Zelda (SSB4): Difference between revisions

13,139 bytes added ,  27 days ago
m
→‎Attributes: Weaker? Shouldn't this say stronger?
m (→‎Attributes: Weaker? Shouldn't this say stronger?)
Tag: Mobile edit
(46 intermediate revisions by 17 users not shown)
Line 10: Line 10:
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = G
|tier = G
|ranking = 53
|ranking = 52-53
}}
}}
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on December 26th, 2013, which also commemorated ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' being released in Japan on the same day.
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on December 26th, 2013, which also commemorated ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' being released in Japan on the same day. She is now completely separated from {{SSB4|Sheik}}, no longer being able to transform mid-match.


Jun Mizusawa reprises her role as Zelda's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.
Jun Mizusawa reprises her role as Zelda's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.


Zelda is ranked 53rd out of 55 on the [[tier list]], so she is placed in the G tier, which ties her with {{SSB4|Ganondorf}}. This is similar to her placement in ''Brawl'', where she was ranked 37th out of 38. Zelda's combo game has noticeably improved, largely thanks to improved frame data and altered knockback. When coupled with her overall high damage output, Zelda is now capable of racking up an impressive amount of damage at a respectably fast rate, much like [[Zelda (SSBM)|her ancestor in ''Super Smash Bros. Melee'']].
Zelda is ranked 52th/53rd out of 54 on the [[tier list]], so she is placed in the G tier, which ties her with {{SSB4|Ganondorf}}. This is similar to her placement in ''Brawl'', where she was ranked 37th out of 38. Zelda has a solid combo game, with her possessing multiple attacks which can set up into other moves. When coupled with her overall high damage output, Zelda is capable of racking up a solid amount of damage at a respectably fast rate.


Zelda also boasts an array of KOing options, most notably her forward smash, up smash, [[sweetspot]]ted [[Lightning Kick]]s, up aerial and sweetspotted down aerial. By extension, [[Farore's Wind]] has been strengthened to the point that it can now reliably KO any character below 100% while near the upper blast line, which makes it especially potent from [[out of shield]].
Zelda also boasts an array of KOing options, most notably her forward smash, up smash, [[sweetspot]]ted [[Lightning Kick]]s, up aerial and sweetspotted down aerial. By extension, [[Farore's Wind]] is a very potent and powerful KO move, reliably KOing any character below 100% while near the upper blast line, which makes it especially potent from [[out of shield]] when it can be applied. She also has a solid grab game, with her back throw being a solid KO option near the ledge and her down throw being a potent combo throw, even at higher percents.


However, Zelda's weaknesses have been largely retained. Her slow mobility and situational projectiles result in both her [[neutral game]] and [[approach]] still being poor. Additionally, her endurance is still poor because of the problematic combination of her tall hurtbox, light [[weight]], and [[Falling speed#Floaty|floatiness]]. Lastly, Zelda's KO potential is still inconsistent: her strongest attacks have short durations and are further burdened with either abysmally weak sourspots, punishable amounts of lag, or both.
However, Zelda also has a fair amount of detrimental weaknesses. Her mobility is very poor (especially on the ground) and her approach options are risky, making it very difficult for her to approach. While she does have a projectile in [[Din's Fire]], it is very slow and easy to avoid. When combined with her tall hurtbox and her [[Falling speed#Floaty|floatiness]], this results in her [[neutral game]] being very poor, with opponents easily being able to keep her out, avoid her threat zone and put her into disadvantage where she also struggles. Additionally, her endurance is poor because of her light [[weight]] and low falling speed, which can both lead to her getting KOed early.
Zelda's KO potential is also inconsistent: her strongest attacks have a combination of multiple traits including slow startup lag, having short durations, having drastically weaker sourspots and/or having punishable amounts of lag.


As a result of Zelda's glaring flaws, she has garnered extremely minimal representation in competitive play and, in turn, extremely sparse results. However, Zelda has nevertheless managed to find a few instances of success, thanks to the likes of {{Sm|ven}}, {{Sm|Fairess}}, {{Sm|Purple Guy}}, {{Sm|Onpu}}, and {{Sm|Zolda}}.
Lastly, she does not have a particularly effective out of shield game. While Farore's Wind is a very strong out of shield option, it is a frame 8 option and it has limited range. In addition to this, the first hit of the move can be [[Directional influence|DI]]ed, which Zelda has to predict and follow and if she misses the second hit, she is left wide open for a large punish. As for her other options, her up smash is frame 9 and has abysmal range, making it useless out of shield, her shield grab is frame 10 and while it does have decent range, its range is not incredible either, taking its startup lag into account. Her aerials are difficult or even impossible to land in some cases (especially against shorter characters) and while down tilt and down smash are solid, they are frame 12 options. When combined with her below average traction. this makes it very difficult or even impossible for her to punish moves which are either spaced well or even moves which are fairly negative on shield, which overall makes her struggle with shield pressure, although her down tilt and down smash are solid [[power shield]] punishes.
 
As a result, Zelda's strong punish game is not enough to make up for her poor mobility, endurence, neutral game, disadvantage state, approach potential and inconsistent moveset, resulting in Zelda struggling against most of the cast, much like she did in the previous two games. Ultimately, this meant that Zelda retained extremely minimal representation in competitive play much like the previous two games and in turn, extremely sparse results. However, Zelda has nevertheless managed to find a few instances of success, from players such as {{Sm|ven}}, {{Sm|Fairess}}, {{Sm|Purple Guy}}, {{Sm|Onpu}}, and {{Sm|Zolda}}.


==Attributes==
==Attributes==
Line 35: Line 38:
Zelda's ground game is very middling in comparison to her air game, but each of her grounded attacks have some degree of utility. Her grab game, in particular, is widely agreed as the best aspect of her ground game. Zelda's grabs have fairly long ranges despite not being [[Grab#Tether grab|tether grabs]], and her pummel is among the most damaging in the game in spite of its moderately slow speed. Forward and back throws are useful for setting up edge-guards, yet each have a certain quirk: the former is among the damaging forward throws in the game, whereas the latter has KO potential while near the edge. Up and down throws possess combo potential, but vary noticeably in effectiveness. Up throw is decent for combos at low percentages, although it is especially useful against heavyweights and fast-fallers. However, it can also be followed up by up air, which can KO fast-fallers, especially with rage. Down throw has greater combo versatility in comparison, most notably in the form of its up aerial combo, which KOs lightweights as early as 92% and super heavyweights as early as 115%.<ref name="UAir">[https://smashboards.com/threads/zelda-finger-bangs-everyone.436530/ Zelda Zelda Finger Bangs Everyone.]</ref> Although DI can occasionally make the set up harder to perform, the effectiveness of its up aerial combo will remain largely intact so long as Zelda utilizes it with proper timing.<ref name="UAir"/>
Zelda's ground game is very middling in comparison to her air game, but each of her grounded attacks have some degree of utility. Her grab game, in particular, is widely agreed as the best aspect of her ground game. Zelda's grabs have fairly long ranges despite not being [[Grab#Tether grab|tether grabs]], and her pummel is among the most damaging in the game in spite of its moderately slow speed. Forward and back throws are useful for setting up edge-guards, yet each have a certain quirk: the former is among the damaging forward throws in the game, whereas the latter has KO potential while near the edge. Up and down throws possess combo potential, but vary noticeably in effectiveness. Up throw is decent for combos at low percentages, although it is especially useful against heavyweights and fast-fallers. However, it can also be followed up by up air, which can KO fast-fallers, especially with rage. Down throw has greater combo versatility in comparison, most notably in the form of its up aerial combo, which KOs lightweights as early as 92% and super heavyweights as early as 115%.<ref name="UAir">[https://smashboards.com/threads/zelda-finger-bangs-everyone.436530/ Zelda Zelda Finger Bangs Everyone.]</ref> Although DI can occasionally make the set up harder to perform, the effectiveness of its up aerial combo will remain largely intact so long as Zelda utilizes it with proper timing.<ref name="UAir"/>


Neutral attack, up tilt and especially down tilt are capable combo starters, thanks to their knockback values, launching angles and low ending lag. Forward tilt and dash attack are decent for spacing and KOing thanks to their strong sweetspots, while the latter also has one of the lowest amounts of start-up lag of any dash attack in the game. Zelda's forward and up smashes have impressive power and respectable shield pressuring potential thanks to their multiple hits, while the latter also has surprisingly low start-up lag for a smash attack. Down smash is Zelda's weakest smash attack, though it is nevertheless quite strong and, like neutral aerial, has decent utility. It hits on frame 5, which ties it with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}} and {{SSB4|Ryu}}'s down smashes as the second fastest smash attacks of any kind in the game. When coupled with its low ending lag and [[semi-spike]] angle, down smash can reliably punish rolls and set up edge-guards.  
Neutral attack, up tilt and especially down tilt are capable combo starters, thanks to their knockback values, launching angles and low ending lag. Forward tilt and dash attack are decent for spacing and KOing thanks to their strong sweetspots, while the latter also has one of the lowest amounts of start-up lag of any dash attack in the game. Zelda's forward and up smashes have impressive power and respectable shield pressuring potential thanks to their multiple hits, while the latter also has surprisingly low start-up lag for a smash attack. Down smash is Zelda's weakest smash attack, though it is nevertheless quite strong and, like neutral aerial, has decent utility. It hits on frame 5, which ties it with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}} and {{SSB4|Ryu}}'s down smashes as the second fastest smash attacks of any kind in the game. When coupled with its low ending lag and [[semi-spike]] angle, down smash can reliably punish rolls and set up edge-guards.


