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|universe = ''[[The Legend of Zelda (universe)|The Legend of Zelda]]''
 
|universe = ''[[The Legend of Zelda (universe)|The Legend of Zelda]]''
 
|firstgame = ''[[The Legend of Zelda]]'' (1986)
 
|firstgame = ''[[The Legend of Zelda]]'' (1986)
|games = ''[[Zelda (SSBM)|Melee]]''<br/>''[[Zelda (SSBB)|Brawl]]''
+
|games = ''[[Zelda (SSBM)|Super Smash Bros. Melee]]''<br/>''[[Zelda (SSBB)|Super Smash Bros. Brawl]]''<br/>''[[Zelda (SSBU)|Super Smash Bros. Ultimate]]''
 
|availability = [[Starter]]
 
|availability = [[Starter]]
 
|finalsmash = [[Light Arrow#Zelda's Light Arrow|Light Arrow]]
 
|finalsmash = [[Light Arrow#Zelda's Light Arrow|Light Arrow]]
|tier = N/A
+
|tier = G
|ranking = N/A
+
|ranking = 54
 
|jnumber = 2
 
|jnumber = 2
 
|walljump = No
 
|walljump = No
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Unlike previous games, she can no longer [[transform]] into [[Sheik (SSBWU/3DS)|Sheik]], however she now has an attack that replaces this transformation.
 
Unlike previous games, she can no longer [[transform]] into [[Sheik (SSBWU/3DS)|Sheik]], however she now has an attack that replaces this transformation.
  +
  +
Zelda currently ranks 54th on the [[tier list]]. She possesses some powerful attacks, but many of them need to be sweetspotted, are slow, and have high ending lag. She is also slow, tall, and very light, making it easy to knock her away, and has few good approach options.
   
 
==Attributes==
 
==Attributes==
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=== Strengths ===
 
=== Strengths ===
 
* Good air mobility, with floatiness that allows her attacks to string well in the air.
 
* Good air mobility, with floatiness that allows her attacks to string well in the air.
  +
* Has<span class=""> [[Priority#Trascendent priority|transcending priority]] in the following attacks: </span>Neutral Attack, Forward Tilt, Up Tilt, Dash Attack, Forward Smash, Up Smash and all Aerial.
 
* Great out of shield and punishing options with her Forward and Back Aerials, also known as "Lightning Kicks".
 
* Great out of shield and punishing options with her Forward and Back Aerials, also known as "Lightning Kicks".
 
* Good variety of combos and finishers.
 
* Good variety of combos and finishers.
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** This move is also a good spacing tool and its midair version can aid Zelda's recovery as it stalls her in the air.
 
** This move is also a good spacing tool and its midair version can aid Zelda's recovery as it stalls her in the air.
 
* Din's Fire is a great poking tool as well very versatile for edge-guard.
 
* Din's Fire is a great poking tool as well very versatile for edge-guard.
  +
** This is one of the few projectiles in the game immune to [[Rosalina & Luma (SSBWU/3DS)|Rosalina]]'s [[Gravitational Pull]].
 
* Farore's Wind grants great multi-directional recovery and can also be used offensively.
 
* Farore's Wind grants great multi-directional recovery and can also be used offensively.
 
** Much like other teleport moves, it can be ledge-cancelled to negate all the ending lag.
 
** Much like other teleport moves, it can be ledge-cancelled to negate all the ending lag.
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=== Weaknesses ===
 
=== Weaknesses ===
 
* Very floaty and lightweight, being at the top of the "Featherweight" ranking, tied with Sheik.
 
* Very floaty and lightweight, being at the top of the "Featherweight" ranking, tied with Sheik.
* Very slow dashing speed, being the fifth slower in the game.
+
* Very slow dashing speed, being the fifth slowest in the game.
* Some of her strongest attacks, namely her Forward, Back and Down Aerials, requires pinpoint accuracy due their small sweetspots.
+
* Some of her strongest attacks, namely her Forward, Back and Down Aerials, requires pinpoint accuracy due to their small sweetspots.
 
* Has many slow attacks with low priority and poorly placed hitboxes, making her easy to punish.
 
* Has many slow attacks with low priority and poorly placed hitboxes, making her easy to punish.
 
* Din's Fire renders Zelda helpless when used in the air. Also, its slow ending lag and predictability makes it a very easy attack to dodge.
 
* Din's Fire renders Zelda helpless when used in the air. Also, its slow ending lag and predictability makes it a very easy attack to dodge.
 
* Farore's Wind has very high ending lag, preventing Zelda from moving while free-falling immediately after re-appearing.
 
* Farore's Wind has very high ending lag, preventing Zelda from moving while free-falling immediately after re-appearing.
 
* The Phantom from Phantom Slash can be reflected, coming back and dealing damage to Zelda.
 
* The Phantom from Phantom Slash can be reflected, coming back and dealing damage to Zelda.
** It can also be destroyed, preventing Zelda from using it again for 9 seconds.
+
** It can also be destroyed if it takes 13% damage or more, preventing Zelda from using it again for 9 seconds.
   
 
=== Summary ===
 
=== Summary ===
  +
[[File:Kuroham-zelda.png|thumb|331x331px|Zelda<span class="">'s stats by </span>[http://kuroganehammer.com/ Kurogane Hammer]<span class="">.</span>]]
Zelda is a floaty and powerful character, being a potent '''Glass Cannon''' with focus on '''Precision''', striking opponents with pinpoint accuracy. She has very powerful moves that can KO earlier, with a some disjointed hitboxes and extended range thanks to them being imbued with magic.
+
Zelda is a floaty and powerful character, being a potent '''Glass Cannon''' with a focus on '''Precision '''attacks, striking opponents with pinpoint accuracy. She has very powerful moves that can KO earlier, with some disjointed hitboxes and extended range thanks to them being imbued with magic.
   
