nyuuzyou/wikis huggingface dataset:
Zelda (SSBB)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Zelda (SSBB)
Category:Forward throws (SSBB)
Zelda (SSBB)/Forward tilt

Zelda forward tilt hitbox visualizations	Zelda forward tilt hitbox visualizations	Zelda forward tilt hitbox visualizations	Zelda forward tilt hitbox visualizations	Zelda forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	12-14
Interruptible 	40
Animation length	49
Category:Zelda (SSBB)
Category:Forward tilts (SSBB)
Zelda (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	12-13
Animation length	29
===Dash grab===
Grab 	11-12
Animation length	39
===Pivot grab===
Grab 	14-15
Animation length	35
Category:Zelda (SSBB)
Category:Grabs (SSBB)
Zelda (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Nayru's Love 	
Side special 	Din's Fire 	
Up special 	Farore's Wind (ground) 	
Up special 	Farore's Wind (ground end)	
Up special 	Farore's Wind (air) 	
Up special 	Farore's Wind (air end) 	
Final Smash 	Light Arrow 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Zelda (SSBB)
Category:Hitboxes (SSBB)
Zelda (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hits 1-4 	6-7, 10-11, 14-15, 18-19
Hit 5 	22-23
Ending autocancel 	38-
Animation length 	49
Interruptible 	51
|-
===Landing lag===
Animation length	12
Category:Zelda (SSBB)
Category:Neutral aerials (SSBB)
Zelda (SSBB)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
Looping hits 	13, 16, 19, 22, 25
Final hit 	28
Reflection 	5-42
Intangibility 	5-12
Interruptible 	60
Animation length	70
|
|-
|
|-
|
Category:Zelda (SSBB)
Category:Neutral special moves (SSBB)
Zelda (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	3-4
Hits 1-6 	6, 8, 10, 12, 14, 16
Hits 7-10 	23, 25, 27, 29
Hits 11 	31
Animation length	56
Interruptible 	57
Category:Zelda (SSBB)
Category:Up smashes (SSBB)
Zelda (SSBB)/Up special

==Overview==
==Hitboxes==
The hitboxes are the same regardless of whether Zelda is on the ground or in the air.
===Start===
|}
===Reappearance===
|}
==Timing==
===Grounded===
Hit 1 	11-12
Intangibility 	34-52
Hit 2 	53-54
Interruptible 	82
Animation length	91, 113
|-
===Aerial===
Hit 1 	11-12
Intangibility 	34-52
Hit 2 	53-54
Animation length	113
|-
Category:Zelda (SSBB)
Category:Up special moves (SSBB)
Zelda (SSBB)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Zelda (SSBB)
Category:Up throws (SSBB)
Zelda (SSBM)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hitboxes 	5-8
Ending autocancel 	26-
Interruptible 	33
Animation length 	35
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Zelda (SSBM)
Category:Back aerials (SSBM)
Zelda (SSBM)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Zelda (SSBM)
Category:Back throws (SSBM)
Zelda (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	6-8
Late hit 	9-13
Boost grab window	2-4
Interruptible 	36
Animation length 	37
!Hitboxes 
|-
!Boost grab 
==Similar moves==
*
*
Category:Zelda (SSBM)
Category:Dash attacks (SSBM)
Zelda (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	14-17
Ending autocancel	40-
Interruptible 	43
Animation length 	43
|-
===Landing lag===
Animation length 	24
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Zelda (SSBM)
Category:Down aerials (SSBM)
Zelda (SSBM)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	4-7
Leg intangibile 	4-16
Hit 2 	13-16
Interruptible 	32
Animation length	39
|Hitboxes 
|-
|Leg 
Category:Zelda (SSBM)
Category:Down smashes (SSBM)
Zelda (SSBM)/Down throw

==Overview==
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	24-25, 30-31, 36-37, 42-43
Throw Release 	50
Animation length	57
|-
Category:Zelda (SSBM)
Category:Down throws (SSBM)
Zelda (SSBM)/Forward aerial

==Overview==
===Technique===
Zelda's Lightning Kick has a unique animation that sharply raises her ECB, then drops it slightly immediately following. Using this to land on a platform is referred to as an aerial interrupt (AI). Timing this aerial interrupt can land Zelda, autocancel for 4 frames, and leave Zelda actionable on platform. This is likely the fastest way to land and be actionable on a side platform on all stages. The aerial interrupt is also one of the strongest, albeit hardest, ledge options Zelda has available to her, granting 9 frames of invulnerable actionability from ledge on a stage with flat walls, 10 frames on Yoshi's Story, or 13 frames on Battlefield.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hitboxes 	8-11
Ending autocancel 	25-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Zelda (SSBM)
Category:Forward aerials (SSBM)
Zelda (SSBM)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Zelda (SSBM)
Category:Forward throws (SSBM)
Zelda (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	12-13
Animation length	30
===Dash grab===
Grab 	12-13
Animation length	40
Category:Zelda (SSBM)
Category:Grabs (SSBM)
Zelda (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 	Short Flash 	
Forward tilt 	Mystic Swipe 	
Up tilt 	Protective Sweep 	
Down tilt 	Trip 	
Dash attack 	Magical Push 	
Forward smash 	Shining Palm 	
Up smash 	Power Sweep 	
Down smash 	Compass Spin 	
Neutral aerial 	Magic Spin 	
Forward aerial 	Lightning Kick 	
Back aerial 	Reverse Lightning Kick	
Up aerial 	Condensed Blast 	
Down aerial 	Meteor Heel 	
Neutral special 	Nayru's Love 	
Side special 	Din's Fire 	
Up special 	Farore's Wind 	
Down special 	Transform 	
Grab 	Magical Hold 	
Dash grab 	Magical Hold 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast)	 	
Ledge attack (slow)	 	
Category:Hitbox repositories
Category:Zelda (SSBM)
Category:Hitboxes (SSBM)
Zelda (SSBM)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Hits 1-5 	6-7, 10-11, 14-15, 18-19, 22-23
Hit 6 	26-27
Ending autocancel 	38-
Interruptible 	42
Animation length 	49
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Zelda (SSBM)
Category:Neutral aerials (SSBM)
Zelda (SSBM)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	12, 15, 18, 21, 24, 27
Intangible 	4-11
Reflects 	4-41
Animation length	59
|-
|-
Category:Zelda (SSBM)
Category:Neutral special moves (SSBM)
Zelda (SSBM)/Side special

==Overview==
==Hitbox==
Damage and hitbox radius increase the longer the B button is held.
|}
==Timing==
Using the move in the air puts Zelda into freefall.
===Minimum duration===
Hitbox 	60-62
Animation length	77
|-
===Landing lag (post freefall)===
Animation length	4
Category:Zelda (SSBM)
Category:Side special moves (SSBM)
Zelda (SSBM)/Techs

==Overview==
==Timing==
===Neutral tech===
Intangible 	1-20
Animation length	26
===Forward tech===
Intangible 	1-20
Animation length	40
===Back tech===
Intangible 	1-20
Animation length	40
===Wall tech===
Intangible 	1-14
Wall jump tech window	1-4
Animation length 	31
* Inputting a jump or upwards direction on the control stick on any frame 1-4 will start the wall jump tech on frame 6.
|
|-
|
===Wall jump tech===
Intangible 	1-9
Animation length	40
===Ceiling tech===
Animation length	26
Category:Zelda (SSBM)
Category:Techs (SSBM)
Zelda (SSBM)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-13
Hitbox 	14-16
Ending autocancel 	45-
Animation length 	54
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Zelda (SSBM)
Category:Up aerials (SSBM)
Zelda (SSBM)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hits 1-6 	5, 7, 9, 11, 13, 15
Hits 7-11 	24, 26, 28, 30, 32
Hit 12 	34
Interruptible 	51
Animation length	56
Category:Zelda (SSBM)
Category:Up smashes (SSBM)
Zelda (SSBM)/Up special

==Overview==
This move grants a longer recovery distance than Sheik's recovery move, Vanish, and is usually the only reason Sheik mains transform into Zelda. Its offensive utility is minimal, only having a weak hitbox for part of the initial vanishing animation.
==Hitboxes==
|}
==Timing==
Hitbox 	10-11
Intangible 	33-53
Animation length	114
|-
===Landing lag===
Animation length (pre free fall) 	30
Animation length (post free fall)	4
|Pre free fall 
|-
|Post free fall 
Category:Zelda (SSBM)
Category:Up special moves (SSBM)
Zelda (SSBM)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Zelda (SSBM)
Category:Up throws (SSBM)
Zelda (SSBU)/Back aerial

==Overview==
Zelda's second Lightning Kick. Functionally identical to forward aerial, but in a backward direction and with a slightly stronger sweetspot, at the cost of marginally more landing lag, a longer animation and a later auto-cancel. It KOs about 5% earlier, so usage of RAR and slingshots can make the difference between a stock being taken. One should also be mindful of staleness between the two kicks throughout the duration of a game to optimize KOs. When sweetspotted, it is the strongest aerial in the game.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Sweetspot 	6
Sourspots 	6-10
Ending autocancel 	45-
Interruptible 	50
Animation length 	62
|-
===Landing lag===
Interruptible 	17
Animation length	33
==Trivia==
*On top of the magic effect, the sweetspot has an additional unique lightning effect on hit. This is purely aesthetic and distinct from the electric attack effect the move formerly had in Melee and Brawl.
Category:Zelda (SSBU)
Category:Back aerials (SSBU)
Zelda (SSBU)/Back throw

