Ganondorf

98 moves38 changed by HDR60 vanillainternal ganon
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-7550°95 / 40-115240, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
10-121555°50 / 75-1710380top
13-191065°47 / 60-170top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Forward Tilt
9-121322°32 / 81-159340, 1hip, kneel
9-121422°32 / 81-152kneel
hdr
Forward Tilt
10-131545°25 / 72-1410350, 1hip, kneel
10-131645°25 / 72-142kneel
hdr
Forward Tilt
7-10922°35 / 95-187320, 1hip, kneel
7-101022°35 / 95-172kneel
hdr↛◆‡
Up Tilt
12-131478°50 / 75-1512370, 1, 2, 3, 4haver, armr
14-20878°50 / 75-160, 1, 2haver
hdr
Down Tilt
12-156Sakurai10 fixed-612300top
12-156Sakurai10 fixed-121top
12-15690°10 fixed-122top
hdr
Down Tilt
12-15848°85 / 100-2312420, 1top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
29-322240°45 / 96-3029740, 1, 2, 3haver, armr
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
20-282285°40 / 85-3120660haver
20-282278°40 / 85-311haver
20-281975°40 / 93-332armr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr↛‡
Down Smash
12-155160°90 fixed-4612630top
12-155175°95 fixed-461top
12-155147°90 fixed-462top
12-155150°95 fixed-463top
32-351535°61 / 88-200top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-11465°55 / 62-7737111-3, 28–0hip
7-114367°27 / 66-71, 3, 5hip, kneer
7-11475°55 / 62-72, 4kneer
15-1810Sakurai34 / 114-40, 1, 2kneel, hip
19-236Sakurai34 / 96-60, 1, 2kneel, hip
hdr
Forward Air
14-1818Sakurai20 / 97-11440121-6, 30–0, 1, 2shoulderr, armr, handr
hdr
Back Air
10-1315Sakurai40 / 93-21030121-6, 29–0, 1top
10-1316.5Sakurai40 / 93-12top
14-171345°30 / 90-30, 1, 2top
hdr
Up Air
7-1013Sakurai35 / 100-1734101-2, 27–0legl
7-1012Sakurai35 / 100-21kneel
11-141230°30 / 80-20legl
11-141030°30 / 80-31kneel
15-18820 / 70-40legl
15-18720 / 70-51kneel
hdr
Down Air
16-1919270°0 / 73-31640151-3, 29–0top
16-1917Sakurai20 / 100-41top

Special Attacks

24 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Neutral Special
703050°120 / 46-29701180, 1, 2shoulderl, bust, arml
vanilla
Neutral Special
7037Sakurai30 / 100-25701180, 1, 2shoulderl, bust, arml
vanilla
Neutral Special
703830°30 / 100-25701180, 1, 2shoulderl, bust, arml
vanilla
Neutral Special
704030°40 / 100-23701180, 1, 2shoulderl, bust, arml
hdr
Side Special
1-564100 / 101570
16-28– / –0grab
vanilla
Side Special
112Sakurai60 / 901570
1-564100 / 100
hdr
Side Special
1-564100 / 101570
16-28– / –0grab
hdr
Side Special
1-184100 / 101190
hdr
Side Special
1+4100 / 1010
hdr
Side Special
16Sakurai40 / 821380
1-44100 / 100
56270°64 / 30-270top
hdr
Up Special
13-156368°135 fixed-5213710top
13-156368°150 fixed-521top
40-431180°50 / 99-220, 1armr
vanilla
Up Special
1-38100 / 101170
4-16 (every 4)1.9Sakurai50 / 100-90top
vanilla
Up Special
19Sakurai50 / 1081290
1-288100 / 100
hdr
Up Special
13-156368°135 fixed-5213710top
13-156368°150 fixed-521top
40-431180°50 / 99-220, 1armr
hdr
Down Special
16-251442°65 / 70-1516410, 1legr, kneer
16-251642°65 / 70-142kneer
26-351242°65 / 70-60, 1legr, kneer
26-351442°65 / 70-52kneer
vanilla
Down Special
no hitboxes22
vanilla
Down Special
no hitboxes30
SpecialLwWallEnd vanilla
Down Special
no hitboxes63
hdr
Down Special
16-1815290°46 / 46-316300, 1legl
19-381480°50 / 100-10, 1legl
hdr
Down Special
2-3850°80 / 35-272360, 1, 2top
SpecialAirLwEndAir vanilla
Down Special
no hitboxes29
hdr
Float
no hitboxes60
hdr•‡
FloatAirStart
no hitboxes32
hdr
FloatStart
no hitboxes40

