Talk:Light Arrow

OK, what is a Koro... whatever? And is it significant evidence? -Oxico 15:18, January 10, 2008 (EST)
 * Coro Coro is a Japanese gaming magazine. They haven't been too useful on Brawl info in the past, but their latest issue revealed some cheap trading cards featuring the confirmed Brawl characters. I had no idea that Zelda's card had a picture of her Final Smash. And that picture in the external links is definitely a Final Smash; she's glowing, and there's a dark background. Teamrocketspy621 15:27, January 10, 2008 (EST)

...eh....sounds sketchy....I don't know...well, only a month until release, so I am gonna let this one go. --Oxico 17:28, January 10, 2008 (EST)
 * Just so you know, Corocoro is very reliable. There were the first to reveal the 4th Generation Pokemon for Diamond and Pearl. Magiciandude 16:17, January 11, 2008 (EST)
 * Just that they could be pulling a trick or something. But, the photo is very convincing. --Oxico 17:17, January 11, 2008 (EST)
 * Here you have the Link, that website is useful after all.--Fandangox 17:52, January 10, 2008 (EST)

Table Change Required
I don't know how to do it myself, but the table needs to be changed from Zelda /Sheik to Zelda, Sheik. I don't know the code required by this particular type of table to put two separate entries in the "users" section.  Penguin  of  Death   18:42, 30 May 2009 (UTC)
 * The Final Smash infobox is currently not compatible with multiple users. I'm going to work on it after a bit more practice with infobox design (I made the original, by the way). Toomai Glittershine eXemplary Logic  The Stats Guy  The Table Designer  21:28, 30 May 2009 (UTC)

Piercing Effect
Sorry, I didn't know about that rule. Had I known, I wouldn't have done it a second time.

Light Arrow definitely pierces through intangibility frames. It does not pierce through invincibility frames. (So it can't hurt someone affected by a Starman) Try dodging it via sidestepping, except at extreme distances. I have tried both and I can consistently dodge Light Arrow in training iff (if and only if) Zelda is far enough away. (Which is about the distance from the leftmost side of the second leftmost, solid platform of New Pork City to the leftmost side of the first fallthrough platform, albeit, slightly farther) If you try to do it the other way, it can not work. Moreover, it paralyzes the player if it is within range, preventing them from jumping out of the way.

Please try it. You can just do it in training (so long as you have two controllers) like I did. I tried about 10 times both ways, and it was fairly consistent.

And again, I'm sorry for not reading the rules. I just wanted to help this site out and I got angry when I shouldn't have. —Preceding unsigned comment added by 68.44.100.113 (talk • contribs) 19:05, 3 April 2011 (EDT)
 * Are you sure that it pierces intangibility, or is it just that the hitbox lasts more frames than any sidestepping's intangibility? Miles ( talk)   19:35, 3 April 2011 (EDT)
 * Positive. First of all, if you are close enough, you can see that the character is stunned, immediately. I have tried various timings, lest it work if you do it before, instead of after. Secondly, I have tried doing it simultaneously as well as slightly after it in an attempt to avoid it. No such luck. —Preceding unsigned comment added by 68.44.100.113 (talk • contribs) 19:41, 3 April 2011 (EDT)

Firstly, put ~ after your posts on talk pages to sign them.

Secondly, it's actually possible that the "hit" of the Light Arrow can hit through intangibility. The reason is that it doesn't use a normal hitbox, or even a special one - it uses what I call an inert hitbox. Now, I don't know much about inert hitboxes other than the following:
 * They're used to detect collisions without using actual hitboxes, such as Motion-Sensor Bombs, Snake's explosives, detecting items to eat, and so on.
 * There is one variable at the end that is 0 for almost every inert hitbox I've looked at except three - Zelda's Light Arrow, Sheik's Light Arrow, and Samus' Bomb. So there might be something there.

I'll look into this when I have some free time. Toomai Glittershine The Ghostbuster 22:38, 3 April 2011 (EDT)


 * Whoops! I forgot! Sorry.... Anyway, I found out 2 things. If you slow it down to 1/4 speed (I forgot about that the first time I tested it), you can find out that there are actually 2 hitboxes. 1 does 3% damage and paralyzes the opponent (they then proceed to jitter around, at least in 1/4 speed) for a long way and the second does 39% (or 45%) damage, then 29%, etc.. Only twice did I manage to dodge both, even at 1/4 speed. (Bowser to the rescue, though DK would work too) The hitbox for the entirety of the Light Arrow's path comes out at once. It stops, far before the animation ends.


 * Secondly, Samus's Bomb actually hits twice. One hit does 4% damage and is smaller as well as not lasting nearly as long (one frame?), and the second hit does 5% damage, has a larger blast radius and lasts. From this, I'm guessing that inert hitboxes do the following:
 * Do no damage, cause no knockback and have transcendent priority but otherwise act as normal
 * Either that variable (X) induces hitstun or triggers another hitbox.


 * Under the former assumption, that is, if X induces hitstun, then that would be related to the 3% damage hitbox of Light Arrow and would cause hitstun before the 4% hitbox of Bomb. (I've perfect shielded it and the next hit takes a while to come out, but looking at the damage meter, it is barely noticeable, so...) If X triggers another hitbox, then Light Arrow creates a new hitbox after the opponent to be hit first, so as to do less damage. Samus's bombs, I'm not too sure about however. I'm betting on the former. 68.44.100.113 19:42, 4 April 2011 (EDT)


 * I'm pretty sure the inert hitbox of Samus's Bomb is only for the game to decide if Samus is close enough for a Bomb Jump, having nothing to do with the move's two hitboxes. The reason I brought it up in the first place is because I have a theory that said variable determines if the inert hitbox can detect intangible targets, and I'm pretty sure (though not certain) that Samus can bomb jump while dodging. But as I said, I'm going to try and test this when I get free time. Toomai Glittershine [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Ghostbuster 20:24, 4 April 2011 (EDT)
 * Samus's bombs can be good for recovery if used for the right time. How does this relate to Zelda or light arrow anyway. ..... 22:23, 4 April 2011 (EDT)
 * Samus's Bombs and Light Arrow both share a unique characteristic that may explain what 68.44.100.113 is reporting. Toomai Glittershine [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Different 22:34, 4 April 2011 (EDT)

Well, I just did a test that proves Mario can safely airdodge through the attack. So aside from future research into inert hitboxes I don't think there's much else to say here. Toomai Glittershine The Golden 12:07, 5 April 2011 (EDT)

Metal Box
Light Arrow can break Metal Boxes and give Zelda/Sheik the metal effect. Isn't this the only projectile attack that does this? If so, it should be worth pointing down as trivia. That is, if the game internally registers this as a projectile. — {EspyoT} 20:23, 4 August 2014 (EDT)