SSBU Icon.png

Zelda (SSBU)/Forward tilt

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Zelda forward tilt hitbox visualizations.
ZeldaFTiltUpSSBU.gif
ZeldaFTiltSSBU.gif
ZeldaFTiltDownSSBU.gif

Overview[edit]

Zelda slashes horizontally with a magically produced blade from her hand. It is her only move that can also be angled up or down. It has the slowest start-ups of her normals at frame 12, with moderate ending lag. Forward tilt is moderately disjointed, with three sourspots on her arm and two sweetspots past her hand.

When the sweetspot lands, it has excellent reward. It is the highest damage forward tilt in the game, and is rather safe on shield at -10 with good pushback. It's the second strongest behind Incineroar's sweetspotted forward tilt, and has very high base knockback, which can steal stocks near the ledge.

However, the sweetspot range is one of the strictest in the entire game. They require a very specific spacing that is arguably stricter than her Lightning Kicks due to their lowest priority. Zelda lacks practical setups into forward tilt's sweetspot, making it poor as a combo finisher. The sourspots have the highest priority, are unsafe on shield and are much weaker than the sweetspots, though still stronger than the average forward tilt.

All the hitboxes are exceptionally small (each one is smaller than Luigi's Super Jump Punch aerial sweetspot), resulting in a very narrow range, which is especially noticeable on short opponents and aerial opponents. Combined with its slow startup, minimal active frames and strict priority, forward tilt is still relatively situational.

Update History[edit]

Super Smash Bros. Ultimate 7.0.0

  • Buff Forward tilt deals more damage (10%/12% → 11.5%/15%), with knockback scaling not fully compensated (70/70 → 68/69). This significantly improves its KO potential to the point it is even stronger than in Smash 4, with the sweetspot KOing at around 120% from the center of Final Destination.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 11.5% 0 Sakurai angle Forward 72 68 0 HitboxTableIcon(False).png 2.1 arml -2.0 0.2 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Magic).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 11.5% 0 Sakurai angle Forward 72 68 0 HitboxTableIcon(False).png 2.2 arml 0.7 0.3 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Magic).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 11.5% 0 Sakurai angle Forward 72 68 0 HitboxTableIcon(False).png 2.3 arml 3.2 0.4 -0.1 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Magic).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 15.0% 0 Sakurai angle Forward 72 69 0 HitboxTableIcon(False).png 2.4 handl 3.5 0.0 0.7 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Magic).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
4 0 0 15.0% 0 Sakurai angle Forward 72 69 0 HitboxTableIcon(False).png 2.5 handl 6.2 0.0 1.4 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Magic).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 12-13
Interruptible 37
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible

Trivia[edit]

  • The inner sweetspot uses the weaker slash sound effect of the sourspots, despite being identical in strength to the other sweetspot. This is a reversal from Smash 4, where the outer sourspot used the same sound effect as the sweetspot, despite being identical in strength to the other sourspots.