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Grab
8-10– / –390grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21.680°30 fixed-162210top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-13– / –450grab
hdr
Pivot Grab
12-14– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1843°68 / 1001329160
1-103Sakurai60 / 1000
11-12580°30 / 100-130, 1, 2armr, shoulderr
vanilla
Back Throw
1543°30 / 1301440260
1-113Sakurai60 / 1000
12-13570°30 / 100-230, 1, 2footr, kneer, legr
hdr
Up Throw
1395°70 / 1051340270
1-103Sakurai60 / 1000
11-1210140°30 / 100-210, 1, 2armr, shoulderr
hdr
Down Throw
1772°75 / 452335120
1-343Sakurai60 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265510
hdr
Air Dodge
intangible 4–265510
vanilla
Ledge Attack
24-261045°90 / 20-2424560top
vanilla
Get-Up Attack
17-187Sakurai80 / 48-2917520top
21-227Sakurai80 / 48-250top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
23-24748°80 / 48-230top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes33
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes26
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes34
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes34

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
vanilla
Shield
no hitboxes7
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

Projectiles & Articles

1 article

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Ganond

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Start
50-5410270°250 fixed0top
114-123020°220 fixed0top
vanilla
Attack
1+4542°122 / 250top
1+3542°122 / 251, 2top
vanilla
StartAir
50-5410270°250 fixed0top
114-123020°220 fixed0top
vanilla
AttackAir
1+4542°122 / 250top
1+3542°122 / 251, 2top

Attributes

Weight & Size

Weight
109
Jostle Weight
7.3
Shield Radius
13.4

Ground Movement

Walk Speed
0.767
Walk Accel (mul)
0.084
Walk Accel (add)
0.0315
Initial Dash
1.4
Run Speed
1.45
Run Accel (mul)
0.08
Run Accel (add)
0.01
Traction
0.07

Jumps

Jumpsquat
5
Jump Initial Y
10.6136
Full Hop Height
30.5
Short Hop Height
14.21
Air Jump Height
30
Jump Count
2
Horizontal Jump Speed
1.8

Air Movement

Air Speed
0.9
Air Accel (add)
0.02
Air Accel (mul)
0.05
Air Friction
0.02
Gravity
0.13
Fall Speed
2

Landing Lag

Nair
11
Fair
12
Bair
12
Uair
10
Dair
15
Empty Landing
5
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (55 -> 54 frames).Forward Tilt
  • HDR replaces the animation (110 -> 83 frames).Up Tilt
  • HDR replaces the animation (60 -> 58 frames).Neutral Air
  • HDR replaces the animation (61 -> 60 frames).Side Special
  • HDR replaces the animation (50 -> 49 frames).Grab
  • HDR replaces the animation (38 -> 37 frames).CatchCut
  • HDR replaces the animation (16 -> 15 frames).Landing (Light), Shield (Release)
  • HDR replaces the animation (34 -> 33 frames).Landing (Heavy)
  • HDR replaces the animation (8 -> 7 frames).Shield (Start)
  • HDR replaces the animation (27 -> 26 frames).Passive
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, AttackLw32, Down Smash, Neutral Air, Up Air, Side Special (Start), Side Special (Air, Start), Up Special, Up Special (Throw), Up Special (Air), Down Special, Down Special (Air, End), Grab, FloatAirStart
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special, Neutral Special (Turn), Neutral Special (Air), Neutral Special (Air, Turn)
HDR removes this move’s hitboxes.
  • CliffEscape
The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Also spawns sword — the engine's name for it, and there is no table for it here.Up Tilt, Forward Smash, Up Smash, Down Smash
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Down Special (WallEnd), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, FloatAirStart, FloatStart
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Air, Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.