Tag: speed
Raw numbers and frame data about Zelda’s ground speed for wavedash, dash, and more.
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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
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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
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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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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
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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




