Jabs
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Jab | 5 | 1.5 | 0° | 25 / 20 | -16 | 5 | 24 | – | 0, 2 | top |
| 5 | 1.5 | 180° | 35 / 20 | -16 | 1 | top | ||||
| 5 | 1.5 | Sakurai | 35 / 20 | -16 | 3 | top | ||||
| 5 | 2.5 | Sakurai | 25 / 20 | -15 | 4 | top | ||||
| 7 | 1.5 | 0° | 25 / 20 | -14 | 0, 2 | top | ||||
| 7 | 1.5 | 180° | 35 / 20 | -14 | 1 | top | ||||
| 7 | 1.5 | Sakurai | 35 / 20 | -14 | 3 | top | ||||
| 7 | 2.5 | Sakurai | 40 / 20 | -13 | 4 | top | ||||
| 11-13 | 4 | 55° | 40 / 88 | -6 | 0, 1, 2 | top | ||||
| Attack100Start vanilla• Jab | no hitboxes | – | 3 | – | – | |||||
| hdr• Jab | no hitboxes | – | – | – | – | |||||
| hdr Jab | 6-7 | 3 | Sakurai | 40 / 140 | -29 | 6 | 39 | – | 0, 1 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 6-7 | 13 | 83° | 60 / 70 | -20 | 6 | 36 | – | 0, 1 | bust, arml |
| 8-16 | 8 | 83° | 20 / 120 | -21 | 0 | bust | ||||
| 8-16 | 7 | Sakurai | 20 / 120 | -22 | 1 | arml |
Tilt Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Tilt | 9-12 | 9 | Sakurai | 50 / 85 | -16 | 9 | 32 | – | 0, 1 | top, arml |
| 9-12 | 11 | 110° | 50 / 72 | -14 | 2, 3 | handl | ||||
| hdr‡ Forward Tilt | 9-12 | 9 | Sakurai | 50 / 85 | -16 | 9 | 32 | – | 0, 1 | top, arml |
| 9-12 | 11 | 145° | 50 / 72 | -14 | 2, 3 | handl | ||||
| hdr‡ Forward Tilt | 9-12 | 9 | Sakurai | 50 / 85 | -16 | 9 | 32 | – | 0, 1 | top, arml |
| 9-12 | 11 | 130° | 50 / 72 | -14 | 2, 3 | handl | ||||
| hdr‡ Up Tilt | 8-22 | 12 | 100° | 48 / 94 | -17 | 8 | 34 | – | 0, 1, 2 | armr, shoulderr |
| hdr‡ Down Tilt | 5-8 | 6 | 65° | 43 / 91 | -15 | 5 | 26 | – | 0, 1 | legl |
| 5-8 | 10 | 270° | 57 / 46 | -13 | 2 | kneel | ||||
| 5-8 | 10 | 90° | 60 / 60 | -13 | 3 | kneel |
Smash Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| AttackS4Charge vanilla• Forward Smash | no hitboxes | – | 61 | – | – | |||||
| hdr‡ Forward Smash | 14-20 (every 2) | 1 | 350° | 40 fixed | -35 | 14 | 52 | – | 0 | top |
| 14-20 (every 2) | 1 | 185° | 50 fixed | -35 | 1 | top | ||||
| 22-23 | 13 | Sakurai | 37 / 124 | -20 | 0, 1 | top | ||||
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Up Smash | 9-23 | 2 | 91° | 40 fixed | -52 | 9 | 65 | – | 0 | top |
| 9-23 | 2 | 160° | 20 fixed | -52 | 1, 3 | top | ||||
| 9-23 | 2 | 100° | 60 fixed | -52 | 2, 4 | top | ||||
| 9-23 | 2 | 270° | 20 fixed | -52 | 5 | top | ||||
| 25-32 | 0.8 | 91° | 40 fixed | -37 | 0 | top | ||||
| 25-32 | 0.8 | 160° | 20 fixed | -37 | 1, 3 | top | ||||
| 25-32 | 0.8 | 100° | 60 fixed | -37 | 2, 4 | top | ||||
| 25-32 | 0.8 | 270° | 20 fixed | -37 | 5 | top | ||||
| 34-35 | 5 | 88° | 24 / 220 | -26 | 0, 1, 2, 3 | top | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr Down Smash | 5-7 | 12 | 30° | 20 / 96 | -26 | 5 | 40 | – | 0 | top |
| 5-7 | 12 | Sakurai | 20 / 96 | -26 | 1 | top | ||||
| 13-16 | 10 | 30° | 20 / 104 | -19 | 0 | top | ||||
