I took the time to look up and draw Zelda's hitboxes for no reason. They're represented as I understand them from looking at the data, so they might not be 100% accurate, but they're probably pretty close. Hitboxes are color coded to show hitbox priority (meaning which hitbox takes precedence over another when more than one overlaps an opponent's hurtboxes--ID's closer to 0x0 have higher priority, with 0x0 being the most prioritized) from red (0x0), to blue along the color spectrum. On hitboxes where the active frames are separated by a comma (e.g. jab's first two hits being active 11, 13) it means the same, identical hitbox is being repeated at the specified frames. Zelda has a lot of multi-hitting attacks that use hitbox "loops", so it's easier to denote it this way as opposed to having a wall of text for a move that has four individual hitboxes that repeat multiple times through eight hits (up smash).
Starting with "neutral" attacks:
Jab -- IASA frame 24
Hitbox ID=0x0: active 11, 13; 2.5% damage, 361° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 11, 13; 2.5% damage, 140° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x2: active 11, 13; 2.5% damage, 140° angle; 0 BKB, 30 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x0: active 15; 3.0% damage, 361° angle; 35 BKB, 0 FKB, 130 KBGt; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 15; 3.0% damage, 361° angle; 35 BKB, 0 FKB, 130 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x2: active 15; 3.0% damage, 361° angle; 35 BKB, 0 FKB, 130 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Dash attack -- IASA frame 40
Hitbox ID=0x0: active 6-7; 12.0% damage, 50° angle; 70 BKB, 0 FKB, 85 KBG; 1.2 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x0: active 8-10; 6.0% damage, 50° angle; 50 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 6-7; 9.0% damage, 50° angle; 50 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Neutral air -- IASA frame 51; AC window 1-3, 38...>; 19-frame landing lag
Hitbox ID=0x0: active 6-7, 10-11, 14-15, 18-19; 2.0% damage, 366° angle; 0 BKB, 75 FKB, 100 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x1: active 6-7, 10-11, 14-15, 18-19; 1.0% damage, 366° angle; 0 BKB, 75 FKB, 100 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x0: active 22-23; 3.0% damage, 361° angle; 40 BKB, 0 FKB, 160 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x1: active 22-23; 3.0% damage, 361° angle; 40 BKB, 0 FKB, 160 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x2: active 22-23; 3.0% damage, 361° angle; 40 BKB, 0 FKB, 140 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x3: active 22-23; 3.0% damage, 361° anglel 40 BKB, 0 FKB, 140 KBG; 1.0 hitlag, 0.0 SDI
Starting with "neutral" attacks:
Jab -- IASA frame 24
Hitbox ID=0x0: active 11, 13; 2.5% damage, 361° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 11, 13; 2.5% damage, 140° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x2: active 11, 13; 2.5% damage, 140° angle; 0 BKB, 30 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x0: active 15; 3.0% damage, 361° angle; 35 BKB, 0 FKB, 130 KBGt; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 15; 3.0% damage, 361° angle; 35 BKB, 0 FKB, 130 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x2: active 15; 3.0% damage, 361° angle; 35 BKB, 0 FKB, 130 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Dash attack -- IASA frame 40
Hitbox ID=0x0: active 6-7; 12.0% damage, 50° angle; 70 BKB, 0 FKB, 85 KBG; 1.2 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x0: active 8-10; 6.0% damage, 50° angle; 50 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 6-7; 9.0% damage, 50° angle; 50 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Neutral air -- IASA frame 51; AC window 1-3, 38...>; 19-frame landing lag
Hitbox ID=0x0: active 6-7, 10-11, 14-15, 18-19; 2.0% damage, 366° angle; 0 BKB, 75 FKB, 100 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x1: active 6-7, 10-11, 14-15, 18-19; 1.0% damage, 366° angle; 0 BKB, 75 FKB, 100 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x0: active 22-23; 3.0% damage, 361° angle; 40 BKB, 0 FKB, 160 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x1: active 22-23; 3.0% damage, 361° angle; 40 BKB, 0 FKB, 160 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x2: active 22-23; 3.0% damage, 361° angle; 40 BKB, 0 FKB, 140 KBG; 1.0 hitlag, 0.0 SDI
Hitbox ID=0x3: active 22-23; 3.0% damage, 361° anglel 40 BKB, 0 FKB, 140 KBG; 1.0 hitlag, 0.0 SDI
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