Jabs
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Jab | 5-7 | 5 | 50° | 95 / 40 | -11 | 5 | 24 | – | 0, 1, 2 | top |
Dash Attack
1 move
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr Dash Attack | 10-12 | 15 | 55° | 50 / 75 | -17 | 10 | 38 | – | 0 | top |
| 13-19 | 10 | 65° | 47 / 60 | -17 | 0 | top |
Tilt Attacks
6 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Forward Tilt | 9-12 | 13 | 22° | 32 / 81 | -15 | 9 | 34 | – | 0, 1 | hip, kneel |
| 9-12 | 14 | 22° | 32 / 81 | -15 | 2 | kneel | ||||
| hdr‡ Forward Tilt | 10-13 | 15 | 45° | 25 / 72 | -14 | 10 | 35 | – | 0, 1 | hip, kneel |
| 10-13 | 16 | 45° | 25 / 72 | -14 | 2 | kneel | ||||
| hdr‡ Forward Tilt | 7-10 | 9 | 22° | 35 / 95 | -18 | 7 | 32 | – | 0, 1 | hip, kneel |
| 7-10 | 10 | 22° | 35 / 95 | -17 | 2 | kneel | ||||
| hdr↛◆‡ Up Tilt | 12-13 | 14 | 78° | 50 / 75 | -15 | 12 | 37 | – | 0, 1, 2, 3, 4 | haver, armr |
| 14-20 | 8 | 78° | 50 / 75 | -16 | 0, 1, 2 | haver | ||||
| hdr‡ Down Tilt | 12-15 | 6 | Sakurai | 10 fixed | -6 | 12 | 30 | – | 0 | top |
| 12-15 | 6 | Sakurai | 10 fixed | -12 | 1 | top | ||||
| 12-15 | 6 | 90° | 10 fixed | -12 | 2 | top | ||||
| hdr‡ Down Tilt | 12-15 | 8 | 48° | 65 / 120 | -23 | 12 | 42 | – | 0, 1 | top |
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 | 29-32 | 22 | 45° | 40 / 90 | -30 | 29 | 74 | – | 0, 1, 2, 3 | haver, armr |
| AttackHi4Charge vanilla• Up Smash | no hitboxes | – | 61 | – | – | |||||
| hdr↛ Up Smash | 20-26 | 20 | 85° | 40 / 90 | -32 | 20 | 66 | – | 0 | armr |
| 20-26 | 19 | 80° | 40 / 90 | -33 | 1, 2 | haver | ||||
| AttackLw4Charge vanilla• Down Smash | no hitboxes | – | 61 | – | – | |||||
| hdr↛‡ Down Smash | 12-15 | 5 | 160° | 90 fixed | -40 | 12 | 57 | – | 0 | top |
| 12-15 | 5 | 175° | 95 fixed | -40 | 1 | top | ||||
| 12-15 | 5 | 147° | 90 fixed | -40 | 2 | top | ||||
| 12-15 | 5 | 150° | 95 fixed | -40 | 3 | top | ||||
| 32-35 | 14 | 60° | 50 / 110 | -15 | 0 | top | ||||
Aerial Attacks
5 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | Auto cancel | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Neutral Air | 7-11 | 6 | 65° | 45 / 68 | -6 | 7 | 41 | 11 | 1-3, 32– | 0 | kneer |
| 7-11 | 6 | 70° | 45 / 68 | -6 | 1 | kneer | |||||
| 7-11 | 6 | 75° | 45 / 68 | -6 | 2 | hip | |||||
| 19-22 | 10 | Sakurai | 34 / 114 | -4 | 0, 1, 2 | kneel, hip | |||||
| 23-26 | 6 | Sakurai | 34 / 96 | -6 | 0, 1, 2 | kneel, hip | |||||
| hdr Forward Air | 14-18 | 17 | Sakurai | 40 / 90 | -1 | 14 | 40 | 12 | 1-6, 30– | 0, 1, 2 | shoulderr, armr, handr |
| hdr Back Air | 10-13 | 16 | Sakurai | 40 / 93 | -2 | 10 | 30 | 12 | 1-6, 29– | 0 | top |
| 10-13 | 14 | Sakurai | 30 / 90 | -3 | 1, 2 | top | |||||
| 14-17 | 12 | 45° | 20 / 100 | -4 | 0, 1, 2 | top | |||||
| hdr‡ Up Air | 7-10 | 13 | Sakurai | 35 / 100 | -1 | 7 | 34 | 10 | 1-2, 27– | 0 | legl |
| 7-10 | 12 | Sakurai | 35 / 100 | -2 | 1 | kneel | |||||
| 11-14 | 12 | 30° | 30 / 80 | -2 | 0 | legl | |||||
| 11-14 | 10 | 30° | 30 / 80 | -3 | 1 | kneel | |||||
| 15-18 | 8 | 0° | 20 / 70 | -4 | 0 | legl | |||||
| 15-18 | 7 | 0° | 20 / 70 | -5 | 1 | kneel | |||||
