Young Link

102 moves34 changed by HDR68 vanillainternal younglink
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-72Sakurai25 / 25-76170, 1, 2arml, sword
hdr
Jab
6-7275°32 / 25-76170, 1, 2arml, sword
hdr
Jab
6-73.5Sakurai50 / 75-226320, 1, 2arml, sword
Attack100Start vanilla
Jab
no hitboxes4
vanilla
Jab
1, 2, 4, 6, 8, 10, 12, 140.3Sakurai8 / 1510top
vanilla
Jab
5-62.545°95 / 55-355440, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
6-10771°40 / 106-236350top
11-20553°37 / 103-190top

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
10-1312Sakurai30 / 88-1510340, 1, 2shoulderl, sword
hdr
Up Tilt
9-14885°40 / 100-169320, 1, 2shoulderl, sword
hdr◆‡
Down Tilt
8-10987°48 / 76-118260, 1shoulderl, sword
8-10989°48 / 76-112sword
8-10991°48 / 76-113sword

Smash Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla◆•
Forward Smash
no hitboxes60
hdr◆‡
Forward Smash
13-171548°34 / 103-2413480, 1, 2shoulderl, sword
vanilla
Forward Smash
11-121248°43 / 115-3311530, 2sword, shoulderl
11-121048°43 / 115-341sword
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
10-134121°40 fixed-4410590shoulderl
10-134132°46 fixed-441sword
10-134149°51 fixed-442, 3sword
25-3010100°36 / 139-260, 1, 2, 3shoulderl, sword, top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
9-101330°30 / 93-379560, 1, 2shoulderl, sword
21-221230°25 / 93-260, 1, 2shoulderl, sword

Aerial Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
4-510Sakurai20 / 105-143681-3, 31–0, 1, 2kneer, kneel, hip
6-277Sakurai10 / 100-30, 1, 2kneer, kneel, hip
hdr
Forward Air
9-116366°35 / 39-493891-2, 40–0, 1, 2shoulderl, sword
9-11680°35 / 39-43, 4, 5shoulderl, sword
20-22852°50 / 80-30, 1, 2shoulderl, sword
hdr
Back Air
6-9572°43 / 62-3628728–0, 1, 2legl, kneel
16-19655°34 / 90-20, 1, 2legr, kneer
hdr
Up Air
5-81480°24 / 91-3550121-4, 50–0, 1, 2sword, arml
9-431280°24 / 74-40, 1, 2sword, arml
hdr
Down Air
13-161685°33 / 87-61367161-12, 59–0top
13-1616281°30 / 50-61top
17-531380°25 / 85-70top
17-5316281°30 / 50-61top
hdr
Down Air
1+970°50 / 7710top
1+10281°30 / 831top
hdr↛‡
Air Grab (Tether)
10-17475°60 / 30-81059120throw

Special Attacks

18 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔•
Neutral Special
spawns bow, bowarrow160
SpecialN vanilla
Neutral Special
no hitboxes
SpecialNEnd vanilla
Neutral Special
no hitboxes23
vanilla➔•
Neutral Special
spawns bow, bowarrow160
SpecialAirN vanilla
Neutral Special
no hitboxes
SpecialAirNEnd vanilla
Neutral Special
no hitboxes23
hdr➔‡
Side Special
spawns boomerang345
SpecialS1Blank vanilla
Side Special
no hitboxes43
vanilla
Side Special
no hitboxes10
hdr➔‡
Side Special
spawns boomerang341
SpecialAirS1Blank vanilla
Side Special
no hitboxes43
vanilla
Side Special
no hitboxes10
SpecialHiStart vanilla
Up Special
no hitboxes8
SpecialHiHold vanilla
Up Special
no hitboxes
hdr
Up Special
4-421173°55 fixed-724790, 1, 2sword, arml
4-42180°10 fixed-723top
44370°90 / 85-310top
hdr
Up Special
8-1015Sakurai20 / 100-628810top
11-1511Sakurai20 / 100-610top
16-297Sakurai20 / 100-590top
hdr
Down Special
no hitboxes40
hdr
Down Special
no hitboxes40