| 13-16 | 10 | Sakurai | 20 / 104 | -19 | 1 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr Neutral Air | 6-18 (every 4) | 2 | 366° | 28 / 50 | -6 | 6 | 43 | 9 | 1-3, 36– | 0, 1, 2, 3 | armr, arml, waist, head |
| 6-18 (every 4) | 2 | 100° | 28 / 50 | -6 | 4, 5 | armr, arml | |||||
| 6-18 (every 4) | 2 | 80° | 28 / 50 | -6 | 6, 7 | waist, head | |||||
| 22-23 | 5 | 50° | 40 / 120 | -5 | 0, 1, 2, 3 | top, head | |||||
| hdr‡ Forward Air | 8-9 | 18 | Sakurai | 30 / 111 | +1 | 8 | 40 | 10 | 1-7, 30– | 0 | toel |
| 8-11 | 8 | Sakurai | 10 / 95 | -4 | 1, 2, 3 | hip, kneel, toel | |||||
| 12-14 | 8 | Sakurai | 10 / 95 | -4 | 1, 2, 3 | hip, kneel, toel | |||||
| hdr‡ Back Air | 6-9 | 8 | Sakurai | 10 / 95 | -5 | 6 | 31 | 11 | 1-2, 29– | 0, 1 | hip, kneer |
| 6-9 | 15 | Sakurai | 24 / 103 | -1 | 2 | toer | |||||
| 10-12 | 8 | Sakurai | 10 / 95 | -5 | 0, 1, 2 | hip, kneer, toer | |||||
| hdr Up Air | 10-13 | 3 | 90° | 85 / 30 | -9 | 10 | 50 | 12 | 1-4, 54– | 0 | bust |
| 14-17 | 17 | 90° | 55 / 70 | -1 | 0 | top | |||||
| 14-17 | 13.5 | 90° | 55 / 68 | -3 | 1 | top | |||||
| hdr‡ Down Air | 14-15 | 16 | 270° | 30 / 42 | -1 | 14 | 40 | 11 | 1-3, 36– | 0, 1 | kneel, footl |
| 16-18 | 9 | 275° | 10 / 85 | -5 | 0, 1 | kneel, footl |
Special Attacks
18 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Neutral Special | 8-19 | 2 | Sakurai | 12 / 45 | -47 | 8 | 59 | – | 0 | top |
| 8-19 | 1 | Sakurai | 12 / 45 | -48 | 1, 2 | top | ||||
| 8-19 | 2 | 160° | 12 / 45 | -47 | 3 | top | ||||
| 23 | 5 | Sakurai | 50 / 111 | -31 | 0 | top | ||||
| 23 | 4 | Sakurai | 40 / 111 | -31 | 1 | top | ||||
| hdr•‡ Neutral Special | 8-17 | 9 | 77° | 50 / 80 | -44 | 8 | 59 | 8 | 0 | top |
| 8-17 | 9 | 77° | 40 / 80 | -44 | 1 | top | ||||
| 18-23 | 7 | 60° | 50 / 100 | -35 | 0 | top | ||||
| 18-23 | 7 | 60° | 40 / 100 | -35 | 1 | top | ||||
| hdr• Side Special | no hitboxes | – | 25 | – | – | |||||
| SpecialSLoop vanilla• Side Special | no hitboxes | – | – | – | – | |||||
| hdr Side Special | no hitboxes | – | 31 | – | – | |||||
| hdr• Side Special | no hitboxes | – | 25 | – | – | |||||
| SpecialAirSLoop vanilla• Side Special | no hitboxes | – | – | – | – | |||||
| hdr• Side Special | no hitboxes | – | 31 | 7 | – | |||||
| hdr‡ Up Special | 9-11 | 6 | 90° | 125 / 30 | -5 | 9 | 20 | – | 0 | top |
| hdr‡ Up Special | 2-3 | 10 | Sakurai | 80 / 89 | -31 | 2 | 40 | – | 0 | rot |
| 2-3 | 7 | Sakurai | 60 / 87 | -33 | 1 | rot | ||||
| hdr‡• Up Special | 9-11 | 6 | 80° | 60 / 85 | -30 | 9 | 20 | 35 | 0 | top |
| hdr¶• Up Special | 2-3 | 12 | 55° | 80 / 93 | -29 | 2 | 60 | 35 | 0 | rot |
| 2-3 | 8 | 55° | 60 / 85 | -30 | 1 | rot | ||||
| SpecialLw hdr✕◆ Down Special | no hitboxes | – | 70 | – | – | |||||
| SpecialLwLoop vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 37 | – | – | |||||
| SpecialAirLw hdr✕◆ Down Special | no hitboxes | – | 70 | – | – | |||||
| SpecialAirLwLoop vanilla• Down Special | no hitboxes | – | – | – | – | |||||
| hdr‡ Down Special | no hitboxes | – | 37 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Grab | 8-9 | – | – | – / – | – | – | 38 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 2 | 1.3 | Sakurai | 30 fixed | -20 | 2 | 25 | – | 0 | top |
| CatchCut vanilla Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 13-14 | – | – | – / – | – | – | 46 | – | 0 | grab |
| hdr Pivot Grab | 14-15 | – | – | – / – | – | – | 43 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Forward Throw | 1 | 10 | 60° | 60 / 60 | – | 27 | 46 | 19 | 0 | – |
| 1-45 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr Back Throw | 1 | 12 | 45° | 50 / 95 | – | 27 | 46 | 19 | 0 | – |
| 1-45 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Up Throw | 1 | 9 | 87° | 50 / 90 | – | 30 | 49 | 19 | 0 | – |
| 1-48 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| hdr‡ Down Throw | 1 | 2 | 104° | 75 / 85 | – | 51 | 71 | 20 | 0 | – |
| 1-24 | 3 | Sakurai | 40 / 100 | – | 0 | – | ||||
| 25-43 (every 6) | 1.5 | 40° | 25 fixed | -43 | 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 | – | – | |||||
| vanilla• Back Roll | intangible 4–13 | – | 34 | – | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 62 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 62 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 9 | 45° | 90 / 20 | -27 | 24 | 58 | – | 0 | top |
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -29 | 17 | 52 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -25 | 0 | top | ||||
| vanilla Get-Up Attack | 17-18 | 7 | 48° | 80 / 48 | -29 | 17 | 52 | – | 0 | top |
| 21-22 | 7 | 48° | 80 / 48 | -25 | 0 | top | ||||
| DamageFall vanilla• DamageFall | no hitboxes | – | – | – | – | |||||
| vanilla DownBoundU | no hitboxes | – | 26 | – | – | |||||
| DownWaitU vanilla• DownWaitU | no hitboxes | – | – | – | – | |||||
| DownDamageU vanilla• DownDamageU | no hitboxes | – | 14 | – | – | |||||
| 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 | – | 36 | – | – | |||||
| vanilla DownBoundD | no hitboxes | – | 26 | – | – | |||||
| DownWaitD vanilla• DownWaitD | no hitboxes | – | – | – | – | |||||
| DownDamageD vanilla• DownDamageD | no hitboxes | – | 14 | – | – | |||||
| DownDamageD3 vanilla• DownDamageD3 | no hitboxes | – | 40 | – | – | |||||
| vanilla DownEatD | no hitboxes | – | 30 | – | – | |||||
| DownStandD vanilla Get-Up | no hitboxes | – | 33 | – | – | |||||
| 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 | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveCeil vanilla Tech | no hitboxes | – | 27 | – | – | |||||
| Pass vanilla• Pass | no hitboxes | – | 31 | – | – | |||||
| 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 | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 45 | – | – | |||||
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 | – | – | |||||
| GuardOn vanilla Shield | no hitboxes | – | 8 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| GuardOff vanilla Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
3 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.
