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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Zelda | |name = Zelda | ||
|image | |image = [[Image:Zelda SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = Zelda (SSBM) | |||
|moveset1 = Zelda (SSBM) | |moveset2 = Zelda (SSBB) | ||
|moveset2 = Zelda (SSBB) | |altcostume = Ocarina of Time Zelda | ||
}} | }} | ||
'''Zelda''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. She was one of the most buffed characters from ''Melee'' and ''Brawl'', going from being a bottom tier character in both ''Melee'' and ''Brawl'' to a formidable fighter that can be played without | [[Image:OoT Zelda PM.png|thumb|right|Zelda's Ocarina of Time Costume in Project M 3.5]] | ||
'''Zelda''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. She was one of the most buffed characters from ''Melee'' and ''Brawl'', going from being a bottom tier character in both ''Melee'' and ''Brawl'' to a formidable fighter that can be played without need of {{PM|Sheik}}. | |||
Zelda is placed 38th out 41 on the [[Project M#Tier list|official]] [[tier list]], toward the bottom of the D tier. This is | Zelda is placed 38th out 41 on the [[Project M#Tier list|official]] [[tier list]], toward the bottom of the D tier. This is a slight drop over her 22nd out of 26 placement in ''Melee'' and a marginal improvement over her ''Brawl'' standing as 37th out of 38. Her tools are strong enough to make her a competent fighter, and numerous top placings by {{Sm|Zhime}} have shown her great potential. | ||
==Attributes== | ==Attributes== | ||
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==Changes from ''Brawl'' to PM== | ==Changes from ''Brawl'' to PM== | ||
Zelda was immensely buffed from ''Brawl'' to ''Project M'' | Zelda was immensely buffed from ''Brawl'' to ''Project M'' however, her buffs were not enough to keep up with most of the cast. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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*{{change|[[Spot dodge]] was given magical sparkling graphics.}} | *{{change|[[Spot dodge]] was given magical sparkling graphics.}} | ||
*{{change|Like [[Transform]], down [[taunt]] now emits the characteristic "Puzzle Solved" jingle from ''Zelda'' games.}} | *{{change|Like [[Transform]], down [[taunt]] now emits the characteristic "Puzzle Solved" jingle from ''Zelda'' games.}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|Jab has improved hitboxes which hit lower and connects with multiple hits much more reliably. The last hit also deals more damage (2% → 3%).}} | *{{buff|Jab has improved hitboxes which hit lower and connects with multiple hits much more reliably. The last hit also deals more damage (2% → 3%).}} | ||
*{{buff|Forward tilt now has a hitbox behind Zelda when she swings her arm backwards | *{{buff|[[Forward smash|Forward]] and [[up smash]]es link much better; while the latter uses its superior ''Brawl'' format with reduced hitlag, the former has more favorable angles for the multiple hits, both hitting faster and with fewer [[freeze frame]]s.}} | ||
*{{change|Forward tilt now has a hitbox at the very tip that does slightly more damage (14%), but has reduced knockback | *{{nerf|[[Up smash]] has smaller hitboxes, and can no longer hit some grounded characters.}} | ||
*{{change|[[Up smash]] has lower knockback, allowing it to combo better, but it does not kill as early.}} | |||
*{{nerf|[[Down smash]] has lower knockback for the front-facing kick.}} | |||
**{{buff|However, the kick behind Zelda has increased damage and knockback.}} | |||
*{{buff|[[Up tilt]] has much higher knockback, making it a very potent kill move. It now has a strong early hitbox and a weaker late hitbox, but the late hitbox is still very strong.}} | |||
*{{buff|Up tilt now renders Zelda's moving arm invulnerable during the attack.}} | |||
*{{buff|Forward tilt now has a hitbox behind Zelda when she swings her arm backwards.}} | |||
*{{change|Forward tilt now has a hitbox at the very tip that does slightly more damage (14%), but has reduced knockback.}} | |||
*{{change|Forward tilt no longer has transcendent priority on most of its hitboxes. The "tip" hitbox retains transcendent priority.}} | *{{change|Forward tilt no longer has transcendent priority on most of its hitboxes. The "tip" hitbox retains transcendent priority.}} | ||
*{{nerf|Forward tilt has reduced knockback on all hitboxes | *{{nerf|Forward tilt has reduced knockback on all hitboxes.}} | ||
*{{buff|Down tilt has increased damage (7% (leg), 8% (body) → 10/11%).}} | *{{buff|Down tilt has increased damage (7% (leg), 8% (body) → 10/11%).}} | ||
*{{nerf| | *{{nerf|Down tilt has fewer [[Interruptibility|IASA frames]] (first actionable frame 25 → 30).}} | ||
*{{change|Zelda no longer has a unique voice clip when performing down smash.}} | *{{change|Zelda no longer has a unique voice clip when performing down smash.}} | ||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff|Neutral aerial has larger hitboxes and does more damage if all hits connect | *{{buff|Neutral aerial has larger hitboxes and does more damage if all hits connect.}} | ||
*{{nerf|Neutral aerial's linking hits can now be DI'd | *{{nerf|Neutral aerial's linking hits can now be DI'd, making some Brawl combos that involved landing to interrupt the move no longer guaranteed.}} | ||
