Tag: movement

Technical data about Zelda’s movement, including raw numbers about ground speed and wavedashing. Additional movement optimization with Farore’s Wind included.

  • Air dodge Interrupts and Angeldash (Lustdash/Lemondrop)

    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… continue

    Air dodge Interrupts and Angeldash (Lustdash/Lemondrop)
  • Boost Wavedash / Wavesurfing

    Zelda’s wavedash is tied for worst in the game alongside Peach distance-wise, but that doesn’t mean we can’t improve it or otherwise bend it to our will. Zelda also has absurdly high initial dash speed that quickly falls off, and we can use this to extend our wavedash quite a bit farther than usual and cover more ground in a shorter time. Dashing for between 2 and 4 frames before wavedashing leads to an extended wavedash; it is a faster way to cover ground than just dashing or just wavedashing. I have seen this referred to in a couple of… continue

    Boost Wavedash / Wavesurfing
  • Drop Dash

    The dropdash is a device of my own creation; its purpose is a faster, wigglier wavedash on platform. Dropdashing is performed by dropping through platform, jumping the first frame actionable through platform, and wavelanding the frame after. This negates Zelda’s monstrous jumpsquat time during wavedash startup and saves you one frame, bringing her wavedash on platform down to 6 frames. If performed optimally the dropdash is slightly longer than wavedash as you can gain slight horizontal distance and momentum by jumping forward/backward. I find the easiest input for this to be down -> roll into wavedash angle, then input the… continue

    Drop Dash
  • 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

    FAir AC AI
  • Farore’s Wind – Edge Cancels

    Edge cancelling Farore’s makes the move into an extremely fast and powerful gap closing and chase tool, however the tolerance to land edge cancels is extremely small due to Zelda’s higher traction. Despite the high precision required, the payoff is immense as landing it can lead to more followups, safer recoveries, and better positioning. Horizontal teleport cancelling is by far the easiest, as it’s possible on platform to another platform and you only need concern yourself with your X position on the platform. You can get a feel for this distance by standing directly between the red arrows in the… continue

    Farore’s Wind – Edge Cancels