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Zelda Hitbox Reference Thread — UPDATED (11/9/11); Next Upd. 11/11

MechaWave

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Welcome to zee
ZELDA HITBOX REFERENCE THREAD

What is this, exactly? This is a basic thread to help mains and newcomers alike understand the effects of Zelda's hitboxes, including type, range, etc.

I'll just cut to the chase with the thread. Images were taken from a beta version of BrawlBox, which explains the blandnest of the images. Besides, Toomai will eventually do a much better version. But until then, use this thread. While it may be similar to the hitbubble thread, you can actually see Zelda (which allows you to better interpret the range), the angle, if it's transcendent, etc.

Some things I could not find (such as throws) or test (Din's Fire). Not like that's important, as all of Zelda's throws are similar and Din's Fire is, uh, well. Yeah. Holy doobly-dabagels I found outs.

How to Read the Hitboxes
If the border is dashed, the attack is transcendent.
If there is a line, that is the angle that hitbox launches the character.
The colors of the hitbox tell you what type of attack it is. You may find out later, but pink is magic, orange is foot, yellow is hand, etc.
The numbers inside the hitboxes are the ID numbers, so you can tell exactly what hitbox I am talking about when looking at the info.

The star in the middle of the hitbox is a Sakurai angle.

Further information about the hitboxes can be viewed in the Great Fairy Fountain Research Thread, which includes hitbox activity, IASA, inter alia.

[COLLAPSE="Update Log/To-Do List"]UPDATE LOG
November 11, 2011 - Finished? ;/
November 9, 2011 - Updated pictures.
October 18, 2011 - Sakurai angle information
October 18, 2011 - Creation

TO-DO LIST
• Convert the hitboxes to in-game images (almost done)
Din's Fire hitboxes (gotta post these)
Trip get-up attack hitboxes (gotta post these)
Throws hitboxes (gotta post these)[/COLLAPSE]

__________________________________________

Jab
Hits 1-2

Hitbox 0: 2% damage, angle of 361, 50/100 fixed knockback, attached to bone 55, Magic/Electric, transcendent
Hitbox 1: 2% damage, angle of 361, 40/100 fixed knockback, attached to bone 55, Magic/Electric, transcendent
Hitbox 2: 2% damage, angle of 361, 30/100 fixed knockback, attached to bone 60, Magic/Electric, transcendent
Hitbox 3: 2% damage, angle of 361, 7/100 fixed knockback, attached to bone 0, Magic/Electric, transcendent

Hit 3

<paste info here later>

Not much to say here. It sucks. Oh, and I didn't know jab hit thrice so I didn't take another image.

Forward tilt
Angled up


Angled horizontal


Angled down

Hitbox 0: 13% damage, angle of 110, 50/88 knockback, attached to bone 60, Magic/Normal, transcendent
Hitbox 1: 13% damage, angle of 110, 50/88 knockback, attached to bone 60, Magic/Slash, transcendent
Hitbox 2: 12% damage, angle of 361, 50/88 knockback, attached to bone 58, Magic/Slash, transcendent
Hitbox 3: 11% damage, angle of 361, 50/88 knockback, attached to bone 57, Magic/Slash, transcendent

They all use the same hitboxes and they all have the same knockback, surprisingly. Note when angle downwards the hitboxes are more compact. I also don't understand the point of having a normal hitbox when all the others are Magic/Slash but whatever.

Dash attack
Clean

Hitbox 0: 12% damage, angle of 90, 70/70 knockback, attached to bone 74, Magic/Electric, transcendent
Hitbox 1: 9% damage, angle of 361, 50/70 knockback, attached to bone 0, Magic/Electric, transcendent

Late

Hitbox 0: 8% damage, angle of 90, 20/70 knockback, attached to bone 74, Magic/Electric, transcendent
Hitbox 1: 7% damage, angle of 361, 20/70 knockback, attached to bone 0, Magic/Electric, transcendent

Ya know, I would have thought Zelda would have more interesting things to say about her hitboxes but she doesn't. ZELDA, Y U NO SURPRISE?

Up tilt
Startup


Maximum Horizontal Length

<paste info>

No comment.