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
12-18– / –6580grab
12-13– / –1, 2grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai0 / 100-121160top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
14-20– / –7630grab
14-15– / –1, 2grab
hdr
Pivot Grab
15-21– / –6610grab
15-16– / –1, 2grab
AirCatchLanding hdr
Air Grab (Tether)
no hitboxes13
AirCatchPose vanilla
Air Grab (Tether)
no hitboxes181
vanilla
Air Grab (Tether)
no hitboxes60
AirCatchHitLoop vanilla
Air Grab (Tether)
no hitboxes
AirCatchHang vanilla
Air Grab (Tether)
no hitboxes10

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1338°33 / 1331232200
1-103Sakurai60 / 1000
11-123Sakurai90 fixed-170, 1kneer
hdr
Back Throw
13130°35 / 1051332190
1-103Sakurai40 / 1000
11-123Sakurai120 fixed-170, 1kneel
hdr
Up Throw
1488°30 / 1602436120
1-213Sakurai40 / 1000
22-23420°50 / 100-90, 1sword
hdr
Down Throw
13108°50 / 702848200
1-213Sakurai40 / 1000
22-233Sakurai60 / 150-220top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265210
hdr
Air Dodge
intangible 4–265210
vanilla
Ledge Attack
21-23945°90 / 20-2821560top
vanilla
Get-Up Attack
17-18748°80 / 48-3117540top
20-21748°80 / 48-280top
vanilla
Get-Up Attack
17-18748°80 / 48-3117540top
20-21748°80 / 48-280top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes18
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes16
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes26
PassiveWallJump vanilla
Tech
no hitboxes40
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes36
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes16
CliffJump2 vanilla
Ledge Jump
no hitboxes28

Other

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

Projectiles & Articles

2 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.

Boomerang

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-311.875°75 / 300top
4-127870°55 / 300top
vanilla
Turn
1-127290°40 / 300top

Bowarrow

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥⊕
Fly
1-205–1278°45 / 700top
21-425–1268°30 / 800top

Attributes

Weight & Size

Weight
85
Jostle Weight
4.5
Shield Radius
10.4

Ground Movement

Walk Speed
1.26
Walk Accel (mul)
0.21
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
1.6
Run Accel (mul)
0.0802
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
3
Jump Initial Y
12.0335
Full Hop Height
34
Short Hop Height
11.8
Air Jump Height
33.66
Jump Count
2
Horizontal Jump Speed
1.2
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.65

Air Movement

Air Speed
1
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.005
Gravity
0.13
Fall Speed
2.4

Landing Lag

Nair
8
Fair
9
Bair
7
Uair
12
Dair
16
Empty Landing
4
Heavy Landing
4

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (60 -> 66 frames).Dash Attack
  • HDR replaces the animation (40 -> 28 frames).Down Tilt
  • HDR replaces the animation (61 -> 60 frames).AttackS4Charge
  • HDR replaces the animation (66 -> 55 frames).Forward Smash
  • HDR replaces the animation (88 -> 70 frames).Up Smash
  • HDR replaces the animation (86 -> 81 frames).Up Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Forward Tilt, Down Tilt, Forward Smash, Forward Air, Back Air, Down Air, Side Special (1), Side Special (Air, 1), Up Special, Forward Throw, Up Throw, Air Grab (Tether)
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • AttackAirLw2Attack
HDR removes this move’s hitboxes.
  • CliffEscape, AirCatchLanding
The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Boomerang is on the field for up to 127 frames (param_boomerang.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Boomerang: Fly, Boomerang: Turn
  • Bowarrow is on the field for up to 42 frames (param_bowarrow.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bowarrow: Fly
Damage is not in the script: the hitbox is created with a placeholder — a 0, or a figure that is never used — and the engine sets its power from the fighter’s parameters. What is shown is what those parameters hold, so it follows HDR’s tuning.
  • The arrow deals 5–12%. The figure in its script is not used: the engine sets the power from its params (param_bowarrow.power_min, param_bowarrow.power_max). Charging the bow is what raises it.Bowarrow: Fly
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 hookshot, hookshothand — the engine's name for it, and there is no table for it here.Grab, Dash Grab, Pivot Grab, Air Grab (Tether)
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from bow, Bowarrow — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (Air, Start)
  • Damage comes from Boomerang — see Projectiles & Articles below.Side Special (1), Side Special (Air, 1)
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, Neutral Special (Start), Neutral Special (Air, Start), Up Special (Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, AirCatchPose, AirCatchHit, AirCatchHang
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special, Neutral Special (Air), Up Special (Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • 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.