Young Link

102 moves31 changed by HDR71 vanillainternal younglink
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-72Sakurai25 / 25-7617–0, 1, 2arml, sword
hdr
Jab
6-7275°32 / 25-7617–0, 1, 2arml, sword
hdr
Jab
6-73.5Sakurai70 / 70-22632–0, 1, 2arml, sword
Attack100Start vanilla•
Jab
no hitboxes–4––
vanilla•
Jab
2-16 (every 2)0.3Sakurai8 / 15–2––0top
vanilla
Jab
5-62.545°95 / 55-35544–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
6-10771°40 / 106-23635–0top
11-20553°37 / 103-190top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
10-1312Sakurai30 / 88-151034–0, 1, 2shoulderl, sword
hdr
Up Tilt
9-14885°50 / 88-16932–0, 1, 2shoulderl, sword
hdr◆‡
Down Tilt
8-10980°70 / 40-11826–0, 1, 2shoulderl, sword
8-109276°30 / 60-113, 4sword

Smash Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla◆•
Forward Smash
no hitboxes–60––
hdr◆‡
Forward Smash
13-171448°33 / 110-251348–0, 1, 2shoulderl, sword
vanilla
Forward Smash
11-121248°43 / 115-331153–0, 2sword, shoulderl
11-121048°43 / 115-341sword
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr◆‡
Up Smash
10-134105°33 fixed-421057–0shoulderl
10-13495°23 fixed-421sword
10-134105°48 fixed-422sword
10-134149°23 fixed-423sword
26-3010100°75 / 108-230, 1, 2, 3shoulderl, sword, top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
9-101330°30 / 93-37956–0, 1, 2shoulderl, sword
21-221230°25 / 93-260, 1, 2shoulderl, sword

Aerial Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-510Sakurai20 / 105-143681-3, 31–0, 1, 2kneer, kneel, hip
6-277Sakurai10 / 100-30, 1, 2kneer, kneel, hip
hdr‡
Forward Air
9-116367°35 / 30-493891-2, 40–0, 1, 2shoulderl, sword
20-22850°45 / 100-30, 1, 2shoulderl, sword
hdr
Back Air
6-85366°40 fixed-5630929–0, 1, 2hip, kneel
6-8570°40 fixed-53hip
6-8575°40 fixed-54kneel
6-8580°40 fixed-55kneel
18-20855°40 / 75-30, 1, 2hip, kneer
hdr
Up Air
5-81480°24 / 91-3550121-4, 50–0, 1, 2sword, arml
9-431280°24 / 74-40, 1, 2sword, arml
hdr‡
Down Air
13-531670°30 / 83-61367161-12, 59–0top
13-5316281°30 / 50-61top
hdr☆
Down Air
1+555°80 / 70–1–––0top
1+10281°30 / 83–1top
hdr↛‡
Air Grab (Tether)
10-17475°60 / 30-8105912–0throw

Special Attacks

18 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔•
Neutral Special
spawns bow, bowarrow160––
SpecialN vanilla•
Neutral Special
no hitboxes––––
SpecialNEnd vanilla
Neutral Special
no hitboxes–23––
vanilla➔•
Neutral Special
spawns bow, bowarrow160––
SpecialAirN vanilla•
Neutral Special
no hitboxes––––
SpecialAirNEnd vanilla
Neutral Special
no hitboxes–23––
hdr➔‡
Side Special
spawns boomerang345––
SpecialS1Blank vanilla
Side Special
no hitboxes–43––
vanilla
Side Special
no hitboxes–10––
hdr➔‡
Side Special
spawns boomerang341––
SpecialAirS1Blank vanilla
Side Special
no hitboxes–43––
vanilla
Side Special
no hitboxes–10––
vanilla•‡
Up Special
no hitboxes–6––
SpecialHiHold vanilla•
Up Special
no hitboxes––––
hdr‡
Up Special
4-421173°55 fixed-72479–0, 1, 2sword, arml
4-42180°10 fixed-723top
44370°90 / 85-310top
hdr◆
Up Special
8-1015Sakurai20 / 100-62881–0top
11-1511Sakurai20 / 100-610top
16-297Sakurai20 / 100-590top
hdr
Down Special
no hitboxes–40––
hdr
Down Special
no hitboxes–40––

