Overview
Hitboxes
The hitboxes are the same regardless of whether Zelda is on the ground or in the air.
Start
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | SDIx | H× | T% | Clang | Rebound | Type | Effect | G | A | Sound | Direct | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 6% | 0 | 40 | 100 | 0 | 10.56 | 9 | 0.0 | 0.0 | 0.0 | 1.0x | 1.0x | 0% | Slash |
Reappearance
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | SDIx | H× | T% | Clang | Rebound | Type | Effect | G | A | Sound | Direct | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 6% | 0 | 40 | 100 | 0 | 9.6 | 9 | 0.0 | 0.0 | 0.0 | 1.0x | 1.0x | 0% | Burn |
Timing
Start
Hitbox | 11-12 |
---|---|
Intangibility | 34- |
Animation length | 34 |
Grounded reappearance
Hitbox (from appearance) | 54-55 (1-2) |
---|---|
Interruptible (from appearance) | 83 (30) |
Animation length (from appearance) | 93 (40) |
Aerial reappearance
Hitbox (from appearance) | 54-55 (1-2) |
---|---|
Animation length (from appearance) | 115 (62) |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Interruptible |