However, Zelda possesses a number of glaring weaknesses. She has the inconvenient combination of being tall, light and floaty, which collectively make her susceptible to both combos and early KOs. Although Zelda's mobility has improved, it has only done so marginally at best, and thus remains overall sub-par. Despite her power, Zelda's KO potential is inconsistent: in addition to having very short durations, her strongest attacks are burdened with very weak sourspots (dash attack; down smash; Lightning Kicks; and down aerial), punishable amounts of lag (forward tilt; forward/up smashes; up aerial; and Phantom Slash), or both (Din's Fire and Farore's Wind). To further compound this, only up aerial has set-ups (up tilt, down tilt and down throw) that are largely consistent past medium percentages.<ref name="UAir"/>
However, Zelda possesses a number of glaring weaknesses. She has the inconvenient combination of being tall, light and floaty, which collectively make her susceptible to both combos and early KOs. Although Zelda's mobility has improved, it has only done so marginally at best, and thus remains overall sub-par. Despite her power, Zelda's KO potential is inconsistent: in addition to having very short durations, her strongest attacks are burdened with very weak sourspots (dash attack; down smash; Lightning Kicks; and down aerial), punishable amounts of lag (forward tilt; forward/up smashes; up aerial; and Phantom Slash), or both (Din's Fire and Farore's Wind). To further compound this, only up aerial has set-ups (up tilt, down tilt and down throw) that are largely consistent past medium percentages.<ref name="UAir"/>
Line 41: Line 44:
Although Zelda's special moves can help her defensive presence when used wisely, they are nevertheless lacking in regard to pressure. Short-ranged pressure can be problematic because Nayru's Love is rather laggy, while Phantom Slash is situational because of its ending lag, limited durability, poor range at low charges, and its susceptibility to [[reflection]]-based attacks. As a result, Zelda is forced to rely on her down smash instead of either of these options much more often than not. Conversely, Din's Fire is very unsuitable for long-ranged pressure because it is still very easy to evade, and is now burdened with a very weak sourspot. Lastly, Farore's Wind can cause Zelda to recover or evade pressure in the wrong direction if she recovers from a stage's slopes. Its high ending lag also makes her unable to move during her free fall animation until more than a second has passed.
Although Zelda's special moves can help her defensive presence when used wisely, they are nevertheless lacking in regard to pressure. Short-ranged pressure can be problematic because Nayru's Love is rather laggy, while Phantom Slash is situational because of its ending lag, limited durability, poor range at low charges, and its susceptibility to [[reflection]]-based attacks. As a result, Zelda is forced to rely on her down smash instead of either of these options much more often than not. Conversely, Din's Fire is very unsuitable for long-ranged pressure because it is still very easy to evade, and is now burdened with a very weak sourspot. Lastly, Farore's Wind can cause Zelda to recover or evade pressure in the wrong direction if she recovers from a stage's slopes. Its high ending lag also makes her unable to move during her free fall animation until more than a second has passed.


The overwhelming majority of Zelda's [[Character customization|custom moves]] are among the least effective in the game, owing to their inability to alleviate her weaknesses. However, Zelda does have two custom moves that are more beneficial than the default versions. Din's Flare deals consistent damage regardless of its charge, travels much faster, and has both longer range and a faster detonation. However, it is much less maneuverable than Din's Fire. Phantom Breaker can break shields very easily and possesses KO potential like Phantom Slash, although it travels a set distance regardless of its charge and its slightly lower damage output results in it KOing later than Phantom Slash. Aside from these, Zelda's remaining custom moves are situational at best: Phantom Strike is stronger but has poor range, while Din's Blaze is stronger and easier to control, but is even slower and Farore's Windfall can meteor smash on the second hit, but completely loses its KO potential even beyond Sudden Death.
The overwhelming majority of Zelda's [[Character customization|custom moves]] are among the worst in the game, owing to their inability to alleviate her weaknesses. However, Zelda does have two custom moves that are more beneficial than the default versions. Din's Flare deals consistent damage regardless of its charge, travels much faster, and has both longer range and a faster detonation. However, it is much less maneuverable than Din's Fire. Phantom Breaker can break shields very easily and possesses KO potential like Phantom Slash, although it travels a set distance regardless of its charge and its slightly lower damage output results in it KOing later than Phantom Slash. Aside from these, Zelda's remaining custom moves are situational at best: Phantom Strike is stronger but has poor range, while Din's Blaze is stronger and easier to control, but is even slower and Farore's Windfall can meteor smash on the second hit, but completely loses its KO potential even beyond Sudden Death.


