Jabs
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 6-7 | 2 | Sakurai | 25 / 25 | -7 | 6 | 17 | – | 0, 1, 2 | arml, sword |
| hdr Jab | 6-7 | 2 | 75° | 32 / 25 | -7 | 6 | 17 | – | 0, 1, 2 | arml, sword |
| hdr Jab | 6-7 | 3.5 | Sakurai | 70 / 70 | -22 | 6 | 32 | – | 0, 1, 2 | arml, sword |
| Attack100Start vanilla• Jab | no hitboxes | – | 4 | – | – | |||||
| vanilla• Jab | 1, 2, 4, 6, 8, 10, 12, 14 | 0.3 | Sakurai | 8 / 15 | – | 1 | – | – | 0 | top |
| vanilla Jab | 5-6 | 2.5 | 45° | 95 / 55 | -35 | 5 | 44 | – | 0, 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Dash Attack | 6-10 | 7 | 71° | 40 / 106 | -23 | 6 | 35 | – | 0 | top |
| 11-20 | 5 | 53° | 37 / 103 | -19 | 0 | top |
Tilt Attacks
3 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 10-13 | 12 | Sakurai | 30 / 88 | -15 | 10 | 34 | – | 0, 1, 2 | shoulderl, sword |
| hdr Up Tilt | 9-14 | 8 | 85° | 50 / 88 | -16 | 9 | 32 | – | 0, 1, 2 | shoulderl, sword |
| hdr◆‡ Down Tilt | 8-10 | 9 | 80° | 70 / 40 | -11 | 8 | 26 | – | 0, 1, 2 | shoulderl, sword |
| 8-10 | 9 | 276° | 30 / 60 | -11 | 3, 4 | sword |
Smash Attacks
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla◆• Forward Smash | no hitboxes | – | 60 | – | – | |||||
| hdr◆‡ Forward Smash | 13-17 | 14 | 48° | 33 / 110 | -25 | 13 | 48 | – | 0, 1, 2 | shoulderl, sword |
| vanilla Forward Smash | 11-12 | 12 | 48° | 43 / 115 | -33 | 11 | 53 | – | 0, 2 | sword, shoulderl |
| 11-12 | 10 | 48° | 43 / 115 | -34 | 1 | sword | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr◆‡ Up Smash | 10-13 | 4 | 105° | 33 fixed | -42 | 10 | 57 | – | 0 | shoulderl |
| 10-13 | 4 | 95° | 23 fixed | -42 | 1 | sword | ||||
| 10-13 | 4 | 105° | 48 fixed | -42 | 2 | sword | ||||
| 10-13 | 4 | 149° | 23 fixed | -42 | 3 | sword | ||||
| 26-30 | 10 | 100° | 75 / 108 | -23 | 0, 1, 2, 3 | shoulderl, sword, top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 9-10 | 13 | 30° | 30 / 93 | -37 | 9 | 56 | – | 0, 1, 2 | shoulderl, sword |
| 21-22 | 12 | 30° | 25 / 93 | -26 | 0, 1, 2 | shoulderl, sword | ||||
Aerial Attacks
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 4-5 | 10 | Sakurai | 20 / 105 | -1 | 4 | 36 | 8 | 1-3, 31– | 0, 1, 2 | kneer, kneel, hip |
| 6-27 | 7 | Sakurai | 10 / 100 | -3 | 0, 1, 2 | kneer, kneel, hip | |||||
| hdr‡ Forward Air | 9-11 | 6 | 367° | 35 / 30 | -4 | 9 | 38 | 9 | 1-2, 40– | 0, 1, 2 | shoulderl, sword |
| 20-22 | 8 | 50° | 45 / 100 | -3 | 0, 1, 2 | shoulderl, sword | |||||
| hdr Back Air | 6-8 | 5 | 366° | 40 fixed | -5 | 6 | 30 | 9 | 29– | 0, 1, 2 | hip, kneel |
| 6-8 | 5 | 70° | 40 fixed | -5 | 3 | hip | |||||
| 6-8 | 5 | 75° | 40 fixed | -5 | 4 | kneel | |||||
| 6-8 | 5 | 80° | 40 fixed | -5 | 5 | kneel | |||||
| 18-20 | 8 | 55° | 40 / 75 | -3 | 0, 1, 2 | hip, kneer | |||||
| hdr Up Air | 5-8 | 14 | 80° | 24 / 91 | -3 | 5 | 50 | 12 | 1-4, 50– | 0, 1, 2 | sword, arml |
| 9-43 | 12 | 80° | 24 / 74 | -4 | 0, 1, 2 | sword, arml | |||||
| hdr‡ Down Air | 13-53 | 16 | 70° | 30 / 83 | -6 | 13 | 67 | 16 | 1-12, 59– | 0 | top |
| 13-53 | 16 | 281° | 30 / 50 | -6 | 1 | top | |||||
| hdr☆ Down Air | 1+ | 5 | 55° | 80 / 70 | – | 1 | – | – | – | 0 | top |
| 1+ | 10 | 281° | 30 / 83 | – | 1 | top | |||||
| hdr↛‡ Air Grab (Tether) | 10-17 | 4 | 75° | 60 / 30 | -8 | 10 | 59 | 12 | – | 0 | throw |
Special Attacks
18 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla➔• Neutral Special | spawns bow, bowarrow | 1 | 60 | – | – | |||||
| SpecialN vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialNEnd vanilla Neutral Special | no hitboxes | – | 23 | – | – | |||||
| vanilla➔• Neutral Special | spawns bow, bowarrow | 1 | 60 | – | – | |||||
| SpecialAirN vanilla• Neutral Special | no hitboxes | – | – | – | – | |||||
| SpecialAirNEnd vanilla Neutral Special | no hitboxes | – | 23 | – | – | |||||
