Nayru's Love: Difference between revisions

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[[File:Naryus Love.png|thumb|Nayru's Love in ''Brawl''.]]
[[File:Naryus Love.png|thumb|Nayru's Love in ''Brawl''.]]
This attack will reflect any projectiles, similar to [[Fox]]'s {{b|Reflector|Fox}}. However, unlike most other reflectors, there is a moderate amount of downtime after the move is used during which it will not reflect projectiles. This makes timing Nayru's Love important and Zelda may be hit by projectiles if she uses it too early.  
This attack will reflect any projectiles, similar to [[Fox]]'s {{b|Reflector|Fox}}. However, unlike most other reflectors, there is a moderate amount of downtime after the move is used during which it will not reflect projectiles. This makes timing Nayru's Love important and Zelda may be hit by projectiles if she uses it too early. Zelda is also briefly [[intangibility|intangible]] while using Nayru's Love, so it can be used as a defensive option, but since it has noticeable ending lag, it must not be overused.


The [[hitbox]]es from the shards tend to draw characters towards Zelda (with the exception of the outermost shards). This means that as long as the centre of the opponent is between Zelda and the outermost shards, this attack will rack up 13% [[damage]], making it one of the most damaging reflectors when used as a direct attack. If the player hits the opponent with the move, it will also push them in the direction that the player is facing. This may be important to know because this way it's possible to push them in certain bad positions like off the [[edge]] or below the [[stage]]. However, as of ''[[SSB4]]'', this function is no longer present, as opponents are now knocked back depending on which side Nayru's Love connects. The [[attack]] can also deal up to 15% damage if the player hits an opponent at Zelda´s back, pushing the opponent towards Zelda and dealing maximum damage.
The [[hitbox]]es from the shards tend to draw characters towards Zelda (with the exception of the outermost shards). This means that as long as the centre of the opponent is between Zelda and the outermost shards, this attack will rack up 13% [[damage]], making it one of the most damaging reflectors when used as a direct attack. If the player hits the opponent with the move, it will also push them in the direction that the player is facing. This may be important to know because this way it's possible to push them in certain bad positions like off the [[edge]] or below the [[stage]]. However, as of ''[[SSB4]]'', this function is no longer present, as opponents are now knocked back depending on which side Nayru's Love connects. The [[attack]] can also deal up to 15% damage if the player hits an opponent at Zelda´s back, pushing the opponent towards Zelda and dealing maximum damage.


In ''Brawl'', if Zelda is in the momentum from being hit, buffers her mid air jump (upwards or a diagonal mid air jump) and uses Nayru's Love, she will gain a large boost upwards or diagonally. This is useful for Zelda's recovery while reflecting projectiles. It is known as Nayru's Love Jump.
In ''Brawl'', if Zelda is in the momentum from being hit, buffers her mid air jump (upwards or a diagonal mid air jump) and uses Nayru's Love, she will gain a large boost upwards or diagonally. This is useful for Zelda's recovery while reflecting projectiles. It is known as Nayru's Love Jump.
Zelda is also briefly [[intangibility|intangible]] while using Nayru's Love, so it can be used as a defensive option, but since it has noticeable ending lag, it must not be overused.


==Customization==
==Customization==
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