From SmashWiki, the Super Smash Bros. wiki
Hitbox visualization showing Zelda's Phantom's kick.
Hitbox visualization showing Zelda's Phantom's punch.
Hitbox visualization showing Zelda's Phantom's first swing.
Hitbox visualization showing Zelda's Phantom's second swing.
Hitbox visualization showing Zelda's Phantom's third swing.
Overview[edit]
Update history[edit]
3.0.0
Phantom Slash deals less shield damage (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).
7.0.0
Phantom Slash deals more damage on all charges (4.7% → 5.9% (level 1), 6.6% → 8.2% (level 2), 8.5%/9.4% → 10.5%/11.8% (level 3), 11.3%/12.2% → 14.1%/15.4% (level 4), 14.1% → 17.7% (level 5)), with knockback scaling partly compensated on the highest two charges (60 → 57 (level 4), 75 → 68 (level 5)).
Hitboxes[edit]
The true damage for all Phantom's levels is determined by the general formula base damage + 1.3 * (charge level + 3)
. This only affects their hitboxes; their windboxes still deal no damage. More specifically, the resulting damage outputs from each Phantom level are the following:
- Level 1 (punch):
2 + 1.3 * 3
= 5.9%
- Level 2 (kick):
3 + 1.3 * 4
= 8.2%
- Level 3A (outward slash):
4 + 1.3 * 5
= 10.5%
- Level 3B (outward slash):
4 + 1.3 * 6
= 11.8%
- Level 4A (overhead slash):
5 + 1.3 * 7
= 14.1%
- Level 4B (overhead slash):
5 + 1.3 * 8
= 15.4%
- Level 5 (rising slash):
6 + 1.3 * 9
= 17.7%
Level 1 Phantom (kick)[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
0 |
0 |
0 |
2.0% |
-1.0 |
 |
Standard |
50 |
30 |
0 |
 |
5.5 |
top |
0.0 |
6.0 |
14.0 to 10.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Kick |
 |
All |
All |
 |
 |
 |
 |
 |
|
Level 2 Phantom (punch)[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Windboxes
|
0 |
0 |
3 |
0.0% |
0 |
 |
Forward |
0 |
100 |
60 |
 |
4.0 |
top |
0.0 |
7.0 |
11.0 to 7.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
3 |
0.0% |
0 |
 |
Forward |
0 |
100 |
40 |
 |
6.0 |
top |
0.0 |
7.0 |
11.0 to 7.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
All |
All |
 |
 |
 |
 |
 |
|
Hitboxes
|
0 |
0 |
0 |
3.0% |
-1.5 |
 |
Forward |
65 |
50 |
0 |
 |
5.5 |
top |
0.0 |
10.0 |
11.5 |
1.2× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Punch |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
0 |
3.0% |
-1.5 |
 |
Forward |
65 |
50 |
0 |
 |
4.5 |
top |
0.0 |
9.5 |
19.5 |
1.2× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Punch |
 |
All |
All |
 |
 |
 |
 |
 |
|
Level 3 Phantom (outward slash)[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Windboxes
|
0 |
0 |
4 |
0.0% |
0 |
 |
Forward |
0 |
100 |
50 |
 |
5.0 |
top |
0.0 |
8.0 |
10.0 to 4.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
4 |
0.0% |
0 |
 |
Forward |
0 |
100 |
40 |
 |
7.0 |
top |
0.0 |
8.0 |
10.0 to 4.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
All |
All |
 |
 |
 |
 |
 |
|
Hitboxes
|
0 |
0 |
0 |
4.0% |
-2.0 |
 |
Forward |
65 |
60 |
0 |
 |
5.8 |
handr |
0.0 |
0.0 |
1.0 |
0.8× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
0 |
4.0% |
-2.0 |
 |
Forward |
65 |
60 |
0 |
 |
5.8 |
handr |
0.0 |
0.0 |
8.0 |
0.8× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
2 |
0 |
0 |
4.0% |
-2.0 |
 |
Forward |
65 |
60 |
0 |
 |
5.8 |
handr |
0.0 |
0.0 |
16.0 |
0.8× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
3 |
0 |
0 |
4.0% |
-2.0 |
 |
Forward |
65 |
60 |
0 |
 |
6.5 |
top |
0.0 |
8.0 |
10.0 |
0.8× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Level 4 Phantom (overhead slash)[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Windboxes
|
0 |
0 |
3 |
0.0% |
0 |
 |
Forward |
0 |
100 |
110 |
 |
5.5 |
top |
0.0 |
8.0 |
10.0 to 4.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
3 |
0.0% |
0 |
 |
Forward |
0 |
100 |
80 |
 |
7.0 |
top |
0.0 |
8.0 |
10.0 to 4.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
All |
All |
 |
 |
 |
 |
 |
|
Hitboxes
|
0 |
0 |
0 |
5.0% |
-2.5 |
 |
Forward |
60 |
57 |
0 |
 |
5.0 |
handr |
2.0 |
0.0 |
1.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
0 |
5.0% |
-2.5 |
 |
Forward |
60 |
57 |
0 |
 |
5.6 |
handr |
2.0 |
0.0 |
8.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
2 |
0 |
0 |
5.0% |
-2.5 |
 |
Forward |
60 |
57 |
0 |
 |
5.6 |
handr |
2.0 |
0.0 |
16.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
3 |
0 |
0 |
5.0% |
-2.5 |
 |
Forward |
60 |
57 |
0 |
 |
5.0 |
top |
0.0 |
8.5 |
11.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Level 5 Phantom (rising slash)[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Windboxes
|
0 |
0 |
3 |
0.0% |
0 |
 |
Forward |
0 |
100 |
130 |
 |
6.0 |
top |
0.0 |
8.0 |
13.0 to 8.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
3 |
0.0% |
0 |
 |
Forward |
0 |
100 |
85 |
 |
8.5 |
top |
0.0 |
8.0 |
13.0 to 8.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
All |
All |
 |
 |
 |
 |
 |
|
Hitboxes
|
0 |
0 |
0 |
6.0% |
-3.0 |
 |
Forward |
60 |
68 |
0 |
 |
6.0 |
handr |
2.0 |
0.0 |
1.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
1 |
0 |
0 |
6.0% |
-3.0 |
 |
Forward |
60 |
68 |
0 |
 |
6.0 |
handr |
2.0 |
1.0 |
9.0 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
2 |
0 |
0 |
6.0% |
-3.0 |
 |
Forward |
60 |
68 |
0 |
 |
6.0 |
handr |
2.0 |
2.0 |
16.5 |
1.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Slash |
 |
All |
All |
 |
 |
 |
 |
 |
|
Phantom creation[edit]
Phantom generated
|
1
|
Earliest release
|
16
|
Level 1 Phantom
|
15-19
|
Level 2 Phantom
|
20-27
|
Level 3A Phantom
|
28-31
|
Level 3B Phantom
|
32-37
|
Level 4A Phantom
|
38-44
|
Level 4B Phantom
|
45-49
|
Level 5 Phantom
|
50-120
|
Animation length
|
66
|
Level 5 Phantom auto-attack
|
121
|
Phantom release[edit]
Upon release, the Phantom immediately starts the attack corresponding to their level (timings listed below).
Interruptible
|
40
|
Animation length
|
54
|
Level 1 Phantom attack (kick)[edit]
Hitbox
|
11-12
|
Animation length
|
49
|
Level 2 Phantom attack (punch)[edit]
Windbox
|
1-7
|
Hitboxes
|
8-12
|
Animation length
|
59
|
Level 3 Phantom attack (outward slash)[edit]
Windbox
|
1-7
|
Hitboxes
|
8-11
|
Animation length
|
65
|
Level 4 Phantom attack (overhead slash)[edit]
Windbox
|
1-7
|
Hitboxes
|
8-11
|
Animation length
|
80
|
Level 5 Phantom attack (rising slash)[edit]
Windbox
|
1-6
|
Hitboxes
|
7-17
|
Animation length
|
120
|
Parameters[edit]
Horizontal speed multiplier on startup
|
0.8
|
Aerial vertical speed multiplier on startup
|
0.6
|
Phantom Z-axis displacement
|
1.5u
|
Minimum frames before releasing Phantom
|
15 frames
|
Phantom[edit]
Level increases for all parameters range from 0 to 6 (plus 3 for damage). Additionally, the Phantom's HP functions unusually. By default, its HP is one unit higher, causing it to range from 6 to 18, and when hit by a single attack, it has to take any damage higher (not equal) than this amount to be destroyed (for example, 6.01% for a level 1 Phantom). However, when sustaining multiple hits, each hit is considered as dealing 1% more damage, and the total damage can be exactly equal to the Phantom's HP; for example, the same level 1 Phantom can be destroyed by three 1% hits, or two 2% hits.
Base travel speed
|
2.5
|
Added travel speed by level increase
|
0.45
|
Friction
|
0.3
|
Base HP
|
5
|
Added HP by level increase
|
2
|
Added damage by level increase
|
1.3 (7.0.0 onward) 0.9 (before 7.0.0)
|
- The 10-second cooldown used for destroyed Phantoms in Smash 4 is still present in the move's parameters. However, it goes unused, and Zelda can simply summon another Phantom as soon as the destroyed one disappears.