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 raw hitbox data tables, hitbox imagery, and block advantage data in the future as I obtain this information. All of the data is presented in a neat format for your viewing pleasure.
Base Information
Post Key
~ Post 1 - Base Information & Standard Moves
~ Post 2 - Special Moves, Grabs & Throws
~ Post 3 - Bonus
Term Descriptions
Damage ~ The base damage(s) the move deals. The base damage is the damage used for multiplayer battles. For 1v1, these numbers are multiplied by 1.2.
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.
Active Frames ~ The frame window the hitbox of a move is active, accompanied by the total frame number.
FAF (Endlag) ~ FAF (First Actionable Frame) is the very first frame of a move at which the move can be interrupted by another action. The endlag, displayed in parenthesis, is the cooldown length after the hitbox disappears on an attack.
Block Advantage ~ The frame total of advantage (or disadvantage) after hitting the opponent's shield with the specified attack, displaying both "drop" (shield drop endlag included) and "oos" (out of shield advantage).
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 (Smashes) ~ The frame at which the character pauses to charge a smash attack.
Damage SH/FH (Aerials) ~ Short Hop (SH) aerials do reduced damage compared to Full Hop (FH) aerials, and thus their numbers are both displayed.
Auto-Cancel (Aerials) ~ The Auto-Cancel Window. These are frame windows (usually at the beginning and end of the move) during an aerial in which you will land with normal landing lag instead of increased 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 which you are invincible/intangible and cannot take any damage. If the invincibility only covers part of the character, it is denoted by "partial" on the table label.
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.
Active Frames ~ The frame window the hitbox of a move is active, accompanied by the total frame number.
FAF (Endlag) ~ FAF (First Actionable Frame) is the very first frame of a move at which the move can be interrupted by another action. The endlag, displayed in parenthesis, is the cooldown length after the hitbox disappears on an attack.
Block Advantage ~ The frame total of advantage (or disadvantage) after hitting the opponent's shield with the specified attack, displaying both "drop" (shield drop endlag included) and "oos" (out of shield advantage).
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 (Smashes) ~ The frame at which the character pauses to charge a smash attack.
Damage SH/FH (Aerials) ~ Short Hop (SH) aerials do reduced damage compared to Full Hop (FH) aerials, and thus their numbers are both displayed.
Auto-Cancel (Aerials) ~ The Auto-Cancel Window. These are frame windows (usually at the beginning and end of the move) during an aerial in which you will land with normal landing lag instead of increased 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 which you are invincible/intangible and cannot take any damage. If the invincibility only covers part of the character, it is denoted by "partial" on the table label.
ID ~ The given hitbox's hit priority; the lower the number, the higher priority. When two hitboxes overlap with a target, the one with higher priority will hit.
Part ~ The given hitbox's grouping ID. Hitboxes in the same part will all be deactivated if one connects with a target. Hitboxes in different parts can hit the same target.
Bone ~ The location on the character model a given hitbox is rigged to. This can be an arm, an ankle, their head, etc. "Top" bone, often referred to as "bone 0" is a starting position on the character at x/y/z=0. "Rot" is a special bone as well, located at the center of the character. Coordinates are relative to what bone the hitbox is connected to.
Damage ~ The given hitbox's base damage. For chargeable projectiles, this number may appear lower than expected, as the move may be using ratios and a multiplier.
Angle ~ The given hitbox's knockback trajectory. Sakurai Angle is coded as 361, and Autolink Angles are coded as 366-367.
KBG ~ Knockback Growth/KB Scaling. This determines how quickly the hitbox's knockback scales with damage.
FKB ~ Fixed Knockback. This is a special type of knockback that is fixed in distance, and ignores KB scaling. It's frequently found on multi-hitting moves.
BKB ~ Base Knockback. This is the given hitbox's base KB at 0% damage. Note, higher BKB will scale more quickly with higher KBG than low BKB.
Size ~ The given hitbox's radius in unnamed 'units.' Hitboxes in SSBU are spherical (sometimes referred to as hitbubbles) and are coded in size by radius. 1 unit appears to be equivalent to one small box in the training mode stage.
X/Y/Z ~ The coordinate code for a given hitbox. Duly note that despite what we as players see as the X-axis--left and right on the screen,this is actually the Z-axis on the character for any hitbox attached at bone 0. So, Z-axis alterations often refer to forward/backward distance. However, on many other bones this may not be the case, and X coordinate changes can equate to forward/backward distance.
X2/Y2/Z2 ~ An additional set of coordinates used for "extended hitboxes." This causes the hitbox to 'stretched' across two coordinates, creating a capsule-shaped hitbox that covers the entire area between both coordinates.
Hitlag ~ A given hitbox's hitlag multiplier. Higher numbers cause longer freeze-frames on hit, and lower multipliers will reduce the freeze-frames.
SDI ~ A given hitbox's Smash Directional-Influence multiplier. Higher multiplications allow for larger smash DI, and vice versa for lower numbers.
Clang ~ A given hitbox's ability to interact and "clang" with other hitboxes. 0 means it cannot clang; this is known as "transcending priority." 1 means it will clang and force a rebound animation. 2 means it will clang, but the move will continue with no rebound animation.
Facing Restriction ~ A special modifier for hitboxes that causes them to only send the target in a specified direction regarding their hit angle. FR=3 will always send opponents forward relative to the character, and FR=4 will always send targets in the opposite direction from that which the character is facing.
Set Weight ~ A condition that will cause the hitbox to treat all targets as though they had the same weight stat when determining KB. This means Bowser and Jigglypuff's KB will be determined with "the same weight value."
Shield Damage ~ A given hitbox's additional shield damage. This is also the modifier for blockable/unblockable hitboxes.
Trip ~ A given's hitbox's trip rate. Though tripping has had a much smaller role in current smash titles, some moves are still coded with trip rates and can trip.
Rehit ~ This is a special value that will cause hitboxes to regenerate after the given number of frames after hitting a target, allowing them to hit again. It is a newer way for multi-hitting moves to be coded.
