Data The Great Fairy Fountain III: Zelda Moveset Data Thread [7.0 Patch Diffs in Green!]

BJN39

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#1
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.
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.

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

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.
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

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!

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) ???
ZELDAJab.png
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
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) ???
ZELDADashA.png
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 Z1=12.6, Z2=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 Z1=13.6, Z2=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 Z1=13.6, Z2=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) ???
ZELDAFtilt.png

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
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) ???
ZELDAUtilt.png
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
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) ???
ZELDADtilt.png
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

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) ???
ZELDAFsmash.png
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
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) ???
ZELDAUsmash.png
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
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) ???
ZELDADsmash.png
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 Y1=3.0, Y2=5.0 Z1=11.0, Z2=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 Y1=3.0, Y2=7.0 Z1=-9.0, Z2=-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
ZELDANAir2.png
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 Z1=5.0, Z2=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 Z1=5.0, Z2=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 Z1=-3.0, Z2=-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 Z1=-3.0, Z2=-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
ZELDAFAir.png

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 X1=-1.0, X2=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
ZELDABAir.png

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 X1=-1.0, X2=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
ZELDAUAir.png
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
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
ZELDADAir.png
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
 
Last edited:

BJN39

Smash Data Ranger
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Joined
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Messages
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Location
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#2
Special Moves

NEUTRAL SPECIAL - Nayru’s Love

Zelda channels the power of the triforce goddess Nayru to temporarily hide herself within a crystalline barrier that reflects projectiles and damages nearby targets.

Damage Launch Angle KO Potential Active Frames Intangible Frames Reflect Frames FAF (Endlag) Block Adv.
2.0/1.0, 2.0/1.0, 2.0/1.0, 5.0/4.0 = 11.0~7.0 (Center/Edges) Sakurai Angle X 11-22 (Re-hit rate: 4F), 26 4-13 (10F) 5-41 (37F) 58 (31F) ???
Frame Speed Modifier x0.75 frames 4-13
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 2.0 160 40 0 12 8.5 0 7.0 Z1=-0.5, Z2=0.5 0 1.0 NO 0 NO 0 0 4 NO NO NO NO 1 3 111111 NO cutup 1 3 15
Loop:B 1 0 top 1.0 160 40 0 12 4.0 0 8.0 Z1=-10.0, Z2=10.0 0 1.0 NO 0 NO 0 0 4 NO NO NO NO 1 1 111111 NO cutup 0 3 15
Final:A 0 0 top 5.0 361 100 0 50 7.0 0 8.0 Z1=-4.0, Z2=4.0 0 1.0 NO 0 NO 0 0 0 NO NO NO NO 1 3 111111 NO cutup 1 2 15
Final:B 1 0 top 4.0 361 100 0 40 5.0 0 8.0 Z1=-11.0, Z2=11.0 0 1.0 NO 0 NO 0 0 0 NO NO NO NO 1 3 111111 NO cutup 1 2 15
SIDE SPECIAL - Din’s Fire

Zelda channels the power of the triforce goddess Din, sending out a wisp of fire that she can control and detonate at will to create an explosion. The farther the wisp travels, the larger and more powerful its explosion will be.

Damage Launch Angle KO Potential Cast Window Active Frames FAF (Endlag)
7.0~14.0 (Sweet-Spot) / 3.5~7.0 (Sour-Spot) 52 (Sweet-Spot) / 65 (Sour-Spot) 127% (Full Distance) 30-58 44-49 / 70-75 (Min/Max Cast Length) / 14-19 (Release Only) 70 / 98 (Min/Max Cast Length) / 40 (22F) (Release Only)
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 2.0 52 97 0 50 3.5 0 0 0 1.0 1.0 YES* 3 NO 0 0 0 YES YES NO NO 0 3 111111 NO fire 2 8 12
Sourspot 0 0 top 1.0 65 40 0 55 4.8 0 0 0 1.0 1.0 YES* 3 NO 0 0 0 YES YES NO NO 0 3 111111 NO fire 1 8 12
Code:
Version 7.0
        hitbox duration 4F -> 6F
        sweetspot base size 2.6 -> 3.5
UPWARD SPECIAL - Farore’s Wind

Zelda channels the power of the triforce goddess Farore to quickly teleport a great distance in the direction of her choosing. Anyone caught by her winds will receive a deadly blow.

