Editing Zelda (SSBU)/Down tilt

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:ZeldaDTiltSSBU.gif|thumb|300px|Hitbox visualization showing Zelda's down tilt.]]
[[File:ZeldaDTiltSSBU.gif|thumb|500px|Hitbox visualization showing Zelda's down tilt.]]
{{competitive expertise}}
==Overview==
==Overview==
A fast, short low kick. It is one of Zelda's main combo tools, but its window is heavily dependent on DI. At low percents, it will not true combo into anything. At mid percents, it can combo reliably into dash attack. Good DI from the opponent will eventually limit the follow-up to a sourspotted dash attack before completely preventing any follow-ups. However, due to down tilt's speed, the opponent will often not react properly. Poor DI will notably enable a devastating KO confirm into Lightning Kick until high percents.
Down tilt is normally a decent -10 on shield, which can be safe on many characters, especially when spaced. Zelda also remains crouched throughout most of the animation, which can cause her to low-profile many moves both in OOS situations and in general.
The hitboxes linger for 7 frames, which is generous relative to its interruptibility and gives the move many uses. It can catch grounded approaches, 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 very 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, making it an essential CQC option.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
Line 19: Line 12:
|ks=125
|ks=125
|fkv=0
|fkv=0
|r=2.6
|r=2.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
Line 37: Line 30:
|ks=125
|ks=125
|fkv=0
|fkv=0
|r=2.6
|r=2.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
Line 55: Line 48:
|ks=125
|ks=125
|fkv=0
|fkv=0
|r=2.6
|r=2.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)