Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Zelda (SSBU)/Down aerial: Difference between revisions
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:ZeldaDAirSSBU.gif|thumb| | [[File:ZeldaDAirSSBU.gif|thumb|300px|Hitbox visualization showing Zelda's down aerial.]] | ||
==Overview== | ==Overview== | ||
Zelda performs a slow, powerful stomp packed with magic. Dubbed the Meteor Heel, it’s a less extreme version of a Lightning Kick. In comparison, the strong hit is not as ludicrous in power, and is slow to come out at frame 14. However, it is relatively large, covering both her lower leg and some space past her foot. | Zelda performs a slow, powerful stomp packed with magic. Dubbed the '''Meteor Heel''', it’s a less extreme version of a [[Lightning Kick]]. In comparison, the strong hit is not as ludicrous in power, and is slow to come out at frame 14. However, it comprises the entirety of the hitbox on its single frame, and is relatively large and somewhat disjointed, covering both her lower leg and some space past her foot. Its ending lag is also relatively low. | ||
The | The clean hit is among the highest damaging [[meteor smash]]es. With its relatively low landing lag, it can be safe on shield (-6) with good timing and spacing. Its knockback scaling is relatively low, which makes it weaker than many lower-damage moves of its kind, but allows it to combo on grounded opponents for quite a large window, even when rising. It can lead into massive damage from platform tech chases, and is the go-to punish against laggy moves. It can combo into practically her entire moveset, but up tilt is the most common extension for damage racking, and Lightning Kick, up aerial, or Farore’s Wind are the most common finishers. As a combo finisher, down aerial is situational due to its slow startup, but can end a Phantom combo for a meteor smash KO if well-timed. | ||
The late hits also launch directly downward, are fairly large and last for 10 frames | [[File:Zelda SSBU late dair sweetspot.gif||300px|thumb|left|A prime example of the late hit’s sweetspot: the unusual interpolation on frame 15 allows it to connect from above. It is strong enough to cause tumble; with its low hitlag, {{SSBU|Byleth}} ({{Sm|MkLeo}}) misses the tech, and {{SSBU|Zelda}} (Shybaka) is able to connect a buffered back air from a rising full hop.]] | ||
The late hits also launch directly downward, are fairly large and last for 10 frames. However, like the Lightning Kicks' sourspots, they are very weak and usually punishable on hit until high percentages, and since the clean hit can miss rather easily due to its single-frame duration, this makes the move inherently risky in any case. In disadvantage, down air should be carefully used as only one option among many other defensive options for landing. In advantage state, it is less risky; on stage, the late hit can cover jumps in ledge traps by knocking opponents downward into a Phantom. Off stage, Zelda can drop down from stage and either throw out a down air while falling, or use it while double jumping back to cover the area directly below ledge. Despite their minimal power, they can gimp opponents with weak recoveries; even on better recoveries, if the latest frames land, Zelda will often still be in a good position for another spike attempt. | |||
At high percents, especially with rage, a late hit can similarly start combos. Interestingly, | At high percents, especially with rage, a late hit can similarly start combos, namely into down smash after landing. Interestingly, it has a sweetspot that is stronger by a significant margin, but due to its higher position, it is unlikely to connect when Zelda is descending on the opponent. However, if it does land, it will start combos and send into tumble much earlier than the sourspot, forcing hard-to-react [[tech]]s on aerial opponents with its minimal [[hitlag]]. Especially with the latest frames, it is even possible to combo from midair, as demonstrated in the GIF. | ||
Down air is notably her fastest aerial to execute, which is useful for canceling tumble. It also auto-cancels in a short hop. While down aerial has limited use in neutral due to similar weaknesses to her Lightning Kicks, it is a very potent tool in Zelda’s punish game. | Down air is notably her fastest aerial to execute, which is useful for canceling [[tumble]]. It also auto-cancels in a short hop, which gives it some uses in combination with its long hitbox duration, such as retreating safely after attacking getup areas in ledge traps. While down aerial has limited use in neutral due to similar weaknesses to her Lightning Kicks, it is a very potent tool in Zelda’s punish game. | ||
==Update history== | ==Update history== | ||
Line 136: | Line 137: | ||
==Trivia== | ==Trivia== | ||
*Between the clean and late hits, the ID 0 hitbox changes from the bottom hitbox to the top hitbox, and vice versa for ID 1. This results in an unusual hitbox interpolation, notably making the late hit's sweetspot | *Between the clean and late hits, the ID 0 hitbox changes from the bottom hitbox to the top hitbox, and vice versa for ID 1. This results in an unusual hitbox interpolation, notably making the late hit's sweetspot larger and significantly easier to land on frame 15. | ||
{{MvSubNavZelda|g=SSBU}} | {{MvSubNavZelda|g=SSBU}} | ||
[[Category:Zelda (SSBU)]] | [[Category:Zelda (SSBU)]] | ||
[[Category:Down aerials (SSBU)]] | [[Category:Down aerials (SSBU)]] |
Revision as of 01:43, February 10, 2025
Overview
Zelda performs a slow, powerful stomp packed with magic. Dubbed the Meteor Heel, it’s a less extreme version of a Lightning Kick. In comparison, the strong hit is not as ludicrous in power, and is slow to come out at frame 14. However, it comprises the entirety of the hitbox on its single frame, and is relatively large and somewhat disjointed, covering both her lower leg and some space past her foot. Its ending lag is also relatively low.
