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Zelda (SSBU)/Neutral attack/Hit 1

Hitbox visualization showing Zelda's jab.
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OverviewEdit

HitboxesEdit

The second hit's ID 4 hitbox does not have a hitstun modifier specified in the scripts, unlike the rest, but it still applies to it due to a glitch.

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 Hitstun
Hit 1
0 0 0 2.5% 0   Forward 25 35 0   2.4 top 0.0 12.0 4.0 0.6× 1.0× 0%               Magic   All All            
1 0 0 2.5% 0   Forward 25 30 0   2.4 top 0.0 12.0 7.0 0.6× 1.0× 0%               Magic   All All            
2 0 0 2.5% 0   Forward 25 30 0   2.8 top 0.0 5.5 4.0 0.6× 1.0× 0%               Magic   All All            
3 0 0 2.5% 0   Forward 25 20 0   3.2 top 0.0 11.8 10.0 0.6× 1.0× 0%               Magic   Fighter only All            
4 0 0 2.5% 0   Forward 25 20 0   3.2 top 0.0 11.8 10.0 0.6× 1.0× 0%               Magic   All All            
Hit 2
0 0 0 2.5% 0   Forward 40 25 0   3.0 top 0.0 11.8 5.0 0.6× 1.0× 0%               Magic   All All             +2 frames
1 0 0 2.5% 0   Forward 40 25 0   3.0 top 0.0 11.8 8.0 0.6× 1.0× 0%               Magic   All All             +2 frames
2 0 0 2.5% 0   Forward 40 25 0   3.2 top 0.0 5.5 5.0 0.6× 1.0× 0%               Magic   All All             +2 frames
3 0 0 2.5% 0   Forward 25 20 0   3.5 top 0.0 11.5 11.5 0.6× 1.0× 0%               Magic   Fighter only All             +2 frames
4 0 0 2.5% 0   Forward 40 25 0   3.5 top 0.0 11.5 11.5 0.6× 1.0× 0%               Magic   All All            

TimingEdit

Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 2 times since its initiation.

Hit 1 4-5
Hit 2 7
Continuability Pressed repeatedly 8-17
Held on hit 9
Interruptible 24
Animation length 39
                                                                             
                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible