MMW.
Every input · every fighter

Mêlée Move List

Every move in Super Scrap Bros: Mêlée — the universal controls all fourteen fighters share, then each fighter's four signature specials with inputs, damage and startup speed. Numbers come straight from the game engine, so what you read here is exactly what you get on the mat.

The buttons

Moves below are written with button names. Here's what they map to on each input (rebind anything via the ⚙ Keybinds button in the game menu):

ButtonP1 keyboardP2 keyboardGamepadTouch
MoveA / D← / →StickLeft stick
JumpWAStick up / Jump
Duck / Drop / Fast-fallSStick downStick down
AttackF or Left Click. or Num1XA
SpecialG or Right Click, or Num2YB
ShieldH/BumpersShield
GrabV or Middle ClickM or Num0Shield + XR1

Universal moves — everyone has these

Move / Dash← / →

Hold to run. Press Attack at full speed for a dash attack that carries your momentum.

Jump / Double jump↑ (Jump)

Press again in the air for a double jump. Some fighters get extra air jumps — check their card below.

Fast-fall / Drop↓ (in the air)

Snap downward while falling, or drop through thin platforms.

DuckHold ↓ (on the ground)

Crouch into a tiny target — high pokes and chest-height projectiles sail clean overhead. Get hit while ducked and you barely flinch (crouch-cancel): tank a light poke, then punish in place. ↓ + Attack pokes back from the duck.

Jab comboAttack ×3

Tap Attack three times for the classic 1-2-launcher string. The first two hits hold them in place; the third sends them flying.

Tilts← / → / ↑ / ↓ + Attack

Directional ground strikes — forward pokes, an anti-air up tilt, and a low down tilt.

AerialsAttack (in the air)

Five air attacks by direction: neutral, forward, back, up — and a down air that spikes straight down.

SpecialsSpecial + direction

Each fighter's four signature moves — listed per fighter below.

ShieldHold Shield

Blocks hits but drains while held (and shrinks as it takes damage). Break it and you're stunned. It regrows whenever it's down.

DodgesShield + ← / → / ↓

Roll forward or back with a direction, or spot-dodge in place with down. You're untouchable for the early frames. Pressing Shield with the direction already held dodges instantly — no need to raise shield first.

Air dodgeShield (in the air)

A quick mid-air evade with invulnerability frames.

GrabGrab (or Shield + Attack)

Beats shields. Whiffing one leaves you wide open.

Throws & pummelDirection (while holding)

Tap a direction to throw — forward, back, up or down. Tap Attack to pummel for extra damage first. Victims mash to escape sooner.

The fighters — signature specials

Damage is per clean hit (chargeable moves show tap–full charge). Startup is how many frames before the move can connect — 60 frames is one second, so lower means faster.

🥋Choke Norris

Weight 96 · Run 3.7 · 2 jumps

Beard-first bird of prey. Lasers, afterimages, and a frame-fast shine.

Beard LaserSpecialProjectile
4 dmg · 7f startup

A flat red bolt that crosses the screen in a blink. Barely launches — it forces your rival to come to you.

Phantasm← / → + SpecialDash
8 dmg · 9f startup

A blink-fast dash that leaves afterimages — and now a FEINT: tap for the full crossing, HOLD Special to stop short and bait the punish.

Fire Bird↑ + SpecialRecovery
9 dmg · 9f startup

Wreathes himself in flame and rockets upward — the main way back when you're knocked low.

Shine↓ + Special
6 dmg · 2f startup

Out almost instantly, and now a TRUE REFLECTOR: enemy shots inside it are batted straight back at 1.3x. Their zoning becomes your offense.

🔮Ki-Mura

Weight 90 · Run 3.9 · 3 jumps

Psychic submission savant. Reads minds, bends arms — the tap is telepathic.

Event HorizonSpecialProjectile
12 dmg · 12f startup

Event Horizon — a drifting GRAVITY WELL that sucks everyone near it toward its path. Dodge the orb and you're still being herded.

Confusion← / → + Special
10 dmg · 9f startup

A telekinetic flip that tumbles the victim straight up with barely any launch. Sets up juggles and Mind Grabs.