Reflectable ~ Whether a given hitbox can be reflected by reflector moves.
Absorbable ~ Whether a given hitbox can be absorbed by absorbing moves.
Disable Flinch ~ A special modifier that will disable a given htibox's ability to induce hitstun. Commonly used for "windboxes" and pushing hitboxes.
Disable Hitlag ~ A special modifier that will disable a given htibox's hitlag, completely removing freeze-frames caused upon hit.
Direct / Indirect ~ A flag for whether or not the given hitbox is a direct hit or an indirect hit, such as a projectile. This is a feature of moves used for stickers/powerups/spirits in determining whether a type of buff can be applied.
Ground / Air ~ A target modifier that will only allow a given hitbox to connect with specified grounded or airborne targets. 1 = grounded tagrets ONLY, 2 = airborne targets ONLY, 3 = BOTH.
Hitbits ~ This is six "bits" that modify what kinds of entities a given hitbox can hit. 1 = CAN hit, 0 = CANNOT hit:
Bit 1 - damageable floors/ceilings, Bit 2 - N/A, Bit 3 - damageable stage obstacles (balloons, etc.), Bit 4 - items, Bit 5 - enemies, Bit 6 - smashers (other characters) & weapons. Example: 111111 can hit fighters, weapons, items, enemies, and damageable stage parts; 000001 can only hit other fighters & weapons.
Friendly Fire ~ An additional hitbox hit modifier that determines whether a given hitbox can cause "friendly fire" and hit friendly targets.
Collision Attribute ~ A given hitbox's visual effects cast upon a target on hit. This can be any sort of effect, such as flames on the target, a slash of light (cutup), or no effect (normal).
SFX Level ~ The effect level of a given hitbox. This is how dramatic of a hit effect is used. Very strong hitboxes will commonly use higher numbers for dramatic effect.
SFX Type ~ The type of SFX a given hitbox will display upon connecting, such as flames, slash flashes, or magical sparkles. This is effected by the SFX Level and will produce different effects depending on the level.
Type ~ A hitbox type modifier not used for collision effects, but typing identification. Also known as a hitbox's "element." This is a feature of moves used for stickers/powerups/spirits in determining whether a type of buff can be applied.
Part ~ The given hitbox's grouping ID. Hitboxes in the same part will all be deactivated if one connects with a target. Hitboxes in different parts can hit the same target.
Bone ~ The location on the character model a given hitbox is rigged to. This can be an arm, an ankle, their head, etc. "Top" bone, often referred to as "bone 0" is a starting position on the character at x/y/z=0. "Rot" is a special bone as well, located at the center of the character. Coordinates are relative to what bone the hitbox is connected to.
Damage ~ The given hitbox's base damage. For chargeable projectiles, this number may appear lower than expected, as the move may be using ratios and a multiplier.
Angle ~ The given hitbox's knockback trajectory. Sakurai Angle is coded as 361, and Autolink Angles are coded as 366-367.
KBG ~ Knockback Growth/KB Scaling. This determines how quickly the hitbox's knockback scales with damage.
FKB ~ Fixed Knockback. This is a special type of knockback that is fixed in distance, and ignores KB scaling. It's frequently found on multi-hitting moves.
BKB ~ Base Knockback. This is the given hitbox's base KB at 0% damage. Note, higher BKB will scale more quickly with higher KBG than low BKB.
Size ~ The given hitbox's radius in unnamed 'units.' Hitboxes in SSBU are spherical (sometimes referred to as hitbubbles) and are coded in size by radius. 1 unit appears to be equivalent to one small box in the training mode stage.
X/Y/Z ~ The coordinate code for a given hitbox. Duly note that despite what we as players see as the X-axis--left and right on the screen,this is actually the Z-axis on the character for any hitbox attached at bone 0. So, Z-axis alterations often refer to forward/backward distance. However, on many other bones this may not be the case, and X coordinate changes can equate to forward/backward distance.
X2/Y2/Z2 ~ An additional set of coordinates used for "extended hitboxes." This causes the hitbox to 'stretched' across two coordinates, creating a capsule-shaped hitbox that covers the entire area between both coordinates.
Hitlag ~ A given hitbox's hitlag multiplier. Higher numbers cause longer freeze-frames on hit, and lower multipliers will reduce the freeze-frames.
SDI ~ A given hitbox's Smash Directional-Influence multiplier. Higher multiplications allow for larger smash DI, and vice versa for lower numbers.
Clang ~ A given hitbox's ability to interact and "clang" with other hitboxes. 0 means it cannot clang; this is known as "transcending priority." 1 means it will clang and force a rebound animation. 2 means it will clang, but the move will continue with no rebound animation.
Facing Restriction ~ A special modifier for hitboxes that causes them to only send the target in a specified direction regarding their hit angle. FR=3 will always send opponents forward relative to the character, and FR=4 will always send targets in the opposite direction from that which the character is facing.
Set Weight ~ A condition that will cause the hitbox to treat all targets as though they had the same weight stat when determining KB. This means Bowser and Jigglypuff's KB will be determined with "the same weight value."
Shield Damage ~ A given hitbox's additional shield damage. This is also the modifier for blockable/unblockable hitboxes.
Trip ~ A given's hitbox's trip rate. Though tripping has had a much smaller role in current smash titles, some moves are still coded with trip rates and can trip.
Rehit ~ This is a special value that will cause hitboxes to regenerate after the given number of frames after hitting a target, allowing them to hit again. It is a newer way for multi-hitting moves to be coded.
Reflectable ~ Whether a given hitbox can be reflected by reflector moves.
Absorbable ~ Whether a given hitbox can be absorbed by absorbing moves.
Disable Flinch ~ A special modifier that will disable a given htibox's ability to induce hitstun. Commonly used for "windboxes" and pushing hitboxes.
Disable Hitlag ~ A special modifier that will disable a given htibox's hitlag, completely removing freeze-frames caused upon hit.
Direct / Indirect ~ A flag for whether or not the given hitbox is a direct hit or an indirect hit, such as a projectile. This is a feature of moves used for stickers/powerups/spirits in determining whether a type of buff can be applied.
Ground / Air ~ A target modifier that will only allow a given hitbox to connect with specified grounded or airborne targets. 1 = grounded tagrets ONLY, 2 = airborne targets ONLY, 3 = BOTH.
Hitbits ~ This is six "bits" that modify what kinds of entities a given hitbox can hit. 1 = CAN hit, 0 = CANNOT hit:
Bit 1 - damageable floors/ceilings, Bit 2 - N/A, Bit 3 - damageable stage obstacles (balloons, etc.), Bit 4 - items, Bit 5 - enemies, Bit 6 - smashers (other characters) & weapons. Example: 111111 can hit fighters, weapons, items, enemies, and damageable stage parts; 000001 can only hit other fighters & weapons.
Friendly Fire ~ An additional hitbox hit modifier that determines whether a given hitbox can cause "friendly fire" and hit friendly targets.
Collision Attribute ~ A given hitbox's visual effects cast upon a target on hit. This can be any sort of effect, such as flames on the target, a slash of light (cutup), or no effect (normal).
SFX Level ~ The effect level of a given hitbox. This is how dramatic of a hit effect is used. Very strong hitboxes will commonly use higher numbers for dramatic effect.
SFX Type ~ The type of SFX a given hitbox will display upon connecting, such as flames, slash flashes, or magical sparkles. This is effected by the SFX Level and will produce different effects depending on the level.
Type ~ A hitbox type modifier not used for collision effects, but typing identification. Also known as a hitbox's "element." This is a feature of moves used for stickers/powerups/spirits in determining whether a type of buff can be applied.
Zelda's Physical Characteristic Statistics
For clarity on some of these terms, links to their respective pages on Kurogane’s site have been included.
STATISTIC|VALUE
Weight |85
Walk Speed |0.914
Run Speed |1.43
Initial Dash Speed |1.958
Traction|0.116
Crawl|NO
Jump Total|2
Jumpsquat|3F
Short Hop Duration|41F
Full Hop Duration|56F
Soft Landing Duration|2F
Hard Landing Duration|4F
Fall Speed |1.35
Fast Fall Speed|2.16
Air Speed |1.092
Air Acceleration |0.055 / 0.065
Gravity|0.071
Wall Jump|NO
Wall Cling|NO
Tether|NO
Weight |85
Walk Speed |0.914
Run Speed |1.43
Initial Dash Speed |1.958
Traction|0.116
Crawl|NO
Jump Total|2
Jumpsquat|3F
Short Hop Duration|41F
Full Hop Duration|56F
Soft Landing Duration|2F
Hard Landing Duration|4F
Fall Speed |1.35
Fast Fall Speed|2.16
Air Speed |1.092
Air Acceleration |0.055 / 0.065
Gravity|0.071
Wall Jump|NO
Wall Cling|NO
Tether|NO
Zelda’s Miscellaneous Frame Data
The numbers in red are the data for dodges after maximum degeneration from usage. Airdodge FAFs vary based on direction, changing by 1 frame per any slight angling variation. The cardinal directions are included here.
Dodge|FAF|Intangible|Landing Lag
Spotdodge|27 ( 35 )|3-17 ( 6-17 )|
Forward Roll|31 ( 41 )|4-16 ( 8-14 )|
Backward Roll|36 ( 54 )|5-17 ( 9-14 )|
Airdodge|57|3-30 ( 6-27 )|10F
Directional Airdodge|130 (Up) , 97 (Side) , 78 (Down) (Grabs Ledges: 25+)|3-21 ( 6-20 )|Goes from 20F to 10F the later the character lands.
Spotdodge|27 ( 35 )|3-17 ( 6-17 )|
Forward Roll|31 ( 41 )|4-16 ( 8-14 )|
Backward Roll|36 ( 54 )|5-17 ( 9-14 )|
Airdodge|57|3-30 ( 6-27 )|10F
Directional Airdodge|130 (Up) , 97 (Side) , 78 (Down) (Grabs Ledges: 25+)|3-21 ( 6-20 )|Goes from 20F to 10F the later the character lands.
All forward or backward variants of these moves contain identical frame data.
Move|FAF|Intangible|Active Frames|Damage|Angle
Ledge Getup|35|1-33|||
Ledge Roll|46|1-27|||
Ledge Attack|56|1-26|24-26|9.0|45
Downed Getup|30|1-22|||
Downed Roll|36|1-20|||
Downed Attack|46|1-22|17-18, 21-22|7.0 / 7.0|48
Slipped Getup|22|1-16|||
Slipped Roll|29|1-9
Slipped Attack|50|1-7|19-20, 27-28|5.0 / 5.0|361
Ledge Getup|35|1-33|||
Ledge Roll|46|1-27|||
Ledge Attack|56|1-26|24-26|9.0|45
Downed Getup|30|1-22|||
Downed Roll|36|1-20|||
Downed Attack|46|1-22|17-18, 21-22|7.0 / 7.0|48
Slipped Getup|22|1-16|||
Slipped Roll|29|1-9
Slipped Attack|50|1-7|19-20, 27-28|5.0 / 5.0|361
Credits
@KuroganeHammer : For getting me into data mining. <3 He also hooked me up with all of the hitbox data within each move!
@Nammy12 for all the GIFs! This is the second time for them doing this for me and they're killing it!
@Nammy12 for all the GIFs! This is the second time for them doing this for me and they're killing it!
This thread displays the base damage for all moves currently, not 1v1 damage. In order to calculate 1v1 damage, you need to multiply any of these damage numbers by 1.2.
Grounded Moves
STANDARD ATTACK - Short Flash
Zelda creates a flurry of magical sparks of light from her hand.
Damage|Launch Angle|KO Potential|Active Frames|Transition Frames|FAF
(Endlag)
|Block Adv.
2.5, 2.5 (2 Hits) |Sakurai Angle|X|4-5, 7|9-16|25 (17F) |???
