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Data The Great Fairy Fountain II : Zelda Data & Research Repository

evmaxy54

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I would love to test it on the Wii U when it comes out, but unfortunately I'm probably gonna get it on Christmas so I'm out sadly ;_;
 

Kataefi

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I think wii need to try out Bair/Fair OoS as well when the wii u version kicks in, cos if the sweetspot is a little bigger, it could be a neat thing!!
 

Uncertain Title

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What attacks can't the phantom block?
As far as I know, Robin's Thoron can pierce right through it. And pretty much every other non-projectile attack will hit you if your right behind the Phantom. The Phantom kinda blocks them somewhat when they try going past it, which can cause them to whiff due to the attack coming up short. But it's not really blocking; it's just messing with their timing and slowing them down, in a way.
 

Mr.CreamCakes

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As far as I know, Robin's Thoron can pierce right through it. And pretty much every other non-projectile attack will hit you if your right behind the Phantom. The Phantom kinda blocks them somewhat when they try going past it, which can cause them to whiff due to the attack coming up short. But it's not really blocking; it's just messing with their timing and slowing them down, in a way.
Well its still a great defense tool I mean it can stop 90% of all attacks. that can even stop the KO punch like that will be great against little mac
 

Uncertain Title

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Well its still a great defense tool I mean it can stop 90% of all attacks. that can even stop the KO punch like that will be great against little mac
For sure. It discourages people from attacking head on from the ground :)
 

BJN39

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BJ what do I have to do to get you to quit this board and forget Zeldawful exist and move over to the Paletuna boards to become a Paletuna researcher???
Zeldawful Till the END. Her metagame won't progress past FW spam if there are no experienced players to herd them past, sis.

Besides, it's all about spamming Dtilt.

Perhaps I can dedicate some time to making one of these for P-money? We'll see...
 

Mocha

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Oh I thought this was the general consensus so far:

"Hope opponent approaches... spam dtilt or grab/pivot grab."
"Hope opponent messes up... punish with Farore's Wind."
"Keep Phantom fresh for a flashy kill at the end."

Oh wait that last one was a personal preference :p
 
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BJN39

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So, if you look closely at the start of this video, you can see that they show certain hard to test stats for the Phantom.

Apparently, it can only take 12%, and it will take 6 seconds after a Phantom is destroyed to summon another. Of course, all of this data has been added to the OP.
 
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BBNik

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Some visual documentation for you all!

Auto Cancel Nair:


Auto Cancel Dair:


Nair is very easy to auto cancel, while Dair is a bit on the tighter side for timing in comparison.

I hope it helps!
____________________________________________________________

EDIT: More visual aid! Someone mentioned the SH AD Bair tech, so I thought I'd give it a bit more visualness~

Shorthop Airdodge Bair from the front:


Shorthop Airdodge Bair crossover:


Definitely useful, as using Bair right out of the airdodge sets you extremely close to the ground to hit smaller characters + the height timing is basically done for you. The only thing you need to worry about it spacing it horizontally!

Not to mention you don't HAVE to bair out of the airdodge either. Zelda will lagless land from the airdodge, so you can always mindgame your opponent as well by doing a grab instead or something! You can also do Nayru's with this too for maximum coverage if you think you'll land a hit (such as punishing a spotdodge/roll).

Just be careful not to input any actions too soon if you do an empty shorthop airdodge. There's a tiny bit of time where Zelda'll still be airborne after the airdodge, so you have to wait a split second to land first.

EDIT: A useful trick that helped me was, if you're planning an empty SH AD just hold onto the shield button for the whole duration of the jump until you land. This way, you won't have to worry about inputting shield too early and cause an airdodge lagged landing, not to mention you'll shield as soon as you're able to when you land.

This is actually pretty helpful overall for me personally, as sometimes I hit shield too early when I'm trying to getl to the ground from the air, and I end up causing a laggy landing because I airdodge JUST as I'm about to touch the ground.

