Saturday, July 20, 2019

BOOK I - Airdodge Interrupts and Angeldash

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.

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.