3 sec) to detonate

Farore's Wind (Up Special)

  • Can be shortened by pressing Special during the teleport
    • When shortened, the reappearance does not have a hitbox
    • Shortening on the ground has an FAF of 11
    • Shortening in the air has 18 frames of landing lag
  • Intangible during frames 20-37

Ground

Air


Phantom Slash (Down Special)

  • The charging animation can be canceled into from any non-special either on hit or on shield (with the exception of rapid jab)
    • When canceled on the ground, the Phantom will appear in front of Zelda
  • Zelda can set off a currently deployed fully charged Phantom after any attack on hit
    • Zelda will perform her "release" animation when canceling in this manner
  • Holding down after the first 10 frames of summoning will allow Zelda to drop through platforms without having the Phantom follow

Standing Grab

  • Hitbox Duration: F8-9
  • FAF: 37

Dash Grab

  • Hitbox Duration: F13-14
  • FAF: 48

Pivot Grab

  • Hitbox Duration: F14-15
  • FAF: 43

Forward Throw


Back Throw


Up Throw


Down Throw

Dr. Mario


Overview


Moveset


Jab 1


Jab 2


Jab 3


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash

  • Head intangible during active frames

Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Megavitamins / Chill Pill (Neutral Special)

Megavitamins

Chill Pill

  • Hold Special to generate a freezing hitbox on Dr. Mario’s hand instead of throwing a pill
  • Head and arm intanigble during active frames

Super Sheet (Side Special)

  • Reflects projectiles during frames 6-22
  • Stalls momentum briefly when used in the air

Super Jump Punch (Up Special)

  • When performed on the ground, holding the opposite direction during the initial hit will cause Dr. Mario to land immediately

Dr. Tornado (Down Special)

  • Has 5.0% heavy armor during frames 2-9 when performed on the ground

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 36

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 43

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 37

Forward Throw


Back Throw


Up Throw


Down Throw

Pichu


Overview


Mechanics

Charge State

  • Using electric attacks builds up charge
    • Connecting with the move will build charge equal to the move's damage whereas whiffing will only accrue about 25% of that
  • After dealing a total of 50% with electric attacks, Pichu enters Charge State
    • Charge State lasts 25 seconds, increasing the damage of all electric attacks by 1.2x while also increasing their recoil by 1.25x
    • Pichu's specials also change significantly
  • Pressing Shield while taunting in training mode instantly activates Charge State

Moveset


Jab 1


Forward Tilt

  • Inflicts 1.5% recoil

Up Tilt


Down Tilt


Dash Attack


Forward Smash

  • Inflicts 2.5% recoil
  • Hitboxes become 1.2x larger during Charge State

Up Smash

  • Deals 3.0% more and inflicts 2.5% recoil during Charge State
  • Ears intangible during active frames

Down Smash

  • Sends the opposite direction during Charge State
  • The late hit is the same as the early hit during Charge State
  • Intangible during frames 7-10
  • Inflicts 1.5% recoil

Neutral Air


Forward Air

  • Inflicts 2.0% recoil

Back Air

  • Inflicts 2.0% recoil

Up Air


Down Air

  • Inflicts 2.0% recoil

Thunder Jolt / Electroweb (Neutral Special)

Thunder Jolt

  • Builds Charge State by 3.0% on use
  • Inflicts 1.0% recoil

Electroweb

  • Paralyzes opponents
  • Decrements Charge State timer by 2sec on use
  • Inflicts 3.0% recoil

Skull Bash / Wild Charge (Side Special)

Skull Bash

  • Grounded/Aerial FAF on whiff is 58/67
  • Inflicts 1.0% recoil

Wild Charge

  • Grounded/Aerial FAF on whiff is 59/73
  • Decrements Charge State timer by 2sec on use
  • Inflicts 3.0% recoil

Quick Attack / Zippy Zap (Up Special)

Quick Attack

  • The first zip can be jump canceled starting on frame 7 if angled into the ground
  • Inflicts 0.5/1.0% recoil

Zippy Zap

  • Can be jump canceled on hit
  • Inflicts 1.0/2.0% recoil
  • Decrements Charge State timer by 2sec on use

Thunder / Discharge (Down Special)

Thunder

  • Intanigble during frames 1-10 if the bolt hits Pichu
  • Inflicts 3.5% recoil if the bolt hits Pichu

Discharge

  • Size, damage, and recoil scale linearly based on how much Charge State time is left, down to a minimum of 75% size and 50% damage/recoil
    • FAF also decreases depending on remaining Charge State
    • Remains at full power for the first 5 seconds of Charge State
  • Ends Charge State on use
  • Intangible during frames 7-15

Pummel

  • Inflicts 0.1% recoil (does not scale with Charge State)

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 33

Dash Grab

  • Hitbox Duration: F8-9
  • FAF: 40

Pivot Grab

  • Hitbox Duration: F9-10
  • FAF: 37

Forward Throw

  • Inflicts 0.5% recoil

Back Throw

Normal

Charge State

  • Inflicts 1.0% recoil

Up Throw

  • Inflicts 1.0% recoil

Normal

Charge State


Down Throw

Normal

Charge State

  • Decrements Charge State timer by 3sec on use

Falco


Overview


Moveset


Jab 1


Jab 2

  • Can be canceled into Rapid Jab Finisher by pressing Special between frames 5 and 13

Rapid Jab


Rapid Jab Finisher


Forward Tilt


Up Tilt

  • Lower arms intangible during active frames

Down Tilt


Dash Attack


Forward Smash


Up Smash

  • Leg intangible during active frames

Down Smash

  • Legs intangible during frames 3-8

Neutral Air


Forward Air


Back Air


Up Air


Down Air


Blaster (Neutral Special)

  • Can be land canceled
  • Retains aerial momentum
  • Can drift and fastfall during the move

Ground

Air


Falco Phantasm (Side Special)

  • Can be shortened by pressing Special during the dash

Ground

Air


Fire Bird (Up Special)

  • Can grab ledge during startup and while moving downward
  • The bounce when landing into the ground land cancels

Reflector (Down Special)

  • Can be jump canceled starting on frame 4

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 36

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 43

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 38

Forward Throw


Back Throw

  • The laser can be aimed up or down 20 degrees

Up Throw

  • The laser can be aimed left or right 20 degrees

Down Throw

Marth


Overview


Moveset


Jab 1


Jab 2


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Shield Breaker (Neutral Special)


Dancing Blade (Side Special)

  • Stalls momentum once per airtime

Dolphin Slash (Up Special)

  • Can be B-reversed during the hitlag of the initial hit
  • Intanigble during frames 4-5

Counter (Down Special)

  • Counter active during frames 6-27
  • Intangible during frames 5-6
  • Damage Multiplier: 1.1x
  • Can only deal a max of 12.0%

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 36

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 43

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 38

Forward Throw


Back Throw


Up Throw


Down Throw

Young Link


Overview


Moveset


Jab 1


Jab 2


Jab 3


Rapid Jab


Rapid Jab Finisher


Forward Tilt


Up Tilt


Down Tilt


Dash Attack

  • Automatically jumps if sliding off a ledge before frame 25 and slides off normally afterwards

Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air

  • Holding Attack causes the hitboxes to stay out for up to six seconds
  • Releasing the input after starting the hold will incur 19 frames of endlag
  • Can bounce indefinitely

Zair


Fire Arrow (Neutral Special)

  • Can fastfall during the charge and firing animations

Boomerang (Side Special)


Spin Attack (Up Special)

  • Young Link can move left and right slightly along the ground during the charge and release
  • Can slide off edges

Ground

Air


Bomb (Down Special)


Standing Grab

  • Hitbox Duration: F12-18
  • FAF: 53

Dash Grab

  • Hitbox Duration: F14-20
  • FAF: 61

Pivot Grab

  • Hitbox Duration: F15-21
  • FAF: 56

Forward Throw


Back Throw


Up Throw


Down Throw

Ganondorf


Overview


Moveset


Jab 1


Forward Tilt

  • Lower leg intangible during frames 7-12

Up Tilt

  • Leg intangible during active frames

Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Dead Man's Drift (Neutral Special)

  • Ganondorf rises into the air and slowly floats downward at an accelerating rate
  • When performed while grounded, Ganondorf is fully intanigble during frames 6-19 and can angle his ascent left and right up to 45 degrees
  • When performed in the air, Ganondorf will lose all vertical momentum and start floating immediately
  • The float can be canceled into any move starting on frame 6 of the float
  • The float lasts 89 frames
  • FAF (ground): 28

Flame Choke (Side Special)

Ground

Air


Dark Dive (Up Special)


Wizard's Foot (Down Special)

Ground

  • Leg and arm invincible during frames 16-25
  • Lower leg and arm invincible during frames 26-39