Overall, Zelda cannot rely on heavy stage or shield pressure, and thus must rely on either reading and baiting, or playing defensively. Both of these playstyle's purpose is to punish opponents with her effective [[out of shield]] game to start combos, utilize her down throw's up aerial combo for KOing, or set up an edge-guard before attempting to score a KO. However, her poor approach, mobility and neutral game hinder her ability to escape rushdowns and pressure, while her heavy reliance on sweetspots makes her akin to a glass cannon. Due to the precision and patience needed to use her effectively, Zelda's tournament representation has consistently been very sparse. Despite this, her playerbase have brought her some instances of success; most notably, {{Sm|ven}} has achieved a handful of decent placings at the national level, including three top 50 placings in both singles and [[doubles]] play.
Overall, Zelda cannot rely on heavy stage or shield pressure, and thus must rely on either reading and baiting, or playing defensively. Both of these playstyle's purpose is to punish opponents with her effective [[out of shield]] game to start combos, utilize her down throw's up aerial combo for KOing, or set up an edge-guard before attempting to score a KO. However, her poor approach, mobility and neutral game hinder her ability to escape rushdowns and pressure, while her heavy reliance on sweetspots makes her akin to a glass cannon. Due to the precision and patience needed to use her effectively, Zelda's tournament representation has consistently been very sparse. Despite this, her playerbase have brought her some instances of success; most notably, {{Sm|ven}} has achieved a handful of decent placings at the national level, including three top 50 placings in both singles and [[doubles]] play.
Line 59: Line 62:
*{{change|Zelda has received two new [[alternate costume]]s,}} one of them being based on her appearance in either ''A Link to the Past'' or ''A Link Between Worlds'' (which would eventually inspire her current design in the next game). Her red alternate costume now depicts her as wearing gloves like her default color (in ''Brawl'', her red costume did not have gloves for some reason, even though her other colors, including her default, still do). Her ''Ocarina of Time''-based alternate costume is now colored purple instead of pink.
*{{change|Zelda has received two new [[alternate costume]]s,}} one of them being based on her appearance in either ''A Link to the Past'' or ''A Link Between Worlds'' (which would eventually inspire her current design in the next game). Her red alternate costume now depicts her as wearing gloves like her default color (in ''Brawl'', her red costume did not have gloves for some reason, even though her other colors, including her default, still do). Her ''Ocarina of Time''-based alternate costume is now colored purple instead of pink.
*{{change|Zelda is significantly more expressive. She now scowls while using most attacks and when hanging from an edge; smiles during one of her [[victory pose]]s; winces in pain after [[tripping]]; appears alarmed while [[teeter]]ing; and winces depressingly while [[Floor recovery|laying prone/supine]].}}
*{{change|Zelda is significantly more expressive. She now scowls while using most attacks and when hanging from an edge; smiles during one of her [[victory pose]]s; winces in pain after [[tripping]]; appears alarmed while [[teeter]]ing; and winces depressingly while [[Floor recovery|laying prone/supine]].}}
*{{change|Most attacks have updated visual and sound effects. All magical attacks also now have a [[magic]] effect instead of an [[electric]] effect, and are lower pitched.}}
*{{change|Most attacks have updated visual and sound effects. All magical attacks also now have a {{b|magic|effect}} effect instead of an [[electric]] effect, and are lower pitched.}}
*{{change|[[Sidestep]], [[air dodge]] and up [[taunt]]'s animations have changed.}}
*{{change|[[Sidestep]], [[air dodge]] and up [[taunt]]'s animations have changed.}}
*{{change|Zelda vocalizes less frequently while [[jump]]ing, a trait shared with many other characters except {{SSB4|Falco}}.}}
*{{change|Zelda vocalizes less frequently while [[jump]]ing, a trait shared with many other characters except {{SSB4|Falco}}.}}
Line 80: Line 83:
**{{buff|As transformations took a long time to load in ''Brawl'', this meant Zelda got a much more reliable [[Phantom Slash|down special]] which also functions as an attack.}}
**{{buff|As transformations took a long time to load in ''Brawl'', this meant Zelda got a much more reliable [[Phantom Slash|down special]] which also functions as an attack.}}
**{{nerf|However, she can no longer access Sheik's significantly better mobility and combo potential to alleviate her own weaknesses.}}
**{{nerf|However, she can no longer access Sheik's significantly better mobility and combo potential to alleviate her own weaknesses.}}
*{{buff|Zelda's item toss is weaker (0.8 → 0.95).}}
*{{buff|Zelda's item toss is stronger (0.8 → 0.95).}}
**{{nerf|However, the removal of [[glide toss]]ing hinders her approach with items.}}
**{{nerf|However, the removal of [[glide toss]]ing hinders her approach with items.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack deals more damage (2% (all) → 3% (hits 1-2)/5% (hit 3)), although its knockback was somewhat compensated (10 (base)/160 (growth) → 40/95). When coupled with the changes to [[hitstun canceling]], the 19% damage increase to [[shield]]s and the increase to [[shieldstun]], these changes improve its combo potential at low percentages as well as giving her a frame advantage over shielding opponents.}}
**{{buff|Neutral attack deals more damage (2% (hits 1-3)/6% (total) → 3% (hits 1-2)/5% (hit 3)/11% (total)), without full compensation on the final hit's knockback (10 (base), 160 (scaling) → 40/95).}}
**{{buff|Neutral attack's weight-based knockback (50/40/30/7 (hits 1-2) → 40/40/30) and angles have been altered ([[Sakurai angle|361°]] → 361°/140°/140°). Its hitbox sizes, heavy position and bone have also been adjusted on all of its hits. Altogether, these changes make its hits connect together better.}}
**{{buff|Neutral attack now has a magic effect rather than an electric effect, which gives the move less hitlag, as well as allowing it to damage {{SSB4|Olimar}}'s yellow [[Pikmin]].}}
**{{nerf|The second and third hit's new angles remove neutral attack's ability to [[jab lock]] at lower percents.}}
**{{buff|The first two hits have altered set knockback on Zelda's hand and magic burst (30 (hand)/7 (burst) → 40/30) and they now send opponents towards Zelda ([[Sakurai angle|361°]] → 140°). This makes the move connect more reliably.}}
***{{nerf|However, these new angles combined with the final hits higher knockback have removed the move's ability to [[jab lock]].}}
**{{buff|The arm hitboxes are larger (2.5u/3u → 3.2u/4u (hits 1-2)/3.6u/3.6u (hit 3)) and they are now positioned at the same height as the burst hitbox, allowing them to hit more grounded opponents.}}
***{{nerf|However, this also gives them less range above Zelda.}}
**{{buff|The changes to shields noticeably improves neutral attack's safety on shield, with the move now being completely frame safe on shield against a majority of the cast.}}
**{{nerf|The inner body hitbox has been removed, giving the move less range inside of Zelda.}}
**{{nerf|The first two hits' burst hitbox is smaller (4.5u → 4u).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt deals less damage (13% (hand)/12% (arm) 12%/10%), hindering its KO and spacing potential. Its duration is also shorter (frames 12-14 → 10) and its body hitbox has been removed.}}
**{{buff|Forward tilt has less startup lag (frame 12 → 10) with a shorter total duration (FAF 40 → 38).}}
**{{buff|Forward tilt has decreased start-up (frame 12 → 10) and ending lag (FAF 40 38). It also has a larger z-position (3u → 3.5u), improving its range.}}
**{{buff|The outer hand hitbox has been moved slightly further forward (x offset: 3 → 3.5), slightly improving its range.}}
**{{change|Forward tilt's hand hitbox's angle has been altered (110° 361°). This improves its spacing potential and makes it much better for KOing, but removes its combo potential into back [[Lightning Kick]].}}
**{{change|The hand hitboxes now launch opponents horizontally (110° 361°). This improves its spacing potential and allows it to be used for edgequarding, but removes its ability to set up juggles, as well as hindering its KO potential near the upper blast zone.}}
**{{nerf|Forward tilt has a shorter duration (frames 12-14 → 10-11).}}
**{{nerf|Forward tilt deals less damage (13% (hand)/12% (arm)/11% (body) 12% (outer hand)/10% (inner hand/arm)), hindering its KO potential.}}
**{{nerf|Forward tilt's body hitbox has been removed, reducing the move's range inside of Zelda, despite the arm hitbox being moved closer to her (x offset: 0 -1).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's animation is much faster. Because of this, it has decreased startup (frame 10 → 7) and much less ending lag (FAF 48 → 30).}}
**{{buff|Up tilt has less startup lag (frame 10 → 7) and much less ending lag (FAF 48 → 30).}}
**{{change|Up tilt deals 3.8% less damage (11% → 7.2%), and has altered knockback (65 (base)/105 (growth) 45/110). When coupled with its lower ending lag and the changes to hitstun canceling, these changes grant it combo potential, but significantly hinder its KO potential.}}
**{{buff|Up tilt launches opponents at a higher angle which sends opponents towards Zelda (70° → 100°).}}
**{{buff|Up tilt now has a magic effect rather than an electric effect, which gives the move less hitlag, as well as allowing it to damage Olimar's yellow Pikmin.}}
**{{change|The arm hitbox is positioned closer to Zelda (x offset: 2 → 1).}}
**{{nerf|Up tilt has a shorter duration (frames 10-24 → 7-18).}}
**{{nerf|Up tilt has a shorter duration (frames 10-24 → 7-18).}}
**{{nerf|Up tilt deals less damage (11% → 7.2%), and knockback (65 (base), 105 (scaling) → 45/110), significantly hindering its KO potential.}}
***{{buff|However, when combined with the move's greatly increased speed, altered launch angle and the changes to [[hitstun canceling]] and [[Directional Influence]], this significantly improves the move's combo potential.}}
**{{nerf|The arm and body hitboxes are smaller (4.5u/4u → 3u/3u).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{nerf|Down tilt deals less damage (8% (leg)/7% (foot) → 5.5% (both)), with its knockback growth increased (80 → 120).}}  
**{{change|Down tilt now always launches opponents vertically (270° (leg/body/ground foot)/80° (aerial foot) → 80°), much like the previous aerial foot hitbox.}}
**{{change|Due to down tilt's angle being altered (270° → 80°), it is no longer a [[meteor smash]]. When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes remove its ability to trap opponents as well as hindering its edgeguarding potential.}}
***{{buff|This grants Zelda the ability to followup with her aerials, especially at mid percents, as well as making the move safer on hit, due to it forcing the opponent into the air.}}
**{{nerf|Down tilt's chance of [[tripping]] has decreased (40% 20%) and it can no longer trip due to its altered angle.}}
***{{nerf|However, this also significantly hinders the move's ability to lead into itself (especially against floatier characters), as well as hindering its edgeguarding potential.}}
***{{nerf|This also means that the move is no longer capable of [[trip]]ping, significantly hindering its set up potential at lower percents.}}
**{{change|Down tilt has a lower extra trip chance (40% → 20%), although its altered launch angle makes it incapable of tripping regardless.}}
**{{nerf|Down tilt deals less damage (8% (leg)/7% (foot) → 5.5% (both)), and it has increased knockback scaling (80 → 120), hindering its damage racking potential at lower percents and its followup potential at higher percents, especially when combined with its new angle.}}
***{{buff|However, this also improves its followup potential below higher percents.}}
**{{nerf|Down tilt now uses one smaller extended hitbox (5u/4.5u/4u/4u → 3.6u) which is positioned closer to Zelda than the previous foot hitbox (y offset: 6.5 x offset: 6) which overall has less rage than the previous hitboxes. The move has a smaller disjoint and it no longer covers Zelda's body.}}
**{{nerf|Zelda now gets pushed backwards after landing multiple down tilts which along with the move's altered angle, significantly hinders its ability to chain into itself.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Clean dash attack has altered knockback (70 (base)/70 (growth) → 85/70 (body), 50 (base)/70 (growth) → 80/50 (hands)). This improves its body hitbox's KO potential when used near the horizontal blastzone, and improves its hands' hitbox's spacing potential.}}
**{{buff|Dash attack now has a magic effect rather than an electric effect, which gives the move less hitlag despite the clean hit's sweetspot's higher hitlag multiplier (1x → 1.2x), as well as allowing it to damage Olimar's yellow Pikmin.}}
**{{nerf|Late dash attack deals less damage (8% (body)/7% (hands) → 6% (both)). Dash attack also has a shorter duration (frames 6-13 6-10) and it now consists of one hit instead of two while using a [[Item#Types of items|battering item]].}}
**{{nerf|Dash attack has a shorter duration (frames 6-8 (clean)/9-13 (late) → 6-7/8-10), reducing the move's overall range as its animation was unchanged.}}
**{{change|Dash attack's angle has been altered (90°/361° → 50°). This gives the body hitbox horizontal KO potential but hinders its vertical KO potential as well as hindering the hand hitbox's horizontal KO potential as well as its edgeguarding potential.}}
**{{nerf|Dash attack has more ending lag (FAF 38 → 40).}}
**{{buff|Dash attack's clean hit's sweetspot has higher base knockback (70 → 85).}}
**{{buff|The clean hit's sweetspot is now positioned directly in front of Zelda's hand rather than on her head, giving it slightly more range in front of her.}}
***{{nerf|However, this hitbox is also much smaller (4.8u → 2.2u) which along with its new position, gives it much less range behind and above Zelda, as well as generally making it harder to land.}}
**{{change|The clean hit's sweetspot now launches opponents horizontally (90° 361°).}}
***{{buff|This improve's its KO potential when used near the horizontal blastzone.}}
***{{nerf|However, this hinders its overall KO potential, including from center stage despite its higher knockback.}}
**{{buff|The clean hit's sourspot now uses an extended hitbox which is positioned further away from Zelda (z offset: 12 → 13.8), which overall gives it more horizontal range, especially behind Zelda.}}
***{{nerf|However, this hitbox is also smaller (7u → 5u), giving it less vertical range.}}
**{{nerf|The clean hit's sourspot deals less knockback (50 (base), 70 (scaling) → 80/50) and it launches opponents at a higher angle (361° 50°), significantly hindering its KO potential unless it is used extremely close to the horizontal blastzone.}}
**{{buff|The late hit now uses an extended hitbox which retains the size of the previous sourspot, giving it much more range relative to Zelda.}}
**{{change|The late hit no longer has a head hitbox.}}
**{{nerf|The late hit deals less damage (8% (head)/7% (hands) → 6%) and it launches opponents at a less favorable angle (90° (head)/361° (hands) → 50°). It knockback was not fully compensated (20 (base), 70 (scaling) → 80/50), which overall hinders its KO potential, especially when used far from the horizontal blastzone.}}
***{{buff|However, the late hit's higher base knockback makes it much safer on hit at lower percents.}}
****{{nerf|However, this also removes the late hit's ability to lock opponents.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash's loop hits' angles have been altered (30°/45°/60° → 25°/165°). When coupled with the weakening of [[SDI]], this makes it significantly more difficult to escape from despite their increased SDI multiplier (0.5x → 1x).}}
**{{buff|Forward smash's loop hits' angles (30°/45°/60° → 25°/165°) and set knockback (30/40/50/80 → 40/50) have been altered. When combined with the weakening of [[SDI]], this makes forward smash connect more reliably despite the loop hits having a higher SDI multiplier (0.5x → 1x).}}
**{{buff|Forward smash's last hit has increased knockback (30 (base)/105 (growth) → 37/110), improving its KO potential.}}
**{{buff|The final hit deals more knockback (30 (base), 105 (scaling) → 37/110), improving its KO potential.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve forward smash's shield pressuring potential.}}
**{{buff|The final hit now has a magic effect instead of an electric effect.}}
**{{nerf|Forward smash has increased ending lag (FAF 40 → 50).}}
**{{change|The hitboxes are positioned marginally higher (y offset: 9.07 → 9.1).