Attack Variation Damage Launch Angle KO Potential Intangible Frames Active Frames FAF (Endlag) Landing Lag Block Adv.
Grounded 6.0 (Hit1) / 10.0/7.0 (Hit2) 91 (Hit1) / Sakurai Angle (Hit2) 121% (Hit2, Sweet-Spot) 17-34 6-7, 35-36 76 (39F) X ???
Aerial 6.0 (Hit1) / 12.0/8.0 (Hit2) 80 (Hit1) / 55 (Hit2) 117% (Hit2, Sweet-Spot) 17-34 6-7, 35-36 51 (14F) (Movement Restored) 30F ???
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
Ground:Disappear 0 0 rot 6.0 91 14 0 192 8.0 0 6.0 Z1=-4.0, Z2=4.0 1.0 1.0 YES* 0 NO 0 0 0 NO NO NO NO 1 3 111111 NO cutup 1 3 15
Ground:ReappearA 0 0 rot 10.0 361 90 0 80 10.0 0 0 0 1.5 1.0 YES* 0 NO 0 0 0 NO NO NO NO 1 3 111111 NO cutup 2 3 15
Ground:ReappearB 1 0 rot 7.0 361 90 0 60 15.0 0 0 0 1.2 1.0 YES* 0 NO 0 0 0 NO NO NO NO 1 3 111111 NO cutup 1 3 15
Air:Disappear 0 0 top 6.0 80 100 0 60 10.5 0 0 0 1.0 1.0 YES* 0 NO 0 0 0 NO NO NO NO 1 3 111111 NO cutup 2 3 15
Air:ReappearA 0 0 rot 12.0 55 94 0 80 11.0 0 0 0 1.5 1.0 YES* 0 NO 0 0 0 NO NO NO NO 1 3 111111 NO cutup 2 3 15
Air:ReappearB 1 0 rot 8.0 55 90 0 60 16.0 0 0 0 1.2 1.0 YES* 0 NO 0 0 0 NO NO NO NO 1 3 111111 NO cutup 2 3 15
DOWNWARD SPECIAL - Phantom Slash

Zelda magically summons a suit of phantom armor. The complete phantom delivers a powerful blow with its sword, but it may also be released prematurely, its power varying depending on how many pieces of armor have compiled.

Attack Variation Damage Launch Angle KO Potential Phantom HP Charge Release Window Active Frames (From Release) Phantom In-Use
Level 1: Kick 4.7 Sakurai Angle X 7.3%* 15-19 11-12 1-50
Level 2: Punch 6.6 42 X 9.3%* 20-27 8-12 1-60
Level 3: Sideways Slash 8.5 Sakurai Angle X 11.8%* 28-31 8-11 1-66
Level 3B: Sideways Slash 9.4 Sakurai Angle X 14.3% 32-37 8-11 1-66
Level 4: Overhead Slash 11.3 Sakurai Angle 211% / 148% (Edge) 16.6% 38-44 8-11 1-91
Level 4B: Overhead Slash 12.2 Sakurai Angle 196% / 137% (Edge) 19.1% 45-49 (Shield Spawns: 45) 8-11 (Shield: 2-7) 1-91
Level 5: Uppercut Slash 14.1 46 145% / 100% (Edge) 21.5% 50-66 (Full Delay: 67-120 [54F]) 7-17 (Shield: 1-5, 73-120) 1-121
Charging Animation FAF: 67 Earliest Release: Frame 16 Release Animation FAF: 40 Phantom Death: 105F
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
Hitbox 0 0 top 2.0 361 30 0 50 5.5 0 6.0 Z1=14.0, Z2=10.0 1.0 1.0 NO 0 NO 0 0 0 YES NO NO NO 0 3 111111 NO normal 0 2 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
WindboxA 0 0 top 0 361 100 60 0 4.0 0 7.0 Z1=11.0, Z2=7.0 1.0 1.0 NO 3 YES 0 0 3 YES NO YES YES 0 1 111111 NO normal 0 0 0
WindboxB 1 0 top 0 361 100 40 0 6.0 0 7.0 Z1=11.0, Z2=7.0 1.0 1.0 NO 3 YES 0 0 3 YES NO YES YES 0 2 111111 NO normal 0 0 0
HitboxA 0 0 top 3.0 42 50 0 65 5.5 0 10.0 11.5 1.2 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO normal 1 1 9
HitboxB 1 0 top 3.0 42 50 0 65 5.5 0 9.5 19.5 1.2 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO normal 1 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
WindboxA 0 0 top 0 361 100 50 0 5.0 0 8.0 Z1=10.0, Z2=4.0 1.0 1.0 NO 3 YES 0 0 4 YES NO YES YES 0 1 111111 NO normal 0 0 0
WindboxB 1 0 top 0 361 100 40 0 7.0 0 8.0 Z1=10.0, Z2=4.0 1.0 1.0 NO 3 YES 0 0 4 YES NO YES YES 0 2 111111 NO normal 0 0 0
HitboxA 0 0 handr 4.0 361 60 0 65 5.8 0 0 1.0 0.8 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9
HitboxB 1 0 handr 4.0 361 60 0 65 5.8 0 0 8.0 0.8 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9
HitboxC 2 0 handr 4.0 361 60 0 65 5.8 0 0 16.0 0.8 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9
HitboxD 3 0 top 4.0 361 60 0 65 6.5 0 8.0 10.0 0.8 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 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
WindboxA 0 0 top 0 361 100 110 0 5.5 0 8.0 Z1=10.0, Z2=4.0 1.0 1.0 NO 3 YES 0 0 3 YES NO YES YES 0 1 111111 NO normal 0 0 0
WindboxB 1 0 top 0 361 100 80 0 7.0 0 8.0 Z1=10.0, Z2=4.0 1.0 1.0 NO 3 YES 0 0 3 YES NO YES YES 0 2 111111 NO normal 0 0 0
HitboxA 0 0 handr 5.0 361 60 0 60 5.0 2.0 0 1.5 1.0 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9
HitboxB 1 0 handr 5.0 361 60 0 60 5.6 2.0 0 8.5 1.0 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9
HitboxC 2 0 handr 5.0 361 60 0 60 5.6 2.0 0 16.0 1.0 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9
HitboxD 3 0 top 5.0 361 60 0 60 5.0 0 8.5 11.0 1.0 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 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
WindboxA 0 0 top 0 361 100 130 0 6.0 0 8.0 Z1=13.0, Z2=8.0 1.0 1.0 NO 3 YES 0 0 3 YES NO YES YES 0 1 111111 NO normal 2 0 0
WindboxB 1 0 top 0 6 100 85 0 8.5 0 8.0 Z1=13.0, Z2=8.0 1.0 1.0 NO 3 YES 0 0 3 YES NO YES YES 0 2 111111 NO normal 2 0 0
HitboxA 0 0 handr 6.0 46 75 0 60 6.0 2.0 0 1.5 1.0 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9
HitboxB 1 0 handr 6.0 46 75 0 60 6.0 2.0 1.0 9.0 1.0 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9
HitboxC 2 0 handr 6.0 46 75 0 60 6.0 2.0 2.0 16.5 1.0 1.0 NO 3 NO 0 0 0 YES NO NO NO 0 3 111111 NO cutup 2 3 9


