Editing Zelda (SSBU)/Forward smash

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A multi-hitting powerful blast of magic. It boasts the highest disjoint of any of her ground moves. It has relatively low ending lag for a smash attack, making it difficult to punish out of shield, especially when spaced and/or charged. It is very strong in ledge traps due to having five hits. It can hit ledge roll relatively easily, or simultaneously cover ledge jump, neutral getup and getup attack. Unlike Pichu's similar forward smash, each hit only lasts a single frame, which makes it inconsistent at catching neutral getups. However, charging it will make it quite safe on a shield getup. Combined with Phantom, it can be very difficult for opponents to bypass Zelda's ledge trap.
A multi-hitting powerful blast of magic. It boasts the highest disjoint of any of her ground moves. It has relatively low ending lag for a smash attack, making it difficult to punish out of shield, especially when spaced and/or charged. It is very strong in ledge traps due to having five hits. It can hit ledge roll relatively easily, or simultaneously cover ledge jump, neutral getup and getup attack. Unlike Pichu's similar forward smash, each hit only lasts a single frame, which makes it inconsistent at catching neutral getups. However, charging it will make it quite safe on a shield getup. Combined with Phantom, it can be very difficult for opponents to bypass Zelda's ledge trap.


When fully charged, it is her strongest individual move, making it her most reliable shield break punish at high percents. For a forward smash, however, it is below average in strength. At low percents, Zelda's optimal shield break punish for a KO or maximum damage will instead be a Phantom Slash setup with a Lightning Kick or down aerial finisher.
When fully charged, it is her strongest individual move, making it her most reliable shield break punish at high percents. For a forward smash, however, it is below average in strength. At low percents, Zelda's optimal shield break punish for a KO will instead be a Phantom Slash setup with a Lightning Kick or down aerial finisher.


Uncharged, it is still strong, but is notably weaker than her Lightning Kicks. While it is large and lacks finicky sweetspots, it is much slower at frame 16. It should thus be reserved for when there is sufficient frame advantage and it can KO, or if sweetspotting a Lightning Kick is too difficult.
Uncharged, it is still strong, but is notably weaker than her Lightning Kicks. While it is large and lacks finicky sweetspots, it is much slower at frame 16. It should thus be reserved for when there is sufficient frame advantage and it can KO, or if sweetspotting a Lightning Kick is too difficult.

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