Super Smash Bros. Ultimate

Zelda (SSBU)/Neutral attack/Infinite: Difference between revisions

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==Overview==
==Overview==
A rapid flurry of magic followed by a strong launching blast. Its use is limited to a simple damage-racking follow-up from jab at lower percents before jab can start combos on its own. The finisher always sends opponents into tumble, which gives Zelda more advantage frames at low percents compared to down tilt or down smash. The finisher has mediocre kill power, but can be an emergency KO option at very high percents.
A rapid flurry of magic followed by a strong launching blast. Its use is limited to a simple damage-racking follow-up from jab, either at lower percents before jab can start combos on its own, or as a general consistent follow-up to avert the inconsistency of Zelda's jab cancels. The finisher always sends opponents into tumble, which gives Zelda more advantage at low percents compared to down tilt or down smash. The finisher has mediocre kill power, but can be an emergency KO option at very high percents.


With a set up Phantom, Zelda can keep opponents in the laggy rapid jab for an easy/guaranteed combo into Phantom. If the opponent has a heavily damaged shield, the rapid jab can trap them in shield for a shield break from the Phantom.
With a set up Phantom, Zelda can lock opponents in the laggy rapid jab for an easy/guaranteed combo into the Phantom attack. If the opponent has a heavily damaged shield, the rapid jab can also trap them in shield for a shield break from the Phantom.


Otherwise, this move should not be used on its own, as the finisher is extremely laggy and is Zelda's most unsafe move on shield, even more so than Farore's Wind.
Otherwise, this move should not be used on its own as it is highly punishable. While its disjoint and ability to be held indefinitely allow it to beat out many approaches, the finisher is extremely laggy and is Zelda's most unsafe move on shield, even more so than Farore's Wind.


==Update History==
==Update History==

Revision as of 20:51, December 12, 2024

Hitbox visualization showing Zelda's rapid jab.
Hitbox visualization showing Zelda's rapid jab finisher.

Overview

A rapid flurry of magic followed by a strong launching blast. Its use is limited to a simple damage-racking follow-up from jab, either at lower percents before jab can start combos on its own, or as a general consistent follow-up to avert the inconsistency of Zelda's jab cancels. The finisher always sends opponents into tumble, which gives Zelda more advantage at low percents compared to down tilt or down smash. The finisher has mediocre kill power, but can be an emergency KO option at very high percents.

With a set up Phantom, Zelda can lock opponents in the laggy rapid jab for an easy/guaranteed combo into the Phantom attack. If the opponent has a heavily damaged shield, the rapid jab can also trap them in shield for a shield break from the Phantom.

Otherwise, this move should not be used on its own as it is highly punishable. While its disjoint and ability to be held indefinitely allow it to beat out many approaches, the finisher is extremely laggy and is Zelda's most unsafe move on shield, even more so than Farore's Wind.

Update History

Super Smash Bros. Ultimate 13.0.0

  • Buff Rapid jab deals more damage (0.2% → 0.4%).

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 Hitstun Shieldstun
Rapid jab
0 0 0 0.4% 0 Sakurai angle Forward 7 20 0 HitboxTableIcon(False).png 6.0 top 0.0 8.5 8.0 0.5× 0.6× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Magic (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +3 frames
1 0 0 0.4% 0 Sakurai angle Forward 7 20 0 HitboxTableIcon(False).png 6.0 top 0.0 8.5 13.0 0.5× 0.6× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Magic (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +3 frames
Rapid jab finisher
0 0 0 3.0% 0 Sakurai angle Forward 55 140 0 HitboxTableIcon(False).png 6.0 top 0.0 8.5 10.0 2.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Magic (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Magic 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 3.0% 0 Sakurai angle Forward 55 140 0 HitboxTableIcon(False).png 6.0 top 0.0 8.5 15.0 2.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Magic (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Magic SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 2-3, 19-20
Rapid jab 4, 6, 8, 10, 12, 14, 16, 18
Finisher 6-7
Interruptible 43
Animation length 51
FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Interruptibility
Interruptible