Super Smash Bros. Ultimate

Zelda (SSBU)/Forward smash: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:ZeldaFSmashSSBU.gif|thumb|500px|Hitbox visualization showing Zelda's forward smash.]]
[[File:ZeldaFSmashSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's forward smash.]]
{{competitive expertise}}
==Overview==
==Overview==
A multi-hitting powerful blast of magic. It boasts the highest disjoint of any of her ground moves. It has relatively low ending lag for a smash attack, making it difficult to punish out of shield, especially when spaced and/or charged. It is very strong in ledge traps due to having five hits. It can hit ledge roll relatively easily, or simultaneously cover ledge jump, neutral getup and getup attack. Unlike Pichu's similar forward smash, each hit only lasts a single frame, which makes it inconsistent at catching neutral getups. However, charging it will make it quite safe on a shield getup. Combined with Phantom, it can be very difficult for opponents to bypass Zelda's ledge trap.
When fully charged, it is her strongest individual move, making it her most reliable shield break punish at high percents. For a forward smash, however, it is below average in strength. At low percents, Zelda's optimal shield break punish for a KO or maximum damage will instead be a Phantom Slash setup with a Lightning Kick or down aerial finisher.
Uncharged, it is still strong, but is notably weaker than her Lightning Kicks. While it is large and lacks finicky sweetspots, it is much slower at frame 16. It should thus be reserved for when there is sufficient frame advantage and it can KO, or if sweetspotting a Lightning Kick is too difficult.
While relatively good on shield, it is still quite punishable on whiff. Additionally, while it is much more consistent than its Melee and Brawl iterations, it is still susceptible to SDI if the opponent's inputs are strong enough.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
*{{buff|Forward smash has received various adjustments that allow the move to connect more reliably:}}
**{{buff|The first four hits send at an autolink angle (25°/165 → 366° (both)) and have more set knockback (40/50 → 60 (both)).}}
**{{buff|The last hit's hitbox at Zelda's arm is slightly larger (5.5u → 5.7u).}}
**{{buff|All hits have received a -100% trip chance, preventing them from tripping opponents and missing subsequent hits due to the trip's intangibility.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hits 1-4|24}}
{{HitboxTableTitle|Hits 1-4|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.0}}
|angle=25
|angle=366
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=40
|fkv=60
|r=4.2
|r=4.2
|bn=top
|bn=top
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|zpos=9.0
|zpos=9.0
|ff=1.0
|ff=1.0
|trip=-100
|type=Magic
|type=Magic
|effect=Normal
|effect=Normal
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|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.0}}
|angle=165
|angle=366
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=50
|fkv=60
|r=4.5
|r=4.5
|bn=top
|bn=top
Line 39: Line 55:
|zpos=17.0
|zpos=17.0
|ff=1.0
|ff=1.0
|trip=-100
|type=Magic
|type=Magic
|effect=Normal
|effect=Normal
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|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 5|24}}
{{HitboxTableTitle|Hit 5|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|13.0}}
|damage={{ChargedSmashDmgSSBU|13.0}}
|angle=361
|angle=361
|af=3
|bk=37
|bk=37
|ks=110
|ks=110
|fkv=0
|fkv=0
|r=5.5
|r=5.7
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
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|zpos=10.5
|zpos=10.5
|ff=1.0
|ff=1.0
|trip=-100
|type=Magic
|type=Magic
|effect=Magic
|effect=Magic
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|damage={{ChargedSmashDmgSSBU|13.0}}
|damage={{ChargedSmashDmgSSBU|13.0}}
|angle=361
|angle=361
|af=3
|bk=37
|bk=37
|ks=110
|ks=110
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|zpos=17.0
|zpos=17.0
|ff=1.0
|ff=1.0
|trip=-100
|type=Magic
|type=Magic
|effect=Magic
|effect=Magic

Latest revision as of 00:58, July 25, 2024

Hitbox visualization showing Zelda's forward smash.

Overview[edit]

A multi-hitting powerful blast of magic. It boasts the highest disjoint of any of her ground moves. It has relatively low ending lag for a smash attack, making it difficult to punish out of shield, especially when spaced and/or charged. It is very strong in ledge traps due to having five hits. It can hit ledge roll relatively easily, or simultaneously cover ledge jump, neutral getup and getup attack. Unlike Pichu's similar forward smash, each hit only lasts a single frame, which makes it inconsistent at catching neutral getups. However, charging it will make it quite safe on a shield getup. Combined with Phantom, it can be very difficult for opponents to bypass Zelda's ledge trap.

When fully charged, it is her strongest individual move, making it her most reliable shield break punish at high percents. For a forward smash, however, it is below average in strength. At low percents, Zelda's optimal shield break punish for a KO or maximum damage will instead be a Phantom Slash setup with a Lightning Kick or down aerial finisher.

Uncharged, it is still strong, but is notably weaker than her Lightning Kicks. While it is large and lacks finicky sweetspots, it is much slower at frame 16. It should thus be reserved for when there is sufficient frame advantage and it can KO, or if sweetspotting a Lightning Kick is too difficult.

While relatively good on shield, it is still quite punishable on whiff. Additionally, while it is much more consistent than its Melee and Brawl iterations, it is still susceptible to SDI if the opponent's inputs are strong enough.

Update History[edit]

Super Smash Bros. Ultimate 10.1.0

  • Buff Forward smash has received various adjustments that allow the move to connect more reliably:
    • Buff The first four hits send at an autolink angle (25°/165 → 366° (both)) and have more set knockback (40/50 → 60 (both)).
    • Buff The last hit's hitbox at Zelda's arm is slightly larger (5.5u → 5.7u).
    • Buff All hits have received a -100% trip chance, preventing them from tripping opponents and missing subsequent hits due to the trip's intangibility.

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
Hits 1-4
0 0 0 1.0% 0 Autolink angle (366) Forward 0 100 60 HitboxTableIcon(False).png 4.2 top 0.0 9.1 9.0 1.0× 1.0× -100% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick 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 1.0% 0 Autolink angle (366) Forward 0 100 60 HitboxTableIcon(False).png 4.5 top 0.0 9.1 17.0 1.0× 1.0× -100% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 5
0 0 0 13.0% 0 Sakurai angle Forward 37 110 0 HitboxTableIcon(False).png 5.7 top 0.0 9.1 10.5 1.0× 1.0× -100% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Magic (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Magic 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 13.0% 0 Sakurai angle Forward 37 110 0 HitboxTableIcon(False).png 6.0 top 0.0 9.1 17.0 1.0× 1.0× -100% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Magic (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Magic SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 10-11
Hits 1-4 16, 18, 20, 22
Hit 5 24
Interruptible 50
Animation length 69
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(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible