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 | 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 | 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, | 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
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
- Rapid jab deals more damage (0.2% → 0.4%).
Hitboxes
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 |
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Rapid jab | 4, 6, 8, 10, 12, 14, 16, 18 |
Finisher | 6-7 |
Interruptible | 43 |
Animation length | 51 |
Lag time |
Hitbox |
Loop point |
Interruptible |
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