Air

  • Restores double jump upon completion

Standing Grab

  • Hitbox Duration: F8-10
  • FAF: 38

Dash Grab

  • Hitbox Duration: F11-13
  • FAF: 47

Pivot Grab

  • Hitbox Duration: F12-14
  • FAF: 42

Forward Throw


Back Throw


Up Throw


Down Throw

Mewtwo


Mechanics

Double Jump

  • Mewtwo's double jump has a delayed rise similar to Melee
  • Release Jump within three frames of performing an aerial to interrupt the vertical momentum of the jump (double jump cancel), or continue holding Jump to rise with the aerial
  • Using double jump consumes float during that airtime
    • There is a 5 frame window at the start of double jump to float instead

Float

  • Mewtwo can float in any direction for up to 60 frames
    • Can only start moving vertically after frame 3
  • Float can be started, and maintained during aerials
  • Using float consumes double jump during that airtime
    • There is a 10 frame window at the start of float to double jump instead

Tail

  • The outermost two hurtboxes of Mewtwo's tail are only present while performing a tail-based attack

Moveset


Jab 1

  • Can be canceled into Rapid Jab Finisher by pressing Special between frames 8 and 16

Rapid Jab


Rapid Jab Finisher


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Shadow Ball (Neutral Special)


Confusion (Side Special)

  • Does not stall Mewtwo if used while floating

Teleport (Up Special)

  • Consumes double jump unless initiated on the ground
    • If double jump is still available when starting the teleport, Mewtwo will be actionable on reappearance after frame 8
    • If the move is performed within the first 3 frames of double jump, Mewtwo will still be actionable
  • Inputting the opposite direction during the travel or reappearance will make Mewtwo face the other way

Disable (Down Special)


Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 40

Dash Grab

  • Hitbox Duration: F10-11
  • FAF: 48

Pivot Grab

  • Hitbox Duration: F11-12
  • FAF: 43

Forward Throw


Back Throw


Up Throw


Down Throw

Roy


Overview


Moveset


Jab 1


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Flare Blade (Neutral Special)


Double-Edge Dance (Side Special)


Blazer (Up Special)

Ground

Air


Counter (Down Special)


Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 37

Dash Grab

  • Hitbox Duration: F10-11
  • FAF: 45

Pivot Grab

  • Hitbox Duration: F11-12
  • FAF: 40

Forward Throw


Back Throw


Up Throw


Down Throw

Mr. Game and Watch


Overview


Moveset


Jab 1

  • Can be canceled into Rapid Jab Finisher by pressing Attack between frames 6 and 13
  • Holding Attack will transition into Rapid Jab

Rapid Jab


Rapid Jab Finisher


Forward Tilt


Up Tilt

  • Hands intangible during entire move
  • Arms and head intangible during frames 7-13

Down Tilt


Dash Attack


Forward Smash


Up Smash

  • Fully invincible during active frames

Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


Chef (Neutral Special)

  • Can be land canceled
  • Retains aerial momentum
  • Can drift and fastfall during the move

Judge (Side Special)

Judge 1

Judge 2

  • Deals 10.0% poison damage over time

Judge 3

Judge 4

  • Can be jump canceled on hit

Judge 5

Judge 6

Judge 7

  • Heals for 9.0% and spawns an apple on hit

Judge 8

  • Freezes opponents

Judge 9


Fire (Up Special)

  • Connecting with the trampoline makes the body hitbox not appear
  • Mr. Game and Watch is fully actionable during the parachute drift

Oil Panic (Down Special)

  • Reflects physical projectiles and absorbs energy-based ones
    • The bucket has three stages, each capable of storing up to 16.0%
    • The bucket takes the damage of whatever it absorbs and multiplies it by 2. If the resulting damage is greater than 16.0%, then the bucket will be filled by two stages (three if above 32.0%)
  • Fully intangible during the entire absorb animation
  • FAF on absorb or release is 14

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 36

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 43

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 38

Forward Throw


Back Throw


Up Throw


Down Throw

  • Puts opponents into knockdown

Meta Knight

Attributes

  • Initial Dash Speed: 2.211 🠚 1.765
  • Run Speed: 2.09 🠚 1.8475
  • Run Acceleration (base/multiplier): 0.044/0.10428 🠚 0.02/0.08
  • Ground Friction: 0.097 🠚 0.085
  • Jumpsquat: 3F 🠚 5F
  • Max Horizontal Jump Speed: 1.4 🠚 1.415
  • Short Hop Height: 13.92 🠚 14.32
  • Aerial Jump Velocities:
    • 2.2/2.1/2.0/1.88/1.75 🠚 2.45/2.4/2.35/2.25/2.1
  • Air Speed: 1.04 🠚 1.0
  • Air Acceleration (base/multiplier): 0.01/0.065 🠚 0.01/0.062
  • Air Friction: 0.012 🠚 0.015
  • Gravity: 0.11 🠚 0.12
  • Fall Speed: 1.66 🠚 2.44
  • Fast Fall Speed: 2.656 🠚 3.281
  • Combo Gravity: 0.06888 🠚 0.12
  • Combo Fall Speed: 1.8 🠚 2.44
  • Heavy Landing Lag: 4F 🠚 5F
  • Weight: 80 🠚 78
  • Shield Radius: 11.6 🠚 10.7

Moveset

  • Meta Quick:
    • Once Meta Knight has dealt a total of 50% damage, input Down Taunt while actionable to activate Meta Quick
    • Meta Quick boosts Meta Knight's speed by 30% for 8 seconds
      • The duration can be extended by continuing to deal damage during the buff
    • Base Speed Modifier: 0.9x
    • Meta Quick Speed Modifier: 1.3x

  • Forward Tilt:
    • Hit 1
      • Hitbox Duration: F6 🠚 F6-7
      • Angle: 68/88 🠚 110
      • Hitlag Multiplier: 1.0x 🠚 1.75x
      • Additional Hitstun: 0F 🠚 5F
      • Hitbox Size (inner/outer): 3.5/3.5u 🠚 5.0/5.5u
      • FAF: 26 🠚 21
    • Hit 2
      • Hitbox Duration: F2 🠚 F2-3
      • Angle (inner/outer): 60/85 🠚 110/70
      • BKB: 20 🠚 32
      • KBG: 20 🠚 25
      • Hitlag Multiplier: 1.0x 🠚 1.5x
      • Additional Hitstun: 0F 🠚 5F
      • Hitbox Size (inner/outer): 4.0/3.6u 🠚 4.0/4.5u
    • Hit 3
      • Hitbox Duration: F2 🠚 F2-4
      • Angle: 361 🠚 75
      • KBG: 107 🠚 90
      • Hitlag Multiplier: 2.0x 🠚 1.7x
      • Hitbox Size (inner/outer): 6.0/5.0u 🠚 8.0/6.0u
      • FAF: 31 🠚 20

  • Up Tilt:
    • Early
      • Added body hitbox on frame 8
      • Body/Hand
        • Angle: 95 🠚 110/100
        • BKB: 60 🠚 70
        • KBG: 90 🠚 100
        • Hitbox Size: */8.0u 🠚 8.0/7.0u
      • Sword
        • Angle: 95 🠚 90
        • BKB: 60 🠚 70
        • KBG: 90 🠚 100
      • Hitlag Multiplier: 1.2x 🠚 1.0x
    • Late
      • Hand
        • Angle: 95 🠚 100
        • BKB: 60 🠚 70
        • KBG: 90 🠚 100
      • Sword
        • Angle: 95 🠚 90
        • BKB: 60 🠚 70
        • KBG: 90 🠚 100
      • Hitlag Multiplier: 1.2x 🠚 1.0x

  • Down Tilt:
    • Hand hitbox extended into body
    • Hitbox Duration: F3-4 🠚 F5-7
    • Hand
      • Angle: 361 🠚 50
      • BKB: 15 🠚 72
      • KBG: 88 🠚 90
      • Additional Hitstun: 0F 🠚 1F
    • Sword
      • Angle: 0 🠚 35
      • BKB: 15 🠚 25
      • KBG: 88 🠚 25
      • Additional Hitstun: 0F 🠚 3F
    • Shieldstun Multiplier: 1.0x 🠚 1.3x
    • FAF: 19 🠚 25

  • Dash Attack (Lunging Kick):
    • Added late hit
    • Hitbox Duration (early/late): F7-11 🠚 F7-12/F13-16
    • Early
      • Hip/Inner Foot
        • Damage: 7.0% 🠚 7.5%
        • Angle: 60/70 🠚 70/75
      • Outer Foot
        • Damage: 6.0% 🠚 6.5%
    • Late
      • Damage: 5.5%
      • Angle: 70
      • BKB: 65
      • KBG: 107
      • Hitbox Size: 4.0u
    • FAF: 33 🠚 36

  • Forward Smash:
    • Hitbox Duration: F24 🠚 F24-26
    • KBG (inner/outer): 108/98 🠚 112/102
    • Hitlag Multiplier (inner): 1.5x 🠚 1.4x
    • Hitbox Size (inner): 6.2u 🠚 7.0u
    • FAF: 42 🠚 46

  • Up Smash:
    • Hitbox Duration (hit 1/hit 2/hit 3): F8/F12/F17 🠚 F8-9/F12-13/F17-19
    • Hit 1
      • Hitbox Size (center/side): 5.5/4.5u 🠚 8.5/6.5u
    • Hit 2
      • Hitbox Size (center/side): 5.5/4.5u 🠚 8.0/7.5u
    • Hit 3
      • KBG: 148 🠚 175
      • Hitlag Multiplier: 2.0x 🠚 1.4x
      • Hitbox Size (center/side): 7.0/5.5u 🠚 9.0/9.0u