0.2 (Rapid Hits) |Sakurai Angle|X|3, 5, 7, 9, 11, 13, 15, 17|19 (Minimum Length) |X|???
3.0 (Ender Hit) |Sakurai Angle|160% (Edge) |6-7|X|43 (35F) |???
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Hit1:A|0|0|top|2.5|361|35|0|25|2.4|0|12.0|4.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit1:B|1|0|top|2.5|361|30|0|25|2.4|0|12.0|7.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit1:C|2|0|top|2.5|361|35|0|25|2.8|0|5.5|4.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit1:D1|3|0|top|2.5|180|20|0|25|3.2|0|11.8|10.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|000001|NO|magic|0|16|15
Hit1:D2|4|0|top|2.5|361|20|0|25|3.2|0|11.8|10.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit2:A|0|0|top|2.5|361|25|0|40|3.0|0|11.8|5.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit2:B|1|0|top|2.5|361|25|0|40|3.0|0|11.8|8.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit2:C|2|0|top|2.5|361|25|0|40|3.2|0|5.5|5.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit2:D1|3|0|top|2.5|180|20|0|25|3.5|0|11.5|11.5|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|000001|NO|magic|0|16|15
Hit2:D2|4|0|top|2.5|361|25|0|40|3.5|0|11.5|11.5|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Rapid:A|0|0|top|0.2|361|20|0|7|6.0|0|8.5|8.0|0.5|0.6|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Rapid:B|1|0|top|0.2|361|20|0|7|6.0|0|8.5|13.0|0.5|0.6|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Ender:A|0|0|top|3.0|361|140|0|55|6.0|0|8.5|10.0|2.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Ender:B|1|0|top|3.0|361|140|0|55|6.0|0|8.5|15.0|2.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Zelda creates a flurry of magical sparks of light from her hand.
2.5, 2.5 (2 Hits) |Sakurai Angle|X|4-5, 7|9-16|25 (17F) |???
0.2 (Rapid Hits) |Sakurai Angle|X|3, 5, 7, 9, 11, 13, 15, 17|19 (Minimum Length) |X|???
3.0 (Ender Hit) |Sakurai Angle|160% (Edge) |6-7|X|43 (35F) |???
Hit1:A|0|0|top|2.5|361|35|0|25|2.4|0|12.0|4.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit1:B|1|0|top|2.5|361|30|0|25|2.4|0|12.0|7.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit1:C|2|0|top|2.5|361|35|0|25|2.8|0|5.5|4.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit1:D1|3|0|top|2.5|180|20|0|25|3.2|0|11.8|10.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|000001|NO|magic|0|16|15
Hit1:D2|4|0|top|2.5|361|20|0|25|3.2|0|11.8|10.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit2:A|0|0|top|2.5|361|25|0|40|3.0|0|11.8|5.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit2:B|1|0|top|2.5|361|25|0|40|3.0|0|11.8|8.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit2:C|2|0|top|2.5|361|25|0|40|3.2|0|5.5|5.0|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Hit2:D1|3|0|top|2.5|180|20|0|25|3.5|0|11.5|11.5|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|000001|NO|magic|0|16|15
Hit2:D2|4|0|top|2.5|361|25|0|40|3.5|0|11.5|11.5|0.6|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Rapid:A|0|0|top|0.2|361|20|0|7|6.0|0|8.5|8.0|0.5|0.6|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Rapid:B|1|0|top|0.2|361|20|0|7|6.0|0|8.5|13.0|0.5|0.6|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Ender:A|0|0|top|3.0|361|140|0|55|6.0|0|8.5|10.0|2.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Ender:B|1|0|top|3.0|361|140|0|55|6.0|0|8.5|15.0|2.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
DASH ATTACK - Magical Push
Zelda lunges forward, attacking with a burst of magic at her hands.
Damage|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|Block Adv.
12.0 (Sweet-Spot) / 9.0 (Sour-Spot) / 6.0 (Late) |50|161% (Sweet-Spot) |6-7 (Clean) , 8-12 (Late) (7F) |36 (23F) |???
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Sweetspot|0|0|top|12.0|50|70|0|85|2.8|0|9.0|Z 1 =12.6, Z 2 =13.2|1.2|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Sourspot|1|0|top|9.0|50|50|0|80|5.2|0|9.0|Z 1 =13.6, Z 2 =7.8|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Late|0|0|top|6.0|50|50|0|80|5.0|0|9.0|Z 1 =13.6, Z 2 =7.8|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Zelda lunges forward, attacking with a burst of magic at her hands.
12.0 (Sweet-Spot) / 9.0 (Sour-Spot) / 6.0 (Late) |50|161% (Sweet-Spot) |6-7 (Clean) , 8-12 (Late) (7F) |36 (23F) |???
Sweetspot|0|0|top|12.0|50|70|0|85|2.8|0|9.0|Z 1 =12.6, Z 2 =13.2|1.2|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Sourspot|1|0|top|9.0|50|50|0|80|5.2|0|9.0|Z 1 =13.6, Z 2 =7.8|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Late|0|0|top|6.0|50|50|0|80|5.0|0|9.0|Z 1 =13.6, Z 2 =7.8|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
STRONG FORWARD - Mystic Swipe
Zelda sweeps her arm in front of her, magically enhancing her hand with a blade-like sharpness.
Damage|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|Block Adv.
11.5 (Sour-Spot) / 15.0 (Tip) |Sakurai Angle| * (Sour-Spot) / * (Tip) |12-13|37 (23F) |???
Frame Speed Modifier x0.88 frames 14-40
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Sourspot:A|0|0|arml| 11.5 |361| 68 |0|72|2.1|-2.0|0.2|0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|1|3|15
Sourspot:B|1|0|arml| 11.5 |361| 68 |0|72|2.2|0.7|0.3|0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|1|3|15
Sourspot:C|2|0|arml| 11.5 |361| 68 |0|72|2.3|3.2|0.4|-0.1|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|1|3|15
Sweetspot:A|3|0|handl| 15.0 |361| 69 |0|72|2.4|3.5|0|0.7|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|2|3|15
Sweetspot:B|4|0|handl| 15.0 |361| 69 |0|72|2.5|6.2|0|1.4|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|2|3|15
Zelda sweeps her arm in front of her, magically enhancing her hand with a blade-like sharpness.