Dein S
1 action
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr Move | 1-5 | 9 | 62° | 55 / 80 | 0 | top |
Phantom
5 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| hdr AttackKick | 6-10 | 0 | Sakurai | 80 fixed | 0 | top |
| 6-10 | 0 | Sakurai | 40 fixed | 1 | top | |
| 11-15 | 3 | Sakurai | 50 / 50 | 0 | top | |
| 11-15 | 3 | Sakurai | 20 / 20 | 1 | top | |
| hdr AttackPunch | 1-8 | 0 | Sakurai | 80 fixed | 0 | top |
| 1-8 | 0 | Sakurai | 40 fixed | 1 | top | |
| 9-15 | 4 | Sakurai | 70 / 65 | 0, 1 | top | |
| hdr AttackS | 3-6 | 0 | Sakurai | 80 fixed | 0 | top |
| 3-6 | 0 | Sakurai | 40 fixed | 1 | top | |
| 7-11 | 6 | 87° | 100 / 40 | 0, 1, 2, 3 | handr, top | |
| hdr AttackL | 3-5 | 0 | Sakurai | 110 fixed | 0 | top |
| 3-5 | 0 | Sakurai | 80 fixed | 1 | top | |
| 6-12 | 8 | Sakurai | 60 / 60 | 0, 1, 2 | handr | |
| 6-12 | 8 | 262° | 72 / 48 | 3, 4, 5 | handr | |
| hdr AttackMax | 9-16 | 0 | 368° | 50 fixed | 0 | top |
| 9-16 | 0 | Sakurai | 130 fixed | 1 | top | |
| 17-22 | 11 | 46° | 60 / 90 | 0, 1, 2, 3 | handr, shoulderr |
Triforce
2 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Start | 40-79 | 7 | 120° | 30 fixed | 0, 1, 2 | top |
| 40-79 | 7 | 120° | 30 fixed | 3 | top | |
| vanilla Inhale | 1-79 | 0 | 65° | 50 / 100 | 0, 1, 2 | top |
| 1-79 | 0 | 65° | 0 / 100 | 3 | top |
Attributes
Weight & Size
- Weight
- 90
- Jostle Weight
- 4.5
- Shield Radius
- 12.9
Ground Movement
- Walk Speed
- 0.874
- Walk Accel (mul)
- 0.21
- Walk Accel (add)
- 0.105
- Initial Dash
- 1.65
- Run Speed
- 1.4
- Run Accel (mul)
- 0.1202
- Run Accel (add)
- 0.02
- Traction
- 0.08
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 11.2791
- Full Hop Height
- 31.55
- Short Hop Height
- 14.24
- Air Jump Height
- 31.55
- Jump Count
- 2
- Horizontal Jump Speed
- 1.175
Air Movement
- Air Speed
- 1.051
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.05
- Air Friction
- 0.006
- Gravity
- 0.077
- Fall Speed
- 1.5
Landing Lag
- Nair
- 9
- Fair
- 10
- Bair
- 11
- Uair
- 12
- Dair
- 11
- Empty Landing
- 4
- Heavy Landing
- 5
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (70 -> 80 frames).Down Special, Down Special (Air)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, Forward Smash, Forward Air, Back Air, Down Air, Neutral Special, Neutral Special (Air), Up Special (Start), Up Special, Up Special (Air, Start), Down Special (Attack), Down Special (Air, Attack), Grab, Up Throw, Down Throw
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Up Special (Air)
✕HDR removes this move’s hitboxes.
- Down Special, Down Special (Air), CliffEscape
•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, Side Special (Start), Side Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
- Repeats while the input is held or mashed; one cycle is 14 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
- Land cancels: touching the ground during this move ends it with 8 frames of landing lag rather than the usual special-fall landing.Neutral Special (Air)
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Loop), Side Special (Air, Loop), Down Special (Loop), Down Special (Air, Loop), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Land cancels: touching the ground during this move ends it with 7 frames of landing lag rather than the usual special-fall landing.Side Special (Air, End)
- Landing lag is 35 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start), Up Special (Air)
- 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
Zelda