Scalar was made as the big Body/Heavy archetype of the game. Not only are his sprites slightly bigger than the rest, his moves all are designed to pack a punch
Attributes
Attributes
Stock
Name
Character
Weight
Scalar
character_init3
0.8
Gravity
Hitstun Gravity
Max Fall Speed
Fast Fall Speed
0.7
0.6
10
17
Jump Squat
Jump Speed
Jump Horizontal Accel
Short Hop Speed
4
14
5
9
double Jump Speed
double Jump Horizontal Accel
max Double Jumps
land Time
13
4
1
5
air Accel
max Air Speed
max Air Speed Dash
air Friction
0.25
5.75
6.5
0.03
ground Friction
crouch Friction
slide Friction
hard Landing Friction
1.0
1.5
0.4
0.7
jostle Strength
walk Speed
walk Accel
walk Turn Time
1.4
2.5
0.5
6
dash Speed
dash Time
dash Accel
run Stop Time
9
9
3
10
run Speed
run Accel
run Turn Time
run Turn Accel
8
0.8
5
1
can Wall Jump
wall Jump Type
wall Jump Startup
wall Jump Time
Yes
jump_press
4
10
wall Jump H Sp
wall Jump V Sp
max Wall Jumps
wall Cling
7
-14
1
No
jump Float
float Time
float Max Speed
float Accel
No
0
0
0
float Dip
float Dip Time
0
0
Movelist
Scalar Moveset
Jab
jab3
Dash Attack
dash_attack3
FTilt
ftilt3
UTilt
utilt3
DTilt
dtilt3
FSmash
fsmash3
USmash
usmash3
DSmash
dsmash3
NAir
nair3
FAir
fair_bowser
BAir
bair3
UAir
uair3
DAir
dair3
NSpec
nspec3
FSpec
fspec3
USpec
uspec3
DSpec
dspec3
Grab
grab3
DashGrab
grab3
Pummel
pummel3
ZAir
-1
FThrow
fthrow3
BThrow
bthrow3
UThrow
uthrow3
DThrow
dthrow3
GetUpAtk
getup_attack3
LedgeAtk
ledge_attack3
ItemThrow
item_throw3
ItemAtk
item_attack3
Taunt
taunt3
Final Smash
final_smash3
Moveset
Jab
Jab 1
5A.
5A.
Type
Placement
Version
'Single Hit'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
22
6
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
3
2
4
1
1
Fast Punch forward.
Toggle Hitboxes
Toggle Hitboxes
Jab 2
5A.5A.
5A.5A.
Type
Placement
Version
'Single Hit'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
24
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
3
75
1.45
0
3
2
4
1
2
Follows up with a Right punch forward.
Toggle Hitboxes
Toggle Hitboxes
Jab 3
5A.5A.5A.
5A.5A.5A.
Type
Placement
Version
'Single Hit'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
21
7
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
4
20
5.5
1.3
7
5
4
1
1
Finishes with a kick forward.
Toggle Hitboxes
Toggle Hitboxes
Tilts
Side Tilt
6A.
6A.
Type
Placement
Version
'Single Hit'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
29
7
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
8
25
5
5
10
6
6
2
1
Fast sidekick forward.
Toggle Hitboxes
Toggle Hitboxes
Up Tilt
8A.
8A.
Type
Placement
Version
'Single Hit'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
25
7
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
8
90
4.8
6
10
-
5
1
1
Sweetspot. A Spinning uppercut in place.
Type
Placement
Version
'Sourspot'
-
0.9.4
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
2
^
^
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
6
80
4.55
5.65
8
-
^
^
1
Sourspot.
Toggle Hitboxes
Toggle Hitboxes
Down Tilt
2A.
2A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
24
6
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
6
70
5.65
1.4
9
-
5
1
1
A sweep kick in place.
Toggle Hitboxes
Toggle Hitboxes
Smash Attacks
Side Smash
6C.
6C.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
44
14
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
15
25
6.8
7.1
23
-
3
4
1
Sweetspot. Leans to the side and then steps forward to attack with Fireball on his palm.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
2
^
^
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
12
30
6.75
6.25
17
-
9
2
1
Sourspot. His hand/Body
Up Smash
8C.
8C.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
41
9
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
15
75
6.1
7.1
19
-
6
1
1
Early Hit.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
^
^
11
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
16
80
6.3
7.3
20
-
^
2
1
Middle Hit.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
^
^
13
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
12
^
^
^
^
-
^
^
1
Late Hit.