Teleport↑ + SpecialWarp grabRecoveryHits all around
7 dmg · 10f startup

A true blink: he vanishes (untouchable), then reappears up-and-forward in a psychic shockwave that stings everyone around the warp exit.

Psy-Field↓ + Special2s cooldown
0 dmg · 12f startup

Psy-Field — plants a psychic charge a step ahead that erupts ~0.7s later (ring telegraph). Walls a lane, traps a landing, covers a retreat.

Mind GrabGrabSignature grab
92px reach · 8f startup

Telekinesis at short range — seizes from roughly double normal grab distance without touching you. A beat slower to come out and laggy on a whiff.

🤼El Lariato

Weight 92 · Run 4.2 · 3 jumps

Masked luchador. Lives in the air, drops elbows from orbit.

DropkickSpecial
9 dmg · 7f startup

A quick two-footed boot with deceptive range.

Giant Swing← / → + SpecialDash
0 dmg · 11f startup

The dive through the ropes — a flying lunge that carries him head-first across the stage.

Hurricanrana↑ + SpecialRecovery
8 dmg · 5f startup

Spins up and over — his ticket back to the apron.

Senton Bomb↓ + SpecialSpike
12 dmg · 10f startup

The orbit-drop splash — and it POGOS: a clean connect springs him back up with his air jumps refreshed. Chain splashes; whiffs eat the landing.

🔥Gokwon

Weight 102 · Run 4 · 2 jumps

Bargain-bin Saiyan. Charges beams, rides a little gold cloud home.

Kame-hame-HA!SpecialProjectileChargeable
8–22 dmg · 16f startup

Hold Special to keep charging for up to 3 seconds — the orb swells between his palms, and you can steer left/right to aim mid-charge. A tap throws a quick bolt; a full charge releases a piercing MEGA-BEAM nearly three times the size that punches through two bodies.

Vanish Strike← / → + SpecialDash
10 dmg · 8f startup

The blur-rush — now with a real PHASE WINDOW: he's untouchable through the first travel frames. Time it into a poke and he simply isn't there.

Flying Nimbus↑ + SpecialRecovery
8 dmg · 5f startup

Whistles up the little gold cloud and soars — the strongest vertical recovery on the roster.

Kaio-ken Burst↓ + SpecialHits all around
12 dmg · 11f startup

A red shockwave of ki erupting off his whole body. Hits everyone around him.

🐻Brawla Bear

Weight 116 · Run 3.6 · 2 jumps

Honey-fed heavyweight. Winds up the big pawnch, drums the ground flat.

Giant PawnchSpecialChargeable
14–28 dmg · 17f startup

The TRUE Giant Punch: hold to wind, release early to STORE the charge (kept through hits and stocks), and a full bank + a tap is the instant ~2x haymaker.

Headbutt← / → + SpecialDashSpike
10 dmg · 10f startup

The skull-first hop now BURIES a grounded victim — planted to the neck, mashing out, while the bear winds the Pawnch. Airborne victims still eat the spike.

Spinning Grizzly↑ + SpecialRecoveryHits all around
9 dmg · 6f startup

Arms out, whole body a blender. Strong sideways carry, weak lift — drift wisely.

Paw Slap↓ + SpecialHits all around
10 dmg · 9f startup

Drums the ground around him, popping every nearby fighter up-and-away for juggles.

Big MittsGrabSignature grab
66px reach · 6f startup

A long, meaty reach befitting the biggest paws on the roster.

Nina Nunchuck

Weight 88 · Run 4.6 · 3 jumps

Blink-speed scrapper. Tiny, frantic, death by a thousand cuts.

Star FlickSpecialProjectile
5 dmg · 6f startup

A tiny throwing star that zips flat and fast. Chip, chip, chip.

Rush Combo← / → + SpecialDash
7 dmg · 6f startup

Rush Combo — a true three-stage rekka: dash-strike, rising cross, spinning slam. Each stage chains only off a CONNECT plus a fresh Special press.

Wall Kick↑ + SpecialRecovery
6 dmg · 4f startup

Springs straight up off thin air.

