The Great Fairy Fountain II : Zelda Research & Data Repository
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Welcome to the Great Fairy Fountain! This is the place for all things data regarding Zelda. Here you can find just about all of the raw data on any of her hit-boxes, as well as her frame data, and a few bonuses. All displayed in a clean format for your viewing pleasure.
~ Information ~Recommended: Wait several seconds before attempting to scroll down a lot; the page needs to load a lot of spoilers.
Welcome to the Great Fairy Fountain! This is the place for all things data regarding Zelda. Here you can find just about all of the raw data on any of her hit-boxes, as well as her frame data, and a few bonuses. All displayed in a clean format for your viewing pleasure.
Zelda's Statistics Table (Run & Fall Speeds, Weight, etc.)
Maximum Jumps|2|--
Wall Jump|NO|--
Wall Cling|NO|--
Tether|NO|--
Crawl|NO|--
Walk Speed |0.87|49th
Run Speed |1.3|53rd
Jumpsquat |6 frames|--
Soft Landing|2 frames|--
Hard Landing|4 frames|--
SH Air Time|41 frames|--
FH Air Time|62 frames|--
Weight |85|44th
Air Speed |1.04|26th
Fall Speed |1.35|44th
Fast Fall Speed |2.16|44th
Air Acceleration |0.055|36th
Gravity |0.071|50th
What do each of the terms in the "BnB Data Table" mean?
Move Name |The move's name. The names for just about every move were given back in Nintendo power magazines during Melee's younger years. The names of Phantom Slash and her customs, however, were given with the release of SSB4. The names of her misc. moves are placeholders as they were not given official names previously.
Hit-Frames |The frame window(s) when a hit-box is active.
FAF |First Actionable Frame. This is the first frame upon which you can execute another action.
Damage |The base damage(s) the move deals.
Hit-Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , and the Auto-Link Angle .
Clank? |Whether or not the move will "clank" with other moves that can clank. If a move cannot clank it has transcending priority . An asterisk next to "yes" denotes that while the move will interact with other clankable moves, the animation will not be interrupted by the rebounding animation.
KO Potential |A rough number to estimate KO timings around, used by taking Mario's earliest percent on an omega stage at which he was KO'ed by the move even with correct survival DI or Vectoring. The heaviest characters will cap at about 20% higher, while the lightest characters can be KO'ed around 20-30% earlier. I eventually cut off some moves with "N/A" if they couldn't KO by around the mid 200s. Red coloring means 3DS %, aqua coloring means WiiU %.
OoS |The abbreviation for " Out of Shield ". The earliest frame an attack can hit when used as an out of shield option.
Charge Frame (Smash Attacks) |The frame at which the character pauses to charge a smash attack.
AC Window (Aerials) |The Auto-Cancel Window. The frame windows during an aerial in which Zelda will land with normal landing instead of landing lag.
Landing Lag (Aerials) |The duration of time you will be forced to wait until you can act if you land an aerial during the landing lag window.
Invincible / Intangible Frames |A frame of time during a move where Zelda is invincible/intangible, meaning she won't take any damage. If the invincibility only covers part of her, it is denoted by "Partial" on the table label.
What do each of the terms in the "Complex Data Table" mean?
Hit-Frame |The first frame a hit-box is present.
Duration |The total amount of frames a hit-box lasts.
ID |The order of priority if two or more hit-boxes are touching a target's hurt-box at the same time.
GID |Group ID. This signifies whether or not two hit-boxes will both hit if they're both overlapping on a hurt-box. If they are in the same group, only the one with the lowest ID will hit.
Bone |Which or whether the hit-box is connected to a certain bone on Zelda during its duration. If the bone is set to 0 the hit-box is not attached to any bone, but rather floating in a specified (By z/y/x) place.
Damage |The base damage the hit-box deals.
Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , (361) and the Auto-Link Angle . (365, 366, or 367)
BKB |Base Knock-back. The set minimum distance a hit-box will launch a target.
WKB |Weight-based Knock-back, also known as Set KB or Weighted KB. A set KB distance calculated using the target's weight that does not scale larger with damage. It is affected by rage, though.
KBG |Knock-back Growth, also known as KB Scaling. This acts as a multiplier that increases the KB distance with damage.
Size |The length of the radius of the hit-bubble. (Hit-boxes in SSB4 are spherical.)
z/y/x |The displacement coordinates of the hit-box relative to any bone it is attached to. If the hit-box is set at Bone 0, then the origin starts exactly at the character's central axis and at the ground. (Note: If a hit-box attached to a bone has an altered y or z coordinate, this likely means it is actually actually displaced horizontally, like an x-axis change, from the bone due to how some bone-connections work.)
Hit-Lag |The "freeze-frames" when a hit-box connects with a target. Aside form increased or decreased multipliers, these freeze frames' length is partially dependent upon the damage of the move.
SDI |Smash Directional Influence. This is the multiplier of how strongly you can Smash Directional Influence the hit.
Clank? |Whether or not the hit-box will "clank" with other hit-boxes that can clank. If a move cannot clank it has transcending priority . An asterisk next to "yes" denotes that while the move will interact with other clankable hit-boxes, the animation will not be interrupted by the rebounding animation.
