OverviewEdit
A small burst of magical energy from Zelda's palm. Unlike most jabs, at closest range, it has an additional low hitbox that can consistently hit prone and low-profiling opponents (e.g. in jab locks). It is a single move with two hits; the first hit (frames 4-5) has short range reaching slightly less far than her down tilt, and the second hit (frame 7) is larger, with slightly less range than her down smash. Jab hits higher than both, giving it better coverage in the air; it is also her fastest attack overall at frame 4, which gives it use as her fastest punish and get-off-me option, as well as her safest combo finisher at low percents (e.g. from a falling down aerial or an up tilt at 0%). It consistently transitions into her rapid jab for simple damage, with the finisher having use as an emergency KO option.
Since jab has a continuability window into the rapid jab, it can be used on its own first, then quickly transition into the rapid jab with fast reaction, namely in punishing spot dodges. It is an unsafe -13 on shield on its own; though the fast FAF can potentially allow Zelda to escape a punish, the two hits make it more reactable than average, with no possibility for the opponent to drop shield between them either. Using the continuability window and slightly delaying a rapid jab can be used as a mixup to read an attempted out of shield punish. However, since this forces Zelda into the laggy finisher, it is a highly risky option.
On its own, jab can cause a tech chase by pushing opponents off the edge of platforms, which sends them into tumble. This similarly requires the inner hits of the second hit to connect, and will work as long as they launch at a 0 degree angle (which occurs at low knockback, as per the Sakurai angle). It is not particularly difficult to tech, but if the opponent fails to react, Zelda can drop down with a fast-falled down aerial into a high-damage combo or kill confirm.
Jab can also sometimes start direct combos from mid-high percents, especially the higher Zelda's rage and the lower the opponent's weight. It is preferred to hit grounded opponents because traction will reduce their launch distance, and because the most consistent follow-up has low hitboxes. Jab can combo most easily into down smash at lower percents, then into dash attack at very high percents. Down tilt and up special (buffered out of a dash if needed) may also confirm, but are less reliable due to lower horizontal range and not having reliable combo potential at high percents.
For both the first and second hits, the inner hits push out, while the outermost hit pulls in. Jab's combo ability is contingent on the inner/push hitboxes of the second hit connecting; the outer/pull hit has much lower knockback, and will put her at a frame disadvantage most of the time. In theory, many opponents can punish Zelda with a fast enough move if she tries to follow up from the incorrect hit. It is difficult to tell which hitbox connected, however, creating a scramble situation; a defensive option will be a common action out of hitstun, with some potential for mixups in a sort of rock paper scissors. For example:
- Shield or even a parry from the opponent will allow for an easy punish on a failed down smash. However, Zelda can grab opponents who hold shield out of hitstun.
- Spot dodges, rolls or jumps from the opponent can cause normally untrue follow-ups to hit.
- Forward air can punish opponents mashing attacks out of the correct hitbox.
It is no less difficult for the user to discern the exact hitbox either; in theory, Zelda can transition into the rapid jab whenever she gets the wrong hitbox, but there is very minimal time to react. The jab cancel follow-up must be inputted quick enough to true combo, but if an attack button is inputted too quickly, it will trigger the rapid jab instead. The higher the percent, the easier it will become to distinguish between the push and pull hits due to knockback scaling.
Often, the first hit's innermost push hit will successfully lead into the correct second hit; at extremely high percents, the reverse will generally become true, with hit 1's pushes often sending too far, but the outer hit pulling effectively (naturally, this is harder to space). This is very generalized and not at all universal, as there are many variables that affect whether the correct hitbox ends up connecting, and/or the potential follow-up itself:
- The first hit is also weight-dependent and has scalable knockback that can be affected by rage, all of which affect the launch distance.
- Fighters lurch in various directions in their damage animations, causing hurtbox shifts that can even have major implications depending on which way the opponent is facing.
- Hurtbox shapes and sizes vary significantly across the roster.
- Traction varies across the roster, causing fighters to slide on the ground to different degrees.
- Hit 2's push hitboxes can start tripping starting at high percents; this chance will last for a relatively long window since its knockback scales slowly. Combos are still possible, but the various intangibilities from the trip and its getups may cause combos to fail. All of jab’s other hitboxes can also trip, though all at very extreme percents, starting earlier the nearer the hitbox.
All these factors in various combinations can 1) cause the wrong hitbox of hit 2 to connect, 2) make a follow-up unable to connect at all or 3) cause the second hit to whiff entirely. Due to the numerous potential pitfalls, jab cancels are not consistent and not an effective option to fish for. In general, Zelda can opt to simply use down smash outright; it's only 1 frame slower than jab while having better horizontal range and no consistency variables, and can often KO on its own without needing the jab beforehand.
Overall, jab fills a niche of being her fastest move while hitting relatively high. However, it is more situational due to its short range and the hitboxes being primarily designed to set up into the mediocre rapid jab; its more rewarding confirms, while unique, are niche due to being inconsistent and/or relying on mixups.
Update historyEdit
- Neutral attack has less ending lag (FAF 25 → 24).
HitboxesEdit
The second hit's ID 4 hitbox does not have a hitstun modifier specified in the scripts, unlike the rest, but it still applies to it due to a glitch.
TimingEdit
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 2 times since its initiation.
Hit 1 | 4-5 | |
---|---|---|
Hit 2 | 7 | |
Continuability | Pressed repeatedly | 8-17 |
Held on hit | 9 | |
Interruptible | 24 | |
Animation length | 39 |
Lag time |
Hitbox |
Continuable |
Earliest continuable point |
Interruptible |