Super Smash Bros. Ultimate

Zelda (SSBU)/Forward tilt: Difference between revisions

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{{competitive expertise}}
 
==Overview==
==Overview==
Zelda emits magical energy from her hand and slashes horizontally with a magically produced blade. It has noticeable startup lag at frame 12, but has a high damage output , high base knockback and average knockback growth, making it very strong, and also has somewhat low ending lag (23 frames) for its power, making it safe on shield with good spacing. It has good range, with five small hitboxes: three sourspots close to Zelda and two sweetspot at her hand and the blade, and they are all reliable KO options, although the hitboxes are small, and thus narrow, and the sourspots deal 2% less damage without changes on knockback.
Zelda slashes horizontally with a magically produced blade from her hand. It is her only move that can also be angled up or down. It has one of the slowest start-ups of her moves at frame 12, with moderate ending lag. Forward tilt is moderately disjointed, with three sourspots on her arm and two sweetspots past her hand.
 
When the sweetspot lands, it has excellent reward. It is the highest damage forward tilt in the game, and is one of her safest moves on shield at -10 with good pushback. It's the second strongest behind Incineroar's sweetspotted forward tilt, and has very high base knockback, which can steal stocks near the ledge.
 
However, the sweetspot range is one of the strictest in the entire game. They require a very specific spacing that is arguably stricter than her Lightning Kicks due to their lowest priority. Zelda lacks practical setups into forward tilt's sweetspot, making it poor as a combo finisher. The sourspots have the highest priority, are unsafe on shield and are much weaker than the sweetspots, though still stronger than the average forward tilt.
 
All the hitboxes are exceptionally small (each one is smaller than Luigi's Super Jump Punch aerial sweetspot), resulting in a very narrow range, which is especially noticeable on short and/or aerial opponents. Combined with its slow startup, minimal active frames and strict priority, forward tilt is still relatively situational, though it fills a niche in her kit of being a strong and long-ranged poke on the ground.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{buff|Forward tilt deals more damage (10%/12% → 11.5%/15%), with knockback scaling not fully compensated (70/70 → 68/69). This drastically improves its KO potential to the point where it is even stronger than in ''Smash 4'', with the sweetspot KOing at around 120% from the center of {{SSBU|Final Destination}}.}}


==Hitboxes==
==Hitboxes==
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|damage=11.5%
|damage=11.5%
|angle=361
|angle=361
|af=3
|bk=72
|bk=72
|ks=68
|ks=68
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|xpos=-2.0
|xpos=-2.0
|ypos=0.2
|ypos=0.2
|zpos=0.
|zpos=0.0
|ff=1.0
|ff=1.0
|type=Magic
|type=Magic
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|damage=11.5%
|damage=11.5%
|angle=361
|angle=361
|af=3
|bk=72
|bk=72
|ks=68
|ks=68
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|damage=11.5%
|damage=11.5%
|angle=361
|angle=361
|af=3
|bk=72
|bk=72
|ks=68
|ks=68
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|id=3
|id=3
|damage=15.0%
|damage=15.0%
|af=3
|angle=361
|angle=361
|bk=72
|bk=72
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|damage=15.0%
|damage=15.0%
|angle=361
|angle=361
|af=3
|bk=72
|bk=72
|ks=69
|ks=69
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{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
==Trivia==
*The inner sweetspot uses the weaker slash sound effect of the sourspots, despite being identical in strength to the other sweetspot. This is a reversal from Smash 4, where the outer sourspot used the same sound effect as the sweetspot, despite being identical in strength to the other sourspots.


{{MvSubNavZelda|g=SSBU}}
{{MvSubNavZelda|g=SSBU}}
[[Category:Zelda (SSBU)]]
[[Category:Zelda (SSBU)]]
[[Category:Forward tilts (SSBU)]]
[[Category:Forward tilts (SSBU)]]

Latest revision as of 15:44, August 5, 2024

Zelda forward tilt hitbox visualizations.
ZeldaFTiltUpSSBU.gif
ZeldaFTiltSSBU.gif
ZeldaFTiltDownSSBU.gif

Overview[edit]

Zelda slashes horizontally with a magically produced blade from her hand. It is her only move that can also be angled up or down. It has one of the slowest start-ups of her moves at frame 12, with moderate ending lag. Forward tilt is moderately disjointed, with three sourspots on her arm and two sweetspots past her hand.

When the sweetspot lands, it has excellent reward. It is the highest damage forward tilt in the game, and is one of her safest moves on shield at -10 with good pushback. It's the second strongest behind Incineroar's sweetspotted forward tilt, and has very high base knockback, which can steal stocks near the ledge.

However, the sweetspot range is one of the strictest in the entire game. They require a very specific spacing that is arguably stricter than her Lightning Kicks due to their lowest priority. Zelda lacks practical setups into forward tilt's sweetspot, making it poor as a combo finisher. The sourspots have the highest priority, are unsafe on shield and are much weaker than the sweetspots, though still stronger than the average forward tilt.

All the hitboxes are exceptionally small (each one is smaller than Luigi's Super Jump Punch aerial sweetspot), resulting in a very narrow range, which is especially noticeable on short and/or aerial opponents. Combined with its slow startup, minimal active frames and strict priority, forward tilt is still relatively situational, though it fills a niche in her kit of being a strong and long-ranged poke on the ground.

Update History[edit]

Super Smash Bros. Ultimate 7.0.0

  • Buff Forward tilt deals more damage (10%/12% → 11.5%/15%), with knockback scaling not fully compensated (70/70 → 68/69). This drastically improves its KO potential to the point where it is even stronger than in Smash 4, with the sweetspot KOing at around 120% from the center of Final Destination.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 11.5% 0 Sakurai angle Forward 72 68 0 HitboxTableIcon(False).png 2.1 arml -2.0 0.2 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 11.5% 0 Sakurai angle Forward 72 68 0 HitboxTableIcon(False).png 2.2 arml 0.7 0.3 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 11.5% 0 Sakurai angle Forward 72 68 0 HitboxTableIcon(False).png 2.3 arml 3.2 0.4 -0.1 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 15.0% 0 Sakurai angle Forward 72 69 0 HitboxTableIcon(False).png 2.4 handl 3.5 0.0 0.7 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
4 0 0 15.0% 0 Sakurai angle Forward 72 69 0 HitboxTableIcon(False).png 2.5 handl 6.2 0.0 1.4 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Slash (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 12-13
Interruptible 37
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible

Trivia[edit]

  • The inner sweetspot uses the weaker slash sound effect of the sourspots, despite being identical in strength to the other sweetspot. This is a reversal from Smash 4, where the outer sourspot used the same sound effect as the sweetspot, despite being identical in strength to the other sourspots.