Term in Question|Description
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. A set KB distance calculated using the target's weight.
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.