Zelda (SSBM)/Up special
Overview[edit]
This move grants a longer recovery distance than Sheik's recovery move, Vanish, and is usually the only reason Sheik mains transform into Zelda (as well as for her gravity and falling speed physics, allowing Zelda to better drift towards the stage), to improve her recovery distance. Its offensive utility is minimal, only having a weak hitbox for part of the initial vanishing animation, though it has some use for ledge stalling, particularly during edgeguards, and can even set up niche tech chase scenarios on spacies. If landing during the ending spinning animation of Farore's Wind while airborne after reappearing, the move has greater landing lag, whereas if landing as soon as Zelda enters special fall, or reappearing directly into the ground, the move has lesser landing lag. It can also be a situational movement option, such as to escape pressure, or to keep the opponent guessing as to where Zelda will reappear. Additionally, it can also benefit greatly from ledge cancels, though it can be considerably difficult to do them without reliable setups during a recovery.
Hitboxes[edit]
| ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 0 | 4% | 0 | 0 | 100 | 120 | 8.5932 | 3 | 0.0 | 0.0 | 0.0 | |||||||
Timing[edit]
| Hitbox | 10-11 |
|---|---|
| Intangible | 33-53 |
| Animation length | 114 |
Landing lag[edit]
| Animation length (pre free fall) | 30 |
|---|---|
| Animation length (post free fall) | 4 |
| Pre free fall | ||||||||||||||||||||||||||||||
| Post free fall |
Lag time |
Hitbox |
Vulnerable |
Intangible |