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Zelda: Hitboxes and Frame Data [3.6]

Discussion in 'Zelda' started by Sartron, Jul 30, 2013.

  1. Sartron

    Sartron
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 1, 2013
    Messages:
    291
    Location:
    Central Florida
    • Up to date as of Project M 3.6.
    • First animation plays at 1x speed, second animation plays at 1/2x speed. GIFs run at 30fps.
    • Hitboxes with the same ID replace older hitboxes of the same ID.
    • Hitlag calculations include the hitlag multiplier, and are not included in animation times.
    • Hurtboxes in the BrawlBox animations disappearing do not reflect their ingame representations.
    • Debug Mode GIFs include hitbox interpolation but do not include hurtboxes or stretched hitboxes.


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Jab 29 11, 13, 15 24

    Hitbox Data
    Jab
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 11, 13 1 3.5 2/1.4 350° 45/0/0 0.5x False Electric 2 2/3 -9
    2 11, 13 2 3.75 2/1.4 350° 30/0/0 0.5x False Electric 2 2/3 -9
    3 11, 13 0 5.67 2/1.4 185° 55/0/0 0.5x False Electric 2 2/3 -9
    4 15 [0-2] [3.5, 3.75, 6.17] 3/2.1 361° 35/0/110 1x False Electric 3 4/6 -5


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Dash Attack 37 6-17 36

    Hitbox Data
    Dash Attack
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 6-8 0 3.91 13/9.1 88° 70/0/70 1x True Electric 7 7/10 -22
    2 6-8 1 5.67 9/6.3 361° 50/0/70 1x False Electric 6 6/9 -23
    3 9-17 0 2.74 8/5.6 88° 20/0/80 1x True Electric 5 5/7 -21
    4 9-17 1 3.91 7/4.9 361° 20/0/80 1x False Electric 5 5/7 -21


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Forward Tilt 34 10-16 32

    Hitbox Data
    Forward Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 10-16 0 3 13/15.4 110° 50/0/80 1x True Slash 7 7 -14
    2 10-16 1 4.25 14/19.6 110° 65/0/60 1x False Slash 8 7 -13
    3 10-16 2 2.34 10/7 361° 50/0/100 1x True Normal 6 6 -15
    4 10-16 3 3.13 9/6.3 361° 50/0/100 1x True Normal 6 6 -15


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Right Arm Intangibility
    1 Up Tilt 49 8-28 40 8-28

    Hitbox Data
    Up Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 8-16 [0-2] [4.5, 3.9, 3.3] 15/10.5 75° 40/0/110 1x False Electric 8 8/12 -23
    2 17-28 [0-2] [4.5, 3.9, 3.3] 13/9.1 85° 30/0/120 1x False Electric 7 7/10 -15


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Down Tilt 54 5-8 25/30*

    Hitbox Data
    Down Tilt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage**
    1 5-7 0 2.34 10/7 270° 30/0/55 1x True Normal Grounded 6 6 -13
    2 5-7 1 3.91 10/7 80° 30/0/55 1x True Normal Aerial - 6 -
    3 5-7 2-3 3.13 11/7.7 270° 30/0/55 1x True Normal Aerial - 6 -
    4 8 0 3.91 10/7 270° 30/0/55 1x True Normal Grounded 6 6 -10
    5 8 1 3.91 10/7 80° 30/0/55 1x True Normal Aerial - 6 -
    6 8 2-3 3.13 11/7.7 270° 30/0/55 1x True Normal - 6 6 -10

    *IASA is frame 30 if previous action was Down Tilt
    **Advantage is assuming IASA is frame 25


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes
    1 Forward Smash 39 16, 18, 20, 22, 24

    Hitbox Data
    Forward Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 16, 18, 20, 22 0 1.5 1/0.7 350° 35/0/0 0.25x False Normal 2 2 -20
    2 16, 18, 20, 22 2 3.13 1/0.7 350° 40/0/0 0.25x False Normal 2 2 -20
    3 16, 18, 20, 22 3 3.52 1/0.7 350° 30/0/0 0.25x False Normal 2 2 -20
    4 16, 18, 20, 22 1 4.3 1/0.7 185° 55/0/0 0.25x False Normal 2 2 -20
    5 24 [0-2] [5.73, 4.69, 4.16] 13/9.1 361° 35/0/120 1x False Electric 7 7/10 -8


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Up Smash 56 5, 7, 9, 11, 13, 15, 24, 26, 28, 30, 32, 34 51

    Hitbox Data
    Up Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 5, 7, 9, 11, 13, 15 0 2.65 1/0.7 110° 44/0/0 0.25x False Electric 2 2/3 -42
    2 5, 7, 9, 11, 13, 15 1 4.25 1/0.7 115° 32/0/0 0.25x False Electric 2 2/3 -42
    3 5, 7, 9, 11, 13, 15 2 3.25 1/0.7 250° 32/0/0 0.25x False Electric 2 2/3 -42
    4 5, 7, 9, 11, 13, 15 3-4 3.5 1/0.7 180° 50/0/0 0.25x False Electric 2 2/3 -42
    5 24, 26, 28, 30, 32 0 2.65 1/0.7 110° 44/0/0 0.25x False Electric 2 2/3 -23
    6 24, 26, 28, 30, 32 1 4.25 1/0.7 115° 32/0/0 0.25x False Electric 2 2/3 -23
    7 24, 26, 28, 30, 32 2 3.25 1/0.7 250° 32/0/0 0.25x False Electric 2 2/3 -23
    8 24, 26, 28, 30, 32 3-4 3.5 1/0.7 180° 50/0/0 0.25x False Electric 2 2/3 -23
    9 34 0 5.32 4/2.8 88° 20/0/240 1x True Electric 3 4/6 -13
    10 34 1 4.42 4/2.8 88° 20/0/240 1x True Electric 3 4/6 -13
    11 34 2-3 4.77 4/2.8 88° 20/0/240 1x True Electric 3 4/6 -13


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Right Leg Intangibility
    1 Down Smash 39 4-5, 11-14 32 4-14

    Hitbox Data
    Down Smash
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 4-5 [0-1] [4.69, 3.52] 12/8.4 30° 20/0/90 1x True Normal 7 7 -20
    2 11-14 [0-1] [4.69, 3.52] 13/9.1 25° 20/0/90 1x True Normal 7 7 -13


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Neutral Air 48 6-7, 10-11, 14-15, 18-19, 22-23, 26-27 42 17/8/4 1-5, 38-48
    2 Landing 17/8** 1*** - - -

    Hitbox Data
    Neutral Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 6-7, 10-11, 14-15, 18-19, 22-23 0 3.25 2/1.4 160° 55/0/0 0.5x False Normal 2 3 -15/-6/-16
    2 6-7, 10-11, 14-15, 18-19, 22-23 1 3.25 2/1.4 155° 55/0/0 0.5x False Normal 2 3 -15/-6/-16
    3 6-7, 10-11, 14-15, 18-19, 22-23 2 4.5 2/1.4 110° 64/0/0 0.5x False Normal 2 3 -15/-6/-16
    4 6-7, 10-11, 14-15, 18-19, 22-23 3 4.5 2/1.4 250° 50/0/0 0.5x False Normal 2 3 -15/-6/-16
    5 26-27 0-1 4 5/3.5 361° 15/0/175 1x True Electric 4 4/6 -13/-4/-10
    6 26-27 2-3 5.5 5/3.5 361° 15/0/175 1x True Electric 4 4/6 -13/-4/-10

    Landing***
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage**
    1 1 0-4 4.5 3/2.1 280° 0/40/100 1x False Electric Grounded 3 4/6 -13/-4

    *Format is: Normal/L-Cancel/Auto-cancel
    **Format is: Normal/L-Cancel
    ***Only occurs if you land during frames 6-27 of Neutral Air


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Forward Air 38 8-11 36 18/9/4 1-7, 25-38

    Hitbox Data
    Forward Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 8-11 [0-1] [3.13, 3.91] 8/5.6 361° 0/0/95 1x True Normal 5 5 -13/-4/-12
    2 8 2 5.08 19/19.6 40° 25/0/100 1x False Electric 10 9/13 -8/+1/-10
    3 9-11 2 5.08 16/11.2 40° 25/0/100 1x False Electric 9 8/12 -9/±0/-8

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Back Air 34 5-8 33 18/9/4 1-4, 26-34

    Hitbox Data
    Back Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 5-8 [0-1] [3.13, 3.91] 8/5.6 361° 0/0/95 1x True Normal 5 5 -13/-4/-15
    2 5 2 5.08 18/18.9 361° 30/0/105 1x False Electric 10 9/13 -8/+1/-13
    3 6-8 2 5.08 15/10.5 361° 30/0/105 1x False Electric 8 8/12 -10/-1/-12

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Up Air 53 10-17 49 25/12/4 1-14, 38-53

    Hitbox Data
    Up Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage*
    1 10-13 2 3.25 5/3.5 75° 60/0/100 1x True Electric 4 4/6 ±0**
    2 14-17 0 2.5 17/20.3 90° 32/0/105 1x False Flame 9 8 -16/-3/-15
    3 14-17 1 7.5 14/16.1 85° 5/0/115 1x False Flame 8 7 -17/-4/-16

    *Format is: Normal/L-Cancel/Auto-cancel
    **Auto-cancel only


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA Landing Lag* Auto-cancel Window
    1 Down Air 42 14-17 40 24/12/4 41-42

    Hitbox Data
    Down Air
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Target Shieldstun Hitlag Shield Advantage*
    1 14 0 2.35 20/21 275° 30/0/100 1x True Electric Aerial - 9/13 -
    2 14 1 2.35 18/18.9 275° 50/0/117 1x True Electric Grounded 10 9/13 -14/-2/-20
    3 14-17 2 4.69 9/6.3 275° 10/0/85 1x True Normal 12/38 6 -18/-6/-21
    4 14-17 3 4.69 8/5.6 275° 0/0/80 1x True Normal - 5 5 -19/-7/-22

    *Format is: Normal/L-Cancel/Auto-cancel

    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Land Cancel Landing Lag
    1 Grounded Nayru's Love 56 9, 12, 15, 18, 21, 24 - -
    2 Aerial Nayru's Love 56 9, 12, 15, 18, 21, 24 28-56 4

    Hitbox Data
    Grounded Nayru's Love
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 9, 12, 15, 18, 21 0-1 4.55 2/1.4 180° 32/0/0 0.5x False Slash 2 2 -45
    2 9, 12, 15, 18, 21 2-3 3.2 1/0.7 180° 42/0/0 0.5x False Slash 2 2 -45
    3 9, 12, 15, 18, 21 4 7 2/1.4 180° 24/0/0 0.5x False Slash 2 2 -45
    4 24 0-1 3.5 4/2.8 361° 50/0/130 1x False Slash 3 4 -29
    5 24 2 8.15 4/2.8 361° 50/0/130 1x False Slash 3 4 -29
    6 24 3-4 5.3 4/2.8 361° 50/0/130 1x False Slash 3 4 -29

    Aerial Nayru's Love
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 9, 12, 15, 18, 21 0-1 3.91 1/0.7 180° 32/0/0 0.8x False Slash 2 2 -45
    2 9, 12, 15, 18, 21 2-3 2.74 1/0.7 180° 42/0/0 0.8x False Slash 2 2 -45
    3 9, 12, 15, 18, 21 4 6 2/1.4 180° 24/0/0 0.8x False Slash 2 2 -45
    4 24 0-1 2.55 3/2.1 55° 45/0/150 1x False Slash 3 4 -29/-4*
    5 24 2 7.75 3/2.1 55° 45/0/150 1x False Slash 3 4 -29/-4*
    6 24 3-4 4.75 3/2.1 55° 45/0/150 1x False Slash 3 4 -29/-4*

    *Format is: Duration/Land Cancel

    Timeline
    Action Duration
    1 Stationary 1-203
    2 Timed Detonation 204-208
    3 Despawned Temporarily 209-219
    4 Return to Owner 220++

    Overview
    Name/Label Duration IASA
    1 Aim 25-88 -
    2 Aim Endlag 35 23
    3 Recall 40 36

    Hitbox Data
    Stationary
    Level Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 Weakest 7/10.5 65° 15/0/90 1x True Flame 5 7
    2 Strongest 12/14 65° 15/0/90 1x True Flame 7 10

    Return to Owner
    Level Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 Weakest 4/7 65° 10/0/100 1x True Flame 3 4
    2 Strongest 9/10.5 65° 10/0/100 1x True Flame 6 6

    Manual Detonation
    Level Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 Weakest 6/9.8 80° 40/0/80 1x False Flame 4 7
    2 Strongest 13/14.7 80° 40/0/80 1x False Flame 7 10

    Timed Detonation
    Level Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 Weakest 10/15.4 80° 40/0/80 1x False Flame 6 9
    2 Strongest 25/25.9 80° 40/0/80 1x False Flame 13 16


    Animation
    State 1x 0.5x
    1 Ground [​IMG] [​IMG]
    2 Air [​IMG] [​IMG]

    Grounded Overview
    Name/Label Duration Active Hitboxes IASA Intangibility Cancel Teleport
    1 Startup / Visible 24 6-7 - - -
    2 Teleport / Invisible 19 - - 1-19 1-19
    3 Endlag / Teleported 28/30 2-3 22/13/24 - -

    Aerial Overview
    Name/Label Duration Active Hitboxes Intangibility Landing Lag
    1 Startup / Visible 32 7-9 - -
    2 Teleport / Invisible 19 - 1-19 -
    3 Endlag / Teleported 61 2-3 - 30/4

    Hitbox Data
    Ground Startup
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 6-7 0 9.6 4/2.8 75° 0/95/100 1x True Slash 3 4

    Aerial Startup
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 7-9 0 9.6 4/2.8 40° 30/0/120 1x True Slash 3 4

    Endlag
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 2-3 0 9.6 4/2.8 50° 40/0/120 1x False Slash 3 4

    *Uncanceled, Canceled
    **Air to Ground cancel
    ***Land during animation/Land after the animation

    Animation
    1x 0.5x
    1 [​IMG] [​IMG]

    Overview
    Name/Label Duration IASA
    1 Transform - -
    2 Endlag 35 8

    Transformation time varies by SD card as well as load method (Project M Launcher being the fastest currently)
    Zelda actually gets unloaded from the match, meaning any of Snake's C4s attached to her are detached.

    Animation
    Name/Label 1x 0.5x
    1 Standing Grab [​IMG] [​IMG]
    2 Dash Grab [​IMG] [​IMG]
    3 Pivot Grab [​IMG] [​IMG]
    4 Grab Pummel [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes Active Grab Boxes
    1 Standing Grab 30 - 8-9
    2 Dash Grab 39 - 10-12
    3 Pivot Grab 35 - 13-14
    4 Grab Pummel 24 7-9 -

    Hitbox Data
    Grab Pummel
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 7-9 0 6.25 3/2.1 80° 0/40/100 1x False Electric 3 4/6 -14


    Overview
    Name/Label Duration Active Hitboxes IASA Thrown
    1 Back Throw 49 - - 28
    2 Forward Throw 41 - 36 18
    3 Up Throw 49 - - 29
    4 Down Throw 74 24-25, 30-31, 36-37, 42-43 65 49

    Hitbox & Throw Data
    Back Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 28 11 45° 80/0/87 True

    Forward Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 18 10 60° 60/0/50 True

    Up Throw
    Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    1 29 8 90° 80/0/66 True

    Down Throw
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag
    1 24-25, 30-31, 36-37, 42-43 0 5.86 3/2.1 361° 80/0/100 1x False Electric 3 0/0
    2 Thrown Damage Angle BKB/WDSK/KBG Weight Dependent
    3 49 2 60° 80/0/42


    Animation
    1x 0.5x
    1 [​IMG] [​IMG]
    2 [​IMG] [​IMG]

    Overview
    Name/Label Duration Active Hitboxes IASA
    1 Up Taunt 89 41-79 80
    2 Side Taunt 126 36-77 97

    Hitbox Data
    Up Taunt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage Rehit Rate
    1 41-79 0 3.25 3/2.1 100° 15/0/50 1x False Electric 3 4/6 -35 6

    Side Taunt
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage Rehit Rate
    1 36-77 0 4 4/2.8 30° 25/0/100 1x True Flame 3 4 -57 13


