Zelda (SSB4)/Down special/Default
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This article is about the hitbox visualization in
Super Smash Bros. 4
. For the move itself, see
Phantom Slash
.
Hitbox visualization showing Zelda's uncharged Phantom Slash.
Hitbox visualization showing Zelda's mid charged Phantom Slash.
Hitbox visualization showing Zelda's max charged Phantom Slash.
This article or section may require competitive expertise.
You can discuss this issue on the
talk page
or
edit
this page to improve it.
This article or section may require additional technical data.
You can discuss this issue on the
talk page
or
edit
this page to improve it.
Update history
[
edit
]
1.0.6
Phantom Slash
's ending lag decreased: frame 54 → 51.
The Phantom's on-stage duration increased by approximately a quarter of a second.
The Phantom's respawn time increased: 6 seconds → 10.
1.1.0
All variations of Phantom Slash have had their ending lag decreased by 5 frames.
Phantom Slash received a
windbox
that
pulls
opponents into the Phantom's sword at low charges, and
pushes
them away at high charges. This removes its blind spot.
Hitboxes
[
edit
]
ID
Part
Damage
SD
Angle
BK
KS
FKV
Radius
Bone
Offset
SDIx
H×
T%
Clang
Rebound
Type
Effect
G
A
Sound
Direct
Windbox
0
0
0%
0
0
100
40
6.0
0
0.0
10.0
5.0
1.0x
1.0x
0%
None
Hit
0
0
6%
0
30
100
0
5.0
0
0.0
10.0
20.0
1.0x
1.0x
0%
Slash
Zelda's moveset
Neutral attack
·
Forward tilt
·
Up tilt
·
Down tilt
·
Dash attack
·
Forward smash
·
Up smash
·
Down smash
Neutral aerial
·
Forward aerial
·
Back aerial
·
Up aerial
·
Down aerial
Grab
·
Pummel
·
Forward throw
·
Back throw
·
Up throw
·
Down throw
Floor attack (front)
·
Floor attack (back)
·
Floor attack (trip)
·
Edge attack
Neutral special
(
def
·
c1
·
c2
)
·
Side special
(
def
·
c1
·
c2
)
·
Up special
(
def
·
c1
·
c2
)
·
Down special
(
def
·
c1
·
c2
)
·
Final Smash
Categories
:
Typeless attacks (SSB4)
Slash attacks (SSB4)
Sword attacks (SSB4)
Zelda (SSB4)
Special moves (SSB4)
Down special moves (SSB4)
Meta categories:
Articles requiring competitive expertise
Articles requiring technical data
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