Monday, July 11, 2039


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
Platform Movement:
     Fair AC AI
     Uair AC AI
     Drop Dash
     Airdodge Interrupts and Angeldash
Ledge Movement:
     Hax Dash, Ribbondash, and Other Ledge Options
Ground Movement:
     Boost Wavedash / Wavesurfing
BOOK II: Offense / Defense
Nayru's Love:
     Nayru's Love: Basics
     Nayru's Love: Subwarp

Special thanks to all those crazy bastards on the Zelda Discord and devotees in the chapel who helped with all these magical shenanigans.

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.

via Gfycat

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.

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.

Wednesday, May 1, 2019


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.

Sunday, July 1, 2018

BOOK I - Speed By The Numbers (Smashboards)

The numbers behind Zelda's grounded movement speed and options.
Some things to note:
-The absolute fastest speed you can accomplish on the ground is a perfect waveland.
-Crossing flat ground is fastest with Farore's Wind, if you can afford the time and space to do so.
-Wavesurfing is your second fastest option.
-Her initial dash speed and maximum dash speed are identical; you move at full speed almost instantly.


Saturday, June 9, 2018

BOOK II - Nayru's Love: Basics

While initially appearing to be a clunky and restrictive special move, Nayru's is surprisingly versatile and useful in counterintuitive situations. The move has long end lag but is offset somewhat by a nice blender and a decent ending hitbox, but the real shining star of Nayru's is the 7 invuln frames it gives you during startup between frames 4 and 11. This enables you to use Nayru's as something similar to a parry with good timing, and it's much easier to land a more solid blender when your opponent whiffed something at you and is now halfway inside of you. This use in particular is closer to the triangle jump in terms of read requirements, but this is generally an easier read than a triangle jump. Unfortunately, unless you are on ledge and force your opponent offstage a Nayru's parry like this usually won't net you any followups, especially if your opponent rolls or techs out.

Nayru's shines (heh) most of all when using this parry as an out-of-shield option. You must jump oos to perform this nayru's after jumpsquat ends. Frame perfect this move is invuln 10-17 and hits on 17 from shield. This is best used to read grabs on shield and hard punish them. If timed correctly, a good grab read will leave them with empty hands dead in the center of Nayru's where it is most difficult to SDI out of the resulting blender.

Another really magnificent use of Nayru's is an aerial stall. You can use Nayru's midair to stop your vertical momentum. This is most useful to mixup when you are descending for followup or escape. If you missed a kick and your opponent is conditioned towards you wavelanding or regular landing, he may attempt something when actionable OoS. Throwing a Nayru's at around head level on shield will dodge any grab and blend and disrupt any option thrown too late. Aiming this with a little momentum  at their shield is best as you will have the option to land behind them where you cannot get shieldgrabbed if they manage to shield the entire Nayru's blender.

Nayru's can also be used to gimp recoveries, and most effectively flat / low and close recoveries. A nayru's slightly below ledge will blend a spacie hugging the stage, making stage teching almost impossible to time correctly. It is also useful against marth as good timing can put you in invuln during dolphin slash and stage spike before his sweetspot hits. A fast fthrow and an aggressive-coverage ledge nayru's can also be used to frame trap and interrupt DJs and fast recoveries and gimp at very low %.

Nayru's on platform has an additional and much faster OoS option, shield drop platform warp Nayru's. If you shield drop through the platform and Nayru's in the next 3 frames you will perform a platform warp and be grounded part of the way through the move without needing to jump. Frame perfect this gives you invuln 5-12 and hits 12-18, making it an extremely solid defensive option to further buff your presence on platforms.

It's worth noting that nayru's does have "edge cancel" ledge tech, but it is not a true edge cancel, nor extremely useful, nor an easy thing to pull off. If you SH Nayru's in air and land on the edge and slide off, you will complete the nayru's and become actionable shortly before grabbing ledge. This has fringe uses at best, with the most obvious being stuffing a high spacie recovery and taking ledge. There are almost always better coverage options, however.