Zelda (SSBU)/Down special
Overview[edit]
Zelda summons a Phantom behind her which begins assembling armor until she commands a launch. Phantom is a chargeable projectile that performs different attacks depending on the armor present when launched, starting with weak melee attacks and gaining a sword for later charges which greatly improve its range and power. If Zelda does not launch it early she will complete the Phantom and be free to act, with Phantom set to automatically launch itself about 1 second after, though she can still manually launch it during that period with a down special input. Charging Phantom cannot be cancelled and thus is somewhat committal paired with her poor mobility and any hitstun causing Phantom to break instantly. To offset this, Phantom possesses its own hurtboxes and gains a passive shield in later charges that give it a lot of utility in blocking incoming attacks and worsening their safety. All of its attacks are also transcendent, with most having a windbox on the startup to avoid dashing through opponents and a large collision box that pushes other fighters. Due to her ability to delay a launch and adjust her positioning or use an auto launch, Phantom combos into all of her moveset at all percents and grants Zelda the stage control she needs to make an approach. Phantom has good K.O. power even on its own but excels in edgeguarding, reaching far off-stage with a long active window and able to hit ledges on its downward and upward swings, and is even able to gimp recoveries with its windbox or body blocking. While able to be reflected, reaching full charge allows Zelda to act and she can easily bait a reflect and punish or use her own lengthy reflect.
Unlike in Smash 4, Phantom now charges behind Zelda but various techniques exist to achieve a "Displaced Phantom" (DP) that changes her position relative to Phantom during its charging phase, most commonly involving her dashing into a short hop and buffering Phantom so it will stick to the stage while Zelda hops behind it to put a shield between her and the opponent.
Update history[edit]
- 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)).
- 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]
Level 2 Phantom (punch)[edit]
Level 3 Phantom (outward slash)[edit]
Level 4 Phantom (overhead slash)[edit]
Level 5 Phantom (rising slash)[edit]
Timing[edit]
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 |
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Zelda |
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 |
Lag time |
Hitbox |
State change |
Continuable |
Flinchless hitbox |
Prop event |
Interruptible |
Parameters[edit]
Move[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) |
Trivia[edit]
- 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.
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