BOOK I: Movement
Movement Speed Technical Data
Farore's Wind:
Farore's Wind: Edge Cancels
Farore's Wind: Stall and Other Farore's Ledge Movement
Farore's Wind: Interactions and Bending the Rules
Farore's Wind: Sweet Spotting
Farore's Wind: Teleport Drift
Farore's Wind: UpB Turnaround
Farore's Wind: Multidirectionality, Angles, and Shortens
Farore's Wind: Grounded Movement and Other Fringe Behavior - SOON
Platform Movement:
Fair AC AI
Uair AC AI
Drop Dash
Airdodge Interrupts and Angeldash
Platform Crossing And Stage Traversal: Optimizations - SOON
Platform Warp Doublejump AKA Jellyfishing - SOON
Jellydash and Other Max Length Waveland Setups - SOON
Ledge Movement:
Hax Dash, Ribbondash, and Other Ledge Options
Farore's Wind: Stall and Other Farore's Ledge Movement
Invuln Ledgehop Kicks
Ground Movement:
Boost Wavedash / Wavesurfing
BOOK II: Offense / Defense
Nayru's Love:
Nayru's Love: Basics
Nayru's Love: Subwarp
Moonwalk As A Spacing Tool - SOON
Chaingrabs and Throw Followups - SOON
Out-Of-Shield Options and Shield Drops - SOON
Tech Chasing and Platform Tech Chasing - SOON
BOOK III: THE KICK
Ledgekick and Ribbonkick
Invuln Ledgehop Kicks
Using All Parts Of The Kick: Hitbox Breakdowns- SOON
Bair vs. Fair: Technical Breakdown
Platform Warp Kick - SOON
Edge Cancel Kicks - SOON
Waveland Kick and Triangle Kick - SOON
Animation Transition and Interceptive Punishing - SOON
I stand on the shoulders of giants. Props to all involved.
The Profane Tome
An Advanced, Technical, Bottom to Top Guide to Zelda in Super Smash Bros: Melee
Monday, July 11, 2039
Sunday, January 26, 2020
BOOK III - 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 doublejumping 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 autocancels and you will be actionable much more quickly out of landing. Fastfall frames can be added to this process to have the kick come from lower and shield poke enemies closer to the ledge.
Haxdash kick also nets you invulnerable kicks from ledge and kicks can be thrown onto stage to preserve ledge presence or away from stage to ledgeguard. Thrown quickly enough, you can dj farores snap to ledge without beginning the teleport as well.
Haxdash kick also nets you invulnerable kicks from ledge and kicks can be thrown onto stage to preserve ledge presence or away from stage to ledgeguard. Thrown quickly enough, you can dj farores snap to ledge without beginning the teleport as well.
BOOK III - 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 time as your opponent and likely cannot punish you. You can also doublejump as an option out of ledgekick, and with good aerial drift, immediately throw another one.
You can also buffer an up input during the kick and sink farores to ledge, throwing the ribbon hitbox as well as the kick and completely stuffing the ledge full of unpleasantries for the opponent. I refer to this as a ribbonkick. If your opponent grabs ledge before your kick makes it to ledge, a farore's may leave you recovering into an unavailable ledge and kill you without a wallride angle.
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 time as your opponent and likely cannot punish you. You can also doublejump as an option out of ledgekick, and with good aerial drift, immediately throw another one.
You can also buffer an up input during the kick and sink farores to ledge, throwing the ribbon hitbox as well as the kick and completely stuffing the ledge full of unpleasantries for the opponent. I refer to this as a ribbonkick. If your opponent grabs ledge before your kick makes it to ledge, a farore's may leave you recovering into an unavailable ledge and kill you without a wallride angle.
Saturday, July 20, 2019
BOOK I - Airdodge Interrupts and Angeldash (Lustdash/Lemondrop)
Zelda's airdodge has a very fast starting speed, but diminishes quickly and leaves zelda hanging in the air inactionable and vulnerable. However, shortly after her movement begins its rapid decline, her ECB lifts and drops dramatically, making the move interruptable and saving Zelda from a long, inactionable aerial stall. Airdodging horizontally with a platform slightly below the knee will allow you to travel laterally along that platform, land out of the airdodge, and be actionable quickly after having traveled a considerable distance from the early, high-speed frames of airdodge. Falling through platform and doing this as soon as possible nets more invulnerable frames and leaves you actionable sooner than a roll, and I have been referring to it as an angeldash, referring to the move's invulnerability. It is a very fast way to travel distance along a platform, especially after doublejump when your only other movement option would be taking a route to the ground and resuming movement.
EDIT: I have recently learned this tech was discovered about four years before I did by player LemonLust, who found it in the context of Peach play. The community could not decide whether to name it lemondrop or lustdash.
EDIT: I have recently learned this tech was discovered about four years before I did by player LemonLust, who found it in the context of Peach play. The community could not decide whether to name it lemondrop or lustdash.
BOOK I - Haxdash, Ribbondash, and Other Ledge Options
Invuln Haxdash - Zelda does have 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 eventually remove the need to fastfall in order to maintain vulnerability. Even if you miss the angle and input straight south, you will gain up to 3 frames of actionable invulnerability from the ledge, and be able to recognize a miss and roll to maintain invulnerability, or get a dsmash hitbox out before becoming vulnerable again. Yoshi's story has a much simpler invulnerable haxdash due to its slippery angled edge, you have no need to input fastfall at later frames of haxdash, even with wider airdodge angles due to the slope of the ground.
You can also use Farore's Wind as soon as you are actionable in the air during a haxdash and perform what is referred to as a ribbondash. This is absolutely my favorite tech, bar none. Difficult but humanly possible, insane levels of flash, invulnerability with some room for error, a hitbox that combos into kick on bad DI, and a smile from Farore herself every time you throw one.
Zelda also has the ability to ledge stall invulnerably with just double jump into fastfall (djff), and also with fastfall into double jump (ffdj). Release ledge first frame, jump the next frame, and fastfall on frame 25 of doublejump to djff. Fastfall from ledge for 4 frames then doublejump for ffdj.
You can also use Farore's Wind as soon as you are actionable in the air during a haxdash and perform what is referred to as a ribbondash. This is absolutely my favorite tech, bar none. Difficult but humanly possible, insane levels of flash, invulnerability with some room for error, a hitbox that combos into kick on bad DI, and a smile from Farore herself every time you throw one.
Zelda also has the ability to ledge stall invulnerably with just double jump into fastfall (djff), and also with fastfall into double jump (ffdj). Release ledge first frame, jump the next frame, and fastfall on frame 25 of doublejump to djff. Fastfall from ledge for 4 frames then doublejump for ffdj.
Sunday, May 5, 2019
BOOK I - Fair AI
Zelda's lightning kick 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, autocancel 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 side platform on any stage and drastically improves her mobility and power, as being on platform is one of the best places to be to maximize Zelda's power and mobility. In addition, fair AI enables speed enough to uthrow an opponent to a side platform, fair AI, and techchase grab. It is also exceptionally easy to buffer shield drop from by holding shield and shield drop angle during the landing lag, and you can quickly warp to platform and begin passing through it with shield drop to maximize your movement and attack options.
The most influential stage to apply fair AI is battlefield. The fastest possible AIs are 2 non-overlapping frame perfect windows, either doublejump on frame 5 after jumpsquat and fair on frame 4 after double jump, or frame 4 and 5, respectively. Actionable on the platform on frame 28, counting the first jumpsquat frame as 1, every other option to be actionable on a side platform is slower, with a reasonably lenient window to input a slower AI and be actionable between frame 33 and frame 39, making it reasonably safe to attempt without the risk of floating upwards inactionable through platform throwing a kick.
The speeds of options to be actionable on battlefield side platform:
Fair AC AI: Frame 28
No-Impact Landing: Frame 32
Uair AC AI: Frame 33
Similar frame advantages are available on other stages. Other stages also afford the ability to waveland off of side platform and fair AI onto top platform; battlefield's top platform is too high to do so.
Fair AI is also one of the strongest albeit hardest ledge options Zelda has available to her, granting 7 galint (frames of invulnerable actionability from ledge) on a stage with flat walls, 10 galint on yoshi's, or 13 galint on battlefield.
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 side platform on any stage and drastically improves her mobility and power, as being on platform is one of the best places to be to maximize Zelda's power and mobility. In addition, fair AI enables speed enough to uthrow an opponent to a side platform, fair AI, and techchase grab. It is also exceptionally easy to buffer shield drop from by holding shield and shield drop angle during the landing lag, and you can quickly warp to platform and begin passing through it with shield drop to maximize your movement and attack options.
The most influential stage to apply fair AI is battlefield. The fastest possible AIs are 2 non-overlapping frame perfect windows, either doublejump on frame 5 after jumpsquat and fair on frame 4 after double jump, or frame 4 and 5, respectively. Actionable on the platform on frame 28, counting the first jumpsquat frame as 1, every other option to be actionable on a side platform is slower, with a reasonably lenient window to input a slower AI and be actionable between frame 33 and frame 39, making it reasonably safe to attempt without the risk of floating upwards inactionable through platform throwing a kick.
The speeds of options to be actionable on battlefield side platform:
Fair AC AI: Frame 28
No-Impact Landing: Frame 32
Uair AC AI: Frame 33
Similar frame advantages are available on other stages. Other stages also afford the ability to waveland off of side platform and fair AI onto top platform; battlefield's top platform is too high to do so.
Fair AI is also one of the strongest albeit hardest ledge options Zelda has available to her, granting 7 galint (frames of invulnerable actionability from ledge) on a stage with flat walls, 10 galint on yoshi's, or 13 galint on battlefield.
Wednesday, May 1, 2019
BOOK II - NAYRU'S LOVE: SUBWARP
Nayru's love is usually not a good option against a shielding opponent, but an interesting property of her environmental collision box allows it to gain some function where it would usually only lead to a neutral loss. When you nayru's very close to the ground, the bottom of your ECB rises and you begin sinking into the ground without being in a landed state. This actually drops the hitboxes down with your movement lower than they would be if you landed and hit a standing nayru's. I've been referring to this as a subwarp, in that it is a strange type of platform warp that can happen on any flat plane and lowers your model below the floor of what you're landing on.
This is surprisingly effective at shield poking your opponents and can convert a poor aerial approach vs a shield away from being grossly net negative and possibly squeak out a neutral win into a punish, and works very well when you've conditioned your oppponent to shield your nayru's and wait for punish.
This also can be seen during an out-of-shield nayru's performed one frame late, and indeed if you can spare the 60th of a second in an out-of-shield situation your nayru's hitboxes drop considerably and gain some considerable shield poking power.
This is surprisingly effective at shield poking your opponents and can convert a poor aerial approach vs a shield away from being grossly net negative and possibly squeak out a neutral win into a punish, and works very well when you've conditioned your oppponent to shield your nayru's and wait for punish.
This also can be seen during an out-of-shield nayru's performed one frame late, and indeed if you can spare the 60th of a second in an out-of-shield situation your nayru's hitboxes drop considerably and gain some considerable shield poking power.
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