Tag: aerials
A normal attack (A) move executed while in the air (Aerials)
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Bair vs. Fair: Technical Breakdown
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… continue
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FAir AC AI
Zelda’s lightning kick (in this case, Forward Air (FAir)) has a strange animation that sharply raises her ECB then drops it slightly immediately following. Using this to land on a platform is referred to as an aerial interrupt (AI). Timing this aerial interrupt can land Zelda, auto-cancel for 4 frames, and leave Zelda actionable on platform. This is likely the fastest way to land and be actionable on a side platform on all stages. FAir AI is extremely useful if not critical in the modern meta to bring Zelda up to speed. It is her fastest way to reach a… continue
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Invuln Ledgehop Kicks
Zelda can control space near the ledge very well and has many options to hold ledge and deny opponents, and ledgehop kick is an extremely powerful component of the kit that allows her to do that. Releasing ledge and immediately double jumping grants you a wide window for completely invulnerable kicks from ledge that rise up from the stage and are very easy to sweet spot with due to the approach angle. Thrown early enough the kick also auto cancels and you will be actionable much more quickly out of landing. Fast fall frames can be added to this process… continue
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Ledgekick and Ribbonkick
An extremely powerful way to control edge space is with a an edge cancelled kick on the ledge, hereafter referred to as a ledge kick. Placing a kick directly upon the ledge puts an extremely strong hitbox exactly where your opponent wants to be then immediately cancels and leaves you fully actionable. It’s extremely low commitment and often nets a full stock while leaving your options wide open in the event that your initial kick does not connect, and taking no action grabs ledge. Worst case you overshoot edge and miss; you’re put into a recovery situation at the same… continue
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NAir – Glitter can be gold
Zelda’s Neutral Air is a weak, strange, and chaotic move in her kit that can counter your opponent mid air, juggle, or do “pop ups” with it’s first hit. Zelda’s “Magic Spin” rotates approximately 5 and a half times. The first two active frames begin at frame 6, and hits every other two frames for a total of 6 hits. However, the hitbox is strange; per fightcore the visual hitboxes display that not only are the hits on her hands but also within her body, and on her head with different launch directions. The first hit of NAir is important.… continue