11.5 (Sour-Spot) / 15.0 (Tip) |Sakurai Angle| * (Sour-Spot) / * (Tip) |12-13|37 (23F) |???
Frame Speed Modifier x0.88 frames 14-40
Sourspot:A|0|0|arml| 11.5 |361| 68 |0|72|2.1|-2.0|0.2|0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|1|3|15
Sourspot:B|1|0|arml| 11.5 |361| 68 |0|72|2.2|0.7|0.3|0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|1|3|15
Sourspot:C|2|0|arml| 11.5 |361| 68 |0|72|2.3|3.2|0.4|-0.1|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|1|3|15
Sweetspot:A|3|0|handl| 15.0 |361| 69 |0|72|2.4|3.5|0|0.7|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|2|3|15
Sweetspot:B|4|0|handl| 15.0 |361| 69 |0|72|2.5|6.2|0|1.4|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|cutup|2|3|15
Code:
Version 7.0
hitbox 0/1/2
damage 10.0 -> 11.5
kbg 70 -> 68
hitbox 3/4
damage 12.0 -> 15.0
kbg 70 -> 69
– Damage increased; 10/12 -> 11.5/15
– KO Potential increased; tipper KOs 29% sooner, arm 17% sooner
– Block Advantage improved
STRONG UPWARD - Protective Sweep
Zelda sweeps a magically enhanced hand in a protective arc above herself.
Damage|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|Block Adv.
7.2|100|180%|7-19 (13F) |30 (10F) |???
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
A|0|0|armr|7.2|100|110|0|45|5.5|4.0|0|0|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
B|1|0|armr|7.2|100|110|0|45|3.0|1.0|0|0|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
C|2|0|shoulderr|7.2|100|110|0|45|3.0|0|0|0|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Zelda sweeps a magically enhanced hand in a protective arc above herself.
7.2|100|180%|7-19 (13F) |30 (10F) |???
A|0|0|armr|7.2|100|110|0|45|5.5|4.0|0|0|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
B|1|0|armr|7.2|100|110|0|45|3.0|1.0|0|0|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
C|2|0|shoulderr|7.2|100|110|0|45|3.0|0|0|0|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
STRONG LOW - Trip
While crouching, Zelda sweeps her leg out in front of her to trip any nearby opponents.
Damage|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|Block Adv.
5.5|62|X|5-11 (7F) |22 (10F) |???
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
A|0|0|top|5.5|62|125|0|15|2.6|0|2.0|2.5|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|1|6
B|1|0|top|5.5|62|125|0|15|2.6|0|1.7|5.0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|1|6
C|2|0|top|5.5|62|125|0|15|2.6|0|1.5|7.5|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|1|6
While crouching, Zelda sweeps her leg out in front of her to trip any nearby opponents.
5.5|62|X|5-11 (7F) |22 (10F) |???
A|0|0|top|5.5|62|125|0|15|2.6|0|2.0|2.5|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|1|6
B|1|0|top|5.5|62|125|0|15|2.6|0|1.7|5.0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|1|6
C|2|0|top|5.5|62|125|0|15|2.6|0|1.5|7.5|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|1|6
FORWARD SMASH - Shining Palm
Zelda creates a powerful blast of magic in front of herself, striking multiple times.
Damage|Launch Angle|KO Potential|Charge Frame|Active Frames|FAF
(Endlag)
|Block Adv.
1.0, 1.0, 1.0, 1.0, 13.0 = 17.0 (5 Hits) |Sakurai Angle|107% (Final Hit) |11|16, 18, 20, 22, 24|50 (25F) |???
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Loop:A|0|0|top|1.0|25|100|40|0|4.2|0|9.1|9.0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|15
Loop:B|1|0|top|1.0|165|100|50|0|4.5|0|9.1|17.0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|15
Final:A|0|0|top|13.0|361|110|0|37|5.5|0|9.1|10.5|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Final:B|1|0|top|13.0|361|110|0|37|6.0|0|9.1|17.0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Zelda creates a powerful blast of magic in front of herself, striking multiple times.
1.0, 1.0, 1.0, 1.0, 13.0 = 17.0 (5 Hits) |Sakurai Angle|107% (Final Hit) |11|16, 18, 20, 22, 24|50 (25F) |???
Loop:A|0|0|top|1.0|25|100|40|0|4.2|0|9.1|9.0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|15
Loop:B|1|0|top|1.0|165|100|50|0|4.5|0|9.1|17.0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|15
Final:A|0|0|top|13.0|361|110|0|37|5.5|0|9.1|10.5|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Final:B|1|0|top|13.0|361|110|0|37|6.0|0|9.1|17.0|1.0|1.0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
UPWARD SMASH - Power Sweep
Zelda sweeps a magically enhanced hand above herself, creating a deadly ribbon of light that strikes many times.
Damage|Launch Angle|KO Potential|Charge Frame|Active Frames|FAF
(Endlag)
|Block Adv.
2.0, 2.0, 2.0, 2.0, 0.8, 0.8, 5.0 = 14.6 (7 Hits) |88|103% (All Hits) |4|9-23, 25-32, (Re-hit rate: 4F) 34|64 (29F) |???
