Super Smash Bros. Ultimate

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 uber strong moves can, but it is very fast and one of her most consistent finishers at high percents.
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 one of the lowest semi-spike angles in the game. At high percents, this can be a death sentence to 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.
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, however, with rapid jab or down tilt being safer options.
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

Hitbox visualization showing Zelda's down smash.

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

Super Smash Bros. Ultimate 13.0.0

  • Buff Down smash has more knockback scaling (86 (front)/96 (back) → 89/100).

Hitboxes

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
First hit
0 0 0 12.0% 0 AngleIcon20.png Standard 20 89 0 HitboxTableIcon(False).png 4.2 top 0.0 3.0 12.5 1.0× 1.0× 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick 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 12.0% 0 Sakurai angle Standard 20 89 0 HitboxTableIcon(False).png 3.0 top 0.0 3.0 to 5.0 11.0 to 7.0 1.0× 1.0× 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Second hit
0 0 0 10.0% 0 AngleIcon20.png Standard 20 100 0 HitboxTableIcon(False).png 4.2 top 0.0 3.0 -11.0 1.0× 1.0× 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick 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 10.0% 0 Sakurai angle Standard 20 100 0 HitboxTableIcon(False).png 3.0 top 0.0 3.0 to 7.0 -9.0 to -4.5 1.0× 1.0× 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Charges between 2-3
Hit 1 5-6
Hit 2 13-14
Interruptible 38
Animation length 59
FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
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.