Definitely should think about using this more!
I was wondering how you got these "auto-cancels". It looks like L-canceling, but that doesn't exist in smash 4. I'm assuming the auto cancels don't work for bair and fair.
 

BJN39

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Okay, went and compared thread's data to 1.0.4

Here's what I got

Jab:
* It appears to have gotten a puny increase in some sort of KB. It now has an approx KO % of 368%, from 380% It's so insignificant, but it's too large of a difference to NOT be a change.

Utilt:
* The move does 1% more; and, consequently, KOs very slightly earlier as well. It's still pretty late at 178%, from 194%. I almost wonder if it was supposed to do 6% in the first place, considering it did 7% in E3 Demos.

Pivot Grab:
* The size of the grab hit-box is slightly smaller *sniff* thus reducing its range slightly. Just so y'all don't think it was Zelda exclusive, I went and tested Palutena's P-grab (Which was near identical in range before.) And her's too, was shortened slightly.


There are some things that I found but am not sure if they are real changes as well, or in a couple cases, I may have just missed them pre-1.0.4:

* Her running speed might, and please read the MIGHT, be very slightly faster. Can I got a data goddess @ KuroganeHammer KuroganeHammer to check it for me?

* Din's Fire's hit-box feels ever so slightly larger. I was particularly under this impreesion when I tested a minimal distance one's explosion under Mario, who was on a low BF plat, and it was able to hit him. Something I am CERTAIN wasn't possible before.

* Fsmash KO'ed 3% earlier. IDK about this, as it could just be a testing inconsistency, AND, the full charge still KO'ed at the same %.

* Usmash actually DOESN'T hit at 90 degrees. It hits at 80 and 100. Choosing one depending on whether they are in front of you for the last hit, or behind you. (80 degrees if they are slightly in front of you during the final hit, and 100 if behind.)

Will add the certain changes to the OP.
 

PrimalCarnage

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Oh so I'm probably not just imagining things with Din's Fire? That's good. Did you notice any changes to NL's? And kicks?

Oh and I noticed the jab change. It feels like jab to dash might be a true combo at certain percents.
 

BJN39

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Did you notice any changes to NL's? And kicks?
Unfortunately, no. :( Kicks still appear to have the same stats as before.

With Nayru, actually, I'm unsure, but I THINK the crystal visual may be very slightly larger. As for the hit-box, I don't think it got the same treatment.
 

Alacion

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Well, Sakurai obviously deems Zelda to be balanced. She must have decent results on For Glory.
 

Mocha

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I don't know if this was mentioned before, but Zelda's Up B no longer teleports straight down.

You can still Up B down from the ground and reappear in the same spot. But you can't go straight down if you're teleporting from the air. I don't know if this was a thing before the patch or not, but...

Mind you, I was testing this on the 3DS, so it could have easily been the circle pad and my inputs failing, but when Milky and I tested this, we couldn't go straight down. Has anyone else been successful?
 
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Dihan

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That's been in since the beginning of Smash 4.
 
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Mocha

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Well I clearly never had to teleport straight down for quite awhile then. In any case, thoughts? I like that she seems to sweet spot the edge more in general, but should this be relevant as to why she can't teleport straight down?
 

Alacion

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Holy crap, @ Mocha Mocha it's not your circle pad. You can teleport straight down if there is no floor to land on at the end of Farore's. (Eg. You can still SD with Farore's)
 
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Phenomiracle

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Well I clearly never had to teleport straight down for quite awhile then. In any case, thoughts? I like that she seems to sweet spot the edge more in general, but should this be relevant as to why she can't teleport straight down?
If you execute FW in the air, the game will force Zelda to travel the entire distance of the FW warp. In other words, if you jump and do a FW straight down, you'll end up reappearing a handful of steps in front of where she first jumped.

This has been in since the beginning. It's actually drastically improved her recovery, since she can use this mechanic to "ride" up walls to grab edges. I'll take the tradeoff of being unable to FW travel straight down a distance shorter than the teleport.

