Editing Zelda (SSBU)/Forward aerial

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[[File:ZeldaFAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's forward aerial.]]
[[File:ZeldaFAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's forward aerial.]]
==Overview==
==Overview==
Zelda throws out a kick with immense magic power packed at the tip of her foot. [[Lightning Kick]] is one of the most polarized moves in the game. The sweetspot has incredible launching power that eclipses that of the vast majority of uncharged smash attacks in the game. At frame 6, it is a fast out of shield option (frame 9 with jumpsquat), and due to its respectable horizontal reach and hurtbox shift on startup, it can interrupt strings and cause favorable trades when well-timed. It is also a devastating finisher from many of Zelda's other moves, namely up tilt, down tilt, down aerial and down throw.
Zelda throws out a kick with immense magic power packed at the tip of her foot. [[Lightning Kick]] is one of the most polarized moves in the game. The sweetspot has incredible launching power that eclipses that of the vast majority of uncharged smash attacks in the game. At frame 6, it is a fast out of shield option, and due to its respectable horizontal reach and hurtbox shift on startup, it can interrupt strings and cause favorable trades when well-timed. It can also be a devastating finisher from many of Zelda's other moves, namely up tilt, down aerial and down throw.


However, the sweetspot is very small and lasts for a single frame. As a counterpart to the ridiculous power of the sweetspot, the sourspots, while themselves being large and long-lasting, deal extremely low knockback. Furthermore, the move has relatively high landing lag, high ending lag and cannot auto-cancel in a short hop. As a result, the sourspots can be easily punished on hit by even forward smashes, especially when rising. Until high percents, if Zelda uses the move, she will almost always be punished if she misses the sweetspot in any way. This makes the move poor in neutral, and inherently risky in any of the sweetspot's aforementioned uses. Even the sweetspot is potentially punishable on hit at very low percents, requiring Zelda to drift away after the hit to minimize her vulnerability.
However, the sweetspot is very small and lasts for a single frame. As a counterpart to the ridiculous power of the sweetspot, the sourspots, while themselves being large and long-lasting, deal extremely low knockback. Furthermore, the move has relatively high landing lag, high ending lag and cannot auto-cancel in a short hop. As a result, even on hit, the sourspots can be easily punished by even forward smashes, especially when rising. Until high percents, if Zelda uses the move, she will almost always be punished if she misses the sweetspot in any way. This makes the move poor in neutral, and inherently risky in any of the sweetspot's aforementioned uses.


While its landing lag is higher than average, it is decent relative to its massive power and can be -8 on shield, which is safe on a majority of characters if spaced. Zelda also pancakes in her landing animation, which can cause various out of shield punishes that do not hit low to miss.
While its landing lag is higher than average, it is decent relative to its massive power and can be -8 on shield. Zelda pancakes in her landing animation, which can cause various out of shield punishes that do not hit low to miss. A low-landed kick can combo into dash attack at very low percents. At high percents, especially with rage, landing sourspots become able to combo most notably into down smash and dash attack. The toe sourspot is slightly stronger than the other sourspots.
 
Lightning Kick is typically a combo finisher, but it also has limited ability to start combos. A low-landed kick can combo into dash attack at very low percents. At high percents, especially with rage, landing sourspots become able to combo most notably into down smash and dash attack. The toe sourspot is slightly stronger than the other sourspots, and because it is at the tip of her foot, it is the least suited hitbox for combos.
Since all hitboxes launch in the direction Zelda faces, she can exploit this by hitting opponents behind her with her hip hitbox to minimize the relative launch distance, even allowing a combo into Farore's Wind.


Overall, due to their unique traits, Zelda's Lightning Kicks give her an unconventional and conservative aerial game defined by high risk and precision.
Overall, due to their unique traits, Zelda's Lightning Kicks give her an unconventional and conservative aerial game defined by high risk and precision.

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