  • Down Smash:
    • Hitbox Duration (hit 1/hit 2): F4/F9 🠚 F4-5/F8-10
    • Hit 1
      • Added lower hitbox below sword
      • Damage: 10.0% 🠚 13.0%
      • KBG: 77 🠚 80
      • Hitbox Size: 3.8u 🠚 4.25/4.25u
    • Hit 2
      • KBG: 78 🠚 86
      • Hitbox Size: 4.6/4.6u 🠚 5.0/5.5u
    • FAF: 38 🠚 44

  • Neutral Air (Knight Spin):
    • Sword hitbox extended to cover blade
    • Hitbox Duration (early/late): F6-7/F8-20 🠚 F3-6/F7-21
    • Early
      • KBG: 100 🠚 110
      • Hitbox Size (body/hand/sword): 7.5/4.5/4.5u 🠚 8.0/5.0/5.0u
    • Late
      • BKB: 40 🠚 25
      • Hitbox Size (body/hand/sword): 6.0/4.0/4.0u 🠚 6.5/4.5/4.5u
    • Shieldstun Multiplier: 1.0x 🠚 0.2x
    • FAF: 44 🠚 41
    • Autocancel: F1-5/F40 🠚 F1-2/F37
    • Landing Lag: 7F 🠚 8F

  • Forward Air (Air Chop):
    • Changed to two hits
    • Hitbox Duration (hit 1/hit 2): F5/F11-12
    • Hit 1
      • Damage: 1.5%
      • Angle (ground/air): 60/365
      • BKB (ground): 60
      • FKB (air): 40
      • KBG: 100
      • Hitbox Size: 6.5/6.5u
    • Hit 2
      • Damage: 3.0%
      • Angle: 55
      • BKB: 60
      • KBG: 155
      • Additional Hitstun: -5F
      • Hitbox Size: 7.0/7.0u
    • FAF: 37
    • Autocancel: F1/F32
    • Landing Lag: 10F

  • Back Air (Meta Spin Slash):
    • Added sword hitbox
    • Hit 1/Hit 2
      • Hitbox Duration (sword): F7-10
      • Ground
        • Angle: 55 🠚 70
        • BKB: 0 🠚 50
        • FKB: 55 🠚 0
        • KBG: 100 🠚 80
      • Additional Hitstun: 0F 🠚 3F
      • Hitbox Size (sword/inner/outer): */4.2/4.2u 🠚 4.5/5.0/5.0u
    • Hit 3
      • Angle: 361 🠚 42
      • KBG: 198 🠚 210
      • Hitlag Multiplier: 2.0x 🠚 1.5x
      • Hitbox Size (sword/inner/outer): */5.2/5.0u 🠚 5.5/6.0/5.5u
    • FAF: 52 🠚 47
    • Landing Lag: 11F 🠚 13F

  • Up Air (High Slice):
    • Hitboxes extended along arc
    • Added sword hitbox
    • Added inner arc hitbox
    • Hitbox Duration: F6 🠚 F7-8
    • Damage: 4.0% 🠚 5.0%
    • Angle: 67 🠚 65
    • BKB: 30 🠚 45
    • KBG: 128 🠚 120
    • Additional Hitstun: 0F 🠚 -5F
    • Hitbox Size (outer arc/inner arc/sword): 3.5/3.0u 🠚 4.0/4.0/3.5u
    • FAF: 27 🠚 28
    • Autocancel: F1-5/F24 🠚 F1-6/F24

  • Down Air (Low Slice):
    • Hitboxes extended along arc
    • Added sword hitbox
    • Added inner arc hitbox
    • Hitbox Duration: F4 🠚 F7-8
    • Angle: 35/50 🠚 120
    • BKB: 30 🠚 55
    • KBG: 108 🠚 90
    • Additional Hitstun: 0F 🠚 -5F
    • Hitbox Size (outer arc/inner arc/sword): 3.5/3.0u 🠚 5.0/4.5/3.0u
    • FAF: 28 🠚 33
    • Autocancel: F1-3/F26 🠚 F1-6/F29
    • Landing Lag: 9F 🠚 10F

  • Mach Tornado (Neutral Special):
    • Changed to a multihit
    • Horizontal Speed (ground/air): 2.5/2.5 🠚 0.95/0.95
    • Stick-Based Horizontal Acceleration (base/multiplier): 1.5/0.8 🠚 0.5/0.25
    • Height Gain on button press: 0.9/1.3 🠚 1.5/1.5
    • Multihits
      • Damage: 1.0%
      • Angle: 367
      • BKB: 40
      • KBG: 0
      • Hitlag Multiplier: 0.5x
      • Rehit Rate (sides/body/bottom): 5/4/5F
      • Hitbox Size (sides/body/bottom): 9.0/9.0/10.0u
    • Launcher
      • Damage: 5.0%
      • Angle: 90
      • BKB: 50
      • KBG: 120
      • Hitlag Multiplier: 1.5x
      • Hitbox Size: 13.0u

  • Drill Rush (Side Special):
    • Connecting with an opponent immediately performs the final hit
    • Transitions to normal fall on hit instead of special fall
    • Horizontal Speed (bounce): -1.0 🠚 0.5
    • Damage: 3.0% 🠚 10.0%
    • Angle: 40 🠚 70
    • BKB: 40 🠚 80
    • KBG: 185 🠚 60
    • Hitbox Size (body/sword): 8.0/6.0u 🠚 9.0/7.0u
    • FAF (hit): 24

  • Shuttle Loop (Up Special):
    • Can be reversed during the initial hit
    • Height Multiplier: 1.1/1.08x 🠚 0.8/0.8x
    • Maximum Angle Adjustment: 18 🠚 30
    • Hitbox Duration (ground, hit 1/hit 2): F8-12/F22-27 🠚 F4-9/F18-24
    • Hit 1
      • Added sweetspot near sword hilt
      • Sweetspot
        • Hitbox Duration (ground/air): F4/F7
        • Damage: 15.0%
        • Angle: 40
        • BKB: 90
        • KBG: 61
        • Hitlag Multiplier: 1.5x
        • Hitbox Size: 5.0u
      • Sourspot
        • Damage: 9.0% 🠚 8.0%
        • Angle (body/sword): 86 🠚 70/80
        • BKB: 0 🠚 55
        • FKB: 125/120 🠚 0
        • KBG: 120 🠚 80
        • Hitlag Multiplier: 1.5x 🠚 1.0x
        • Hitbox Size (body/sword): 4.0/4.0u 🠚 5.0/5.5u
    • Hit 2
      • Damage: 6.0% 🠚 7.0%
      • KBG: 130 🠚 90
      • Hitlag Multiplier: 1.5x 🠚 1.0x
      • Hitbox Size (body/sword): 3.0/7.7u 🠚 5.0/7.5u

  • Dimensional Cape (Down Special):
    • The reappearance can be triggered early by pressing Attack starting on frame 11
    • Transitions to normal fall on hit instead of special fall
    • Matched air and ground values
    • Reappearance (forward)
      • Damage: 14.0%
      • Angle: 53
      • BKB: 20
      • KBG: 114
      • Hitlag Multiplier: 1.3x
      • Hitbox Size (inner/outer): 7.5/6.4u
    • Reappearance (backward)
      • Damage: 14.0%
      • Angle: 361
      • BKB: 20
      • KBG: 114
      • Hitlag Multiplier: 1.3x
      • Hitbox Size (inner/outer): 7.5/6.4u

  • Forward Throw:
    • Angle (hitbox): 40 🠚 60

  • Back Throw:
    • Angle (hitbox): 45 🠚 75
    • FAF: 35 🠚 34

  • Down Throw (Meta Fury Stomp):
    • Animation sped up by 1.25x
    • Angle (hitbox): 70 🠚 80
    • FAF: 87 🠚 66

Pit

Attributes

  • Walk Speed: 1.259 🠚 1.229
  • Initial Dash Speed: 2.09 🠚 1.5
  • Run Speed: 1.828 🠚 1.82
  • Run Acceleration (base/multiplier): 0.044/0.12474 🠚 0.02/0.1
  • Ground Friction: 0.135 🠚 0.07
  • Jumpsquat: 3F 🠚 4F
  • Max Horizontal Jump Speed: 1.1 🠚 1.5
  • Short Hop Height: 14.96 🠚 12.96
  • Mid Air Jump Velocities:
    • 2.0/1.8/1.6 🠚 2.12/1.9/1.65
  • Air Speed: 0.935 🠚 1.01
  • Air Acceleration (base/multiplier): 0.01/0.065 🠚 0.01/0.05
  • Air Friction: 0.008 🠚 0.01
  • Gravity: 0.081 🠚 0.095
  • Fall Speed: 1.48 🠚 1.9
  • Fast Fall Speed: 2.368 🠚 2.43
  • Combo Gravity: 0.074256 🠚 0.095
  • Combo Fall Speed: 1.8 🠚 1.9
  • Weight: 96 🠚 80

