Zelda

94 moves41 changed by HDR53 vanillainternal zelda
Notes ↓

Jabs

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
51.50°25 / 20-16524–0, 2top
51.5180°35 / 20-161top
51.5Sakurai35 / 20-163top
52.5Sakurai25 / 20-154top
71.50°25 / 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 hitboxes–3––
hdr•
Jab
no hitboxes––––
hdr
Jab
6-73Sakurai40 / 140-29639–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-71383°60 / 70-20636–0, 1bust, arml
8-16883°20 / 120-210bust
8-167Sakurai20 / 120-221arml

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
9-129Sakurai50 / 85-16932–0, 1top, arml
9-1211110°50 / 72-142, 3handl
hdr‡
Forward Tilt
9-129Sakurai50 / 85-16932–0, 1top, arml
9-1211145°50 / 72-142, 3handl
hdr‡
Forward Tilt
9-129Sakurai50 / 85-16932–0, 1top, arml
9-1211130°50 / 72-142, 3handl
hdr‡
Up Tilt
8-2212100°48 / 94-17834–0, 1, 2armr, shoulderr
hdr‡
Down Tilt
5-8665°43 / 91-15526–0, 1legl
5-810270°57 / 46-132kneel
5-81090°60 / 60-133kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr‡
Forward Smash
14-20 (every 2)1350°40 fixed-351452–0top
14-20 (every 2)1185°50 fixed-351top
22-2313Sakurai37 / 124-200, 1top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
9-23291°40 fixed-52965–0top
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 hitboxes–61––
hdr
Down Smash
5-71230°20 / 96-26540–0top
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 / 45-47859–0top
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 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–317–
hdr‡
Up Special
9-11690°125 / 30-5920–0top
hdr‡
Up Special
2-310Sakurai80 / 89-31240–0rot
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 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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––38–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
21.3Sakurai30 fixed–28–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
13-14––– / –––46–0grab
hdr
Pivot Grab
14-15––– / –––43–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
11060°60 / 60–2746190–
1-453Sakurai40 / 100–0–
hdr
Back Throw
11245°50 / 95–2746190–
1-453Sakurai40 / 100–0–
hdr‡
Up Throw
1987°50 / 90–3049190–
1-483Sakurai40 / 100–0–
hdr‡
Down Throw
12104°75 / 85–5171200–
1-243Sakurai40 / 100–0–
25-43 (every 6)1.540°25 fixed–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–6210–
hdr•
Air Dodge
intangible 4–26–6210–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
21-22748°80 / 48-250top
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––
vanilla‡
DownSpot
no hitboxes–30––
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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
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, DownSpot
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

Loading…

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.