Editing Zelda (SSBU)/Up smash

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[[File:ZeldaUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's up smash.]]
[[File:ZeldaUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's up smash.]]
==Overview==
==Overview==
Zelda sweeps her magic-infused arm to create a powerful overhead concentration of energy. It is a multi-hit with a moderate vertical disjoint, while Zelda crouches slightly downward. It has less overall range than up tilt, with only the final hit being able to reach platforms. Among her kill moves, it is more average in power, but if all hits connect, it can KO relatively early. Up smash is a mediocre combo follow-up due to having middling damage output (14.6% at most), no extension potential and being weaker than her kicks; however, a charged up smash from a down aerial on a platform is a good early KO confirm at mid-high percents.
Zelda sweeps her magic-infused arm to create a powerful overhead concentration of energy. It is a multi-hit with a moderate vertical disjoint, and while Zelda crouches slightly downward. It has less overall range than up tilt, with only the final hit being able to reach platforms. Among her kill moves, it is more average in power, but if all hits connect, it can KO relatively early. Up smash is a mediocre combo follow-up due to having middling damage output (14.6% at most), no extension potential and being weaker than her kicks; however, a charged up smash from a down aerial on a platform is a good early KO confirm at mid-high percents.


At frame 9, up smash is tied for her second fastest [[out of shield]] option, with much spatial overlap with her neutral air out of shield, but having less horizontal range in exchange for better coverage close to the ground and on her body. It still often has trouble hitting grounded opponents, as its high hitboxes are easily avoided by many landing animations. Its one low hitbox is its smallest one and largely overlaps with her upper body, giving it minimal range in practice with the pushing effects of [[jostling]]; on grounded fighters like {{SSBU|Kirby}}, it is ineffectual. This makes it best suited for point-blank punishes, with more reliability the taller and larger the opponent is. Despite its mediocre range, it offers her a consistent KO option out of shield compared to the DI and percentage variables of Farore's Wind or the precision of her Lightning Kicks.
At frame 9, up smash is tied for her second fastest [[out of shield]] option, with much spatial overlap with her neutral air out of shield, but having less horizontal range in exchange for better coverage close to the ground and on her body. It still often has trouble hitting grounded opponents, as its high hitboxes are easily avoided by many landing animations. Its one low hitbox is its smallest one and largely overlaps with her upper body, giving it minimal range in practice with the pushing effects of [[jostling]]; on grounded fighters like {{SSBU|Kirby}}, it is ineffectual. This makes it best suited for point-blank punishes, with more reliability the taller and larger the opponent is. Despite its mediocre range, it offers her a consistent KO option out of shield compared to the DI and percentage variables of Farore's Wind or the precision of her Lightning Kicks.

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