Editing Zelda (SSBU)/Back aerial

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Ultimate]]''|the move itself|Lightning Kick}}
[[File:ZeldaBAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's back aerial.]]
[[File:ZeldaBAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's back aerial.]]
==Overview==
==Overview==
Zelda's second ''Lightning Kick''. Functionally identical to [[Zelda_(SSBU)/Forward_aerial|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.
Zelda's second [[Lightning Kick]]. Functionally identical to [[Zelda_(SSBU)/Forward_aerial|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 {{SSBU|Mega Man}} and {{SSBU|Joker}}). Therefore, usage of turning, [[RAR]]s and [[slingshot|slingshots]] when applicable can make the difference between a stock being taken. One should be mindful of [[Stale-move_negation|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.
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 {{SSBU|Mega Man}} and {{SSBU|Joker}}). Therefore, usage of turning, [[RAR]]s and [[slingshot|slingshots]] when applicable can make the difference between a stock being taken. One should be mindful of [[Stale-move_negation|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.

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