Pixel Smash

Pixel Smash

AD dash and run W or Space jump S crouch, fast fall, double tap to drop P jab a held WASD then P tilts, pressed together with P it smashes (hold P to charge) Space + P short hop aerial Shift walk O special, add a direction for side, up or down I shield, with a direction roll, with S spot dodge, in the air air dodge, release just before a hit to parry U grab, or I + P. While holding, P pummels and a direction throws.

Moves

Frame data at 60 frames per second. Knockback uses the Smash formula on damage, percent and weight, with launch speed and hitstun scaled from it. Grabs, throws, dodges and shield values follow Ultimate's published numbers. Those fighter-specific values come from one fighter used as a baseline.

MoveInputStartupActiveTotalDamageLanding lag

Frame sheet

Eight key frames from each move, taken from the same rig that drives the stage.

Movement data

Frames at 60 per second, speeds in screen pixels. Timing follows how Smash Ultimate plays. The speeds are tuned for this sprite and are not copied values.

Jumpsquat
3 f
Initial dash
15 f at 262 px/s
Run
215 px/s
Walk
65 px/s
Pivot
16 f
Input buffer
9 f
Full hop
91 px
Short hop
46 px
Double jump
79 px
Air speed
135 px/s
Fall
260 px/s
Fast fall
430 px/s
Landing lag
4 f
Getup
22 f
Shield health
50, drains 0.15 per f
Shield damage
×1.19
Shield stun
damage × 0.8 × 1.19 + 2
Shield drop
11 f
Tilt or smash
smash after holding 10 f
Parry window
5 f after release
Forward roll
30 f, safe 4–15
Back roll
35 f, safe 5–16
Spot dodge
26 f, safe 3–17
Air dodge
49 f, safe 3–30
Directional dodge
86–141 f, safe 3–21
Hold time
90 + 1.7 × percent
Dodge staling
5 levels