SSBU Icon.png

Zelda (SSBU)/Forward aerial

Hitbox visualization showing Zelda's forward aerial.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

HitboxesEdit

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   Forward 24 95 0   2.2 top -1.0 to 1.0 4.4 11.6 1.5× 0.0× 0%               Magic   All All            
1 0 0 4.0% 0   Forward 5 80 0   4.0 kneel 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 4.0% 0   Forward 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   Forward 5 96 0   5.0 toel 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Late hit
1 0 0 4.0% 0   Forward 5 80 0   4.0 kneel 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 4.0% 0   Forward 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   Forward 5 96 0   5.0 toel 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Clean hit 6
Late hit 7-10
Ending autocancel 43-
Interruptible 50
Animation length 58
                                                                                                                   
                                                                                                                   

Landing lagEdit

Interruptible 16
Animation length 31
                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible