Zelda (SSBU)/Forward smash: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:ZeldaFSmashSSBU.gif|thumb| | [[File:ZeldaFSmashSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's forward smash.]] | ||
==Overview== | ==Overview== | ||
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. | |||
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. | |||
While relatively good on shield, it is still quite punishable on whiff. Additionally, while it is much more consistent than its Melee and Brawl iterations, it is still susceptible to SDI if the opponent's inputs are strong enough. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}''' | |||
*{{buff|Forward smash has received various adjustments that allow the move to connect more reliably:}} | |||
**{{buff|The first four hits send at an autolink angle (25°/165 → 366° (both)) and have more set knockback (40/50 → 60 (both)).}} | |||
**{{buff|The last hit's hitbox at Zelda's arm is slightly larger (5.5u → 5.7u).}} | |||
**{{buff|All hits have received a -100% trip chance, preventing them from tripping opponents and missing subsequent hits due to the trip's intangibility.}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hits 1-4| | {{HitboxTableTitle|Hits 1-4|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage={{ChargedSmashDmgSSBU|1.0}} | |damage={{ChargedSmashDmgSSBU|1.0}} | ||
|angle= | |angle=366 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=60 | ||
|r=4.2 | |r=4.2 | ||
|bn=top | |bn=top | ||
Line 19: | Line 33: | ||
|zpos=9.0 | |zpos=9.0 | ||
|ff=1.0 | |ff=1.0 | ||
|trip=-100 | |||
|type=Magic | |type=Magic | ||
|effect=Normal | |effect=Normal | ||
Line 29: | Line 44: | ||
|id=1 | |id=1 | ||
|damage={{ChargedSmashDmgSSBU|1.0}} | |damage={{ChargedSmashDmgSSBU|1.0}} | ||
|angle= | |angle=366 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=60 | ||
|r=4.5 | |r=4.5 | ||
|bn=top | |bn=top | ||
Line 39: | Line 55: | ||
|zpos=17.0 | |zpos=17.0 | ||
|ff=1.0 | |ff=1.0 | ||
|trip=-100 | |||
|type=Magic | |type=Magic | ||
|effect=Normal | |effect=Normal | ||
Line 46: | Line 63: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Hit 5| | {{HitboxTableTitle|Hit 5|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage={{ChargedSmashDmgSSBU|13.0}} | |damage={{ChargedSmashDmgSSBU|13.0}} | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=37 | |bk=37 | ||
|ks=110 | |ks=110 | ||
|fkv=0 | |fkv=0 | ||
|r=5. | |r=5.7 | ||
|bn=top | |bn=top | ||
|xpos=0.0 | |xpos=0.0 | ||
Line 60: | Line 78: | ||
|zpos=10.5 | |zpos=10.5 | ||
|ff=1.0 | |ff=1.0 | ||
|trip=-100 | |||
|type=Magic | |type=Magic | ||
|effect=Magic | |effect=Magic | ||
Line 71: | Line 90: | ||
|damage={{ChargedSmashDmgSSBU|13.0}} | |damage={{ChargedSmashDmgSSBU|13.0}} | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=37 | |bk=37 | ||
|ks=110 | |ks=110 | ||
Line 80: | Line 100: | ||
|zpos=17.0 | |zpos=17.0 | ||
|ff=1.0 | |ff=1.0 | ||
|trip=-100 | |||
|type=Magic | |type=Magic | ||
|effect=Magic | |effect=Magic |
Latest revision as of 00:58, July 25, 2024
Overview[edit]
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.
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.
While relatively good on shield, it is still quite punishable on whiff. Additionally, while it is much more consistent than its Melee and Brawl iterations, it is still susceptible to SDI if the opponent's inputs are strong enough.
Update History[edit]
- Forward smash has received various adjustments that allow the move to connect more reliably:
- The first four hits send at an autolink angle (25°/165 → 366° (both)) and have more set knockback (40/50 → 60 (both)).
- The last hit's hitbox at Zelda's arm is slightly larger (5.5u → 5.7u).
- All hits have received a -100% trip chance, preventing them from tripping opponents and missing subsequent hits due to the trip's intangibility.
Hitboxes[edit]
Timing[edit]
Charges between | 10-11 |
---|---|
Hits 1-4 | 16, 18, 20, 22 |
Hit 5 | 24 |
Interruptible | 50 |
Animation length | 69 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|