Down Smash
2C.
2C.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
2
1
33
8
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
15
35
6.1
6.6
18
-
5
2
1
1st Hit. Breakdance Sweep Kicks in front.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
16
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
14
145
6
6.4
18
-
5
2
1
2nd Hit. Continues the spin to sweep kick behind.
Normals
Dash Attack
(During Dash/Run) A.
(During Dash/Run) A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
35
7
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
9
35
6
6
12
-
18
1
1
Fast Punch forward.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
11
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
5
^
4
^
^
-
^
^
1
Late Hit.
Aerials
Neutral Air
(Air) 5A.
(Air) 5A.
Type
Placement
Version
'Single hit'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
32
4
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
8
30
3.25
7.95
12
6
9
1
1
Lingering Kick
Type
Placement
Version
'Late hit'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
32
9
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
6
362
3
1
7
4
9
1
1
Lingering Kick
A quick and long lasting Lingering Kick
Forward Air
(Air) 6A.
(Air) 6A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
3
-
4
1
1
Fast Punch forward.
Back Air
(Air) 4A.
(Air) 4A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
3
-
4
1
1
Fast Punch forward.
Up Air
(Air) 8A.
(Air) 8A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
3
-
4
1
1
Fast Punch forward.
Down Air
(Air) 2A.
(Air) 2A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
7
1
48
9, 17, 25
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
270
1
0
2
-
2
1
1
Multi Hit.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
13, 21, 29
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
270
1.75+vspeed/3
0
2
-
2
1
1
Multi Hit.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
33
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
362
4.5
5.75
4
-
4
1
1
Finisher.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
2
^
9 to 33
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
3
30
6
2.5
4
-
4
2
1
Landing Hitbox.
Grabs
Grab
(Grounded) 5Z. or 6Z.
(Grounded) 5Z. or 6Z.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Reaches out with Hand
Pummel
(During Grab) 5A.
(During Grab) 5A.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Forward Throw
(During Grab) 6.
(During Grab) 6.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Back Throw
(During Grab) 4.
(During Grab) 4.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Up Throw
(During Grab) 8.
(During Grab) 8.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Down Throw
(During Grab) 2.
(During Grab) 2.
Type
Placement
Version
'-'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
1
Specials
Fireball
5B. (Neutral Special)
5B. (Neutral Special)
Type
Placement
Version
'Projectile'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
45
15
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
5
15
3
1
7
4
120
-
3
Throws a Fireball.
Cape
6B. (Side Special)
6B. (Side Special)
Type
Placement
Version
'Reflector'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
38
11
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
8
361
1
1
12
4
14
-
-
Swings his cape to reflect projectiles or turning opponents around.
Super Jump Punch
8B. (Up Special)
8B. (Up Special)
Type
Placement
Version
'Multi Hit'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
5
1
33
8, 10, 12, 14, 16
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
1
370
7
0
4
4
1
3
-
Multihit on the Jumping portion
Type
Placement
Version
'Finisher'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
^
17
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
3
50
7.5
3
5
6
3
3
4
Weak finisher before going into Free Fall.
Uppercut that Hits multiple times as he quickly raises up in a jump
Mario Tornado
2B. (Down Special)
2B. (Down Special)
Type
Placement
Version
'Multi Hit'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
6
1
50
3, 11, 19
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
1
195
3.55+vspeed/4
0
10
1
1
2
-
Multi hit that sends Left and into the move.
Type
Placement
Version
'Multi Hit'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
^
1
^
7, 15, 23
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
335
3.55+vspeed/4
0
8
1
1
2
-
Multihit that sends Right and into the move.
Type
Placement
Version
'Finisher'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
^
30
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
4
80
6.5
4.1
15
6
3
2
-
Finisher that launches.
Type
Placement
Version
'Finisher'
-
0.9.4a
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
2
^
30
^
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
4
270
4
4
20
8
3
2
-
Finisher that spikes.
Back from Melee, this move is a multi hit spinning attack. Mash to gain or maintain height.
Final Smash
Final Smash: Mario Finale
5B. (Full Meter)
5B. (Full Meter)
Type
Placement
Version
'Final Smash'
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
-
-
-
-
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
-
-
-
-
-
-
-
-
-
Unleashes two Massive Fireballs which slowly move forward to push opponents offstage.