KayLo!
Smarter than your average wabbit.
The Great Fairy Fountain Research Thread
This thread is for researching and discussing the technical aspects of Zelda. If you have any ideas about techniques or would like to request for something to be tested, feel free to ask or contribute!
Credit goes to Kataefi, hotgarbage, NinjaLink, and others who have helped research, pull frame data, and further develop Zelda's metagame.
[COLLAPSE=Current Projects & Requests]- Shield Pokes (Kataefi/KayLo!)
- Nair vs. other aerials (AL)
- Move priority (3x)
- Jab infinite? (Mars)[/COLLAPSE]
TABLE OF CONTENTS
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Frame & Hitbubble Data [FRME]
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Frame & Hitbubble Data [FRME]
1.1 Ground Moves [GRND]
1.2 Aerial Moves [AERL]
1.3 Specials [SPCL]
1.4 Ledge Moves [LDGE]
1.5 Tech & Trip Moves [TCHM]
1.6 Item Moves [ITMM]
Section 2: Miscellaneous Data & Techniques [MSCL]1.2 Aerial Moves [AERL]
1.3 Specials [SPCL]
1.4 Ledge Moves [LDGE]
1.5 Tech & Trip Moves [TCHM]
1.6 Item Moves [ITMM]
2.1 Dtilt Followups / Dtilt Lock [DTLT]
2.2 Landing Nair Followups [NEUA]
2.3 Love Jumping & Nayru's Momentum Cancel [NYRU]
2.4 Dthrow Spike [DSPK]
2.5 Grab Release Infinite (Wario only) [GINF]
2.6 Glide Toss Breakdown [GLDT]
2.2 Landing Nair Followups [NEUA]
2.3 Love Jumping & Nayru's Momentum Cancel [NYRU]
2.4 Dthrow Spike [DSPK]
2.5 Grab Release Infinite (Wario only) [GINF]
2.6 Glide Toss Breakdown [GLDT]
Section 1: Frame & Hitbubble Data [FRME]
*Visible Hitbubble Thread: http://www.smashboards.com/showpost.php?p=8904458&postcount=61
Hitbox Active: Frames during which an attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move.
Invincibility: Frames during which Zelda will take no damage.
Fresh Damage: Fresh damage values for each hit.
Trip Rate: Chance, by percent, for a move to trip. Will only be noted for values higher than 0.
Landing Lag: Aerials only. Number of frames Zelda lags when she hits the ground during a move.
Autocancel: Aerials only. Frames during which Zelda can land without an aerial move's landing lag. (She will instead suffer normal jump landing lag.)
Advantage on Block: Frame difference between Zelda's FAF and the opponent's. Counted from first hit frame per damage value.
1.1 Ground Moves [GRND]FAF (First Actionable Frame): First frame on which you can perform another move.
Invincibility: Frames during which Zelda will take no damage.
Fresh Damage: Fresh damage values for each hit.
Trip Rate: Chance, by percent, for a move to trip. Will only be noted for values higher than 0.
Landing Lag: Aerials only. Number of frames Zelda lags when she hits the ground during a move.
Autocancel: Aerials only. Frames during which Zelda can land without an aerial move's landing lag. (She will instead suffer normal jump landing lag.)
Advantage on Block: Frame difference between Zelda's FAF and the opponent's. Counted from first hit frame per damage value.
Jab
Hitbox Active: 11, 13, 15 (3 hits)
FAF: 24
Fresh Damage: 2.1, 2.1, 2.1
Advantage on Block: -8, -6, -4 (normal shield drop) / -15, -13, -11 (jump/grab oos)
Dash Attack
Hitbox Active: 6-13
FAF: 38
Fresh Damage: 12.6/9.45 (frames 6-8), 8.4/7.35 (frames 9-13) (more damage closer to Zelda)
Advantage on Block: -25, -22/-23 (normal shield drop) / -32, -29/-30 (jump/grab oos)
Ftilt (all angles)
Hitbox Active: 12-14
FAF: 40
Fresh Damage: 11.55/12.6/13.65 (less damage closer to Zelda)
Advantage on Block: -16 (normal shield drop) / -23 (jump/grab oos)
Utilt
Hitbox Active: 10-24
FAF: 48
Fresh Damage: 11.55
Advantage on Block: -31 (normal shield drop) / -38 (jump/grab oos)
Dtilt
Hitbox Active: 5-11
FAF: 25
Fresh Damage: 8.4/7.35 (more damage closer to Zelda)
Trip Rate: 40%
Advantage on Block: -9/-10 (normal shield drop) / -16/-17 (jump/grab oos)
Fsmash
Hitbox Active: 16, 18, 20, 22, 24 (5 hits)
From Charge, Hits On: 6
FAF: 40
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 13.65
Advantage on Block: -16, -14, -12, -10, -9 (normal shield drop) / -23, -21, -19, -17, -16 (jump/grab oos)
Usmash
Hitbox Active: 6, 8, 10, 12, 14, 16, 23, 25, 27, 29, 31 (11 hits)
From Charge, Hits On: 3
FAF: 57
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 5.25
Advantage on Block (first 10 hits): -42, -40, -38, -36, -34, -32, -25, -23, -21, -19 (normal shield drop) / -49, -47, -45, -43, -41, -39, -32, -30, -28, -26 (jump/grab oos)
Advantage on Block (final hit): -20 (normal shield drop) / -27 (jump/grab oos)
Dsmash
Hitbox Active: 4-6, 12-14 (2 hits)
From Charge, Hits On: 3
FAF: 40
Invincibility: 4-14 (right leg and knee only)
Fresh Damage: 12.6, 10.5
Trip Rate: 30%
Advantage on Block: -24, -17 (normal shield drop) / -31, -24 (jump/grab oos)
Standing Grab
Hitbox Active: 12-13
FAF: 30
Dash Grab
Hitbox Active: 11-12
FAF: 40
Pivot Grab
Hitbox Active: 14-15
FAF: 36
Grab Pummel
Hitbox Active: 7
Fresh Damage: 3.15
Shield
Active On: 1
Shield Drop: 7 frames
Spotdodge
Invincibility: 2-20
Total Duration: 25 frames
Forward/Backward Roll
Invincibility: 4-19
Total Duration: 31 frames
Taunts
Up Taunt FAF: 80
Side Taunt FAF: 110
Down Taunt FAF: 100
Hitbox Active: 11, 13, 15 (3 hits)
FAF: 24
Fresh Damage: 2.1, 2.1, 2.1
Advantage on Block: -8, -6, -4 (normal shield drop) / -15, -13, -11 (jump/grab oos)
Dash Attack
Hitbox Active: 6-13
FAF: 38
Fresh Damage: 12.6/9.45 (frames 6-8), 8.4/7.35 (frames 9-13) (more damage closer to Zelda)
Advantage on Block: -25, -22/-23 (normal shield drop) / -32, -29/-30 (jump/grab oos)
Ftilt (all angles)
Hitbox Active: 12-14
FAF: 40
Fresh Damage: 11.55/12.6/13.65 (less damage closer to Zelda)
Advantage on Block: -16 (normal shield drop) / -23 (jump/grab oos)
Utilt
Hitbox Active: 10-24
FAF: 48
Fresh Damage: 11.55
Advantage on Block: -31 (normal shield drop) / -38 (jump/grab oos)
Dtilt
Hitbox Active: 5-11
FAF: 25
Fresh Damage: 8.4/7.35 (more damage closer to Zelda)
Trip Rate: 40%
Advantage on Block: -9/-10 (normal shield drop) / -16/-17 (jump/grab oos)
Fsmash
Hitbox Active: 16, 18, 20, 22, 24 (5 hits)
From Charge, Hits On: 6
FAF: 40
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 13.65
Advantage on Block: -16, -14, -12, -10, -9 (normal shield drop) / -23, -21, -19, -17, -16 (jump/grab oos)
Usmash
Hitbox Active: 6, 8, 10, 12, 14, 16, 23, 25, 27, 29, 31 (11 hits)
From Charge, Hits On: 3
FAF: 57
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 5.25
Advantage on Block (first 10 hits): -42, -40, -38, -36, -34, -32, -25, -23, -21, -19 (normal shield drop) / -49, -47, -45, -43, -41, -39, -32, -30, -28, -26 (jump/grab oos)
Advantage on Block (final hit): -20 (normal shield drop) / -27 (jump/grab oos)
Dsmash
Hitbox Active: 4-6, 12-14 (2 hits)
From Charge, Hits On: 3
FAF: 40
Invincibility: 4-14 (right leg and knee only)
Fresh Damage: 12.6, 10.5
Trip Rate: 30%
Advantage on Block: -24, -17 (normal shield drop) / -31, -24 (jump/grab oos)
Standing Grab
Hitbox Active: 12-13
FAF: 30
Dash Grab
Hitbox Active: 11-12
FAF: 40
Pivot Grab
Hitbox Active: 14-15
FAF: 36
Grab Pummel
Hitbox Active: 7
Fresh Damage: 3.15
Shield
Active On: 1
Shield Drop: 7 frames
Spotdodge
Invincibility: 2-20
Total Duration: 25 frames
Forward/Backward Roll
Invincibility: 4-19
Total Duration: 31 frames
Taunts
Up Taunt FAF: 80
Side Taunt FAF: 110
Down Taunt FAF: 100
Nair
Hitbox Active: 6-7, 10-11, 14-15, 18-19, 22-23 (5 hits)
FAF: 50
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 5.25
Landing Lag: 12 frames
Autocancel: 1-5, 38-49
Advantage on Block: -36, -32, -28, -24, -22 (normal shield drop) / -43, -39, -35, -31, -29 (jump/grab oos) (does not include landing lag)
Fair
Hitbox Active: 8-12
FAF: 40
Fresh Damage: 4.2/21 (more damage at toe; sweetspot active on frame 8 only)
Landing Lag: 22 frames
Autocancel: 1-7, 25-39
Advantage on Block: -23/-33 (normal shield drop) / -30/-40 (jump/grab oos) (does not include landing lag)
Bair
Hitbox Active: 5-8
FAF: 36
Fresh Damage: 4.2/21 (more damage at toe; sweetspot active on frame 5 only)
Landing Lag: 22 frames
Autocancel: 1-4, 26-35
Advantage on Block: -22/-32 (normal shield drop) / -29/-39 (jump/grab oos) (does not include landing lag)
Uair
Hitbox Active: 14-16
FAF: 55
Fresh Damage: 15.75
Landing Lag: 22 frames
Autocancel: 1-13
Advantage on Block: -29 (normal shield drop) / -36 (jump/grab oos) (does not include landing lag)
Dair
Hitbox Active: 14-24
FAF: 45
Fresh Damage: 16.8 (frame 14), 5.25/4.2 (frames 15-24)
Landing Lag: 21 frames
Autocancel: 40-44
Advantage on Block: -24, -21 (normal shield drop) / -31, -28 (jump/grab oos) (does not include landing lag)
Jump
Jump Squat Duration: 6 frames (to short hop, hold jump for 6 or less frames; to full hop, hold jump for 7 or more frames)
Note: Jump squat frames can be canceled into a usmash or an up b.