Moveset

  • Jab:
    • Jab 1 (Overhand Swipe)
      • FAF 26 🠚 19
    • Jab 2 (Underhand Slash)
      • FAF 30 🠚 21
    • Rapid Jab Finisher (Double Blow)
      • FAF 48 🠚 45

  • Forward Tilt (Scissor Chop):
    • Hitbox Size: 3.5u 🠚 4.0u
    • FAF: 40 🠚 33

  • Up Tilt (Anti-Air Kick):
    • Hit 2
      • Hitbox extended lower to cover hip
      • Hitbox Size: 6.0u 🠚 7.5u
    • FAF: 33 🠚 28

  • Down Tilt (Ground Sweep):
    • Hitbox extended into body
    • Angle: 83 🠚 75
    • KBG: 46 🠚 50
    • Hitbox Size: 2.5u 🠚 3.5u
    • FAF: 26 🠚 24

  • Dash Attack (Bow Slash):
    • Angle: 74 🠚 70
    • BKB: 80 🠚 30
    • KBG: 74 🠚 96
    • FAF: 39 🠚 33

  • Forward Smash:
    • Hitbox Duration (hit 1/hit 2): F10/F21-22 🠚 F10/F21-23
    • Hit 2
      • KBG: 122 🠚 124
    • FAF: 55 🠚 58

  • Up Smash:
    • Hitbox Duration (hit 1/hit 2/hit 3): F6-7/F10/F18 🠚 F6-8/F10-11/F18-19
    • Hit 1
      • Hitbox Size (sword/arm/scoop): 4.0/4.5/4.0u 🠚 5.0/5.5/6.0u
    • Hit 2
      • Hitbox Size (inner/outer): 4.0/5.2u 🠚 5.5/6.0u
    • Hit 3
      • Hitlag Multiplier: 1.2x 🠚 1.5x
      • Hitbox Size (inner/outer): 5.8/5.0u 🠚 6.0/7.0u
    • FAF: 52 🠚 56

  • Down Smash:
    • FAF: 41 🠚 49

  • Neutral Air (Rotary Cutter):
    • Attached hitboxes to blades
    • Hitbox Duration (multihits/launcher): F4-5/F7-8/F10-11/F13-14/F16-17/F19-20/F22-23/F25 🠚 F4-23/F25
    • Multihits
      • Damage: 0.7% 🠚 1.4%
      • Angle (ground/air): 335/220/140/130 🠚 80/365
      • SDI Multiplier: 0.8x 🠚 1.0x
      • Rehit Rate: 0F 🠚 5F
      • Hitbox Size: 2.5/3.0u 🠚 4.0u
    • Launcher
      • Hitlag Multiplier: 1.8x 🠚 1.5x
      • Hitbox Size (inner/outer): 9.5u 🠚 4.5/10.5u
    • FAF: 55 🠚 50
    • Landing Lag: 14F 🠚 9F

  • Forward Air (Hover Bow):
    • Hitbox extended to cover entire sword
    • Added chest hitbox
    • Multihits
      • Angle (chest): 345
      • Hitlag Multiplier: 0.8x 🠚 0.75x
      • Hitbox Size (chest/sword): */2.3u 🠚 3.5/4.0u
    • Launcher
      • Damage: 6.0% 🠚 7.5%
      • BKB: 20 🠚 25
      • KBG: 147 🠚 150
      • Hitlag Multiplier: 2.2x 🠚 1.5x
    • FAF: 47 🠚 45
    • Landing Lag: 12F 🠚 10F

  • Back Air (Reversal Stab):
    • Added late hit
    • Hitbox Duration (early/late): F10-12 🠚 F10-11/F12-15
    • Early
      • Outer Sword
        • KBG: 105 🠚 103
      • Inner Sword
        • Damage: 8.0% 🠚 10.0%
        • KBG: 96 🠚 100
    • Late
      • Damage: 7.0%
      • Angle: 361
      • BKB: 20
      • KBG: 87
    • FAF: 41 🠚 40
    • Landing Lag: 8F 🠚 9F

  • Up Air (Blade Twirl):
    • Multihits
      • Hitlag Multiplier: 0.8x 🠚 0.75x
    • Launcher
      • Damage: 5.0% 🠚 8.0%
      • Angle: 80 🠚 68
      • KBG: 143 🠚 126
      • Hitlag Multiplier: 2.0x 🠚 1.5x
    • FAF: 41 🠚 43
    • Landing Lag: 14F 🠚 11F

  • Down Air (Under-Arc Slash):
    • Added body hitbox
    • Hitbox Duration: F10-12 🠚 F9-12
    • Sweetspot
      • BKB (ground/air): 0/10 🠚 60/13
      • KBG (ground/air): 80 🠚 75/76
    • Sourspot
      • Angle: 60/70/80 🠚 75
      • BKB: 40/50 🠚 40
      • KBG: 80 🠚 88
    • Landing Lag: 12F 🠚 10F

  • Palutena Bow (Neutral Special):
    • Hops slightly when firing in the air
    • Lifetime: 45F 🠚 120F
    • Base Speed: 3.5 🠚 3.75
    • Base Damage: 3.2% 🠚 4.5%
    • Damage Add per Charge Frame: 0.09% 🠚 0.11%
    • Angling Degrees per Frame: 4 🠚 8
    • Angle: 60 🠚 80
    • BKB: 4 🠚 10
    • KBG: 88 🠚 125
    • Hitbox Size: 1.3u 🠚 2.5u
    • FAF: 33/29 🠚 30

  • Upperdash Arm (Side Special):
    • The rush and the swing can be jump canceled starting on frame 29

  • Power of Flight (Up Special):
    • Can be canceled early by pressing Shield
    • Travel Speed: 3.4 🠚 3.0
    • Deceleration Frame: F3 🠚 F1

Zero Suit Samus

Attributes

  • Walk Speed: 1.47 🠚 1.35
  • Initial Dash Speed: 2.42 🠚 1.7
  • Run Speed: 2.31 🠚 2.05
  • Run Acceleration (base/multiplier): 0.044/0.10362 🠚 0.02/0.08
  • Ground Friction: 0.116 🠚 0.0725
  • Jumpsquat: 3F 🠚 4F
  • Max Horizontal Jump Speed: 1.3 🠚 1.45
  • Short Hop Height: 21.35 🠚 13.5
  • Full Hop Height: 44.5 🠚 37.5
  • Double Jump Height: 44.2 🠚 32.5
  • Air Speed: 1.26 🠚 1.005
  • Air Acceleration (base/multiplier): 0.01/0.085 🠚 0.01/0.09
  • Air Friction: 0.008 🠚 0.005
  • Gravity: 0.12 🠚 0.135
  • Fall Speed: 1.7 🠚 2.05
  • Fast Fall Speed: 2.72 🠚 2.75
  • Combo Gravity: 0.06888 🠚 0.135
  • Combo Fall Speed: 1.8 🠚 2.05
  • Heavy Landing Lag: 8F 🠚 5F
  • Shield Radius: 12.5 🠚 11.6
  • Wall Jump Vertical Velocity: 2.3 🠚 2.6

Moveset

  • Jab:
    • Jab 1 (Straight Check)
      • Added locking hitbox
      • Hitbox Duration: F1 🠚 F2-3
      • Damage: 1.5% 🠚 3.0%
      • Angle: 361/180 🠚 70
      • BKB: 20/15/10 🠚 0
      • KBG: 50/33/20 🠚 100
      • Hitlag Multiplier: 1.8x 🠚 1.0x
      • Additional Hitstun: 10/6/2F 🠚 2F
      • Hitbox Size (shoulder/arm/hand): 2.0/2.3/2.5u 🠚 3.5/3.8/3.5u
      • FAF: 24 🠚 17
    • Jab 2 (Pistol Whip)
      • Added locking hitbox
      • Hitbox Duration: F2 🠚 F2-3
      • Damage: 1.5% 🠚 3.0%
      • Angle: 361 🠚 70
      • BKB: 30/25/20 🠚 0
      • KBG: 40/30 🠚 100
      • Hitlag Multiplier: 1.8x 🠚 1.0x
      • Hitbox Size (shoulder/arm/hand): 2.2/2.8/3.5u 🠚 2.9/2.9/3.5u
      • FAF: 26 🠚 19
    • Jab 3 (Elbow Jab)
      • Added hand hitbox
      • Damage: 3.0% 🠚 5.0%
      • Angle: 45 🠚 361
      • BKB: 60 🠚 50
      • KBG: 100 🠚 70
      • Hitbox Size (hand): 2.5u
      • FAF: 35 🠚 23

