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The Profane Tome – Restored

An advanced technical guide to Melee Zelda

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Bair vs. Fair: Technical Breakdown

Bair vs. Fair: Technical Breakdown
aerials, kick

BAir and FAir both hit for the same percent: 20% on sweetspot, and 10% on sourspot. Sweetspot is only possible on the largest end hitbox (blue). Both BAir and FAir sweetspot hitboxes are the same size. As the name “lightning kick” implies, Sweetspot applies an electric shock effect. Both kicks are only active for 4 frames. On the surface, back air and forward air seem identical – however, they have subtle differences. Review the data below to start understanding the key differences between them.

Back Air:

Back Air comes out at frame 5, and ends at frame 8. Note the first hit is a perfect circle, and all angles are equal. The final hitbox on frame 8 tilts up from 45 degree launch closer to 60 degrees. The hitbox within Zelda’s body (green, ID 0) also completely swaps launch directions on frames 7 and 8.

Further technical details provided by Fight Core:
Total frames: 35
Hit: 5-8
IASA: 33
Auto cancel before: 5
Auto cancel after: 25
Land lag: 18
L-canceled land lag: 9
Auto cancel before: 5
Auto cancel after: 25

All Hits & Hitbox Colors:
id0=Red, id1=Green, id2=Purple, id3=Orange
Name: id0/id1/id2
Damage: 10/10/20
Angle: 361/361/361
Base knockback: 0/0/30
Knockback growth: 80/80/96
Set knockback: 0/0/0
Shieldstun: 6/6/10
Hitlag for attacker: 6/6/10
Hitlag for defender: 6/6/15
Hitlag for attacker (crouch canceled): 4/4/7
Hitlag for defender (crouch canceled): 4/4/10
Shield advantage: -3/-3/1


Forward Air:

Forward air starts on frame 8 and ends on frame 12, making it 3 frames slower than BAir. FAirs’ body hitbox (green, ID0) does not swap launch directions at any time; all angles remain the same for all 4 frames.

Further technical details provided by Fight Core:
Total frames: 39
Hit: 8-11
IASA: 36
Auto cancel before: 8
Auto cancel after: 24
Land lag: 18
L-canceled land lag: 9
Auto cancel before: 8
Auto cancel after: 24

All Hits & Hitbox Colors:
id0=Red, id1=Green, id2=Purple, id3=Orange
Name: id0/id1/id2
Damage: 10/10/20
Angle: 361/361/361
Base knockback: 0/0/30
Knockback growth: 80/80/96
Set knockback: 0/0/0
Shieldstun: 6/6/10
Hitlag for attacker: 6/6/10
Hitlag for defender: 6/6/15
Hitlag for attacker (crouch canceled): 4/4/7
Hitlag for defender (crouch canceled): 4/4/10
Shield advantage: -3/-3/1

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