Super Smash Bros. Ultimate

Zelda (SSBU)/Neutral attack/Infinite

Hitbox visualization showing Zelda's rapid jab.
Hitbox visualization showing Zelda's rapid jab finisher.

OverviewEdit

A rapid flurry of magic followed by a strong launching blast. Its use is mostly limited to circumventing any possible frame disadvantage from jab’s finicky hitboxes, as well as punishing spot dodges from jab. It racks up simple damage, and the finisher will send opponents into tumble from 0%, 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.

It can be looped indefinitely, but the finisher's drastic ending lag renders it too risky to utilize on its own. Furthermore, since its hitboxes flicker on and off every frame, it is fundamentally inconsistent at punishing getups, especially compared to similar but safer options like forward smash. With its large hitboxes, it can be used from jab to interrupt a head-on approach, but only if the opponent is past the point of no return, or if Zelda is making a very confident read. Otherwise, low-committal approaches can easily jump over her and punish the ending lag of the finisher, especially if the rapid jab is started too soon.

With a set up Phantom, Zelda can lock opponents in the long hitlag of rapid jab's hits for an easy/guaranteed combo into the Phantom attack. Especially if the opponent has a heavily damaged shield, the rapid jab can also trap them in a sequence involving Phantom for a shield break.

Update historyEdit

  13.0.0

  •   Rapid jab deals more damage (0.2% → 0.4%).

HitboxesEdit

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 Hitstun Shieldstun
Rapid jab
0 0 0 0.4% 0   Forward 7 20 0   6.0 top 0.0 8.5 8.0 0.5× 0.6× 0%               Magic   All All             +3 frames
1 0 0 0.4% 0   Forward 7 20 0   6.0 top 0.0 8.5 13.0 0.5× 0.6× 0%               Magic   All All             +3 frames
Rapid jab finisher
0 0 0 3.0% 0   Forward 55 140 0   6.0 top 0.0 8.5 10.0 2.0× 1.0× 0%               Magic   All All            
1 0 0 3.0% 0   Forward 55 140 0   6.0 top 0.0 8.5 15.0 2.0× 1.0× 0%               Magic   All All            

TimingEdit

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
Rapid jab 4, 6, 8, 10, 12, 14, 16, 18
Finisher 6-7
Interruptible 43
Animation length 51
                                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Interruptible