zelda

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Ground Attacks

Hitbox Image
Jab
4/7
24
--
Transitions to rapid jab as early as frame 9.
2.5/2.5
5/5
-/4
--
-13
4—5/7
17
Hitbox Image
Rapid Jab
4/6/8/10...
--
--
--
0.4
4
2
--
--
4/6/8/10...
--
Hitbox Image
Rapid Jab Finisher
6
42
--
--
3.0
10
4
--
-32
6—7
35
Hitbox Image Hitbox Image Hitbox Image
Forward Tilt
12
36
--
--
11.5/15.0
8/9
10/11
--
-13/-10
12—13
23
Hitbox Image
Up Tilt
7
29
--
--
7.2
7
7
--
-15
7—19
10
Hitbox Image
Down Tilt
5
21
--
--
5.5
6
6
--
-10
5—11
10
Hitbox Image
Dash Attack
6
35
--
--
12.0/9.0/6.0
11/6
11/6
Early inner/Early outer/Late
-18
6—7/8—12
23
Hitbox Image
Forward Smash
16/18/20/22/24
49
--
Charge hold is frame 10
1.0/13.0
4/9
-/9
--
-16
16/18/20/22/24
25
Hitbox Image
Up Smash
9/13/17/21/25/29/34
63
--
Charge hold is frame 3
2.0/0.8/5.0
4/4/12
3/2/4
--
-25
9—23/25—32/34
29
Hitbox Image
Down Smash
5/13
37
--
Charge hold is frame 2
12.0/10.0
9/8
8/7
--
-24/-17
5—6/13—14
23

Aerial Attacks

Hitbox Image
Neutral Air
6/10/14/18/22
50
12
Autocancels on frame 1-3 and 38 onward
2.5/1.5/5.0
5/12
2/3
Multi Front/Multi Back/Final
-10/-9
6—7/10—11/14—15/18—19/22—23
SH, FH, FHFF
FH
27
Hitbox Image
Forward Air
6
49
15
Autocancels on frame 1-2 and 43 onward
20.0/4.0
16/5
7/3
Sweet Spot/Late
-8/-12
6/7—10
FH
FH
39
Hitbox Image
Back Air
6
49
16
Autocancels on frame 1-2 and 45 onward
20.0/4.0
16/5
7/3
Sweet Spot/Late
-8/-12
6/7—10
FH
FH
39
Hitbox Image
Up Air
14
54
12
Autocancels on frame 1-3 and 54 onward. Late hit added in 7.0.0 that does 12.0%.
17.0/12.0
11
6
--
-6/-8
14—16/17—19
SH, FH, SHFF, FHFF
FH
35
Hitbox Image
Down Air
14
44
12
Autocancels on frame 1-3 and 40 onward
16.0/5.0/4.0
10/5
6/3
Early/Late Close/Late Far
-6/-9
14/15—24
SH, FH
FH
20

Special Attacks

Hitbox Image
Neutral B (Nayru's Love)
11...
57
--
Intangible on frame 4-13. Reflects on 4-40.
2.0/1.0 (multi), 5.0/4.0 (final)
0/0
3/6
--
-25
11-22 (Rehit Rate : 4) / 26
31
Still ImageHitbox Image MinimumHitbox Image MaximumHitbox Image
Side B (Din's Fire)
44—70
69—97
--
On release/max charge startup is frame 14. Reaches max charge on frame 56. Total frames for release animation is 39 frames. Bug occurs which causes Zelda to start her release animation 1/2 frames after the explosion startup if she holds special up to frames 57/58, giving 22 frames of endlag instead of 20. Interaction with stage elements can detonate as early as frame 25. Springs/Hitstun can cancel the move and allow her to send a second projectile which can explode as early as frame 32.
3.5—14.0
5—10
2—5
--
-18 to -10
44—49/.../70—75
20-(22)
GroundHitbox Image AirHitbox Image
Up B (Farore's Wind)
6/35
75
30
Total frames is when landing on the ground. Intangible on frame 17-34. The move will normally be -29 as actually ending in the air is quite difficult/situational.
6.0/10.0/7.0/12.0/8.0
6/13
6/11
Hit 1/Inner Grounded Hit 2/Outer Grounded Hit 2/Inner Aerial Hit 2/Outer Aerial Hit 2
-29 (ground) // -19 (air)
6—7/35—36
39
KickHitbox Image PunchHitbox Image Swing 1Hitbox Image Swing 2Hitbox Image Swing 2 (Shield)Hitbox Image Swing 3Hitbox Image HurtboxHitbox Image
Down B (Phantom Slash)
26/32/38/46/59-127
66/39
--
Startup values correspond to the first active frame possible for different stages of construction. Final charge enters standby mode frames 68-120 and begins automatic launch on frame 121. Each stage of construction becomes available for manual launch in order 15-19 (Stage 1), 20-27 (Stage 2), 28-37 (Stage 3), 38-44 (Stage 4 shieldless), 45-49, (Stage 4), 50-120 (Stage 5). Manual release lag is 39 frames. Once full charge is reached, Zelda can act as early as frame 67. Any attack/special input initiated on frame 66 results in a simultaneous launch of phantom along with said input.
5.9—17.7
6—10
3—5
--
-19 to -15
**
--

Grabs / Throws

Hitbox Image
Grab
10
39
--
--
--
10—11
28
Hitbox Image
Dash Grab
13
47
--
--
--
13—14
33
Hitbox Image
Pivot Grab
14
42
--
--
--
14—15
27
Hitbox Image
Pummel
2
20
--
Total frames includes 13 frames of hitlag
1.3
Hitbox Image
Forward Throw
30
49
--
--
10.0
Hitbox Image
Backward Throw
27
49
--
--
12.0
Hitbox Image
Up Throw
30
49
--
--
11.0
Hitbox Image
Down Throw
25/30/35/39/42
61
--
--
1.5/2.0

Dodges / Rolls

Spot Dodge
21/26
--
Intangible on frame 3-17
Forward Roll
30
--
Intangible on frame 4-15
Backward Roll
35
--
Intangible on frame 5-16
Neutral Air Dodge
56
10
Intangible on frame 3-30
Air Dodge, Down
77
11-19
Intangible on frame 3-21
Air Dodge, Diagonally Down
86
11-19
Intangible on frame 3-21
Air Dodge, Left/Right
96
11-19
Intangible on frame 3-21
Air Dodge, Diagonally Up
114
11-19
Intangible on frame 3-21
Air Dodge, Up
129
11-19
Intangible on frame 3-21

Misc Info

Stats
Weight — 85
Gravity — 0.071
Walk Speed — 0.914
Run Speed — 1.43
Initial Dash — 1.958
Air Speed — 1.092
Total Air Acceleration — 0.065
SH / FH / SHFF / FHFF Frames — 41 / 56 / 29 / 39
Fall Speed / Fast Fall Speed — 1.35 / 2.16
Out of Shield, Up B — 6 frames
Out of Shield, Neutral Air or Forward Air or Back Air or Up Smash — 9 frames
Out of Shield, Neutral B(Air) — 14 frames
Shield Grab (Grab, post-Shieldstun) — 14 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
NormalHitbox Image
Ledge Hang
Hitbox Image
Getup Attacks
Facing UpHitbox Image Facing DownHitbox Image TripHitbox Image LedgeHitbox Image