Zelda (SSBU)/Up tilt
Overview[edit]
Zelda waves her arm overhead with magic. It has large, moderately disjointed hitboxes that hit all around her, making it an effective anti-air. Additionally, it has 13 active frames, making the move excellent at catching rolls and getups. It can also catch landings directly, or frame trap directional air dodges with dash attack.
The most frequent hit frame will be the very first one at frame 7. At very low percents, it can combo into jab or up special if the opponent does not have a fast enough escape option. At low percents, it can combo into itself and up smash, then into neutral aerial and Lightning Kick at mid percents.
Its active frames comprise nearly half its duration, making it a remarkably low-lag move relative to its hit detection. Consequently, the later the move hits, the higher Zelda's frame advantage. If the late frames are landed, the follow-up window will be very generous, and most notably it will be able to KO confirm into up aerial. On shield, it can be as low as -2, in which case Zelda can perform various mixups (such as an immediate back aerial, or back aerial out of shield) if opponents try to punish her without a fast enough option.
Among its few downsides, the hitboxes are tied to her arm and will only cover one area at a time. At high percents, it loses most of its reward; it will no longer combo into anything, yet simultaneously will not KO until very high percents.
Hitboxes[edit]
Timing[edit]
Hitboxes | 7-19 |
---|---|
Interruptible | 30 |
Animation length | 51 |
Lag time |
Hitbox |
Interruptible |
|