Rion
Smash Journeyman
- Joined
- Nov 10, 2008
- Messages
- 396
I figured this could use it's own thread!
NOTE: I do not take credit for this technique. Someone else discovered it, but I can't remember for the life of me where I read it. I am simply documenting Zelda's range with this technique!
So what is a Roll Cancel Pivot Grab? How do you do one?
- Dash
- Input a roll with R + directional input opposite of the dash
- Almost immediately tap A which will cancel the roll initiate a "special" pivot grab instead
What's so special about it you ask?
- Slides much less (if at all) than your usual pivot grab
- Noticeably larger grab range
You can tell you've done it because you'll hear her "roll noise", that's the biggest indicator that you've done it successfully.
But just how much more grab range does Zelda have with this? Well let's see.
As you can see, the increased range is no joke. It also has a rather noticeably high hitbox as shown here:
And here:
Note in these pictures below, Lucario is descending from a non fastfalled jump:
But what does this mean for Zelda?
There's probably a bunch of applications, but a big one would be being a pretty effective option for stuffing "wall of aerial" approaches (Jigglypuff/Kirby/Peach for example) due to the large range of the grab boxes. This is also personally one of my bigger annoyances to deal with, so it's nice to have something like this in those situations.
Feel free to add anything of use to this if you like! I hope it was informative and useful for you all!
NOTE: I do not take credit for this technique. Someone else discovered it, but I can't remember for the life of me where I read it. I am simply documenting Zelda's range with this technique!
So what is a Roll Cancel Pivot Grab? How do you do one?
- Dash
- Input a roll with R + directional input opposite of the dash
- Almost immediately tap A which will cancel the roll initiate a "special" pivot grab instead
What's so special about it you ask?
- Slides much less (if at all) than your usual pivot grab
- Noticeably larger grab range
You can tell you've done it because you'll hear her "roll noise", that's the biggest indicator that you've done it successfully.
But just how much more grab range does Zelda have with this? Well let's see.
As you can see, the increased range is no joke. It also has a rather noticeably high hitbox as shown here:
And here:
Note in these pictures below, Lucario is descending from a non fastfalled jump:
But what does this mean for Zelda?
There's probably a bunch of applications, but a big one would be being a pretty effective option for stuffing "wall of aerial" approaches (Jigglypuff/Kirby/Peach for example) due to the large range of the grab boxes. This is also personally one of my bigger annoyances to deal with, so it's nice to have something like this in those situations.
Feel free to add anything of use to this if you like! I hope it was informative and useful for you all!