Grabs & Throws

GRABS - Magical Hold

Zelda extends magically-charges hands to catch an opponent in front of her.

Grab Active Frames FAF (Endlag)
Standing Grab 10-11 40 (28F)
Dash Grab 13-14 48 (33F)
Pivot Grab 14-15 43 (27F)
Hitbox ID Bone Size X Y Z Ground / Air Notes
Grab:A 0 ??? 3.8 0 9.0 Z1=4.0, Z2=11.5 1
Grab:B 0 ??? 1.9 0 9.0 Z1=2.1, Z2=13.4 2
DashGrab:A 0 ??? 3.0 0 9.0 Z1=4.0, Z2=13.3 1
DashGrab:B 1 ??? 1.5 0 9.0 Z1=2.5, Z2=14.8 2
PivotGrab:A 0 ??? 3.8 0 9.0 Z1=-4.0, Z2=-19.20000001 1
PivotGrab:B 1 ??? 1.9 0 9.0 Z1=-2.1, Z2=-21.1 2
PUMMEL - Hex

Zelda casts a hex on the opponent within her grasp, causing a small amount of damage.

Damage Active Frames FAF (Endlag)
1.3 2 7 (4F)
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
PUMMEL 0 0 top 1.3 361 100 30 0 5.0 0 11.0 8.0 2.1 1.0 NO 3 NO 0 0 0 NO NO NO NO 1 3 111111 NO magic 0 16 15
GRAB:INTERRUPT 1 0 3.0 361 100 0 40
FORWARD THROW - Levitation

Zelda telekinetically levitates her opponent, launching them forward with the wave of her hand.

Damage Launch Angle KO Potential Active Frames Grab Invincibility FAF (Endlag)
10.0 45 X 30 1-29 50 (19F)
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
Throw 0 10.0 45 30 0 100 normal
BACKWARD THROW - Reverse Levitation

Zelda telekinetically levitates her opponent, then turning and launching them behind herself with the wave of her hand.

Damage Launch Angle KO Potential Active Frames Grab Invincibility FAF (Endlag)
12.0 45 153% / 109% (Edge) 27 1-26 50 (22F)
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
Throw 0 12.0 45 90 0 40 normal
UPWARD THROW - Levitation Launch

Zelda telekinetically levitates her opponent, launching them above herself with a spin.

Damage Launch Angle KO Potential Active Frames Grab Invincibility FAF (Endlag)
11.0 87 150% 30 1-29 50 (19F)
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
Throw 0 11.0 87 82 0 50 normal
DOWNWARD THROW - Plasma Beat

Zelda magically pins her opponent down and unleashes waves of plasma on their back.

Damage Launch Angle KO Potential Active Frames Grab Invincibility FAF (Endlag)
1.5, 1.5, 1.5, 1.5, 2.0 = 8.0 (5 Hits) 104 X 25-26, 31-32, 37-38, 43-44, 51 1-50 71 (19F)
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
LoopHits 0 0 top 1.5 40 100 25 0 7.2 0 2.0 0 0.5 1.0 NO 3 NO 0 0 0 NO NO NO NO 1 3 111111 NO fire 1 16 15
Throw 0 2.0 104 85 0 75 normal


Other Moves

GETUP ATTACK

After being knocked down, Zelda sweeps her feet around herself, attacking on both sides as she rises up.