  • Forward Tilt (Spin Kick):
    • Added back leg hitbox
    • High
      • Damage: 6.5/8.0% 🠚 9.0%
      • Angle: 361 🠚 35
      • BKB: 30 🠚 18
      • Hitbox Size (back leg): 3.0u
    • Mid
      • Damage: 6.0/7.0% 🠚 9.0%
      • Angle: 361 🠚 35
      • BKB: 30 🠚 18
      • Hitbox Size (back leg): 3.0u
    • Low
      • Damage: 6.5/8.0% 🠚 12.0%
      • Angle: 361 🠚 35
      • BKB: 30 🠚 18
      • Hitbox Size (back leg): 3.0u

  • Up Tilt (Handstand Scissor):
    • Hitbox Duration (early/late): F3-4/F9-10 🠚 F5-7/F10-14
    • Hit 1
      • Attached hitboxes to legs
      • Hip
        • Angle: 90
        • BKB: 45
        • KBG: 40
        • Hitbox Size: 3.0u
      • Knee
        • Angle: 128
        • BKB: 40
        • KBG: 40
        • Hitbox Size: 3.0u
      • Foot
        • Angle: 136
        • BKB: 50
        • KBG: 30
        • Hitbox Size: 3.0u
      • Hitlag Multiplier: 1.2x 🠚 1.0x
    • Hit 2
      • Damage: 7.0% 🠚 8.0%
      • BKB: 70 🠚 50
      • KBG: 90 🠚 100
      • Hitlag Multiplier: 1.2x 🠚 1.0x
      • Hitbox Size (leg/foot): 6.0/7.0u 🠚 5.0/6.0u
    • FAF: 46 🠚 39

  • Down Tilt (Jet Sweep):
    • Attached hitboxes to leg
    • Hitbox Duration: F8-9 🠚 F6-8
    • Damage (hip/knee/foot): 6.0/8.0%% 🠚 6.0/7.0/8.0%
    • Angle (hip/knee/foot): 70 🠚 65/75/85
    • BKB: 60 🠚 30
    • KBG: 85 🠚 110
    • FAF: 30 🠚 26

  • Dash Attack:
    • Hitbox Duration (early/late): F7-9/F10-19 🠚 F6-9/F10-14
    • Early:
      • Damage: 8.0% 🠚 10.0%
      • Angle: 70 🠚 361
      • BKB: 100 🠚 50
      • KBG: 40 🠚 64
    • Late:
      • Damage: 5.0% 🠚 7.0%
      • Angle: 60 🠚 70
      • BKB: 80 🠚 60
      • KBG: 40 🠚 85
    • FAF: 52 🠚 39

  • Forward Smash:
    • Hitbox Duration: F13-14/F26-28 🠚 F13-14/F26-29
    • Hit 1
      • Hitlag Multiplier: 1.0x 🠚 0.5x
    • Hit 2
      • Hip/Knee/Foot
        • KBG: 97 🠚 110
        • Hitbox Size: 3.7/4.2/5.7u 🠚 3.5/4.0/5.5u
      • Blast
        • Damage: 11.0% 🠚 12.0%
        • KBG: 106 🠚 119
        • Hitlag Multiplier: 1.6x 🠚 1.5x
        • Hitbox Size: 3.2u 🠚 4.5u

  • Neutral Air (Plasma Rope):
    • Attached hitboxes to whip
    • Hitbox Duration: F10-11/F15-16 🠚 F7-15
    • Damage: 8.0% 🠚 12.0%
    • Angle (gun/inner whip/outer whip/tip): 55 🠚 55/52/50/47
    • BKB: 38 🠚 25
    • KBG: 96 🠚 80
    • Hitlag Multiplier: 1.0x 🠚 0.8x
    • FAF: 52 🠚 35
    • Autocancel: F1-3/F42 🠚 F1-2/F32
    • Landing Lag: 8F 🠚 7F

  • Forward Air (Jet Double):
    • Added hip hitbox
    • Hitbox Duration (hit 1/hit 2): F6-7/F13-14 🠚 F6-9/F15-18
    • Hit 1
      • Ground
        • Angle (hip/knee/foot): 40/50 🠚 70/75/80
      • Air
        • Angle: 361 🠚 366
      • BKB: 60/50 🠚 0
      • FKB: 0 🠚 50
      • KBG: 50 🠚 100
      • Additional Hitstun: 0F 🠚 2F
      • Hitbox Size (hip/knee/foot): */5.5/6.4u 🠚 3.5/3.5/4.0u
    • Hit 2
      • Damage: 7.0% 🠚 10.0%
      • Angle: 361 🠚 40
      • KBG: 100 🠚 104
      • Hitbox Size (hip/knee/foot): */5.5/6.4u 🠚 3.7/4.0/4.5u
    • FAF: 47 🠚 40
    • Autocancel: F1-3/F38 🠚 F1-3/F39
    • Landing Lag: 10F 🠚 9F

  • Back Air (Rocket Kick):
    • Added hip hitbox
    • Hitbox Duration: F8-9 🠚 F7-11
    • Hip
      • BKB: 42 🠚 20
      • KBG: 98 🠚 110
      • Hitbox Size: 2.5u
    • Knee/Foot
      • Damage: 12.0% 🠚 13.0%
      • BKB: 42 🠚 33
      • KBG: 98 🠚 110
      • Hitbox Size: 3.5/5.5u 🠚 3.0/4.0u
    • FAF: 41 🠚 38
    • Autocancel: F1-3/F31 🠚 F1-3/F30
    • Landing Lag: 10F 🠚 9F

  • Up Air (Boost Arc):
    • Animation adjusted for a smoother arc
    • Added late hit
    • Hitbox Duration (early/late): F6-12 🠚 F4-8/F9-12
    • Early
      • Damage: 6.5% 🠚 10.0%
      • Angle: 80 🠚 60
      • KBG: 125 🠚 110
    • Late
      • Damage: 7.0%
      • Angle: 30
      • BKB: 20
      • KBG: 100
    • Hitbox Size (hip/knee/foot): 3.6/3.6/4.6u 🠚 3.0/3.0/4.0u
    • FAF: 35 🠚 34
    • Autocancel: F25 🠚 F26
    • Landing Lag: 5F 🠚 8F

  • Down Air (Shooting Star):
    • Removed stall and fall
    • Rebounds ZSS upwards on hit
    • Hitbox Duration (early/late): F12-15/F16-22
    • Early
      • Damage: 12.0%
      • Angle: 90
      • BKB: 70
      • KBG: 35
      • Hitbox Size (hip/knee/foot): 4.0/4.5/4.5u
    • Late
      • Damage: 6.0%
      • Angle: 90
      • BKB: 35
      • KBG: 64
      • Hitbox Size (hip/knee/foot): 3.5/4.0/4.0u
    • FAF: 45
    • Autocancel: F1-3/F46
    • Landing Lag: 9F

  • Zair:
    • Landing Lag: 8F 🠚 16F

  • Paralyzer (Neutral Special):
    • Lifetime (uncharged/charged): 24/48F 🠚 36/69F
    • Uncharged
      • No longer paralyzes

  • Plasma Whip (Side Special):
    • Ground
      • Changed to two hits
      • Hitbox Duration (hit 1/hit 2): F24-25/F28-31
      • Hit 1
        • Damage (arm/gun/whip): 1.0/4.0/4.0%
        • Angle (arm/gun/whip): 15/20/25
        • FKB (arm/gun/whip): 90/80/50
        • KBG: 100
        • Hitbox Size (arm/gun/whip): 4.0/3.5/4.0u
      • Hit 2
        • Tap
          • Damage: 8.0% 🠚 9.0%
          • Angle: 55 🠚 50
          • BKB: 47 🠚 50
          • KBG: 138 🠚 115
        • Hold
          • Damage: 4.0% 🠚 7.0%
          • Angle: 75 🠚 100
          • BKB: 98 🠚 90
          • KBG: 62 🠚 60
          • Hitlag Multiplier: 1.0x 🠚 1.5x
          • Additional Hitstun: 4F 🠚 0F
        • Hitbox Size: 6.0u
        • FAF: 56 🠚 52
    • Air
      • Final Hit
        • Tap
          • Damage: 8.0% 🠚 9.0%
          • Angle: 60 🠚 50
          • BKB: 45 🠚 50
          • KBG: 105 🠚 115
        • Hold
          • Damage: 4.0% 🠚 7.0%
          • Angle: 108/100/80/75 🠚 110
          • BKB: 60 🠚 90
          • KBG: 105 🠚 60
          • Hitlag Multiplier: 1.0x 🠚 1.5x

  • Boost Kick (Up Special):
    • Ground
      • Height Multiplier: 1.1x 🠚 1.0x
      • Max Angle: 18 🠚 35
      • Multihits
        • Hitlag Multiplier: 1.0x 🠚 0.75x
      • Launcher
        • KBG: 209 🠚 208
        • Hitlag Multiplier: 2.5x 🠚 1.5x
    • Air
      • Height Multiplier: 1.1x 🠚 0.975x
      • Max Angle: 18 🠚 35
      • Multihits
        • Hitlag Multiplier: 1.0x 🠚 0.75x
      • Launcher
        • KBG: 184 🠚 196
        • Hitlag Multiplier: 2.5x 🠚 1.5x

  • Flip Jump (Down Special):
    • Removed intangibility
    • Can be jump canceled starting on frame 22
    • Can be edge canceled
    • Travel Arc
      • Speed Control Multiplier: 0.7x 🠚 1.0x
      • Speed Multiplier: 1.0x 🠚 0.55x
    • Kick
      • Rebound Horizontal Speed: 0.7 🠚 0.2
      • Rebound Vertical Speed: 2.5 🠚 1.75
      • Hip
        • Damage: 14.0% 🠚 12.0%
        • BKB: 30 🠚 45
        • KBG: 100 🠚 115
        • Hitbox Size: 4.1u 🠚 4.8u
      • Foot
        • Ground
          • Angle: 48 🠚 45
          • KBG: 102 🠚 100
        • Air
          • KBG: 100 🠚 52
        • Hitbox Size: 8.0u 🠚 4.8u
      • FAF: 60 🠚 35
    • Footstool
      • Only footstools when Special is held
      • Horizontal Speed (min/max): 0.7/1.0 🠚 0.1/0.8

  • Grab:
    • Standing Grab
      • Changed to a close-range grab
    • Dash Grab:
      • Added elbow and shoulder grab boxes
      • Hitbox Duration (hand/elbow/shoulder): F17-18 🠚 F17-22
    • Pivot Grab:
      • Added elbow and shoulder grab boxes
      • Hitbox Duration (hand/elbow/shoulder): F18-19 🠚 F18-23

  • Forward Throw:
    • Damage: 4.0/5.0% 🠚 7.0/2.0%
    • Angle: 33 🠚 40
    • BKB: 58 🠚 63
    • KBG: 75 🠚 50
    • FAF: 26 🠚 28

  • Back Throw:
    • Damage: 6.0% 🠚 4.0%
    • BKB: 72 🠚 70
    • KBG: 45 🠚 60
    • FAF: 28 🠚 29

  • Up Throw:
    • Startup: F5 🠚 F11
    • Damage: 8.0% 🠚 4.0%
    • Angle: 73 🠚 105
    • KBG: 93 🠚 115
    • FAF: 41 🠚 37

  • Down Throw (Axe Stomp):
    • Startup: F22 🠚 F17
    • Damage: 4.0/4.0% 🠚 2.0/5.0%
    • Angle: 75 🠚 70
    • BKB: 90 🠚 68
    • KBG: 60 🠚 78
    • FAF: 52 🠚 55

Wario

Attributes

  • Walk Speed: 0.889 🠚 0.85
  • Initial Dash Speed: 1.837 🠚 1.55
  • Run Speed: 1.65 🠚 1.55
  • Run Acceleration (base/multiplier): 0.044/0.10494 🠚 0.02/0.06
  • Ground Friction: 0.106 🠚 0.085
  • Jumpsquat: 3F 🠚 5F
  • Horizontal Jump Speed Multiplier: 0.9 🠚 0.95
  • Max Horizontal Jump Speed: 1.3 🠚 1.4
  • Short Hop Height: 14.7 🠚 13.7
  • Air Speed: 1.271 🠚 1.2
  • Air Acceleration (base/multiplier): 0.04/0.08 🠚 0.03/0.14
  • Gravity: 0.107 🠚 0.122
  • Fall Speed: 1.61 🠚 1.93
  • Fast Fall Speed: 2.576 🠚 2.486
  • Combo Gravity: 0.077952 🠚 0.0122
  • Combo Fall Speed: 1.8 🠚 1.93
  • Heavy Landing Lag: 4F 🠚 5F
  • Weight: 107 🠚 106
  • Shield Radius: 9.7 🠚 10.0

Moveset

  • Jab:
    • Jab 1 (Kneecap Buster)
      • Added locking hitbox
      • Hitbox Duration: F8-9 🠚 F5-8
      • Damage: 5.0% 🠚 3.0%
      • Angle: 361 🠚 76
      • BKB: 40/38 🠚 25
      • KBG: 20 🠚 45
      • Additional Hitstun: 0F 🠚 2F
      • Hitbox Size (shoulder/arm/hand): 2.2/2.2/2.8u 🠚 3.0/3.0/3.5u
      • FAF: 28 🠚 19
    • Jab 2 (Sucker Uppercut)
      • Hitbox Duration: F4-5 🠚 F4-7
      • Damage: 7.0% 🠚 6.0%
      • Angle: 75 🠚 79
      • KBG: 82 🠚 70
      • FAF: 30 🠚 26

  • Forward Tilt:
    • Hitbox Duration: F12-15 🠚 F10-13
    • KBG: 102 🠚 106
    • FAF: 40 🠚 38

  • Up Tilt:
    • Attached hitboxes to hands and body
    • Hitbox Duration (early/late): F8-10/F11-15 🠚 F8-10/F11-19
    • Early
      • Damage: 6.0% 🠚 9.0%
      • BKB: 28 🠚 65
      • KBG: 130 🠚 90
      • Hitbox Size (hand/body): 5.0/6.0u
    • Late
      • Damage: 5.0% 🠚 6.0%
      • Angle (hand/body): 90 🠚 92/95
      • BKB: 20 🠚 40
      • KBG: 120 🠚 115
      • Hitbox Size (hand/body): 4.0/3.0u
    • FAF: 28 🠚 32

  • Down Tilt:
    • Attached hitboxes to arm
    • Hitbox Duration: F5 🠚 F5-7
    • Angle (arm/hand): 46/69 🠚 65/67
    • BKB: 20 🠚 35
    • KBG: 50 🠚 45
    • Hitlag Multiplier (arm/hand): 1.0x 🠚 1.1/1.2x
    • SDI Multiplier: 1.0x 🠚 1.1x
    • Hitbox Size (shoulder/arm/hand/finger): 2.0u 🠚 3.5/3.5/4.5/2.5u

  • Dash Attack (Shoulder Bash):
    • Early
      • Moved hitboxes forward
      • Damage (shoulder/head): 11.0/5.0% 🠚 12.0/13.0%
      • Angle (shoulder/head): 50 🠚 55/50
      • KBG: 97 🠚 90
    • Late
      • Matched hitboxes to early hit
      • Damage: 5.0% 🠚 6.0%
      • Angle: 70 🠚 80

  • Forward Smash:
    • Hitbox Duration: F18-19 🠚 F15-19
    • KBG: 93 🠚 89
    • Hitbox Size (hand/arm): 4.5/3.5u 🠚 6.0/4.5u
    • FAF: 66 🠚 63

  • Up Smash:
    • Hitbox Duration (early/late): F11-12/13 🠚 F8-11/12
    • KBG: 85 🠚 86
    • FAF: 58 🠚 55

  • Neutral Air:
    • Hitbox Duration (hit 1 early/hit 1 late/hit 2): F4-12/F13-17/F20-26/F27-42 🠚 F4-12/F13-18/F20-35
    • Hit 1
      • BKB: 30 🠚 25
      • Hitbox Size (arm/body): 3.0/3.0/4.5u 🠚 4.0/4.0/5.0u
    • Hit 2
      • Angle: 70 🠚 72
      • Hitlag Multiplier: 1.1x 🠚 1.15x
      • Hitbox Size: 3.5u 🠚 4.5u
    • FAF: 46 🠚 45
    • Autocancel: F1-3/F43 🠚 F1-3/F44
    • Landing Lag: 7F 🠚 8F

  • Forward Air (Shin Kick):
    • Attached hitboxes to hip and foot
    • Hitbox Duration (early/late): F5-6/F7-17 🠚 F5-7/F8-17
    • Early
      • Hip
        • Damage: 7.0% 🠚 10.0%
        • KBG: 97 🠚 85
      • Foot
        • Damage: 7.0% 🠚 9.0%
        • Angle: 361 🠚 55
        • BKB: 30 🠚 35
        • KBG: 97 🠚 85
        • Hitbox Size: 3.5u 🠚 4.5u
    • Late
      • Damage: 4.5% 🠚 6.0%
      • BKB: 15 🠚 20
      • KBG: 80 🠚 65
      • Hitbox Size (hip/foot): 2.6/3.5u 🠚 3.5/4.0u
    • FAF: 38 🠚 31
    • Landing Lag: 10F 🠚 7F

  • Back Air (Lay Down):
    • Added late hit
    • Hitbox Duration (early/late): F9-11 🠚 F9-12/F13-17
    • Early
      • Head
        • Damage: 12.0% 🠚 14.0%
        • BKB: 21 🠚 20
        • KBG: 106 🠚 101
        • Hitbox Size: 5.5u 🠚 6.25u
      • Body
        • BKB: 21 🠚 20
        • KBG: 106 🠚 102
        • Hitbox Size: 3.5u 🠚 4.5u
    • Late
      • Damage: 9.0%
      • Angle: 361
      • BKB: 20
      • KBG: 105
      • Hitbox Size (head/body): 4.5/4.0u
    • FAF: 50 🠚 43
    • Autocancel: F1-4/F34 🠚 F1-4/F31
    • Landing Lag: 16F 🠚 12F

  • Up Air (Hand Slap):
    • Added initial hit
    • Added late hit
    • Hitbox Duration (initial/early/late): F8-9 🠚 F7/F8-9/F10-12
    • Initial
      • Damage: 7.0%
      • Angle: 75
      • BKB: 45
      • KBG: 116
      • Hitlag Multiplier: 0.8x
      • Hitbox Size: 5.0u
    • Early
      • Damage: 13.0% 🠚 12.0%
      • KBG: 78 🠚 108
      • Hitlag Multiplier: 1.0x 🠚 1.2x
      • Hitbox Size: 7.3u 🠚 7.5u
    • Late
      • Damage: 12.0%
      • Angle: 88
      • BKB: 30
      • KBG: 108
      • Hitlag Multiplier: 1.2x
      • Hitbox Size: 5.5u
    • FAF: 47 🠚 42
    • Landing Lag: 7F 🠚 9F

  • Down Air (Low Twirl):
    • Multihits
      • Hitlag Multiplier: 1.0x 🠚 0.75x
    • Launcher
      • KBG: 200 🠚 204
      • Hitlag Multiplier: 2.0x 🠚 1.5x
    • Landing Lag: 18F 🠚 13F

  • Chomp (Neutral Special):
    • Wario automatically chomps helds opponent at a set rate; The throw is initiated by pressing Special
    • Wario can now toss opponents backwards by holding the control stick in the opposite direction he is facing when the throw starts

  • Wario Bike (Side Special):
    • The bike parts can be held and thrown (however they currently have no hitbox and odd pickup hitbox sizes)
    • Bike
      • Initial Airspeed: 1.8 🠚 1.2
      • Min Airspeed: 0.9 🠚 0.8
      • Air Friction: 0.01 🠚 0.025
    • Jump
      • Horizontal Speed: 1.5 🠚 1.25
      • Vertical Speed: 2.8 🠚 2.5

  • Corkscrew (Up Special):
    • Multihits
      • Damage: 1.2/1.3/1.4/1.5% 🠚 0.5%
      • FKB: 88 🠚 85
      • Hitbox Size: 4.0u 🠚 3.0u
    • Launcher
      • Attached hitboxes to hands and body
      • Angle: 45/85 🠚 65
      • BKB: 70/60 🠚 60
      • KBG: 130 🠚 140
      • Hitbox Size (hand/body): 3.5/7.5u

  • Wario Waft (Down Special):
    • Half Charge Time: 55s 🠚 30s
    • Max Charge Time: 110s 🠚 60s

  • Pummel:
    • Added coin effect
    • Damage: 1.6% 🠚 0.8/0.8%

  • Back Throw (Wild Swing-Ding):
    • Wario can move left and right during the whirl

  • Up Throw:
    • FAF: 44 🠚 43

  • Down Throw:
    • Damage: 7.0/4.0% 🠚 4.0/4.0%
    • KBG: 18 🠚 50

Snake

Attributes

  • Initial Dash Speed: 1.6 🠚 1.35
  • Run Speed: 1.595 🠚 1.55
  • Run Acceleration (base/multiplier): 0.044/0.12694 🠚 0.02/0.10694
  • Ground Friction: 0.116 🠚 0.1
  • Jumpsquat: 3F 🠚 5F
  • Max Horizontal Jump Speed: 1.3 🠚 1.15
  • Full Hop Height: 21.62 🠚 27.62
  • Air Speed: 0.987 🠚 0.94
  • Air Acceleration (base/multiplier): 0.01/ 🠚 0.035/
  • Gravity: 0.08 🠚 0.098
  • Fall Speed: 1.73 🠚 2.12
  • Fast Fall Speed: 2.768 🠚 2.89
  • Combo Gravity:
  • Combo Fall Speed:
  • Model Scale Multiplier: 0.97 🠚 1.0
  • Shield Radius: 11.8 🠚 12.4

Moveset

  • Jab:
    • Jab 1 (Jab)
      • Attached hitboxes to shoulder/arm
      • Damage: 2.5% 🠚 4.0%
      • Angle (shoulder/arm): 361 🠚 80/88
      • FKB: 0 🠚 30
      • KBG: 26 🠚 60
    • Jab 2 (Cross)
      • Attached hitboxes to arm/shoulder/hip
      • Damage: 2.5% 🠚 3.0%
      • Angle: 361 🠚 50
      • BKB: 25 🠚 70
      • KBG: 25 🠚 80
    • Jab 3 (Roundhouse)
      • Attached hitboxes to leg/knee
      • Damage: 6.0% 🠚 8.0%
      • BKB: 70 🠚 70
      • KBG: 58 🠚 80
      • FAF: 47 🠚 41
  • Forward Tilt:
    • Hit 1 (Knee Strike)
      • Added foot hitbox
      • Transition Frame: F10 🠚 F9
      • Additional Hitstun: 2F 🠚 3F
    • Hit 2 (Hammer Fist)
      • Damage: 9.0/11.0% 🠚 10.0%
      • BKB: 85 🠚 50
      • KBG: 62 🠚 90
      • FAF: 40 🠚 34
  • Up Tilt:
    • Added shin intangibility on frames 6-8
    • Can now reverse hit
    • Early
      • Damage: 14.5% 🠚 12.0%
      • Angle: 95 🠚 90
      • KBG: 82 🠚 100
      • Hitbox Size (hip/knee/foot): 2.5/2.5/3.5u 🠚 3.0/3.0/5.0u
    • Late
      • Damage: 13.5% 🠚 10.0%
      • KBG: 88 🠚 96
      • Hitbox Size (hip/knee/foot): 3.0/3.0/5.0u 🠚 3.0/3.0/4.0u
    • FAF: 38 🠚 35
  • Down Tilt:
    • Thigh hitbox enlarged
    • Added hip hitbox
    • Hitbox Duration: F6-7 🠚 F7-9
    • Damage: 12.0% 🠚 11.0%
    • Angle (hip/thigh/knee/foot): */80/75/70 🠚 90/90/85/80
    • BKB: 60 🠚 50
    • KBG: 62 🠚 73
    • FAF: 31 🠚 28
  • Dash Attack:
    • Added hip hitbox
    • Hitbox Duration (early/late): F5-8/F9-12 🠚 F6-7/F8-16
    • Early
      • Damage: 9.0/11.0/11.0% 🠚 11.0%
      • Angle: 45 🠚 55
      • BKB: 95 🠚 60
      • KBG: 45 🠚 80
    • Late
      • Damage: 6.0/8.0/8.0% 🠚 8.0%
      • Angle: 105 🠚 100
      • KBG: 75 🠚 100
  • Up Smash (Mortar):
    • The mortar’s launch angle can be shifted left and right with the control stick
    • Mortar Max Horizontal Speed: 0.714 🠚 0.667
    • FAF: 55 🠚 62
  • Down Smash (Low Stomp):
    • Hit 1
      • Damage: 12.0% 🠚 13.0%
      • Angle: 25 🠚 35
      • KBG: 87 🠚 98
    • Hit 2
      • Angle: 20 🠚 35
      • KBG: 88 🠚 98
    • FAF: 56 🠚 49
  • Neutral Air (Quad Kick):
    • Animation speed increased
    • Attached hitboxes to hip/knee/foot
    • Added hip hitboxes
    • Hitbox Duration: F9-10/F16-17/F23-24/F33-35 🠚 F6-9/F13-16/F19-22/F27-29
    • Damage: 3.0/3.0/3.0/12.0% 🠚 2.0/2.0/2.0/8.0%
    • Multihits
      • FKB (ground/air): 50/38 🠚 55/43
      • Additional Hitstun: 0F 🠚 2F
    • Launcher
      • Can now reverse hit
      • Damage: 8.0% 🠚 7.0%
      • BKB: 30 🠚 40
      • KBG: 100 🠚 145
    • FAF: 60 🠚 46
    • Landing Lag: 16F 🠚 8F
  • Forward Air (Flying Axe):
    • Can now reverse hit
    • Startup: F23 🠚 F20
    • Sourspot
      • Angle: 80 🠚 361
      • BKB: 35 🠚 40
      • KBG: 90 🠚 105
    • FAF: 70 🠚 44
    • Autocancel: 1-4/63 🠚 1-6/63
    • Landing Lag: 19F 🠚 13F
  • Back Air (Drop Kick):
    • Added hip hitboxes
    • Swapped sourspot and sweetspot; sweetspot now on shins/feet and sourspot is on thighs
    • Early
      • Hitbox Duration: F7-9 🠚 F7-10
      • Damage (sweetspot/sourspot): 16.0/14.0% 🠚 14.0/13.0%
      • Angle (hip/knee/foot): 361 🠚 50/50/361
      • BKB: 43/42 🠚 25
      • KBG (hip/knee/foot): 72 🠚 100
    • Late
      • Damage: 10.0/9.0% 🠚 10.0%
      • BKB: 25 🠚 20
      • KBG: 85 🠚 100
    • FAF: 43 🠚 41
    • Landing Lag: 19F 🠚 10F
  • Up Air (Springboard):
    • Attached hitboxes to hip/knee/foot
    • Early
      • Damage (hip/knee/foot): 14.0% 🠚 12.0/13.0/14.0%
      • BKB: 65 🠚 35
      • KBG: 72 🠚 100
    • Late
      • Angle: 65 🠚 70
      • KBG: 100 🠚 95
    • FAF: 48 🠚 43
    • Landing Lag: 15F 🠚 10F
  • Down Air (Air Stomp):
    • Removed air stall
    • Attached hitboxes to hip/knee/foot
    • Added ground-only launcher hitbox with higher BKB and KBG
    • Hit 2
      • Damage: 3.0% 🠚 4.0%
    • Hit 3
      • Damage: 3.0% 🠚 4.0%
    • Launcher
      • Hitbox Duration: F25-26 🠚 F25-28
      • Damage: 10.0% 🠚 5.0%
    • Angle: 361 🠚 275
    • BKB decreased [MISSING DATA]
    • SDI Multiplier (multihits) increased [MISSING DATA]
    • FAF: 60 🠚 55
    • Landing Lag: 20F 🠚 10F
  • Hand Grenade (Neutral Special):
    • Can fake a grenade pull by holding shield during startup
    • Grenade Generation: F1 🠚 F7
    • Hand Grenade Model Scale Multiplier: 1.4 🠚 1.55
    • Hand Grenade Detonation Timer: 150F 🠚 120F
    • Smoke Ball Model Scale Multiplier: 1 🠚 0.5
  • Cypher (Up Special):
    • Hitbox added to Snake’s body
    • Stable Vertical Speed: 1.25 🠚 1.3
    • Hang FAF: 41 🠚 9
    • Hitbox Duration: F4 🠚 F5-6
    • Angle: 24 🠚 361
    • BKB: 20 🠚 30
    • KBG: 45 🠚 55
  • C4 (Down Special):
    • C4 detonation can now be faked out by holding Special between frames 19 and 23
    • When placed on an opponent, C4 no longer falls off or sticks onto Snake
      • C4 is removed from opponents upon Snake’s death
    • Gravity: 0.07 🠚 0.088
    • Maximum Fall Speed: 2 🠚 2.75
    • Lifetime before automatically detonating: 1600F (26.6 Seconds) 🠚 7200F (2 Minutes/120 Seconds)
    • Damage: 17.0% 🠚 16.0%
    • FAF (air, enemy sticky/wall sticky/drop): 25/17/25 🠚 16/16/16
  • Grab
    • While holding an opponent, Snake can move left or right by using the left and right taunt buttons

