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Super Smash Bros. Ultimate

Zelda (SSBU)/Forward smash

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Hitbox visualization showing Zelda's forward smash.

Overview[edit]

A powerful blast of magic consisting of five hits. It boasts the highest disjoint of any of her ground moves; she also pulls back during the startup, making it difficult to challenge. It has relatively low ending lag for a smash attack, making it difficult to punish out of shield, especially when spaced and/or charged.

With all these strengths, forward smash is very strong in ledge traps, as it can hit ledge roll relatively easily, or simultaneously cover various combinations of other getup options. Unlike Pichu's similar forward smash, each hit only lasts a single frame, which makes it inconsistent at catching neutral getups. However, even on neutral getups it becomes a low-risk option when timed well; most fighters must buffer shield to avoid being hit, and even if the forward smash doesn’t catch the single frame of neutral getup vulnerability, it will still be very safe on shield. When layered with Phantom, it can be very difficult for opponents to bypass Zelda's ledge traps, especially if they fail to use the proper getup timings to avoid Phantom.

Uncharged, it is still strong, but for a forward smash, it is slightly below average in strength. While it is large and lacks finicky sweetspots in comparison to her Lightning Kicks, it is much weaker and slower at frame 16. As a raw punish, it should thus be reserved for when there is sufficient frame advantage and it can KO, or if sweetspotting a Lightning Kick is too difficult. At low percents, Zelda's optimal shield break punish for a KO or maximum damage will be a Phantom Slash setup with a Lightning Kick or down aerial finisher. At high percents, however, a fully charged forward smash will become her most reliable shield break punish.

While often hard to punish on shield, this usually requires some degree of spacing; additionally, it is still quite punishable on whiff. While it is much more consistent than its Melee and Brawl iterations, it is still susceptible to SDI if the opponent's inputs are strong enough, though this is quite rare.

Update history[edit]

Super Smash Bros. Ultimate 10.1.0

  • Buff Forward smash has received various adjustments that allow the move to connect more reliably:
    • Buff The first four hits send at an autolink angle (25°/165 → 366° (both)) and have more set knockback (40/50 → 60 (both)).
      • Nerf This tends to pull opponents toward the center of the near hitbox. In the majority of cases, this marginally reduces the move's KO potential compared to before.
    • Buff The last hit's hitbox at Zelda's arm is slightly larger (5.5u → 5.7u).
    • Buff All hits have received a -100% trip chance, preventing them from tripping opponents and missing subsequent hits due to the trip's intangibility.

Hitboxes[edit]

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
Hits 1-4
0 0 0 1.0% 0 Autolink angle (366) Forward 0 100 60 HitboxTableIcon(False).png 4.2 top 0.0 9.1 9.0 1.0× 1.0× -100% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick 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 1.0% 0 Autolink angle (366) Forward 0 100 60 HitboxTableIcon(False).png 4.5 top 0.0 9.1 17.0 1.0× 1.0× -100% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 5
0 0 0 13.0% 0 Sakurai angle Forward 37 110 0 HitboxTableIcon(False).png 5.7 top 0.0 9.1 10.5 1.0× 1.0× -100% 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 13.0% 0 Sakurai angle Forward 37 110 0 HitboxTableIcon(False).png 6.0 top 0.0 9.1 17.0 1.0× 1.0× -100% 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[edit]

Charges between 10-11
Hits 1-4 16, 18, 20, 22
Hit 5 24
Interruptible 50
Animation length 69
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(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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 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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible