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Hitbox visualization showing Zelda's down smash.

Overview

Update History

  13.0.0

  •   Down smash has more knockback scaling (86 (front)/96 (back) → 89/100).

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
First hit
0 0 0 12.0% 0   Standard 20 89 0   4.2 top 0.0 3.0 12.5 1.0× 1.0× 20%               Kick   All All            
1 0 0 12.0% 0   Standard 20 89 0   3.0 top 0.0 3.0 to 5.0 11.0 to 7.0 1.0× 1.0× 20%               Kick   All All            
Second hit
0 0 0 10.0% 0   Standard 20 100 0   4.2 top 0.0 3.0 -11.0 1.0× 1.0× 20%               Kick   All All            
1 0 0 10.0% 0   Standard 20 100 0   3.0 top 0.0 3.0 to 7.0 -9.0 to -4.5 1.0× 1.0× 20%               Kick   All All            

Timing

Charges between 2-3
Hit 1 5-6
Hit 2 13-14
Interruptible 38
Animation length 59
                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

Trivia

  • This move has a 20% chance to trip. However, the ID 0 hitboxes can only cause it on slants due to their launch angle.