Short Hop Air Time: 44 frames
Full Hop Air Time: 68 frames
Soft Landing: 2 frames
Hard Landing: 4 frames
Airdodge
Invincibility: 4-29
Total Duration: 49 frames
Hitbox Active: 6-7, 10-11, 14-15, 18-19, 22-23 (5 hits)
FAF: 50
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 5.25
Landing Lag: 12 frames
Autocancel: 1-5, 38-49
Advantage on Block: -36, -32, -28, -24, -22 (normal shield drop) / -43, -39, -35, -31, -29 (jump/grab oos) (does not include landing lag)
Fair
Hitbox Active: 8-12
FAF: 40
Fresh Damage: 4.2/21 (more damage at toe; sweetspot active on frame 8 only)
Landing Lag: 22 frames
Autocancel: 1-7, 25-39
Advantage on Block: -23/-33 (normal shield drop) / -30/-40 (jump/grab oos) (does not include landing lag)
Bair
Hitbox Active: 5-8
FAF: 36
Fresh Damage: 4.2/21 (more damage at toe; sweetspot active on frame 5 only)
Landing Lag: 22 frames
Autocancel: 1-4, 26-35
Advantage on Block: -22/-32 (normal shield drop) / -29/-39 (jump/grab oos) (does not include landing lag)
Uair
Hitbox Active: 14-16
FAF: 55
Fresh Damage: 15.75
Landing Lag: 22 frames
Autocancel: 1-13
Advantage on Block: -29 (normal shield drop) / -36 (jump/grab oos) (does not include landing lag)
Dair
Hitbox Active: 14-24
FAF: 45
Fresh Damage: 16.8 (frame 14), 5.25/4.2 (frames 15-24)
Landing Lag: 21 frames
Autocancel: 40-44
Advantage on Block: -24, -21 (normal shield drop) / -31, -28 (jump/grab oos) (does not include landing lag)
Jump
Jump Squat Duration: 6 frames (to short hop, hold jump for 6 or less frames; to full hop, hold jump for 7 or more frames)
Note: Jump squat frames can be canceled into a usmash or an up b.
Short Hop Air Time: 44 frames
Full Hop Air Time: 68 frames
Soft Landing: 2 frames
Hard Landing: 4 frames
Airdodge
Invincibility: 4-29
Total Duration: 49 frames
Nayru's Love
Hitbox Active: 13, 16, 19, 22, 25, 28 (6 hits)
FAF: 60
Invincibility: 5-12
Reflects: 5-42
Fresh Damage: 1.05/2.1/1.05 (first 5 hits), 5.25/4.2/3.15 (final hit)
Advantage on Block: -39, -36, -33, -30, -27, -23 (normal shield drop) / -46, -43, -40, -37, -34, -30 (jump/grab oos)
Din's Fire
Startup: 22 frames
Max Hold Duration: 55 frames
Endlag: 34 frames
Hitbox Active: ?
Fresh Damage: ?
Advantage on Block: ?
Farore's Wind (Part 1)
Hitbox Active: 11-12
Disappears On: 34
Fresh Damage: 6.3
Advantage on Block: -13 (normal shield drop) / -20 (jump/grab oos)
Farore's Wind (Part 2)
Hitbox Active: 1-2
FAF: 30
Fresh Damage: 6.3
Advantage on Block: -19 (normal shield drop) / -26 (jump/grab oos)
Hitbox Active: 13, 16, 19, 22, 25, 28 (6 hits)
FAF: 60
Invincibility: 5-12
Reflects: 5-42
Fresh Damage: 1.05/2.1/1.05 (first 5 hits), 5.25/4.2/3.15 (final hit)
Advantage on Block: -39, -36, -33, -30, -27, -23 (normal shield drop) / -46, -43, -40, -37, -34, -30 (jump/grab oos)
Din's Fire
Startup: 22 frames
Max Hold Duration: 55 frames
Endlag: 34 frames
Hitbox Active: ?
Fresh Damage: ?
Advantage on Block: ?
Farore's Wind (Part 1)
Hitbox Active: 11-12
Disappears On: 34
Fresh Damage: 6.3
Advantage on Block: -13 (normal shield drop) / -20 (jump/grab oos)
Farore's Wind (Part 2)
Hitbox Active: 1-2
FAF: 30
Fresh Damage: 6.3
Advantage on Block: -19 (normal shield drop) / -26 (jump/grab oos)
Ledge Grab
Invincibility: 1-46 (invincibility can carry over into ledge drop actions)
FAF: 24 (for ledge attack, roll, or jump) / 26 (for ledge drop or climb)
Note: Zelda must wait at least 30 frames after releasing the ledge before she can re-grab it.