Ike

HDR Data Contributor's Guide

Greetings! If you're interested in helping out with making changes to HDR Data, then here's everything you'll need to know

The Environment

Setting up the development environment is much simpler than that of HDR. All you need is VSCode and Github Desktop (or a similar program such as GitKraken). Then simply fork the repo and open it within VSCode

Install Rust

If you have previously set up the HDR dev environment, you should have Rust installed already. If not, please go to this link and click the download button that pertains to your OS

Install cargo and mdbook

In the Extensions tab in VSCode, search for cargo and install it. Once you have cargo installed, open a new terminal in VSCode and run the following command: cargo install mdbook

The Very Handy Command

From the home directory of the repository, you can type mdbook serve --open in the VSCode terminal to launch a locally hosted web session. It will update and refresh every time you save any changes to a file, making previewing changes quick and easy. You can also hit Ctrl+F5 to fully reload the session, which can help with refreshing styles and if the data doesn't seem to be pulling correctly

Submitting the Pull Request

Once you have made your changes, simply commit your changes in Github Desktop and create a pull request. It will be merged after review and any further needed adjustments

Making Changes

To update characters with new changes, you'll need to look at two locations: the character page (<char>.md) and that character's data file (<char>.json). Both can be found in the characters folder, separated by game. The data file is located in the same directory as the character page under the data folder

The Character Page (<char>.md)

This is the skeleton that gets populated with all the character's data on page load


To add a new move, use the following template:

<p>Move Name</p><div class="charTable"></div>
<br>

To include textual info about the move (such as unique properties or mechanic explanations), you will need to format as follows:
<p>Move Name</p>
<ul>
  <li>Here is an example move property</li>
</ul>
<div class="charTable"></div>
<br>

You can also split the move into separate moves in the data file in order to provide information for specific moves parts like so:
<p>Move Name</p>
<p class="info_movepart">Move Part 1</p>
<ul>
  <li>Some info pertaining only to this part of the move</li>
</ul>
<div class="charTable"></div>
<p class="info_movepart">Move Part 2</p>
<ul>
  <li>Some other info pertaining only to this part of the move</li>
</ul>
<div class="charTable"></div>
<br>

** Note that the character page needs to have the exact number of divs with the `charTable` label as the data file does move entries, or you will either be missing tables or the page may not load anything at all

The Character Data File (<char>.json)

The moveset template (basetemplate.json) and move template (movetemplate.json) can be found in the templates folder on the root of the repo

Data fields do not need to be present if they are the same as the default values found in the template. Data fields do not technically need to be in order, but I do reserve the right to yell at you for not having them in order

All possible data fields are as follows, with a brief explanation for each:

Header Data

  • moveset - This does not need to be touched
  • move_name - The identifier for the move (ie Up Tilt, Down Air, etc). Does not get pulled into the web page, this is solely for visibility when working in the data file
  • movepart_name - The identifier for the move part (ie Early, Launcher, etc). This will show up in the move part's info if not empty, used for distinguishing between different move parts

Data Flags

  • is_normal - Classifies the move part as a normal (which is most of the time). This should only be false for smash attacks, aerials, projectiles, command grabs, and throws
  • is_smash - Classifies the move part as a smash attack
  • is_aerial - Classifies the move part as an aerial
  • is_projectile - Classifies the move part as a projectile
  • is_grab - Classifies the move part as a command grab (normal grabs should be handled solely on the character page)
  • is_throw - Classifies the move part as a throw
  • is_lock - Classifies the move part as a jablock hitbox. Used when a move contains hitboxes specifically for locking (ie certain jabs)
  • has_fall - Used when the move transitions into special fall

** Only one of these flags should be true per move part, with the exception of has_fall. Data flags need to be defined per move part, as each part can have different data flags

Info Data

  • hitbox_start - The starting frame of activity for the move part's hitboxes. If multiple hits, use array notation
  • hitbox_end - The ending frame of activity for the move part's hitboxes. If multiple hits, use array notation. For durations of a single frame, you can either set start and end to the same frame or only use start (if the last/only value)
  • open_end - Used if the hitbox has an arbitrary ending frame, such as being able to be interrupted at any point until some eventual period or the move continuing until it hits the ground. Two examples of this are Yoshi's Egg Roll and the falling portion of Egg Bomb
  • faf - The first actionable frame of the move part
  • faf_2nd - Used when the move part has a different FAF under some condition (such as ground/air or hit/whiff)
  • faf_str - Used to specify the conditions pertaining to the first/second FAF
  • hide_faf - Used to forgo displaying the FAF in the table footer when move parts are split across multiple tables to allow for displaying part-specific info
  • autocancel_start - The starting frame for a move part's autocancel window. Can be array notated similar to hitbox durations
  • autocancel_end - The ending frame for a move part's autocancel window
  • landing_lag - The landing lag of the move

** Info data only needs to be defined in the first move part of each move if no subsequent move parts contain different values

Hitbox Data

  • id - Hitbox ID
  • damage - Damage
  • angle - Angle
  • bkb - Base Knockback. Does not need to be present when using FKB
  • fkb - Fixed Knockback. Does not need to be present when using BKB
  • kbg - Knockback Growth
  • hitlag_mul - Hitlag Multiplier
  • sdi_mul - SDI Multiplier
  • shieldstun_mul - Shieldstun Multiplier
  • shield_damage - Additional Shield Damage
  • add_hitstun - Additional Hitstun
  • hitbox_size - Hitbox Size
  • ground_air - If the hitbox hits only ground ("G") or air ("A"). Can also use "" to denote both if used in array notation (see array notation section)
  • no_reverse - If the hitbox explicitly does not reverse hit. Not used for throws
  • fa_0 - Frame Advantage at 0%. Used for certain moves such as jabs or dragdown aerials. Do not include if not properly documented
  • fa_100 - Frame Advantage at 100%

Array Notation

A lot of hitbox sets have mostly or completely identical properties for several if not all of their hitboxes. To avoid needless redundancy and clutter, you can construct identical or semi-identical hitboxes as a single entry

{
  "id": [ 0, 1, 2 ],
  "damage": [ 15.0, 15.0, 20.0 ],
  "angle": 361,
  "bkb": 30,
  "kbg": [ 100, 100, 97 ],
  "hitbox_size": [ 2.5, 3.5, 5.7 ]
}

All hitbox data fields in the Hitbox Data list be shorthanded in this manner if they differ between hitboxes within the same hitbox set

** Note that all differing fields will need to have the same amount of values as the id array, with each index of the arrays corresponding

Damage Array Notation for Throws

Certain throws have multiple separate hitboxes before the release, in which case the damage field can be made into an array


Please don't hesitate to reach out to me via the HDR Discord if there are any questions. Happy contributing!
-- Askew