    Overview
    Name/Label Duration Intangibility Landing Lag
    1 Spot Dodge 27 2-18 -
    2 Roll Dodge 31 4-19 -
    3 Air Dodge 49 4-19 10
    4
    5 Tech 26 1-20 -
    6 Tech Roll 40 1-20 -


    Overview
    Name/Label Duration Intangibility Occupancy Active Hitboxes IASA
    1 Ledge Stand (<100%) 39 1-30 1-32 - 34
    2 Ledge Stand (>100%) 59 1-55 1-44 - -
    3 Ledge Roll (<100%) 50 1-29 1-40 - -
    4 Ledge Roll (>100%) 79 1-52 1-54 - -
    5 Ledge Attack (<100%) 53 1-25 1-42 27-32 -
    6 Ledge Attack (>100%) 61 1-31 1-42 34-39 -
    7 Ledge Jump (<100%) 10 1-10 1-10 - -
    8 Ledge Jump (>100%) 20 1-20 1-10 - -

    Hitbox Data
    Ledge Attack (<100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 27-32 [0-3] [4.69, 3.91, 3.13, 3.91] 7/5.6 361° 70/0/50 1x True Normal 5 5 -21

    Ledge Attack (>100%)
    Duration ID Size Damage (Hit/Shield) Angle BKB/WDSK/KBG SDI Multiplier Clang Effect Shieldstun Hitlag Shield Advantage
    1 34-39 0 5.08 11/8.4 361° 70/0/50 1x True Electric 6 6/9 -21
    2 34-39 1-2 3.13 8/6.3 361° 70/0/50 1x True Normal 5 5 -22

    Code:
    Nayru Land Cancel [5/14/16]
    - Land Cancel Advantage: -1 -> -4
    
    Down Tilt Fix [1/1/16]
    - Edited Down Tilt IASA condition
    
    Hitbox Data Overhaul 2 [11/28/15]
    - Removed the following categories underneath Hitbox Data tables: KB Units, Hitstun, Hit Advantage
    
    Hitbox Data Overhaul 1 [10/7/15]
    - Hitbox IDs merged together when only the size is the difference, removing a lot of repetition and simplifying the reading process.
    - Hitbox IDs are now color coded. A little easier to see which hitbox replaces which now.
    
    Misc. Update [8/20/15]
    - Added the 4 frame landing lag to up special.
    - Added the data for the scenario in which Zelda teleports from the air to the ground and cancels it.
    
    3.6 Update! [8/16/15]
    - Includes all 3.6 changes.
    
    3.6 Beta Update! [7/28/15]
    - Includes all 3.6 Beta changes.
    - Subactions merged together when possible to greatly improve ease of reading.
    
     
    #1 Sartron, Jul 30, 2013
    Last edited: Aug 31, 2016
    Miryafa, Rizner, Sardonyx and 8 others like this.
  2. Babatunde

    Babatunde
    Expand Collapse
    Smash Journeyman

    Joined:
    Jan 20, 2013
    Messages:
    309
    Location:
    Nashville,TN
    3DS FC:
    2938-7558-8507
    NNID:
    BABS!
    Good stuff.
     
  3. Heero Yuy

    Heero Yuy
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    #sweg

    Joined:
    Jan 27, 2013
    Messages:
    945
    Location:
    In your closet
    About time someone made this. Hoping I can now go Super Saiyan with this extra data.
     
  4. Nausicaa

    Nausicaa
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    Smash Lord

    Joined:
    Mar 7, 2013
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    1,478
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    Here
    Upward angled F-Tilt. <3
     
  5. Zerudahime

    Zerudahime
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    Smash Apprentice

    Joined:
    Sep 30, 2009
    Messages:
    145
    Location:
    Johnstown, PA
    some of this isnt entirely correct, you forgot to mention the critical spots on bair/fair
    bair crit dmg - 21%
    fair crit dmg - 22%
    critical sweetspot size - 1.016
     
    Garde Noir and Sartron like this.
  6. BJN39

    BJN39
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    红女

    • Moderator
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    Wow, this thread got a nice upgrade! Me likey. :p I will definitely be revisiting frequently for Data.
     
