Zelda (SSBM)/Forward aerial: Difference between revisions
→Technique
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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 | 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== |