Shield Damage |How much additional shield damage the hit-box inflicts. 0 means it does no extra shield damage.
Notes |A place to note various other occasionally used quirks in hitboxes, such as angle flippers, rehit rates, stretchy/"extended" hitboxes, and airborne/grounded target modifiers.
What do each of the terms in the "Block Advantage Data Table" mean?
First Frame [Drop] |The advantage if the first hit-frame of the move in question hits the target's shield, and the target decides to shield drop after the hit on their shield.
Last Frame [Drop] |The advantage if the last hit-frame of the move in question hits the target's shield, and the target decides to shield drop after the hit on their shield.
First Frame [OoS] |The advantage if the first hit-frame of the move in question hits the target's shield, and the target decides to use an Out of Shield option in response.
Last Frame [OoS] |The advantage if the last hit-frame of the move in question hits the target's shield, and the target decides to use an Out of Shield option in response.
Credits
@KuroganeHammer : Provided a majority of the frame data values, as well as the stat table near the top. Super helpful and supportive overall, and his website provided the statistics for the statistic table.
@Nammy12 : Very helpful in improving the whole aesthetic of this thread and providing, I believe, every GIF found here.
@S.F.L.R_9, @evmaxy54, @Rickster, & @r_greening1 : Pretty much my gorls as far as supporting me <3 All very supportive of me and my work and have helped with legwork data around.
@Nammy12 : Very helpful in improving the whole aesthetic of this thread and providing, I believe, every GIF found here.
@S.F.L.R_9, @evmaxy54, @Rickster, & @r_greening1 : Pretty much my gorls as far as supporting me <3 All very supportive of me and my work and have helped with legwork data around.
Note: Red KO Potential numbers signify that the number was recorded in the 3DS version. The Aqua colored numbers were recorded in the WiiU version for that same move/hitbox.
~ Grounded Moves ~
STANDARD ATTACK - JAB
Zelda creates a few magical sparks of light from her hand in front of her a small distance.
BnB Data
Short Flash|11, 13, 15|24|3 + 3 + 5 = 11% [1.1.5] |Sakurai Angle (Final hit) |NO|N/A
Pepper Spray
hit-box|hit-frame|duration|ID|GID|bone|damage|angle|BKB|WKB|KBG|size|z/y/x|element|hit-lag|SDI|clank?|shield damage|notes
Loop hitbox 1|11, 13|1F|0|0|0 [1.1.0] |3.0 [1.1.5] |361|0|40|100|3.2 [1.1.0] |z=0, y=12.5, x=5.5 [1.1.0] |magic|×1.0|×1.0|no|0|SetLoop=2
Loop hitbox 2|11, 13|1F|1|0|0 [1.1.0] |3.0 [1.1.5] |140 [1.1.0] |0|40 [1.1.0] |100|3.2 [1.1.0] |z=0, y=12.5, x=9.5 [1.1.0] |magic|×1.0|×1.0|no|0|SetLoop=2
Loop hitbox 3|11, 13|1F|2|0|0|3.0 [1.1.5] |140 [1.1.0] |0|30 [1.1.0] |100|4.0|z=0, y=12.5, x=13|magic|×1.0|×1.0|no|0|SetLoop=2
Final hitbox 1|15|1F|0|0|0|5.0 [1.1.5] |361|40 [1.1.5] |0|95 [1.1.5] |6.0|z=0, y=12.5, x=13|magic|×1.0|×1.0|no|0|
Final hitbox 2|15|1F|1|0|0 [1.1.0] |5.0 [1.1.5] |361|40 [1.1.5] |0|95 [1.1.5] |3.6 [1.1.0] |z=0, y=12.5, x=5.5 [1.1.0] |magic|×1.0|×1.0|no|0|
Final hitbox 3|15|1F|2|0|0 [1.1.0] |5.0 [1.1.5] |361|40 [1.1.5] |0|95 [1.1.5] |3.6 [1.1.0] |z=0, y=12.5, x=9.5 [1.1.0] |magic|×1.0|×1.0|no|0|
Short Flash|first frame [drop]|last frame [drop]|first frame [OoS]|last frame [OoS]
hit 1, 2|-2, 0|-2, 0|-9, -7|-9, -7
hit 3|+3|+3|-4|-4
Loop hitbox 1|11, 13|1F|0|0|0 [1.1.0] |3.0 [1.1.5] |361|0|40|100|3.2 [1.1.0] |z=0, y=12.5, x=5.5 [1.1.0] |magic|×1.0|×1.0|no|0|SetLoop=2
Loop hitbox 2|11, 13|1F|1|0|0 [1.1.0] |3.0 [1.1.5] |140 [1.1.0] |0|40 [1.1.0] |100|3.2 [1.1.0] |z=0, y=12.5, x=9.5 [1.1.0] |magic|×1.0|×1.0|no|0|SetLoop=2
Loop hitbox 3|11, 13|1F|2|0|0|3.0 [1.1.5] |140 [1.1.0] |0|30 [1.1.0] |100|4.0|z=0, y=12.5, x=13|magic|×1.0|×1.0|no|0|SetLoop=2
Final hitbox 1|15|1F|0|0|0|5.0 [1.1.5] |361|40 [1.1.5] |0|95 [1.1.5] |6.0|z=0, y=12.5, x=13|magic|×1.0|×1.0|no|0|