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla↛
Grab
12-18––– / ––653–0grab
12-13––– / ––1, 2grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai0 / 100–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
vanilla↛
Dash Grab
14-20––– / ––761–0grab
14-15––– / ––1, 2grab
vanilla↛
Pivot Grab
15-21––– / ––656–0grab
15-16––– / ––1, 2grab
AirCatchLanding hdr✕
Air Grab (Tether)
no hitboxes–13––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
vanilla•
Air Grab (Tether)
no hitboxes–60––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–10––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1648°10 / 191–1131200–
1-93Sakurai60 / 100–0–
103Sakurai120 fixed–0, 1kneer
hdr
Back Throw
13130°35 / 105–1336230–
1-103Sakurai40 / 100–0–
11-123Sakurai120 fixed–0, 1kneel
hdr
Up Throw
1480°55 / 100–2942130–
1-253Sakurai40 / 100–0–
26-28420°50 / 100–0, 1sword
hdr
Down Throw
13138°50 / 68–2845170–
1-213Sakurai40 / 100–0–
22-233Sakurai60 / 150–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
21-23945°90 / 20-282156–0top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
20-21748°80 / 48-260top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
20-21748°80 / 48-260top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–18––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–16––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–26––
PassiveWallJump vanilla•
Tech
no hitboxes–40––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–36––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
vanilla•‡
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–28––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

2 articles

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.

Boomerang

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-311.875°75 / 300top
4-127870°55 / 300top
vanilla⇥
Turn
1-127290°40 / 300top

Bowarrow

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥⊕
Fly
1-205–1278°45 / 700top
21-425–1268°30 / 800top

Attributes

Weight & Size

Weight
85
Jostle Weight
4.5
Shield Radius
10.4

Ground Movement

Walk Speed
1.26
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
1.6
Run Accel (mul)
0.0802
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
3
Jump Initial Y
12.0335
Full Hop Height
33.66
Short Hop Height
12.6
Air Jump Height
33.66
Jump Count
2
Horizontal Jump Speed
1.2
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.4

Air Movement

Air Speed
1
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.005
Gravity
0.11
Fall Speed
2.16

Landing Lag

Nair
8
Fair
9
Bair
9
Uair
12
Dair
16
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 66 frames).Dash Attack
  • HDR replaces the animation (40 -> 28 frames).Down Tilt
  • HDR replaces the animation (61 -> 60 frames).AttackS4Charge
  • HDR replaces the animation (66 -> 55 frames).Forward Smash
  • HDR replaces the animation (88 -> 73 frames).Up Smash
  • HDR replaces the animation (86 -> 81 frames).Up Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Down Tilt, Forward Smash, Up Smash, Forward Air, Down Air, Side Special (1), Side Special (Air, 1), Up Special (Start), Up Special, Forward Throw, CliffJump1, Air Grab (Tether)
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • AttackAirLw2Attack
✕HDR removes this move’s hitboxes.
  • CliffEscape, AirCatchLanding
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Boomerang is on the field for up to 127 frames (param_boomerang.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Boomerang: Fly, Boomerang: Turn
  • Bowarrow is on the field for up to 42 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
⊕Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • The arrow deals 5–12%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power_min, param_bowarrow.power_max). Charging the bow is what raises it.Bowarrow: Fly
↛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 hookshot, hookshothand — the engine's name for it, and there is no table for it here.Grab, Dash Grab, Pivot Grab, Air Grab (Tether)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from bow, Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Damage comes from Boomerang — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
•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.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Up Special (Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Repeats while the input is held or mashed; one cycle is 16 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special, Neutral Special (Air), Up Special (Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • 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.