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The Profane Tome – Restored

An advanced technical guide to Melee Zelda

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Air dodge Interrupts and Angeldash (Lustdash/Lemondrop)

Air dodge Interrupts and Angeldash (Lustdash/Lemondrop)
dash, movement, speed, wavedash

Zelda’s air dodge has a very fast starting speed, but diminishes quickly and leaves Zelda hanging in the air unable to act and vulnerable. However, shortly after her movement begins its rapid decline, her ECB lifts and drops dramatically, making the move interruptible and saving Zelda from a long, inactionable aerial stall. Air dodging horizontally with a platform slightly below the knee will allow you to travel laterally along that platform, land out of the air dodge, and be actionable quickly after having traveled a considerable distance from the early, high-speed frames of air dodge. Falling through platform and doing this as soon as possible nets more invulnerable frames and leaves you actionable sooner than a roll, and I have been referring to it as an Angeldash, referencing the move’s invulnerability. It is a very fast way to travel distance along a platform, especially after double jump when your only other movement option would be taking a route to the ground and resuming movement.

EDIT: I have recently learned this tech was discovered about four years before I did by player LemonLust, who found it in the context of Peach play. The community could not decide whether to name it lemondrop or lustdash.

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