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 limited to a simple damage-racking follow-up from jab at lower percents before jab can start combos on its own. The finisher always sends opponents into tumble, which gives Zelda more advantage frames 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.

With a set up Phantom, Zelda can keep opponents in the laggy rapid jab for an easy/guaranteed combo into Phantom. If the opponent has a heavily damaged shield, the rapid jab can trap them in shield for a shield break from the Phantom.

Otherwise, this move should not be used on its own, as the finisher is extremely laggy and is Zelda's most unsafe move on shield, even more so than Farore's Wind.

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