Zelda (SSBM)/Forward aerial: Difference between revisions

 
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==Overview==
==Overview==
===Technique===
===Technique===
Zelda's [[Lightning Kick]] has a unique animation that sharply raises her ECB, then drops it slightly immediately following. Using this to land on a platform is referred to as an aerial interrupt (AI). Timing this aerial interrupt can land Zelda, autocancel for 4 frames, and leave Zelda actionable on platform. This is likely the fastest way to land and be actionable on a side platform on all stages. The aerial interrupt is also one of the strongest, albeit hardest, ledge options Zelda has available to her, granting 7 frames of invulnerable actionability from ledge on a stage with flat walls, 10 frames on [[Yoshi's Story]], or 13 frames on [[Battlefield (SSBM)|Battlefield]].
Zelda's [[Lightning Kick]] has a unique animation that sharply raises her ECB, then drops it slightly immediately following. Using this to land on a platform is referred to as an aerial interrupt (AI). Timing this aerial interrupt can land Zelda, autocancel for 4 frames, and leave Zelda actionable on platform. This is likely the fastest way to land and be actionable on a side platform on all stages. The aerial interrupt is also one of the strongest, albeit hardest, ledge options Zelda has available to her, granting 9 frames of invulnerable actionability from ledge on a stage with flat walls, 10 frames on [[Yoshi's Story]], or 13 frames on [[Battlefield (SSBM)|Battlefield]].


==Hitboxes==
==Hitboxes==
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