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Loop1:A|0|0|top|2.0|90|100|40|0|3.5|0|12.0|0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Loop1:B1|1|0|top|2.0|160|100|20|0|4.0|0|18.0|-5.0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop1:B2|2|0|top|2.0|100|100|60|0|4.0|0|18.0|-5.0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop1:C1|3|0|top|2.0|160|100|20|0|4.0|0|18.0|5.0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop1:C2|4|0|top|2.0|100|100|60|0|4.0|0|18.0|5.0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop1:D|5|0|top|2.0|367|100|20|0|4.6|0|19.0|0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Loop2:A|0|0|top|0.8|90|100|40|0|3.5|0|12.0|0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Loop2:B1|1|0|top|0.8|160|100|20|0|4.0|0|18.0|-5.0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop2:B2|2|0|top|0.8|100|100|60|0|4.0|0|18.0|-5.0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop2:C1|3|0|top|0.8|160|100|20|0|4.0|0|18.0|5.0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop2:C2|4|0|top|0.8|100|100|60|0|4.0|0|18.0|5.0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop2:D|5|0|top|0.8|367|100|20|0|4.6|0|19.0|0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Final:A|0|0|top|5.0|88|214|0|24|7.0|0|21.0|0|2.0|1.0|YES*|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Final:B|1|0|top|5.0|88|214|0|24|6.5|0|18.0|-6.0|2.0|1.0|YES*|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Final:C|2|0|top|5.0|88|214|0|24|6.5|0|18.0|6.0|2.0|1.0|YES*|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Final:D|3|0|top|5.0|88|214|0|24|8.0|0|15.0|0|2.0|1.0|YES*|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Zelda sweeps a magically enhanced hand above herself, creating a deadly ribbon of light that strikes many times.
2.0, 2.0, 2.0, 2.0, 0.8, 0.8, 5.0 = 14.6 (7 Hits) |88|103% (All Hits) |4|9-23, 25-32, (Re-hit rate: 4F) 34|64 (29F) |???
Loop1:A|0|0|top|2.0|90|100|40|0|3.5|0|12.0|0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Loop1:B1|1|0|top|2.0|160|100|20|0|4.0|0|18.0|-5.0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop1:B2|2|0|top|2.0|100|100|60|0|4.0|0|18.0|-5.0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop1:C1|3|0|top|2.0|160|100|20|0|4.0|0|18.0|5.0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop1:C2|4|0|top|2.0|100|100|60|0|4.0|0|18.0|5.0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop1:D|5|0|top|2.0|367|100|20|0|4.6|0|19.0|0|0.5|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Loop2:A|0|0|top|0.8|90|100|40|0|3.5|0|12.0|0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Loop2:B1|1|0|top|0.8|160|100|20|0|4.0|0|18.0|-5.0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop2:B2|2|0|top|0.8|100|100|60|0|4.0|0|18.0|-5.0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop2:C1|3|0|top|0.8|160|100|20|0|4.0|0|18.0|5.0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop2:C2|4|0|top|0.8|100|100|60|0|4.0|0|18.0|5.0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop2:D|5|0|top|0.8|367|100|20|0|4.6|0|19.0|0|1.0|0.5|NO|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|0|16|15
Final:A|0|0|top|5.0|88|214|0|24|7.0|0|21.0|0|2.0|1.0|YES*|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Final:B|1|0|top|5.0|88|214|0|24|6.5|0|18.0|-6.0|2.0|1.0|YES*|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Final:C|2|0|top|5.0|88|214|0|24|6.5|0|18.0|6.0|2.0|1.0|YES*|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
Final:D|3|0|top|5.0|88|214|0|24|8.0|0|15.0|0|2.0|1.0|YES*|0|NO|0|0|4|NO|NO|NO|NO|1|3|111111|NO|magic|2|16|15
DOWNWARD SMASH - Compass Spin
Zelda quickly spins, outstretching her toe to attack all around herself.
Damage|Launch Angle|KO Potential|Charge Frame|Active Frames|FAF
(Endlag)
|Block Adv.
12.0 (Front) / 10.0 (Back) |20 (Foot) / Sakurai Angle (Hip) |158% (Front) / 164% (Back) |3|5-6, 13-14|38 (23F) |???
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Front:A|0|0|top|12.0|20|86|0|20|4.2|0|3.0|12.5|1.0|1.0|YES|0|NO|0|0.2|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|2|6
Front:B|1|0|top|12.0|361|86|0|20|3.0|0|Y 1 =3.0, Y 2 =5.0|Z 1 =11.0, Z 2 =7.0|1.0|1.0|YES|0|NO|0|0.2|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|2|6
Back:A|0|0|top|10.0|20|96|0|20|4.2|0|3.0|-11.0|1.0|1.0|YES|0|NO|0|0.2|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|2|6
Back:B|1|0|top|10.0|361|96|0|20|3.0|0|Y 1 =3.0, Y 2 =7.0|Z 1 =-9.0, Z 2 =-4.5|1.0|1.0|YES|0|NO|0|0.2|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|2|6
Zelda quickly spins, outstretching her toe to attack all around herself.
12.0 (Front) / 10.0 (Back) |20 (Foot) / Sakurai Angle (Hip) |158% (Front) / 164% (Back) |3|5-6, 13-14|38 (23F) |???
Front:A|0|0|top|12.0|20|86|0|20|4.2|0|3.0|12.5|1.0|1.0|YES|0|NO|0|0.2|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|2|6
Front:B|1|0|top|12.0|361|86|0|20|3.0|0|Y 1 =3.0, Y 2 =5.0|Z 1 =11.0, Z 2 =7.0|1.0|1.0|YES|0|NO|0|0.2|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|2|6
Back:A|0|0|top|10.0|20|96|0|20|4.2|0|3.0|-11.0|1.0|1.0|YES|0|NO|0|0.2|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|2|6
Back:B|1|0|top|10.0|361|96|0|20|3.0|0|Y 1 =3.0, Y 2 =7.0|Z 1 =-9.0, Z 2 =-4.5|1.0|1.0|YES|0|NO|0|0.2|0|NO|NO|NO|NO|1|3|111111|NO|normal|1|2|6
Aerial Moves
NEUTRAL AERIAL - Magical Spin
Zelda does a midair spin, outstretching magically enhanced hands to strike multiple times all around herself.
