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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Movement & Speed by Numbers
The image below is sourced from Smash Boards, and provides detailed information about Zeldas’ ground speed and movement. continue
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Platform Crossing And Stage Traversal: Optimizations (WIP)
This post is under construction continue
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Platform Warp Doublejump AKA “Jellyfishing”
What is “Jellyfishing”? Quoting Rienne in 2020: “It’s the fastest way to set up a perfect waveland, and uses ECB manipulation based on the very specific distance she falls through the platform to set it up” Rienne, who labbed and named the tech states: “Jellyfish height kicks instantly cancel. With L cancel, it’s +4 on shield” Performing the “Jellyfish” requires three rapid rhythmic inputs: Down Down Y Quoting Rienne: “Double jump when Zelda’s back hand is in the middle of the platform. Timing matters less, because you can fastfall. It’s about where she is under the platform.” The Jellyfish can… continue
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UAir AC AI
UAir (Up Air) has a ridiculous little thing that it does during the auto cancel window where it pulls your feet (the bottom of your ECB) up, then drops them within the first few frames. This can be used to quickly put yourself into 4-frame landing while not quite all the way up through a platform, shaving a ton of frames off of getting Zelda’s slow, hulking mass up onto a platform. Anytime you could waveland onto a platform while coming up through it (with a few exceptions), you can also Up Air aairuto cancel aerial interrupt, become grounded, then… continue



