Characters
Attacker
{{Calculator.Attacker.CharacterName}} data
%
Target
{{Calculator.Target.CharacterName}} data
Attacker
Base Damage multiplier x
Damage dealt x
KB dealt x
Target
Damage taken x
KB received x
Weight
Gravity
Fall speed
DamageFlyTop Gravity
DamageFlyTop Fall speed
Traction
Ink
Attack
Attack
Damage
Charge frames
Charge max multiplier
{{Calculator.SelectedMove.MoveRef.ChargeData.label ? Calculator.SelectedMove.MoveRef.ChargeData.label : "Charge frames"}}
Hitlag
Angle
BKB
FKB
KBG
Shield Damage
Shield stun
Add. Hitstun
Effect
Hit frame
FAF
{{Calculator.Attacker.MoveSource}}
Staleness Queue
Hit shield

Smash attack
Witch Time active
Aerial move
Short hop aerial
Projectile
Weapon attached
Direct hitbox
Windbox/Flinchless
Ignores staleness/rage
Set weight
Modifiers
Controller
Input
Stick position
X
Y
Angle


Shield
Normal shield
Perfect shield


Target in air
Crouch cancel
Buried
Number of players:
Stock difference:
Launch Rate:
Hitstun constant
Tumble hitstun threshold

DI angle change

LSI
Upwards multiplier
Downwards multiplier

Launch speed
Multiplier
Decay


Gravity launch speed influence
Multiplier
Constant

Shield stun
Multiplier
Constant
Projectile multiplier
Perfect Shield multiplier
Hitlag
Multiplier
Constant

Airdodge hitstun cancel
Frames
Max launch speed

Aerial hitstun cancel
Frames
Max launch speed

Paralyzer's hitlag
Multiplier
Constant

Buried KB resistance threshold
Visualizer
Stage:
Set position on spawn:
Target position when hit
X
Y
Target hit from right side


DI angle step:
Target KO'd percent: %
Vector field DI angle step:
Ignore positions with stage collisions
Show interpolated vectors
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