| hdr Down Air | 16-19 | 19 | 270° | 0 / 73 | -3 | 16 | 40 | 15 | 1-3, 29– | 0 | top |
| 16-19 | 17 | Sakurai | 20 / 100 | -4 | 1 | top |
Special Attacks
24 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| vanilla¶ Neutral Special | 70 | 30 | 50° | 120 / 46 | -29 | 70 | 118 | – | 0, 1, 2 | shoulderl, bust, arml |
| vanilla¶ Neutral Special | 70 | 37 | Sakurai | 30 / 100 | -25 | 70 | 118 | – | 0, 1, 2 | shoulderl, bust, arml |
| vanilla¶ Neutral Special | 70 | 38 | 30° | 30 / 100 | -25 | 70 | 118 | – | 0, 1, 2 | shoulderl, bust, arml |
| vanilla¶ Neutral Special | 70 | 40 | 30° | 40 / 100 | -23 | 70 | 118 | – | 0, 1, 2 | shoulderl, bust, arml |
| hdr‡ Side Special | 1-56 | 4 | 0° | 100 / 10 | – | 1 | 57 | – | 0 | – |
| 16-28 | – | – | – / – | – | 0 | grab | ||||
| vanilla◆ Side Special | 1 | 12 | Sakurai | 60 / 90 | – | 1 | 57 | – | 0 | – |
| 1-56 | 4 | 0° | 100 / 10 | – | 0 | – | ||||
| hdr‡ Side Special | 1-56 | 4 | 0° | 100 / 10 | – | 1 | 57 | – | 0 | – |
| 16-28 | – | – | – / – | – | 0 | grab | ||||
| hdr Side Special | 1-18 | 4 | 0° | 100 / 10 | – | 1 | 19 | – | 0 | – |
| hdr• Side Special | 1+ | 4 | 0° | 100 / 10 | – | 1 | – | – | 0 | – |
| hdr Side Special | 1 | 6 | Sakurai | 40 / 82 | – | 1 | 38 | – | 0 | – |
| 1-4 | 4 | 0° | 100 / 10 | – | 0 | – | ||||
| 5 | 6 | 270° | 64 / 30 | -27 | 0 | top | ||||
| hdr•‡ Up Special | 13-15 | 6 | 368° | 135 fixed | -52 | 13 | 71 | – | 0 | top |
| 13-15 | 6 | 368° | 150 fixed | -52 | 1 | top | ||||
| 40-43 | 11 | 80° | 50 / 99 | -22 | 0, 1 | armr | ||||
| vanilla Up Special | 1-3 | 8 | 0° | 100 / 10 | – | 1 | 17 | – | 0 | – |
| 4-16 (every 4) | 1.9 | Sakurai | 50 / 100 | -9 | 0 | top | ||||
| vanilla‡ Up Special | 1 | 9 | Sakurai | 50 / 108 | – | 1 | 29 | – | 0 | – |
| 1-28 | 8 | 0° | 100 / 10 | – | 0 | – | ||||
| hdr‡ Up Special | 13-15 | 6 | 368° | 135 fixed | -52 | 13 | 71 | – | 0 | top |
| 13-15 | 6 | 368° | 150 fixed | -52 | 1 | top | ||||
| 40-43 | 11 | 80° | 50 / 99 | -22 | 0, 1 | armr | ||||
| hdr‡ Down Special | 16-25 | 14 | 42° | 65 / 70 | -15 | 16 | 41 | – | 0, 1 | legr, kneer |
| 16-25 | 16 | 42° | 65 / 70 | -14 | 2 | kneer | ||||
| 26-35 | 12 | 42° | 65 / 70 | -6 | 0, 1 | legr, kneer | ||||
| 26-35 | 14 | 42° | 65 / 70 | -5 | 2 | kneer | ||||
| vanilla Down Special | no hitboxes | – | 22 | – | – | |||||
| vanilla Down Special | no hitboxes | – | 30 | – | – | |||||
| SpecialLwWallEnd vanilla• Down Special | no hitboxes | – | 63 | – | – | |||||
| hdr Down Special | 16-18 | 15 | 290° | 46 / 46 | -3 | 16 | 30 | – | 0, 1 | legl |
| 19-38 | 14 | 80° | 50 / 100 | -1 | 0, 1 | legl | ||||
| hdr‡ Down Special | 2-3 | 8 | 50° | 80 / 35 | -27 | 2 | 36 | – | 0, 1, 2 | top |
| SpecialAirLwEndAir vanilla Down Special | no hitboxes | – | 29 | – | – | |||||
| hdr Float | no hitboxes | – | 60 | – | – | |||||
| hdr•‡ FloatAirStart | no hitboxes | – | 32 | – | – | |||||
| hdr• FloatStart | no hitboxes | – | 40 | – | – | |||||
Grabs
7 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Startup | FAF | Land lag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr◆‡ Grab | 8-9 | – | – | – / – | – | – | 34 | – | 0 | grab |
| CatchPull vanilla Grab | no hitboxes | – | 2 | – | – | |||||
| CatchWait vanilla• Grab | no hitboxes | – | – | – | – | |||||
| vanilla Pummel | 2 | 1.6 | 80° | 30 fixed | -16 | 2 | 21 | – | 0 | top |
| CatchCut vanilla◆ Grab | no hitboxes | – | 30 | – | – | |||||
| hdr Dash Grab | 11-13 | – | – | – / – | – | – | 45 | – | 0 | grab |
| hdr Pivot Grab | 12-14 | – | – | – / – | – | – | 40 | – | 0 | grab |
Throws
4 moves
| Move | Active | Damage | Angle | BKB / KBG | On shield | Release | FAF | Endlag | ID | Hitbox |
|---|---|---|---|---|---|---|---|---|---|---|
| hdr‡ Forward Throw | 1 | 8 | 43° | 68 / 100 | – | 14 | 31 | 17 | 0 | – |
| 1-12 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 13 | 5 | 80° | 62 / 143 | -13 | 0, 1, 2 | armr, shoulderr | ||||
| hdr Back Throw | 1 | 5 | 50° | 30 / 120 | – | 14 | 33 | 19 | 0 | – |
| 1-11 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 12-13 | 5 | 70° | 30 / 100 | -16 | 0, 1, 2 | footr, kneer, legr | ||||
| hdr Up Throw | 1 | 3 | 90° | 70 / 110 | – | 13 | 40 | 27 | 0 | – |
| 1-10 | 3 | Sakurai | 60 / 100 | – | 0 | – | ||||
| 11-12 | 5 | 140° | 30 / 100 | -24 | 0, 1, 2 | armr, shoulderr | ||||
| hdr Down Throw | 1 | 7 | 76° | 75 / 45 | – | 20 | 37 | 17 | 0 | – |
| 1-36 | 3 | Sakurai | 60 / 100 | – | 0 | – |
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 | – | 54 | 10 | – | |||||
| hdr• Air Dodge | intangible 4–26 | – | 54 | 10 | – | |||||
| vanilla Ledge Attack | 24-26 | 10 | 45° | 90 / 20 | -24 | 24 | 56 | – | 0 | top |
| vanilla Get-Up Attack | 17-18 | 7 | Sakurai | 80 / 48 | -31 | 17 | 54 | – | 0 | top |
| 21-22 | 7 | Sakurai | 80 / 48 | -27 | 0 | top | ||||
| vanilla Get-Up Attack | 16-17 | 7 | 48° | 80 / 48 | -32 | 16 | 54 | – | 0 | top |
| 23-24 | 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 | – | 30 | – | – | |||||
| DownForwardU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackU vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownSpot 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 | – | 31 | – | – | |||||
| DownForwardD vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| DownBackD vanilla Get-Up Roll | no hitboxes | – | 36 | – | – | |||||
| Passive vanilla◆ Tech | no hitboxes | – | 26 | – | – | |||||
| PassiveStandF vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveStandB vanilla Tech | no hitboxes | – | 41 | – | – | |||||
| PassiveWall vanilla• Tech | no hitboxes | – | 27 | – | – | |||||
| PassiveWallJump vanilla• Tech | no hitboxes | – | 41 | – | – | |||||
| 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 | – | 34 | – | – | |||||
| CliffEscape hdr✕ Ledge Roll | no hitboxes | – | 50 | – | – | |||||
| CliffJump1 vanilla• Ledge Jump | no hitboxes | – | 13 | – | – | |||||
| CliffJump2 vanilla• Ledge Jump | no hitboxes | – | 34 | – | – | |||||
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 | – | 6 | – | – | |||||
| vanilla◆ Shield | no hitboxes | – | 7 | – | – | |||||
| Guard vanilla• Shield | no hitboxes | – | – | – | – | |||||
| vanilla◆ Shield | no hitboxes | – | 12 | – | – | |||||
Projectiles & Articles
1 article
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.
Ganond
4 actions
| Action | Active | Damage | Angle | BKB / KBG | ID | Hitbox |
|---|---|---|---|---|---|---|
| vanilla Start | 50-54 | 10 | 270° | 250 fixed | 0 | top |
| 114-123 | 0 | 20° | 220 fixed | 0 | top | |
| vanilla Attack | 1+ | 45 | 42° | 122 / 25 | 0 | top |
| 1+ | 35 | 42° | 122 / 25 | 1, 2 | top | |
| vanilla StartAir | 50-54 | 10 | 270° | 250 fixed | 0 | top |
| 114-123 | 0 | 20° | 220 fixed | 0 | top | |
| vanilla AttackAir | 1+ | 45 | 42° | 122 / 25 | 0 | top |
| 1+ | 35 | 42° | 122 / 25 | 1, 2 | top |
Attributes
Weight & Size
- Weight
- 109
- Jostle Weight
- 7.3
- Shield Radius
- 13.4
Ground Movement
- Walk Speed
- 0.767
- Walk Accel (mul)
- 0.084
- Walk Accel (add)
- 0.0315
- Initial Dash
- 1.4
- Run Speed
- 1.45
- Run Accel (mul)
- 0.08
- Run Accel (add)
- 0.01
- Traction
- 0.07
Jumps
- Jumpsquat
- 5
- Jump Initial Y
- 10.6136
- Full Hop Height
- 30.5
- Short Hop Height
- 14.21
- Air Jump Height
- 30
- Jump Count
- 2
- Horizontal Jump Speed
- 1.8
Air Movement
- Air Speed
- 0.9
- Air Accel (add)
- 0.02
- Air Accel (mul)
- 0.05
- Air Friction
- 0.02
- Gravity
- 0.13
- Fall Speed
- 2
Landing Lag
- Nair
- 11
- Fair
- 12
- Bair
- 12
- Uair
- 10
- Dair
- 15
- Empty Landing
- 5
- Heavy Landing
- 4
Notes
◆HDR replaces the vanilla animation, which changes when the move ends.
- HDR replaces the animation (55 -> 54 frames).Forward Tilt
- HDR replaces the animation (110 -> 83 frames).Up Tilt
- HDR replaces the animation (60 -> 58 frames).Neutral Air
- HDR replaces the animation (61 -> 60 frames).Side Special
- HDR replaces the animation (50 -> 49 frames).Grab
- HDR replaces the animation (38 -> 37 frames).CatchCut
- HDR replaces the animation (16 -> 15 frames).Landing (Light), Shield (Release)
- HDR replaces the animation (34 -> 33 frames).Landing (Heavy)
- HDR replaces the animation (8 -> 7 frames).Shield (Start)
- HDR replaces the animation (27 -> 26 frames).Passive
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
- Jab 1, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, AttackLw32, Down Smash, Neutral Air, Up Air, Side Special (Start), Side Special (Air, Start), Up Special, Up Special (Throw), Up Special (Air), Down Special, Down Special (Air, End), Grab, Forward Throw, FloatAirStart
¶Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
- Neutral Special, Neutral Special (Turn), Neutral Special (Air), Neutral Special (Air, Turn)
✕HDR removes this move’s hitboxes.
- CliffEscape
↛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 sword — the engine's name for it, and there is no table for it here.Up Tilt, Forward Smash, Up Smash, Down Smash
•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.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Down Special (WallEnd), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, FloatAirStart, FloatStart
- Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Air, Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
- Touching the ground from frame 23 on ends this in the special-fall landing rather than carrying on (special_hi_landing, fighters/ganon/src/opff.rs).Up Special
- 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
- FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
- 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
- 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
Ganondorf