Ledge Attack <100%
Hitbox Active: 27-32
FAF: 54
Invincibility: 1-25
Fresh Damage: 6.3
Advantage on Block: -17 (normal shield drop) / -24 (jump/grab oos)
Ledge Attack >100%
Hitbox Active: 34-37
FAF: 70
Invincibility: 1-37
Fresh Damage: 8.4/10.5 (less damage closer to Zelda)
Advantage on Block: -25 (normal shield drop) / -32 (jump/grab oos)
Ledge Climb <100%
Invincibility: 1-30
FAF: 34
Ledge Climb >100%
Invincibility: 1-55
FAF: 60
Ledge Roll <100%
Invincibility: 1-29
FAF: 51
Ledge Roll >100%
Invincibility: 1-52
FAF: 80
Ledge Jump <100%
Invincibility: 1-10
FAF: 11
Ledge Jump >100%
Invincibility: 1-20
FAF: 21
Invincibility: 1-46 (invincibility can carry over into ledge drop actions)
FAF: 24 (for ledge attack, roll, or jump) / 26 (for ledge drop or climb)
Note: Zelda must wait at least 30 frames after releasing the ledge before she can re-grab it.
Ledge Attack <100%
Hitbox Active: 27-32
FAF: 54
Invincibility: 1-25
Fresh Damage: 6.3
Advantage on Block: -17 (normal shield drop) / -24 (jump/grab oos)
Ledge Attack >100%
Hitbox Active: 34-37
FAF: 70
Invincibility: 1-37
Fresh Damage: 8.4/10.5 (less damage closer to Zelda)
Advantage on Block: -25 (normal shield drop) / -32 (jump/grab oos)
Ledge Climb <100%
Invincibility: 1-30
FAF: 34
Ledge Climb >100%
Invincibility: 1-55
FAF: 60
Ledge Roll <100%
Invincibility: 1-29
FAF: 51
Ledge Roll >100%
Invincibility: 1-52
FAF: 80
Ledge Jump <100%
Invincibility: 1-10
FAF: 11
Ledge Jump >100%
Invincibility: 1-20
FAF: 21
Tech
Invincibility: 1-21
FAF: 27
Tech Roll Forward
Invincibility:
FAF: 42
Roll Length: 48.79 (units unknown)
Tech Roll Backward
Invincibility:
FAF: 42
Roll Length: 48.8 (units unknown)
Flop
FAF: 27
Stand (Back/Stomach)
Invincibility: 1-19
FAF: 30
Get Up Attack (Back)
Hitbox Active: 17-19, 25-27 (2 hits)
FAF: 50
Invincibility: 1-27
Fresh Damage: 6.3, 6.3
Advantage on Block: -23, -15 (normal shield drop) / -30, -22 (jump/grab oos)
Get Up Attack (Stomach)
Hitbox Active: 17-18, 25-26 (2 hits)
FAF: 50
Invincibility: 1-26
Fresh Damage: 6.3, 6.3/8.4 (less damage closer to Zelda)
Advantage on Block: -23, -15/-14 (normal shield drop) / -30, -22/-21 (jump/grab oos)
Get Up Roll Forward/Backward (Back/Stomach)
Invincibility: 1-20
FAF: 36
Dash Trip
Duration:
Forced Trip
Duration:
Trip Get Up
Invincibility: 1-17
FAF: 22
Trip Get Up Attack
Hitbox Active: 19-20, 27-28 (2 hits)
FAF: 50
Invincibility: 1-8
Fresh Damage: 5.25, 5.25
Advantage on Block: -22, -14 (normal shield drop) / -29, -21 (jump/grab oos)
Trip Roll Forward/Backward
Invincibility: 1-10
FAF: 29
Invincibility: 1-21
FAF: 27
Tech Roll Forward
Invincibility:
FAF: 42
Roll Length: 48.79 (units unknown)
Tech Roll Backward
Invincibility:
FAF: 42
Roll Length: 48.8 (units unknown)
Flop
FAF: 27
Stand (Back/Stomach)
Invincibility: 1-19
FAF: 30
Get Up Attack (Back)
Hitbox Active: 17-19, 25-27 (2 hits)
FAF: 50
Invincibility: 1-27
Fresh Damage: 6.3, 6.3
Advantage on Block: -23, -15 (normal shield drop) / -30, -22 (jump/grab oos)
Get Up Attack (Stomach)
Hitbox Active: 17-18, 25-26 (2 hits)
FAF: 50
Invincibility: 1-26
Fresh Damage: 6.3, 6.3/8.4 (less damage closer to Zelda)
Advantage on Block: -23, -15/-14 (normal shield drop) / -30, -22/-21 (jump/grab oos)
Get Up Roll Forward/Backward (Back/Stomach)
Invincibility: 1-20
FAF: 36
Dash Trip
Duration:
Forced Trip
Duration:
Trip Get Up
Invincibility: 1-17
FAF: 22
Trip Get Up Attack
Hitbox Active: 19-20, 27-28 (2 hits)
FAF: 50
Invincibility: 1-8
Fresh Damage: 5.25, 5.25
Advantage on Block: -22, -14 (normal shield drop) / -29, -21 (jump/grab oos)
Trip Roll Forward/Backward
Invincibility: 1-10
FAF: 29
Item Pick Up/Drop
Pick Up:
Drop:
Forward Toss (Ground)
Item Thrown On:
FAF:
Back Toss (Ground)
Item Thrown On:
FAF:
Up Toss (Ground)
Item Thrown On:
FAF:
Down Toss (Ground)
Item Thrown On:
FAF:
Dash Toss
Item Thrown On:
FAF:
Forward Toss (Air)
Item Thrown On:
FAF:
Back Toss (Air)
Item Thrown On:
FAF:
Up Toss (Air)
Item Thrown On:
FAF:
Down Toss (Air)
Item Thrown On:
FAF:
Pick Up:
Drop:
Forward Toss (Ground)
Item Thrown On:
FAF:
Back Toss (Ground)
Item Thrown On:
FAF:
Up Toss (Ground)
Item Thrown On:
FAF:
Down Toss (Ground)
Item Thrown On:
FAF:
Dash Toss
Item Thrown On:
FAF:
Forward Toss (Air)
Item Thrown On:
FAF:
Back Toss (Air)
Item Thrown On:
FAF:
Up Toss (Air)
Item Thrown On:
FAF:
Down Toss (Air)
Item Thrown On:
FAF:
2.1 Dtilt Followups / Dtilt Lock [DTLT]
When it connects, dtilt leads to one of three situations for the opponent:
- Grounded stun
- Trip
- Pop up
- Trip
- Pop up
Grounded Stun
At low-mid percentages, the opponent will go into a flinch animation when hit with dtilt. Various factors affect how long their hitstun will last, including their weight, their damage, and how stale dtilt is. (Lighter weight, more damage, and a fresher dtilt all lead to greater hitstun.)
On average, dtilt starts to give Zelda a usable frame advantage at ~50%.
Good followup options at this point are:Frame advantage for a fresh dtilt at 50%:
+4: Bowser; Donkey Kong
+5: Mario; Luigi; Yoshi; Wario; Link; Ganondorf; Samus; ROB; King Dedede; Wolf; Lucario; Ike; Snake; Captain Falcon; Ivysaur; Charizard
+6: Peach; Diddy Kong; Zelda; Sheik; Toon Link; Ice Climbers; Pit; Olimar; Falco; Marth; Ness; Lucas; Sonic
+7: Zero Suit Samus; Kirby; Meta Knight; Fox; Pikachu; G&W; Squirtle
+8: Jigglypuff
- Dsmash (frame 4)
- Dtilt/Dtilt Lock (frame 5)
- Dash Attack (frame 6)
- Usmash (frame 6; from close range dtilt only)
- Dtilt/Dtilt Lock (frame 5)
- Dash Attack (frame 6)
- Usmash (frame 6; from close range dtilt only)
At around 50%+, you can begin to dtilt lock your opponent.* Dtilt stales as the other character's damage rises; the resulting balance gives you a continuous frame advantage that lasts until they begin to pop up. Keep in mind that they can still SDI away from you, which may prematurely end the lock (and makes the term "lock" a bit of a misnomer for this technique).
*Note: Samus and DK cannot be locked due to their flinch animations.
Trip
Zelda's dtilt has a trip rate of 40%, making it fairly reliable for setting up strong punishes. The frame advantage on an opponent's trip from dtilt is always +19 frames. Obviously this gives you a lot of options for followups:
Fsmash, dsmash, usmash, jab, dash attack, dtilt, ftilt, grab, part 1 of Farore's Wind, and Nayru's Love are all guaranteed on any tripped opponent.