| hdr➔‡ Side Special | spawns boomerang | 3 | 45 | – | – | |||||
| SpecialS1Blank vanilla Side Special | no hitboxes | – | 43 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 10 | – | – | |||||
| hdr➔‡ Side Special | spawns boomerang | 3 | 41 | – | – | |||||
| SpecialAirS1Blank vanilla Side Special | no hitboxes | – | 43 | – | – | |||||
| vanilla Side Special | no hitboxes | – | 10 | – | – | |||||
| SpecialHiStart vanilla• Up Special | no hitboxes | – | 8 | – | – | |||||
| SpecialHiHold vanilla• Up Special | no hitboxes | – | – | – | – | |||||
| hdr‡ Up Special | 4-42 | 1 | 173° | 55 fixed | -72 | 4 | 79 | – | 0, 1, 2 | sword, arml |
| 4-42 | 1 | 80° | 10 fixed | -72 | 3 | top | ||||
| 44 | 3 | 70° | 90 / 85 | -31 | 0 | top | ||||
| hdr◆ Up Special | 8-10 | 15 | Sakurai | 20 / 100 | -62 | 8 | 81 | – | 0 | top |
| 11-15 | 11 | Sakurai | 20 / 100 | -61 | 0 | top | ||||
| 16-29 | 7 | Sakurai | 20 / 100 | -59 | 0 | top | ||||
| hdr Down Special | no hitboxes | – | 40 | – | – | |||||
| hdr Down Special | no hitboxes | – | 40 | – | – | |||||
Grabs
12 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla↛ Grab | 12-18 | – | – | – / – | – | 6 | 53 | – | 0 | grab |
| 12-13 | – | – | – / – | – | 1, 2 | grab | ||||
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 1 | 1 | Sakurai | 0 / 100 | -12 | 1 | 16 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| vanilla↛ Dash Grab | 14-20 | – | – | – / – | – | 7 | 61 | – | 0 | grab |
| 14-15 | – | – | – / – | – | 1, 2 | grab | ||||
| vanilla↛ Pivot Grab | 15-21 | – | – | – / – | – | 6 | 56 | – | 0 | grab |
| 15-16 | – | – | – / – | – | 1, 2 | grab | ||||
| 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
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 6 | 48° | 10 / 191 | – | 11 | 31 | 20 | 0 | – |
| 1-9 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 10 | 3 | Sakurai | 120 fixed | -17 | 0, 1 | kneer | ||||
| hdr Back Throw | 1 | 3 | 130° | 35 / 105 | – | 13 | 36 | 23 | 0 | – |
| 1-10 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 11-12 | 3 | Sakurai | 120 fixed | -21 | 0, 1 | kneel | ||||
| hdr Up Throw | 1 | 4 | 80° | 55 / 100 | – | 29 | 42 | 13 | 0 | – |
| 1-25 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 26-28 | 4 | 20° | 50 / 100 | -11 | 0, 1 | sword | ||||
| hdr Down Throw | 1 | 3 | 138° | 50 / 68 | – | 28 | 45 | 17 | 0 | – |
| 1-21 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 22-23 | 3 | Sakurai | 60 / 150 | -19 | 0 | top |
Defensive
39 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | 56 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 56 | 10 | – | |||||
| vanilla Ledge Attack | 21-23 | 9 | 45° | 90 / 20 | -28 | 21 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -29 | 17 | 52 | – | 0 | top |
| 20-21 | 7 | 48° | 80 / 48 | -26 | 0 | top | ||||
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -29 | 17 | 52 | – | 0 | top |
| 20-21 | 7 | 48° | 80 / 48 | -26 | 0 | top | ||||
| 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 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 16 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 28 | – | – | |||||
Other
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| 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
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥ Fly | 1-3 | 11.8 | 75° | 75 / 30 | 0 | top |
| 4-127 | 8 | 70° | 55 / 30 | 0 | top | |
| vanilla⇥ Turn | 1-127 | 2 | 90° | 40 / 30 | 0 | top |
Bowarrow
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr⇥⊕ Fly | 1-20 | 5–12 | 78° | 45 / 70 | 0 | top |
| 21-42 | 5–12 | 68° | 30 / 80 | 0 | top |
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, Forward Throw, 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. 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
Young Link