Damage Launch Angle KO Potential Active Frames Intangible Frames FAF (Endlag) Block Adv.
7.0 / 7.0 (Front & Back) 48 X 17-18 (Front), 21-22 (Back) 1-22 (22F) 46 (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 0 0 top 7.0 48 48 0 80 5.0 0 5.0 Z1=13.0, Z2=4.0 1.0 1.0 NO 0 NO 8 0 0 NO NO NO NO 1 3 111111 NO normal 1 2 6
Back 0 0 top 7.0 48 48 0 80 5.0 0 5.0 Z1=-13.0, Z2=-4.0 1.0 1.0 NO 0 NO 8 0 0 NO NO NO NO 1 3 111111 NO normal 1 2 6
SLIPPED ATTACK

After having been tripped, Zelda hastily sweeps her feet around herself, attacking on both sides as she rises up. Zelda is somewhat vulnerable during the attack.

Damage Launch Angle KO Potential Active Frames Intangible Frames FAF (Endlag) Block Adv.
5.0 / 5.0 (Back & Front) Sakurai Angle X 19-20 (Back), 27-28 (Front) 1-7 (7F) 50 (21F) ???
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
Back 0 0 top 5.0 361 50 0 60 4.5 0 4.5 Z1=-12.0, Z2=-4.5 1.0 1.0 NO 0 NO 8 0 0 NO NO NO NO 1 3 NO normal 1 2 6
Front 0 0 top 5.0 361 50 0 60 4.5 0 4.5 Z1=13.0, Z2=4.0 1.0 1.0 NO 0 NO 8 0 0 NO NO NO NO 1 3 111111 NO normal 1 2 6
LEDGE ATTACK

From the ledge, Zelda pulls herself up, then sweeping her legs across the ground in front of her to attack before rising up fully.

Damage Launch Angle KO Potential Active Frames Intangible Frames FAF (Endlag) Block Adv.
9.0 45 X 24-26 1-26 (26F) 56 (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
Hitbox 0 0 top 9.0 45 20 0 90 4.5 0 4.5 Z1=9.0, Z2=-2.5 1.0 1.0 NO 3 NO 1 0 0 NO NO NO NO 1 3 111111 NO normal 1 2 6
 
Last edited:

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,041
Location
The Zelda Boards
#3
Reserved!:secretkpop:

Move Hit Frames FAF (Endlag) Frame Data Notes
JAB 1 4-5, 7 25 (17F) Transition: 9-16
JAB RAPID 3, 5, 7, 9, 11, 13, 15, 17 8 hits minimum; Earliest transition: 19
JAB ENDER 6-7 43 (35F)
DASH ATTACK 6-7, 8-12 36 (25F)
FTILT 12-13 37 (23F)
DTILT 5-11 22 (10F)
UTILT 7-19 30 (10F)
FSMASH 16, 18, 20, 22, 24 50 (25F) Charge: F11
DSMASH 5-6, 13-14 38 (23F) Charge: F3
USMASH 9-23, 25-32, 34 64 (29F) Charge: F4; Multi-hit Rehit rate: 4F
NAIR 6-7, 10-11, 14-15, 18-19, 22-23 50 (26F) Landing Lag: 15F; Auto-Cancel: <3-37>
FAIR 6-10 50 (39F) Landing Lag: 15F; Auto-Cancel: <2-41>
BAIR 6-10 50 (39F) Landing Lag: 16F; Auto-Cancel: <2-43>
DAIR 14, 15-24 45 (20F) Landing Lag: 12F; Auto-Cancel: <3-37>
UAIR 14-17 55 (37F) Landing Lag: 12F; Auto-Cancel: <4-52>
GRAB 10-11 40 (28F)
DASH GRAB 13-14 48 (33F)
PIVOT GRAB 14-15 43 (27F)
FTHROW 30 50 (19F) Grab Invincibility: 1-29
BTHROW 27 50 (22F) Grab Invincibility: 1-26
DTHROW 25-26, 31-32, 37-38, 43-44, 51 70 (18F) Grab Invincibility: 1-50
UTHROW 30 50 (19F) Grab Invincibility: 1-29
NAYRU 11-22, 26 58 (31F) Intangible: 4-13; Reflects: 5-41; Multi-hit Rehit rate: 4F
DINS (FULL MOVE) 44-47 ~ 70-73 70 ~ 98 Minimum to Maximum cast time
DINS (RELEASE) 14-17 40 (22F)
FARORE (GROUND) 6-7, 35-36 76 (39F) Intangible: 17-34
FARORE (AIR) 6-7, 35-36 51 (14F) Intangible: 17-34; Landing Lag: 30F

