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Zelda spins twice with magic infused in her hands. It has fast startup and covers both sides, with large multihits spread over a long duration; it is also her only aerial to auto-cancel both in a short hop and a full hop fast fall. Due to these favorable traits, among her aerials, it is her most reliable anti-air and air-to-air. Its many hits can be used to catch jumps, launch into a Phantom, and edge guard. | Zelda spins twice with magic infused in her hands. It has fast startup and covers both sides, with large multihits spread over a long duration; it is also her only aerial to auto-cancel both in a short hop and a full hop fast fall. Due to these favorable traits, among her aerials, it is her most reliable anti-air and air-to-air. Its many hits can be used to catch jumps, launch into a Phantom, and edge guard. | ||
Compared to many multihit aerials with autolink angles, the launch behavior of its hits is unintuitive with six different hitboxes. On grounded opponents, the looping hits pop up and slightly away from Zelda. Due to this outward angle, the opponent will typically fall out of the rest of the move if they are at the outer edge of the hitboxes and Zelda is drifting away. A fast-falled single looping hit on grounded opponents can start a combo at any percent, most notably into an up tilt, up smash or Lightning Kick. In order to connect only one hit, especially at low percents, Zelda must land almost immediately afterward, or be at maximum spacing. Performing a full hop forward, back, neutral or down aerial first can help set up for a single landing hit of neutral air. The grounded looping hits' knockback scales notably, so at higher percents they will send into tumble and become susceptible to DI. This will compound its aforementioned traits—on one hand, connecting the rest of the move will become harder, but single-hit combos will also be easier by making the timing and spacing less strict. | Compared to many multihit aerials with autolink angles, the launch behavior of its hits is unintuitive with six different hitboxes. On grounded opponents, the looping hits pop up and slightly away from Zelda. Due to this outward angle, the opponent will typically fall out of the rest of the move if they are at the outer edge of the hitboxes and/or Zelda is drifting away. A fast-falled single looping hit on grounded opponents can start a combo at any percent, most notably into an up tilt, up smash or Lightning Kick. In order to connect only one hit, especially at low percents, Zelda must land almost immediately afterward, or be at maximum spacing. Performing a full hop forward, back, neutral or down aerial first can help set up for a single landing hit of neutral air. The grounded looping hits' knockback scales notably, so at higher percents they will send into tumble and become susceptible to DI. This will compound its aforementioned traits—on one hand, connecting the rest of the move will become harder, but single-hit combos will also be easier by making the timing and spacing less strict. In general, while deliberately landing a single hit is difficult given Zelda's poor mobility, opponents may be shield poked or drop shield prematurely during the looping hits of a falling neutral aerial; being prepared for a pop-up and reacting successfully in such instances will convert into heavy damage or an effective KO. | ||
The aerial looping hits are similar to [[Pikachu_(SSBU)/Forward_aerial|Pikachu's forward aerial]], but are much weaker and send into Zelda instead of outward. Notably, this means it cannot be used to carry opponents forward, as is typically desired. The opponent will only be moved minimally from their starting position, so whether the move ultimately launches forward or backward is highly dependent on Zelda’s drift. If she drifts into the opponent during the move, they will be launched on the other side; to keep them on the same side, she must drift back to some extent. To be close enough for a follow-up, Zelda will need a high air speed in the same direction as the opponent's final launch. This will generally require her to switch her drift sometime in the middle of the looping hit portion (e.g. away from the opponent in the early portion, and into them in the late portion). The exact timing will depend on Zelda's air speed and distance from the opponent at the beginning of the move; it will also depend on whether the initial hit is on a grounded or aerial opponent, since they launch in different directions and with different knockback. | The aerial looping hits are similar to [[Pikachu_(SSBU)/Forward_aerial|Pikachu's forward aerial]], but are much weaker and send into Zelda instead of outward. Notably, this means it cannot be used to carry opponents forward, as is typically desired. The opponent will only be moved minimally from their starting position, so whether the move ultimately launches forward or backward is highly dependent on Zelda’s drift. If she drifts into the opponent during the move, they will be launched on the other side; to keep them on the same side, she must drift back to some extent. To be close enough for a follow-up, Zelda will need a high air speed in the same direction as the opponent's final launch. This will generally require her to switch her drift sometime in the middle of the looping hit portion (e.g. away from the opponent in the early portion, and into them in the late portion). The exact timing will depend on Zelda's air speed and distance from the opponent at the beginning of the move; it will also depend on whether the initial hit is on a grounded or aerial opponent, since they launch in different directions and with different knockback. |
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