Zelda back throw hurtbox visualization	Zelda back throw hurtbox visualization	Zelda back throw hurtbox visualization	Zelda back throw hurtbox visualization	Zelda back throw hurtbox visualization
 	 	 	 	
==Overview==
Zelda magically hurls the opponent backward. It is weak at low percents and will provide minimal frame advantage. Due to its high knockback scaling, however, at high percents it becomes one of the strongest back throws in the game.
Using back throw early will stale it. Therefore, it should be mostly reserved for KOing.
==Throw Data==
|}
==Timing==
Invincibility 	1-27
Turnaround 	27
Throw release 	27
Interruptible 	50
Animation length	74
|-
Category:Zelda (SSBU)
Category:Back throws (SSBU)
Zelda (SSBU)/Dash attack

==Overview==
A quick leap forward with a shot of magical energy from Zelda's hands. Due to its frame 6 startup and the distance it covers, it is her best burst option. It is fairly large with a good horizontal disjoint and duration, allowing it to catch landings effectively. It is a common combo finisher, most notably from down tilt and neutral aerial. Its high base knockback across the board consistently gives Zelda advantage frames, and it often sends opponents off stage, allowing for Phantom setups and ledge traps.
Among its weaknesses, the sweetspot is small with a short duration, and it is entirely contained within the sourspot; therefore, the sourspot can often end up hitting the opponent first. The diagonal launch angle also leaves the sweetspot without outstanding horizontal or vertical kill power, and leaves the weak hits with no direct KO or combo potential. All its hits are also rather punishable on shield, as it almost never crosses up shield.
Overall, dash attack is still one of Zelda's most reliable moves due to its speed, size and burst range.
==Hitboxes==
|}
==Timing==
Clean hit 	6-7
Late hit 	8-12
Interruptible 	36
Animation length	44
Category:Zelda (SSBU)
Category:Dash attacks (SSBU)
Zelda (SSBU)/Down smash

==Overview==
A simple spinning kick that hits on both sides with decent horizontal range. The back hit does less damage, but its higher knockback scaling makes it only slightly weaker. While one of the weaker down smashes in the game, it still has respectable power, especially for a frame 5 move; it is similar in KO power to Cloud's back aerial. Compared to her other fastest moves, it reaches significantly farther than down tilt (also frame 5), and while marginally slower than jab (frame 4), it also reaches farther and is better at hitting ground level.
Notably, down smash's sweetspot is medium-sized with high priority, making it reliable and easy to land compared to the precise sweetspots of forward tilt and Lightning Kick. Down smash cannot steal stocks like her strongest moves can, but it is very fast and one of her most consistent finishers at high percents.
Both foot sweetspots launch at among the lowest semi-spike angles in the game. At high percents, even if it doesn't outright KO, it is especially brutal on characters with poor recoveries due to severely limiting their recovery path and making Din's Fire very hard or impossible to avoid, among other options like Nayru's Love or down aerial. The sourspots are unremarkable due to not semi-spiking, but will rarely land due to having low priority. On grounded opponents, the sweetspot will almost always land over the sourspot.
The foot hitboxes reach below ledge, but the short duration makes it difficult to land two-frames. It is a good option for punishing ledge re-grabs, though.
With a FAF of 38, it's one of the fastest interruptible smash attacks in the game and can be hard to punish on whiff. It is punishable on hit at very low percents however, with rapid jab or down tilt being safer options.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Hit 1 	5-6
Hit 2 	13-14
Interruptible 	38
Animation length	59
==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.
Category:Zelda (SSBU)
Category:Down smashes (SSBU)
Zelda (SSBU)/Down throw

