Zelda (SSBU)/Up special: Difference between revisions
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Zelda twirls to whip up a green tornado around herself before vanishing and reappearing, using the tornado to attack. The move is a solid recovery tool, with good directional control and reach, however, the move doubles as a solid kill move due to it's predictable launch angle on the starting hit, allowing Zelda to aim her reappearance upward to line up with the opponents trajectory, killing at low percents towards the top of [[Final Destination (SSBU)|Final Destination]]. | |||
==Hitboxes== | ==Hitboxes== | ||
===Grounded=== | ===Grounded=== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | {{HitboxTableTitle|Hit 1|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 27: | Line 29: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Hit 2| | {{HitboxTableTitle|Hit 2|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 69: | Line 71: | ||
===Aerial=== | ===Aerial=== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | {{HitboxTableTitle|Hit 1|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 89: | Line 91: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Hit 2| | {{HitboxTableTitle|Hit 2|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 116: | Line 118: | ||
|ks=90 | |ks=90 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=16.0 | ||
|bn=rot | |bn=rot | ||
|xpos=0.0 | |xpos=0.0 | ||
Line 129: | Line 131: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
The move's travel direction is decided on frame 17, and it enables ledge grabs from both sides starting on frame 18. | |||
===Grounded=== | ===Grounded=== | ||
{|class="wikitable" | {|class="wikitable" | ||
Line 171: | Line 175: | ||
{{FrameStrip|t=Vulnerable|c=16}}{{FrameStrip|t=Intangible|c=18}}{{FrameStrip|t=Vulnerable|c=59}} | {{FrameStrip|t=Vulnerable|c=16}}{{FrameStrip|t=Intangible|c=18}}{{FrameStrip|t=Vulnerable|c=59}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y}} | |||
===Landing=== | |||
{|class="wikitable" | |||
!Interruptible | |||
|31 | |||
|- | |||
!Animation length | |||
|44 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=14}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y|interruptible=y}} | |||
==Parameters== | |||
{|class="wikitable" | |||
!Horizontal speed divisor on startup | |||
|1.66667 | |||
|- | |||
!Vertical speed divisor on startup | |||
|2 | |||
|- | |||
!Gravity during startup | |||
|0.03 | |||
|- | |||
!Falling speed during startup | |||
|0.75 | |||
|- | |||
!Teleport base speed | |||
|2.2 | |||
|- | |||
!Teleport maximum additional speed by stick tilt | |||
|2 | |||
|- | |||
!Minimum stick sensitivity for additional teleport speed | |||
|0.5 | |||
|- | |||
!Teleport duration | |||
|18 frames | |||
|- | |||
!Speed multiplier after teleport | |||
|0.2 | |||
|- | |||
!Maximum horizontal speed after teleport | |||
|0.6 | |||
|- | |||
!Landing lag | |||
|30 frames | |||
|- | |||
!Helplessness air speed multiplier | |||
|0.8 | |||
|} | |||
{{MvSubNavZelda|g=SSBU}} | {{MvSubNavZelda|g=SSBU}} | ||
[[Category:Zelda (SSBU)]] | [[Category:Zelda (SSBU)]] | ||
[[Category:Up special moves (SSBU)]] | [[Category:Up special moves (SSBU)]] |
Latest revision as of 14:07, November 11, 2023
Overview[edit]
Zelda twirls to whip up a green tornado around herself before vanishing and reappearing, using the tornado to attack. The move is a solid recovery tool, with good directional control and reach, however, the move doubles as a solid kill move due to it's predictable launch angle on the starting hit, allowing Zelda to aim her reappearance upward to line up with the opponents trajectory, killing at low percents towards the top of Final Destination.
Hitboxes[edit]
Grounded[edit]
Aerial[edit]
Timing[edit]
The move's travel direction is decided on frame 17, and it enables ledge grabs from both sides starting on frame 18.
Grounded[edit]
Hit 1 | 6-7 |
---|---|
Intangibility | 17-34 |
Hit 2 | 35-36 |
Animation length | 75 |
Aerial[edit]
Hit 1 | 6-7 |
---|---|
Intangibility | 17-34 |
Hit 2 | 35-36 |
Animation length | 93 |
Landing[edit]
Interruptible | 31 |
---|---|
Animation length | 44 |
Lag time |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
Parameters[edit]
Horizontal speed divisor on startup | 1.66667 |
---|---|
Vertical speed divisor on startup | 2 |
Gravity during startup | 0.03 |
Falling speed during startup | 0.75 |
Teleport base speed | 2.2 |
Teleport maximum additional speed by stick tilt | 2 |
Minimum stick sensitivity for additional teleport speed | 0.5 |
Teleport duration | 18 frames |
Speed multiplier after teleport | 0.2 |
Maximum horizontal speed after teleport | 0.6 |
Landing lag | 30 frames |
Helplessness air speed multiplier | 0.8 |
|