Zelda (SSBU)/Up smash: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:ZeldaUSmashSSBU.gif|thumb| | [[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. | |||
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. | |||
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. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|13.0.0}}''' | ||
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==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Multihits (early)|50}} | |||
{{HitboxTableTitle|Multihits (early)| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|2.0}} | |damage={{ChargedSmashDmgSSBU|2.0}} | ||
|angle=90 | |angle=90 | ||
Line 31: | Line 36: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|2.0}} | |damage={{ChargedSmashDmgSSBU|2.0}} | ||
|angle=160 | |angle=160 | ||
Line 54: | Line 59: | ||
|g=f | |g=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|2.0}} | |damage={{ChargedSmashDmgSSBU|2.0}} | ||
|angle=100 | |angle=100 | ||
Line 77: | Line 82: | ||
|a=f | |a=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=3 | |id=3 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|2.0}} | |damage={{ChargedSmashDmgSSBU|2.0}} | ||
|angle=160 | |angle=160 | ||
Line 100: | Line 105: | ||
|g=f | |g=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=4 | |id=4 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|2.0}} | |damage={{ChargedSmashDmgSSBU|2.0}} | ||
|angle=100 | |angle=100 | ||
Line 123: | Line 128: | ||
|a=f | |a=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=5 | |id=5 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|2.0}} | |damage={{ChargedSmashDmgSSBU|2.0}} | ||
|angle=367 | |angle=367 | ||
Line 145: | Line 150: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits (late)|50}} | |||
{{HitboxTableTitle|Multihits (late)| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|0.8}} | |damage={{ChargedSmashDmgSSBU|0.8}} | ||
|angle=90 | |angle=90 | ||
Line 168: | Line 173: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|0.8}} | |damage={{ChargedSmashDmgSSBU|0.8}} | ||
|angle=160 | |angle=160 | ||
Line 191: | Line 196: | ||
|g=f | |g=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|0.8}} | |damage={{ChargedSmashDmgSSBU|0.8}} | ||
|angle=100 | |angle=100 | ||
Line 214: | Line 219: | ||
|a=f | |a=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=3 | |id=3 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|0.8}} | |damage={{ChargedSmashDmgSSBU|0.8}} | ||
|angle=160 | |angle=160 | ||
Line 237: | Line 242: | ||
|g=f | |g=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=4 | |id=4 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|0.8}} | |damage={{ChargedSmashDmgSSBU|0.8}} | ||
|angle=100 | |angle=100 | ||
Line 260: | Line 265: | ||
|a=f | |a=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=5 | |id=5 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|0.8}} | |damage={{ChargedSmashDmgSSBU|0.8}} | ||
|angle=367 | |angle=367 | ||
Line 282: | Line 287: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Final hit|50}} | |||
{{HitboxTableTitle|Final hit| | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|5.0}} | |damage={{ChargedSmashDmgSSBU|5.0}} | ||
|angle=88 | |angle=88 | ||
Line 303: | Line 308: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|5.0}} | |damage={{ChargedSmashDmgSSBU|5.0}} | ||
|angle=88 | |angle=88 | ||
Line 323: | Line 328: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|5.0}} | |damage={{ChargedSmashDmgSSBU|5.0}} | ||
|angle=88 | |angle=88 | ||
Line 343: | Line 348: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=3 | |id=3 | ||
|rehit=4 | |||
|damage={{ChargedSmashDmgSSBU|5.0}} | |damage={{ChargedSmashDmgSSBU|5.0}} | ||
|angle=88 | |angle=88 | ||
Line 363: | Line 368: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
|} | |} | ||
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|- | |- | ||
!Multihits (early) | !Multihits (early) | ||
|9-23 | |9-23 (rehit rate: 4) | ||
|- | |- | ||
!Multihits (late) | !Multihits (late) | ||
|25-32 | |25-32 (rehit rate: 4) | ||
|- | |- | ||
!Final hit | !Final hit | ||
Line 392: | Line 396: | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | ||
==Trivia== | |||
*The final hit has a rehit rate of 4 like the multi-hits. However, as it only lasts one frame, it can still only hit once. | |||
{{MvSubNavZelda|g=SSBU}} | {{MvSubNavZelda|g=SSBU}} | ||
[[Category:Zelda (SSBU)]] | [[Category:Zelda (SSBU)]] | ||
[[Category:Up smashes (SSBU)]] | [[Category:Up smashes (SSBU)]] |
Latest revision as of 17:12, August 5, 2024
Overview[edit]
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.
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.
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.
Update History[edit]
- Up smash's final hit has more knockback scaling (214 → 222).
Hitboxes[edit]
Timing[edit]
Charges between | 3-4 |
---|---|
Multihits (early) | 9-23 (rehit rate: 4) |
Multihits (late) | 25-32 (rehit rate: 4) |
Final hit | 34 |
Interruptible | 64 |
Animation length | 71 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
Trivia[edit]
- The final hit has a rehit rate of 4 like the multi-hits. However, as it only lasts one frame, it can still only hit once.
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