Well, Sakurai obviously deems Zelda to be balanced. She must have decent results on For Glory.
I don't think he's relied too much on FG results. Sakurai came out and said that Little Mac has the worst win/loss ratio out of all characters, and then proceeded to nerf his aerial Side-B range significantly, making his recovery even worse.

Which I find absolutely ****ing hilarious.
 

Eulette

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(I'm sure if this is the place to post this, but aaanyways) :
After reading Indigo Jeans post, I decided to try to translate Zelda's jab data, although I'm having don't know if i'm doing it right, so anyone who could correct me I would be very grateful!
def game_50():
AsynchronousTimer_0D0(Frame=11.000000, )
SetLoop_0C3(0x2, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0xE, Damage=2.000000, Angle=0x169, BKB=0x64, WKB?=0x28, KBG=0x0, Size=2.500000, X=3.000000, Y=0.000000, Z=0.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x11, Damage=2.000000, Angle=0x169, BKB=0x64, WKB?=0x1E, KBG=0x0, Size=3.000000, X=0.000000, Y=0.000000, Z=0.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
Hitbox_026(Id=0x2, Bone?=0x0, unk?=0x0, Damage=2.000000, Angle=0x50, BKB=0x64, WKB?=0x7, KBG=0x0, Size=4.000000, X=0.000000, Y=12.500000, Z=13.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
SynchronousTimer_20B(Frame=1.000000, )
RemoveAllHitboxes_014()
SynchronousTimer_20B(Frame=1.000000, )
Goto_0C2(0x-50, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x0, Damage=2.000000, Angle=0x169, BKB=0x96, WKB?=0x0, KBG=0x18, Size=6.000000, X=0.000000, Y=12.500000, Z=13.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x11, Damage=2.000000, Angle=0x169, BKB=0x96, WKB?=0x0, KBG=0x18, Size=3.000000, X=0.000000, Y=0.000000, Z=0.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
Hitbox_026(Id=0x2, Bone?=0x0, unk?=0xE, Damage=2.000000, Angle=0x169, BKB=0x96, WKB?=0x0, KBG=0x18, Size=2.500000, X=3.000000, Y=0.000000, Z=0.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
SynchronousTimer_20B(Frame=1.000000, )
RemoveAllHitboxes_014()
End_196()
So Zelda Jab is:

From frame 11 to 12?
Hitbox 0: Unknown:14 Damage = 2; Angle = Sakurai Angle; BKB = 100 ; WKB = 40 ; KBG = 0 ; Size = 2.5 ; X=3.000000, Y=0.000000, Z=0.000000
Hitbox 1: Unknown:17 Damage = 2; Angle = Sakurai Angle; BKB = 100 ; WKB = 30 ; KBG = 0 ; Size = 3 ; X=0.000000, Y=0.000000, Z=0.000000
Hitbox 2: Unknown:0 Damage = 2; Angle = 80 ; BKB = 100 ; WKB = 7 ; KBG = 0 ; Size = 4 ; X=4.000000, Y=12.500000, Z= 13.000000

From Frame 13 to 14?
Hitbox 0: Unknown:0 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 6 ; X=0.000000, Y=12.500000, Z=13.000000
Hitbox 1: Unknown:17 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 3 ; X=0,000000, Y=0,000000, Z=0,000000
Hitbox 2: Unknown:14 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 2.5 ; X=3.000000, Y=0,000000, Z=0,000000


So yeah, they have changed the database so these values are obsolete :v
 
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BJN39

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So Zelda Jab is:

From frame 11 to 12?
Hitbox 0: Unknown:14 Damage = 2; Angle = Sakurai Angle; BKB = 100 ; WKB = 40 ; KBG = 0 ; Size = 2.5 ; X=3.000000, Y=0.000000, Z=0.000000
Hitbox 1: Unknown:17 Damage = 2; Angle = Sakurai Angle; BKB = 100 ; WKB = 30 ; KBG = 0 ; Size = 3 ; X=0.000000, Y=0.000000, Z=0.000000
Hitbox 2: Unknown:0 Damage = 2; Angle = 80 ; BKB = 100 ; WKB = 7 ; KBG = 0 ; Size = 4 ; X=4.000000, Y=12.500000, Z= 13.000000

From Frame 13 to 14?
Hitbox 0: Unknown:0 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 6 ; X=0.000000, Y=12.500000, Z=13.000000
Hitbox 1: Unknown:17 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 3 ; X=0,000000, Y=0,000000, Z=0,000000
Hitbox 2: Unknown:14 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 2.5 ; X=3.000000, Y=0,000000, Z=0,000000
hmmmm, this is some nice thorough looking data.

Questions! What is "Unknown" stand for? Would "WKB" be weighted KB? Also, would the X/Y/Z stand for the displacement from Zelda's central axis, or something else?

Also, from my observations, it looks like SOME sort of action was actually taken by Sakurai and co. on the angles to improve its multi-hit abilities. As you can see, hit-box 2 (Presumably the farthest out hit-box.) on frame 11-12's numbers is 80. In brawl, ALL of the hit-boxes were Sakurai angle on all three hit-frames.

On frame 13-14's data, does the hit-box priority order change? Because I was kind of thrown off by "Hit-box 2" (Which, if standing for the farthest hit-box in 11-12's data means on the last hit it would have the largest "Size", but hit-box 2 in 13-14's data is the SMALLEST.)

ALSO, is it possible to do data like this for more moves? Or is there some sort of 'program' involved to this? Because I would consider going and doing this for Zelda's moves if I knew how.
 

Eulette

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Yes it is! Its from @Dantarion 's data dump, there is a link on the Frame Data and Hitbox values(WIP) thread by
Thinkaman, on a post by Indigo Jeans. he has also made a simpler version on a thread in the competitive subsection, but it skip certain things.
I don't know what the unknown value is though D:
If you want i can help you complete the moves.
Sorry I cannot link yet.

Many Edits:

WKB is the set knockback determined by weight.
I suppose the xyz coordinates are in relation with the bone of the move (although it say Bone "?0x0" (0 would be her body maybe?) in most(if not all) of her moves)

The two different Hitboxes thing also confuse me a lot: You have a part where the three hitboxes have set knock back (the furthest one having an angle of 80), and then all the hitboxes gain knockback scalling.
The one with the angle of 80 is the biggest one, but on training mode i can only hit with the one with the sakurai angle (or the tip would have set knockback)
Um, i'm not really sure what to make of this D: , im pretty sure its inside the other hitbox.

Edit Edit:
At 1/4 speed on training mode, Lucina walked toward the jab as it came out, she received damage but didn't go flying (it was at 999%). Dunno, sometimes i get out the set knockback one other times nope.
Ok i tried for the 3 hitboxes and at certain angles you can hit them without trigering the other 2 and be sent off flying. But the hitboxes seem to overlap soo much.

Well seeing the hitbox reference thread on the brawl subforum, i don't think her jab has changed that much.
It also show that the hitboxes of her jab reverse in order when changing traits, so maybe it happens here too?
I don't think the 80 angle hit matters that much then...
 
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Eulette

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Double Post, I mean it's another topic
So, I had this on an excel but since I can't link yet...
The are the Nayru's Love variations (game_20E,game_20F and game_210 on the database, they are no named yet :v)

