Editing Zelda (SSBU)/Neutral attack/Infinite
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 4: | Line 4: | ||
==Overview== | ==Overview== | ||
A rapid flurry of magic followed by a strong launching blast. Its use is | A rapid flurry of magic followed by a strong launching blast. Its use is limited to a simple damage-racking follow-up from jab, either at lower percents before jab can start combos on its own, or as a general consistent follow-up to avert the inconsistency of Zelda's jab cancels. The finisher always sends opponents into tumble, which gives Zelda more advantage at low percents compared to down tilt or down smash. The finisher has mediocre kill power, but can be an emergency KO option at very high percents. | ||
With a set up Phantom, Zelda can lock opponents in the laggy rapid jab for an easy/guaranteed combo into the Phantom attack. If the opponent has a heavily damaged shield, the rapid jab can also trap them in shield for a shield break from the Phantom. | |||
Otherwise, this move should not be used on its own as it is highly punishable, as the finisher is extremely laggy and is Zelda's most unsafe move on shield, even more so than Farore's Wind. | |||
==Update | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|13.0.0}}''' | ||
*{{buff|Rapid jab deals more damage (0.2% → 0.4%).}} | *{{buff|Rapid jab deals more damage (0.2% → 0.4%).}} | ||