Super Smash Bros. Ultimate

Zelda (SSBU)/Down special

Hitbox visualization showing Zelda's Phantom's kick.
Hitbox visualization showing Zelda's Phantom's punch.
Hitbox visualization showing Zelda's Phantom's first swing.
Hitbox visualization showing Zelda's Phantom's second swing.
Hitbox visualization showing Zelda's Phantom's third swing.

OverviewEdit

Zelda summons a Phantom behind her which begins assembling armor until launching an attack that varies by its stage of completion. 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 that improve its range and power. Similar to fighters, it possesses its own hurtboxes (which have limited health), a passive shield (charges 4B-5), experiences hitlag/histun, and has a large collision box that can interact with fighters once launched. Using any attack or special inputs while charging will launch Phantom, but 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 later, though she can still manually launch it during that period with a down special input. Charging Phantom cannot be cancelled, making it somewhat committal paired with her poor mobility and any histun Zelda receives before it launches will cause the Phantom to instantly collapse. Once a Phantom is launched, it will linger for a short time after its attack where it cannot be summoned again but its hurtboxes and shield remain active until despawning. All of its attacks are transcendent (cannot be clanked), with charges 2-5 having a windbox on the startup to avoid dashing through opponents and a collision box that pushes other fighters. Due to her ability to delay a launch to 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 but excels in edgeguards and ledge traps- reaching far off-stage with a long active window, able to hit ledges on its downward and upward swings, and is even able to gimp recoveries with its windbox and body blocking. While able to be reflected, reaching full charge allows Zelda to act and she can easily bait an opponents' reflect and punish accordingly.

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 reverse short hop and buffering down-special so it will stick to the stage while Zelda hops behind it to put a shield between her and the opponent. These techniques give Phantom much more utility since Zelda can retreat behind it while its still charging to protect from some approaches and projectiles. She can also choose to jump in front of Phantom to give her better combo use, or leave it on platforms while she covers lower areas. Even without its shield, having hurtboxes starting frame 1 is a powerful and often overlooked asset- hitting Phantom or its shield causes the attacker to suffer a portion of their attack's typical hitlag, allowing Zelda time to retreat or punish (though Zelda cannot physically interact with Phantom herself).

Update historyEdit

  3.0.0

  •   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)).

  7.0.0

  •   Phantom Slash deals more damage on all charges (3.8%/4.7% → 4.6/5.9% (level 1), 6.6% → 8.2% (level 2), 8.5%/9.4% → 10.5%/11.8% (level 3), 11.3%/12.2% → 14.1%/15.4% (level 4), 14.1% → 17.7% (level 5)), with knockback scaling partly compensated on the highest two charges (60 → 57 (level 4), 75 → 68 (level 5)).

HitboxesEdit

The true damage for all Phantom's levels is determined by the general formula base damage + 1.3 * (charge level + 1). This only affects their hitboxes; their windboxes still deal no damage. More specifically, the resulting damage outputs from each Phantom level are the following:

  • Level 1A[1] (kick): 2 + 1.3 * 2 = 4.6%
  • Level 1B (kick): 2 + 1.3 * 3 = 5.9%
  • Level 2 (punch): 3 + 1.3 * 4 = 8.2%
  • Level 3A (outward slash): 4 + 1.3 * 5 = 10.5%
  • Level 3B (outward slash): 4 + 1.3 * 6 = 11.8%
  • Level 4A (overhead slash): 5 + 1.3 * 7 = 14.1%
  • Level 4B (overhead slash): 5 + 1.3 * 8 = 15.4%
  • Level 5 (rising slash): 6 + 1.3 * 9 = 17.7%
  1. ^ Level 1A is typically not accessible because of Zelda's minimum charge time.

Level 1 Phantom (kick)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
0 0 0 2.0% -1.0   Standard 50 30 0   5.5 top 0.0 6.0 14.0 to 10.0 1.0× 1.0× 0%               Kick   All All            

Level 2 Phantom (punch)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
Windboxes
0 0 3 0.0% 0   Forward 0 100 60   4.0 top 0.0 7.0 11.0 to 7.0 1.0× 1.0× 0%               None   All All            
1 0 3 0.0% 0   Forward 0 100 40   6.0 top 0.0 7.0 11.0 to 7.0 1.0× 1.0× 0%               None   All All            
Hitboxes
0 0 0 3.0% -1.5   Forward 65 50 0   5.5 top 0.0 10.0 11.5 1.2× 1.0× 0%               Punch   All All            
1 0 0 3.0% -1.5   Forward 65 50 0   4.5 top 0.0 9.5 19.5 1.2× 1.0× 0%               Punch   All All            

Level 3 Phantom (outward slash)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
Windboxes
0 0 4 0.0% 0   Forward 0 100 50   5.0 top 0.0 8.0 10.0 to 4.0 1.0× 1.0× 0%               None   All All            
1 0 4 0.0% 0   Forward 0 100 40   7.0 top 0.0 8.0 10.0 to 4.0 1.0× 1.0× 0%               None   All All            
Hitboxes
0 0 0 4.0% -2.0   Forward 65 60 0   5.8 handr 0.0 0.0 1.0 0.8× 1.0× 0%               Slash   All All            
1 0 0 4.0% -2.0   Forward 65 60 0   5.8 handr 0.0 0.0 8.0 0.8× 1.0× 0%               Slash   All All            
2 0 0 4.0% -2.0   Forward 65 60 0   5.8 handr 0.0 0.0 16.0 0.8× 1.0× 0%               Slash   All All            
3 0 0 4.0% -2.0   Forward 65 60 0   6.5 top 0.0 8.0 10.0 0.8× 1.0× 0%               Slash   All All            

Level 4 Phantom (overhead slash)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
Windboxes
0 0 3 0.0% 0   Forward 0 100 110   5.5 top 0.0 8.0 10.0 to 4.0 1.0× 1.0× 0%               None   All All            
1 0 3 0.0% 0   Forward 0 100 80   7.0 top 0.0 8.0 10.0 to 4.0 1.0× 1.0× 0%               None   All All            
Hitboxes
0 0 0 5.0% -2.5   Forward 60 57 0   5.0 handr 2.0 0.0 1.5 1.0× 1.0× 0%               Slash   All All            
1 0 0 5.0% -2.5   Forward 60 57 0   5.6 handr 2.0 0.0 8.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% -2.5   Forward 60 57 0   5.6 handr 2.0 0.0 16.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 5.0% -2.5   Forward 60 57 0   5.0 top 0.0 8.5 11.0 1.0× 1.0× 0%               Slash   All All            

Level 5 Phantom (rising slash)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
Windboxes
0 0 3 0.0% 0   Forward 0 100 130   6.0 top 0.0 8.0 13.0 to 8.0 1.0× 1.0× 0%               None   All All            
1 0 3 0.0% 0   Forward 0 100 85   8.5 top 0.0 8.0 13.0 to 8.0 1.0× 1.0× 0%               None   All All            
Hitboxes
0 0 0 6.0% -3.0   Forward 60 68 0   6.0 handr 2.0 0.0 1.5 1.0× 1.0× 0%               Slash   All All            
1 0 0 6.0% -3.0   Forward 60 68 0   6.0 handr 2.0 1.0 9.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 6.0% -3.0   Forward 60 68 0   6.0 handr 2.0 2.0 16.5 1.0× 1.0× 0%               Slash   All All            

TimingEdit

Phantom creationEdit

Phantom generated 1
Earliest release 16
Level 1A Phantom 10-14
Level 1B Phantom 15-19
Level 2 Phantom 20-27
Level 3A Phantom 28-31
Level 3B Phantom 32-37
Level 4A Phantom 38-44
Level 4B Phantom 45-49
Level 5 Phantom 50-120
Zelda's Animation length 66
Level 5 Phantom auto-attack 121
Breaking Animation 90
Phantom                                                                                                                                                                                                                                                   
Zelda                                                                                                                                                                                                                                                   

Phantom release (Zelda)Edit

Upon release, the Phantom immediately starts the attack corresponding to their level (timings listed below).

Interruptible 40
Animation length 54
                                                                                                           

Level 1 Phantom attack (kick)Edit

Hitbox 11-12
Animation length 49
                                                                                                 

Level 2 Phantom attack (punch)Edit

Windbox 1-7
Hitboxes 8-12
Animation length 59
                                                                                                                     

Level 3 Phantom attack (outward slash)Edit

Windbox 1-7
Hitboxes 8-11
Animation length 65
                                                                                                                                 

Level 4 Phantom attack (overhead slash)Edit

Windbox 1-7
Hitboxes 8-11
Animation length 80
                                                                                                                                                               

Level 5 Phantom attack (rising slash)Edit

Windbox 1-6
Hitboxes 7-17
Animation length 120
                                                                                                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
State change
 
Continuable
 
Flinchless hitbox
  
Prop event
 
Interruptible

ParametersEdit

MoveEdit

Horizontal speed multiplier on startup 0.8
Aerial vertical speed multiplier on startup 0.6
Phantom Z-axis displacement 1.5u
Minimum frames before releasing Phantom 15 frames

The minimum 15 frame charge time only applies to Zelda while in her charging animation and results in rare scenarios where she can launch a Phantom prior to its 16th frame (level 1A).

PhantomEdit

Level increases for all parameters range from 0 to 6 (plus 3 for damage). Additionally, the Phantom's HP functions unusually. By default, its HP is one unit higher, causing it to range from 6 to 18, and when hit by a single attack, it has to take any damage higher (not equal) than this amount to be destroyed (for example, 6.01% for a level 1 Phantom). However, when sustaining multiple hits, each hit is considered as dealing 1% more damage, and the total damage can be exactly equal to the Phantom's HP; for example, the same level 1 Phantom can be destroyed by three 1% hits, or two 2% hits.

Base travel speed 2.5
Added travel speed by level increase 0.45
Friction 0.3
Base HP 5
Added HP by level increase 2
Added damage by level increase 1.3 (7.0.0 onward)
0.9 (before 7.0.0)

TriviaEdit

  • The 10-second cooldown used for destroyed Phantoms in Smash 4 is still present in the move's parameters. However, it goes unused, and Zelda can simply summon another Phantom as soon as the destroyed one disappears.
  • Due to a potential oversight, projectiles such as Phantom with their own hurtboxes suffer hitlag equivalent to hitting an opponent when they are reflected, making them freeze in place a short time and granting the defender a larger window to act.
    • Though, charges with a windbox on the startup can be reflected before the actual attack comes out and so will reflect instantly due to windboxes not inflicting hitstun.
  • Because Rosalina's Gravitational Pull causes Phantom to freeze on its current frame, grabbing Phantom during its startup when only the windboxes are active will cause it to lack any actual hitboxes while it orbits Rosalina.
  • When the Phantom is charging and tethered to Zelda, certain visual effects such as those after respawn, the cursed effect, Final Smash, and Super Star will also appear on the Phantom, though they are only aesthetic.
  • Using an attack or special input on the last frame of Zelda's charge animation will cause the input to be performed along with a simultaneous release of Phantom.
  • During the interruptibility window of Zelda's launch animation, inputting down-special again will simply cause the rest of the remaining animation frames to become uninterruptible.
    • If the second down-special is input facing behind, it will cause an instant pivot even when airborne, though will still be subject to the added lag.
  • Zelda can cancel her charge animation by bouncing off a spring and leaving Phantom to continue charging, making it one of the only projectiles capable of charging on its own along with Din's Fire and Stealth Burst.
    • This can allow her to launch Phantom before her usual 15 frame minimum charge time to reveal level 1A, though this level can also be used when hitlag freeze frames cause Phantom to lag behind Zelda's charge animation.