Zelda (SSBU)/Dash attack
Overview[edit]
A quick leap forward with a shot of magical energy from Zelda's hands. Due to its frame 6 startup and the distance it covers, with the ability to be used immediately from her fast initial dash, it is her best burst option. It is fairly large with a good horizontal disjoint and duration, allowing it to catch landings effectively and launching opponents into the air again for a reset. Dash attack is a common combo finisher, most notably from down tilt and neutral aerial. Its high base knockback across the board consistently gives Zelda advantage frames, and it often sends opponents off stage, allowing for Phantom setups and ledge traps.
Among its weaknesses, the sweetspot is small with a short duration, and it is entirely contained within the sourspot; therefore, the sourspot can often end up hitting the opponent first. While the sweetspot is stronger than the average dash attack, being able to kill at high percents near the ledge, its diagonal launch angle leaves it without outstanding horizontal or vertical KO power. The weak hits also have no direct KO or follow-up potential, aside from very rare combos involving the latest frames and specific positions. Its ending lag is moderate, making it not terribly risky on whiff, but all its hits are quite punishable on shield, especially since it normally never crosses up.
Overall, dash attack is relatively straightforward, but one of Zelda's most reliable moves due to its speed, size and burst range, making it an essential whiff punish tool.
Hitboxes[edit]
Timing[edit]
| Clean hit | 6-7 |
|---|---|
| Late hit | 8-12 |
| Interruptible | 36 |
| Animation length | 44 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
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