Ganondorf

98 moves39 changed by HDR59 vanillainternal ganon
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
5-7550°95 / 40-11524–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
10-121555°50 / 75-171038–0top
13-191065°47 / 60-170top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Forward Tilt
9-121322°32 / 81-15934–0, 1hip, kneel
9-121422°32 / 81-152kneel
hdr‡
Forward Tilt
10-131545°25 / 72-141035–0, 1hip, kneel
10-131645°25 / 72-142kneel
hdr‡
Forward Tilt
7-10922°35 / 95-18732–0, 1hip, kneel
7-101022°35 / 95-172kneel
hdr↛◆‡
Up Tilt
12-131478°50 / 75-151237–0, 1, 2, 3, 4haver, armr
14-20878°50 / 75-160, 1, 2haver
hdr‡
Down Tilt
12-156Sakurai10 fixed-61230–0top
12-156Sakurai10 fixed-121top
12-15690°10 fixed-122top
hdr‡
Down Tilt
12-15848°65 / 120-231242–0, 1top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr↛
Forward Smash
29-322245°40 / 90-302974–0, 1, 2, 3haver, armr
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr↛
Up Smash
20-262085°40 / 90-322066–0armr
20-261980°40 / 90-331, 2haver
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr↛‡
Down Smash
12-155160°90 fixed-401257–0top
12-155175°95 fixed-401top
12-155147°90 fixed-402top
12-155150°95 fixed-403top
32-351460°50 / 110-150top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡
Neutral Air
7-11665°45 / 68-6741111-3, 32–0kneer
7-11670°45 / 68-61kneer
7-11675°45 / 68-62hip
19-2210Sakurai34 / 114-40, 1, 2kneel, hip
23-266Sakurai34 / 96-60, 1, 2kneel, hip
hdr
Forward Air
14-1817Sakurai40 / 90-11440121-6, 30–0, 1, 2shoulderr, armr, handr
hdr
Back Air
10-1316Sakurai40 / 93-21030121-6, 29–0top
10-1314Sakurai30 / 90-31, 2top
14-171245°20 / 100-40, 1, 2top
hdr‡
Up Air
7-1013Sakurai35 / 100-1734101-2, 27–0legl
7-1012Sakurai35 / 100-21kneel
11-141230°30 / 80-20legl
11-141030°30 / 80-31kneel
15-1880°20 / 70-40legl
15-1870°20 / 70-51kneel
hdr
Down Air
16-1919270°0 / 73-31640151-3, 29–0top
16-1917Sakurai20 / 100-41top

Special Attacks

24 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Neutral Special
703050°120 / 46-2970118–0, 1, 2shoulderl, bust, arml
vanilla
Neutral Special
7037Sakurai30 / 100-2570118–0, 1, 2shoulderl, bust, arml
vanilla
Neutral Special
703830°30 / 100-2570118–0, 1, 2shoulderl, bust, arml
vanilla
Neutral Special
704030°40 / 100-2370118–0, 1, 2shoulderl, bust, arml
hdr‡
Side Special
1-5640°100 / 10–157–0–
16-28––– / ––0grab
vanilla◆
Side Special
112Sakurai60 / 90–157–0–
1-5640°100 / 10–0–
hdr‡
Side Special
1-5640°100 / 10–157–0–
16-28––– / ––0grab
hdr
Side Special
1-1840°100 / 10–119–0–
hdr•
Side Special
1+40°100 / 10–1––0–
hdr
Side Special
16Sakurai40 / 82–138–0–
1-440°100 / 10–0–
56270°64 / 30-270top
hdr•‡
Up Special
13-156368°135 fixed-521371–0top
13-156368°150 fixed-521top
40-431180°50 / 99-220, 1armr
vanilla
Up Special
1-380°100 / 10–117–0–
4-16 (every 4)1.9Sakurai50 / 100–0top
vanilla‡
Up Special
19Sakurai50 / 108–129–0–
1-2880°100 / 10–0–
hdr‡
Up Special
13-156368°135 fixed-521371–0top
13-156368°150 fixed-521top
40-431180°50 / 99-220, 1armr
hdr‡
Down Special
16-251442°65 / 70-151641–0, 1legr, kneer
16-251642°65 / 70-142kneer
26-351242°65 / 70-60, 1legr, kneer
26-351442°65 / 70-52kneer
vanilla
Down Special
no hitboxes–22––
vanilla
Down Special
no hitboxes–30––
SpecialLwWallEnd vanilla•
Down Special
no hitboxes–63––
hdr
Down Special
16-1815290°46 / 46-31630–0, 1legl
19-381480°50 / 100-10, 1legl
hdr‡
Down Special
2-3850°80 / 35-27236–0, 1, 2top
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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Grab
8-9––– / –––34–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
21.680°30 fixed–28–0top
CatchCut vanilla◆
Grab
no hitboxes–30––
hdr
Dash Grab
11-13––– / –––45–0grab
hdr
Pivot Grab
12-14––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr‡
Forward Throw
1843°68 / 100–1431170–
1-123Sakurai60 / 100–0–
13580°62 / 143-130, 1, 2armr, shoulderr
hdr
Back Throw
1550°30 / 120–1433190–
1-113Sakurai60 / 100–0–
12-13570°30 / 100–0, 1, 2footr, kneer, legr
hdr
Up Throw
1390°70 / 110–1340270–
1-103Sakurai60 / 100–0–
11-125140°30 / 100–0, 1, 2armr, shoulderr
hdr
Down Throw
1776°75 / 45–2037170–
1-363Sakurai60 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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 4–26–5410–
hdr•
Air Dodge
intangible 4–26–5410–
vanilla
Ledge Attack
24-261045°90 / 20-242456–0top
vanilla
Get-Up Attack
17-187Sakurai80 / 48-311754–0top
21-227Sakurai80 / 48-270top
vanilla
Get-Up Attack
16-17748°80 / 48-321654–0top
23-24748°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–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
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
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
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Start
50-5410270°250 fixed0top
114-123020°220 fixed0top
vanilla
Attack
1+4542°122 / 250top
1+3542°122 / 251, 2top
vanilla
StartAir
50-5410270°250 fixed0top
114-123020°220 fixed0top
vanilla
AttackAir
1+4542°122 / 250top
1+3542°122 / 251, 2top

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

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.