Villi
Smash Lord
Since precision is such an important aspect of Zelda's gameplay, I thought it might be useful to rank Zelda's attacks within the context of her moveset. I tested all of the attacks against crates in training mode because they're easier to get consistent results on than a computer.
Horizontal Range:
1. Weak dash attack
2. Din's fire
3. Hyphen smash (second wave)
4. F-smash final burst
5. F-tilt
6. Medium dash attack
7. F-smash sparkles
8. Jab/hyphen smash minus 2%
9. Full hyphen-smash
10. D-smash
11. Strong dash attack
12. D-tilt
. . .
13. Naryu's Love
14. Bair
15. Fair
16. D-smash back hit
17. Up-smash
18. Up-tilt
Vertical Range:
1. Up-air
2. Final up-smash hit
3. Up-tilt
4. Up-smash
5. Din's Fire
6. Up-forward-tilt
7. Jab
8. Dash attack
9. Fsmash
. . .
10. Naryu's Love
11. D-smash
In order to determine which move had more horizontal range than the other, one move was spaced to only graze a crate on final destination, then another was chosen to be executed from the same spot in order to see if it connected (longer range), grazed (equal range), or whiffed (less range). For example, when f-tilt is only close enough to the crate to graze it, which causes little red sparks to fly off where contact is made, there will be no damage. From that same spot, an f-smash's first four initial hits will miss, but the final burst will connect. It can be concluded that the little sparkly things have less range than f-tilt, but the final burst has more.
Crates can take 15% before they break, so I determined what kind of dash attack I was using (7% - weak; 9% - medium; 12% - strong) by counting how many single jabs it took to break the box after connecting with it. Hyphen smashing just took lots of tries. -_-
I tested vertical range by making a custom stage with a flat platform with two large diagonal platforms rising along it. I put the crates on the slope, and stood under it to approximate Zelda's vertical range.
NOTES:
I used an immediately exploded Din's for reference. It pretty much sucks for close range despite its nice looking hitbox because it takes over 25 frames (long enough to powershield it after a sidestep) for it to become active. Personally, I like to space it for the 9% blast more than any other.
Naryu's Love has crappier range than I gave it credit for. It's more effective to be real close when you use it a lot of the time. It also has terrible coverage from above and below. It has a diamond shaped hit-box that starts causing damage somewhere around her boob and does some residual damage further away from her center.
Weak dash attack should probably be avoided at low percents. I dunno what it does at higher percents. It might set up for another dash attack or something since its knockback is so weak.
F-tilt and f-smash have very, very similar ranges. They're practically interchangeable as far as attack spacing. Up and down angled f-tilt have slightly less horizontal range than f-tilt, but I don't really care by how much. >.>
A far-spaced jab and a full-hyphen smash also have practically the same range. I think that knowing this makes jab a VERY useful shield pressuring tool when linked with a hyphen-smash. Since jab has such low cool-down and hyphen smash is so fast, someone hiding in their shield will likely be shield poked. A d-tilt -> jab -> hyphen-smash on someone who insists on staying in their shield will break it fresh if it doesn't shield poke.
The highest point of Jab's hit-box is right at her hand. The high point of her jab is capable of shield poking from above, while the disjointed parts don't really do that. This is also true of Zelda's Fsmash -- the most vertical coverage it will give her is at the final burst at her hands.
Dash attack has surprisingly good vertical coverage. It can be pretty useful at keeping people air-born.
Bair has longer range than fair. Bair's sweet-spot is also farther out than fair's.
Up-air is awesome. Did you know it's disjointed enough to hit someone through the main platform of battlefield? xD
Horizontal Range:
1. Weak dash attack
2. Din's fire
3. Hyphen smash (second wave)
4. F-smash final burst
5. F-tilt
6. Medium dash attack
7. F-smash sparkles
8. Jab/hyphen smash minus 2%
9. Full hyphen-smash
10. D-smash
11. Strong dash attack
12. D-tilt
. . .
13. Naryu's Love
14. Bair
15. Fair
16. D-smash back hit
17. Up-smash
18. Up-tilt
Vertical Range:
1. Up-air
2. Final up-smash hit
3. Up-tilt
4. Up-smash
5. Din's Fire
6. Up-forward-tilt
7. Jab
8. Dash attack
9. Fsmash
. . .
10. Naryu's Love
11. D-smash
In order to determine which move had more horizontal range than the other, one move was spaced to only graze a crate on final destination, then another was chosen to be executed from the same spot in order to see if it connected (longer range), grazed (equal range), or whiffed (less range). For example, when f-tilt is only close enough to the crate to graze it, which causes little red sparks to fly off where contact is made, there will be no damage. From that same spot, an f-smash's first four initial hits will miss, but the final burst will connect. It can be concluded that the little sparkly things have less range than f-tilt, but the final burst has more.
Crates can take 15% before they break, so I determined what kind of dash attack I was using (7% - weak; 9% - medium; 12% - strong) by counting how many single jabs it took to break the box after connecting with it. Hyphen smashing just took lots of tries. -_-
I tested vertical range by making a custom stage with a flat platform with two large diagonal platforms rising along it. I put the crates on the slope, and stood under it to approximate Zelda's vertical range.
NOTES:
I used an immediately exploded Din's for reference. It pretty much sucks for close range despite its nice looking hitbox because it takes over 25 frames (long enough to powershield it after a sidestep) for it to become active. Personally, I like to space it for the 9% blast more than any other.
Naryu's Love has crappier range than I gave it credit for. It's more effective to be real close when you use it a lot of the time. It also has terrible coverage from above and below. It has a diamond shaped hit-box that starts causing damage somewhere around her boob and does some residual damage further away from her center.
Weak dash attack should probably be avoided at low percents. I dunno what it does at higher percents. It might set up for another dash attack or something since its knockback is so weak.
F-tilt and f-smash have very, very similar ranges. They're practically interchangeable as far as attack spacing. Up and down angled f-tilt have slightly less horizontal range than f-tilt, but I don't really care by how much. >.>
A far-spaced jab and a full-hyphen smash also have practically the same range. I think that knowing this makes jab a VERY useful shield pressuring tool when linked with a hyphen-smash. Since jab has such low cool-down and hyphen smash is so fast, someone hiding in their shield will likely be shield poked. A d-tilt -> jab -> hyphen-smash on someone who insists on staying in their shield will break it fresh if it doesn't shield poke.
The highest point of Jab's hit-box is right at her hand. The high point of her jab is capable of shield poking from above, while the disjointed parts don't really do that. This is also true of Zelda's Fsmash -- the most vertical coverage it will give her is at the final burst at her hands.
Dash attack has surprisingly good vertical coverage. It can be pretty useful at keeping people air-born.
Bair has longer range than fair. Bair's sweet-spot is also farther out than fair's.
Up-air is awesome. Did you know it's disjointed enough to hit someone through the main platform of battlefield? xD