}}
**{{nerf|Forward smash has more ending lag (FAF 40 → 50).}}
**{{nerf|Forward smash has smaller hitboxes (3.5u/3.5u/4.3u/5u → 4.2u/4.5u (hits 1-4), 4.5u/4.5u/5.7u/6.7u → 5.5u/6u (hit 5) and because the move only has two hitboxes per hit instead of four, it does not reach as far into Zelda (z offset: 3/7/11/16 (8/16 (hit 1)/9.5/16 (hit 2)), reducing its range, especially behind Zelda.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's loop hits have slightly more knockback scaling (100 105), but less set knockback (60/50/60/60 → 40 (all)). The top portion of the loop hits also no longer meteor smash aerial opponents (270° → [[Autolink angle|366°]]). These changes improve the loop hits' linking ability.}}
**{{buff|Up smash now has a magic effect instead of an electric effect. This gives the first four hits less hitlag, as well as allowing all hits to damage Olimar's yellow Pikmin.}}
**{{buff|Up smash's last hit has increased knockback (20 (base)/210 (growth) → 24/214), improving its KO potential.}}
**{{buff|The first four hits deal more damage (1% → 2%), making the move deal slightly more damage overall despite having less hits (15% 15.4%).}}
**{{buff|Up smash only has 8 hits instead of 11, although it still deals slightly more damage due to alterations to the multihits's damage output (1% (hits 1-10) → 2% (hits 1-4), 0.8% (hits 5-7), (total 15% → 15.4%).}}  
**{{buff|The loop hits deal less knockback (60/50/60/60 (set), 100 (scaling) → 40/105), allowing them to connect more reliably.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve up smash's shield pressuring potential.}}
**{{buff|The loop hit's upper hitbox now uses an auto-link angle (270° → [[Autolink angle|366°]]), allowing it to connect more reliably into the rest of the move, as well as preventing it from potentially tripping opponents, which could previously potentially make the rest of the move miss due to the trip's intangibilty.}}
**{{nerf|Up smash's loop hits have smaller hitboxes (5u/5u/5.5u/5.5u → 3.5u/3.5u/3.5u/4.2u).}}
**{{buff|The final hit deals more knockback (20 (base), 210 (scaling) → 24/214), improving its KO potential.}}
**{{nerf|Up smash has increased startup (frame 6 → 9) and ending lag (FAF 57 → 64) with the multi hits having higher SDI multipliers (0.1x → 0.5x).}}
**{{change|Up smash only has 8 hits instead of 11, although it still has the same overall duration.}}
**{{nerf|Up smash has more startup lag (frame 6/8/10/12/14/16/23/25/27/29/31 → 9/12/15/18/25/28/31/34).}}
**{{nerf|The loop hits have smaller hitboxes (5u/5u/5.5u/5.5u → 3.5u/4.2u/3.5u/3.5u).}}
**{{nerf|The upper loop hitbox is positioned lower (y offset: 21 → 18). This reduces its vertical range to the point where it can no longer hit opponents on the side [[Battlefield]] platforms if Zelda is under them.}}
***{{nerf|The side hitboxes are also positioned lower (y offset: 18 → 17). This reduces their range above Zelda as well, while also failing to give them less range below her due to their smaller size.}}
**{{nerf|The side hitboxs are positioned closer to Zelda (z offset: 6 → 5).}}
***{{nerf|Altogether, these changes greatly hinder up smash's use as an [[Out of Shield]] option, as it is slower and its already unspectacular range has been significantly reduced. This particularly hinders Zelda's out of shield game as she is no longer capable of punishing -6 or -7 moves on shield, unless she powershields.}}
**{{nerf|Up smash has more ending lag (FAF 57 → 64), with the move no longer being able to lead into itself at lower percents.}}
**{{nerf|The loop hits have a higher SDI multiplier (0.1x → 0.5x) and hits 5-7 also have a higher hitlag multiplier (0.5x → 1x), giving them more hitlag despite no longer having an electric effect.}}
**{{nerf|The final hit has a higher hitlag multiplier (1x → 2x), giving it more hitlag despite no longer having an electric effect.}}
*[[Down smash]]:
*[[Down smash]]:
**{{nerf|Down smash has slightly increased start-up lag (frame 4 5 (front), frame 12 13 (back)), with its duration being shorter (frames 4-6 (front) → 5-6, frames 12-14 → 13-14 (back)) and its range has been slightly decreased. Down smash also no longer grants intangibility to Zelda's leg and the front hit has decreased knockback growth (95 → 86) hindering its KO potential.}}
**{{buff|Down smash has less ending lag (FAF 40 38).}}
**{{buff|Down smash has decreased ending lag (FAF 40 38) and the back hit has increased knockback growth (85 96) improving its KO potential (although it is still weaker than the front hit of her previous down smash).}}
**{{buff|The back hit has more knockback scaling (85 96) improving its KO potential, especially the foot hitbox.}}
**{{nerf|Down smash has more startup lag with a shorter duration (frames 4-6 (front)/12-14 (back) → 5-6/13-14).}}
**{{nerf|Zelda's leg is no longer intangible while performing down smash.}}
**{{nerf|The front hit has less knockback scaling (95 → 86) hindering its KO potential.}}
**{{nerf|The leg hitbox launches opponents at a much higher angle (20° 361°), noticeably hindering its edgeguarding and KO potential, particularly for the front hit.}}
***{{buff|However, this also allows to leg hitbox to trip opponents, despite the move having a lower trip chance (30% → 20%).}}
**{{nerf|Down smash has smaller hitboxes (5u/5u/4u 4.2u/3u). The leg hitbox now uses an extended hitbox, although this does not fully compensate for the removal of the upper leg hitbox.}}
**{{nerf|Down smash now uses static hitboxes, which does not reach as far as the previous hitboxes (foot hitbox x/y/z offsets: -2/7/0 → 0/3/12.5 (front)/0/3/11 (back)). This gives down smash less range overall, as well as hindering its ability to hit opponents in the Z axis.}}
***{{buff|However, this does also give the front hit more consistent horizontal range.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials except down aerial have shorter initial auto-cancel window (frames 1-5 (neutral)/1-7 (forward)/1-4 (back)/1-13 (up) → 1-3 (neutral/forward)/1-2 (back)/1-4 (up)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)). This improves its damage racking ability if the opponent is in front of Zelda, but worsens it if hit behind her.}}
**{{change|Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)). This improves its damage racking ability if the opponent is in front of Zelda, but worsens it if hit behind her.}}
**{{buff|Neutral aerial's loop hits have larger hitboxes (3u/4.8u → 4.7u) and their angles have been altered (150° (hands)/270° (upper body)/90° (lower body) → 366° (all)) making them connect more reliably.}}
***{{buff|The front and back hit now have swapped priority (ID# 1/0 → 0/1), making the more damaging front hitbox easier to land.}}
**{{nerf|Neutral aerial's last hit's body hitbox has decreased knockback growth (120 110). Neutral aerial also has increased landing lag (12 frames → 19), hindering its approach potential.}}
**{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (3u/3u → 4.7u).}}
*{{buff|Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.}}
**{{buff|The loop hits now have a consistent auto-link angle (150° (hands)/270° (head)/90° (body) → 366° (all)) and they have consistent set knockback (75 (hands)/50 (head)/120 (body) → 75) and knockback scaling (100 (hands)/90 (head/body) → 100), making them connect more reliably.}}
*{{buff|Sweetspotted Lightning Kicks have decreased [[freeze frame]]s due to the general decrease of hitlag between ''Brawl'' and ''Smash 4'' (5 frames → 2). They also have a slightly bigger hitbox (1.7u → 1.9u). These changes make them slightly easier to land and harder to DI.}}
**{{buff|The final hit now has a magic effect, instead of an electric effect.}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted Lightning Kicks' shield pressuring potentials.}}
**{{nerf|Neutral aerial has more ending lag (FAF 50 → 51) and a longer animation (49 frames 57).}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 19).}}
**{{nerf|The loop hits no longer have a head and body hitbox, giving them less vertical range.}}
**{{nerf|The final hit's head and body hitbox have lower knockback scaling (120 → 110).}}
*[[Lightning Kick]]s:
**{{buff|Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.}}
***{{nerf|However, these animations are also longer (49 frames → 62), increasing the amount of time Zelda cannot grab ledges after performing a Lightning Kick.}}
**{{buff|The sweetspots have a slightly larger hitbox (1.7u → 1.9u), making them slightly easier to land.}}
**{{buff|The sweetspots now have a magic effect, instead of an electric effect, reducing their previously rather extreme hitlag.}}
**{{buff|The changes to shields significantly improve Lightning Kicks' safety and effectiveness on shield, especially the sweetspots, which are no longer burdened against shielding opponents by their extreme hitlag.}}
**{{buff|The introduction of [[frame canceling]] benefits Lightning Kicks due to their sweetspots' extremely high hitlag, which can give them much less landing lag when they connect if timed and spaced properly.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Sweetspotted forward aerial has decreased base knockback (35 24), hindering its KO potential.}}
**{{nerf|Forward aerial has more startup lag (frame 8 9).}}
**{{nerf|Forward aerial has increased start-up (frame 8 → 9), ending lag (FAF 40 → 53), and landing lag (22 frames → 23). It also auto-cancels later (frame 25 → 50) removing the ability to auto-cancel in a short hop and its higher ending lag prevents Zelda from using a back aerial after a forward aerial in a short hop.}}
**{{nerf|Forward aerial has more ending lag (FAF 40 → 53), with Zelda no longer being able to perform another aerial after it in a short hop.}}
**{{nerf|Forward aerial has slightly more landing lag (22 frames → 23).}}
**{{nerf|Forward aerial auto-cancels much later (frame 25 → 50) no longer doing so in a short hop.}}
***{{nerf|Altogether, these changes significantly hinder forward aerial's spacing potential.}}
**{{nerf|The sweetspot has lower base knockback (35 → 24), hindering its KO potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has a longer hitbox duration (frames 5-8 → 6-10).}}
**{{nerf|Back aerial has more startup lag (frame 5 → 6).}}
**{{nerf|Sweetspotted back aerial has decreased base knockback (40 28), hindering its KO potential.}}
**{{nerf|Back aerial has more ending lag (FAF 36 53), with Zelda no longer being able to perform another aerial after it in a short hop.}}
**{{nerf|Back aerial has increased start-up (frame 5 → 6), ending (FAF 36 → 53), and landing lag (22 frames → 25). It also auto-cancels later (frame 26 → 52), removing its ability to auto-cancel in a short hop and its higher ending lag prevents Zelda from using two back aerials in a short hop.}}
**{{nerf|Back aerial has more landing lag (22 frames → 25).}}
**{{nerf|Back aerial auto-cancels much later (frame 26 → 52) no longer doing so in a short hop.}}
**{{nerf|Back aerial overall has slightly reduced range due to its new animation, with its range now being more in line with forward aerial.}}
***{{nerf|Altogether, these changes significantly hinder forward aerial's spacing potential.}}
**{{nerf|The sweetspot has lower base knockback (40 → 28), hindering its KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial deals 2% more damage (15% → 17%) and has decreased landing lag (22 frames → 19).}}
**{{buff|Up aerial deals more damage (15% → 17%).}}
**{{nerf|Up aerial has decreased knockback growth (110 → 84), hindering its KO potential despite its increased damage.}}
**{{buff|Up aerial has less landing lag (22 frames → 19).}}
**{{change|Up aerial's animation has slightly changed. Zelda now creates the explosion by pointing her index and middle fingers upward instead of holding up her palm open.}}
**{{nerf|Up aerial has lower knockback scaling (110 → 84), noticeably hindering its KO potential despite its increased damage.}}
**{{nerf|Up aerial has a slightly smaller hitbox (8.199994u → 8u).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Sweetspotted down aerial has a larger hitbox (2.5u → 4u), and it can now hit grounded opponents. When coupled with the removal of [[meteor canceling]], these changes significantly improve its reliability and utility. Down aerial also has decreased landing lag (21 frames → 18).}}
**{{buff|Down aerial now has an initial auto-cancel window during its first three frames.}}
**{{change|Sweetspotted down aerial has decreased knockback (50 (base)/90 (growth) → 30/65). When coupled with its ability to hit grounded opponents and the changes to hitstun canceling, this grants it combo potential (although this is somewhat negated by the introduction of [[tech]]ing grounded meteor smashes). However, this hinders its edge-guarding potential and KO potential.}}
**{{buff|The sweetspot can now hit grounded opponents, giving the move less startup lag with a longer duration against grounded opponents (frames 15-24 → 14 (clean)/15-24 (late)).}}
**{{buff|The sweetspot has a larger hitbox (2.5u → 4u).}}
**{{buff|The sweetspot now has a magic effect, instead of an electric effect.}}
**{{buff|Down aerial has less landing lag (21 frames → 18).}}
***{{buff|When combined with the introduction of [[frame canceling]], this noticeably improves down aerial's safety and followup potential, especially with the sweetspot.}}
**{{nerf|The sweetspot deals less knockback (50 (base), 90 (scaling) → 30/65). This hinders its edge-guarding potential and KO potential (although this is partially compensated with the removal of [[meteor cancel]]ing) and while it does improves its combo potential on stage, this is overall negated by the introduction of [[tech]]ing against grounded meteor smashes.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Standing and dash grabs have increased ranges (10.5u → 11.5u (standing), 13.5u → 14.5u (dash)).}}
*[[Grab]]s:
*{{buff|Standing and pivot grabs have decreased start-up lag (frame 12 → 10 (standing), frame 14 → 11 (pivot)).}}
**{{buff|Standing and pivot grabs have less start-up lag (frame 12 (standing)/14 (pivot) → 10/11).}}
*{{nerf|All grabs have increased ending lag (FAF 30 → 38 (standing), FAF 40 → 47 (dash), FAF 36 → 45 (pivot)).}}
**{{buff|All of Zelda's grabs extend further out (z offset: 10 (standing)/9 (dash)/-13 (pivot) → z stretch: 13.5u/14.5u/-16.7), giving them more range.}}
*{{nerf|Pivot grab has decreased range (-18.7u -16.7u).}}
**{{nerf|All grabs have more ending lag (FAF 30 → 38 (standing), FAF 40 → 47 (dash), FAF 36 → 45 (pivot)).}}
**{{nerf|All grabs have smaller grabboxes (4.8u → 3.8u (standing/pivot)/3u (dash)).}}
**{{nerf|Dash and Pivot grab do not extend as far inside of Zelda (z offset: -3 (dash)/-1 (pivot) → 4/-4), removing their ability to grab opponents behind Zelda.}}
*[[Forward throw]]:
**{{change|Zelda releases opponents from forward throw earlier (frame 33 30). This makes it harder to DI (especially for heavier characters due to the changes to weight dependent throws) but gives it more ending lag as its total duration was unchanged.}}
*[[Back throw]]:
**{{change|Zelda releases opponents from back throw earlier (frame 29 → 27). This makes it harder to DI but gives it more ending lag as its total duration was unchanged.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw's knockback (80 (base)/50 (growth) → 50/60) and angle have been altered (90° → 88°). When coupled with the changes to hitstun canceling, these changes slightly improve its combo potential at low percentages, and grant it combo potential into [[Farore's Wind]] at high percentages.}}
**{{nerf|Up throw deals less knockback (80 (base), 50 (scaling) → 50/60) and launches opponents at a slightly lower angle (90° → 88°).}}
***{{buff|However when combined with the changes to hitstun canceling and DI, these changes improve its combo potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals 4% less damage (10% → 6%) due to the loop hits dealing less damage (2% → 1%), and the throw has increased knockback (80 (base)/42 (growth) → 85/55) hindering its followup potential at higher percents.}}
**{{buff|Down's throw's angle has also been altered (120° → 100°). When coupled with the changes to hitstun canceling, these changes improve its combo potential.}}
**{{change|Down throw's visual effects have changed. Zelda now casts [[Flame|fiery]] magic, instead of electrical magic.}}
**{{change|Down throw's visual effects have changed. Zelda now casts [[Flame|fiery]] magic, instead of electrical magic.}}
**{{nerf|The loop hits deal less damage (2% → 1%), reducing the throw's total damage output (10% → 6%).}}
**{{nerf|Down throw deals more knockback (80 (base), 42 (scaling) → 85/55), hindering its followup potential while also still being far too weak to KO.}}
**{{buff|Down throw launches opponents at a higher angle (120° → 100°). When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential despite its higher knockback.}}


