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Zelda's hitboxes

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
Las Vegas
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:

Zelda - 050 - Jab.gif

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

Zelda - 056 - Dash attack.gif

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

Zelda - 068 - Neutral air.gif

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
 
Last edited:

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
Las Vegas
On to side-facing attacks:

Zelda - 058 - Forward tilt.gif

Forward tilt -- IASA frame 40

Hitbox ID=0x0: active 12-13; 12.0% damage, 361° angle; 50 BKB, 0 FKB, 88 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 12-13; 10.0% damage, 361° angle; 50 BKB, 0 FKB, 88 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x2: active 12-13; 10.0% damage, 361° angle; 50 BKB, 0 FKB, 88 KBG; 1.0 hitlag, 1.0 SDI; transcendent

Zelda - 05F - Forward smash.gif

Forward smash -- IASA frame 50; charge: frame 11

Hitbox ID=0x0: active 16, 18, 20, 22; 1.0% damage, 25° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 16, 18, 20, 22; 1.0% damage, 165° angle; 0 BKB, 50 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI; transcendent

Hitbox ID=0x0: active 24; 13.0% damage, 361° angle; 37 BKB, 0 FKB, 110 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 24; 13.0% damage, 361° angle; 37 BKB, 0 FKB, 110 KBG; 1.0 hitlag, 1.0 SDI; transcendent

Zelda - 069 - Forward air.gif

Forward air -- IASA frame 53; AC window 1-3, 50...>; 23-frame landing lag

Hitbox ID=0x0: active 9; 20.0% damage, 361° angle; 24 BKB, 0 FKB, 95 KBG; 1.5 hitlag, 0.0 SDI
Hitbox ID=0x1: active 9-13; 4.0% damage, 361° angle; 5 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x2: active 9-13; 4.0% damage, 361° angle; 5 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x3: active 9-13, 4.0% damage, 361° angle; 5 BKB, 0 FKB, 96 KBG; 1.0 hitlag, 1.0 SDI
 
Last edited:

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
Las Vegas
...and bair.

Zelda - 06A - Back air.gif

Back air -- IASA frame 53; AC window 1-2, 52...>; 25-frame landing lag

Hitbox ID=0x0: active 6; 20.0% damage, 361° angle; 28 BKB, 0 FKB, 96 KBG; 1.5 hitlag, 0.0 SDI
Hitbox ID=0x1; active 6-9; 4.0% damage, 361° angle; 5 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x2; active 6-9; 4.0% damage, 361° angle; 5 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x3; active 6-9; 4.0% damage, 361° angle; 5 BKB, 0 FKB, 96 KBG; 1.0 hitlag, 1.0 SDI
 

JosePollo

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Apr 21, 2015
Messages
406
Location
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The most fun (a.k.a. up directional attacks):

Zelda - 05C - Up tilt.gif

Up tilt -- IASA frame 30

Hitbox ID=0x0: active 7-18; 7.2% damage, 100° angle; 45 BKB, 0 FKB, 110 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x1: active 7-18; 7.2% damage, 100° angle; 45 BKB, 0 FKB, 110 KBG; 1.0 hitlag, 1.0 SDI; transcendent
Hitbox ID=0x2: active 7-18; 7.2% damage, 100° angle; 45 BKB, 0 FKB, 110 KBG; 1.0 hitlag, 1.0 SDI; transcendent

Zelda - 063 - Up smash.gif

Up smash -- IASA frame 64; charge: frame 4

Hitbox ID=0x0: active 9, 12, 15, 18; 2.0% damage, 90° angle; 0 BKB, 40 FKB, 105 KBG; 0.5 hitlag, 0.5 SDI; transcendent
Hitbox ID=0x1: active 9, 12, 15, 18; 2.0% damage, 366° angle; 0 BKB, 40 FKB, 105 KBG; 0.5 hitlag, 0.5 SDI; transcendent
Hitbox ID=0x2: active 9, 12, 15, 18; 2.0% damage, 200° angle; 0 BKB, 40 FKB, 105 KBG; 0.5 hitlag, 0.5 SDI; transcendent
Hitbox ID=0x3: active 9, 12, 15, 18; 2.0% damage, 200° angle; 0 BKB, 40 FKB, 105 KBG; 0.5 hitlag, 0.5 SDI; transcendent

Hitbox ID=0x0: active 25, 28, 31: 0.8% damage, 90° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 0.5 SDI; transcendent
Hitbox ID=0x1: active 25, 28, 31: 0.8% damage, 366° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 0.5 SDI; transcendent
Hitbox ID=0x2: active 25, 28, 31: 0.8% damage, 200° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 0.5 SDI; transcendent
Hitbox ID=0x3: active 25, 28, 31: 0.8% damage, 200° angle; 0 BKB, 40 FKB, 100 KBG; 1.0 hitlag, 0.5 SDI; transcendent

Hitbox ID=0x0: active 34; 5.0% damage, 88° angle; 24 BKB, 0 FKB, 214 KBG; 2.0 hitlag, 1.0 SDI
Hitbox ID=0x1: active 34; 5.0% damage, 88° angle; 24 BKB, 0 FKB, 214 KBG; 2.0 hitlag, 1.0 SDI
Hitbox ID=0x2: active 34; 5.0% damage, 88° angle; 24 BKB, 0 FKB, 214 KBG; 2.0 hitlag, 1.0 SDI
Hitbox ID=0x3: active 34; 5.0% damage, 88° angle; 24 BKB, 0 FKB, 214 KBG; 2.0 hitlag, 1.0 SDI

Zelda - 06B - Up air.gif

Up air -- IASA frame 55; AC window 1-4, 56...>; 19-frame landing lag

Hitbox ID=0x0: active 14-16; 15.0% damage, 90° angle; 30 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
 
Last edited:

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
Las Vegas
Last, but not least: down directional attacks:

Zelda - 05D - Down tilt.gif

Down tilt -- IASA frame 25

Hitbox ID=0x0: active 5-11; 5.5% damage, 80° angle; 20 BKB, 0 FKB, 80 KBG; 20% trip rate; 1.0 hitlag, 1.0 SDI

Zelda - 065 - Down smash.gif

Down smash -- IASA frame 41; charge: frame 2

Hitbox ID=0x0: active 5-6; 12.0% damage, 20° angle; 20 BKB, 0 FKB, 86 KBG; 20% trip rate; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x1: active 5-6; 12.0% damage, 361° angle; 20 BKB, 0 FKB, 86 KBG; 20% trip rate; 1.0 hitlag, 1.0 SDI

Hitbox ID=0x0: active 13-14; 10.0% damage, 20° angle; 20 BKB, 0 FKB, 90 KBG; 20% trip rate; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x1: active 13-14; 10.0% damage, 361° angle; 20 BKB, 0 FKB, 90 KBG; 20% trip rate; 1.0 hitlag, 1.0 SDI

Zelda - 06C - Down air.gif

Down air -- IASA frame 45; AC window 1-3, 40...>; 18-frame landing lag

Hitbox ID=0x0; active 14; 16.0% damage, 270° angle; 30 BKB, 0 FKB, 65 KBG; 1.0 hitlag, 1.0 SDI

Hitbox ID=0x0: active 15-24; 5.0% damage, 275° angle; 5 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x1: active 15-24; 4.0% damage, 275° angle; 0 BKB, 0 FKB, 70 KBG; 1.0 hitlag, 1.0 SDI
 

JosePollo

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Apr 21, 2015
Messages
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I'll start working on her specials soon. Just need to really look through the data to understand what's going on, since I just recently started studying Zelda (I main Lucas).
 

Zylach

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Is there any way to slow these down so it's easier to make out the hitboxes? Zelda's hitboxes don't last very long so it's tough to see them at regular speed.
 
Joined
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Messages
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Is there any way to slow these down so it's easier to make out the hitboxes? Zelda's hitboxes don't last very long so it's tough to see them at regular speed.
I've reduced the speed of the gifs by half and also made them smaller to make the filesizes smaller. Hope that's ok with you JosePollo JosePollo

Also Jose, would you mind doing the same thing but with Zelda's grabs? i.e standing, dash, pivot grabs if you wouldn't mind. I'm curious as to what Zelda's grab range is like

 

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
Las Vegas
I've reduced the speed of the gifs by half and also made them smaller to make the filesizes smaller. Hope that's ok with you JosePollo JosePollo

Also Jose, would you mind doing the same thing but with Zelda's grabs? i.e standing, dash, pivot grabs if you wouldn't mind. I'm curious as to what Zelda's grab range is like
Oh, awesome! I was actually about to go in and do that myself since Zylach Zylach is right and a lot of her attacks are hard to see at full speed, but you've saved me the trouble.

As for grabs, I'm not too sure how to find the grab box sizes and all that stuff, so I'll have to do some research (I'm still kinda new at this reading raw data stuff), but I'll give it a go.
 

Zylach

Smash Ace
Joined
Feb 11, 2012
Messages
652
Location
Madison, WI
NNID
Orienlithel
3DS FC
1934-1731-9287
I've reduced the speed of the gifs by half and also made them smaller to make the filesizes smaller. Hope that's ok with you JosePollo JosePollo

Also Jose, would you mind doing the same thing but with Zelda's grabs? i.e standing, dash, pivot grabs if you wouldn't mind. I'm curious as to what Zelda's grab range is like

Thanks!
 
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