Final hitbox 2|15|1F|1|0|0 [1.1.0] |5.0 [1.1.5] |361|40 [1.1.5] |0|95 [1.1.5] |3.6 [1.1.0] |z=0, y=12.5, x=5.5 [1.1.0] |magic|×1.0|×1.0|no|0|
Final hitbox 3|15|1F|2|0|0 [1.1.0] |5.0 [1.1.5] |361|40 [1.1.5] |0|95 [1.1.5] |3.6 [1.1.0] |z=0, y=12.5, x=9.5 [1.1.0] |magic|×1.0|×1.0|no|0|
hit 1, 2|-2, 0|-2, 0|-9, -7|-9, -7
hit 3|+3|+3|-4|-4
Code:
Patch 1.1.0
loop hitboxes
bone 14/17/0 -> 0/0/0
damage 2.0 -> 2.5
angle 361/361/361 -> 361/140/140
wkb 40/30/7 -> 40/40/30
z-position 3.0/0.0/0.0 -> 0.0/0.0/0.0
y-position 0.0/0.0/12.5 -> 12.5/12.5/12.5
x-position 0.0/0.0/13.0 -> 5.5/9.5/13.0
size 2.5/3.0/4.0 -> 3.2/3.2/4.0
final hitboxes
bone 0/17/14 -> 0/0/0
damage 2.0 -> 3.0
bkb 24 -> 35
kbg 150 -> 130
z-position 0.0/3.0/0.0 -> 0.0/0.0/0.0
y-position 12.5/0.0/0.0 -> 12.5/12.5/12.5
x-position 0.0/0.0/13.0 -> 13.0/9.5/5.5
size 6.0/3.0/2.5 -> 6.0/3.6/3.6
The KB stat changes increase the initial KB of the final hit, and reduce the KB scaling with damage. More base KB can increase the hit-stun of a move, so the base KB increase would yield a very slight hit-stun increase. The growth reduction offsets the increase in damage, as increasing the damage increases the KB growth in its own way.
The numerous changes to size, bone, angle, weighted-KB, and x/y/z-position appear confusing, but yield an important result. First, two of the three hit-boxes on her Jab used to be connected directly to her outstretched arm. Now, these hit-boxes are not attached to her arm, and instead float in place. The x/y/z-position changes make it so that these hitboxes float in almost the same place as where they were attached to her arm, only slightly lower. The sizes of these two inner hit-boxes were increased on all hits.
The result is that now, these hit-boxes are large and low enough to reliably hit and connect on any standing opponent, when originally, these hit-boxes easily whiffed on many short characters, regardless of whether they were crouching or not.
The alterations to the weighted (set) KB and the angles are important in making the move connect correctly, instead of dropping opponents, causing Zelda to deal a minuscule amount of damage and lose a potential combo. The inward-upward angles bring opponents in until the last hit. The weighted KB change pushes the opponent inward/outward more powerfully during the first two hits, but is otherwise not noteworthy.
The new upward angles improve the move's ability for consistent followups. Sakurai angles work oddly in that, on grounded opponents, they can send at straight horizontal angles, but on airborne opponents, they send at 45 degree angles. Originally, grounded targets weren't lifted off the ground by the predominant Sakurai angle hit-boxes, and slid away with each hit. The 45 degree airborne target Sakurai angle is far more conducive to followups for Zelda's Jab, due to keeping them closer. The new upward-inward angles raise opponents off the ground, and are more predominant. So at any non-point-blank range, (Due to the innermost hit-box still being a Sakurai angle) the move received improved combo-ability.
Code:
Patch 1.1.5
loop hitboxes damage 2.5 -> 3.0
final hitboxes
damage 3.0 -> 5.0
bkb 35 -> 40
kbg 130 -> 95
Jab [1.1.5] now induces enough block-stun that it is safe versus frame 7+ grabs out of shield should Zelda immediately buffer a spot-dodge.
The changes to the final hit's base KB and KB growth give it slightly higher initial KB, and cause the KB to scale slower with increasing damage. More base KB can increase the amount of hit-stun, so the increase should give the final hit a tiny bit more hit-stun. The decrease in KB growth was likely to counterbalance the damage increase, as increased damage also increases KB growth in its own way.
DASH ATTACK
Zelda pushes forward hands-first and creates a large, but quickly disappearing spark of magic.
