OverviewEdit
Update historyEdit
- Phantom Slash deals less shield damage (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).
- Phantom Slash deals more damage on all charges (4.7% → 5.9% (level 1), 6.6% → 8.2% (level 2), 8.5%/9.4% → 10.5%/11.8% (level 3), 11.3%/12.2% → 14.1%/15.4% (level 4), 14.1% → 17.7% (level 5)), with knockback scaling partly compensated on the highest two charges (60 → 57 (level 4), 75 → 68 (level 5)).
HitboxesEdit
The true damage for all Phantom's levels is determined by the general formula base damage + 1.3 * (charge level + 3)
. 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):
2 + 1.3 * 3
= 5.9% - Level 2 (kick):
3 + 1.3 * 4
= 8.2% - Level 3A (outward slash):
4 + 1.3 * 5
= 10.5% - Level 3B (outward slash):
4 + 1.3 * 6
= 11.8% - Level 4A (overhead slash):
5 + 1.3 * 7
= 14.1% - Level 4B (overhead slash):
5 + 1.3 * 8
= 15.4% - Level 5 (rising slash):
6 + 1.3 * 9
= 17.7%
Level 1 Phantom (kick)Edit
Level 2 Phantom (punch)Edit
Level 3 Phantom (outward slash)Edit
Level 4 Phantom (overhead slash)Edit
Level 5 Phantom (rising slash)Edit
TimingEdit
Phantom creationEdit
Phantom generated | 1 |
---|---|
Earliest release | 16 |
Level 1 Phantom | 15-19 |
Level 2 Phantom | 20-27 |
Level 3A Phantom | 28-31 |
Level 3B Phantom | 32-37 |
Level 4A Phantom | 38-44 |
Level 4B Phantom | 45-49 |
Level 5 Phantom | 50-120 |
Animation length | 66 |
Level 5 Phantom auto-attack | 121 |
Phantom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Zelda |
Phantom releaseEdit
Upon release, the Phantom immediately starts the attack corresponding to their level (timings listed below).
Interruptible | 40 |
---|---|
Animation length | 54 |
Level 1 Phantom attack (kick)Edit
Hitbox | 11-12 |
---|---|
Animation length | 49 |
Level 2 Phantom attack (punch)Edit
Windbox | 1-7 |
---|---|
Hitboxes | 8-12 |
Animation length | 59 |
Level 3 Phantom attack (outward slash)Edit
Windbox | 1-7 |
---|---|
Hitboxes | 8-11 |
Animation length | 65 |
Level 4 Phantom attack (overhead slash)Edit
Windbox | 1-7 |
---|---|
Hitboxes | 8-11 |
Animation length | 80 |
Level 5 Phantom attack (rising slash)Edit
Windbox | 1-6 |
---|---|
Hitboxes | 7-17 |
Animation length | 120 |
Lag time |
Hitbox |
State change |
Continuable |
Flinchless hitbox |
Prop event |
Interruptible |
ParametersEdit
MoveEdit
Horizontal speed multiplier on startup | 0.8 |
---|---|
Aerial vertical speed multiplier on startup | 0.6 |
Phantom Z-axis displacement | 1.5u |
Minimum frames before releasing Phantom | 15 frames |
PhantomEdit
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.
Base travel speed | 2.5 |
---|---|
Added travel speed by level increase | 0.45 |
Friction | 0.3 |
Base HP | 5 |
Added HP by level increase | 2 |
Added damage by level increase | 1.3 (7.0.0 onward) 0.9 (before 7.0.0) |
TriviaEdit
- 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.
|