Turnaround > platform drop > sweetspot bair is guaranteed on everyone on a platform.
Turnaround > platform drop > sweetspot bair is guaranteed on everyone on a platform.
The following attacks are limited to specific characters:
SH sweetspot fair:
SH sweetspot bair:
SH sweetspot bair:
You also have the option of reading your opponent's trip reaction (get up, roll, etc.), which gives you a chance to LK smaller characters.
Pop Up
At a certain percent (determined by weight and dtilt decay), characters begin to pop into the air from dtilt. This takes away Zelda's frame advantage, but it still leads into usmash/utilt fairly reliably. If the opponent DIs to the side, dash attack can usually reach them before they can attack or jump out of the way. Stale dtilts and larger/heavier characters are better for pop up followups, as the opponent will not be knocked as far and may still be frame trapped.
[COLLAPSE=Fresh dtilt pop up percentages for each character]Bowser: 88%
Captain Falcon: 81%
Charizard: 84%
Diddy Kong: 76%
Donkey Kong: 87%
Falco: 72%
Fox: 71%
Game & Watch: 69%
Ganondorf: 84%
Ice Climbers: 76%
Ike: 82%
Ivysaur: 79%
Jigglypuff: 66%
King Dedede: 85%
Kirby: 71%
Link: 82%
Lucario: 80%
Lucas: 77%
Luigi: 78%
Mario: 79%
Marth: 74%
Meta Knight: 71%
Ness: 77%
Olimar: 72%
Peach: 75%
Pikachu: 71%
Pit: 77%
ROB: 82%
Samus: 83%
Sheik: 73%
Snake: 85%
Sonic: 78%
Squirtle: 69%
Toon Link: 76%
Wario: 83%
Wolf: 81%
Yoshi: 83%
Zelda: 73%
Zero Suit Samus: 71%[/COLLAPSE]2.2 Landing Nair Followups [NEUA]
Nair is a multihit move with 5 hits, the first four having very low knockback and growth so that they send a grounded opponent at a guaranteed angle and distance every time. This means that at any given damage, with conscious positioning, you can rely on the first four hits of nair to put your opponent in a certain spot.
There are four possible trajectories from nair's initial hits:
- Low trajectory A
- Low trajectory B
- Straight up
- Straight down
Low trajectories come in two types, both of which are ideal. Type A launches the other player through your body horizontally, more or less parallel to the ground. It forces a hard landing and gives Zelda a +32 frame advantage. Type B sends the opponent at a low angle above your head; although it doesn't force a landing (they can jump or airdodge just before touching the ground), it gives Zelda a +28 frame advantage nonetheless.
Followups from low trajectories are guaranteed if you make the correct read. Favored options include usmash, dash grab, dash attack, dsmash, dtilt, and buffered LKs (on larger characters).
It is also possible to send the opponent straight up or straight down, the second of which is a weak spike. Unfortunately, little has been tested about how to force these trajectories.
Followups from low trajectories are guaranteed if you make the correct read. Favored options include usmash, dash grab, dash attack, dsmash, dtilt, and buffered LKs (on larger characters).
It is also possible to send the opponent straight up or straight down, the second of which is a weak spike. Unfortunately, little has been tested about how to force these trajectories.
2.3 Love Jumping & Nayru's Momentum Cancel [NYRU]
Love Jumping
Under normal circumstances, Nayru's immediately stops Zelda's momentum, but it can actually do the opposite when performed out of hitstun. Love Jumping is when you use the momentum of a jump out of hitstun to give Nayru's a significant vertical boost.
How to perform:
The result:
- As you leave hitstun, jump + perform Nayru's
The result:
Zelda will perform Nayru's, but she will fly upwards while doing so.
The benefits of using this technique are questionable, but note that it can be done with Farore's Wind and Transform as well. The size of the vertical boost changes with the special, but it can serve as a way to recover or transform more safely.
- Original reference thread: http://www.smashboards.com/showthread.php?t=169987
- Video: http://www.youtube.com/watch?v=8djTa_wHqtE (Note: the instructions in this video contain some errors.)