 
While being slow on the ground, Zelda has a good amount of tools that allows her to keep her game safe while approaching and punishing opponents, with a good variety of moves. Her Neutral Attack and Down Tilt are good poking tools that deal considerable hitstun, while her Up Tilt is great for starting combos. Her Smash Attacks all deal high KO and can turn the tide of the battle if well spaced, with her Forward and Up Smashes trapping opponents with great damage and knockback, having a high number of active frames; her Down Smash is great for punishing rolls, being quite fast and launching opponents horizontally.
 
While being slow on the ground, Zelda has a good amount of tools that allows her to keep her game safe while approaching and punishing opponents, with a good variety of moves. Her Neutral Attack and Down Tilt are good poking tools that deal considerable hitstun, while her Up Tilt is great for starting combos. Her Smash Attacks all deal high KO and can turn the tide of the battle if well spaced, with her Forward and Up Smashes trapping opponents with great damage and knockback, having a high number of active frames; her Down Smash is great for punishing rolls, being quite fast and launching opponents horizontally.
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In the air, Zelda has a great amount of options for approaching and intercepting opponents. With a decent aerial movement, she can space well with her quick Lightning Kicks (Forward and Back Aerials) which have potent sweetspots at the tip of Zelda's feet, dealing high knockback, in a similar fashion to Captain Falcon's Forward Aerial; similarly, her Down Aerial is one of the strongest Meteor Smashes in the game if it hits the sweetspot. Her Neutral Aerial is a great combo starter, with good range and priority, although not being a sex kick; her Up Aerial has slow startup and ending lags, but deals very high knockback with a huge blast radius.
 
In the air, Zelda has a great amount of options for approaching and intercepting opponents. With a decent aerial movement, she can space well with her quick Lightning Kicks (Forward and Back Aerials) which have potent sweetspots at the tip of Zelda's feet, dealing high knockback, in a similar fashion to Captain Falcon's Forward Aerial; similarly, her Down Aerial is one of the strongest Meteor Smashes in the game if it hits the sweetspot. Her Neutral Aerial is a great combo starter, with good range and priority, although not being a sex kick; her Up Aerial has slow startup and ending lags, but deals very high knockback with a huge blast radius.
   
Her Special Attacks give her a solid defensive play. Nayru's Love can reflect projectiles and has a high amount of active frames, being also a great option on close range combat as it deals multi-hit damage, effective for punishing rolls. Din's Fire allows Zelda to "snipe" opponents offstage, with a good blast radius. Farore's Wind is Zelda's powerful recovery move which also packs enough power to KO, being a guaranteed kill after Up or Down Throws depending on the percentage. Phantom Slash has good deal of active frames and can protect Zelda, as well being very powerful for edge-guard and setting ledge traps to cause stage spikes.
+
Her Special Attacks give her a solid defensive play. Nayru's Love can reflect projectiles and has a high amount of active frames, being also a great option in close range combat as it deals multi-hit damage, effective for punishing rolls. Din's Fire allows Zelda to "snipe" opponents offstage, with a good blast radius. Farore's Wind is Zelda's powerful recovery move which also packs enough power to KO, being a guaranteed kill after Up or Down Throws depending on the percentage. Phantom Slash has a good deal of active frames and can protect Zelda, as well being very powerful for edge-guard and setting ledge traps to cause stage spikes.
   
<span>Has somewhat slow attacks, many with high startup and ending lags, which combined with her low priority and bad positioned hitboxes, as well slow ground speed, makes her approach very poor. Her Lightning Kicks require precise hitboxes to deal proper knockback while her Up Aerial has obscene amount of lag, much like her Smash Attacks. Also, her Nayru's Love has considerable startup and ending lags, unlike most reflecting moves; while Din</span>'s Fire is quite slow to control, allowing players to anticipate it from afar and react quickly to dodge it, thus preventing Zelda to effectively camp opponents like other more projectile-oriented characters. Both Farore's Wind and Phantom Slash have very high lags, with the later being very situational, and when uncharged deals negligible knockback and doesn't travel much.
+
<span>Has somewhat slow attacks, many with high startup and ending lags, which combined with her low priority and bad positioned hitboxes, as well slow ground speed, makes her approach very poor. Her Lightning Kicks require precise hitboxes to deal proper knockback while her Up Aerial has an obscene amount of lag, much like her Smash Attacks. Also, her Nayru's Love has considerable startup and ending lag, unlike most reflecting moves; while Din</span>'s Fire is quite slow to control, allowing players to anticipate it from afar and react quickly to dodge it, thus preventing Zelda to effectively camp opponents like other more projectile-oriented characters. Both Farore's Wind and Phantom Slash have very high lags, with the later being very situational, and when uncharged deals negligible knockback and doesn't travel much.
   
 
Overall, Zelda has a lot of potential with damage racking and powerful KO moves, but players must play defensively and patiently in order to get proper opportunities to do so, relying on out of shield strikes and mindgames.
 
Overall, Zelda has a lot of potential with damage racking and powerful KO moves, but players must play defensively and patiently in order to get proper opportunities to do so, relying on out of shield strikes and mindgames.
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=== Attributes ===
 
=== Attributes ===
* Slightly faster walk and dash speed.
+
* {{buff|Slightly faster walk and dash speed.}}
* Slightly faster air speed.
+
* {{buff|Slightly faster air speed.}}
* Higher falling speed and gravity.
+
* {{buff|Higher falling speed and gravity.}}
* Can no longer Transform into Sheik, with the latter becoming her own separate character.
+
* {{change|Can no longer Transform into Sheik, with the latter becoming her own separate character.}}
* Air dodge and side dodge animation is different, now resembling [[Peach (SSBWU/3DS)|Peach]]'s, and is also faster.
+
* {{buff|Air dodge and side dodge animation is different, now resembling [[Peach (SSBWU/3DS)|Peach]]'s, and is also faster.}}
   
 
=== Ground Attacks ===
 
=== Ground Attacks ===
* Neutral Attack deals more damage, and the hits connect better.
+
* {{buff|Neutral Attack deals more damage, and the hits connect better.}}
* Forward Tilt has slightly less range and deals less damage, but has higher knockback scaling, and no longer sends opponents behind Zelda.
+
* {{change|Forward Tilt has slightly less range and deals less damage, but has higher knockback scaling, and no longer sends opponents behind Zelda.}}
* Up Tilt has lower base knockback, but higher knockback scaling, meaning it loses portion of its KO power in mid-high percentages, but can lead to follow ups that can KO. It also deals much less damage.
+
* {{change|Up Tilt has lower base knockback, but higher knockback scaling, meaning it loses a portion of its KO power in mid-high percentages, but can lead to follow ups that can KO. It also deals much less damage.}}
* Down Tilt has higher range, with Zelda extending her foot farther. It also has much less ending lag. However, it deals less damage and Zelda can no longer frame trap opponents since its Meteor hitbox has been removed.
+
* {{change|Down Tilt has higher range, with Zelda extending her foot farther. It also has much less ending lag. However, it deals less damage and Zelda can no longer frame trap opponents since its Meteor hitbox has been removed.}}
* Forward and Up Smashes both have increased knockback scaling and can trap opponents better between hits, however they slightly less range, with smaller hitboxes.
+
* {{change|Forward and Up Smashes both have increased knockback scaling and can trap opponents better between hits, however, they have slightly less range, with smaller hitboxes.}}
* Down Smash has much higher knockback scaling, however it has less range.
+
* {{change|Down Smash has much higher knockback scaling, however, it has less range.}}
* Dash Attack deals more damage and knockback, most notably when sweetspotted. However, the sourspot deals less damage and the move overall has less active frames.
+
* {{change|Dash Attack deals more damage and knockback, most notably when sweetspotted. However, the sourspot deals less damage and the move overall has less active frames.}}
   
 
=== Aerial Attacks ===
 
=== Aerial Attacks ===
* Neutral Aerial deals more knockback and the hits connect better. However, all hits deal less damage and have smaller hitboxes.
+
* {{change|Neutral Aerial deals more knockback and the hits connect better. However, all hits deal less damage and have smaller hitboxes.}}
* Forward and Back Aerials, also known as Lightning Kicks, have higher knockback scaling and larger hitboxes that lasts for longer, being easier to sweetspot. However, they have lower base knockback and higher ending and landing lags.
+
* {{change|Forward and Back Aerials, also known as Lightning Kicks, have higher knockback scaling and larger hitboxes that lasts for longer, being easier to sweetspot. However, they have lower base knockback and higher ending and landing lags.}}
* Up Aerial has less landing lag and deals more damage, but has lower knockback scaling.
+
* {{change|Up Aerial has less landing lag and deals more damage, but has lower knockback scaling.}}
* Down Aerial's sweetspot has a larger hitbox, with increased horizontal range, being able to effectively hit grounded opponents. However, it deals less knockback.
+
* {{change|Down Aerial's sweetspot has a larger hitbox, with increased horizontal range, being able to effectively hit grounded opponents. However, it deals less knockback.}}
   
 
=== Grabs and Throws ===
 
=== Grabs and Throws ===
* Up Throw deals less knockback, however it allows for better follow ups.
+
* {{change|Up Throw deals less knockback, however, it allows for better follow ups. }}
* Down Throw is much faster and sends opponents at a more vertical angle, allowing for follow ups. However, it deals less damage.
+
* {{change|Down Throw is much faster and sends opponents at a more vertical angle, allowing for follow ups. However, it deals less damage.}}
   
 
=== Special Attacks ===
 
=== Special Attacks ===
* [[Nayru's Love]] has less startup and ending lag, as well slightly higher range, with the crystal shards spreading farther. All hits connect better, however deal less damage.
+
* {{change|[[Nayru's Love]] has less startup and ending lag, as well slightly higher range, with the crystal shards spreading farther. All hits connect better, however deal less damage.}}
* [[Din's Fire]] has a larger explosion radius and deals more damage the longer it travels. It also has now a more powerful sweetspot at the center of the blast that deals more knockback, but also a much weaker sourspot at the outer radius. Both sweetspot and sourspot deal less damage. Also, it travels less distance, has less maneuverability, and can no longer be detonated at very close range, now traveling a set distance before Zelda can detonate.
+
* {{change|[[Din's Fire]] has a larger explosion radius and deals more damage the longer it travels. It also has now a more powerful sweetspot at the center of the blast that deals more knockback, but also a much weaker sourspot at the outer radius. Both sweetspot and sourspot deal less damage. Also, it travels less distance, has less maneuverability, and can no longer be detonated at very close range, now traveling a set distance before Zelda can detonate.}}
* [[Farore's Wind]] has less start-up lag and travels farther. Both hitboxes now deal more damage, but now it has a sourspot when Zelda reappears that deal less damage (near the outer radius of the blast). However, the ground version of the first hit now launches the opponent directly upward, allowing it to combo into the second hit, when Zelda reappears. The reappearing hit has higher base knockback but slightly less scaling.
+
* {{change|[[Farore's Wind]] has less start-up lag and travels farther. Both hitboxes now deal more damage, but now it has a sourspot when Zelda reappears that deal less damage (near the outer radius of the blast). However, the ground version of the first hit now launches the opponent directly upward, allowing it to combo into the second hit, when Zelda reappears. The reappearing hit has higher base knockback but slightly less scaling.}}
* New Down Special, [[Phantom Slash]], replaces her old one, [[Transform]]. Zelda shoots a projectile that materializes into a Phantom and charges ahead, dealing high knockback, as well being able to block attacks. The move can be charged, allowing the Phantom to travel more distance and deal more knockback the longer it is charged. It counts as a projectile before materializing, meaning it can be [[Reflect|reflected]] and even [[Pocket|pocketed]]. The Phantom can also be destroyed by attacks, which triggers a cooldown that prevents him from being summoned for 9 seconds, which can be seen in Zelda's left hand emanating a dark aura. The move references Zelda's apparition while possessing a Phantom in ''The Legend of Zelda: Spirit Tracks''.
+
* {{change|New Down Special, [[Phantom Slash]], replaces her old one, [[Transform]]. Zelda shoots a projectile that materializes into a Phantom and charges ahead, dealing high knockback, as well being able to block attacks. The move can be charged, allowing the Phantom to travel more distance and deal more knockback the longer it is charged. It counts as a projectile before materializing, meaning it can be [[Reflect|reflected]] and even [[Pocket|pocketed]]. The Phantom can also be destroyed by attacks, which triggers a cooldown that prevents him from being summoned for 9 seconds, which can be seen in Zelda's left hand emanating a dark aura. The move references Zelda's apparition while possessing a Phantom in ''The Legend of Zelda: Spirit Tracks''.}}
* [[Light Arrow]] deal less damage and knockback.
+
* {{nerf|[[Light Arrow]] deal less damage and knockback.}}
  +
 
==Moveset==
 
==Moveset==
 
Currently, these moves have been confirmed via pictures from the Official Smash Bros. Website [http://www.smashbros.com/sp/us/] and for the most part remain visually unchanged. They are as follows:
 
Currently, these moves have been confirmed via pictures from the Official Smash Bros. Website [http://www.smashbros.com/sp/us/] and for the most part remain visually unchanged. They are as follows:
 
===Ground Attacks===
 
===Ground Attacks===
 
====Normal====
 
====Normal====
*Neutral Attack: Zelda's sparkling jab.
+
*Neutral Attack: Zelda thrusts one hand forwards, a spark of magic appearing around it.
  +
*Forward Tilt: Zelda swings one arm forwards, magic trailing behind her arm.
*Dash Attack: Runs and throws both hands in front creating an orb of light. High priority attack.
 
  +
*Up Tilt: Zelda swivels her hand upwards with light trailing behind it.
*Forward Tilt: [http://smashbros-miiverse.com/images/daily/daily-2014-01-07.jpg] with the incorporation of the new slash effect
 
*Up Tilt: Zelda swivels her hand upwards with a bright light.
+
*Down Tilt: Zelda does a low kick across the ground.
 
*Dash Attack: Zelda throws both hands forwards with an orb of light in them. High priority attack.
*Down Tilt: Zelda crouches and lands a quick kick.
 
  +
 
====Smash====
 
====Smash====
  +
*Forward Smash: Zelda focuses energy in her palms and creates a large orb of light.
 
*Up Smash: Zelda waves her hand in the air creating multiple orbs of light.
+
*Forward Smash: Zelda focuses magic energy in her palms and then slams it forth.
*Down Smash: Zelda throws a low kick and uses the momentum to twirl.
+
*Up Smash: Zelda waves her hand overhead, creating multiple orbs of light.
  +
*Down Smash: Zelda throws a low kick to one side and then the other.
   
 
====Other====
 
====Other====
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===Aerial Attacks===
 
===Aerial Attacks===
  +
*Up Aerial: [[File:Newzeldalightningkick.jpg|thumb|150px|Note the difference between Zelda's trajectory and arm positioning in the Wii U version. Zelda's heel at the sweetspot of her lightning kick is also in a different position in relation to her body in Brawl.]]
 
  +
*Up Aerial: Zelda raises one hand up, a fiery explosion going off above her.
*Side aerial: Zelda's well-known Lightning Kick, appears to be different than her Brawl counterpart in terms of positioning and details. It is unknown whether or not the move itself has been edited in terms of power or if a hitbox adjustment has taken place.
 
*Down Aerial: Zelda's meteor smash attack. Delivers a straight stomp on the air. Long hit duration.
+
*Forward Aerial: Zelda's famous Lightning Kick. Zelda powerfully kicks forwards, magic surrounding the tip of her foot.
  +
*Back Aerial: Zelda's famous Lightning Kick. Zelda turns in the air and powerfully kicks backwards, magic surrounding the tip of her foot.
  +
*Down Aerial: Zelda powerfully stomps downwards with one foot surrounded in magic.
  +
*Neutral Aerial: Zelda spins around with arms extended, magic orbs surrounding her hands.
  +
 
[[File:Newzeldalightningkick.jpg|thumb|150px|Note the difference between Zelda's trajectory and arm positioning in the Wii U version. Zelda's heel at the sweetspot of her lightning kick is also in a different position in relation to her body in Brawl.]]
   
 
===Grabs & Throws===
 
===Grabs & Throws===
  +
''To be added''
 
  +
*Pummel: Zelda shocks the opponent with magic energy.
  +
*Forward Throw: Zelda levitates the opponent for a moment and then hurls them forwards.
  +
*Up Throw: Zelda levitates the opponent overhead and then launches them upwards.
  +
*Back Throw: Zelda turns and launches the opponent away.
  +
*Down Throw: Zelda tosses the opponent to the ground and then blasts them with several fiery magic orbs, looking similar to her side special, Din's Fire.
   
 
===Special Attacks===
 
===Special Attacks===
  +
*Din's Fire: [https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnn2sCy0Q] Has been revamped to become larger the longer it is sustained. In addition, its explosion radius will have a more powerful sweet spot at its core. To what extent the attack has been buffed is not yet specified.
 
*Farore's Wind: [http://smashbros-miiverse.com/images/daily/zelda-screen-12.jpg] Appears to have a more airy aesthetic design for the damaging ribbons that surround Zelda before she teleports. Farore's wind has received huge knock back for both entry and re-entry on teleporting. See original [http://img1.wikia.nocookie.net/__cb20090610212010/ssb/images/b/be/Farores_Wind.png]
 
*Nayru's Love: Zelda encases herself in a large blue crystal, spinning smaller crystals. Attack still has reflector attributes. Hitbox has been minimized.
 
* Phantom Slash: Zelda's new special attack, she summons forth a Phantom to attack for her and it can be charged. If the button isn't held down for long, the Phantom swipes it's sword once. If it is held down for longer, the Phantom travels further to jab the opponent and finishes with an uppercut.
 
 
{{Zelda Special Moves}}
 
{{Zelda Special Moves}}
 
{{Zelda Custom Special Moves}}
 
{{Zelda Custom Special Moves}}
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===Taunts===
 
===Taunts===
 
*Up taunt: Zelda points her arm up towards the air creating an illuminating light on her palm.
 
*Up taunt: Zelda points her arm up towards the air creating an illuminating light on her palm.
*Side taunt: Zelda summons Din's Fire and channels it in both hands amplifying it.
+
*Side taunt: Zelda summons Din's Fire between her hands.
 
*Down taunt: Zelda waves to the side.
 
*Down taunt: Zelda waves to the side.
   
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''To be added''
 
''To be added''
   
==[[Palette swap|Costume Gallery]]==
+
==[http://supersmashbros.wikia.com/wiki/Palette_Swap_(SSBWU/3DS)#Zelda Costume Gallery]==
  +
[[File:Zelda_Palette_(SSB4).png|700px|center]]
<gallery widths="300">
 
  +
File:Zelda-0.jpg
 
  +
===Gallery===
Shadow Zeda.png
 
 
<gallery>
File:SSB4-Zelda Palette 001.png
 
  +
Zelda_Palette_01.jpg
Zelda-1.jpg
 
  +
Zelda_Palette_02.jpg
  +
Zelda_Palette_03.jpg
  +
Zelda_Palette_04.jpg
  +
Zelda_Palette_05.jpg
  +
Zelda_Palette_06.jpg
  +
Zelda_Palette_07.jpg
  +
Zelda_Palette_08.jpg
 
</gallery>
 
</gallery>
   
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Rosalina and Luma with Zelda.jpg
 
Rosalina and Luma with Zelda.jpg
 
Link10.jpeg
 
Link10.jpeg
Zelda victory 1.png
 
Zelda victory 2.png
 
 
Zelda screen-7.jpg
 
Zelda screen-7.jpg
 
Zelda screen-10.jpg
 
Zelda screen-10.jpg
Amiibo014.jpg
 
 
smash_bros_zelda-7.jpg
 
smash_bros_zelda-7.jpg
 
Zelda strong side.jpg
 
Zelda strong side.jpg
 
Zelda victory 1.png
 
Zelda victory 2.png
 
Amiibo014.jpg
 
</gallery>
 
</gallery>
   
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*[http://www.smashbros.com/en-au/characters/zelda.html Zelda's page on the SSBWU/3DS Website]
 
*[http://www.smashbros.com/en-au/characters/zelda.html Zelda's page on the SSBWU/3DS Website]
 
*[http://kuroganehammer.com/Smash4/Zelda Zelda's Frame Data on Kurogane Hammer]
 
*[http://kuroganehammer.com/Smash4/Zelda Zelda's Frame Data on Kurogane Hammer]
  +
*[https://www.youtube.com/watch?v=tAvllUJY6JI&ab_channel=IzawSmash Smash 4: Art of Zelda (by IzawSmash)]
   
 
{{SSB4Characters}}
 
{{SSB4Characters}}
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[[Category:Veterans]]
 
[[Category:Veterans]]
 
[[Category:Amiibo]]
 
[[Category:Amiibo]]
  +
[[Category:Archetypes]]

Revision as of 13:49, 7 January 2019

This article is about Zelda's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see Princess Zelda.

Zelda (ゼルダ, Zelda) is a veteran fighter for Super Smash Bros. for Nintendo 3DS and Wii U. She was announced on December 26th, 2013, the date on which The Legend of Zelda: A Link Between Worlds was released in Japan.

Unlike previous games, she can no longer transform into Sheik, however she now has an attack that replaces this transformation.

Zelda currently ranks 54th on the tier list. She possesses some powerful attacks, but many of them need to be sweetspotted, are slow, and have high ending lag. She is also slow, tall, and very light, making it easy to knock her away, and has few good approach options.

Attributes

Strengths

  • Good air mobility, with floatiness that allows her attacks to string well in the air.
  • Has transcending priority in the following attacks: Neutral Attack, Forward Tilt, Up Tilt, Dash Attack, Forward Smash, Up Smash and all Aerial.
  • Great out of shield and punishing options with her Forward and Back Aerials, also known as "Lightning Kicks".
  • Good variety of combos and finishers.
  • Has many options for KOs, with powerful Smash Attacks and Aerial Attacks.
  • Has a Meteor Smash: Down Aerial.
  • Has a reflecting move: Nayru's Love.
    • This move is also a good spacing tool and its midair version can aid Zelda's recovery as it stalls her in the air.
  • Din's Fire is a great poking tool as well very versatile for edge-guard.
  • Farore's Wind grants great multi-directional recovery and can also be used offensively.
    • Much like other teleport moves, it can be ledge-cancelled to negate all the ending lag.
  • Phantom Slash is good for edge-guard and can protect Zelda from incoming attacks.

Weaknesses

  • Very floaty and lightweight, being at the top of the "Featherweight" ranking, tied with Sheik.
  • Very slow dashing speed, being the fifth slowest in the game.
  • Some of her strongest attacks, namely her Forward, Back and Down Aerials, requires pinpoint accuracy due to their small sweetspots.
  • Has many slow attacks with low priority and poorly placed hitboxes, making her easy to punish.
  • Din's Fire renders Zelda helpless when used in the air. Also, its slow ending lag and predictability makes it a very easy attack to dodge.
  • Farore's Wind has very high ending lag, preventing Zelda from moving while free-falling immediately after re-appearing.
  • The Phantom from Phantom Slash can be reflected, coming back and dealing damage to Zelda.
    • It can also be destroyed if it takes 13% damage or more, preventing Zelda from using it again for 9 seconds.

Summary

Kuroham-zelda

Zelda's stats by Kurogane Hammer.

Zelda is a floaty and powerful character, being a potent Glass Cannon with a focus on Precision attacks, striking opponents with pinpoint accuracy. She has very powerful moves that can KO earlier, with some disjointed hitboxes and extended range thanks to them being imbued with magic.

While being slow on the ground, Zelda has a good amount of tools that allows her to keep her game safe while approaching and punishing opponents, with a good variety of moves. Her Neutral Attack and Down Tilt are good poking tools that deal considerable hitstun, while her Up Tilt is great for starting combos. Her Smash Attacks all deal high KO and can turn the tide of the battle if well spaced, with her Forward and Up Smashes trapping opponents with great damage and knockback, having a high number of active frames; her Down Smash is great for punishing rolls, being quite fast and launching opponents horizontally.

In the air, Zelda has a great amount of options for approaching and intercepting opponents. With a decent aerial movement, she can space well with her quick Lightning Kicks (Forward and Back Aerials) which have potent sweetspots at the tip of Zelda's feet, dealing high knockback, in a similar fashion to Captain Falcon's Forward Aerial; similarly, her Down Aerial is one of the strongest Meteor Smashes in the game if it hits the sweetspot. Her Neutral Aerial is a great combo starter, with good range and priority, although not being a sex kick; her Up Aerial has slow startup and ending lags, but deals very high knockback with a huge blast radius.

Her Special Attacks give her a solid defensive play. Nayru's Love can reflect projectiles and has a high amount of active frames, being also a great option in close range combat as it deals multi-hit damage, effective for punishing rolls. Din's Fire allows Zelda to "snipe" opponents offstage, with a good blast radius. Farore's Wind is Zelda's powerful recovery move which also packs enough power to KO, being a guaranteed kill after Up or Down Throws depending on the percentage. Phantom Slash has a good deal of active frames and can protect Zelda, as well being very powerful for edge-guard and setting ledge traps to cause stage spikes.

Has somewhat slow attacks, many with high startup and ending lags, which combined with her low priority and bad positioned hitboxes, as well slow ground speed, makes her approach very poor. Her Lightning Kicks require precise hitboxes to deal proper knockback while her Up Aerial has an obscene amount of lag, much like her Smash Attacks. Also, her Nayru's Love has considerable startup and ending lag, unlike most reflecting moves; while Din's Fire is quite slow to control, allowing players to anticipate it from afar and react quickly to dodge it, thus preventing Zelda to effectively camp opponents like other more projectile-oriented characters. Both Farore's Wind and Phantom Slash have very high lags, with the later being very situational, and when uncharged deals negligible knockback and doesn't travel much.

Overall, Zelda has a lot of potential with damage racking and powerful KO moves, but players must play defensively and patiently in order to get proper opportunities to do so, relying on out of shield strikes and mindgames.

Differences from Brawl

Zelda has received plenty buffs to increase her survivability on her own since she no longer can transform into Sheik, who is now a separate character. Many of her attacks are faster and deal increased knockback, but at the same time, some have increased startup and ending lags, hurting her approach game.

Zelda's design is roughly the same as in The Legend of Zelda; Twilight Princess, with few minor tweaks, most noticeable in her face, which is more expressive. In addition, all her magic-based attacks are now imbued with unique magic effects and sounds, instead of electrical.

Attributes

  • Buff Slightly faster walk and dash speed.
  • Buff Slightly faster air speed.
  • Buff Higher falling speed and gravity.
  • Notice Can no longer Transform into Sheik, with the latter becoming her own separate character.
  • Buff Air dodge and side dodge animation is different, now resembling Peach's, and is also faster.

Ground Attacks

  • Buff Neutral Attack deals more damage, and the hits connect better.
  • Notice Forward Tilt has slightly less range and deals less damage, but has higher knockback scaling, and no longer sends opponents behind Zelda.
  • Notice Up Tilt has lower base knockback, but higher knockback scaling, meaning it loses a portion of its KO power in mid-high percentages, but can lead to follow ups that can KO. It also deals much less damage.
  • Notice Down Tilt has higher range, with Zelda extending her foot farther. It also has much less ending lag. However, it deals less damage and Zelda can no longer frame trap opponents since its Meteor hitbox has been removed.
  • Notice Forward and Up Smashes both have increased knockback scaling and can trap opponents better between hits, however, they have slightly less range, with smaller hitboxes.
  • Notice Down Smash has much higher knockback scaling, however, it has less range.
  • Notice Dash Attack deals more damage and knockback, most notably when sweetspotted. However, the sourspot deals less damage and the move overall has less active frames.

Aerial Attacks

  • Notice Neutral Aerial deals more knockback and the hits connect better. However, all hits deal less damage and have smaller hitboxes.
  • Notice Forward and Back Aerials, also known as Lightning Kicks, have higher knockback scaling and larger hitboxes that lasts for longer, being easier to sweetspot. However, they have lower base knockback and higher ending and landing lags.
  • Notice Up Aerial has less landing lag and deals more damage, but has lower knockback scaling.
  • Notice Down Aerial's sweetspot has a larger hitbox, with increased horizontal range, being able to effectively hit grounded opponents. However, it deals less knockback.

Grabs and Throws

  • Notice Up Throw deals less knockback, however, it allows for better follow ups.
  • Notice Down Throw is much faster and sends opponents at a more vertical angle, allowing for follow ups. However, it deals less damage.

Special Attacks

  • Notice Nayru's Love has less startup and ending lag, as well slightly higher range, with the crystal shards spreading farther. All hits connect better, however deal less damage.
  • Notice Din's Fire has a larger explosion radius and deals more damage the longer it travels. It also has now a more powerful sweetspot at the center of the blast that deals more knockback, but also a much weaker sourspot at the outer radius. Both sweetspot and sourspot deal less damage. Also, it travels less distance, has less maneuverability, and can no longer be detonated at very close range, now traveling a set distance before Zelda can detonate.
  • Notice Farore's Wind has less start-up lag and travels farther. Both hitboxes now deal more damage, but now it has a sourspot when Zelda reappears that deal less damage (near the outer radius of the blast). However, the ground version of the first hit now launches the opponent directly upward, allowing it to combo into the second hit, when Zelda reappears. The reappearing hit has higher base knockback but slightly less scaling.
  • Notice New Down Special, Phantom Slash, replaces her old one, Transform. Zelda shoots a projectile that materializes into a Phantom and charges ahead, dealing high knockback, as well being able to block attacks. The move can be charged, allowing the Phantom to travel more distance and deal more knockback the longer it is charged. It counts as a projectile before materializing, meaning it can be reflected and even pocketed. The Phantom can also be destroyed by attacks, which triggers a cooldown that prevents him from being summoned for 9 seconds, which can be seen in Zelda's left hand emanating a dark aura. The move references Zelda's apparition while possessing a Phantom in The Legend of Zelda: Spirit Tracks.
  • Nerf Light Arrow deal less damage and knockback.

Moveset

Currently, these moves have been confirmed via pictures from the Official Smash Bros. Website [1] and for the most part remain visually unchanged. They are as follows:

Ground Attacks

Normal

  • Neutral Attack: Zelda thrusts one hand forwards, a spark of magic appearing around it.
  • Forward Tilt: Zelda swings one arm forwards, magic trailing behind her arm.
  • Up Tilt: Zelda swivels her hand upwards with light trailing behind it.
  • Down Tilt: Zelda does a low kick across the ground.
  • Dash Attack: Zelda throws both hands forwards with an orb of light in them. High priority attack.

Smash

  • Forward Smash: Zelda focuses magic energy in her palms and then slams it forth.
  • Up Smash: Zelda waves her hand overhead, creating multiple orbs of light.
  • Down Smash: Zelda throws a low kick to one side and then the other.

Other

To be added

Aerial Attacks

  • Up Aerial: Zelda raises one hand up, a fiery explosion going off above her.
  • Forward Aerial: Zelda's famous Lightning Kick. Zelda powerfully kicks forwards, magic surrounding the tip of her foot.
  • Back Aerial: Zelda's famous Lightning Kick. Zelda turns in the air and powerfully kicks backwards, magic surrounding the tip of her foot.
  • Down Aerial: Zelda powerfully stomps downwards with one foot surrounded in magic.
  • Neutral Aerial: Zelda spins around with arms extended, magic orbs surrounding her hands.
Newzeldalightningkick

Note the difference between Zelda's trajectory and arm positioning in the Wii U version. Zelda's heel at the sweetspot of her lightning kick is also in a different position in relation to her body in Brawl.

Grabs & Throws

  • Pummel: Zelda shocks the opponent with magic energy.
  • Forward Throw: Zelda levitates the opponent for a moment and then hurls them forwards.
  • Up Throw: Zelda levitates the opponent overhead and then launches them upwards.
  • Back Throw: Zelda turns and launches the opponent away.
  • Down Throw: Zelda tosses the opponent to the ground and then blasts them with several fiery magic orbs, looking similar to her side special, Din's Fire.

Special Attacks

Zelda's Special Moves
Melee Brawl 3DS/Wii U Ultimate
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

Zelda's Custom Special Moves
Custom 1 Custom 2
Standard Special Nayru's Rejection Nayru's Passion
Side Special Din's Flare Din's Blaze
Up Special Farore's Squall Farore's Windfall
Down Special Phantom Breaker Phantom Strike

Taunts

  • Up taunt: Zelda points her arm up towards the air creating an illuminating light on her palm.
  • Side taunt: Zelda summons Din's Fire between her hands.
  • Down taunt: Zelda waves to the side.

In competitive play

To be added

Trophy Descriptions

SSB3DS Zelda Trophy1

Zelda

This tough princess is namesake of the Legend of Zelda games. Her appearance may change, but she always plays an important role. In Smash Bros., she's quick on the draw when it comes to magic, though she moves a bit slowly. You can charge her brand-new special Phantom Slash by holding down the button.

  • NES - The Legend of Zelda (08/1987)
  • Wii - The Legend of Zelda: Twilight Princess (11/2006)

Zelda (Alt.)

Zelda's front air attack, Lightning Kick, is a valiant kick with a magically charged tip. Striking with just the glowing spot will deal heavy damage and launch your opponent. Din's Fire, her explosive side special, can be guided up and down and has a greater blast if the button is held.

  • NES - The Legend of Zelda (08/1987)
  • Wii - The Legend of Zelda: Twilight Princess (11/2006)

Young Zelda (Ocarina of Time)

The Princess of Hyrule chosen by the goddesses. Zelda dreams of darkness descending on Hyrule and tells Link where he must travel next. Fleeing Ganondorf, she gives Link the Ocarina of Time. It is seven long years before he is heard from her again...

Adult Zelda (Ocarina of Time)

In the seven years following Link's disappearance, Hyrule falls under the rule of the evil Ganondorf and Zelda grows into a young woman. To help Link in his quest to find the seven Sages, she takes on the guise of a young man named Sheik. The real identity of this mysterious helper is just one of the surprises awaiting Link.

Zelda (Spirit Tracks)

This Princess Zelda lives a suitably peaceful royal existence in Hyrule Castle. "Existence," however, is relative, and her life gets turn upside down after something awful happens along the way to the Tower of Spirits with Link. What will this spirited young woman do as only a spirit?!

Zelda's Spirit (Spirit Tracks)

In The Legend of Zelda: Spirit Tracks, Chancellor Cole casts Zelda out of her body, so she agrees to join Link on his quest in her spirit form. On the plus side, Link (and you!) can still see and hear her as you explore temples together. She'll even possess a Phantom or two if it helps Link get the job done!

Zelda (Wind Waker)

Princess Zelda plays a variety of roles throughout the games bearing her name. In The Wind Waker, she's a pirate who travels the seas without knowing her true identity. Even when she learns she's a princess, she quickly returns to her piratey ways. In the end, she takes up a bow to fight beside Link.

  • NGC - The Legend of Zelda: The Wind Waker (03/2003)

Hooded Zelda

When a dark shadow invades Hyrule, Zelda sacrifices herself and is imprisoned in the world of Twilight. Her dark attire while a prisoner is appropriate to the title of the game, but Link's bravery convinces her to toss the robes and take up her bow and arrows instead.

  • Wii - The Legend of Zelda: Twilight Princess (11/2006)

Other features

To be added

Costume Gallery

Zelda Palette (SSB4)

Gallery

Gallery


Trivia

  • Zelda, Link, and Ganondorf's designs are based on their Twilight Princess incarnations (as they were iterated in Super Smash Bros. Brawl) rather than their more recent Skyward Sword incarnations.

External links

ZeldaSymbol The Legend of Zelda universe
Characters Link (64  · Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Sheik (Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Princess Zelda (Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Young Link (Melee  · Ultimate)
Ganondorf (Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Toon Link (Brawl  · 3DS/Wii U  · Ultimate)
Side characters Bosses Dark Link  · Ganon
Assist Trophies Tingle  · Skull Kid  · Midna  · Ghirahim  · Moon
Mii Fighter Costumes Link  · Princess Zelda  · Sheik  · Majora's Mask  · Yiga Clan  · Skull Kid  · Ancient Soldier Gear
Background characters Four Giants  · Moon  · Tingle  · Toon Link  · Alfonso
Stage Hazards King Bulblin  · Koume and Kotake
Enemies Bubble  · Cucco  · Darknut  · Like Like  · Octorok  · Peahat  · ReDead  · Stalfos
Other Navi  · Beedle
Stages Hyrule Castle  · Great Bay  · Temple  · Bridge of Eldin  · Pirate Ship  · Gerudo Valley  · Spirit Train  · Skyloft  · Great Plateau Tower
Underground Maze  · Majora's Mask
Items Beetle  · Bombchu  · Bunny Hood  · Cucco  · Deku Nut  · Fairy Bottle  · Gust Bellows  · Heart Container  · Triforce
Music List of Music (The Legend of Zelda series)
Collectibles Trophies Melee Trophies  · Brawl Trophies  · 3DS Trophies  · Wii U Trophies
Stickers List of stickers (The Legend of Zelda series)
Spirits List of spirits (The Legend of Zelda series)
Masterpieces The Legend of Zelda  · Zelda II: The Adventure of Link  · The Legend of Zelda: Ocarina of Time