MOVE NOTE DATA
Zelda Neutral Attack Increased power and range and reduced vulnerability
  • FAF: 25 > 22
  • Hit 1
    • Damage: 2.5 > 3.0
    • Hitbox 0/1
      • Size: 2.4 > 2.8
      • Z: 4.0/7.0 > 4.0/8.0
    • Hitbox 3/4
      • KBG: 20 > 35
      • Size: 3.2 > 3.7
      • Y: 11.8 > 12.0
      • Z: 10.0 > 11.5
  • Hit 2
    • Damage: 2.5 > 3.0
    • Hitbox 0/1
      • Size: 2.8 > 3.2
      • Z: 5.0/8.0 > 5.0/9.0
    • Hitbox 3/4
      • KBG: 20 > 25
      • Size: 3.5 > 4.0
      • Y: 11.5 > 11.8
      • Z: 11.5 > 12.5
_
Zelda Flurry Attack Slightly increased power and range
  • Rapid Jab
    • Attack_100_Rebound_Count: 8 > 10
    • Hitbox 1 Removed
    • Damage: 0.2 > 0.3
    • Y: 8.5 > 9.5
    • Hitbox 0 Z2: N/A > 13.5
  • Rapid Jab Ender
    • Hitbox 1 Removed
    • Size: 6.0 > 6.5
    • Y: 8.5 > 9.5
    • Hitbox 0 Z2: N/A > 15.5
_
Zelda Down Tilt Attack Adjusted launch angle
  • Angle: 62 > 77
_
Zelda Forward Smash Attack Made it easier to hit multiple times
  • Multihit Hitboxes
    • Angle: 25/165 > 355/190
    • SDI: 1.0 > 0.5
    • Setweight: 0 > 1
_
Zelda Up Smash Attack Increased the repeated attack’s range and made it easier to hit multiple times
  • Multihit Hitboxes
    • Setweight: 0 > 1
    • Hitbox 0 Size: 3.5 > 4.0
    • Hitbox 1/2
      • Angle: 160/100 > 180/105
      • FKB: 20/60 > 40/60
      • Size: 4.0 > 4.5
      • Z: -5.0 > -6.0
    • Hitbox 3/4
      • Angle: 160/100 > 180/105
      • FKB: 20/60 > 40/60
      • Size: 4.0 > 4.5
      • Z: 5.0 > 6.0
    • Hitbox 5 Size: 4.6 > 5.0
_
Zelda Neutral Air Attack Increased attack power and made it easier to hit multiple times
  • Multihit Hitboxes
    • Damage: 2.5/1.5 > 3.0/2.0
    • Hitbox 0/3 Angle: 75 > 92
    • Hitbox 1/4
      • Angle: 92 > 365
      • Size: 1.5 > 5.0
      • Y: 6.5/9.5 > 10.0/13.0
      • Z: 5.0/-3.0 > 7.6/-5.0
      • Y2: Removed
      • Z2: Removed
    • Hitbox 2/5 Removed
_
Zelda Forward Air Attack Increased power and low power range, reduced vulnerability, shortened the landing time after using the move, and reduced vulnerability when landing
  • FAF: 53 > 48
  • Landing Time End: 46 > 44
  • Frame Speed for frames 14-52: 1.0 > 0.86
    • Ingame FAF: 50 > 40
    • Ingame Landing Time End: 43 > 37
  • Landing Lag: 15 > 12
  • Hitbox 0 Size: 2.2 > 3.0
  • Hitbox 3 Size: 5.0 > 5.5
_
Zelda Back Air Attack Increased power and low power range, reduced vulnerability, shortened the landing time after using the move, and reduced vulnerability when landing
  • FAF: 53 > 48
  • Landing Time End: 48 > 46
  • Frame Speed for frames 11-52: 0.91 > 0.8
    • Ingame FAF: 50 > 40
    • Ingame Landing Time End: 45 > 39
  • Landing Lag: 16 > 13
  • Hitbox 0 Size: 2.2 > 3.0
  • Hitbox 3 Size: 5.0 > 5.5
_
Zelda Grabs Grab Speed increased and vulnerability decreased
  • Standing Grab FAF: 40 > 37
  • Dash Grab Hitframe: 13-14 > 11-12
  • Dash Grab FAF: 48 > 45
  • Pivot Grab Hitframe: 14-15 > 11-12
  • Pivot Grab FAF: 43 > 40
_
Zelda Neutral Special Increased power, undamaged knockback and hit detection of the barrier and made it easier to hit multiple times
  • Multihit Hitboxes
    • Hitframe: 11-22 > 11-26
    • BKB: 12 > 0
    • FKB: 0 > 30
    • KBG: 40 > 100
    • Setweight: 0 > 1
    • Hitbox 0
      • Angle: 160 > 367
      • Size: 8.5 > 9.0
      • Y: 7.0 > 7.5
      • Z: -0.5 > 0
      • Z2: 0.5 > 0
    • Hitbox 1 Ground/Air: 1 > 3
  • Final Hitboxes
    • Hitframe: 26 > 30
    • BKB: 50/40 > 60/50
    • Hitbox 0
      • Size: 7.0 > 8.5
      • Y: 8.0 > 7.5
      • Z: -4.0 > -2.0
      • Z2: 4.0 > 2.0
    • Hitbox 1 Ground/Air: 1 > 3
_
Zelda Up Special Made it easier to hit multiple times from the ground
  • Ground Disappear Hitbox 0
    • BKB: 192 > 0
    • FKB: 0 > 258
    • KBG: 14 > 100
    • Setweight: 0 > 1
_
Zelda Down Special Strongest phantom attack will not miss characters directly in front of Zelda
  • Attack Level 5
    • Windbox 0/1
      • FKB: 130/85 -> 140/100
      • Z2: 8.0 > 7.0
    • Hitbox 3 Added; Identical to Hitbox 0/1/2
      • Bone: Top
      • Size: 5.0
      • Y: 8.5
      • Z: 14.0
______________________________________________


Code:
Standard Attack
"Damage on initial attack and rapid hits increased; hitboxes on initial attack are increased in size and the outermost hitbox is moved outward slightly; one inner hitbox angle and kb adjusted to match outermost hitbox to increase chances of pulling targets inward; rapid hits and ender range adjusted to reach higher and slightly farther."
    Attack 11; hit 1
        damage: 2.5 -> 3.0
        hitbox ID=0:
            size: 2.4 -> 2.8
        hitbox ID=1:
            angle: 361 -> 180
            size: 2.4 -> 2.8
            kbg: 35 -> 20
            hitbits: 63 -> 1
        hitbox ID=3/4:
            size: 3.2 -> 4.2
            Z: 10.0 -> 11.0
    Attack 11; hit 2
        hitframe: 7 -> 7-8
        damage: 2.5 -> 3.0
        hitbox ID=0:
            size: 2.4 -> 2.8
        hitbox ID=1:
            angle: 361 -> 180
            size: 2.8 -> 3.2
            kbg: 25 -> 20
            hitbits: 63 -> 1
        hitbox ID=3/4:
            size: 3.5 -> 4.5
            Z: 11.5 -> 12.0
    Attack 100; loop
        hitbox ID=1: Removed
        damage: 0.2 -> 0.3
        Y: 8.5 -> 9.5
        Z2: N/A -> 13.5
    Attack 100; end
        hitbox ID=1: Removed
        size: 6.0 -> 6.5
        Y: 8.5 -> 9.5
        Z2: N/A -> 15.5

Forward Tilt Attack
"range adjusted outward slightly to more correctly match the animation; endlag reduced and angle adjusted to create a more focused design on spacing correctly for more reward and a potential followup."
    frame speed for true frames 14-39 increased: 0.88 -> 0.77
        [ingame FAF: 37 -> 34]
    angle 361 -> 361/361/120/120/120
    hitbox ID=3/4
        X: 3.5/6.2 -> 3.7/6.7
        Z: 0.7/1.4 -> 0.7/1.5

Downward Tilt Attack
"Angle adjusted upwards while its range is retained, making vertical attack followups possible, but only via the commitment of the move's short range."
    angle 62 -> 82

Forward Smash Attack
"Hitbox size and position adjusted outward to more correctly match the animation; hit angles and SDI adjusted to increase chances of connecting correctly; endlag reduced by 5 frames."
    FAF: 50 -> 45
    looping hitbox ID=0/1:
        angle: 25/165 -> 0/180
        size: 4.2/4.5 -> 4.6/4.9
        Z: 9.0/16.0 -> 9.6/16.6
        SDI: 1.0 -> 0
    final hitbox ID=0/1:
        size: 5.5/6.0 -> 5.5/6.4
        Z: 10.5/16.0 -> 10.5/16.6

Upward Smash Attack
"Range on multihits increased in all directions to more correctly match the animation; hit angles and kb adjusted to increase chances of connecting correctly; startup reduced by 3 frames."
    frame speed for true frames 1-8 increased: 1.0 -> 0.6
        [ingame charge frame: 4 -> 3]
        [ingame hitframe: 9-34 -> 6-31]
        [ingame FAF: 64 -> 61]
    rehit hitboxes
        ID=0 size: 3.5 -> 4.0
        ID=1/2:
            angle: 160/100 -> 180/105
            fkb: 20/60 -> 40/60
            size: 4.0 -> 4.5
            Z: -5.0 -> -6.0
        ID=3/4:
            angle: 160/100 -> 180/105
            fkb: 20/60 -> 40/60
            size: 4.0 -> 4.5
            Z: 5.0 -> 6.0
        ID=5 Y: 19.0 -> 20.0