Zelda down throw hurtbox and hitbox visualization	Zelda down throw hurtbox and hitbox visualization	Zelda down throw hurtbox and hitbox visualization	Zelda down throw hurtbox and hitbox visualization	Zelda down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Zelda casts the opponent onto the ground and beats them with multiple blasts of fiery magic while levitating. It launches behind Zelda, so inputs for DI in and DI away are reversed.
It is her main combo throw from low to mid percents, and can combo regardless of DI. On no DI or DI in, up tilt, neutral aerial and Lightning Kick are all possible, and at higher percents, up aerial and Farore's Wind. On DI out, a dash back Lightning Kick will consistently combo, with neutral aerial being possible at lower percents too. The opponent should mix up their DI every time to force Zelda to react and space her follow-up properly. Stages with platforms will also often interfere with down throw's direct follow-up ability by causing a tech chase. 
At mid percents, down throw becomes a KO confirm. It can be especially terrifying if Zelda is facing the stage near the ledge. DI in will make a back aerial easier and enable other follow-ups. On the flip side, DI out will put the opponent closer to the side blast zone, where they can still potentially get hit by a Lightning Kick. Often, getting grabbed by Zelda in this range can be a pure checkmate, where the opponent will simply have to pick one option and pray. Sometimes, the Lightning Kick sweetspot can miss due to hurtbox shifting during tumble, and especially the smaller the opponent is.
At high percents, it will fully lose its combo ability with DI out. Rage will have a strong effect on shortening down throw’s combo window. If the opponent happens to DI in, it will KO confirm into up aerial. However, down throw is quite slow, taking a full second to execute, and lacks DI mixup potential.
This slowness, however, also makes down throw Zelda's most reliable throw into a Phantom. The timing is very lenient due to holding the opponent in place on the ground for a full second. Overall, forward throw is better for stealing stocks near the ledge, at the cost of stricter timing and spacing, while down throw is better at guaranteeing a Phantom hit to kill at high percents.
Overall, down throw is extremely potent, being able to inflict large damage and KO at low percents, and makes Zelda's grabs very threatening.
==Throw and Hitbox Data==
|}
|}
==Timing==
If used at an edge, the opponent is pushed 1.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 	1-51
Hits 1-4 	25-26, 31-32, 37-38, 43-44
Throw release 	51
Interruptible 	71
Animation length	89
|-
Category:Zelda (SSBU)
Category:Down throws (SSBU)
Zelda (SSBU)/Down tilt

==Overview==
A fast, short low kick. Down tilt is one of Zelda’s few normals with ordinary priority. It is able to clank regardless of damage, even with Ganondorf’s forward smash. However, because it is so weak, with strong moves, only Zelda will enter rebound, putting her at a heavy frame disadvantage. Its low hitboxes also make it situational for the specific purpose of clanking.
It is one of Zelda's main combo tools, but its window is heavily dependent on DI. At low percents, its base knockback is too low to normally combo into anything. At mid percents, it can combo reliably into dash attack, then into Lightning Kick, which with DI in can be a devastating KO confirm until high percents. DI out will quickly limit the follow-up to a sourspotted dash attack before completely preventing any follow-ups with its high knockback scaling. Due to down tilt's speed, however, the opponent will often not DI properly.
Down tilt has the quirk of launching backward more often than normal. The main reason for this occurrence is that Zelda shifts about 4 units forward during her leg extension (unless there is not enough ground in front of her); her root point is farther out on frames 2-19, with the main part of her body deceptively behind the root. Backward launches usually happen when a lack of jostling allows the opponent and Zelda to pass through each other partially: namely, after the i-frames of opponent getups and rolls, on falling aerial opponents, or on platforms when hitting opponents jumping from below. In general, if a hit opponent is not clearly past Zelda’s torso, they will likely technically be behind her, and thus be launched backward.
Down tilt is normally a decent -10 on shield, which can be safe on many characters, especially when spaced. Zelda crouches quickly, which helps her to low-profile many moves both in OOS situations and in general. She remains crouched for most of the animation, so she can also hold down to seamlessly interrupt the move into her actual crouch.
The hitboxes linger for 7 frames, which is generous relative to its interruptibility and gives the move many uses. It can catch dashes in, and at ledge, down tilt is somewhat spammable. It can cover neutral getup and ledge jump, while discouraging getup attack due to its speed allowing Zelda to quickly shield. If the opponent ledge rolls, Zelda can often dash attack back on reaction. Down tilt is also her best normal for two-framing. At mid percents, it can KO confirm into a run-off forward aerial, and at high percents, it can combo into a Phantom. In any case, landing the late frames will improve the move's follow-up potential and make it safer on shield.
Down tilt unfortunately has small hitboxes with short range, and its knockback values combined with its launch angle make its follow-up potential limited and inconsistent. Despite these flaws, it is her quickest move to execute, with good hurtbox shifting, making it an essential low-committal CQC option.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-11
Interruptible 	22
Animation length	49
Category:Zelda (SSBU)
Category:Down tilts (SSBU)
Zelda (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	67
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Zelda (SSBU)
Category:Edge attacks (SSBU)