Tag: movement
Technical data about Zelda’s movement, including raw numbers about ground speed and wavedashing. Additional movement optimization with Farore’s Wind included.
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Farore’s Wind – Multi-directionality, Angles, and Shortens
It doesn’t really seem like it, but Farore’s is actually a full-angle directional teleport. This allows for fringe cases of teleport that the majority of players won’t expect. Recovering from under ledge closer to stage for novice Zeldas is usually a raw death trap, either teleport straight up and die due to the total lack of control over Special Fall after teleport, or they teleport up and in and get an extra helping of stage to the face. Farore’s angles can save lives. All in-game angles are available as directions for Farore’s teleports and teleport shortens. North, South, East, West,… continue
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Farore’s Wind – Stalling and Other Movement
Farore’s stalling is something beyond useful that begins the march towards Zelda’s insanely sticky ledge presence. If done perfectly you can be completely intangible on ledge for an indefinite period while throwing out hitboxes. Maintaining a state of invulnerability is fully dependent on the speed of releasing ledge on the first possible frame, and not fast-falling more than a couple of frames. Releasing ledge too late will leave your character vulnerable, and can lead to a quick death. Ledge stall timing is difficult to master. Experiment with different inputs and see what works for you. I strongly recommend using the… continue
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Farore’s Wind – Drift and Hover
Farore’s Wind maintains some of Zelda’s momentum, and is most apparent during double jump. Performing a double jump moving backwards or forwards, followed by an immediate Farore’s input, carries Zelda’s teleport startup in the direction of the double jump at a reduced speed. With this knowledge, you can take more evasive actions. Try starting a teleport to somewhere safer or quickly adjust your Farore’s position to make a sweet spot possible. Teleport drift also happens during fast fall. Start a fast fall, input Up-B, and the downward momentum will cause your teleport to drop faster. Teleport drift is also affected by other… continue
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Haxdash, Ribbondash, and Other Ledge Options
Zelda has an invulnerable haxdash on every stage. This is performed by: Releasing ledge, jumping towards stage, airdodging at a low down and away angle back on frames 15-20, then fastfalling. Over time, you should begin to tighten your frame windows and angle down from 19 to 15, and a down and away angle to an angle much closer to full south. Haxdashing at earlier frames with angles closer to south will eventually remove the need to fastfall in order to maintain invulnerability. Even if you miss the angle and input straight south, you will gain up to 3 frames… continue
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Jellydash and Other Max Length Waveland Setups
Jellyfishing can greatly expand Zelda’s movement and attack options. As coined by Rienne, this option is referred to as “Jellydash”. In 2020, Rienne mentions Jellydash kick and the following clip: Jellyfishing through plat, Zelda extends a fast waveland, then slides off the platform and executes a kick on an unsuspecting Fox. Thus, “Jellydash Kick”. Quoting Rienne: “Jellydash is a 0 degree input at the end of a Jellyfish.To learn Jellydash, add an L input to the end of the Down Down Y sequence – Down Down Y L. If you “stomp” you’ve done it correctly, then add a full left… continue


