Zelda (SSBU)/Back aerial: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:ZeldaBAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's back aerial.]]
[[File:ZeldaBAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's back aerial.]]
{{competitive expertise}}
==Overview==
==Overview==
Zelda's second [[Lightning Kick]]. Functionally identical to [[Zelda_(SSBU)/Forward_aerial|forward aerial]], but in a backward direction and with a slightly stronger sweetspot, at the cost of marginally more landing lag, a longer animation and a later auto-cancel. It KOs about 5% earlier, so usage of [[RAR]] and [[slingshot|slingshots]] can make the difference between a stock being taken. One should also be mindful of staleness between the two kicks throughout the duration of a game to optimize KOs. When sweetspotted, it is the strongest aerial in the game.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|50}}
{{HitboxTableTitle|Sweetspot|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|rebound=f
|rebound=f
}}
}}
{{UltimateHitboxTableRow
{{HitboxTableTitle|Sourspots|50}}
|id=1
|damage=4.0%
|angle=361
|af=4
|bk=5
|ks=80
|fkv=0
|r=4.0
|bn=kneer
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|effect=Normal
|sfx=Punch
|slvl=S
}}
{{UltimateHitboxTableRow
|id=2
|damage=4.0%
|angle=361
|af=4
|bk=5
|ks=80
|fkv=0
|r=4.5
|bn=hip
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|effect=Normal
|sfx=Punch
|slvl=S
}}
{{UltimateHitboxTableRow
|id=3
|damage=4.0%
|angle=361
|af=4
|bk=5
|ks=96
|fkv=0
|r=5.0
|bn=toer
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|effect=Normal
|sfx=Punch
|slvl=S
}}
{{HitboxTableTitle|Late hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
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|1-2
|1-2
|-
|-
!Clean hit
!Sweetspot
|6
|6
|-
|-
!Late hit
!Sourspots
|7-10
|6-10
|-
|-
!Ending autocancel
!Ending autocancel
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