Zelda (SSBU)/Neutral aerial
Overview
Zelda spins twice with magic infused in her hands. It has fast startup and covers both sides, with large multihits spread over a long duration; it is also her only aerial to auto-cancel both in a short hop and a full hop fast fall. Due to these favorable traits, among her aerials, it is her most reliable anti-air and air-to-air. Its many hits can be used to catch jumps, launch into a Phantom, and edge guard.
Compared to many multihit aerials with autolink angles, the launch behavior of its hits is unintuitive with six different hitboxes. On grounded opponents, the looping hits pop up and slightly away from Zelda. Due to this outward angle, the opponent will typically fall out of the rest of the move if they are at the outer edge of the hitboxes and Zelda is drifting away. A fast-falled single looping hit on grounded opponents can start a combo at any percent, most notably into an up tilt, up smash or Lightning Kick. In order to connect only one hit, especially at low percents, Zelda must land almost immediately afterward, or be at maximum spacing. Performing a full hop forward, back, neutral or down aerial first can help set up for a single landing hit of neutral air. The grounded looping hits' knockback scales notably, so at higher percents they will send into tumble and become susceptible to DI. This will compound its aforementioned traits—on one hand, connecting the rest of the move will become harder, but single-hit combos will also be easier by making the timing and spacing less strict.
The aerial looping hits are similar to Pikachu's forward aerial, but are much weaker and send into Zelda instead of outward. Notably, this means it cannot be used to carry opponents forward, as is typically desired. The opponent will only be moved minimally from their starting position, so whether the move ultimately launches forward or backward is highly dependent on Zelda’s drift. If she drifts into the opponent during the move, they will be launched on the other side; to keep them on the same side, she must drift back to some extent. To be close enough for a follow-up, Zelda will need a high air speed in the same direction as the opponent's final launch. This will generally require her to switch her drift sometime in the middle of the looping hit portion (e.g. away from the opponent in the early option, and into them in the late portion). The exact timing will depend on Zelda's air speed and distance from the opponent at the beginning of the move; it will also depend on whether the initial hit is on a grounded or aerial opponent, since they launch in different directions and with different knockback.
Zelda's low air acceleration makes changing her drift somewhat difficult, but a well-executed auto-canceled neutral air can most reliably combo into up tilt and dash attack. Other possibilities include jab, down tilt, down smash, up special, itself or Lightning Kick. Auto-canceling early instead of executing a full short hop can also help with frame advantage.
When the grounded hits start sending into tumble, the looping hits become more unpredictable, and the final hit will also start sending too far for combos. At this point, Zelda should primarily focus on the launch direction for stage positioning. It also serves as a rough indicator of the end window of auto-cancel combos and the start window of practical single-hit combos.
Chief among neutral aerial's weaknesses is its unusual hitboxes, angles and strict conditions, which make it less flexible and consistent compared to many other aerials in the game. Because the aerial looping hits have minimal knockback, opponents will also fall out of the move if Zelda's velocity is too high during it, and can easily punish her afterward. This most often happens during fast falls and during the beginning of jumps. Drag-down combos are also unviable due to being minus on landing. A falling neutral aerial can combo, but requires the final hit; it can most easily link into dash attack, and most commonly sees usage when jumping onto platforms.
Among other downsides are the gaps between each hit, making it inconsistent at catching options and in air-to-airs. It is also unsafe on shield, though Zelda can try to mix up her landing with auto-canceling, landing before the last hit and/or crossing up the opponent. It is also completely transcendent, so it will leave Zelda wide open to projectiles.
Overall, neutral air is an important move to Zelda’s neutral due to being relatively low-risk and having the potential to convert into many other moves. Synergizing with the move’s multihit behavior can make a major difference in Zelda’s damage output at lower percents.
Update History
- Neutral aerial's looping hits launch aerial opponents at more horizontal angles (92°/270°/92°/270° → 132°/230°/152°/210°).
- This allows them to connect more reliably.
- However, due to now sending toward Zelda's opposite side, the opponent's final launch position is much more volatile. This makes follow-ups more difficult, especially from an auto-canceled short hop.
- Neutral aerial has less landing lag (15 frames → 12), matching its Brawl counterpart. This makes it safer on shield and improves its single-hit combo potential on grounded opponents, making KO setups into Lightning Kicks more reliable.
Hitboxes
Timing
Attack
Initial autocancel | 1-3 |
---|---|
Hits 1-4 | 6-7, 10-11, 14-15, 18-19 |
Hit 5 | 22-23 |
Ending autocancel | 38- |
Interruptible | 51 |
Animation length | 67 |
Landing lag
Interruptible | 13 |
---|---|
Animation length | 24 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|