===Special moves===
===Special moves===
Line 161: Line 250:
**{{buff|Nayru's Love has increased intangibility frames (frames 5-12 → 5-15).}}
**{{buff|Nayru's Love has increased intangibility frames (frames 5-12 → 5-15).}}
**{{buff|The final hit can now hit aerial opponents with all hitboxes.}}
**{{buff|The final hit can now hit aerial opponents with all hitboxes.}}
**{{nerf|Zelda no longer has access to her "[https://youtu.be/8djTa_wHqtE Love jump]" technique, hindering Naryu Love's recovery and mixup potential.}}
**{{nerf|Zelda no longer has access to her "[https://youtu.be/8djTa_wHqtE Love jump]" technique, hindering Nayru's Love's recovery and mixup potential.}}
*[[Din's Fire]]:
*[[Din's Fire]]:
**{{nerf|Din's Fire deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)). Additionally, its travel distance, maneuverability and explosion's range have decreased to the point that it must travel a set distance away from Zelda before it can be detonated. Lastly, maneuvering it into the stage now makes it stop moving and explode at the same time, instead of explode. Altogether, these changes significantly hinder its utility.}}
**{{nerf|Din's Fire deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)). Additionally, its travel distance, maneuverability and explosion's range have decreased to the point that it must travel a set distance away from Zelda before it can be detonated. Lastly, maneuvering it into the stage now makes it stop moving and explode at the same time, instead of explode. Altogether, these changes significantly hinder its utility.}}
Line 168: Line 257:
**{{buff|Farore's Wind's second hit deals more damage (6% → 10% (grounded sweetspot)/7% (grounded sourspot)/12% (aerial sweetspot)/8% (aerial sourspot)). Additionally, due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, its second hit has altered knockback (40 (base)/100 (growth) → 90/90 (grounded/aerial sweetspot), 70/90 (grounded/aerial sourspot)). Lastly, its aerial second hit's angle has been altered ([[Sakurai angle|361°]] → 55°). Altogether, these changes grant it KO potential when sweetspotted, especially while near the upper blast line, and improve its safety.}}
**{{buff|Farore's Wind's second hit deals more damage (6% → 10% (grounded sweetspot)/7% (grounded sourspot)/12% (aerial sweetspot)/8% (aerial sourspot)). Additionally, due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, its second hit has altered knockback (40 (base)/100 (growth) → 90/90 (grounded/aerial sweetspot), 70/90 (grounded/aerial sourspot)). Lastly, its aerial second hit's angle has been altered ([[Sakurai angle|361°]] → 55°). Altogether, these changes grant it KO potential when sweetspotted, especially while near the upper blast line, and improve its safety.}}
**{{buff|Farore's Wind's grounded first hit's knockback (40 (base)/100 (growth) → 118/30) and angle have been altered (80° → 91°), granting it combo potential into its aerial second hit. Its aerial first hit also has increased base knockback (40 → 60).}}
**{{buff|Farore's Wind's grounded first hit's knockback (40 (base)/100 (growth) → 118/30) and angle have been altered (80° → 91°), granting it combo potential into its aerial second hit. Its aerial first hit also has increased base knockback (40 → 60).}}
**{{buff|Farore's Wind has decreased start-up lag (frame 11 → 8). Additionally, it travels farther and covers significantly more vertical distance when used with a jump. Lastly, it now snaps the edge when first used, instead of requiring Zelda to reappear first. Altogether, these changes significantly improve its recovery potential.}}
**{{buff|Farore's Wind has decreased start-up lag (frame 11 → 8). Additionally, it travels farther and covers significantly more height when used with a jump. Lastly, it now snaps the edge when first used, instead of requiring Zelda to reappear first. Altogether, these changes significantly improve its recovery potential.}}
**{{change|Farore Wind's second hit now has a [[slash]] effect instead of a flame effect.}}
**{{change|Farore Wind's second hit now has a [[slash]] effect instead of a flame effect.}}
*[[Phantom Slash]]:
*[[Phantom Slash]]:
**{{buff|Zelda has a new down special, Phantom Slash. Phantom Slash is a [[charge]]able attack that summons a {{s|zeldawiki|Phantom}} and propels it forward in order to attack with its sword and/or block incoming attacks.<ref name="Direct"/> Unlike [[Transform]], it deals damage at any level of charge and has very high knockback when fully charged, making it capable of zoning and KOing. Despite this, Phantom Slash cannot be [[charge-cancel]]ed or held indefinitely.}}
**{{buff|Zelda has a new down special, Phantom Slash. Phantom Slash is a [[charge]]able attack that summons a {{s|zeldawiki|Phantom}} and propels it forward in order to attack with its sword and/or block incoming attacks.<ref name="Direct"/> Unlike [[Transform]], it deals damage at any level of charge and has very high knockback when fully charged, making it capable of zoning and KOing. Despite this, Phantom Slash cannot be [[charge-cancel]]ed or held indefinitely.}}
**{{buff|Phantom Slash is far less punishable than Transform and gives Zelda an additional zoning, edgeguarding, and KOing option.}}
**{{buff|Phantom Slash is far less punishable than Transform and gives Zelda an additional zoning, edgeguarding, and KOing option.}}
**{{nerf|Phantom Slash does not replace Zelda with {{SSB4|Sheik}} greatly hindering its utility as it does not turn Zelda into a superior character removing her ability to transform to adapt to different matchups. Additionally, Phantom Slash does not reset [[stale move negation]] and the Phantom functions as a projectile, and is thus susceptible to [[reflection]]-based moves, [[Pocket]] and [[Gravitational Pull]].<ref name="Direct"/> Lastly, the Phantom can be destroyed, which temporarily prevents Zelda from reusing it both of which were not issues Transform had. <ref name="Direct"/>}}
**{{nerf|Phantom Slash does not replace Zelda with {{SSB4|Sheik}}, greatly hindering its utility, as it does not turn Zelda into a superior character, removing her ability to transform to adapt to different matchups. Additionally, Phantom Slash does not reset [[stale move negation]], and the Phantom functions as a projectile, and is thus susceptible to [[reflection]]-based moves, as well as [[Pocket]] and [[Gravitational Pull]].<ref name="Direct"/> Lastly, the Phantom can be destroyed, which temporarily prevents Zelda from reusing it both of which were not issues Transform had. <ref name="Direct"/>}}
*[[Light Arrow]]:
*[[Light Arrow]]:
**{{nerf|Light Arrow's initial deals 2% less damage (3% → 1%), making Light Arrow slightly weaker overall and removing its [[one-hit KO]] potential.}}
**{{nerf|Light Arrow's initial deals 2% less damage (3% → 1%), making Light Arrow slightly weaker overall and removing its [[one-hit KO]] potential.}}
Line 234: Line 323:
|neutralname=&nbsp;
|neutralname=&nbsp;
|neutral1dmg=3% (hits 1-2), 5% (hit 3)
|neutral1dmg=3% (hits 1-2), 5% (hit 3)
|neutraldesc=Extends her arm to emit a small blast of [[magic]]al energy from her hand. It has a respectable damage output, very minimal ending lag, low base knockback and high knockback growth. All of these traits make it a useful set-up into dash attack and dash grab at 0%-35%, and a useful spacing option beginning at 40%. Due to it hitting on frame 11, however, it is the slowest neutral attack in the game. Its hitbox also follows Zelda's palm, which can result in it can missing small and/or [[crouching]] opponents.
|neutraldesc=Extends her arm to emit a small blast of {{b|magic|disambiguation}}al energy from her hand. It has a respectable damage output, very minimal ending lag, low base knockback and high knockback growth. All of these traits make it a useful set-up into dash attack and dash grab at 0%-35%, and a useful spacing option beginning at 40%. Due to it hitting on frame 11, however, it is the slowest neutral attack in the game. Its hitbox also follows Zelda's palm, which can result in it can missing small and/or [[crouching]] opponents.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=12% (hand), 10% (arm)
|ftiltdmg=12% (hand), 10% (arm)
Line 259: Line 348:
|nairdmg=2.5% (hits 1-4 front), 1.5% (hits 1-4 back), 5% (hit 5)
|nairdmg=2.5% (hits 1-4 front), 1.5% (hits 1-4 back), 5% (hit 5)
|nairdesc=Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with back aerial for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d; or as an edge-guarding option and autocancels in a short hop.
|nairdesc=Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with back aerial for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d; or as an edge-guarding option and autocancels in a short hop.
|fairname=[[Lightning Kick]]
|fairname=[[Lightning Kick]] ({{ja|稲妻キック|Inazuma Kikku}})
|fairdmg=20% (clean foot), 4% (clean leg, late)
|fairdmg=20% (clean foot), 4% (clean leg, late)
|fairdesc=A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at 74%/66% (''3DS''/''Wii U'') while near the edge of Final Destination. Its sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted.
|fairdesc=A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at 74%/66% (''3DS''/''Wii U'') while near the edge of Final Destination. Its sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted.
|bairname=Lightning Kick
|bairname=Lightning Kick ({{ja|稲妻キック|Inazuma Kikku}})
|bairdmg=20% (clean foot), 4% (clean leg, late)
|bairdmg=20% (clean foot), 4% (clean leg, late)
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that it hits on frame 6 (which ties it with neutral aerial for the lowest amount of start-up lag out of Zelda's aerials) and its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at 71%/62% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that it hits on frame 6 (which ties it with neutral aerial for the lowest amount of start-up lag out of Zelda's aerials) and its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at 71%/62% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=17%
|uairdmg=17%
|uairdesc=Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option. It KOs middleweights at 90%/79% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. It can also clip through the bottom of a stage's edge. However, it hits on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has punishable ending lag, a short duration, and fairly short horizontal range. It autocancels in a full hop, but only 2 frames after the animation ends.  
|uairdesc=Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option. It KOs middleweights at 90%/79% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. It can also clip through the bottom of a stage's edge. However, it hits on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has punishable ending lag, a short duration, and fairly short horizontal range. It autocancels in a full hop, but only 2 frames after the animation ends.
|dairname=&nbsp;
|dairname=&nbsp;
|dairdmg=16% (clean), 5% (late leg), 4% (late foot)
|dairdmg=16% (clean), 5% (late leg), 4% (late foot)
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]]. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, although it is decently fast for a meteor smash, and can autocancel in a short hop.  
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]]. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, although it is decently fast for a meteor smash, and can autocancel in a short hop.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
Line 305: Line 394:
|nsc1name=Nayru's Rejection
|nsc1name=Nayru's Rejection
|nsc1dmg=1% (loop), 5% (last), 1.2× (reflected projectiles)
|nsc1dmg=1% (loop), 5% (last), 1.2× (reflected projectiles)
|nsc1desc=[[Reverse]]s opponents and [[Windbox#Pushing attacks|pushes]] them away, in addition to having more intangibility. However, it deals less damage (despite the in-game description saying it doesn’t hit opponents), and has both a lower reflection multiplier and more start-up lag.  
|nsc1desc=[[Reverse]]s opponents and [[Windbox#Pushing attacks|pushes]] them away, in addition to having more intangibility. However, it deals less damage (despite the in-game description saying it doesn’t hit opponents), and has both a lower reflection multiplier and more start-up lag.
|nsc2name=Nayru's Passion
|nsc2name=Nayru's Passion
|nsc2dmg=15%
|nsc2dmg=15%
Line 323: Line 412:
|usc1name=Farore's Squall
|usc1name=Farore's Squall
|usc1dmg=—
|usc1dmg=—
|usc1desc=Comes out much faster and has a large windbox with set knockback at its beginning that pushes opponents away, which make it useful for escaping pressure from an opponent. It also travels slightly farther, even more so with a ground jump, and its slower speed allows for better maneuverability. However, it deals no damage; takes much longer to start up; and telegraphs where Zelda is traveling because of its magical particles.
|usc1desc=Comes out much faster and has a large windbox with set knockback at its beginning that pushes opponents away, which make it useful for escaping pressure from an opponent. It also travels slightly farther, even more so with a ground jump, and its slower speed allows for better maneuverability. However, it deals no damage; takes much longer to start up; and telegraphs where Zelda is traveling because of its magical particles. It launches opponents upward slightly upon reappearing.
|usc2name=Farore's Windfall
|usc2name=Farore's Windfall
|usc2dmg=4% (hit 1), 7% (hit 2)
|usc2dmg=4% (hit 1), 7% (hit 2)
|usc2desc=The teleport can only travel directly upward, but its second hit meteor smashes opponents. It also has slightly better horizontal control over Zelda's descent. However, it lacks KO potential and gains no extra height when combined with a jump.  
|usc2desc=The teleport can only travel directly upward, but its second hit meteor smashes opponents. It also has slightly better horizontal control over Zelda's descent. However, it lacks KO potential and gains no extra height when combined with a jump.
|dsdefname=Phantom Slash
|dsdefname=Phantom Slash
|dsdefdmg=6% (uncharged), 14% (charged), 11% (fully charged hit 1), 13% (fully charged hit 2)
|dsdefdmg=6% (uncharged), 14% (charged), 11% (fully charged hit 1), 13% (fully charged hit 2)
Line 340: Line 429:
|fsdesc=Wields [[zeldawiki:Zelda's Bow|her bow]] and fires a {{s|zeldawiki|Light Arrow}} forward. Although it no longer has [[one-hit KO]] potential like in ''Brawl'', it is still one of the strongest Final Smashes in the game, especially when hitting its first opponent. It KOs middleweights at 2% while near the edge of Final Destination in the ''3DS'' version.
|fsdesc=Wields [[zeldawiki:Zelda's Bow|her bow]] and fires a {{s|zeldawiki|Light Arrow}} forward. Although it no longer has [[one-hit KO]] potential like in ''Brawl'', it is still one of the strongest Final Smashes in the game, especially when hitting its first opponent. It KOs middleweights at 2% while near the edge of Final Destination in the ''3DS'' version.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 85
|rweight = 44
|dash = 1.6
|rdash = 15-23
|run = 1.3
|rrun = 53-54
|walk = 0.87
|rwalk = 49
|trac = 0.054
|rtrac = 36
|airfric = 0.006
|rairfric = 50-51
|air = 1.04
|rair = 26-27
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.055
|raddaccel = 38
|gravity = 0.071
|rgravity = 53
|fall = 1.35
|rfall = 44-46
|ff = 2.16
|rff = 44-46
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 31.552761
|rjumpheight = 41
|shorthop = 15.239396
|rshorthop = 41
|djump = 31.552761
|rdjump = 39
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Zelda English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 382: Line 514:


