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Zelda (SSBU)/Back aerial

Hitbox visualization showing Zelda's back aerial.
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Overview

Hitboxes

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
Clean hit
0 0 0 20.0% 0   Standard 30 96 0   2.2 top -1.0 to 1.0 4.4 -11.1 1.5× 0.0× 0%               Magic   All All            
1 0 0 4.0% 0   Standard 5 80 0   4.0 kneer 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 4.0% 0   Standard 5 80 0   4.5 hip 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
3 0 0 4.0% 0   Standard 5 96 0   5.0 toer 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Late hit
1 0 0 4.0% 0   Standard 5 80 0   4.0 kneer 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 4.0% 0   Standard 5 80 0   4.5 hip 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
3 0 0 4.0% 0   Standard 5 96 0   5.0 toer 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

Timing

Attack

Initial autocancel 1-2
Clean hit 6
Late hit 7-10
Ending autocancel 45-
Interruptible 50
Animation length 62
                                                                                                                           
                                                                                                                           

Landing lag

Animation length 16
                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible