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Zelda
Jumpsquat 6F -> 5F
Walk Speed 0.87 -> 0.95
Run Speed 1.3 -> 1.4
Air Speed 1.04 -> 1.09
Air Acceleration 0.055 -> 0.09
Airdodge
invincible 3-28 -> 3-27
FAF 34 -> 33
Grab
hitframe 10-11 -> 8-9
FAF 38 -> 36
Dash Grab
hitframe 11-12 -> 9-10
FAF 47 -> 45
Pivot Grab x-stretch -16.7 -> -18.7
Fthrow kbg 50 -> 54
Bthrow kbg 60 -> 65
Jab
final hit angle 361 -> 48
loop hitboxes
hitframe 11, 13 -> 11-14
hitbox 2 size 4.0 -> 5.0
rehit rate n/a -> 2
Ftilt
FAF 38 -> 35
damage 12/10/10 -> 13/11/11
hitbox 2 z-stretch n/a -> -4.0
Dtilt
damage 5.5 -> 7.5
bkb 20 -> 25
kbg 120 -> 100
Utilt hit duration 12 -> 14
Fsmash
FAF 50 -> 45
loop hitboxes
hitframe 16, 18, 20, 22 -> 16-23
rehit rate n/a -> 2
Dsmash
FAF 38 -> 35
right leg intangibility added F5-14
Usmash
FAF 64 -> 59
final hit kbg 214 -> 217
loop hitboxes
hits 1-4 hitframe 9, 12, 15, 18 -> 9-20
hits 5-7 hitframe 25, 28, 31 -> 25-33
rehit rate n/a -> 3
NAir
FAF 51 -> 46
landing lag 19 -> 13
final hitboxes 0/1 size 4.0 -> 5.0
loop hitboxes
hitframe 6-7, 10-11, 14-15, 18-19 -> 6-20
damage 2.5/1.5 -> 2/2
rehit rate n/a -> 4
FAir/BAir
landing lag 23/25 -> 19/22
hitbox 0 size 1.9 -> 2.5
hitbox 3 size 5.0 -> 6.0
hitboxes 1/2/3
damage 4 -> 7
bkb 5/5/5 -> 20/20/30
kbg 80/80/96 -> 70/70/80
DAir
FAF 45 -> 40
damage 16/5/4 -> 17/6/5
sweet-spot kbg 65 -> 62
UAir
FAF 55 -> 40
Autocancel <4/55> -> <4/45>
Nayru's Love
loop hitboxes
damage 2/1 -> 3/2
x1 -4.0/-10.0 -> -5.0/-11.0
x2 4.0/10.0 -> 5.0/11.0
final hitboxes
damage 5/4 -> 6/5
Phantom Slash
phantom attacks act as projectile -> melee
release animation FAF 47 -> 43
phantom health 13.0 -> 16.0
no charge, damage 6-8 -> 7-9
full charge, hit 1
angle 62 -> 82
sdi x1 -> x0
full charge, hit 2
duration 4F -> 6F
size 4.0/4.5/5.5 -> 4.5/5.5/6.5
Nayru's Passion damage 15 -> 17
Farore's Windfall ledge snap no -> yes
AsynchronousTimer(4.000000)#frame 4
?SetBit(0x2100001b)
AsynchronousTimer(9.000000)#frame 9
LoopStart(0x4)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x5a, KBG=0x69, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=11.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x16e, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.200000, X=0.000000, Y=18.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0xc8, KBG=0x69, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=17.000000, Z=-5.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0xc8, KBG=0x69, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=17.000000, Z=5.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
SynchronousTimer(1.000000)#frame 10
RemoveAllHitboxes()
SynchronousTimer(2.000000)#frame 12
LoopEnd(-0x69)
AsynchronousTimer(25.000000)#frame 25
LoopStart(0x3)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0x5a, KBG=0x64, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=11.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0x16e, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.200000, X=0.000000, Y=18.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0xc8, KBG=0x64, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=17.000000, Z=-5.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0xc8, KBG=0x64, FKB=0x28, BKB=0x0, Size=3.500000, X=0.000000, Y=17.000000, Z=5.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf)
SynchronousTimer(1.000000)#frame 26
RemoveAllHitboxes()
SynchronousTimer(2.000000)#frame 28
LoopEnd(-0x69)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd6, FKB=0x0, BKB=0x18, Size=7.000000, X=0.000000, Y=21.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd6, FKB=0x0, BKB=0x18, Size=7.500000, X=0.000000, Y=18.000000, Z=-6.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd6, FKB=0x0, BKB=0x18, Size=7.500000, X=0.000000, Y=18.000000, Z=6.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd6, FKB=0x0, BKB=0x18, Size=8.000000, X=0.000000, Y=15.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
SynchronousTimer(1.000000)#frame 29
RemoveAllHitboxes()
End()
AsynchronousTimer(4.000000)#frame 4
?SetBit(0x2100001b)
AsynchronousTimer(9.000000)#frame 9
Hitbox6_14FCC7E4(ID=0x0, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x5a, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=11.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x3, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x16e, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.500000, X=0.000000, Y=18.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x1, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0xc8, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=17.000000, Z=-5.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x2, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0xc8, KBG=0x69, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=17.000000, Z=5.000000, Effect=0x1a, Trip=0x0, Hitlag=0.500000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(21.000000)#frame 21
RemoveAllHitboxes()
AsynchronousTimer(25.000000)#frame 25
Hitbox6_14FCC7E4(ID=0x0, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0x5a, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=11.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x3, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0x16e, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.500000, X=0.000000, Y=18.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x1, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0xc8, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=17.000000, Z=-5.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(ID=0x2, Part=0x0, Bone=0x0, Damage=0.800000, Angle=0xc8, KBG=0x64, FKB=0x28, BKB=0x0, Size=4.000000, X=0.000000, Y=17.000000, Z=5.000000, Effect=0x1a, Trip=0x0, Hitlag=1.000000, SDI=0.500000, Clang=0x0, ?=0x0, 0x0, 0x0, 0x10, 0x3, 0x1, 0xf, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(34.000000)#frame 34
RemoveAllHitboxes()
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd8, FKB=0x0, BKB=0x18, Size=7.000000, X=0.000000, Y=21.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd8, FKB=0x0, BKB=0x18, Size=7.500000, X=0.000000, Y=18.000000, Z=-6.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd8, FKB=0x0, BKB=0x18, Size=7.500000, X=0.000000, Y=18.000000, Z=6.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, =0x2, 0x10, 0x3, 0x1, 0xf)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=5.000000, Angle=0x58, KBG=0xd8, FKB=0x0, BKB=0x18, Size=8.000000, X=0.000000, Y=15.000000, Z=0.000000, Effect=0x1a, Trip=0x0, Hitlag=2.000000, SDI=1.000000, Clang=0x1, ?=0x0, 0x0, 0x2, 0x10, 0x3, 0x1, 0xf)
SynchronousTimer(1.000000)#frame 35
RemoveAllHitboxes()
End()
Din's Fire
detonation
FAF 40 -> 35
hitframe 16 -> 8
ledgesnap added frame 1 and on
damage 7/3 -> 8/5
size 2.1/4.5 -> 2.6/5.6
size scaling altered
NAir
FAF 51 -> 48
landing lag 19 -> 16
final hitboxes
bkb 40/40/40/40 -> 55/55/55/55
kbg 130/130/110/110 -> 120/120/100/100
size 4.0/4.0/6.0/6.0 -> 5.0/5.0/6.0/6.0
Farore's Wind
disappear (g) hitbox angle 91 -> 90
reappear (g) hitbox 1 size 15.0 -> 16.0
reappear (a) hitbox 0/1 size 11.0/16.0 -> 11.5/17.5
Diddy
Dtilt kbg 75 -> 83
FAir late hitbox size 5.0 -> 4.0
FAF = First Actionable FrameThanks for adding the end lag data! I was actually going to male a post requesting it, but then I saw that the OP had been updated, haha. But... I'm afraid I'll get depressed if I look at it.
Also what does "FAF" mean? I'm assuming it's something related to endlag (or it IS endlag).
LOL oops. I fixed it now.It's already in the OP.
Also, it's not public.
Don't forget to lol at ha Usmash, which legitimately has more endla--I knew Zelda's aerial game was mediocre but... that's downright pathetic. Averaging 50 frames until she can act on all aerials means she should basically never be in the air unless she can guarantee a hit (sweetspotted, not sourspotted) otherwise she's getting punished. Period. Not to mention her furthest reaching move is fsmash (besides phantom) with a startup of 16 frames and she can't act until frame 49. I guess spacing with fsmash was riskier than I thought and that answers a lot of questions about why I can't use fsmash against Mario. Within those 16 startup frames, he can land with a nair and initiate a dsmash before our attack even comes out. I swear, Mario is so stupid.
If you can actually hit with it, then sure :^) Though, at that point you might as well just go for a bthrow, dsmash, ftilt or wait 20 more % and use utilt. I'd only use it to kill at 130% as an anti-air or to read an airdodgeIf your opponent does actually manage to live until 130+, would Usmash actually be a viable KO option? I get a decent amount of late KOs with it.
Besides KOing, I think Usmash is still a good damage racker and airdodge punisher.
I don't up smash often but when I do,Yeah, I use usmash very rarely, probably less than phantom in all honesty. It's only really useful for the hardest of punishes on airdodges and even then, there are better options. I've probably been punished more often for using usmash than I've used it to successfully punish someone.
If I'm reading it correctly;Phantom is really awful, this is way worse than I had thought. One question though. The data says it comes out on frame 31. Is this where the hits comes out of where Phantom appears? If frame 31 is where Phantom appears, it has 29 frames of start-up, the hitbox comes out of 42 and she will lag till 70. If it's where it hits, Phantom appears at 22, hits (11-9=) nine frames later at 31 and then has 39 frames of lag (lol).
I'm assuming its the former but either way it's really really horrible.
No ToC? I'll try doing these. We'll see if the posts just want to just SD when I try this :3
Which would mean it has more than half a second of lag. Might as well Farore's Wind into my opponent dsfhkghjkfdjk.If I'm reading it correctly;
From my understanding, the "frame 31" hit is the earliest it will hit with the sword at no charge, not when the Phantom appears/body pushy hit-box
So, it would appear at frame 22. This would also make it match with the release animation being roughly 50 frames long.
most of Zelda's moves in smash 4pathetic for a move that leaves us so open and has average KO power.
That's so much cleaner. Great job.Speaking of being thankful for @ KuroganeHammer
I HAVE DONE A SACRED CLEANSING OF THE OP!
Thanks quite a bit to him for things he's mentioned in the past about rich text editor. I went through and spent half an hour deleting 347804227 useless extra text edit tags.
The result is that the OP now has the standard size back at normal, instead of size 3, and the post is back to being standard colored! (Purple!!) instead of being recolored everywhere. It should be an easier load to quote for referencing as well!
I plan on fixing the second post soon as well.
<3That's so much cleaner. Great job.
I like that you kept the (words go here) parts. Those were my favorite
Fun fact: I've double posted on the Brawl Zelda social before in the past; ofc It was when there was activityDouble post but this kinda needs to have attention in its own right.
I've also been looking at combos from an Uthrow recently
Sheik: 1-7%
Fox: 0-20% (15-20% does 24% instead)
Falcon: 11-12%
Greninja: 6-17%
WIP (but honestly I wouldn't be surprised if this is all that got affected by this combo. D3 goes surprisingly high from the Uthrow)
Sheik: 1-21%
Fox: 0-20%
Falcon: 11-24%
Greninja: 6-23%
Falco: 5-18%
WIP
Sheik: 50-66%
Fox: 46-67%
Falcon: 63-86% (higher %s can only be done if DI'd)
Greninja: 55-57%
Falco: 51-63%
D3: 78-93%
LM: 51-77% (@ 77% requires DI)
Ganon: 70-73%
ZSS: 50-66%
WIP
"All this was done in training mode where all moves are fresh & Rage isn't taken into account." DI wasn't taken into account outside the Uthrow -> Uair done via the AI. I will continue to update this & the Dtilt combos on hanging opponents when I can be arsed. Help for anything of these or the Dtilt ledge combos would be greatly appreciated.
Also, on tall characters & if they missed the tech, FH Dair into LK is another true combo that works about mid to high %s. Uair can be substituted if they get too high & will p likely kill (I probably will get round to getting %s eventually but I want to do the Dtilt combos first & finish the Uthrow ones since they seem more practical).
You can technically do this Dair -> LK with a SH Dair & hit shorter characters but it's much more situational because you have to be remain airborne after the Dair & use your DJ
Fair enough lolFun fact: I've double posted on the Brawl Zelda social before in the past; ofc It was when there was activitydeathsgaps when I wanted to try and revive it and waiting for the next post would be lol rip.
These Uthrow combos are under the circumstance you catch you opponent not jumping, (At least for the grounded followup variations.) right?