Zelda (SSBU): Difference between revisions
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Zelda is a tall, floaty [[weight|lightweight]] character with overall slow mobility. While she has an above-average [[air speed]], [[initial dash]] and [[traction]], her jumps and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are mostly based on magic, making most of them [[disjoint]]ed albeit short-ranged attacks. They also boast generally quick startup; all her normal attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her low weight, most of her attacks have impressive [[KO]] potential and damage output, giving her power comparable to that of heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon. | Zelda is a tall, floaty [[weight|lightweight]] character (weighing the same as [[Sora]]) with overall slow mobility. While she has an above-average [[air speed]], [[initial dash]] and [[traction]], her jumps and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are mostly based on magic, making most of them [[disjoint]]ed albeit short-ranged attacks. They also boast generally quick startup; all her normal attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her low weight, most of her attacks have impressive [[KO]] potential and damage output, giving her power comparable to that of heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon. | ||
Zelda's ground game is notably safer than her aerial game due to generally being less committal and more consistent. She has decent close-quarters combat, namely in her [[down tilt]], a short-ranged low-profiling poke, and [[up tilt]], a large all-around anti-air; both are quick to execute combo-starters with long-lasting hitboxes. They often work in tandem with [[dash attack]], which is her most important burst and punish option with excellent speed and large hitboxes. More situational is her [[neutral attack]], which is her fastest move at frame 4; it can transition into a [[rapid jab]] for simple damage, or sometimes combo at high percents on its own, but is short-ranged, inconsistent at comboing and unsafe on shield. [[Forward tilt]] is the biggest outlier, being much slower with narrow hitboxes, but having a strong low-priority tipper; it can be used to space (especially on shield) at a longer range. | Zelda's ground game is notably safer than her aerial game due to generally being less committal and more consistent. She has decent close-quarters combat, namely in her [[down tilt]], a short-ranged low-profiling poke, and [[up tilt]], a large all-around anti-air; both are quick to execute combo-starters with long-lasting hitboxes. They often work in tandem with [[dash attack]], which is her most important burst and punish option with excellent speed and large hitboxes. More situational is her [[neutral attack]], which is her fastest move at frame 4; it can transition into a [[rapid jab]] for simple damage, or sometimes combo at high percents on its own, but is short-ranged, inconsistent at comboing and unsafe on shield. [[Forward tilt]] is the biggest outlier, being much slower with narrow hitboxes, but having a strong low-priority tipper; it can be used to space (especially on shield) at a longer range. |