Zelda (SSBU)/Down special

Update history
   

Hitboxes
The true damage for all Phantom's levels is determined by the general formula. This only affects their hitboxes; their windboxes still deal no damage. More specifically, the resulting damage outputs from each Phantom level are the following:


 * Level 1 (punch):  = 5.9%
 * Level 2 (kick):  = 8.2%
 * Level 3A (outward slash):  = 10.5%
 * Level 3B (outward slash):  = 11.8%
 * Level 4A (overhead slash):  = 14.1%
 * Level 4B (overhead slash):  = 15.4%
 * Level 5 (rising slash):  = 17.7%

Level 1 Phantom (kick)

 * }

Level 2 Phantom (punch)

 * }

Level 3 Phantom (outward slash)

 * }

Level 4 Phantom (overhead slash)

 * }

Level 5 Phantom (rising slash)

 * }

Phantom creation
!Phantom !Zelda

Phantom release
Upon release, the Phantom immediately starts the attack corresponding to their level (timings listed below).

Phantom
Level increases for all parameters range from 0 to 6 (plus 3 for damage). Additionally, the Phantom's HP functions unusually. By default, its HP is one unit higher, causing it to range from 6 to 18, and when hit by a single attack, it has to take any damage higher (not equal) than this amount to be destroyed (for example, 6.01% for a level 1 Phantom). However, when sustaining multiple hits, each hit is considered as dealing 1% more damage, and the total damage can be exactly equal to the Phantom's HP; for example, the same level 1 Phantom can be destroyed by three 1% hits, or two 2% hits.

Trivia

 * The 10-second cooldown used for destroyed Phantoms in Smash 4 is still present in the move's parameters. However, it goes unused, and Zelda can simply summon another Phantom as soon as the destroyed one disappears.