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[[File:ZeldaDSpecialSwing3SSBU.gif|thumb|300px|Hitbox visualization showing Zelda's Phantom's third swing.]] | [[File:ZeldaDSpecialSwing3SSBU.gif|thumb|300px|Hitbox visualization showing Zelda's Phantom's third swing.]] | ||
==Overview== | ==Overview== | ||
Zelda summons a Phantom behind her which begins assembling armor until she commands a launch. Phantom is a chargeable projectile that performs different attacks depending on the armor present when launched, starting with weak melee attacks and gaining a sword for later charges which greatly improve its range and power. If Zelda does not launch it early she will complete the Phantom and be free to act, with Phantom set to automatically launch itself about 1 second after, though she can still manually launch it during that period with a down special input. Charging Phantom cannot be cancelled and thus is somewhat committal paired with her poor mobility and any hitstun causing Phantom to break instantly. To offset this, Phantom possesses its own hurtboxes and gains a passive shield in later charges that give it a lot of utility in blocking incoming attacks and worsening their safety. All of its attacks are also transcendent, with most having a windbox on the startup to avoid dashing through opponents and a large collision box that pushes other fighters. Due to her ability to delay a launch and adjust her positioning or use an auto launch, Phantom combos into all of her moveset at all percents and grants Zelda the stage control she needs to make an approach. Phantom has good K.O. power even on its own but excels in edgeguarding, reaching far off-stage with a long active window and able to hit ledges on its downward and upward swings, and is even able to gimp recoveries with its windbox or body blocking. While able to be reflected, reaching full charge allows Zelda to act and she can easily bait a reflect and punish or use her own lengthy reflect. | |||
Unlike in ''Smash 4'', Phantom now charges behind Zelda but various techniques exist to achieve a "Displaced Phantom" (DP) that changes her position relative to Phantom during its charging phase, most commonly involving her dashing into a short hop and buffering Phantom so it will stick to the stage while Zelda hops behind it to put a shield between her and the opponent. | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
*{{nerf|[[Phantom Slash]] deals less [[shield damage]] (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).}} | *{{nerf|[[Phantom Slash]] deals less [[shield damage]] (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).}} |
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