Wow that IS an impressive slide. I definitely wanna go and figure out how to consistently do this. Will share any findings and put them in the main area. Actual Zelda tech! Who'd have though!oh my god i'm so sorry for the quality >__>
You can see me do a pivot ftilt first, and then you can see the pivot fsmash after. Looking at it the leanback from fsmash is what's causing the slide motion (imo). I've found this has come in really handy against approaches in the air and also if someone runs at you from the ground...
I've been getting it more consistently now, but I still don't know what I'm doing... I'm just doing a pivot ftilt!
The Great Fairy Fountain ~ Zelda Data Repository
Welcome! If you’re familiar with my previous work for Zelda in SSB4, then you’re back for even more in-depth Zelda data! This thread is the third generation of Zelda data threads on Smash World Forums with an aim for in depth and accurate data. Here you’ll find reference tables for the data on Zelda’s moveset in Super Smash Brothers: Ultimate, additionally including full raw hitbox data tables, hitbox imagery, and block advantage data in the future as the information becomes obtainable. All of the data is presented in a neat format with visuals of each move to be presented.
Obviously, the game isn’t going to be out until December, but the base thread is now ready for the release (or any demos that Zelda is present) so that the data can be implemented right away.
Post Key
~ Post 1 - Base Information & Standard Moves
~ Post 2 - Special Moves, Grabs & Throws
~ Post 3 - Bonus
Zelda's Physical Characteristic Statistics
|
Term Descriptions
Damage |The base damage(s) the move deals. Due to the new 1v1 damage mechanic, these are currently training mode base damage numbers.
Launch Angle |The knock-back trajectory of the hit-box. Note the unique trajectory types of the Sakurai Angle , and the Auto-Link Angle .
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. I eventually cut off moves with "N/A" if they couldn't KO by around the mid 200s.
Startup |The frames leading up to the active hitbox of an attack.
Active Frames |The frame window the hitbox of a move is active, accompanied by the total frame number.
Endlag |The cooldown window after the hitbox disappears on an attack, accompanied by the total frame number of the endlag. The move’s FAF (First Actionable Frame) is the final recorded frame of endlag.
OoS |The abbreviation for " Out of Shield ". The earliest frame an attack can hit when used as an out of shield option. Generally only applicable for aerial attacks.
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.
Credits
@KuroganeHammer : For getting me into data mining. <3
STANDARD ATTACK - Short Flash
*IMG*
Zelda creates a flurry of magical sparks of light from her hand.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda creates a flurry of magical sparks of light from her hand.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
DASH ATTACK - Magical Push
*IMG*
Zelda lunges forward, attacking with a burst of magic at her hands.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda lunges forward, attacking with a burst of magic at her hands.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
STRONG FORWARD - Mystic Sweep
*IMG*
Zelda sweeps her arm in front of her, magically enhancing her hand with a blade-like sharpness.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda sweeps her arm in front of her, magically enhancing her hand with a blade-like sharpness.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
STRONG LOW - Trip
*IMG*
While crouching, Zelda sweeps her leg out in front of her to trip any nearby opponents.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
While crouching, Zelda sweeps her leg out in front of her to trip any nearby opponents.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
STRONG UPWARD - Protective Sweep
*IMG*
Zelda sweeps a magically enhanced hand in a protective arc above herself.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda sweeps a magically enhanced hand in a protective arc above herself.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
FORWARD SMASH - Shining Palm
*IMG*
Zelda creates a powerful blast of magic in front of herself, striking multiple times.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda creates a powerful blast of magic in front of herself, striking multiple times.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
DOWNWARD SMASH - Compass Spin
*IMG*
Zelda quickly spins, outstretching her toe to attack all around herself.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda quickly spins, outstretching her toe to attack all around herself.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
UPWARD SMASH - Power Sweep
*IMG*
Zelda sweeps a magically enhanced hand above herself, creating a deadly ribbon of light that strikes many times.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda sweeps a magically enhanced hand above herself, creating a deadly ribbon of light that strikes many times.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
NEUTRAL AERIAL - Magical Spin
*IMG*
Zelda does a midair spin, outstretching magically enhanced hands to strike multiple times all around herself.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|OoS|AC Window|Landing Lag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda does a midair spin, outstretching magically enhanced hands to strike multiple times all around herself.
PENDING!
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
FORWARD AERIAL - Lightning Kick
*IMG*
Zelda quickly spins into a midair judo kick with powerful magic centered at the ball of her foot.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|OoS|AC Window|Landing Lag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda quickly spins into a midair judo kick with powerful magic centered at the ball of her foot.
PENDING!
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
BACKWARD AERIAL - Reverse Lightning Kick
*IMG*
Zelda does a quick midair kick behind herself with high powered magic centered at the ball of her foot.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|OoS|AC Window|Landing Lag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda does a quick midair kick behind herself with high powered magic centered at the ball of her foot.
PENDING!
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
DOWNWARD AERIAL - Meteor Heel
*IMG*
Zelda does a powerful midair stomp with one foot, with potent meteor smashing magic centered at her heel.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|OoS|AC Window|Landing Lag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda does a powerful midair stomp with one foot, with potent meteor smashing magic centered at her heel.
PENDING!
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
UPWARD AERIAL - Condensed Blast
*IMG*
While airborne, Zelda aims upward and creates a large blast of condensed fire above herself.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag|OoS|AC Window|Landing Lag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
SPECIAL MOVES
GRABS & THROWS
*IMG*
While airborne, Zelda aims upward and creates a large blast of condensed fire above herself.
PENDING!
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
NEUTRAL SPECIAL - Nayru’s Love
*IMG*
Zelda channels the power of the triforce goddess Nayru to temporarily surround herself within a crystalline barrier that reflects projectiles and damages nearby targets.
Damage|Launch Angle|KO Potential|Startup|Intangible Frames|Active Frames|Endlag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda channels the power of the triforce goddess Nayru to temporarily surround herself within a crystalline barrier that reflects projectiles and damages nearby targets.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
SIDE SPECIAL - Din’s Fire
*IMG*
Zelda channels the power of the triforce goddess Din to send out a wisp of fire that she can control and detonate at will to create a distant explosion.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda channels the power of the triforce goddess Din to send out a wisp of fire that she can control and detonate at will to create a distant explosion.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
DOWNWARD SPECIAL - Phantom Slash
*IMG*
Zelda magically summons a suit of phantom armor. The complete phantom delivers a powerful blow with its sword, but it may also be released prematurely, its power varying depending on how many pieces of armor have compiled.
Variant|Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag
“Kick”|
“Punch”|
“Slice”|
“Slash”|
“Uppercut”|
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda magically summons a suit of phantom armor. The complete phantom delivers a powerful blow with its sword, but it may also be released prematurely, its power varying depending on how many pieces of armor have compiled.
“Kick”|
“Punch”|
“Slice”|
“Slash”|
“Uppercut”|
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
UPWARD SPECIAL - Farore’s Wind
*IMG*
Zelda channels the power of the triforce goddess Farore to quickly teleport a great distance in the direction of her choosing. Anyone caught by her winds will receive a deadly blow.
Damage|Launch Angle|KO Potential|Startup|Intangible Frames|Active Frames|Endlag|Landing Lag|Block Adv.
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda channels the power of the triforce goddess Farore to quickly teleport a great distance in the direction of her choosing. Anyone caught by her winds will receive a deadly blow.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
GRABS - Magical Hold
*IMG*
Zelda extends magically-charges hands to catch an opponent in front of her.
Startup|Active Frames|Endlag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda extends magically-charges hands to catch an opponent in front of her.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
PUMMEL - Hex
*IMG*
Zelda casts a hex on the opponent within her grasp, causing a small amount of damage.
Damage|Startup|Active Frames|Endlag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda casts a hex on the opponent within her grasp, causing a small amount of damage.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
FORWARD THROW - Levitation
*IMG*
Zelda telekinetically levitates her opponent, launching them forward with the wave of her hand.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda telekinetically levitates her opponent, launching them forward with the wave of her hand.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
BACKWARD THROW - Reverse Levitation
*IMG*
Zelda telekinetically levitates her opponent, then turning and launching them behind herself with the wave of her hand.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda telekinetically levitates her opponent, then turning and launching them behind herself with the wave of her hand.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
DOWNWARD THROW - Plasma Beat
*IMG*
Zelda magically pins her opponent down and unleashes waves of plasma on their back.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda magically pins her opponent down and unleashes waves of plasma on their back.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
UPWARD THROW - Levitation Launch
*IMG*
Zelda telekinetically levitates her opponent, launching them above herself with a spin.
Damage|Launch Angle|KO Potential|Startup|Active Frames|Endlag
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
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
*IMG*
Zelda telekinetically levitates her opponent, launching them above herself with a spin.
PENDING!
X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X
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