Tag: kick

Lightning Kick is the name for Zelda’s forward aerial and back aerial attacks. When sweet spotted, the Lightning Kick deals heavy damage and launches the opponent with very powerful horizontal knockback. A sourspotted hit on the other hand, delivers very low horizontal knockback with no special effects and much less damage.

  • 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

    Bair vs. Fair: Technical Breakdown
  • 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

    Invuln Ledgehop Kicks
  • 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

    Ledgekick and Ribbonkick