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Zelda (SSBU)/Down special

Hitbox visualization showing Zelda's Phantom's kick.
Hitbox visualization showing Zelda's Phantom's punch.
Hitbox visualization showing Zelda's Phantom's first swing.
Hitbox visualization showing Zelda's Phantom's second swing.
Hitbox visualization showing Zelda's Phantom's third swing.

OverviewEdit

Update historyEdit

  3.0.0

  •   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)).

  7.0.0

  •   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

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
0 0 0 2.0% -1.0   Standard 50 30 0   5.5 top 0.0 6.0 14.0 to 10.0 1.0× 1.0× 0%               Kick   All All            

Level 2 Phantom (punch)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
Windboxes
0 0 3 0.0% 0   Forward 0 100 60   4.0 top 0.0 7.0 11.0 to 7.0 1.0× 1.0× 0%               None   All All            
1 0 3 0.0% 0   Forward 0 100 40   6.0 top 0.0 7.0 11.0 to 7.0 1.0× 1.0× 0%               None   All All            
Hitboxes
0 0 0 3.0% -1.5   Forward 65 50 0   5.5 top 0.0 10.0 11.5 1.2× 1.0× 0%               Punch   All All            
1 0 0 3.0% -1.5   Forward 65 50 0   4.5 top 0.0 9.5 19.5 1.2× 1.0× 0%               Punch   All All            

Level 3 Phantom (outward slash)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
Windboxes
0 0 4 0.0% 0   Forward 0 100 50   5.0 top 0.0 8.0 10.0 to 4.0 1.0× 1.0× 0%               None   All All            
1 0 4 0.0% 0   Forward 0 100 40   7.0 top 0.0 8.0 10.0 to 4.0 1.0× 1.0× 0%               None   All All            
Hitboxes
0 0 0 4.0% -2.0   Forward 65 60 0   5.8 handr 0.0 0.0 1.0 0.8× 1.0× 0%               Slash   All All            
1 0 0 4.0% -2.0   Forward 65 60 0   5.8 handr 0.0 0.0 8.0 0.8× 1.0× 0%               Slash   All All            
2 0 0 4.0% -2.0   Forward 65 60 0   5.8 handr 0.0 0.0 16.0 0.8× 1.0× 0%               Slash   All All            
3 0 0 4.0% -2.0   Forward 65 60 0   6.5 top 0.0 8.0 10.0 0.8× 1.0× 0%               Slash   All All            

Level 4 Phantom (overhead slash)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
Windboxes
0 0 3 0.0% 0   Forward 0 100 110   5.5 top 0.0 8.0 10.0 to 4.0 1.0× 1.0× 0%               None   All All            
1 0 3 0.0% 0   Forward 0 100 80   7.0 top 0.0 8.0 10.0 to 4.0 1.0× 1.0× 0%               None   All All            
Hitboxes
0 0 0 5.0% -2.5   Forward 60 57 0   5.0 handr 2.0 0.0 1.5 1.0× 1.0× 0%               Slash   All All            
1 0 0 5.0% -2.5   Forward 60 57 0   5.6 handr 2.0 0.0 8.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% -2.5   Forward 60 57 0   5.6 handr 2.0 0.0 16.0 1.0× 1.0× 0%               Slash   All All            
3 0 0 5.0% -2.5   Forward 60 57 0   5.0 top 0.0 8.5 11.0 1.0× 1.0× 0%               Slash   All All            

Level 5 Phantom (rising slash)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
Windboxes
0 0 3 0.0% 0   Forward 0 100 130   6.0 top 0.0 8.0 13.0 to 8.0 1.0× 1.0× 0%               None   All All            
1 0 3 0.0% 0   Forward 0 100 85   8.5 top 0.0 8.0 13.0 to 8.0 1.0× 1.0× 0%               None   All All            
Hitboxes
0 0 0 6.0% -3.0   Forward 60 68 0   6.0 handr 2.0 0.0 1.5 1.0× 1.0× 0%               Slash   All All            
1 0 0 6.0% -3.0   Forward 60 68 0   6.0 handr 2.0 1.0 9.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 6.0% -3.0   Forward 60 68 0   6.0 handr 2.0 2.0 16.5 1.0× 1.0× 0%               Slash   All All            

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
                                                                                                                                                                                                                                               
Legend (1 square = 1 frame)
 
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.