Neutral Air Attack
"Landing lag decreased slightly; damage on loop hits increased slightly; aerial target hitbox scheme altered to increase chances of connecting correctly even when moving quickly to the sides, up, or down."
    landing lag: 15 -> 12
    looping hitbox damage: 2.5/1.5 -> 3/2
    looping hitbox ID=0/3
        angle: 75 -> 92
    looping hitbox ID=1/4
        angle: 92 -> 365
        size: 1.5 -> 5.0
        Y: 6.5/9.5 -> 10.0/13.0
        Z: 5.0/-3.0 -> 7.6/-5.0
        Z2: all removed
    looping hitbox ID=2/5: removed

Forward Air Attack
"Endlag is reduced by 10 frames using a mixture of frame speed modification and FAF adjustments; the special landing window is similarly reduced, and the landing lag is decreased; the range of the sweetspot and outermost sourspot are increased, and the sourspot damage is increased, with KB adjustments to retain the lack of pushback and hitstun, while further differentiating the KB between the hip and toe hitboxes."
    true FAF: 53 -> 48 [ingame: 50 -> 45]
    true special landing endframe: 46 -> 42 [ingame: 43 -> 39]
    frame speed for true frames 14-52 increased: 1.0 -> 0.86
        [ingame FAF: 50 -> 40]
        [ingame special landing endframe: 43 -> 35]
    landing lag 15 -> 12
    hitbox ID=0 size: 2.2 -> 3.0
    hitbox ID=1/2/3:
        damage: 4/4/4 -> 9/9/10
        bkb: 5/5/5 -> 0/0/0
        kbg: 80/80/96 -> 75/75/100
        ID=3 size: 5.0 -> 5.5

Backward Air Attack
"Changes are identical to Forward Air Attack, with minor differences that retain the reverse version's special flavor."
    true FAF: 53 -> 48 [ingame: 50 -> 45]
    true special landing endframe: 48 -> 44 [ingame: 45 -> 41]
    frame speed for true frames 11-52 increased: 0.91 -> 0.8
        [ingame FAF: 50 -> 40]
        [ingame special landing endframe: 45 -> 37]
    landing lag 16 -> 13
    hitbox ID=0 size: 2.2 -> 3.0
    hitbox ID=1/2/3:
        damage: 4/4/4 -> 9/9/10
        bkb: 5/5/5 -> 0/0/0
        kbg: 80/80/96 -> 75/75/100
        ID=3 size: 5.0 -> 5.5

Downward Air Attack
"Overall damage increased to compare with Lightning Kicks, and the range of all attack portions is slightly increased."
    early hitbox ID=0/1:
        damage 16 -> 18
        kbg: 65 -> 60
        ID=0 size: 3.2 -> 3.7
    late hitbox ID=0/1:
        damage: 5/4 -> 10/9
        ID=1 size: 5.0 -> 6.0

Grabs
"Startup on running and pivot grabs restored to correctly match the animation timing; endlag on all grabs drastically reduced to create a grab design of slow startup, but harder to punish."
Standing Grab
    FAF: 40 -> 35
Dash Grab
    grab frame: 13-14 -> 11-12
    FAF: 48 -> 42
Pivot Grab
    grab frame: 14-15 -> 11-12
    FAF: 43 -> 37
 
Last edited:

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,041
Location
The Zelda Boards
#6
and if you deleTe me i will suck the soul out of u :gohost: :gost: :ghsot: :spooky:


____

12/7:
Ladies! Now that the game is out, I’ve been able to try the new training mode, and it is EXPANSIVE. It really helps with collect move data so expect an actual update later today!

Little tease: Usmash uses the blessT rehit rates now instead of single 1F hits!
 
Last edited:

otheusrex

Smash Journeyman
Joined
Jan 10, 2013
Messages
342
#7
BJN39 BJN39 Nice Work!

I thought her ftilt and uptilt were called mystic and protective Swipe and not Sweep though. Did that change in Ultimate?
 

otheusrex

Smash Journeyman
Joined
Jan 10, 2013
Messages
342
#9
Hmm, now that you mention it otheusrex otheusrex I think Ftilt is Swipe! Nice catch. I was certain Utilt is protective sweep, though.
i thought either 1) they renamed them in Ultimate, or 2) since upsmash is called power 'sweep' you might have confused the word swipe with that
 

BJN39

Smash Data Ranger
Moderator
Joined
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Messages
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Location
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#10
i thought either 1) they renamed them in Ultimate, or 2) since upsmash is called power 'sweep' you might have confused the word swipe with that
You honestly might be right; I was currently trying to find the source again but couldn’t oop. My only supposition is that Ftilt was Swipe because it’s faster across, while Utilt originally was slower and sweep. If someone has/finds the Nintendo power move names before me then I actually want to know which is right! As far as I know the names have never been changed between games

View attachment 187259
 
Last edited:

BJN39

Smash Data Ranger
Moderator
Joined
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Messages
5,041
Location
The Zelda Boards
#12
OMG I'm #shook

I didn't even know this thread existed
We don't even need the good sis KuroganeHammer KuroganeHammer anymore tbh!

