Editing Zelda (SSBU)/Up smash

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[[File:ZeldaUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's up smash.]]
[[File:ZeldaUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's up smash.]]
==Overview==
==Overview==
Zelda sweeps her magic-infused arm to create a powerful overhead concentration of energy. It is a multi-hit with a moderate vertical disjoint, and while Zelda crouches slightly downward, her arm is still susceptible to being hit from above. Only the final hit can reach platforms. Among her kill moves, it is more average in power, but if all hits connect, it can KO relatively early. Up smash is generally a mediocre combo follow-up due to having no extension potential and being weaker than her kicks, but a charged up smash from a down aerial (especially on a platform) is a good early KO confirm at mid-high percents.
Zelda sweeps her magic-infused arm to create a powerful overhead concentration of energy. It is a multi-hit with a moderate vertical disjoint, and while Zelda crouches slightly downward, her arm is still susceptible to being hit from above. Only the final hit can reach platforms. Among her kill moves, it is more average in power, but if all hits connect, it can KO relatively early.


Its low horizontal range and high ending lag heavily limit its utility. Still, it has 24 total active frames, making it among the longest-lasting smash attacks in the game. There are only two single-frame gaps between the first and final hits, making it effective at punishing spot dodges, rolls, ledge getups and landings. Its quick startup and and lingering hits make it a strong anti-air, especially since Zelda can easily adjust the move’s range by performing it out of a dash. It can also be used to quickly or preemptively call out aerial approaches or reckless ground approaches, but will generally lose to disjoints.  
Its low horizontal range and high ending lag heavily limit its utility. Still, it has 24 total active frames, making it among the longest-lasting smash attacks in the game. There are only two single-frame gaps between the first and final hits, making it effective at punishing spot dodges, rolls, ledge getups and landings. It can also be used preemptively to call out aerial approaches or reckless ground approaches, but will generally lose to disjoints.


It's tied for her second fastest out of shield option, but only works against directly adjacent opponents that are not too low. Despite its mediocre range, it offers a consistent KO option out of shield compared to the DI and percentage variables of Farore's Wind or the precision of her Lightning Kicks.
It's tied for her second fastest out of shield option, but only works against directly adjacent opponents that are not too low. Despite its mediocre range, it offers a consistent KO option out of shield compared to the DI and percentage variables of Farore's Wind or the precision of her Lightning Kicks.

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