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.
Showing posts with label edge. Show all posts
Showing posts with label edge. Show all posts
Saturday, July 20, 2019
Monday, April 3, 2017
BOOK I - Farore's Wind - Farore's Stall and Other Farore's Ledge Movement
BOOK I - FARORE'S WIND
Farore's Stall and Other Farore's Ledge Movement
Farore's stalling is something beyond useful that begins the march towards Zelda's insanely sticky ledge presence. If done perfectly you can be completely invuln on ledge indefinitely while throwing hitboxes.
Maintaining invulnerability is dependent on releasing ledge on the first possible frame, and not fastfalling more than a couple of frames. Releasing ledge late is what I find most often putting me into a vulnerable state during a stall, and is the only point this move requires frame-tight precision. This will be a difficult movement to master, experiment with different inputs and see what works for you. I strongly recommend using Uncle Punch's Training Pack to train your ledge release and invulnerability.
Maintaining invulnerability is dependent on releasing ledge on the first possible frame, and not fastfalling more than a couple of frames. Releasing ledge late is what I find most often putting me into a vulnerable state during a stall, and is the only point this move requires frame-tight precision. This will be a difficult movement to master, experiment with different inputs and see what works for you. I strongly recommend using Uncle Punch's Training Pack to train your ledge release and invulnerability.
Another useful use of ledge position is ledgehop Farore's. This is valuable as you can adjust the starting height of Farore's stall without losing invuln, and ledgehop Farore's visually appears to be a stall until you crest ledge, land, and teleport across stage. It's a great way to regain stage control when being pressured on ledge from a medium distance.
Many of these options can be combined for maximum flashitude. For example, Battlefield has a ledgehop Farore's edge cancel on top platform. You can drift teleport away from ledge while stalling to throw a farther out hitbox and still magnet ledge. Be creative; the best way to use these techniques is all of the ways.
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