==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Unlike her ancestor in ''Melee'' and her own appearance in ''Brawl'', Zelda was immediately viewed as a non-viable character upon ''SSB4''{{'}}s release. This perception was because of the combination of her key flaws not being properly addressed, and {{SSB4|Sheik}} becoming a standalone character who was buffed significantly in her own transition from ''Brawl''. When coupled by her extremely minimal representation and results in competitive play, as well as players having yet to acknowledge {{SSB4|Jigglypuff}}'s status in competitive play, Zelda was ranked 56th on the first [[tier list]], placing her at the bottom of the entire tier list.
Much like a number of other poorly perceived characters, Zelda received a multitude of buffs from game updates. These improvements contributed to her results slowly improving as time passed, most notably thanks to {{Sm|ven}}. However, Zelda's newfounded buffs were still overshadowed by her inherent flaws, as well as the greater significance of buffs gained by other low-tier and bottom-tier characters. To reflect this, Zelda was ranked 55th on the second and third tier lists.
As of the fourth tier list, Zelda has been ranked 52th/53rd, tying her with {{SSB4|Ganondorf}} as the second lowest ranking character on the entire list. Unlike previous lists and her placement in ''Brawl'', this placement actually renders Zelda as a low-tier character, owing to this list's exclusion of the {{SSB4|Mii Fighter}}s and tier restructuring. Although Zelda's current placement is generally viewed as accurate, some players claim that she is relatively underrated; {{Sm|ESAM}}, in particular, ranked her higher on his own personal tier list.<ref>[https://www.youtube.com/watch?v=yZ_RifHrZ1c#t=8m47s ESAM's FINAL SMASH 4 TIER LIST (PART 1)]</ref>
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 396: Line 535:
|set10=2312
|set10=2312
}}
}}
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
*{{Sm|Bonren|USA}} - Placed 17th at {{Trn|Super Smash Fight Club 3}}. Has wins over {{Sm|Elegant}} and {{Sm|Karna}}.
*{{Sm|Casper|p=Australia|Australia}} - Formerly ranked 8th on the ACT Power Rankings.
*{{Sm|Diamond|Canada}} - Ranked 10th on the [[Alberta Power Rankings]].
*{{Sm|Fairess|Kuwait}} - Placed 7th at {{Trn|Dubai X VGBootcamp}} with a win over {{Sm|Logic}}. Ranked 10th on the [[Kuwait Power Rankings]].
*{{Sm|maXy|Northern Ireland}} - Formerly ranked 5th on the [[Ireland Power Rankings]]. Currently focuses on ''[[Melee]]''.
*{{Sm|Meru|Netherlands}} - Uses Zelda as a secondary. Placed 3rd at [[Valhalla]] and 9th at [[PPT Berlin]] using Zelda as one of his characters.
*{{Sm|Nairo|USA}} - Placed 1st at [[Nebulous Prime 1]] and 7th at [[KTAR XII]] before dropping Zelda. Has wins over {{Sm|ESAM}} and {{Sm|Nietono}}.
*{{Sm|Onpu|Japan}} - The best Zelda player in Japan. Placed 17th at [[Umebura 27]] and [[Umebura Tokaigi Qualifier 1]]; 33rd at [[Umebura Japan Major 2017]]; and 49th at [[Frostbite 2018]].
*{{Sm|Purple Guy|USA}} - One of the best Zelda players in the world prior to his temporary retirement. Placed 13th at [[Smash the Record 2015]], and 33rd at [[Paragon Los Angeles 2015]]. Formerly ranked 9th on the South [[Florida Power Rankings]].
*{{Sm|Riot|USA}} - Formerly ranked 7th on the [[New Hampshire Power Rankings]].
*{{Sm|Rizeasu|Japan}} (#68) - Placed 2nd at {{Trn|Sumabato Tokaigi Qualifier 2}} and 13th at [[Karisuma 16]]. He has wins over {{Sm|Kuro}}, {{Sm|ikep}} and {{Sm|Rain}}.
*{{Sm|ven|USA}} - The best Zelda player in the world. Placed 7th at [[DVDA 7]]; 13th at [[DVDA 8]]; 25th at [[Smash Masters League: Battle for Vegas]] 33rd at [[2GGT: Mexico Saga]]; 49th at [[2GGC: Nairo Saga]] and [[2GGC: SCR Saga]]; and 65th at [[2GGC: Civil War]]. Ranked 4th on the [[Las Vegas Power Rankings]]. He has wins over {{Sm|Venom}}.
*{{Sm|Zolda|USA}} - Formerly ranked 2nd on the [[Wisconsin Power Rankings]].
===Tier placement and history===
Unlike her ancestor in ''Melee'' and her own appearance ''Brawl'', Zelda was immediately viewed as a non-viable character upon ''SSB4''{{'}}s release. This perception was because of the combination of her key flaws not being properly addressed, and {{SSB4|Sheik}} becoming a standalone character who was buffed significantly in her own transition from ''Brawl''. When coupled by her extremely minimal representation and results in competitive play, as well as players having yet to acknowledge {{SSB4|Jigglypuff}}'s status in competitive play, Zelda was ranked 56th on the first [[tier list]], placing her at the bottom of the entire tier list.


