Editing Zelda (SSBU)/Down tilt

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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.
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.
Down tilt is 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.
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.


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.
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}}

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