|“||You might recognize Zelda's look from The Legend of Zelda: A Link Between Worlds game. In battle she uses magical moves to reflect and teleport, and for her Final Smash, she seals her opponents away in the Triforce of Wisdom. If an opponent has 100% damage or more, they will be instantly KO'd!||”|
|—Description from the Super Smash Blog.|
When unlocked, she is fought at Temple.
- Possesses two projectiles, Din’s Fire and Phantom Slash.
- Nayru’s Love is a reflector and a combo-breaker.
- Din’s Fire is unique in that it can be pocketed, but not reflected. This is likely because it doesn’t have a hitbox until it is detonated. You can also angle its direction up or down.
- Phantom Slash is a good kill move.
- Possesses a meteor smash: down aerial.
- Forward, back, and down aerials (Lightning Kick and Meteor Heel) all possess easy-to-land sweetspots that deal immense damage and knockback.
- Farore’s Wind possesses two hitboxes, one on the initial teleport and one on the reappearance, that is an excellent combo finisher and can kill opponents off the upper blast line if used correctly. It can also be angled, so you can alternatively use it as horizontal recovery.
- Her Final Smash, Triforce of Wisdom, has very far pull range and cal OHKO if used by a blast line, which isn‘t that complicated to execute. It also automatically kills at 100%, making it a very tough attack to avoid.
- Few reliable kill moves.
- Nayru’s Love requires timing in order to properly reflect projectiles, and has high end lag, making it easy to punish.
- Phantom Slash requires charging to execute, and cannot be shield-canceled, which makes it easily punishable. Also, it is technically a projectile, meaning it can be reflected and pocketed.
- Din’s Fire requires you to control the trajectory and detonation of the flame, which means Zelda is unable to move doing this and thus can be punished for doing so.
Zelda is primarily a zoning character, keeping her distance from opponents with powerful projectiles that can easily disrupt a match, and high-powered aerials that can be easily sweetspotted to land devastating blows. Din’s Fire is spammable, and can repel enemies quite well, forcing them to keep their distance while you form a plan. Nayru’s Love is a reflector, meaning that enemy projectiles can be used against them with proper timing. Phantom Slash is a heavy hitting projectile that is a decent kill move, and Farore’s wind gives good height/distance in addition to being a combo finisher.
Unfortunately, many of Zelda’s moves have high end lag, making her easily punishable. Din’s Fire requires use of the control stick to move its trajectory, meaning Zelda is completely still until the fire explodes. Similarly, Phantom Slash cannot be shield-cancelled, so Zelda either loses the Phantom by an opponent hitting it while charging or attack Zelda herself. Nayru’s Love requires timing to actually reflect projectiles, so mistiming it means getting hit with a projectile, or being punished in the frames where Zelda is finishing the move but it has no hitbox. Her aerials also require sweetspotting for maximum effectiveness (except for her up aerial).
In conclusion, Zelda is a character who overwhelms opponents with powerful projectiles and aerials, but is quite easily punished for missing or even using most of her moveset.
Changes from SSBWU/3DS
- Her design is based off of her appearance from The Legend of Zelda: A Link Between Worlds.
- She has a new voice, the first time since Brawl.
- Zelda has a new set of taunts.
- Zelda's jab is now a multi-hit attack with a finisher.
Grabs and Throws
- Din's Fire no longer puts Zelda into helpless state when used in the air.
- Zelda's Phantom Slash now has four levels of charge; the Phantom will stall before launching forwards when at full charge, and during this time Zelda can move around freely.
- The Phantom is also unable to be destroyed this time and will block projectiles in its path.
- Her final smash is now a sealing move called the Triforce of Wisdom, replacing her previous final smash; Light Arrow.
- Neutral Attack: Zelda thrusts a hand forwards, with several magic sparks appearing in front of her; a final, larger spark launches the opponent.
- Forward Tilt: Zelda swings an arm forth, magic trailing behind her hand.
- Up Tilt: Zelda swings an arm overhead, magic trailing behind her hand.
- Down Tilt: Zelda kicks low to the ground.
- Dash Attack: Zelda thrusts both hands forth, magic sparks appearing in her palms.
- Forward Smash: Zelda thrusts both arms forth, conjuring multiple magic sparks in front of herself.
- Up Smash: Zelda raises on arm and waves it around, with magic trailing behind her hand.
- Down Smash: Zelda kicks to each side.
- Floor Attack (Front):
- Floor Attack (Back):
- Floor Attack (Trip):
- Ledge Attack:
- Neutral aerial: Zelda spins around with her arms outstretched, magic trailing behind her hands.
- Forward aerial (Lightning Kick): Zelda kicks forth, a burst of magic appearing at the tip of her foot.
- Back aerial (Lightning Kick): Zelda kicks backwards, a burst of magic appearing at the tip of her foot.
- Up aerial: Zelda raises an arm and conjures a magic explosion overhead.
- Down aerial (Meteor Heel): Zelda stomps downwards with one leg.
Grabs and Throws
- Pummel: Zelda zaps the grabbed opponent with magic.
- Forward Throw: Zelda levitates the opponent and then hurls them away.
- Back Throw: Zelda levitates the opponent and then hurls them backwards.
- Up Throw: Zelda tosses the opponent upwards.
- Down Throw: Zelda tosses the opponent to the ground and then hits them with several fireballs.
|Zelda's Special Moves|
|Standard Special||Nayru's Love|
|Side Special||Din's Fire|
|Up Special||Farore's Wind|
|Down Special||Transform||Phantom Slash|
|Final Smash||—||Light Arrow||Triforce of Wisdom|
- Up Taunt:
- Down Taunt:
- Side Taunt:
In competitive play
To be added