BJN39 BJN39 stop being a flop and make a twitter
(note to mods "flop" is not a serious term pls allow this comment)
The irony thaT KuroganeHammer gave me access to the hitbox data so we defs still need ha

I also can’t with Twitter because I’d probs post a shady but accurate one liner about Zelda/etc and people would come after me butthurt, when I’m right.

I mean,

Have you SEEN the kinds of people who respondT to Kuro for ha shady but accurate one liners???
 
Last edited:

Fuujin

Smash Champion
Joined
Sep 17, 2009
Messages
2,653
Location
Double posting in ur threads.
#14
The irony thaT KuroganeHammer gave me access to the hitbox data so we defs still need ha

I also can’t with Twitter because I’d probs post a shady but accurate one liner about Zelda/etc and people would come after me butthurt, when I’m right.

I mean,

Have you SEEN the kinds of people who respondT to Kuro for ha shady but accurate one liners???
Sis what do u think I spend my time doing?
It's actually super funny because the game is so new and no one (still) knows the match up.
So you get post where people are dead serious about how shes top tier/good.



This one stands out as super funny to me because like "she has trouble killing" like....

Do people just play a character once and lose to them on wifi?
Or do they try to use her for 15 minutes and then struggle to kill with her and come up with these comments?
If theres one thing Zeldawful has always been good at it's been killing.
I don't understand how anyone can be so dumb and yet be so confident that their dumb opinions are right?
I have no problem admitting I know little about like 70% of the characters in this game but these twitter kids are convinced that like 25 characters are all top tier.

bonus tweets




We beat Fox, Olimar, and Duck Hunt now sis, along with over 1/3rd of the roster

Doesn't this take you back to the early Smash 4 Zeldawful days BJN39 BJN39
Isn't it nostalgic sis?
How could you not want this back in your life?
secret Zelda .png

Also how was this thread made already in June of last year?

WhaT type of Ultimecia time traveling compression teas?!?!
 

BJN39

Smash Data Ranger
Moderator
Joined
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Messages
5,041
Location
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#15
So basically the hair-pulling existence of constantly correcting people that I finally gave up trying with these queens escapT in SSB4 and I should go out to twitter and relive it but amplified to the nth degree?

Let’s be real, I’ll just end up forgetting my password after one week.

Fuujin Fuujin I made the skeleton of this thread waaay before I had the info and then just inputted the data on release. The basic stuff was pretty much completed by yours truly in the first 3 days.

Also i thought your posts are on some sort of approval status and yet you still manageT to double post I can’t
 

BJN39

Smash Data Ranger
Moderator
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Messages
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#17
1569644F-E1EE-403C-941A-BA967A95944B.jpeg


The receipts hunt o wow


Finger Bang has moved toward being the name for Dthrow UAir for many sew I had to decide whether or not that would arise confusion as to why the name was used for two different things and at the time decided to exclude it.

Since then, I’ve obviously been more focused on data collection and not at all on the name details, as yew can see from the sweep vs Swipe moment.

Maybe the next time I’m off mobile I’ll see about making an ediT :gaycat:
 
Last edited:

SoniCraft

Smash Journeyman
Joined
Jun 29, 2013
Messages
478
3DS FC
5327-0944-3801
NNID
Sonicraft98
#18
Incredible work! Have you considered sending this data to Kurogane Hammer? He could use the help.

I'm looking forward to the block data. Take your time!
 

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,041
Location
The Zelda Boards
#19
Incredible work! Have you considered sending this data to Kurogane Hammer? He could use the help.

I'm looking forward to the block data. Take your time!
Actually, yes! KuroganeHammer was the one showed me how to and have me access to the data, and I shared what I compiled with him after I parsed it. Presumably, he hasn’t uploaded the data to his site yet because he hasn’t decided to put them in formatting for his site yet! I think block data is one of the only things missing, so I hope to get to it soon! :113:
 

SuperSqank

Smash Rookie
Joined
Sep 11, 2017
Messages
16
#20
This page is excellent. I hope that people take inspiration from this page and make similar threads for the rest of the cast in the future.
 

daddypeach

Smash Cadet
Joined
Jun 6, 2019
Messages
36
#21
This is such an awesome resource.

Is there any way to know how much frame advantage I get after throws?

How do I calculate the effect of staleness & rage?
 
Last edited:

stixie

Smash Cadet
Joined
Nov 12, 2019
Messages
70
#22
Curiosity here... has anyone else noticed a neutral b nerf????

This move doesn't send people anywhere NEAR as far away as it used to.

Been noticing this a lot lately. Am I going insane?
 
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