Much like a number of other poorly perceived characters, Zelda received a multitude of buffs from game updates. These improvements contributed to her results slowly improving as time passed, most notably thanks to {{Sm|ven}}. However, Zelda's newfounded buffs were still overshadowed by her inherent flaws, as well as the greater significance of buffs gained by other low-tier and bottom-tier characters. To reflect this, Zelda was ranked 55th on the second and third tier lists.
''See also: [[:Category:Zelda players (SSB4)]]''


As of the fourth tier list, Zelda has been ranked 53rd, tying her with {{SSB4|Ganondorf}} as the second lowest ranking character on the entire list. Unlike previous lists and her current placement in ''Brawl'', this placement actually renders Zelda as a low-tier character, owing to this list's exclusion of the {{SSB4|Mii Fighter}}s and tier restructuring. Although Zelda's current placement is generally viewed as accurate, some players claim that she is relatively underrated; {{Sm|ESAM}}, in particular, ranked her higher on his own personal tier list.<ref>[https://www.youtube.com/watch?v=yZ_RifHrZ1c#t=8m47s ESAM's FINAL SMASH 4 TIER LIST (PART 1)]</ref>
*{{Sm|Bonren|USA}} - Placed 17th at {{Trn|Super Smash Fight Club 3}} and 25th at both {{Trn|DreamHack Austin 2018}} and {{Trn|Low Tier City 6}} with wins over players such as {{Sm|Elegant}} and {{Sm|Karna}}.
*{{Sm|Meru|Netherlands}} - Uses Zelda as a secondary alongside {{SSB4|Peach}} and is considered the best Zelda player in Europe. Placed 3rd at {{Trn|Valhalla}}, 5th at {{Trn|Deflagration}}, and 9th at {{Trn|PPT Berlin}}. Ranked 18th on the [[European Smash 4 Power Rankings]].
*{{Sm|Onpu|Japan}} - The best solo-Zelda player in Japan. Placed 17th at both {{Trn|Umebura 27}} and {{Trn|Umebura Tokaigi Qualifier 1}}, 33rd at {{Trn|Umebura Japan Major 2017}} and 49th at {{Trn|Frostbite 2018}} with wins over {{Sm|Lea}}, {{Sm|Atelier}}, and {{Sm|Dill}}.
*{{Sm|Purple Guy|USA}} - One of the best Zelda players in the United States prior to his hiatus. Placed 17th at {{Trn|Frame Perfect Series}} and 33rd at {{Trn|Paragon Los Angeles 2015}}. Formerly ranked 9th on the South [[Florida Power Rankings]].
*{{Sm|Rizeasu|Japan}} (#68) - Plays Zelda alongside a variety of character and is considered one of the best Zelda players in the world. Placed 2nd at {{Trn|Sumabato Tokaigi Qualifier 2}}, 7th at {{Trn|Sumabato 28}}, and 13th at {{Trn|Karisuma 16}} with wins over players such as {{Sm|Kuro}}, {{Sm|ikep}} and {{Sm|Rain}}.
*{{Sm|ven|USA}} - One of the best Zelda players in the world. Placed 7th at {{Trn|DVDA 7}}, 17th at {{Trn|Port Priority: 4Ever}}, 25th at {{Trn|Smash Masters League: Battle for Vegas}}, 33rd at {{Trn|2GGT: Mexico Saga}}, and 49th at {{Trn|2GGC: Nairo Saga}} with wins over players such as {{Sm|Zenyou}}, {{Sm|Koolaid}}, and {{Sm|Venom}}. Ranked 4th on the [[Las Vegas Power Rankings]].


==Trophies==
==[[Trophies]]==
:'''Zelda'''
{{Trophy/Fighter
::{{flag|ntsc}} ''This is the 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 a bit slow when moving. She has a new move that summons a Phantom to her aid.''
|name=Zelda
|image-3ds=ZeldaTrophy3DS.png
|image-wiiu=ZeldaTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=This is the 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 a bit slow when moving. She has a new move that summons a Phantom to her aid.
|desc-wiiu-ntsc=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.
|desc-pal=This is the Zelda they're talking about in the titles of all the Legend of Zelda games. Though her appearance can change from game to game, her importance in the story usually doesn't. In this game, she's a bit slow, but her impressive magic skills make up for it. Power up her brand new special, Phantom Slash, by holding down the button.
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=11/2006}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=12/2006}}
}}
{{clrl}}


::{{flag|pal}} ''This is the Zelda they're talking about in the titles of all the Legend of Zelda games. Though her appearance can change from game to game, her importance in the story usually doesn't. In this game, she's a bit slow, but her impressive magic skills make up for it. Power up her brand new special, Phantom Slash, by holding down the button.''
{{Trophy/Fighter
|name=Zelda (Alt.)
|image-3ds=ZeldaAltTrophy3DS.png
|image-wiiu=ZeldaAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Zelda's forward 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.
|desc-wiiu-ntsc=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.
|desc-pal=Zelda's forward air attack, Lightning Kick, is a single-footed, electrically charged strike. Hit your opponent with just the glowing spot to deal heavy damage and launch them. Her Din's Fire side special can be guided up and down, and makes a bigger blast the longer you hold the button. It'll explode as soon as you let go.
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=11/2006}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=12/2006}}
}}
{{clrl}}


{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=wii|game2=The Legend of Zelda: Twilight Princess (11/2006)}}
{{Trophy/Fighter
 
|name=Light Arrow (Zelda)
:'''Zelda (Alt.)'''
|image=LightArrowZeldaTrophyWiiU.png
::{{flag|ntsc}} ''Zelda's forward 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.''
|desc-ntsc=In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take the most damage. The Light Arrow has a lot of launching power, making it great for getting KOs!
 
|desc-pal=In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take more damage. The Light Arrow has a lot of launching power, making it great for getting KOs!
::{{flag|pal}} ''Zelda's forward air attack, Lightning Kick, is a single-footed, electrically charged strike. Hit your opponent with just the glowing spot to deal heavy damage and launch them. Her Din's Fire side special can be guided up and down, and makes a bigger blast the longer you hold the button. It'll explode as soon as you let go.''
|game=ssb4-wiiu
 
}}
{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=wii|game2=The Legend of Zelda: Twilight Princess (11/2006)}}
{{clrl}}
 
:'''Light Arrow (Zelda)'''
::''In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take the most damage. The Light Arrow has a lot of launching power, making it great for getting KOs!''
 
<center>
<gallery>
ZeldaTrophy3DS.png|Classic (3DS)
ZeldaAltTrophy3DS.png|Alt. (3DS)
ZeldaTrophyWiiU.png|Classic (Wii U)
ZeldaAltTrophyWiiU.png|Alt. (Wii U)
LightArrowZeldaTrophyWiiU.png|[[Light Arrow]]
</gallery>
</center>


==In [[Event Matches]]==
==In [[Event Matches]]==
Line 541: Line 677:
*Originally, Zelda was still going to turn into Sheik in this game and vice versa, but the two characters were split apart instead due to the limitations of the Nintendo 3DS. A similar issue was also the case for Samus and Zero Suit Samus when their Final Smash was concerned, and Pokémon Trainer, who was dropped in favor of his Charizard operating on its own.
*Originally, Zelda was still going to turn into Sheik in this game and vice versa, but the two characters were split apart instead due to the limitations of the Nintendo 3DS. A similar issue was also the case for Samus and Zero Suit Samus when their Final Smash was concerned, and Pokémon Trainer, who was dropped in favor of his Charizard operating on its own.
*Coincidentally enough, a figurine of Zelda by First Four Figures based on her design from ''Twilight Princess'' (which inspired her design in ''Brawl'' and ''SSB4'') for some reason is colored more like her appearance in this game than in her source game proper (for example, the tapestry on her dress is colored differently, being indigo instead of gray like in the actual game), surprisingly enough, even in her possessed form during the final battle in that game (which also got her own figurine as well).
*Coincidentally enough, a figurine of Zelda by First Four Figures based on her design from ''Twilight Princess'' (which inspired her design in ''Brawl'' and ''SSB4'') for some reason is colored more like her appearance in this game than in her source game proper (for example, the tapestry on her dress is colored differently, being indigo instead of gray like in the actual game), surprisingly enough, even in her possessed form during the final battle in that game (which also got her own figurine as well).
*''Wii U'' is the only ''Smash'' game where Zelda's ''Ocarina of Time'' design (which based her design in ''Melee'') is not directly referenced, despite ''3DS'' featuring a trophy based on her appearance in that game.
*''for Wii U'' is the only ''Smash'' game where Zelda's ''Ocarina of Time'' design (which based her design in ''Melee'') is not directly referenced, despite ''for Nintendo 3DS'' featuring a trophy based on her appearance in that game.


==References==
==References==