Zelda (SSBU)/Neutral attack/Infinite
Overview
A rapid flurry of magic followed by a strong launching blast. Its use is limited to simple damage-racking at lower percents, before neutral attack 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.
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. Aside from this shield break setup, this move should not be used on shield, as the finisher is Zelda's most unsafe move on shield, even more so than Farore's Wind.
Otherwise, rapid jab has little utility, other than rare scenarios where jab's frame 4 startup would be a true punish and any slower of a move wouldn't have been. The finisher has mediocre kill power, but can be an emergency KO option at very high percents.
Update History
- Rapid jab deals more damage (0.2% → 0.4%).
Hitboxes
Timing
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 |
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