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  7. TimeSmash

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    I love it!
     
  8. WhiteLightnin

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    Thanks for the update Sartron. You rock!
     
  9. KuroganeHammer

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    The last hit of up smash is missing though.

    That's my favourite part! ;___;
     
  10. BJN39

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    红女

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    ^Yeah, the data does seem to be missing on Usmash final hit. :\

    I'm also slight confused about Usmash. Is there some sort of frame speed modifier on the startup? Because unless I missed something major, her Usmash shouldn't hit on frame 2.
    Edit: scratch that, I finally understood where I misred it. ^ ^ '

    I also didn't realize the first hit frame was 2 frames long. I also even more so respect Zelda's designers when I saw how intricate her multi-hit data was. You guys really pulled out the stops when you mentioned "fine-tuned"
     
    #10 BJN39, Mar 25, 2014
    Last edited: Mar 25, 2014
  11. Wavebuster

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    Some errors here.
    The smashes don't take into account the precharge animations. Fsmash uncharged is i16, Usmash i5, and Dsmash i4.

    Usmash does not have 2 frame hit window on first hit, or any hit.

    Final hit data for Usmash is there, so I don't know what the others above are referring to.
     
  12. Sartron

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    Alright, I added the last hit. Fixed!

    Yep, in all my threads, everything is categorized specifically by subaction. This means to get proper frame counts you would need to do some manual math. Startup + Charge (Optional) + Hitbox frame / Or whatever you want frame
     
    #12 Sartron, Mar 25, 2014
    Last edited: Mar 25, 2014
  13. KuroganeHammer

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    Man dat KBG on that last hit of up smash <3

    Also~

    ~~~~~

    yew might hate me for not mentioning this earlier~

    but~

    Smash attacks I believe only have 60 frames. I read on the Smash Wiki that they're actually only 59 frames. Might be something I should verify for you~

    Also where can i get some of this hitstun data, whut, how do you get that.
     
  14. Sartron

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    Yeah, I read the SmashWiki thing before and like 1/2 my threads are accounting for this but not these old ones. I just need to go back and change these. Also hitstun is Floor(Knockback * 0.4).
     
  15. KuroganeHammer

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    wait you do all those calculations by hand? sugoi

    I still tend to not believe smashwiki in most things so i haven't verified it myself, but it seems something that would be too random for smashwiki to lie about. So...

    Keep up the good work mate!
     
  16. ShadowGanon

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    It says that her jump squat is 5 frames. Does that mean she should be able to DACUS?
     
  17. BJN39

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    红女

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    She in fact can DACUS. But it's length is the same as a running Usmash, so it's useless. :urg:
     
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  18. _Accelerator

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    Please fix Zelda as she has ridiculous hitboxes on most of her moves and Down-Tilt is Armageddon
     
    #18 _Accelerator, Apr 3, 2014
    Last edited: Apr 3, 2014
  19. KuroganeHammer

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    It was better in Brawl :x
     
  20. Garde Noir

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    *sigh*
    go sit in the corner, and reply to the thread when you've learned your lesson.
    This is a thread about hitboxes, not a thread to complain about Zelda because you never bothered to learn the matchup.
     
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  21. _Accelerator

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    What are you talking about? This is completely relevant. It's not "lol they made it so just deal with it and learn the matchup" it's "Why the **** is there a thousand hitboxes multiplying on a Down-Tilt?" I edited the post because I realize that what I wanted to say came out wrong.
     
  22. Garde Noir

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    Fixing it made it a lot more appropriate. Thank you =]
     
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  23. Shokio

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    Color key?
     
  24. DarkStarStorm

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    d-tilt is semi-hard to hit with, so it has a better payoff for doing so. What do you guys think of nerfing some of Nayru's now toxic nature by reducing the size of it's hitboxes? With the Diamond Dive, Love Jump, Land-cancel, FFLed Nayru's, and invulnerability: it is kind of a Jack-of-all-trades move. I think that they should reduce the hitboxes to something in between Brawl and PM. Or they could keep the hitboxes and reduce the invulnerability. But I don't really like that idea. Reduce hitboxes.

    I'm not in the right thread for this am I.
     
  25. KuroganeHammer

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    Hi Zelda's!

    Here's a little bit of interesting information for you guys:

    Nayru's Love:
    Break Threshold: 50%
    Projectile Damage Multiplier: 1.5x
    Projectile Speed Multiplier: 1.2x

    Din's Fire:
    Max Travel Distance in Frames: 70
    Frames the Projectile Grows: 70
    Initial Hit & GFX Size: 0.2
    Terminal Hit & GFX Size: 2.6
    Detonation Timer in Frames: 159
    Initial Damage: 6%
    Damage Growth Rate: 0.2

    Farore's Wind:
    Travel Distance in Frames: 20
     
  26. WhiteLightnin

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    Oh thank you so much! You are awesome!
     
  27. DarkStarStorm

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    If only nair did 0 on shield...
     
  28. TimeSmash

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    Is it possible I can reference this @Sartron??
     
  29. WhiteCrow

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    Is there any way we could get hit box gifs on her get up attacks and hurt box gifs for her different get ups from ledge and knock down?
     
  30. TimeSmash

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    An update to this thread would be largely appreciated

    Melee rules (2,001st post COMING SOON)
     
    #30 TimeSmash, Nov 21, 2014
    Last edited: Nov 21, 2014
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  31. WhiteCrow

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    How far can Zelda's teleport reach? How does that compare to her Melee and Brawl teleports?
     
  32. BlackMamba

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    What does break threshold mean?
     
  33. GMaster171

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    Gonna go out on a limb here and say that's the % a projectile needs to do to break her reflector (put her in shield break)
     
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  34. Downdraft

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    That makes sense. Projectiles can only be reflected so many times before it breaks someone's reflector for the KO.
     
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  35. BlackMamba

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    Oh wow, didn't know that :o
     
  36. Downdraft

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    I've seen it happen in person. It's easier to discover when casually fooling around, e.g. reflecting Pit's arrows back and forth.
     
  37. Kaeldiar

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    Oh yeah! I completely forgot about that! I remember trying to infinitely reflect Fox's laser back in 64
     
  38. 4tlas

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    So I noticed your frame data says that teleport from air to ground is always 30 frames of endlag whether cancelled or not. I was under the impression that it was supposed to be different. When 3.5 dropped Magus made a post which this is directly quoted from:

    In the current release it's:
    Ground Startup: Hit: 6-7; Total: 24
    Air Startup: Hit: 7-9; Total: 32
    Travel: Total: 19
    Ground Ending (from ground/air): Hit: 1-2; Total: 21
    Ground Cancel (from ground): Total: 2 invisible + 12 (supposed to be 2+10)
    Ground Cancel (from air): Total: 2 invisible + 21 (undecided about making this 2+19 or not since it makes sense to have the part with animation match the normal 21 frame ending animation if anything)
    Landing Lag (from air reappearance then landing): 30

    referring to the endlag of the move. What this seems to suggest is that ground-ground cancel is supposed to be 12 (this got fixed in 3.6, as 3.5 accidentally had it at 14), landing on the ground (cancelled or not) is 21 frames, and appearing midair but landing mid-animation should be 30 frames. Can we figure this out somehow? Is everything air-to-ground actually 30 frames of endlag? If so, my life is a lie.
     
  39. Sartron

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    Not everything air to ground is 30 frames of lag. 30 frames are only applied in the situation you teleport from air-to-air or ground-to-air. It has to end with air.

    If you teleport onto the ground you go through either the 21 frames of endlag or 12 frames of endlag if you canceled the teleport.
     
  40. 4tlas

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    Woooooaaaaah, what? I'm very confused now.

    So there's a bunch of different scenarios. To make this as clear as possible, what are the frames for each of these scenarios:

    1) Ground->ground, with explosion
    2) Ground->ground, cancelled
    3) Ground->air, explosion
    4) Ground->air, cancelled
    5) Ground->air, landing during animation (explosion or no explosion different as well?)
    6) Air->air, explosion
    7) Air->air, cancelled
    8) Air->air, landing during animation (explosion or no explosion different as well?)
    9) Air->ground, explosion
    10) Air->ground, cancelled

    These might not all be different, but I'm trying to be as thorough as possible. Thanks!
     

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