Zelda (SSBU)/Back aerial
Overview[edit]
Zelda's second Lightning Kick. Functionally identical to forward aerial, but in a backward direction and with a slightly stronger sweetspot, at the cost of marginally more landing lag, a longer animation and a later auto-cancel. The sweetspot also is positioned slightly less outward.
When sweetspotted, it is often the strongest aerial in the game. Its higher base knockback and marginally higher scaling than forward air causes it to KO about 5% earlier—for illustration, this is roughly equivalent to the effect of 9+ less weight units (ex. the weight difference between Mega Man and Joker). Therefore, usage of turning, RARs and slingshots when applicable can make the difference between a stock being taken. One should be mindful of staleness between the two kicks and balance them throughout the duration of a game to optimize KOs; ideally, a fresh back aerial is the finishing blow. Of course, the main caveats are that it can be difficult to tell when it will make the difference, and that it is not always possible to choose, since Zelda must sometimes attack from out of shield or in midair.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-2 |
---|---|
Sweetspot | 6 |
Sourspots | 6-10 |
Ending autocancel | 45- |
Interruptible | 50 |
Animation length | 62 |
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Landing lag[edit]
Interruptible | 17 |
---|---|
Animation length | 33 |
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![]() Lag time |
![]() Hitbox |
![]() ![]() Hitbox change |
![]() Autocancel |
![]() Interruptible |
Trivia[edit]
- On top of the magic effect, the sweetspot has an additional unique lightning effect on hit. This is purely aesthetic and distinct from the electric attack effect the move formerly had in Melee and Brawl.
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