BnB Data
Magical Push|6-7, (Early) 8-10 (Late) |40|12% (Sweet-spot) / 9% (Sour-spot) / 6% (Late) |50|NO| 182% / 178% (Sweet-spot)
Sweet-spot|6|2F|0|0|0|12.0|50|85|0|70|2.2|z=0, y=10, x=12.8|magic|×1.2|×1|no|0|
Early sour-spot|6|2F|1|0|0|9.0|50|80|0|50|5.0|z=0, y=10, x=7.8 / z=0, y=10, x=13.8|magic|×1.0|×1.0|no|0|stretchy hit-box
Late sour-spot|8|3F|0|0|0|6.0|50|80|0|50|4.8|z=0, y=10, x=7.8 / z=0, y=10, x=13.8|magic|×1.0|×1.0|no|0|stretchy hit-box
sweet-spot|-17|-16|-24|-23
clean|-18|-17|-25|-24
late|-18|-16|-25|-23
Code:
FORWARD TILT
Zelda does a powerful horizontal arm sweep with magical enhancements making the attack as sharp as a blade.
BnB Data
Mystic Sweep|10 [1.1.5] |38 [1.1.5] |10% (Sour-spot) / 12% (Sweet-spot) |Sakurai Angle|NO| 188% / 177% (Sour-spot) / 158% / 147% (Sweet-spot)
Sweet-spot|11 [1.1.5] |2F|0|0|17|12.0|361|50|0|84|4.0|z=3.5, y=0, x=0 [1.1.5] |slash|×1.0|×1.0|no|0|frame speed: ×0.8 (0-10) [1.1.5]
Sour-spot 1|11 [1.1.5] |2F|1|0|17|10.0|361|50|0|84|3.5|z=0, y=0, x=0|slash|×1.0|×1.0|no|0|
Sour-spot 2|11 [1.1.5] |2F|2|0|16|10.0|361|50|0|84|3.0|z=-1, y=0, x=0|slash|×1.0|×1.0|no|0|
sweet-spot|-12|-12|-19|-19
sour-spot|-13|-13|-20|-20
Code:
Patch 1.1.5
frame speed multiplier for frames 0-10 x1.0 -> x0.8
hitframe 12 -> 11
outermost hitbox z-position 3.0 -> 3.5
Duly note that the first hit-frame of Ftilt is too far off the z-axis to hit under regular circumstances, and the move functionally hits only on frame 10.
The slight z-position change to the outermost hitbox affects the move's range. When a hitbox is attached to a character's "bone," any z/y/x-positions are relative to the character's limb instead of the normal z/y/x-axis for smash. The modified hitbox is connected to Zelda's wrist, and z-position changes will affect the attacks horizontal range. The z-axis change from 3.0 to 3.5 results in a slight horizontal range increase.
DOWN TILT
While crouching, Zelda does a quick low-poke kick in front of her.
BnB Data
Trip|5-11|25|5.5% [1.1.0] |80|YES| 231%
Hitbox|5|7F|1|0|9|5.5 [1.1.0] |80|20|0|120|3.6|z=6, y=0, x=0 / z=-1, y=0, x=0|none|×1.0|×1.0|yes|0|stretchy hit-box / 40% trip rate
hit|-7|-1|-14|-8
Code:
Patch 1.1.0
damage 4.5 -> 5.5
UP TILT
Zelda does a quick arc with her arm, using a ball of light at her hand to attack in a full arc above and on both sides.
BnB Data
Protective Sweep|7-18|30 [1.1.0] |7.2% [1.0.4] |100|NO| 181% / 171% [1.0.4]
Hitbox 1|7|12F|0|0|22|7.2 [1.0.4] |100|45|0|110|5.0|z=4, y=0, x=0|magic|×1.0|×1.0|no|0|
Hitbox 2|7|12F|1|0|22|7.2 [1.0.4] |100|45|0|110|3.0|z=1, y=0, x=0|magic|×1.0|×1.0|no|0|
Hitbox 3|7|12F|2|0|21|7.2 [1.0.4] |100|45|0|110|3.0|z=0, y=0, x=0|magic|×1.0|×1.0|no|0|
hit|-9|+2|-16|-5
Code:
Patch 1.0.4
damage 6.5 -> 7.2
Code:
Patch 1.1.0
FAF 33 -> 30
FORWARD SMASH
Zelda reels back, and then charges her arms forward, creating a vibrant magical blast of light dealing multiple hits.
BnB Data
Shining Palm|11|16, 18, 20, 22, 24|50|1 + 1 + 1 + 1 + 13 = 17%|Sakurai Angle (Final hit) |NO| 123% / 119%
Inner Loop hitbox|16, 18, 20, 22|1F|0|0|0|1.0|25 [1.0.6] |0|40 [1.0.6] |100|4.2 [1.0.6] |z=0, y=9.1, x=8 [1.0.6] |none|×1.0|×1.0|no|0|SetLoop=4
Outer Loop hitbox|16, 18, 20, 22|1F|1|0|0|1.0|165 [1.0.6] |0|50 [1.0.6] |100|4.5 [1.0.6] |z=0, y=9.1, x=16 [1.0.6] |none|×1.0|×1.0|no|0|SetLoop=4
Inner Final hitbox|24|1F|0|0|0|13.0|361|37|0|110|5.5 [1.0.6] |z=0, y=9.1, x=9.5 [1.0.6] |magic|×1.0|×1.0|no|0|
Outer Final hitbox|24|1F|1|0|0|13.0|361|37|0|110|6.0 [1.0.6] |z=0, y=9.1, x=16 [1.0.6] |magic|×1.0|×1.0|no|0|
hit 1, 2, 3, 4|-24, -22, -20, -18|-24, -22, -20, -18|-31, -29, -27, -25|-31, -29, -27, -25
hit 5|-9|-9|-16|-16
Code:
Patch 1.0.6
loop hitboxes
angle 60/160 -> 25/165
wkb 60/80 -> 40/50
x-position 10.0/16.0 -> 8.0/16.0
size 4.3/5.0 -> 4.2/4.5
final hitboxes
x-position 16.0/11.0 -> 9.5/16.0
size 6.7/5.7 -> 5.5/6.0
DOWN SMASH
Zelda does a quick 360 spin, sweeping her leg all the way around her to hit on both sides.
BnB Data
Compass Spin|2|5-6, 13-14|38 [1.1.5] |12% (Front) / 10% (Back) |20 (Sweet-spot) / Sakurai Angle (Sour-spot) |YES| 161% / 150% (Front sweet-spot) / 170% / 160% (Back sweet-spot)
Front sweet-spot|5|2F|0|0|0|12.0|20|20|0|86|4.2|z=0,y=3, x=12.5|none|×1.0|×1.0|yes|0|40% trip rate
Front sour-spot|5|2F|1|0|0|12.0|361|20|0|86|3.0|z=0, y=5, x=7 / z=0, y=3, x=11|none|×1.0|×1.0|yes|0|stretchy hit-box / 40% trip rate
Back sweet-spot|13|2F|0|0|0|10.0|160|20|0|96|4.2|z=0,y=3, x=-11|none|×1.0|×1.0|yes|0|40% trip rate
Back sour-spot|13|2F|1|0|0|10.0|361|20|0|96|3.0|z=0, y=7, x=-4.5 / z=0, y=3, x=-9|none|×1.0|×1.0|yes|0|stretchy hit-box / 40% trip rate
front hit|-17|-16|-24|-23
back hit|-10|-9|-17|-16
Code:
Patch 1.1.5
FAF 41 -> 38
UP SMASH
Zelda sweeps a ball of light back and forth above her dealing many hits, finishing with a strong magical blow.
BnB Data
Power Sweep|4|9, 12, 15, 18, 25, 28, 31, 34|10|64|2 + 2 + 2 + 2 + 0.8 + 0.8 + 0.8 + 5 = 15.4%|88 (Final hit) |NO (Multi-hits) / YES* (Final hit) | 103% / 98% [1.0.8]
Bottom Loop 1 hitbox|9, 12, 15, 18|1F|0|0|0|2.0|90|0|40|105|3.5 [1.0.8] |z=0, y=11, z=0|magic|×0.5|×0.5 [1.0.8] |no|0|SetLoop=4
Top Loop 1 hitbox|9, 12, 15, 18|1F|3|0|0|2.0|366|0|40 [1.0.8] |105|4.2 [1.0.8] |z=0, y=18, z=0|magic|×0.5|×0.5 [1.0.8] |no|0|SetLoop=4
Back Loop 1 hitbox|9, 12, 15, 18|1F|1|0|0|2.0|200|0|40 [1.0.8] |105|3.5 [1.0.8] |z=0, y=17, z=-5|magic|×0.5|×0.5 [1.0.8] |no|0|SetLoop=4
Front Loop 1 hitbox|9, 12, 15, 18|1F|2|0|0|2.0|200|0|40 [1.0.8] |105|3.5 [1.0.8] |z=0, y=17, z=5|magic|×0.5|×0.5 [1.0.8] |no|0|SetLoop=4
Bottom Loop 2 hitbox|25, 28, 31|1F|0|0|0|0.8|90|0|40|100|3.5 [1.0.8] |z=0, y=11, z=0|magic|×1.0|×0.5 [1.0.8] |no|0|SetLoop=3
Top Loop 2 hitbox|25, 28, 31|1F|3|0|0|0.8|366|0|40 [1.0.8] |100|4.2 [1.0.8] |z=0, y=18, z=0|magic|×1.0|×0.5 [1.0.8] |no|0|SetLoop=3
Back Loop 2 hitbox|25, 28, 31|1F|1|0|0|0.8|200|0|40 [1.0.8] |100|3.5 [1.0.8] |z=0, y=17, z=-5|magic|×1.0|×0.5 [1.0.8] |no|0|SetLoop=3
Front Loop 2 hitbox|25, 28, 31|1F|2|0|0|0.8|200|0|40 [1.0.8] |100|3.5 [1.0.8] |z=0, y=17, z=5|magic|×1.0|×0.5 [1.0.8] |no|0|SetLoop=3
Top Final hitbox|34|1F|0|0|0|5.0|88|24|0|214 [1.0.8] |7.0|z=0, y=21, x=0|magic|×2.0|×1.0|yes*|0|only hits grounded targets
Back Final hitbox|34|1F|1|0|0|5.0|88|24|0|214 [1.0.8] |7.5|z=0, y=18, x=-6|magic|×2.0|×1.0|yes*|0|
Front Final hitbox|34|1F|2|0|0|5.0|88|24|0|214 [1.0.8] |7.5|z=0, y=18, x=6|magic|×2.0|×1.0|yes*|0|
Bottom Final hitbox|34|1F|3|0|0|5.0|88|24|0|214 [1.0.8] |8.0|z=0, y=15, x=0|magic|×2.0|×1.0|yes*|0|
hit 1, 2, 3, 4|-44, -41, -38, -35|-44, -41, -38, -35|-51, -48, -45, -42|-51, -48, -45, -42
hit 5, 6, 7|-29, -26, -23|-29, -26, -23|-36, -33, -30|-36, -33, -30
hit 8|-18|-18|-25|-25
Code:
Patch 1.0.8
loop hitboxes
wkb 40/50/60/60 -> 40/40/40/40
size 3.0/3.8/3.0/3.0 -> 3.5/4.2/3.5/3.5
sdi x1.0 -> x0.5
final hitboxes kbg 190 -> 214
~ Aerial Moves ~
NEUTRAL AERIAL
Zelda spins around in midair with two balls of light at her hands dealing multiple hits.
