Hitbox visualization showing Link's down smash.
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OverviewEdit

HitboxesEdit

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
Hit 1
0 0 0 16.0% 0   Standard 40 88 0   3.5 sword2 1.5 0.0 0.0 1.0× 1.0× 30%               Slash   All All            
1 0 0 17.0% 0   Standard 40 88 0   3.6 sword2 7.5 0.0 0.0 1.0× 1.0× 30%               Slash   All All            
2 0 0 16.0% 0   Standard 40 88 0   3.4 armr 1.0 1.0 0.0 1.0× 1.0× 30%               Slash   All All            
3 0 0 14.0% 0   Standard 40 88 0   3.0 colonells 0.0 0.0 0.0 1.0× 1.0× 30%               Slash   All All            
Hit 2
0 0 0 12.0% 0   Standard 80 63 0   3.5 sword2 1.5 0.0 0.0 1.0× 1.0× 30%               Slash   All All            
1 0 0 12.0% 0   Standard 80 63 0   3.6 sword2 7.5 0.0 0.0 1.0× 1.0× 30%               Slash   All All            
2 0 0 11.0% 0   Standard 80 63 0   3.4 armr 1.0 1.0 0.0 1.0× 1.0× 30%               Slash   All All            
3 0 0 10.0% 0   Standard 80 63 0   3.0 colonells 0.0 0.0 0.0 1.0× 1.0× 30%               Slash   All All            

TimingEdit

Charges between 4-5
Hit 1 12-13
Hit 2 24-25
Interruptible 55
Animation length 68
                                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

TriviaEdit

  • This move has a 30% trip chance, but it cannot happen under normal circumstances, due to their launch angles and the second hit's high base knockback. Only the second hit can be made to trip if used on a steep slope with enough knockback-reducing effects (such as the target being metal).