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
- Rapid jab deals more damage (0.2% → 0.4%).
HitboxesEdit
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 |
Lag time |
Hitbox |
Loop point |
Interruptible |