BnB Data
Magical Spin|6-7, 10-11, 14-15, 18-19, 22-23|12|51|1-3, 38>|19F [1.0.8] |2.5/1.5 + 2.5/1.5 + 2.5/1.5 + 2.5/1.5 + 5 = 11-15% (front/back) [1.1.5] |Sakurai Angle (Final hit) |NO| 219% (Final hit, hands)
Front Loop hitbox|6, 10, 14, 18|2F|0 [1.0.8] |0|0|2.5 [1.1.5] |366|0|75|100|4.7 [1.0.8] |z=0, y=11, x=7.6|none|×1.0|×0.0|no|0|SetLoop=4
Back Loop hitbox|6, 10, 14, 18|2F|1 [1.0.8] |0|0|1.5 [1.1.5] |366|0|75|100|4.7 [1.0.8] |z=0, y=12, x=-6|none|×1.0|×0.0|no|0|SetLoop=4
Back Final hitbox|22|2F|0|0|0|5.0 [1.1.5] |361|40|0|130 [1.1.5] |4.0|z=0, y=12, x=-6|magic|×1.0|×0.0|no|0|
Front Final hitbox|22|2F|1|0|0|5.0 [1.1.5] |361|40|0|130 [1.1.5] |4.0|z=0, y=11, x=7.6|magic|×1.0|×0.0|no|0|
Bottom Final hitbox|22|2F|2|0|3|5.0 [1.1.5] |361|40|0|110 [1.1.5] |6.0|z=0, y=0, x=0|magic|×1.0|×0.0|no|0|
Top Final hitbox|22|2F|3|0|19|5.0 [1.1.5] |361|40|0|110 [1.1.5] |6.0|z=0, y=0, x=0|magic|×1.0|×0.0|no|0|
loop hit; LL(F)|-9|-12|-16|-19
hit 5; FAF|-17|-16|-24|-23
hit 5; LL(F)|-8|-8|-15|-15
hit 5; LL(L)|-23|-22|-30|-29
hit 5; SHAC|-5|-4|-12|-11
As many Zelda mains know, a fast falling NAir where you land before getting the final hit will allow you to drag an opponent to the ground with enough hitstun to followup with some of Zelda's quicker ground attacks, the most infamous and useful option beeing FW Elevator at kill percents, working as a useful kill setup.
The multihits of NAir use weight-based knock-back, and thus will knock with the same power regardless of the opponent's percent. HOWEVER, Zelda's own rage levels can cause problems for the setup. If the multihit KB increases due to rage, the KB can be high enough where the target won't be dragged to the ground, but instead forced to it with a small ground-bounce animation. This animation can be interrupted far sooner, allowing opponents with quick aerial options to counterattack before most if not all of Zelda's falling NAir followups.
With this in mind, knowing what rage level this occurs at is important so that you don't try and fail to falling NAir > Elevator someone, only for the Elevator to miss or stopped by the opponent, both of which are bad.
This table details at what percents Zelda's NAir multihits will induce this forceful hitstun that causes falling NAir combos to fail.
Credit to @evmaxy54 for taking the time to compile the data! Here's the original spreadsheet.
|||||||||||||||||||||||||||||||||||||||||||||||||||||
|115|112|086|n/a|135|046|147|144|n/a|099|039|063|135|073|060|n/a|099|147|056|109|093|089|144|106|093|053|n/a|056|053|063|053|n/a|119|000|103|141|103|135|112|053|109|128|106|128|103|036|103|106|131|122|122|115
The multihits of NAir use weight-based knock-back, and thus will knock with the same power regardless of the opponent's percent. HOWEVER, Zelda's own rage levels can cause problems for the setup. If the multihit KB increases due to rage, the KB can be high enough where the target won't be dragged to the ground, but instead forced to it with a small ground-bounce animation. This animation can be interrupted far sooner, allowing opponents with quick aerial options to counterattack before most if not all of Zelda's falling NAir followups.
With this in mind, knowing what rage level this occurs at is important so that you don't try and fail to falling NAir > Elevator someone, only for the Elevator to miss or stopped by the opponent, both of which are bad.
This table details at what percents Zelda's NAir multihits will induce this forceful hitstun that causes falling NAir combos to fail.
Credit to @evmaxy54 for taking the time to compile the data! Here's the original spreadsheet.
|115|112|086|n/a|135|046|147|144|n/a|099|039|063|135|073|060|n/a|099|147|056|109|093|089|144|106|093|053|n/a|056|053|063|053|n/a|119|000|103|141|103|135|112|053|109|128|106|128|103|036|103|106|131|122|122|115
Code:
Patch 1.0.8
landing lag 22F -> 19F
loop hitboxes
IDs 1/0 -> 0/1 (swapped)
damage 1/2 -> 2/1 (swapped)
size 3.0 -> 4.7
Code:
Patch 1.1.5
loop hitboxes damage 2/1 -> 2.5/1.5
final hitboxes
damage 3 -> 5
kbg 160/140 -> 130/110
FORWARD AERIAL
Zelda quickly spins into a midair judo kick with powerful magic centered at the ball of her foot.
BnB Data
Lightning Kick|9, (Sweet-spot) 9-13 (Sour-spot) |15|53|1-3, 50>|23F|4% (Sour-spot) / 20% (Sweet-spot) |Sakurai Angle|NO (Sweet-spot) / YES (Sour-spot) | 95% / 90% (Sweet-spot)
Sweet-spot|9|1F|0|0|7|20.0|361|24|0|95|1.9|z=0, y=0, x=0|magic|×1.5|×0.0|no|0|
Sour-spot 1|9|5F|1|0|5|4.0|361|5|0|80|4.0|z=0, y=0, x=0|none|×1.0|×1.0|yes|0|
Sour-spot 2|9|5F|2|0|3|4.0|361|5|0|80|4.5|z=0, y=0, x=0|none|×1.0|×1.0|yes|0|
Sour-spot 3|9|5F|3|0|7|4.0|361|5|0|96|5.0|z=0, y=0, x=0|none|×1.0|×1.0|yes|0|
sweet-spot; FAF|-23|-23|-30|-30
sweet-spot; LL(F)|-3|-3|-10|-10
sweet-spot; LL(L)|-39|-39|-46|-46
sour-spot; FAF|-32|-28|-39|-35
sour-spot; LL(F)|-12|-12|-19|-19
sour-spot; LL(L)|-52|-48|-59|-55
Code:
BACK AERIAL
Zelda quickly does a powerful midair kick behind her with very strong magic centered at the ball of her foot.
BnB Data
Reverse Lightning Kick|6, (Sweet-spot) 6-9 (Sour-spot) |12|53|1-2, 52>|25F|4% (Sour-spot) / 20% (Sweet-spot) |Sakurai Angle|NO (Sweet-spot) / YES (Sour-spot) | 92% / 85% (Sweet-spot)
Sweet-spot|6|1F|0|0|11|20.0|361|28|0|96|1.9|z=0, y=0, x=0|magic|×1.5|×0.0|no|0|only hits opposite the direction Zelda is facing
Sour-spot 1|6|4F|1|0|9|4.0|361|5|0|80|4.0|z=0, y=0, x=0|none|×1.0|×1.0|yes|0|only hits opposite the direction Zelda is facing
Sour-spot 2|6|4F|2|0|3|4.0|361|5|0|80|4.5|z=0, y=0, x=0|none|×1.0|×1.0|yes|0|only hits opposite the direction Zelda is facing
Sour-spot 3|6|4F|3|0|11|4.0|361|5|0|96|5.0|z=0, y=0, x=0|none|×1.0|×1.0|yes|0|only hits opposite the direction Zelda is facing
sweet-spot; FAF|-26|-26|-33|-33
sweet-spot; LL(F)|-5|-5|-12|-12
sweet-spot; LL(L)|-46|-46|-53|-53
sour-spot; FAF|-35|-32|-42|-39
sour-spot; LL(F)|-14|-14|-21|-21
sour-spot; LL(L)|-59|-56|-66|-63
If you are very quick after trumping an opponent on the ledge, you can follow up with a sweet-spotted BAir. The difficulty of execution varies between characters. The percents were taken at FD, no rage, no resisting inputs. Eventually I plan on improving this with correct Vector percents. Currently I have not done the Miis, and can't do the DLC characters, due to not owning them yet.
Character|Percent
[3DS]
||Character|Percent
[3DS]
|58%|||48%
|57%|||50%
|55%|||50%
|68%|||63%
|60%|||59%
|50%|||46%
|62%|||55%
|62%|||55%
|50%|||60%
|69%|||57%
|56%|||60%
|60%|||58%
|53%|||51%
|52%|||58%
|64%|||59%
|56%|||56%
|65%|||59%
|51%|||57%
|58%|||???
|57%|||???
|57%|||???
|62%|||???
|58%|||???
|49%|||???
|64%|||???
|50%|||???
|54%||
|58%|||48%
|57%|||50%
|55%|||50%
|68%|||63%
|60%|||59%
|50%|||46%
|62%|||55%
|62%|||55%
|50%|||60%
|69%|||57%
|56%|||60%
|60%|||58%
|53%|||51%
|52%|||58%
|64%|||59%
|56%|||56%
|65%|||59%
|51%|||57%
|58%|||???
|57%|||???
|57%|||???
|62%|||???
|58%|||???
|49%|||???
|64%|||???
|50%|||???
|54%||
Code:
DOWN AERIAL
Zelda does a midair stomp with powerful meteor smashing magic centered at her heel.
BnB Data
Meteor Heel|14, (Sweet-spot) 15-24 (Sour-spot) |20|45|1-3, 40>|18F [1.0.8] |16% (Sweet-spot) / 5% (Upper sour-spot) / 4% (Lower sour-spot) |275 (Sour-spot) / 270 (Sweet-spot) |YES (Sweet-spot) / NO (Sour-spot) | 225% / 216% (Sweet-spot, grounded target)
Sweet-spot|14|1F|0|0|7|16.0|270|30|0|65|4.0|z=0, y=0, x=0|magic|×1.0|×1.0|yes|0|
Upper sour-spot|15|9F|0|0|5|5.0|275|5|0|90|6.0|z=0, y=0, x=0|none|×1.0|×1.0|yes|0|
Lower sour-spot|15|9F|1|0|7|4.0|275|0|0|70|6.0|z=0, y=0, x=0|none|×1.0|×1.0|yes|0|
sweet-spot; FAF|-12|-12|-19|-19
sweet-spot; LL(F)|-1|-1|-8|-8
sweet-spot; LL(L)|-26|-26|-33|-33
sweet-spot; SHAC|-8|-8|-15|-15
sour-spot; FAF|-18|-9|-25|-16
sour-spot; LL(F)|-7|-7|-14|-14
sour-spot; LL(L)|-31|-22|-38|-29
sour-spot; SHAC|-13|-4|-20|-11
Code:
Patch 1.0.8
landing lag 21F -> 18F
UP AERIAL
Zelda gently raises her hand and points above herself to create a large, powerful explosion above her in the air.
BnB Data
Condensed Blast (Official Name) / "Finger Bang" (Brawl Days Nickname) |14-16|20|55|1-4, 56>|19F [1.0.8] |17% [1.1.5] |90|NO| 120%* / 111% [1.1.5]
Hitbox|14|3F|0|0|0|17.0 [1.1.5] |90|30|0|84 [1.1.5] |8.0 [1.1.5] |z=0, y=23, x=0.5|fire|×1.0|×1.0|no|0|indirectly attached hit-box
hitbox; FAF|-22|-20|-29|-27
hitbox; LL(F)|-1|-1|-8|-8
hitbox; LL(L)|-42|-40|-49|-47
Code:
Patch 1.0.8
landing lag 22F -> 19F
Code:
Patch 1.1.5
damage 15 -> 17
kbg 90 -> 84
size 7.0 -> 8.0
~ Miscellaneous Moves ~
GET UP ATTACK
After being knocked down, Zelda sweeps her legs around her before getting up, hitting on both sides.
BnB Data
Retaliation Sweep|17-18, (Front) 21-22 (Back) |46|1-22|7% (Per hit) |48|NO|N/A
Front hitbox|17|2F|0|0|0|7.0|48|80|0|48|5.0|z=0, y=5, x=13 / z=0, y=5, x=4|none|×1.0|×1.0|no|+8 [1.1.1] |stretchy hit-box
Back hitbox|21|2F|0|0|0|7.0|48|80|0|48|5.0|z=0, y=5, x=-13 / z=0, y=5, x=-4|none|×1.0|×1.0|no|+8 [1.1.1] |stretchy hit-box
front hit|-15|-14|-22|-21
back hit|-11|-10|-18|-17
Code:
Patch ?
all hitboxes shield damage 10 -> 8
TRIPPED ATTACK
After having tripped, Zelda sweeps her legs around her before getting up, hitting on both sides.
BnB Data
Retaliation Sweep|19-20, (Back) 27-28 (Front) |50|1-7|5% (Per hit) |Sakurai Angle|NO|N/A
Back hitbox|19|2F|0|0|0|5.0|361|60|0|50|4.5|z=0, y=4.5, x=-12 / z=0, y=4.5, x=-4.5|none|×1.0|×1.0|no|+8 [1.1.1] |stretchy hit-box
Front hitbox|27|2F|0|0|0|5.0|361|60|0|50|4.5|z=0, y=4.5, x=13 / z=0, y=4.5, x=4|none|×1.0|×1.0|no|+8 [1.1.1] |stretchy hit-box
front hit|-19|-18|-26|-25
back hit|-11|-10|-18|-17
Code:
Patch ?
all hitboxes shield damage 10 -> 8
LEDGE ATTACK
After heaving herself up from the ledge, Zelda sweeps her legs across the ground at the ledge before rising up fully.
BnB Data
Ledge Attack|24-26|56|1-21|7%|45|NO|N/A
Hitbox|24|3F|0|0|0|7.0|45|90|0|20|4.5|z=0, y=4.5, x=9 / z=0, y=4.5, x=-2.5|none|×1.0|×1.0|no|+1|stretchy hit-box / only hits the direction Zelda is facing
hit|-18|-16|-25|-23
Code:
Last edited: