nyuuzyou/wikis huggingface dataset:
Zelda (SSBU)/Forward aerial

==Overview==
Zelda throws out a kick with immense magic power packed at the tip of her foot. Lightning Kick is one of the most polarized moves in the game. The sweetspot has incredible launching power that eclipses that of the vast majority of uncharged smash attacks in the game. At frame 6, it is a fast out of shield option (frame 9 with jumpsquat), and due to its respectable horizontal reach and hurtbox shift on startup, it can interrupt strings and cause favorable trades when well-timed. It is also a devastating finisher from many of Zelda's other moves, namely up tilt, down tilt, down aerial and down throw.
However, the sweetspot is very small and lasts for a single frame. As a counterpart to the ridiculous power of the sweetspot, the sourspots, while themselves being large and long-lasting, deal extremely low knockback. Furthermore, the move has relatively high landing lag, high ending lag and cannot auto-cancel in a short hop. As a result, the sourspots can be easily punished on hit by even forward smashes, especially when rising. Until high percents, if Zelda uses the move, she will almost always be punished if she misses the sweetspot in any way. This makes the move poor in neutral, and inherently risky in any of the sweetspot's aforementioned uses. Even the sweetspot is potentially punishable on hit at very low percents, requiring Zelda to drift away after the hit to minimize her vulnerability.
While its landing lag is higher than average, it is decent relative to its massive power and can be -8 on shield, which is safe on a majority of characters if spaced. Zelda also pancakes in her landing animation, which can cause various out of shield punishes that do not hit low to miss.
Lightning Kick is typically a combo finisher, but it also has limited ability to start combos. A low-landed kick can combo into dash attack at very low percents. At high percents, especially with rage, landing sourspots become able to combo most notably into down smash and dash attack. The toe sourspot is slightly stronger than the other sourspots, and because it is at the tip of her foot, it is the least suited hitbox for combos.
Since all hitboxes launch in the direction Zelda faces, she can exploit this by hitting opponents behind her with her hip hitbox to minimize the relative launch distance, even allowing a combo into Farore's Wind.
Overall, due to their unique traits, Zelda's Lightning Kicks give her an unconventional and conservative aerial game defined by high risk and precision.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Sweetspot 	6
Sourspots 	6-10
Ending autocancel 	43-
Interruptible 	50
Animation length 	58
|-
===Landing lag===
Interruptible 	16
Animation length	31
==Trivia==
*On top of the magic effect, the sweetspot has an additional unique lightning effect on hit. This is purely aesthetic and distinct from the electric attack effect the move formerly had in Melee and Brawl.
Category:Zelda (SSBU)
Category:Forward aerials (SSBU)
Zelda (SSBU)/Forward smash

==Overview==
A multi-hitting powerful blast of magic. It boasts the highest disjoint of any of her ground moves. It has relatively low ending lag for a smash attack, making it difficult to punish out of shield, especially when spaced and/or charged. It is very strong in ledge traps due to having five hits. It can hit ledge roll relatively easily, or simultaneously cover ledge jump, neutral getup and getup attack. Unlike Pichu's similar forward smash, each hit only lasts a single frame, which makes it inconsistent at catching neutral getups. However, charging it will make it quite safe on a shield getup. Combined with Phantom, it can be very difficult for opponents to bypass Zelda's ledge trap.
When fully charged, it is her strongest individual move, making it her most reliable shield break punish at high percents. For a forward smash, however, it is below average in strength. At low percents, Zelda's optimal shield break punish for a KO or maximum damage will instead be a Phantom Slash setup with a Lightning Kick or down aerial finisher.
Uncharged, it is still strong, but is notably weaker than her Lightning Kicks. While it is large and lacks finicky sweetspots, it is much slower at frame 16. It should thus be reserved for when there is sufficient frame advantage and it can KO, or if sweetspotting a Lightning Kick is too difficult.
While relatively good on shield, it is still quite punishable on whiff. Additionally, while it is much more consistent than its Melee and Brawl iterations, it is still susceptible to SDI if the opponent's inputs are strong enough.
==Update History==
 
*
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**
**
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Hits 1-4 	16, 18, 20, 22
Hit 5 	24
Interruptible 	50
Animation length	69
Category:Zelda (SSBU)
Category:Forward smashes (SSBU)
Zelda (SSBU)/Forward throw

Zelda forward throw hurtbox visualization	Zelda forward throw hurtbox visualization	Zelda forward throw hurtbox visualization	Zelda forward throw hurtbox visualization	Zelda forward throw hurtbox visualization
 	 	 	 	
==Overview==
Zelda tosses the opponent in front of her after pulling them back with magic. Forward throw has very high base knockback, but very low knockback scaling. Barring incredibly niche scenarios, it is not a viable kill throw. However, it has good synergy with Phantom, being able to send off stage for a ledge trap, even at low percents. With correct timing and spacing, at virtually any percent it can also combo into Phantom, which can KO quite early especially near the ledge.
==Throw Data==
|}
==Timing==
Invincibility 	1-30
Throw Release 	30
Interruptible 	50
Animation length	74
|-
Category:Zelda (SSBU)
Category:Forward throws (SSBU)
Zelda (SSBU)/Forward tilt

Zelda forward tilt hitbox visualizations.	Zelda forward tilt hitbox visualizations.	Zelda forward tilt hitbox visualizations.	Zelda forward tilt hitbox visualizations.	Zelda forward tilt hitbox visualizations.
↗ 	 	 	 	
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↘ 	 	 	 	
==Overview==
Zelda slashes horizontally with a magically produced blade from her hand. It is her only move that can also be angled up or down. It has one of the slowest start-ups of her moves at frame 12, with moderate ending lag. Forward tilt is moderately disjointed, with three sourspots on her arm and two sweetspots past her hand.
When the sweetspot lands, it has excellent reward. It is the highest damage forward tilt in the game, and is one of her safest moves on shield at -10 with good pushback. It's the second strongest behind Incineroar's sweetspotted forward tilt, and has very high base knockback, which can steal stocks near the ledge.
However, the sweetspot range is one of the strictest in the entire game. They require a very specific spacing that is arguably stricter than her Lightning Kicks due to their lowest priority. Zelda lacks practical setups into forward tilt's sweetspot, making it poor as a combo finisher. The sourspots have the highest priority, are unsafe on shield and are much weaker than the sweetspots, though still stronger than the average forward tilt.
All the hitboxes are exceptionally small (each one is smaller than Luigi's Super Jump Punch aerial sweetspot), resulting in a very narrow range, which is especially noticeable on short and/or aerial opponents. Combined with its slow startup, minimal active frames and strict priority, forward tilt is still relatively situational, though it fills a niche in her kit of being a strong and long-ranged poke on the ground.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	12-13
Interruptible 	37
Animation length	54
==Trivia==
*The inner sweetspot uses the weaker slash sound effect of the sourspots, despite being identical in strength to the other sweetspot. This is a reversal from Smash 4, where the outer sourspot used the same sound effect as the sweetspot, despite being identical in strength to the other sourspots.
Category:Zelda (SSBU)
Category:Forward tilts (SSBU)
Zelda (SSBU)/Grab

==Overview==
Zelda casts holding magic in front of her. Her grab has above-average range, but at frame 10 with a FAF of 40, it is laggy, a mediocre out of shield option (especially out of shieldstun) and difficult to land, especially on aerial opponents due to a narrow hitbox. However, the reward in her throws is massive, as it can inflict large damage and can KO in three different ways. Grab can combo from down aerial. It also works well with Phantom, as it beats shield, a common defensive option against Phantom.
Dash grab is good as a whiff punish, but is quite slow and should be used very carefully, as it can very easily be whiff punished itself.
Pivot grab is less laggy and has a huge disjoint only dwarfed by Greninja's among non-tethers. This gives it some spacing potential, but it is still committal.
==Grabbox Data==
===Standing Grab===
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===Dash Grab===
|}
===Pivot Grab===
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==Timing==
===Standing grab===
Grab 	10-11
Interruptible 	40
Animation length	39
===Dash grab===
Grab 	13-14
Interruptible 	48
Animation length	47
===Pivot grab===
Grab 	14-15
Interruptible 	43
Animation length	48
Category:Zelda (SSBU)
Category:Grabs (SSBU)
Zelda (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Short Flash 	
Neutral attack rapid jab 	Rapid Flash 	
Neutral attack rapid jab (finisher)	Flash Finish 	
Forward tilt 	Magical Cutter 	
Forward tilt (high) 	Magical Cutter 	
Forward tilt (low) 	Magical Cutter 	
Up tilt 	Barricader 	
Down tilt 	Low Kick 	
Dash attack 	Quick Palm Shot 	
Forward smash 	Shining Palm Shot 	
Up smash 	Power Steer 	
Down smash 	Spinning Low Kick 	
Neutral aerial 	Zelda Spin 	
Forward aerial 	Lightning Kick (Front)	
Back aerial 	Lightning Kick (Back) 	
Up aerial 	Condense Blast 	
Down aerial 	Meteor Heel 	
Neutral special 	Nayru's Love 	
Side special 	Din's Fire 	
Up special (ground) 	Farore's Wind 	
Up special (air) 	Farore's Wind 	
Down special (kick) 	Phantom Slash 	
Down special (punch) 	Phantom Slash 	
Down special (swing 1) 	Phantom Slash 	
Down special (swing 2) 	Phantom Slash 	
Down special (swing 3) 	Phantom Slash 	
Standing grab 	Holding 	
Dash grab 	Holding 	
Pivot grab 	Holding 	
Pummel 	Holding Attack 	
Forward throw 	Force Move 	
Back throw 	Force Back Move 	
Up throw 	Force Top Move 	
Down throw 	Plasma Blast 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Zelda (SSBU)
Category:Hitboxes (SSBU)
Zelda (SSBU)/Neutral attack

==Overview==
Zelda's jab combo consists of a 2-hit magic burst followed by rapid bursts and a final one to launch the opponent away.
For the technical data of each individual hit, see:
*Zelda (SSBU)/Neutral attack/Hit 1
*Zelda (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	4-5, 7
Rapid jab 	11, 13, 15, 17, 19, 21, 23, 25
Rapid jab finisher	32-33
Interruptible 	24, 69
Animation lengths 	39, 77
|-
Category:Zelda (SSBU)
Category:Neutral attacks (SSBU)
Zelda (SSBU)/Neutral attack/Infinite

==Overview==
A rapid flurry of magic followed by a strong launching blast. Its use is limited to a simple damage-racking follow-up from jab, either at lower percents before jab can start combos on its own, or as a general consistent follow-up to avert the inconsistency of Zelda's jab cancels. The finisher always sends opponents into tumble, which gives Zelda more advantage at low percents compared to down tilt or down smash. The finisher has mediocre kill power, but can be an emergency KO option at very high percents.
With a set up Phantom, Zelda can lock opponents in the laggy rapid jab for an easy/guaranteed combo into the Phantom attack. If the opponent has a heavily damaged shield, the rapid jab can also trap them in shield for a shield break from the Phantom.
Otherwise, this move should not be used on its own as it is highly punishable, as the finisher is extremely laggy and is Zelda's most unsafe move on shield, even more so than Farore's Wind.
==Update History==
 
*
==Hitboxes==
! Hitstun
! Shieldstun
|+3 frames
|8×
|+3 frames
|8×
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	2-3, 19-20
Rapid jab 	4, 6, 8, 10, 12, 14, 16, 18
Finisher 	6-7
Interruptible 	43
Animation length	51
Category:Zelda (SSBU)
Category:Neutral attacks (SSBU)
Zelda (SSBU)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	4-13
Reflection 	4-40
Multihits 	11-22 (rehit rate: 4)
Final hit 	26
Interruptible 	58
Animation length	67
|-
|-
==Parameters==
===Move (aerial)===
Horizontal speed divisor on startup 	4
Vertical speed multiplier on startup	0.7
Period before applying gravity 	10 frames
Gravity 	0.048
Air acceleration during move 	0.032
Maximum air speed during move 	0.8
===Reflector===
Bone 	hip
Offsets 	[0, 0, 0]
Size 	9.4u
Damage threshold 	50%
Damage multiplier 	1.25
Speed multiplier 	1.4
Lifetime multiplier	0.75
Category:Zelda (SSBU)
Category:Neutral special moves (SSBU)
Category:Special moves (SSBU)
Zelda (SSBU)/Pummel

==Overview==
While levitating the opponent, Zelda clenches her fist to inflict a pulse of weak magic. It is a fast attack that can be used repeatedly on grabbed opponents. Each pummel will inflict small damage and occupy a spot in the staleness queue, improving the KO potential of other moves, but at the risk of giving the opponent more time to mash out of the grab before a throw is performed. The higher the opponent's percent, the more mashing it will require for them to escape the grab. Among all pummels, Zelda's is rather average in damage.
All of Zelda's throws have slow startup and distinct animations and are thus reactable. Therefore, forgoing pummels and throwing immediately for a DI mixup is generally ineffective. For the most part, maximizing the number of safe pummels before a throw is preferred, and can make the difference in Zelda's throws (namely back throw and up throw) KOing. For down throw specifically, however, pummeling can be detrimental around mid percents. The pummels' cumulative damage and their strengthening of down throw if it was stale can prevent it from KO confirming into a Lightning Kick.
Since Zelda can combine her throws into Phantom Slash for combos, pummel also serves as a way to stall (namely for forward throw, which has high KO potential with Phantom) while accumulating slight damage. However, since the timing for forward throw into Phantom is strict, pummel's high hitlag risks missing the combo window entirely, as opposed to just holding the opponent in place. If intending to rack maximum damage before the Phantom hits, down throw is the superior option to pummel, as the looping hits deal more damage at a faster rate with much less hitlag.
==Hitboxes==
|}
==Timing==
Hitbox 	2
Interruptible 	8
Animation length	24
Category:Zelda (SSBU)
Category:Pummels (SSBU)
Zelda (SSBU)/Side special

==Overview==
==Update History==
 
*
==Hitboxes==
The hitboxes' damage is multiplied by the result of the formula 1 + 6 * (charge frames / 45), for a maximum of 7×. The move charges for a minimum of 19 frames and a maximum of 45 frames, allowing the sweetspot to deal between 7.066667% and 14% damage, and the sourspot to deal between 3.533333% and 7% damage.
|}
==Timing==
The duration shown is for the minimum charge amount. The fireball starts moving forward and can be controlled vertically from frame 13 onward.
Charges between 	11-31
Fireball generation 	12
Fireball detonation 	31
Hitbox 	44-49
Interruptible 	70
Animation length (grounded)	89
Animation length (aerial) 	84
!Fireball 
|-
!Grounded 
|-
!Aerial 
==Parameters==
===Move===
Horizontal speed multiplier on startup	0.8
Air friction 	0.01
Period before applying gravity 	10 frames
Gravity 	0.012
Fireball X/Y offsets 	[9, -0.8]
===Fireball===
Initial speed 	1.2
Acceleration 	0.055
Maximum speed 	7
Initial angle 	0°
Stick sensitivity for vertical angle deviation	0.5
Angle deviation per frame 	1.645°
Maximum angle deviation 	78°
Minimum travel time 	19 frames
Maximum travel time 	45 frames
Maximum damage multiplier with travel time 	7
Maximum size multiplier with travel time 	3.8
Delay before detonation upon release 	12 frames
Category:Zelda (SSBU)
Category:Side special moves (SSBU)
Category:Special moves (SSBU)
Zelda (SSBU)/Up aerial

==Overview==
A large overhead blast of fiery magic generated from Zelda's fingers. It is the strongest up aerial in the game and deals high damage. The late hit is moderate in power and damage.
It is very disjointed, being positioned high up. While this gives it good coverage above Zelda, allowing her to shark stages, it lacks horizontal range and cannot hit most opponents at level with her. The hitbox has a deceptively moderate duration relative to the explosion visual. Furthermore, despite its appearance, it is a direct move attached to Zelda herself. Therefore, moving will cause the true hitbox to follow Zelda away from the visual.
It is Zelda's only aerial to have a large, strong and lingering hit. This makes it noticeably generous in covering techs on platforms, calling out jumps and catching landings, which her other aerials can struggle with due to stricter timing and/or hitbox sizes.
Up air has relatively low landing lag for its power at 12 frames. This makes it safe on shield if falling below opponents on platforms. At low percents, it can combo into neutral aerial, Lightning Kick, or into itself. However, it will quickly launch too far for true follow-ups due to its high base knockback. This also means that it will always send into tumble and can KO especially early near the top blast zone.
It is transcendent and cannot directly negate projectile hitboxes. Therefore, even Peach's weakest turnips, for example, can counterintuitively travel through the explosion completely unaffected. This makes the move unreliable in challenging opponents with landing projectile options. It also has slow startup, high ending lag and a late auto-cancel window, making it a bit risky to use if not falling.
==Update History==
 
*
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	14-16
Late hit 	17-19
Ending autocancel 	54-
Interruptible 	55
Animation length 	63
|-
===Landing lag===
Interruptible 	13
Animation length	19
Category:Zelda (SSBU)
Category:Up aerials (SSBU)
Zelda (SSBU)/Up throw

Zelda up throw hurtbox visualization	Zelda up throw hurtbox visualization	Zelda up throw hurtbox visualization	Zelda up throw hurtbox visualization	Zelda up throw hurtbox visualization
 	 	 	 	
==Overview==
Magically hurls the opponent upward in a spin. Up throw primarily serves as a kill throw independent of stage position. It is one of the strongest up throws in the game. The only DI mixup potential it has is with forward throw near the ledge if the opponent is not familiar with her throws. Opponents will tend to hold in, which is the incorrect DI for up throw and will help it KO marginally earlier.
Up throw can also sometimes combo into neutral aerial and KO confirm into up aerial, but is very character- and percentage-dependent with a highly precise input.
It is not particularly effective otherwise, as Zelda lacks strong juggling options, and staling the throw can prevent it from killing later on. 
==Throw Data==
|}
==Timing==
Invincibility 	1-30
Throw Release 	30
Interruptible 	50
Animation length	69
|-
Category:Zelda (SSBU)
Category:Up throws (SSBU)
Zelda (SSBU)/Up tilt

==Overview==
Zelda waves her arm overhead with magic. It has large, moderately disjointed hitboxes that hit all around her, making it an effective anti-air. Additionally, it has 13 active frames, making the move excellent at catching rolls and getups. It can also catch landings directly, or frame trap directional air dodges with dash attack.
The most frequent hit frame will be the very first one at frame 7. At very low percents, it can combo into jab or up special if the opponent does not have a fast enough escape option. At low percents, it can combo into itself and up smash, then into neutral aerial and Lightning Kick at mid percents.
Its active frames comprise nearly half its duration, making it a remarkably low-lag move relative to its hit detection. Consequently, the later the move hits, the higher Zelda's frame advantage. If the late frames are landed, the follow-up window will be very generous, and most notably it will be able to KO confirm into up aerial. On shield, it can be as low as -2, in which case Zelda can perform various mixups (such as an immediate back aerial, or back aerial out of shield) if opponents try to punish her without a fast enough option.
Among its few downsides, the hitboxes are tied to her arm and will only cover one area at a time. At high percents, it loses most of its reward; it will no longer combo into anything, yet simultaneously will not KO until very high percents.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-19
Interruptible 	30
Animation length	51
Category:Zelda (SSBU)
Category:Up tilts (SSBU)
Zelda II: The Adventure of Link

Zelda II: The Adventure of Link (, The Legend of Zelda 2: The Adventure of Link) is a direct sequel to The Legend of Zelda, both originally released on the Famicom Disk System in Japan and then the Nintendo Entertainment System in the US and PAL territories. While retaining many of the features of its predecessor, The Adventure of Link altered certain elements of gameplay, most notably affecting movement and combat. Traveling across a large world map (not unlike those seen in the Final Fantasy series of video games) would lead to enemy encounters which took place on a side-scrolling field of play rather than the top down perspective for which the series became known.
Zelda II: The Adventure of Link is available as a Masterpiece in . 
==In the series==
===Moves===
Link's up and down aerials are based on the upward and downward thrust, attacks that Link can use in this game.
===Stage===
The Temple stage draws heavy inspiration from this game.
===Music===
The songs "Temple" and "Great Temple / Temple" come from this game.
===Misc.===
In Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate, Link's black costume is inspired by the character Dark Link, a character who debuted in this game.
Category:Games
Category:The Legend of Zelda universe
Zero (Metroid)

The Zero (, Zoro) is a recurring enemy from the series. It is the larval stage of the Kihunter species.
==Origin==
Zeros made their debut alongside Kihunters in Super Metroid, appearing in the swampy depths of Brinstar on Planet Zebes. It was not until that it became clear that Zeros are larval Kihunters, with their metamorphic life cycle displayed over the course of the game; after Zazabi's defeat, all Zeros aboard the BSL Station enter their pupal stage and form indestructible cocoons, later emerging as fully-grown adult Kihunters. In (the source of their Smash design), Zeros were cloned aboard the , where many Zeros could be found in the nest of a King Kihunter in the .
In Super Metroid and Metroid Fusion, Zeros slowly crawl along floors, walls, ceilings, and other surfaces. In contrast with their dangerous adult forms, Zeros are typically passive and generally ignore Samus Aran, but they can damage her if she makes contact with their spiky bodies. In Other M, Zeros behave more aggressively, actively lunging at Samus and spitting webbing at her. In this game, Zeros' hard exoskeletons are impervious to all weapons except for s, Plasma Beam, and the Screw Attack.
==In ==
While Zeros do not make any appearance in their larval form, they are mentioned in the trophy description for the adult Kihunter.
==In ==
===As a stage hazard===
Zeros, along with FG II-Graham units and Joulions, appear as stage hazards on Pyrosphere. The weighty Zeros drop down onto the stage and then crawl slowly on the floor. Zeros ignore fighters in a similar manner to their appearances in 2D Metroid games, but they do not cause damage on contact. If picked up by a fighter, their weight makes the fighter more difficult to launch. They can also be thrown at opponents or at Ridley to inflict damage.
Zeros do not appear when the stage is set to Ω form.
===Trophy===
==Gallery==
PyrosphereZero.jpg| and a Zero on Pyrosphere.
==References==
Category:Stage hazards
Category:Metroid universe
Category:Trophies (SSB4-Wii U)