Zelda (SSBU)/Down tilt: Difference between revisions

(Expanded overview)
Line 4: Line 4:
A fast, short low kick. Down tilt is one of Zelda’s few normals with ordinary priority. It is able to [[Priority|clank]] regardless of damage, even with [[Ganondorf_(SSBU)/Forward_smash|Ganondorf’s forward smash]]. However, because it is so weak, with strong moves, only Zelda will enter rebound, putting her at a heavy frame disadvantage. Its low hitboxes also make it situational for the specific purpose of clanking.
A fast, short low kick. Down tilt is one of Zelda’s few normals with ordinary priority. It is able to [[Priority|clank]] regardless of damage, even with [[Ganondorf_(SSBU)/Forward_smash|Ganondorf’s forward smash]]. However, because it is so weak, with strong moves, only Zelda will enter rebound, putting her at a heavy frame disadvantage. Its low hitboxes also make it situational for the specific purpose of clanking.


It is one of Zelda's main combo tools, but its window is heavily dependent on [[DI]]. At low percents, its base knockback is too low to normally combo into anything. At mid percents, it can combo reliably into dash attack, then into Lightning Kick, which with DI in can be a devastating KO confirm until high percents. DI out will quickly limit the follow-up to a sourspotted dash attack before completely preventing any follow-ups with its high knockback scaling. Due to down tilt's speed, however, the opponent will often not DI properly.
Down tilt is normally a decent -10 on shield, which can be safe on many characters, especially when spaced. Zelda crouches quickly, which helps her to low-profile many moves both in OOS situations and in general. She remains crouched for most of the animation, so she can also hold down to seamlessly interrupt the move into her actual [[crouch]].
 
It is also one of Zelda's main combo tools, but its window is heavily dependent on [[DI]]. At low percents, its base knockback is too low to normally combo into anything. At mid percents, it can combo reliably into dash attack, then into Lightning Kick, which with DI in can be a devastating KO confirm until high percents. DI out will quickly limit the follow-up to a sourspotted dash attack before completely preventing any follow-ups with its high knockback scaling. Due to down tilt's speed, however, the opponent will often not DI properly.


[[File:Zelda SSBU dtilt root.gif||300px|thumb|left|The root's horizontal position during down tilt, represented by the thin axis. It sits roughly at the edge of her belt and is almost exactly coterminous with where the hitboxes begin.]]
[[File:Zelda SSBU dtilt root.gif||300px|thumb|left|The root's horizontal position during down tilt, represented by the thin axis. It sits roughly at the edge of her belt and is almost exactly coterminous with where the hitboxes begin.]]
Down tilt has the quirk of launching backward more often than normal. The main reason for this occurrence is that Zelda shifts about 4 units forward during her leg extension (unless there is not enough ground in front of her); her [[Bone#Special_bones|root point]] is farther out on frames 2-19, with the main part of her body deceptively behind the root. Backward launches usually happen when a lack of [[jostling]] allows the opponent and Zelda to pass through each other partially: namely, after the [[Intangibility|i-frames]] of opponent getups and rolls, on falling aerial opponents, or on platforms when hitting opponents jumping from below. In general, if a hit opponent is not clearly past Zelda’s torso, they will likely technically be behind her, and thus be launched backward.
Down tilt has the quirk of launching backward more often than normal. The main reason for this occurrence is that Zelda shifts about 4 units forward during her leg extension (unless there is not enough ground in front of her); her [[Bone#Special_bones|root point]] is farther out on frames 2-19, with the main part of her body deceptively behind the root. Backward launches usually happen with a lack of [[jostling]]: namely, after the [[Intangibility|i-frames]] of opponent getups and rolls that allow the opponent and Zelda to pass through each other partially, on falling aerial opponents, or on platforms when hitting opponents jumping from below. In general, if a hit opponent is not clearly past Zelda’s torso, they will likely technically be behind her.  Although often undesirable if launching opponents toward center stage, and being harder to react to, it technically has better combo potential due to a smaller relative launch distance. Therefore, being prepared for the typical conditions for backward launches, or preemptively spacing correctly to prevent it, are both important.
 
Down tilt is normally a decent -10 on shield, which can be safe on many characters, especially when spaced. Zelda crouches quickly, which helps her to low-profile many moves both in OOS situations and in general. She remains crouched for most of the animation, so she can also hold down to seamlessly interrupt the move into her actual [[crouch]].


The hitboxes linger for 7 frames, which is generous relative to its [[interruptibility]] and gives the move many uses. It can catch dashes in, and at ledge, down tilt is somewhat spammable. It can cover neutral getup and ledge jump, while discouraging getup attack due to its speed allowing Zelda to quickly shield. If the opponent ledge rolls, Zelda can often dash attack back on reaction. Down tilt is also her best normal for two-framing. At mid percents, it can KO confirm into a run-off forward aerial, and at high percents, it can combo into a Phantom. In any case, landing the late frames will improve the move's follow-up potential and make it safer on shield.
[[File:SSBU Zelda backward dtilt.gif||350px|thumb|right|Spamming down tilt close to ledge puts Zelda in front of Mario's getup. The late hit connects, with a successful reaction to a backward launch.]]
The hitboxes linger for 7 frames, which is generous relative to its [[interruptibility]] and gives the move many uses. It can catch dashes in, and at ledge, down tilt is somewhat spammable. It can cover neutral getup and ledge jump, while discouraging getup attack due to its speed allowing Zelda to quickly shield. If the opponent ledge rolls, Zelda can often dash attack back on reaction. Down tilt is also her easiest normal to two-frame with. At mid percents, it can KO confirm into a run-off forward aerial, and at high percents, it can combo into a Phantom. In any case, landing the late frames will improve the move's follow-up potential and make it safer on shield.


Down tilt unfortunately has small hitboxes with short range, and its knockback values combined with its launch angle make its follow-up potential limited and inconsistent. Despite these flaws, it is her quickest move to execute, with good hurtbox shifting, making it an essential low-committal CQC option.
Down tilt unfortunately has small hitboxes with short range, and its knockback values combined with its launch angle make its follow-up potential limited and inconsistent. Despite these flaws, it is her quickest move to execute, with good hurtbox shifting, making it an essential low-committal CQC option.
251

edits