Spoiler: Effect Thanks to Meshima's Document

0 Normal

1 None/Detect?

2 Slash

3 Electric Hitlag Multiplier=1.5, unable to tech?

4 Freezing

5 Flame

6 Coin

7 Reverse

8 Slip

9 Sleep

a Unused?

b Bury Doesn't count as jab lock times

c Stun

d Unused?

e Flower

f Unused?

10 Death Used for Ornes (3DS Smash Run, not sure if used for anything else)

11 Grass (Probably) Unused for any moves in Smash4.

12 Water Greninja stuff, Corrin Counter Surge

13 Darkness

14 Paralyze

15 Aura

16 Plunge

17 Down (Probably) Unused for any moves in Smash4.

18 Adhension Megaman Side-B1, Mii Gunner Side-B2

19 Stab Cosmetic Slash variant

1a Magic

1b Flinchless1 Fox Up-throw Blaster

1c Flinchless2 Fox Down-throw Blaster

1d Solar WFT Neutral-B1

1e (Focus Attack) Ryu Down-B1

1f (Disable) Mewtwo Down-B1, Final Smash

20 (Dragon Lunge) Corrin Side-B1

21 Unknown DuckHunt Can 0%

22 Unknown Probably have its effect, but unknown.

23 Unknown Probably have its effect, but unknown.

24 (Bullet Climax) Bayo Neutral-B1

ID - A way to identify different hitboxes, the game gives them an ID, incrementing by 1 each time (In this move we have ID 0 and 1)Bone - Sets which bone of the model the hitbox is linked toDamage - How much damage the hitbox dealsAngle - Which direction the hitbox will send the opponent if it connects. Upwards is 90°, Downwards is 270°, of course. But 0 is AWAY, not right. (it depends on which of your sides your opponent is on) 180 is INWARDS, hitting the opponent towards you.KBG, FKB(WBKB), and BKB - Knockback Growth, Forced Knockback (Weight Based Knockback), and Base Knockback.Size - How big the hitbox is.Z, Y, and X - XYZ offsets of the hitboxTrip - If the attack trips the opponentHitlag - Multiplier determining how long characters are stuck in HitlagSDI - Multiplier determining the effect of SDI, making it easier or harder.ShieldDamage - How much extra shield damage the hitbox dealsGround/Air - Determines if the hitbox only connects with fighters on the ground, in the air, or both.Direct/Indirect -