From SmashWiki, the Super Smash Bros. wiki
Zelda grab hitbox visualization.
Zelda dash grab hitbox visualization.
Zelda pivot grab hitbox visualization.
Overview[edit]
Zelda casts holding magic in front of her. Her grab has above-average range, but at frame 10 with a FAF of 40, it is laggy, a mediocre out of shield option (especially out of shieldstun) and difficult to land, especially on aerial opponents due to a narrow hitbox. However, the reward in her throws is massive, as it can inflict large damage and can KO in three different ways. Grab can combo from down aerial. It also works well with Phantom, as it beats shield, a common defensive option against Phantom.
Dash grab is good as a whiff punish, but is quite slow and should be used very carefully, as it can very easily be whiff punished itself.
Pivot grab is less laggy and has a huge disjoint only dwarfed by Greninja's among non-tethers. This gives it some spacing potential, but it is still committal.
Grabbox Data[edit]
Standing Grab[edit]
ID |
Radius |
Bone |
Offset |
G |
A
|
0 |
3.8 |
top |
0.0 |
9.0 |
4.0 to 11.5 |
|
|
1 |
1.9 |
top |
0.0 |
9.0 |
2.1 to 13.4 |
|
|
Dash Grab[edit]
ID |
Radius |
Bone |
Offset |
G |
A
|
0 |
3.0 |
top |
0.0 |
9.0 |
4.0 to 13.3 |
|
|
1 |
1.5 |
top |
0.0 |
9.0 |
2.5 to 14.8 |
|
|
Pivot Grab[edit]
ID |
Radius |
Bone |
Offset |
G |
A
|
0 |
3.8 |
top |
0.0 |
9.0 |
-4.0 to -19.2 |
|
|
1 |
1.9 |
top |
0.0 |
9.0 |
-2.1 to -21.1 |
|
|
Standing grab[edit]
Grab
|
10-11
|
Interruptible
|
40
|
Animation length
|
39
|
Dash grab[edit]
Grab
|
13-14
|
Interruptible
|
48
|
Animation length
|
47
|
Pivot grab[edit]
Grab
|
14-15
|
Interruptible
|
43
|
Animation length
|
48
|