Zelda

94 moves41 changed by HDR53 vanillainternal zelda
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
51.525 / 20-165240, 2top
51.5180°35 / 20-161top
51.5Sakurai35 / 20-163top
52.5Sakurai25 / 20-154top
71.525 / 20-140, 2top
71.5180°35 / 20-141top
71.5Sakurai35 / 20-143top
72.5Sakurai40 / 20-134top
11-13455°40 / 88-60, 1, 2top
Attack100Start vanilla
Jab
no hitboxes3
hdr
Jab
no hitboxes
hdr
Jab
6-73Sakurai40 / 140-296390, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-71383°60 / 70-206360, 1bust, arml
8-16883°20 / 120-210bust
8-167Sakurai20 / 120-221arml

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
9-129Sakurai50 / 85-169320, 1top, arml
9-1211110°50 / 72-142, 3handl
hdr
Forward Tilt
9-129Sakurai50 / 85-169320, 1top, arml
9-1211145°50 / 72-142, 3handl
hdr
Forward Tilt
9-129Sakurai50 / 85-169320, 1top, arml
9-1211130°50 / 72-142, 3handl
hdr
Up Tilt
8-2212100°48 / 94-178340, 1, 2armr, shoulderr
hdr
Down Tilt
5-8665°43 / 91-155260, 1legl
5-810270°57 / 46-132kneel
5-81090°60 / 60-133kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
14-20 (every 2)1350°40 fixed-3514520top
14-20 (every 2)1185°50 fixed-351top
22-2313Sakurai37 / 124-200, 1top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
9-23291°40 fixed-529650top
9-232160°20 fixed-521, 3top
9-232100°60 fixed-522, 4top
9-232270°20 fixed-525top
25-320.891°40 fixed-370top
25-320.8160°20 fixed-371, 3top
25-320.8100°60 fixed-372, 4top
25-320.8270°20 fixed-375top
34-35588°24 / 220-260, 1, 2, 3top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
5-71230°20 / 96-265400top
5-712Sakurai20 / 96-261top
13-161030°20 / 104-190top
13-1610Sakurai20 / 104-191top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-18 (every 4)2366°28 / 50-664391-3, 36–0, 1, 2, 3armr, arml, waist, head
6-18 (every 4)2100°28 / 50-64, 5armr, arml
6-18 (every 4)280°28 / 50-66, 7waist, head
22-23550°40 / 120-50, 1, 2, 3top, head
hdr
Forward Air
8-918Sakurai30 / 111+1840101-7, 30–0toel
8-118Sakurai10 / 95-41, 2, 3hip, kneel, toel
12-148Sakurai10 / 95-41, 2, 3hip, kneel, toel
hdr
Back Air
6-98Sakurai10 / 95-5631111-2, 29–0, 1hip, kneer
6-915Sakurai24 / 103-12toer
10-128Sakurai10 / 95-50, 1, 2hip, kneer, toer
hdr
Up Air
10-13390°85 / 30-91050121-4, 54–0bust
14-171790°55 / 70-10top
14-1713.590°55 / 68-31top
hdr
Down Air
14-1516270°30 / 42-11440111-3, 36–0, 1kneel, footl
16-189275°10 / 85-50, 1kneel, footl

Special Attacks

18 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Neutral Special
8-192Sakurai12 / 45-478590top
8-191Sakurai12 / 45-481, 2top
8-192160°12 / 45-473top
235Sakurai50 / 111-310top
234Sakurai40 / 111-311top
hdr•‡
Neutral Special
8-17977°50 / 80-4485980top
8-17977°40 / 80-441top
18-23760°50 / 100-350top
18-23760°40 / 100-351top
hdr
Side Special
no hitboxes25
SpecialSLoop vanilla
Side Special
no hitboxes
hdr
Side Special
no hitboxes31
hdr
Side Special
no hitboxes25
SpecialAirSLoop vanilla
Side Special
no hitboxes
hdr
Side Special
no hitboxes317
hdr
Up Special
9-11690°125 / 30-59200top
hdr
Up Special
2-310Sakurai80 / 89-312400rot
2-37Sakurai60 / 87-331rot
hdr‡•
Up Special
9-11680°60 / 85-30920350top
hdr¶•
Up Special
2-31255°80 / 93-29260350rot
2-3855°60 / 85-301rot
SpecialLw hdr✕◆
Down Special
no hitboxes70
SpecialLwLoop vanilla
Down Special
no hitboxes
hdr
Down Special
no hitboxes37
SpecialAirLw hdr✕◆
Down Special
no hitboxes70
SpecialAirLwLoop vanilla
Down Special
no hitboxes
hdr
Down Special
no hitboxes37

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –380grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21.3Sakurai30 fixed-202250top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
13-14– / –460grab
hdr
Pivot Grab
14-15– / –430grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11060°60 / 602746190
1-453Sakurai40 / 1000
hdr
Back Throw
11245°50 / 952746190
1-453Sakurai40 / 1000
hdr
Up Throw
1987°50 / 903049190
1-483Sakurai40 / 1000
hdr
Down Throw
12104°75 / 855171200
1-243Sakurai40 / 1000
25-43 (every 6)1.540°25 fixed-430top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–266210
hdr
Air Dodge
intangible 4–266210
vanilla
Ledge Attack
24-26945°90 / 20-2724580top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
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 hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes36
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 hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil 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 hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes45

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Move
1-5962°55 / 800top

Phantom

5 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
AttackKick
6-100Sakurai80 fixed0top
6-100Sakurai40 fixed1top
11-153Sakurai50 / 500top
11-153Sakurai20 / 201top
hdr
AttackPunch
1-80Sakurai80 fixed0top
1-80Sakurai40 fixed1top
9-154Sakurai70 / 650, 1top
hdr
AttackS
3-60Sakurai80 fixed0top
3-60Sakurai40 fixed1top
7-11687°100 / 400, 1, 2, 3handr, top
hdr
AttackL
3-50Sakurai110 fixed0top
3-50Sakurai80 fixed1top
6-128Sakurai60 / 600, 1, 2handr
6-128262°72 / 483, 4, 5handr
hdr
AttackMax
9-160368°50 fixed0top
9-160Sakurai130 fixed1top
17-221146°60 / 900, 1, 2, 3handr, shoulderr

Triforce

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Start
40-797120°30 fixed0, 1, 2top
40-797120°30 fixed3top
vanilla
Inhale
1-79065°50 / 1000, 1, 2top
1-79065°0 / 1003top

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

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.