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Data Zelda: Hitboxes and Frame Data [3.6]

Sartron

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.
• Images hosted on ssb.sartron.pro.

Dictionary said:
Frame: 1/60 of a second
Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang)
Angle: Direction in which the player is sent from an attack or throw
- A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player
- A 361° angle is the Sakurai Angle and will send all aerial opponents 45°
- Any angle between 260° and 280° is classified as a meteor.
- Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle.​
Base Knockback (BKB): Base value used in knockback calculations
Weight Dependent Set Knockback (WDSK): Value that affects knockback according to weight
Knockback Growth (KBG): Percentage multiplier that changes knockback in relation to the opponent's damage
Hitstun: Amount of frames that locks non-directional inputs after hitlag and when the shield is not hit (DI)
Shieldstun: Amount of frames that locks non-directional inputs after hitlag and if the shield is hit (ASDI)
Hitlag: Amount of frames that locks the attacker's inputs but only the victim's non-directional inputs upon hit (SDI)​
Hurtbox: Collision box that interacts with hitboxes and other hurtboxes, usually representative of the player
Invincibility: A state in which hurtboxes can still make contact with hitboxes, but cannot receive damage
Intangibility: A state in which hurtboxes can no longer make contact with hitboxes
Armor: A state in which the hurtboxes can receive damage but no knockback up to a certain threshold (Light, Medium, Heavy, Super)​
IASA: Interruptible As Soon As is the first frame in which an action may be interrupted by another action
Landing Lag: Uninterruptible frames that occur on landing
Auto-cancel Window: A designated amount of frames in which landing from an aerial will cause the player to suffer empty landing lag rather than aerial landing lag
Input Window: An amount of frames in which a specific input will trigger a designated action

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
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
11, 13| 1 |3.5|2/1.4|350°|45/0/0|0.5x|False| Electric |2|2/ 3 | -9
11, 13| 2 |3.75|2/1.4|350°|30/0/0|0.5x|False| Electric |2|2/ 3 | -9
11, 13| 0 |5.67|2/1.4|185°|55/0/0|0.5x|False| Electric |2|2/ 3 | -9
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
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
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
6-8| 0 |3.91|13/9.1|88°|70/0/70|1x|True| Electric |7|7/ 10 | -22
6-8| 1 |5.67|9/6.3|361°|50/0/70|1x|False| Electric |6|6/ 9 | -23
9-17| 0 |2.74|8/5.6|88°|20/0/80|1x|True| Electric |5|5/ 7 | -21
9-17| 1 |3.91|7/4.9|361°|20/0/80|1x|False| Electric |5|5/ 7 | -21

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
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
10-16| 0 |3|13/15.4|110°|50/0/80|1x|True|Slash|7|7| -14
10-16| 1 |4.25|14/19.6|110°|65/0/60|1x|False|Slash|8|7| -13
10-16| 2 |2.34|10/7|361°|50/0/100|1x|True|Normal|6|6| -15
10-16| 3 |3.13|9/6.3|361°|50/0/100|1x|True|Normal|6|6| -15

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Right Arm Intangibility
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
8-16| [0-2] |[4.5, 3.9, 3.3]|15/10.5|75°|40/0/110|1x|False| Electric |8|8/ 12 | -23
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
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
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 **
5-7| 0 |2.34|10/7|270°|30/0/55|1x|True|Normal|Grounded|6|6| -13
5-7| 1 |3.91|10/7|80°|30/0/55|1x|True|Normal|Aerial|-|6|-
5-7| 2-3 |3.13|11/7.7|270°|30/0/55|1x|True|Normal|Aerial|-|6|-
8| 0 |3.91|10/7|270°|30/0/55|1x|True|Normal|Grounded|6|6| -10
8| 1 |3.91|10/7|80°|30/0/55|1x|True|Normal|Aerial|-|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
|
Overview
Name/Label|Duration|Active Hitboxes
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
16, 18, 20, 22| 0 |1.5|1/0.7|350°|35/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 2 |3.13|1/0.7|350°|40/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 3 |3.52|1/0.7|350°|30/0/0|0.25x|False|Normal|2|2| -20
16, 18, 20, 22| 1 |4.3|1/0.7|185°|55/0/0|0.25x|False|Normal|2|2| -20
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
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
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
5, 7, 9, 11, 13, 15| 0 |2.65|1/0.7|110°|44/0/0|0.25x|False| Electric |2|2/ 3 | -42
5, 7, 9, 11, 13, 15| 1 |4.25|1/0.7|115°|32/0/0|0.25x|False| Electric |2|2/ 3 | -42
5, 7, 9, 11, 13, 15| 2 |3.25|1/0.7|250°|32/0/0|0.25x|False| Electric |2|2/ 3 | -42
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
24, 26, 28, 30, 32| 0 |2.65|1/0.7|110°|44/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 1 |4.25|1/0.7|115°|32/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 2 |3.25|1/0.7|250°|32/0/0|0.25x|False| Electric |2|2/ 3 | -23
24, 26, 28, 30, 32| 3-4 |3.5|1/0.7|180°|50/0/0|0.25x|False| Electric |2|2/ 3 | -23
34| 0 |5.32|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13
34| 1 |4.42|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13
34| 2 - 3 |4.77|4/2.8|88°|20/0/240|1x|True| Electric |3|4/ 6 | -13

Animation
1x|0.5x
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Right Leg Intangibility
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
4-5| [0-1] |[4.69, 3.52]|12/8.4|30°|20/0/90|1x|True|Normal|7|7| -20
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
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
Neutral Air |48|6-7, 10-11, 14-15, 18-19, 22-23, 26-27|42|17/8/4|1-5, 38-48
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 *
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
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
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
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
26-27| 0 - 1 |4|5/3.5|361°|15/0/175|1x|True| Electric |4|4/ 6 | -13 / -4 / -10
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| 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
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
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 *
8-11| [0-1] |[3.13, 3.91]|8/5.6|361°|0/0/95|1x|True|Normal|5|5| -13 / -4 / -12
8| 2 |5.08|19/19.6|40°|25/0/100|1x|False| Electric |10|9/ 13 | -8 / +1 / -10
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
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
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 *
5-8| [0-1] |[3.13, 3.91]|8/5.6|361°|0/0/95|1x|True|Normal|5|5| -13 / -4 / -15
5| 2 |5.08|18/18.9|361°|30/0/105|1x|False| Electric |10|9/ 13 | -8 / +1 / -13
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
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
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 *
10-13| 2 |3.25|5/3.5|75°|60/0/100|1x|True| Electric |4|4/ 6 | ±0 **
14-17| 0 |2.5|17/20.3|90°|32/0/105|1x|False|Flame|9|8| -16 / -3 / -15
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
|
Overview
Name/Label|Duration|Active Hitboxes|IASA|Landing Lag * |Auto-cancel Window
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 *
14| 0 |2.35|20/21|275°|30/0/100|1x|True| Electric |Aerial|-|9/ 13 |-
14| 1 |2.35|18/18.9|275°|50/0/117|1x|True| Electric |Grounded|10|9/ 13 | -14 / -2 / -20
14-17| 2 |4.69|9/6.3|275°|10/0/85|1x|True|Normal|12/38|6| -18 / -6 / -21
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
Ground |
|
Air |
|
Overview
Name/Label|Duration|Active Hitboxes|Land Cancel|Landing Lag
Grounded Nayru's Love |56|9, 12, 15, 18, 21, 24|-|-
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
9, 12, 15, 18, 21| 0-1 |4.55|2/1.4|180°|32/0/0|0.5x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 2 - 3 |3.2|1/0.7|180°|42/0/0|0.5x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 4 |7|2/1.4|180°|24/0/0|0.5x|False|Slash|2|2| -45
24| 0-1 |3.5|4/2.8|361°|50/0/130|1x|False|Slash|3|4| -29
24| 2 |8.15|4/2.8|361°|50/0/130|1x|False|Slash|3|4| -29
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
9, 12, 15, 18, 21| 0-1 |3.91|1/0.7|180°|32/0/0|0.8x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 2 - 3 |2.74|1/0.7|180°|42/0/0|0.8x|False|Slash|2|2| -45
9, 12, 15, 18, 21| 4 |6|2/1.4|180°|24/0/0|0.8x|False|Slash|2|2| -45
24| 0-1 |2.55|3/2.1|55°|45/0/150|1x|False|Slash|3|4| -29 / -4 *
24| 2 |7.75|3/2.1|55°|45/0/150|1x|False|Slash|3|4| -29 / -4 *
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
Stationary |1-203
Timed Detonation |204-208
Despawned Temporarily |209-219
Return to Owner |220++
Overview
Name/Label|Duration|IASA
Aim |25-88|-
Aim Endlag |35|23
Recall |40|36
Hitbox Data
Stationary
Level|Damage (Hit/Shield)|Angle|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Shieldstun|Hitlag
Weakest |7/10.5|65°|15/0/90|1x|True|Flame|5|7
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
Weakest |4/7|65°|10/0/100|1x|True|Flame|3|4
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
Weakest |6/9.8|80°|40/0/80|1x|False|Flame|4|7
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
Weakest |10/15.4|80°|40/0/80|1x|False|Flame|6|9
Strongest |25/25.9|80°|40/0/80|1x|False|Flame|13|16

Animation
State|1x|0.5x
Ground |
|
Air |
|
Grounded Overview
Name/Label|Duration|Active Hitboxes|IASA|Intangibility|Cancel Teleport
Startup / Visible |24|6-7|-|-|-
Teleport / Invisible |19|-|-|1-19|1-19
Endlag / Teleported |28/ 30 | 2-3 | 22 / 13 / 24 |-|-
Aerial Overview
Name/Label|Duration|Active Hitboxes|Intangibility|Landing Lag
Startup / Visible |32|7-9|-|-
Teleport / Invisible |19|-|1-19|-
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
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
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
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
|
Overview
Name/Label|Duration|IASA
Transform |-|-
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
Standing Grab |
|
Dash Grab |
|
Pivot Grab |
|
Grab Pummel |
|
Overview
Name/Label|Duration|Active Hitboxes|Active Grab Boxes
Standing Grab |30|-|8-9
Dash Grab |39|-|10-12
Pivot Grab |35|-|13-14
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
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
Back Throw |49|-|-|28
Forward Throw |41|-|36|18
Up Throw |49|-|-|29
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
28|11|45°|80/0/87|True
Forward Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
18|10|60°|60/0/50|True
Up Throw
Thrown|Damage|Angle|BKB/WDSK/KBG|Weight Dependent
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
24-25, 30-31, 36-37, 42-43| 0 |5.86|3/2.1|361°|80/0/100|1x|False| Electric |3|0/ 0 Thrown | Damage | Angle | BKB/WDSK/KBG | Weight Dependent
49|2|60°|80/0/42|

Animation
1x|0.5x
|
|
Overview
Name/Label|Duration|Active Hitboxes|IASA
Up Taunt |89|41-79|80
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
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
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
Spot Dodge |27|2-18|-
Roll Dodge |31|4-19|-
Air Dodge |49|4-19|10

Tech |26|1-20|-
Tech Roll |40|1-20|-

Overview
Name/Label|Duration|Intangibility|Occupancy|Active Hitboxes|IASA
Ledge Stand (<100%) |39|1-30|1-32|-|34
Ledge Stand (>100%) |59|1-55|1-44|-|-
Ledge Roll (<100%) |50|1-29|1-40|-|-
Ledge Roll (>100%) |79|1-52|1-54|-|-
Ledge Attack (<100%) |53|1-25|1-42|27-32|-
Ledge Attack (>100%) |61|1-31|1-42|34-39|-
Ledge Jump (<100%) |10|1-10|1-10|-|-
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
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
34-39| 0 |5.08|11/8.4|361°|70/0/50|1x|True| Electric |6|6/ 9 | -21
34-39| 1-2 |3.13|8/6.3|361°|70/0/50|1x|True|Normal|5|5| -22
Jump Squat
Frame Total: 5 frames
Empty Landing
Frame Total: 4 frames
Short Hop
Air Time: 46 frames
Earliest Fast fall: Frame 23
FF Air Time: 31 frames
Full Hop
Air Time: 64 frames
Earliest Fast fall: Frame 31
FF Air Time: 46 frames
Code:
Mirror Update [1/30/20]
- Updated image URLs to new mirror.

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.
 
Last edited:

Zerudahime

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
 

BJN39

Smash Data Ranger
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Wow, this thread got a nice upgrade! Me likey. :p I will definitely be revisiting frequently for Data.
 

BJN39

Smash Data Ranger
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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"
 
Last edited:

Wavebuster

Smash Journeyman
Joined
Sep 16, 2002
Messages
261
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.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
The last hit of up smash is missing though.

That's my favourite part! ;___;
^Yeah, the data does seem to be missing on Usmash final hit. :\
Alright, I added the last hit. Fixed!

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. ^ ^ '
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.
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
 
Last edited:

KuroganeHammer

It's ya boy
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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.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
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Location
Central Florida
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.
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).
 

KuroganeHammer

It's ya boy
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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!
 

Garde Noir

Smash Journeyman
Joined
Feb 3, 2014
Messages
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Location
West Chester, PA
Please nerf Zelda as she has ridiculous hitboxes on most of her moves, especially since most of them come out incredibly fast and Down-Tilt is Armageddon
*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.
 

_Accelerator

Smash Cadet
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Mar 31, 2014
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Smash Labratory
*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.
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.
 

Garde Noir

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

DarkStarStorm

Smash Ace
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3DS FC
0318-7018-5269
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.
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.
 

KuroganeHammer

It's ya boy
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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
 

WhiteLightnin

Smash Journeyman
Premium
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Nov 25, 2013
Messages
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Albuquerque, NM
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
Oh thank you so much! You are awesome!
 

WhiteCrow

Smash Journeyman
Joined
Jan 16, 2014
Messages
283
Location
Portland, OR
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?
 

BlackMamba

Smash Apprentice
Joined
Jan 9, 2015
Messages
109
Location
Austin, Texas
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
What does break threshold mean?
 

GMaster171

Smash Ace
Joined
Aug 26, 2012
Messages
676
Location
Halifax, NS
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)
 

4tlas

Smash Lord
Joined
Sep 30, 2014
Messages
1,298
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.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
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Location
Central Florida
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.
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.
 

4tlas

Smash Lord
Joined
Sep 30, 2014
Messages
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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.
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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