|Active on Frames|Damage|Angles|Sizes|Coordinates|BKB|WBK|KBG
Nayru's Love|13-25;28|1-2%;4-5%|160;Sakurai Angle|6,4; 7,5||Final Hit:40-50|0|Final Hit:100
1st Hit Far|13-25|1%|160|4|X=0;Y=8;Z=-10|12|0|40
1st Hit Near|13-25|2%|160|6|X=0;Y=8;Z=-4|12|0|40
2nd HitFar|28|4%|Sakurai Angle|5|X=0;Y=8;Z=-11|40|0|100
2nd Hit Near|28|5%|Sakurai Angle|7|X=0;Y=8;Z=-4|50|0|100
Nayru's Rejection|12-27;28-33|1%;5%;0%|160,110,Sakurai Angle|10;10;10 | |Final Hit:0| Final Hit:40 |Final Hit:100
Multi Hits|12-27|1%|160|10|X=0;Y=8;Z=-4|12| 0|40
Final Hit|28-33|5%|110|10|X=0;Y=8;Z=-4|0|0|0
Cape Effect(?)|29-33|0%|Sakurai Angle|10|X=0;Y=8;Z=-4|0|40|100
Nayrus's Passion|13-25;27-30|0%;15%|Sakurai Pls|13;11||Final Hit:50|Final Hit:0|Final Hit:65
Pullig Effect|13-25|0%|367(?)|13|X=0;Y=8;Z=-10|0|40|100
Love Nuke|27-30|15%|Sakurai Angle|11|X=0;Y=8;Z=-4|50|0|65
I'm sorry didn't know how to make a Table so I copy pasted the base code from a tutorial found. (hence those annoying columns >_>)
If it's too messy I can order it better , I really didn't know how to organize all the hitboxes of the moves.

Nayru's Rejection has set knockback on its last hit :v
Edit: And it seems to have (4?) extra shield damage for the last two hits
Does anybody knows why the suction part(?) of Nayrus Passion has an angle of 367 aand,
Does anyone knows where is the intangibility addresed?
 
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BJN39

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Okay, so I think I found the data thing you spoke of, and now I need someone to test something:

According to a data post in the thread, Zelda's Nayru's Rejection has increased shield damage. (AKA, it does more shield damage than it should for its damage and stats.) IDK how MUCH more shield damage it does, but iif it's anything good...
 

KuroganeHammer

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365-367 is an autolink angle, it's the same angle that causes these janky multihit spikes

Edit: also some sort of brawl comparison would be good

Edit: Example:

Zelda usmash KBG 210 -> 190
 
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Rion

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I posted these in the social thread, but thought it might be useful to put in here:

Trumping recovery grab attacks with Dair


An example of Nayru's Love successfully countering an attack because of it's invul frames:


How people can sometimes underestimate how big the hitbox is from the 2nd slash of a fully charged Phantom:


Hopefully these help!
 

BJN39

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I posted these in the social thread, but thought it might be useful to put in here:

Trumping recovery grab attacks with Dair


An example of Nayru's Love successfully countering an attack because of it's invul frames:


How people can sometimes underestimate how big the hitbox is from the 2nd slash of a fully charged Phantom:


Hopefully these help!
Thanks for posting these here Rion!

I'm actually planning up an overhaul of the move stat tables sorta, and like so I haven't been working very fast. It takes a little time to read all the data of each hit-box off Dant's master core!

Here's a little test-table:

Stat Names v|Loop Hit-Box 1|Loop Hit-Box 2|Loop Hit-Box 3|Final Hit-Box 1|Final Hit-Box 2|Final Hit-Box 3
Hit-Frame |11|11|11|15|15|15
Duration |1 frame|1 frame|1 frame|1 frame|1 frame|1 frame
Hit-Box ID |0|1|2|0|1|2
Bone |14|18|0|0|18|14
Damage |2.0%|2.0%|2.0%|2.0%|2.0%|2.0%
Angle |361|361|80|361|361|361
BKB |0|0|0|24|24|24
WKB |40|30|7|0|0|0
KBG |100|100|100|150|150|150
Size |2.5|3|4|6|3|2.5
Coordinates |z=3, y=0, x=0|z=0, y=0, x=0|z=0, y=12.5, x=13|z=0, y=12.5, x=13|z=0, y=0, x=0|z=3, y=0, x=0
Element |Magic|Magic|Magic|Magic|Magic|Magic
Hit-Lag |x1|x1|x1|x1|x1|x1
SDI |x1|x1|x1|x1|x1|x1
Shield Dmg. |Normal|Normal|Normal|Normal|Normal|Normal
Notes: |SetLoop=2|SetLoop=2|SetLoop=2|Corresponds with Loop Hit-Box 3|Corresponds with Loop Hit-Box 2|Corresponds with Loop Hit-Box 1
What you are looking at is the data for Jab's 6 different hit-boxes. Thankfully, most moves have no more than 3-4 hit-boxes, so it generally won't be busier than this.
EDIT : Hey @ Rion Rion I was wondering, since you make gdlk GIFS of Zelda, would you consider making fabulous GIFs of each of her attacks for aT each move spot for me? :4zelda:

EDIT 2 : Another table! This time, for Phantom Slash (Level 1)

Stat Names v|Pushing Hit-Box|Phantom Sword Hit-Box
Hit-Frame |2|11
Duration |9 frames|1 frame
Hit-Box ID |0|0
Bone |0|0
Damage |0.0%|6.0%
Angle |0|361
BKB |0|30
WKB |0|0
KBG |0|100
Size |6|5
Coordinates |z=0, y=10, x=5|z=0, y=10, x=20
Element |Slash (?)|Slash
Hit-Lag |x1|x1
SDI |x1|x1
Shield Dmg. |Normal|Normal
Notes: |Pushes the opponent away from Zelda slightly.|
 
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Rion

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Thanks for posting these here Rion!

I'm actually planning up an overhaul of the move stat tables sorta, and like so I haven't been working very fast. It takes a little time to read all the data of each hit-box off Dant's master core!

Here's a little test-table:



EDIT : Hey @ Rion Rion I was wondering, since you make gdlk GIFS of Zelda, would you consider making fabulous GIFs of each of her attacks for aT each move spot for me? :4zelda:

EDIT 2 : Another table! This time, for Phantom Slash (Level 1)
Certainly! I'd be happy to.

Are there any specifications you have in mind?
 

BJN39

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Are there any specifications you have in mind?
Woo! Thanks!

As for specifications, preferably from close-ish view, on the same, relatively unchanging background that allows you to see all of her well enough. (AKA, not some really bright white backround, or like overly changing one like FD. That way the GIFs are relatively consistent.) And obvi her normal costume.

Edit : oh yeah, and i'd prefer if she wasn't hitting people in the GIFs, just using them.
 
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BJN39

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Double post, but it's a day or so later, so...

Hey @ KuroganeHammer KuroganeHammer I need your Mod help. I cannot seem to enter the editing window of the OP without getting an error. I think it's too cluttered atm cuz' glitch color table disagreements.

I've copied everything from "Aerials" and down to an alternate place to re-enter later, but I was wondering if you could try to get into the post and simple delete everything below the "Aerial Moves" title, to reduce the clutter until I re-add everything with stuffs.
 
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Hyrule Candy

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Ok so I think u guys know but nairo discovered that her dtilt goes under edges. This can help her with a lot of MUs. Do you guys think this will help her climb the tier list?
 

Mocha

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Ok so I think u guys know but nairo discovered that her dtilt goes under edges. This can help her with a lot of MUs. Do you guys think this will help her climb the tier list?
Down tilting near the edge is more of an edge-guarding thing, than a match-up changer, I think. For people who attempt to 'plank' or regrab the edge more than once, or miss sweet-spotting the edge - down tilt would be a good poke at them, and set us up for follow-ups by putting them in a bad position.

I see it more as a mix up option, but still an important one to remember, regardless.
 
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Furret

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Is Zelda's Foxtrot faster then her run? by like even 1% cause I don't want to use her run, like ever and I noticed the foxtrot doesn't seem bad speed wise
 

BJN39

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The complex data tables adding is going a little slow, but I've whipped up the tables for the remaining moves in the first post, (Aerials) and plan on getting them out as soon as I can!
 

Furret

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The complex data tables adding is going a little slow, but I've whipped up the tables for the remaining moves in the first post, (Aerials) and plan on getting them out as soon as I can!
awesome work <3
 
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