Because Nayru's reacts so strongly with momentum, it can be used as a method of momentum canceling, allowing Zelda to live slightly longer than usual without using her second jump. Note that improper execution of this technique can launch you past the blastzone, so if you're not sure you can do it right, it's better to not even try.
How to perform:
The result:
- As you leave hitstun, fastfall bair; then,
- B-reverse Nayru's Love (input Nayru's, then hold reverse direction with the control stick -- towards the blastzone -- by frame 4)
- B-reverse Nayru's Love (input Nayru's, then hold reverse direction with the control stick -- towards the blastzone -- by frame 4)
The result:
Zelda will perform Nayru's in the opposite direction (facing towards the blastzone), and her momentum will reverse to push her slightly back towards the stage.
The timing is fairly strict, but it's doable with practice.
- Original reference thread: http://www.smashboards.com/showthread.php?t=240920
- Video: http://www.youtube.com/watch?v=S6V4HDXpFIo
Some characters can be spiked with dthrow on certain stages, though it requires that they are thrown from being held over the ledge. The reason it works is that, depending on the opposing character's body shape, dthrow knocks the opponent into the underside of the ledge and stage spikes or semi-spikes them.
The following stages have been tested, and the technique is confirmed to work on the listed characters:
Battlefield: (right ledge only), (right ledge only), (right ledge only), (both ledges)
Smashville: (right ledge only), (right ledge only)
Frigate Orpheon: (left ledge only, transformation with moving platform)
Castle Siege: (right ledge only, third transformation)
Smashville: (right ledge only), (right ledge only)
Frigate Orpheon: (left ledge only, transformation with moving platform)
Castle Siege: (right ledge only, third transformation)
The technique has been confirmed not to work on the following stages: Lylat Cruise, Pokémon Stadium 1, Yoshi's Island (Brawl), Rainbow Cruise
Though very situational and rather weak knockback-wise, dthrow spiking puts the characters it works on in a very disadvantageous position. Even if they tech, you will be able to edgeguard from a safe position; many times it is possible to land a dair spike.
- Original reference thread: http://www.smashboards.com/showthread.php?t=242033
- Videos: Battlefield Demo 1 (Mario to Lucas); Battlefield Demo 2 (MK to PT); Battlefield Demo 3 (ICs to ROB) + additional testing; miscellaneous testing
When Wario breaks from Zelda's grab, he's forced to air release unless he breaks during a pummel. On his air release, Zelda has a +21 frame advantage, during which she can do a number of things: sweetspot fair (the most popular choice), sweetspot dair, usmash, or any other action that takes 21 frames or less.
One viable option for this advantage is to walk forward a bit and grab Wario again, giving her a grab release infinite on him as long as there are no obstacles (platforms, major slopes, etc.) in the way. At higher percentages, a pummel per grab can be added for extra damage; however, this is not advised at low percentages, as Wario will ground release if he breaks during a pummel.
Besides the potential damage from pummels, walking with the GR infinite allows you to carry Wario closer to the edge of the stage, which can set up for a spike or earlier fair kill. Note that in most cases, it is probably more worth it to simply attack him out of the first grab release.
2.6 Glide Toss Breakdown [GLDT]
Glide tossing is a technique that allows you to slide a noticeable distance as you throw an item. Though Zelda can't spawn any items of her own, it can be useful in matchups where the other character can (Diddy, Peach, etc.).
How to perform:
The result:
- Input roll in the direction you want to slide; then,
- Input item toss in any direction on the appropriate frame
Throwing the item on frame 1 of Zelda's roll results in a super glide toss (~half the length of FD).
Throwing the item on frames 2-4 of Zelda's roll results in a short glide toss.
- Input item toss in any direction on the appropriate frame
Throwing the item on frame 1 of Zelda's roll results in a super glide toss (~half the length of FD).
Throwing the item on frames 2-4 of Zelda's roll results in a short glide toss.
The result:
Zelda will slide while throwing the item.
Because you can vary both the direction you slide and the direction you throw the item, glide tossing is useful as a mixup and as a way to string into other moves from an item throw.