The clean hit is among the highest damaging meteor smashes. With its relatively low landing lag, it can be safe on shield (-6) with good timing and spacing. Its knockback scaling is relatively low, which makes it weaker than many lower-damage moves of its kind, but allows it to combo on grounded opponents for quite a large window, even when rising. It can lead into massive damage from platform tech chases, and is the go-to punish against laggy moves. It can combo into practically her entire moveset, but up tilt is the most common extension for damage racking, and Lightning Kick, up aerial, or Farore’s Wind are the most common finishers. As a combo finisher, down aerial is situational due to its slow startup, but can end a Phantom combo for a meteor smash KO if well-timed.
The late hits also launch directly downward, are fairly large and last for 10 frames. However, like the Lightning Kicks' sourspots, they are very weak and usually punishable on hit until high percentages, and since the clean hit can miss rather easily due to its single-frame duration, this makes the move inherently risky in any case. In disadvantage, down air should be carefully used as only one option among many other defensive options for landing. In advantage state, it is less risky; on stage, the late hit can cover jumps in ledge traps by knocking opponents downward into a Phantom. Off stage, Zelda can drop down from stage and either throw out a down air while falling, or use it while double jumping back to cover the area directly below ledge. Despite their minimal power, they can gimp opponents with weak recoveries; even on better recoveries, if the latest frames land, Zelda will often still be in a good position for another spike attempt.
At high percents, especially with rage, a late hit can similarly start combos, namely into down smash after landing. Interestingly, it has a sweetspot that is stronger by a significant margin, but due to its higher position, it is unlikely to connect when Zelda is descending on the opponent. However, if it does land, it will start combos and send into tumble much earlier than the sourspot, forcing hard-to-react techs on aerial opponents with its minimal hitlag. Especially with the latest frames, it is even possible to combo from midair, as demonstrated in the GIF.
Down air is notably her fastest aerial to execute, which is useful for canceling tumble. It also auto-cancels in a short hop, which gives it some uses in combination with its long hitbox duration, such as retreating safely after attacking getup areas in ledge traps. While down aerial has limited use in neutral due to similar weaknesses to her Lightning Kicks, it is a very potent tool in Zelda’s punish game.
Update history
Down aerial's clean hit has a larger hitbox (3.2u/3u → 4.2u/4u).
Hitboxes
Timing
Attack
Initial autocancel | 1-3 |
---|---|
Clean hit | 14 |
Late hit | 15-24 |
Ending autocancel | 40- |
Interruptible | 45 |
Animation length | 60 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Landing lag
Interruptible | 13 |
---|---|
Animation length | 26 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() Lag time |
![]() Hitbox |
![]() ![]() Hitbox change |
![]() Autocancel |
![]() Interruptible |
Trivia
- Between the clean and late hits, the ID 0 hitbox changes from the bottom hitbox to the top hitbox, and vice versa for ID 1. This results in an unusual hitbox interpolation, notably making the late hit's sweetspot larger and significantly easier to land on frame 15.
|