Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
Hitbox visualization showing Zelda's down smash.

OverviewEdit

Update HistoryEdit

  13.0.0

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

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
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 5.0 -9.0 to -4.5 1.0× 1.0× 20%               Kick   All All            

TimingEdit

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

TriviaEdit

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