Damage SH|Damage FH|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|OoS|Auto-Cancel|Landing Lag
2.1/1.2, 2.1/1.2, 2.1/1.2, 2.1/1.2, 4.2 = 13.1/9.5 (Front/Back) |2.5/1.5, 2.5/1.5, 2.5/1.5, 2.5/1.5, 5.0 = 15.0/11.0|Sakurai Angle|X|6-7, 10-11, 14-15, 18-19, 22-23|51 (27F) |Frame 9|1-3, 38>| 12F
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Loop:A1|0|0|top|2.5|70|80|0|50|5.0|0|10.0|7.6|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop:A2|1|0|top|2.5| 132 |10|0|30|1.5|0|6.5|Z 1 =5.0, Z 2 =10.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop:A3|2|0|top|2.5| 230 |10|0|15|1.5|0|13.0|Z 1 =5.0, Z 2 =10.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop:B1|3|0|top|1.5|70|80|0|50|5.0|0|13.0|-5.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop:B2|4|0|top|1.5| 152 |10|0|30|1.5|0|9.6|Z 1 =-3.0, Z 2 =-8.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop:B3|5|0|top|1.5| 210 |10|0|15|1.5|0|16.0|Z 1 =-3.0, Z 2 =-8.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Final:A|0|0|top|5.0|361|130|0|35|5.0|0|13.5|-7.0|2.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Final:B|1|0|top|5.0|361|130|0|35|5.0|0|9.0|8.5|2.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Final:C|2|0|top|5.0|361|110|0|35|6.0|0|7.0|0|2.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Final:D|3|0|head|5.0|361|110|0|35|6.0|0|0|0|2.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Zelda does a midair spin, outstretching magically enhanced hands to strike multiple times all around herself.
2.1/1.2, 2.1/1.2, 2.1/1.2, 2.1/1.2, 4.2 = 13.1/9.5 (Front/Back) |2.5/1.5, 2.5/1.5, 2.5/1.5, 2.5/1.5, 5.0 = 15.0/11.0|Sakurai Angle|X|6-7, 10-11, 14-15, 18-19, 22-23|51 (27F) |Frame 9|1-3, 38>| 12F
Loop:A1|0|0|top|2.5|70|80|0|50|5.0|0|10.0|7.6|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop:A2|1|0|top|2.5| 132 |10|0|30|1.5|0|6.5|Z 1 =5.0, Z 2 =10.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop:A3|2|0|top|2.5| 230 |10|0|15|1.5|0|13.0|Z 1 =5.0, Z 2 =10.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop:B1|3|0|top|1.5|70|80|0|50|5.0|0|13.0|-5.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|1|111111|NO|magic|0|16|15
Loop:B2|4|0|top|1.5| 152 |10|0|30|1.5|0|9.6|Z 1 =-3.0, Z 2 =-8.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Loop:B3|5|0|top|1.5| 210 |10|0|15|1.5|0|16.0|Z 1 =-3.0, Z 2 =-8.0|0.6|0.8|NO|0|YES|0|0|0|NO|NO|NO|NO|1|2|111111|NO|magic|0|16|15
Final:A|0|0|top|5.0|361|130|0|35|5.0|0|13.5|-7.0|2.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Final:B|1|0|top|5.0|361|130|0|35|5.0|0|9.0|8.5|2.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Final:C|2|0|top|5.0|361|110|0|35|6.0|0|7.0|0|2.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Final:D|3|0|head|5.0|361|110|0|35|6.0|0|0|0|2.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|1|16|15
Code:
Version 7.0
landing lag 15F -> 12F
loop hitbox 1/4 angle 92/92 -> 132/152
loop hitbox 2/5 angle 270/270 -> 230/210
– Landing lag reduced; 15F -> 12F
– Multihits pull airborne targets toward Zelda’s center, previously straight up and down
– VS grounded targets the move is unchanged
FORWARD AERIAL - Lightning Kick
Zelda quickly spins into a midair judo kick with powerful magic centered at the ball of her foot.
Damage SH|Damage FH|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|OoS|Auto-Cancel|Landing Lag
17.0 (Sweet-Spot) / 3.4 (Sour-Spot) |20.0 (Sweet-Spot) / 4.0 (Sour-Spot) |Sakurai Angle|88% (Sweet-Spot) |6-10 (5F) |50 (39F) |Frame 9|1-2, 43>|15F
Frame Speed Modifier x0.6 frames 1-9
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Sweetspot|0|0|top|20.0|361|95|0|24|2.2|X 1 =-1.0, X 2 =1.0|4.4|11.6|1.5|0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|3|16|15
Sourspot:A|1|0|kneel|4.0|361|80|0|5|4.0|0|0|0|1.0|1.0|YES|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:B|2|0|hip|4.0|361|80|0|5|4.5|0|0|0|1.0|1.0|YES|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:C|3|0|toel|4.0|361|96|0|5|5.0|0|0|0|1.0|1.0|YES|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Zelda quickly spins into a midair judo kick with powerful magic centered at the ball of her foot.
17.0 (Sweet-Spot) / 3.4 (Sour-Spot) |20.0 (Sweet-Spot) / 4.0 (Sour-Spot) |Sakurai Angle|88% (Sweet-Spot) |6-10 (5F) |50 (39F) |Frame 9|1-2, 43>|15F
Frame Speed Modifier x0.6 frames 1-9
Sweetspot|0|0|top|20.0|361|95|0|24|2.2|X 1 =-1.0, X 2 =1.0|4.4|11.6|1.5|0|NO|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|3|16|15
Sourspot:A|1|0|kneel|4.0|361|80|0|5|4.0|0|0|0|1.0|1.0|YES|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:B|2|0|hip|4.0|361|80|0|5|4.5|0|0|0|1.0|1.0|YES|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:C|3|0|toel|4.0|361|96|0|5|5.0|0|0|0|1.0|1.0|YES|3|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
BACKWARD AERIAL - Reverse Lightning Kick
Zelda does a quick midair kick behind herself with high powered magic centered at the ball of her foot.