Spin Sweep↓ + Special
6 dmg · 6f startup

The whirling sweep now LOW-PROFILES — her whole body folds to crouch height, sliding clean under chest-high projectiles to take the ankles.

🎶Capo Eira

Weight 94 · Run 4.1 · 2 jumps

Capoeira flowchart. All kicks, all rhythm, never grounded.

Meia LuaSpecial
4.5 dmg · 7f startup

A sweeping multi-hit crescent — and a TEMPO starter: landing it grants ~1.5s of +15% movement. Landing the dance speeds the dance.

Au Batido← / → + SpecialDash
10 dmg · 9f startup

Cartwheels through the air, kicking on the way — another TEMPO starter for the flow.

Bananeira↑ + SpecialRecovery
8 dmg · 5f startup

Handstand spring — rhythm gets him home.

Ginga↓ + Special1s cooldown
0 dmg · 6f startup

Ginga — the sway becomes a counter: absorb a hit during the window and answer with a launch (and a burst of TEMPO). A yomi button with a recharge.

🛡️Sumo Stan

Weight 100 · Run 3 · 6 jumps

Floaty heavyweight. Puffs up, drifts home from anywhere, swings a hammer.

Shockwave ClapSpecial
0 dmg · 11f startup

Shockwave Clap — a thunderclap WINDBOX: zero damage, pure shove, and it pushes THROUGH shields. Spacing, ledge-guarding, turtle-herding.

Salt Hammer← / → + Special
18 dmg · 14f startup

One enormous swing — and a SHIELD-CRUSHER: blocked, it chips 2.2x shield health. Two hammers leave a full guard about to shatter.

Topknot Cutter↑ + SpecialRecovery
10 dmg · 5f startup

A huge rising cut — his deep-recovery tool.

Stone Drop↓ + SpecialDash
15 dmg · 8f startup

Turns to stone and plummets, cratering whoever is below.

🐉Knock-Off Lee

Weight 104 · Run 4.8 · 2 jumps

Black-belt bounty hunter. Show me your moves — slowly, then all at once.

Dragon PunchSpecial
22 dmg · 18f startup

Announce it, wind it, and if it ever lands, somebody's leaving the screen. The hardest single hit in the game.

Raptor Boost← / → + SpecialDash
10 dmg · 10f startup

The burning dash-uppercut now CONFIRMS: once it connects, press Jump to cancel straight into the air for the true combo — and it lights a small BURN.

Dragon Dive↑ + SpecialRecovery
10 dmg · 7f startup

A blazing leap that scorches whoever he climbs through.

Dragon Kick↓ + SpecialDash
10.5 dmg · 9f startup

The flaming slide IGNITES: a clean hit leaves the victim burning for 3% over 1.5s with no flinch. Everything burns.

🥷Ronin Roll

Weight 107 · Run 3.7 · 2 jumps

A shadow with a contract. Shuriken, smoke bombs, a sai that comes back.

ShurikenSpecialProjectile
9 dmg · 10f startup

A flat, fast throwing star that drops over distance.

Sai Boomerang← / → + SpecialProjectile
8 dmg · 11f startup

Slows, reverses, comes back — and can be CAUGHT: snatch the returning sai and your next sword swing is empowered 1.25x.

Zantetsu Spin↑ + SpecialRecoveryHits all around
11 dmg · 5f startup

A rising 360° blade that clips everyone around him.

Kawarimi↓ + Special5s cooldown
0 dmg · 4f startup

Kawarimi — the substitution: a stance where any hit taken strikes a log while Ronin reappears at the attacker's back. No damage — the free back-turn is the reward. ~4s recharge.

Kaginawa TetherGrabSignature grab
150px reach · 10f startup

A rope-and-hook grab with triple the standard reach. Slow to fire and badly punishable when it misses.

🌩️Raijin Volt

Weight 100 · Run 3.8 · 2 jumps

Knock-off thunder god. Hurls bolts, flies in, and blinks behind your guard.

Lightning BoltSpecialProjectileChargeable
8–14.4 dmg · 9f startup

A fast forking bolt that banks STATIC on clean hits — the third stack (any mix of bolt and Electric Fly) calls the thunder down wherever they stand.

Electric Fly← / → + SpecialDash
11 dmg · 10f startup

Electric Fly — the horizontal torpedo also banks a STATIC stack. Mixing zoning and rushdown builds the storm fastest; shields ground it out.

Rising Thunder↑ + SpecialRecovery
10 dmg · 6f startup

A lightning-charged rising uppercut. His recovery and his juggle starter.

Lightning Port↓ + SpecialTeleportHits all around5s cooldown
9 dmg · 11f startup

Lightning Port — vanishes, reappears right behind the nearest foe, and discharges a burst that pops them up. Long ~5s recharge between uses (his amulet refills).

💪Gut Wrench

Weight 112 · Run 3 · 2 jumps

BJJ heavyweight. Shoots the double-leg, plants you, shoots it again.

Gut CheckSpecial
15 dmg · 13f startup

Gut Check — a heavy straight with super-armor: he tanks your poke on the wind-up and plows through. His kill button.

Double Leg← / → + SpecialDash
0 dmg · 12f startup

Double Leg — the command grab. Beats shield and ducking, plants you at his feet for the re-grab loop; past ~110% the slam launches for real.

Fireman's Carry↑ + SpecialRecovery
9 dmg · 7f startup

Fireman's Carry — a rising belly-to-back toss, freshly re-tuned so the grappler actually gets home from deep offstage.

Mat Return↓ + SpecialDashSpike
12 dmg · 9f startup

Mat Return — a fast driving spike at torso height. Bounces a grounded foe; offstage it's a meteor. Duck under it.

German ArcGrabSignature grab
60px reach · 6f startup

A fifth throw on the Special button from any hold: the victim is arced overhead and launched up-and-BEHIND while he turns with it. Cornered becomes cornering.

🪶Fable

Weight 91 · Run 4.3 · 2 jumps

Inkborn trickster. Hooks you into his story, marks the page, rewrites the ending.

GhostwriterSpecialProjectile
5 dmg · 10f startup

Ghostwriter — a slow ink wisp that HOMES toward you and stains on touch. The mark itself barely hurts; Fable's next melee hit on a marked fighter erupts the blot for bonus damage. Outrun it, jump it, shield it, or shoot it down.

Plot Hook← / → + SpecialProjectile1s cooldown
0 dmg · 12f startup

Plot Hook — a quill harpoon on a golden thread. Catch someone (even through shield) and they're reeled through the air and planted stunned at his feet. Dodge i-frames slip it; ~1.3s recharge.

Deus Ex Machina↑ + SpecialRecovery
9 dmg · 6f startup

Deus Ex Machina — the Author's giant golden hand descends and lifts him back to the story.

Plot Twist↓ + Special5s cooldown
0 dmg · 12f startup

Plot Twist — tears the page and rewrites himself where his feet were planted about 1.5 seconds ago. Untouchable through the vanish; the juggle escape and the mix-up. ~5s recharge.

🏺Kintsu

Weight 108 · Run 3.4 · 2 jumps

Porcelain prizefighter. Breaks beautifully, weaponizes the shards, gilds the damage.

Shard ChoirSpecialProjectileChargeable
8–13.6 dmg · 11f startup

Shard Choir — hold to charge a gold-seamed porcelain splinter. A body hit lands clean; a clash or range-out shatters it into a three-piece fan that keeps covering the lane.

Faultline Rush← / → + SpecialDash
13 dmg · 11f startup

Faultline Rush — drives the oversized ceramic shoulder through a light poke with 8% of armor. Grabs ignore the shell, and a whiff leaves a long punish window.

Reassemble↑ + SpecialTeleportRecoveryHits all around
8 dmg · 9f startup

Reassemble — flies apart, vanishes, then the golden seams pull every shard together up-and-forward in a teal kiln-flash.

Golden Repair↓ + Special6s cooldownRepairs 12%
0 dmg · 24f startup

Golden Repair — the roster's first self-mend. Survive a fully vulnerable 24-frame channel to repair 12%; it cannot start below 18%, leaves real endlag, and takes ~6s to recharge.

Theory's over — go hit somebody

Pick the fighter whose kit clicked and put the move list to work against the bots, a couch rival, or an online room.