Down tilt

Hitbox 0: 7% damage, angle of 270, 20/80 knockback, attached to bone 18, Foot/Normal, only hits grounded targets, 40% trip chance
Hitbox 1: 7% damage, angle of 80, 20/80 knockback, attached to bone 18, Foot/Normal, only hits aerial targets, 40% trip chance
Hitbox 2: 8% damage, angle of 270, 20/80 knockback, attached to bone 18, Foot/Normal, 40% trip chance
Hitbox 3: 8% damage, angle of 270, 20/80 knockback, attached to bone 10, Foot/Normal, 40% trip chance

Hitbox 1 overlaps hitbox 0, in case you couldn't tell by the transparency of the number 0.

Forward Smash
Hits 1-4

Hitbox 0: 1% damage, angle of 30, 30/70 fixed knockback, attached to bone 0, Magic/Electric, transcendent, 0.5x SDI ability
Hitbox 1: 1% damage, angle of 45, 40/70 fixed knockback, attached to bone 0, Magic/Electric, transcendent, 0.5x SDI ability
Hitbox 2: 1% damage, angle of 60, 60/70 fixed knockback, attached to bone 0, Magic/Electric, transcendent, 0.5x SDI ability
Hitbox 3: 1% damage, angle of 160, 80/70 fixed knockback, attached to bone 0, Magic/Electric, transcendent, 0.5x SDI ability

If the opponent is closer to Zelda she will do more damage because of the varying angles and knockback.

Hit 5

Hitbox 0: 11% damage, angle of 361, 30/105 knockback, attached to bone 0, Magic/Electric, transcendent
Hitbox 1: 11% damage, angle of 361, 30/105 knockback, attached to bone 0, Magic/Electric, transcendent
Hitbox 2: 11% damage, angle of 361, 30/105 knockback, attached to bone 0, Magic/Electric, transcendent
Hitbox 3: 11% damage, angle of 361, 30/105 knockback, attached to bone 0, Magic/Electric, transcendent

SAKURAI ANGLE, I CHOOSE YOU!

Up Smash
Hits 1-10

Hitbox 0: 1% damage, angle of 90, 60/100 fixed knockback, attached to bone 0, Magic/Electric, transcendent, 0.1x SDI ability, 0.5x freeze frames
Hitbox 1: 1% damage, angle of 270, 50/100 fixed knockback, attached to bone 0, Magic/Electric, transcendent, 0.1x SDI ability, 0.5x freeze frames
Hitbox 2: 1% damage, angle of 200, 60/100 fixed knockback, attached to bone 0, Magic/Electric, transcendent, 0.1x SDI ability, 0.5x freeze frames
Hitbox 3: 1% damage, angle of 200, 60/100 fixed knockback, attached to bone 0, Magic/Electric, transcendent, 0.1x SDI ability, 0.5x freeze frames

Well I suppose it's interesting. There are 8 hitboxes programmed for Usmash but they all have exact same properties and overlap one-another at the exact same unit (hence why they're darker than the other images.) I can only guess this was to ensure the opponent wouldn't escape, even though the move has programmed SDI. Goshdarnit Sakurai, WHY?! CAN YOU BELIEVE THIS—0.1x SDI ABILITY?! You gotta be kidding me.

Hit 11

Hitbox 0: 5% damage, angle of 90, 20/210 knockback, attached to bone 0, Magic/Electric
Hitbox 1: 5% damage, angle of 90, 20/210 knockback, attached to bone 0, Magic/Electric
Hitbox 2: 5% damage, angle of 90, 20/210 knockback, attached to bone 0, Magic/Electric
Hitbox 3: 5% damage, angle of 90, 20/210 knockback, attached to bone 0, Magic/Electric

And the opponent can SDI out of this range?!

Down Smash
Clean

Hitbox 0: 12% damage, angle of 20, 20/95 knockback, attached to bone 18, Foot/Normal, 30% trip chance
Hitbox 1: 12% damage, angle of 20, 20/95 knockback, attached to bone 18, Foot/Normal, 30% trip chance
Hitbox 2: 12% damage, angle of 20, 20/95 knockback, attached to bone 18, Foot/Normal, 30% trip chance

Late

Hitbox 0: 10% damage, angle of 20, 20/95 knockback, attached to bone 18, Foot/Normal, 30% trip chance
Hitbox 1: 10% damage, angle of 20, 20/95 knockback, attached to bone 18, Foot/Normal, 30% trip chance
Hitbox 2: 10% damage, angle of 20, 20/95 knockback, attached to bone 18, Foot/Normal, 30% trip chance

It sucks how short the hitbox lasts on each side of Zelda. I mean I understand there's no point of having a hitbox active that goes over the Z-axis but it would have made Dsmash hit your opponent more often. Oh well.

Neutral air
Hits 1-4

Hitbox 0: 2% damage, angle of 150, 75/100 fixed knockback, attached to bone 0, Magic/Normal, transcendent, 0x SDI ability
Hitbox 1: 2% damage, angle of 150, 75/100 fixed knockback, attached to bone 0, Magic/Normal, transcendent, 0x SDI ability
Hitbox 2: 2% damage, angle of 90, 120/90 fixed knockback, attached to bone 10, Magic/Normal, transcendent, 0x SDI ability
Hitbox 3: 2% damage, angle of 270, 50/90 fixed knockback, attached to bone 74, Magic/Normal, transcendent, 0x SDI ability

BAWWWWWWW they only reach halfway over her whole body. Also lol@opponent tryna SDI outta mah Nair. FUN FACT: Since the side hitboxes are attached to bone 0, they stay in the same place as Zelda spins.

Hit 5

Hitbox 0: 5% damage, angle of 361, 40/130 knockback, attached to bone 0, Magic/Electric, transcendent, 0x SDI ability
Hitbox 1: 5% damage, angle of 361, 40/130 knockback, attached to bone 0, Magic/Electric, transcendent, 0x SDI ability
Hitbox 2: 5% damage, angle of 361, 40/120 knockback, attached to bone 10, Magic/Electric, transcendent, 0x SDI ability
Hitbox 3: 5% damage, angle of 361, 40/120 knockback, attached to bone 74, Magic/Electric, transcendent, 0x SDI ability

♫ Standing all this time ♪
♪ And gimme back somethin' to love ♫

Forward air
CLEAN / LATE

Hitbox 0: 20% damage, angle of 361, 34/95 knockback, attached to bone 14, Magic/Electric, transcendent, 0x SDI ability, 1.5x freeze frames
Hitbox 1: 4% damage, angle of 361, 5/80 knockback, attached to bone 12, Foot/Normal
Hitbox 2: 4% damage, angle of 361, 5/80 knockback, attached to bone 10, Foot/Normal
Hitbox 3: 4% damage, angle of 361, 5/80 knockback, attached to bone 14, Foot/Normal

The clean hit is the one frame with the sweetspot, the late hit is the one without it. I found it unnecessary to take 2 snapshots so similar. Anyways, that has to be the smallest hitbox for such a strong attack I have ever seen.

Backward air
CLEAN / LATE

Hitbox 0: 20% damage, angle of 361, 40/96 knockback, attached to bone 14, Magic/Electric, transcendent, 0x SDI ability, 1.5x freeze frames
Hitbox 1: 4% damage, angle of 361, 5/80 knockback, attached to bone 18, Foot/Normal
Hitbox 2: 4% damage, angle of 361, 5/80 knockback, attached to bone 10, Foot/Normal
Hitbox 3: 4% damage, angle of 361, 5/80 knockback, attached to bone 20, Foot/Normal

Same as above. The difference? Bair comes out quicker and it's stronger-- which is cool, but a stupid decision at the same time.

Up air

Hitbox 0: 15% damage, angle of 90, 30/110 knockback, attached to bone 0, Magic/Flame, transcendent

Boom! :3

Down air
Clean

Hitbox 0: 16% damage, angle of 270, 50/90 knockback, attached to bone 14, Magic/Electric, transcendent, only hits aerial targets

*blinks*

Late

Hitbox 0: 5% damage, angle of 275, 5/90 knockback, attached to bone 12, Foot/Normal
Hitbox 0: 4% damage, angle of 275, 0/70 knockback, attached to bone 14, Foot/Normal

I don't know why this exists either.

Standing Grab

It's one of those longer grabs.

Dash Grab


Pivot Grab


Pummel


Her get-up/edge attacks were very confusing, so excuse the lack of information.

Get-up Attack

Hitbox 0: 6% damage (+1 on shield), angle of 361, 80/50 knockback, Foot/Normal, transcendent
Hitbox 1: 6% damage (+1 on shield), angle of 361, 80/50 knockback, Foot/Normal, transcendent
Hitbox 2: 6% damage (+1 on shield), angle of 361, 80/50 knockback, Foot/Normal, transcendent

It was really hard for me to understand where these hitboxes belong. For what we may know this might not be her actual get-up attack, but iirc it is.

Ledge Attack

Hitbox 0: 10% damage (+1 on shield), angle of 361, 110/100 knockback, attached to bone 58, Hand/Normal
Hitbox 0: 8% damage (+1 on shield), angle of 361, 110/100 knockback, attached to bone 87, Hand/Normal
Hitbox 0: 8% damage (+1 on shield), angle of 361, 110/100 knockback, attached to bone 87, Hand/Normal

I believe this is her only Hand attack.

Trip Attack
<RETAKE IMAGE>
Hitbox 0: 5% damage (+1 on shield), angle of 361, 60/50 knockback, attached to bone 0, Foot/Normal
Hitbox 1: 5% damage (+1 on shield), angle of 361, 60/50 knockback, attached to bone 0, Foot/Normal
Hitbox 2: 5% damage (+1 on shield), angle of 361, 60/50 knockback, attached to bone 0, Foot/Normal
Hitbox 0: 5% damage (+1 on shield), angle of 361, 60/50 knockback, attached to bone 0, Foot/Normal
Hitbox 1: 5% damage (+1 on shield), angle of 361, 60/50 knockback, attached to bone 0, Foot/Normal
Hitbox 2: 5% damage (+1 on shield), angle of 361, 60/50 knockback, attached to bone 0, Foot/Normal

Nayru's Love

Hitbox 0: 1% damage, angle of 10, 12/40 knockback, attached to bone 0, Magic/Slash, only hits grounded targets, transcendent, always knocks forward
Hitbox 1: 1% damage, angle of 10, 12/40 knockback, attached to bone 0, Magic/Slash, only hits grounded targets, transcendent, always knocks forward
Hitbox 2: 2% damage, angle of 10, 12/40 knockback, attached to bone 0, Magic/Slash, only hits grounded targets, transcendent, always knocks forward
Hitbox 3: 2% damage, angle of 10, 12/40 knockback, attached to bone 0, Magic/Slash, only hits grounded targets, transcendent, always knocks forward
Hitbox 4: 1% damage, angle of 10, 12/40 knockback, attached to bone 0, Magic/Slash, transcendent, always knocks forward

Hitbox 0: 5% damage, angle of 361, 50/100 knockback, attached to bone 0, Magic/Slash, only hits grounded targets, transcendent, always knocks forward
Hitbox 1: 5% damage, angle of 361, 50/100 knockback, attached to bone 0, Magic/Slash, only hits grounded targets, transcendent, always knocks forward
Hitbox 2: 4% damage, angle of 361, 40/100 knockback, attached to bone 0, Magic/Slash, only hits grounded targets, transcendent, always knocks forward
Hitbox 3: 4% damage, angle of 361, 40/100 knockback, attached to bone 0, Magic/Slash, only hits grounded targets, transcendent, always knocks forward
Hitbox 4: 3% damage, angle of 361, 50/100 knockback, attached to bone 0, Magic/Slash, transcendent, always knocks forward

I probably shouldn't have combined both the clean and late hits together, but their properties are very similar and happen extremely quickly. Even so, I believe they happen altogether anyways. Onto the analysis: this is a very disappointing move, even design-wise.

Farore's Wind
Disappear Hit

Hitbox 0: 6% damage, angle of 80, 40/100 knockback, attached to bone 9, Magic/Slash

Reappear Hit

Hitbox 0: 6% damage, angle of 361, 40/100 knockback, attached to bone 9, Magic/Flame

__________________________________________

There you have it. I apologize that I couldn't get all the images, I hope this is not an inconvenience.

If you see any errors or have questions please don't hesitate to ask.
 

MechaWave

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Still confused TBH D:

Anyways great job.
Don't worry about it. All you really have to know that it's used on attacks that don't have a specified angle. An easy comparison of them is ftilt.
 

KuroganeHammer

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I lurve this.

But I feel like I have to say: HOLY **** UPSMASH KNOCKBACK SCALING O_____O

I guess it's to be expected though since it only does 5% damage.

:phone:
 

Alacion

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Gonna put a link to this thread in the guide. Love this guide and really good work on your part, MechaWave.
 

AlanHaTe

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excellent work!!! love the images it makes it much easier for me to get some stuff right and better

Mecha for president!!!!
 

MechaWave

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All in a day's work to further helping the guide and the Princess herself. :3

I will further update this guide by taking images from in-game and putting the hitboxes over it. BrawlBox apparently doesn't show the effects assossiated with the move (like Uair) so it'll help even better. Expect this done by the end of the week.

Oh, and throws along with Din's Fire.
 

Supreme Dirt

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Hey Mecha, I'm trying to do this myself with Ganon. I have this annoying white T-stance thingy that's there, how'd you get rid of it?
 

KuroganeHammer

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You need the fitganonmotion.pac file. :3

I have no idea how he got the other information though.

:phone:
 

MechaWave

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Currently in the process of transferring the hitboxes to in-game, as you can see here. You may notice I change the colors around but that's because I was experimenting. Even though some are light pink while the others are more purpleish it's still a magical attack.
 

MechaWave

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No problem. I'm bored and have free time. :]

Oh so no other comments? That's alright, the thread is really just a superior version to regular hitbubble threads, not really for insight other than errors.

Expect everything to be finished at the end of the day, then I don't really have to manage this project no moars.
 

Mocha

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I like it so far. I suck with numbers, so I'm going to be studying it some more and try to figure out what the x/100 stuff is. Only thing I'm certain about is that the % is damage, yes?
 

MechaWave

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No, it's knockback.

The first number left of the slash is the base knockback, and the numbers to the right is the knockback growth. The more knockback growth a move has, the more knockback it deals to the opponent at higher percent. The base knockback is how much knockback is dealt to a character no matter what percent.

Damage also affects KBG. Zelda's final hit of Usmash has 210 KBG, but the final hit of Fsmash deals 11% and 105 KBG despite Usmash dealing less damage.

X/Y

X = BKB
Y = KBG
 

KayLo!

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Oh so no other comments? That's alright, the thread is really just a superior version to regular hitbubble threads, not really for insight other than errors.
**** that, this is amazing. Toomai taught me how to do this for Pika, so I realize how much time this must've taken. Very, very helpful for those who can understand it!
(Not to mention motivating.... now I want to finish Pika's. =X)
 

MechaWave

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Oh Kaylo you're too kind. I pretty much learned how to do this all by myself, Toomai just gave me the materials, not actually telling me how this was done.

Sorry I didn't get this update fully with the other images, my sleepyness got the better of me.

@Aerodrome: Well I found out, but don't have the exact numbers atm.
 

Alacion

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Bumping this... don't want this thread to be lost in the Zelda boards' trash can.

Also, nominating this thread to be a stickied thread.
 

KuroganeHammer

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I agree lol.

This is a really helpful thread.

It's also nice to use when people think their dair's beat Zelda's upsmash. (Hint: none do.)
 

KuroganeHammer

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I doubt it does tbh. His dair and up air aren't that ranged when you take a good look at them.

I thought it might of, but after doing King Dedede's frame data, I'm not so sure.
 

Kataefi

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i won't sticky this because instead i could merge this in with the research thread and change it's title? what do people think? i think eventually this could be part of the guide as well and take up the second post.
 

Alacion

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i won't sticky this because instead i could merge this in with the research thread and change it's title? what do people think? i think eventually this could be part of the guide as well and take up the second post.
Doesn't matter to me as long as this thread's contents aren't lost.

@Aero I tested King Dedede's down air against Zelda's up smash with a friend yesterday. Every time his down air beat Zelda's up smash. :(
 

KuroganeHammer

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See the two hitboxes that are directly on Zelda from the clean and late hit? (Not the two slightly off center, the two that are DIRECTLY on her)

I think they hit people while she's in the air.

Assuming I'm reading the data right. It's hard to tell.
 

AyatoK26

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See the two hitboxes that are directly on Zelda from the clean and late hit? (Not the two slightly off center, the two that are DIRECTLY on her)

I think they hit people while she's in the air.

Assuming I'm reading the data right. It's hard to tell.

I forgot to specify. I was wonder if NL hits aerial opponents while she's grounded.
 

MOI-ARI

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^
I suppose those images are lost forever. ._.
darn. Any other way to test for myself?
 
Last edited:
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