Damage SH|Damage FH|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|OoS|Auto-Cancel|Landing Lag
17.0 (Sweet-Spot) / 3.4 (Sour-Spot) |20.0 (Sweet-Spot) / 4.0 (Sour-Spot) |Sakurai Angle|83% (Sweet-Spot) |6-10 (5F) |50 (39F) |Frame 9|1-2, 45>|16F
Frame Speed Modifier x0.91 frames 11-53
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Sweetspot|0|0|top|20.0|361|96|0|30|2.2|X 1 =-1.0, X 2 =1.0|4.4|-11.1|1.5|0|NO|4|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|3|16|15
Sourspot:A|1|0|kneer|4.0|361|80|0|5|4.0|0|0|0|1.0|1.0|YES|4|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:B|2|0|hip|4.0|361|80|0|5|4.5|0|0|0|1.0|1.0|YES|4|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:C|3|0|toer|4.0|361|96|0|5|5.0|0|0|0|1.0|1.0|YES|4|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Zelda does a quick midair kick behind herself with high powered magic centered at the ball of her foot.
17.0 (Sweet-Spot) / 3.4 (Sour-Spot) |20.0 (Sweet-Spot) / 4.0 (Sour-Spot) |Sakurai Angle|83% (Sweet-Spot) |6-10 (5F) |50 (39F) |Frame 9|1-2, 45>|16F
Frame Speed Modifier x0.91 frames 11-53
Sweetspot|0|0|top|20.0|361|96|0|30|2.2|X 1 =-1.0, X 2 =1.0|4.4|-11.1|1.5|0|NO|4|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|3|16|15
Sourspot:A|1|0|kneer|4.0|361|80|0|5|4.0|0|0|0|1.0|1.0|YES|4|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:B|2|0|hip|4.0|361|80|0|5|4.5|0|0|0|1.0|1.0|YES|4|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:C|3|0|toer|4.0|361|96|0|5|5.0|0|0|0|1.0|1.0|YES|4|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
UPWARD AERIAL - Condensed Blast
While airborne, Zelda aims upward and creates a large condensed blast of fire above herself.
Damage SH|Damage FH|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|OoS|Auto-Cancel|Landing Lag
14.4 (Clean) / 10.1 (Late) |17.0 (Clean) / 12.0 (Late) |90| * | 14-19 |55 (38F) |Frame 17|1-4, 54>|12F
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Frame 14-16|0|0|top|17.0|90| 73 |0|55| 9.0 |0|26.5|0.5|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|fire|2|11|15
Frame 17-19 |0|0|top| 12.0 |90|70|0|55| 9.0 |0|26.5|0.5|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|fire|2|11|15
While airborne, Zelda aims upward and creates a large condensed blast of fire above herself.
14.4 (Clean) / 10.1 (Late) |17.0 (Clean) / 12.0 (Late) |90| * | 14-19 |55 (38F) |Frame 17|1-4, 54>|12F
Frame 14-16|0|0|top|17.0|90| 73 |0|55| 9.0 |0|26.5|0.5|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|fire|2|11|15
Frame 17-19 |0|0|top| 12.0 |90|70|0|55| 9.0 |0|26.5|0.5|1.0|1.0|NO|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|fire|2|11|15
Code:
Version 7.0
hitframe 14-16 -> 14-19
hitbox size 8.0 -> 9.0
frames 14-16 only
kbg 70 -> 73
frames 17-19 only
damage 17.0 -> 12.0
– Hitbox size increased slightly in all directions
– Hit duration doubled; 14-16 -> 14-19)
– First half hit portion KO Potential increased; KOs 8% sooner
– Second half hit portion damage decreased; 17% -> 12%
– Changes make the move function as early “strong hit” and late “weak hit”
DOWNWARD AERIAL - Meteor Heel
Zelda does a powerful midair stomp with one foot, with potent meteor smashing magic centered at her heel.
Damage SH|Damage FH|Launch Angle|KO Potential|Active Frames|FAF
(Endlag)
|OoS|Auto-Cancel|Landing Lag
13.6 (Sweet-Spot) / 4.2 (Late, Hip) / 3.4 (Late, Toe) |16.0 (Sweet-Spot) / 5.0 (Late, Hip) / 4.0 (Late, Toe) |270 (Sweet-Spot) / 275 (Late) |X|14 (Sweet-Spot) , 15-24 (Late) (11F) |45 (20F) |Frame 17|1-3, 40>|12F
Hitbox|ID|Part|Bone|Damage|Angle|KBG|FKB|BKB|Size|X|Y|Z|Hitlag|SDI|Clang|Facing Restrict|Set Weight|Shield Damage|Trip|Rehit|Reflect-able|Absorb-able|Disable Flinch|Disable Hitlag|Direct / Indirect|Ground / Air|Hitbits|Friendly Fire|Collision Attribute|SFX Level|SFX Type|Type
Sweetspot:A|0|0|footl|16.0|270|65|0|30|3.2|2.0|0|0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|3|16|15
Sweetspot:B|1|0|footl|16.0|270|65|0|30|3.0|-1.0|-0.5|0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|3|16|15
Sourspot:A|0|0|kneel|5.0|275|90|0|5|5.0|0|0|0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:B|1|0|footl|4.0|275|75|0|0|5.0|0|0|0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Zelda does a powerful midair stomp with one foot, with potent meteor smashing magic centered at her heel.
13.6 (Sweet-Spot) / 4.2 (Late, Hip) / 3.4 (Late, Toe) |16.0 (Sweet-Spot) / 5.0 (Late, Hip) / 4.0 (Late, Toe) |270 (Sweet-Spot) / 275 (Late) |X|14 (Sweet-Spot) , 15-24 (Late) (11F) |45 (20F) |Frame 17|1-3, 40>|12F
Sweetspot:A|0|0|footl|16.0|270|65|0|30|3.2|2.0|0|0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|3|16|15
Sweetspot:B|1|0|footl|16.0|270|65|0|30|3.0|-1.0|-0.5|0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|magic|3|16|15
Sourspot:A|0|0|kneel|5.0|275|90|0|5|5.0|0|0|0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Sourspot:B|1|0|footl|4.0|275|75|0|0|5.0|0|0|0|1.0|1.0|YES|0|NO|0|0|0|NO|NO|NO|NO|1|3|111111|NO|normal|0|2|6
Last edited: