Zelda (SSBU)/Down smash: Difference between revisions
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[[File:ZeldaDSmashSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's down smash.]] | [[File:ZeldaDSmashSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's down smash.]] | ||
==Overview== | ==Overview== | ||
A simple spinning kick that hits on both sides with decent horizontal range. The back hit does less damage, but its higher knockback scaling makes it only marginally weaker. While one of the weaker down smashes in the game, it still has respectable power, especially for a frame 5 move. Furthermore, its sweetspot is medium-sized with high priority, making it reliable and easy to land compared to the precise sweetspots of forward tilt and Lightning Kick. Down smash cannot steal stocks like her | A simple spinning kick that hits on both sides with decent horizontal range. The back hit does less damage, but its higher knockback scaling makes it only marginally weaker. While one of the weaker down smashes in the game, it still has respectable power, especially for a frame 5 move. Furthermore, its sweetspot is medium-sized with high priority, making it reliable and easy to land compared to the precise sweetspots of forward tilt and Lightning Kick. Down smash cannot steal stocks like her other strong moves can, but it is very fast and one of her most consistent finishers at high percents. | ||
Both foot sweetspots launch at | Both foot sweetspots launch at a low angle. At high percents, this can be KO characters with poor recoveries and make Din's Fire very hard or impossible to avoid. The sourspots are unremarkable due to not semi-spiking, but will rarely land due to having low priority. On grounded opponents, the sweetspot will almost always land over the sourspot. | ||
The foot hitboxes reach below ledge, but the short duration makes it mediocre for two-frames. It is a good option for punishing ledge re-grabs, though. | The foot hitboxes reach below ledge, but the short duration makes it mediocre for two-frames. It is a good option for punishing ledge re-grabs, though. | ||
With a FAF of 38, it's one of the fastest interruptible smash attacks in the game and can be hard to punish on whiff. It is punishable on hit at very low percents | With a FAF of 38, it's one of the fastest interruptible smash attacks in the game and can be hard to punish on whiff. It is punishable on hit at very low percents however, with rapid jab or down tilt being safer options. | ||
==Update History== | ==Update History== |
Revision as of 18:19, November 3, 2024
Overview
A simple spinning kick that hits on both sides with decent horizontal range. The back hit does less damage, but its higher knockback scaling makes it only marginally weaker. While one of the weaker down smashes in the game, it still has respectable power, especially for a frame 5 move. Furthermore, its sweetspot is medium-sized with high priority, making it reliable and easy to land compared to the precise sweetspots of forward tilt and Lightning Kick. Down smash cannot steal stocks like her other strong moves can, but it is very fast and one of her most consistent finishers at high percents.
Both foot sweetspots launch at a low angle. At high percents, this can be KO characters with poor recoveries and make Din's Fire very hard or impossible to avoid. The sourspots are unremarkable due to not semi-spiking, but will rarely land due to having low priority. On grounded opponents, the sweetspot will almost always land over the sourspot.
The foot hitboxes reach below ledge, but the short duration makes it mediocre for two-frames. It is a good option for punishing ledge re-grabs, though.
With a FAF of 38, it's one of the fastest interruptible smash attacks in the game and can be hard to punish on whiff. It is punishable on hit at very low percents however, with rapid jab or down tilt being safer options.
Update History
- Down smash has more knockback scaling (86 (front)/96 (back) → 89/100).
Hitboxes
Timing
Charges between | 2-3 |
---|---|
Hit 1 | 5-6 |
Hit 2 | 13-14 |
Interruptible | 38 |
Animation length | 59 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
Trivia
- This move has a 20% chance to trip. However, the ID 0 hitboxes can only cause it on slants due to their launch angle.
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