*{{buff|Up aerial has an early hitbox at the base of her fingertips which starts earlier | *{{buff|Up aerial has an early hitbox at the base of her fingertips which starts earlier and deals weak electric damage, linking into the explosion itself. The explosion also deals more damage if it hits at the center.}} | ||
* | **{{nerf|However, the rest of the explosion hitbox is weaker than the ''Brawl'' version in both damage and knockback. It still has more KO power than ''Melee's'' up aerial.}} | ||
*{{nerf|However, the | **{{nerf|The linking hitbox can be DI'd, which may cause opponents to fall out of range of the explosion.}} | ||
*{{nerf|The linking hitbox | *{{buff|Down aerial has also been made to sweetspot on grounded opponents (18%) in addition to aerial opponents (16% → 20%), and does more damage. The sweetspot is a powerful KO move on a grounded opponent.''}} | ||
*{{buff|Down aerial has also been made to sweetspot on grounded opponents (18%) in addition to aerial opponents | *{{buff|Both forward and back [[Lightning Kick|Lightning Kick]] are based off their Melee design with larger sweetspots and have more active frames. The sourspots also deals more damage (4% → 8%).}} | ||
*{{nerf|Both forward and back [[Lightning Kick|Lightning Kick]] sweetspots are slightly weaker than in ''Melee'' and ''Brawl'', and do less damage (20% → 19/16% (forward), 18/15% (back)). The sweetspot also decays with time, so only the first frame has the strongest hitbox although this is still an improvement over ''Brawl''.}} | |||
*{{buff|Both forward and back [[Lightning Kick]] | |||
*{{nerf|Both forward and back Lightning Kick sweetspots are slightly weaker than in ''Melee'' and ''Brawl'', and do less damage (20% → 19/16% (forward), 18/15% (back) | |||
===Grabs, throws, and other=== | ===Grabs, throws, and other=== | ||
*{{buff|Grabs are faster ( | *{{buff|Grabs are faster (Frame 12 (standing), 11 (dash), 14 (pivot) → 8/10/13) and her dash and pivot grabs have slightly less end lag (FAF 40 (dash), 36 (pivot) → 39/35).}} | ||
*{{nerf|Forward throw deals less damage (12% → 10%).}} | *{{nerf|Forward throw deals less damage (12% → 10%).}} | ||
*{{change|Forward throw has reduced | *{{change|Forward throw has reduced knockback but also has a much faster animation that can catch opponents off guard.}} | ||
*{{buff|Back throw has increased knockback | *{{buff|Back throw has increased knockback, and now has significant KO potential.}} | ||
*{{buff|Due to universally increased fall speeds and the removal of [[hitstun canceling]], up throw and down throw can now be used to [[chaingrab]] opponents.}} | *{{buff|Due to universally increased fall speeds and the removal of [[hitstun canceling]], up throw and down throw can now be used to [[chaingrab]] opponents.}} | ||
*{{nerf|Up throw deals less damage (11% → 8% | *{{nerf|Up throw deals less damage (11% → 8%).}} | ||
*{{buff|Down throw deals more damage (10% → 14%) and is drastically faster. The "zapping" hitbox will launch other opponents away with high base knockback, making it more useful in team battles/free-for-all/vs. Ice Climbers.}} | *{{buff|Down throw deals more damage (10% → 14%) and is drastically faster. The "zapping" hitbox will launch other opponents away with high base knockback, making it more useful in team battles/free-for-all/vs. Ice Climbers.}} | ||
*{{buff|Up taunt's magical swirl and side taunt's fireball now both have damaging hitboxes.}} | *{{buff|Up taunt's magical swirl and side taunt's fireball now both have damaging hitboxes.}} | ||
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===Special Moves=== | ===Special Moves=== | ||
*{{buff|[[Nayru's Love]] is land cancelable after the attack frames end, and while the ground version has no such cancel, it possesses improved invulnerability. The invulnerability of the ground version overlaps with the first attacking frame, reducing the likelihood of unfavorable trades.}} | *{{buff|[[Nayru's Love]] is land cancelable after the attack frames end, and while the ground version has no such cancel, it possesses improved invulnerability. The invulnerability of the ground version overlaps with the first attacking frame, reducing the likelihood of unfavorable trades.}} | ||
*{{change|Nayru's Love no longer sends opponents based on the direction Zelda is facing | *{{change|[[Nayru's Love]] no longer sends opponents based on the direction Zelda is facing. }} | ||
**{{buff|The linking hits now draw opponents in from both sides.}} | **{{buff|The linking hits now draw opponents in from both sides.}} | ||
*{{nerf|The aerial version of Nayru's Love has no invulnerability.}} | *{{nerf|The aerial version of [[Nayru's Love]] has no invulnerability.}} | ||
*{{nerf|The Love Jump AT (jumping and using Nayru's Love immediately after getting hit with enough knockback, making Zelda rise while reflecting projectiles) from ''Brawl'' no longer works. Instead, Zelda will be sent sideways, which is far less useful for recovery.}} | *{{nerf|The Love Jump AT (jumping and using [[Nayru's Love]] immediately after getting hit with enough knockback, making Zelda rise while reflecting projectiles) from ''Brawl'' no longer works. Instead, Zelda will be sent sideways, which is far less useful for recovery.}} | ||
*{{buff|[[Din's Fire]] functions significantly differently, loosely based on Viola's magical orb from | *{{buff|[[Din's Fire]] functions significantly differently, loosely based on Viola's magical orb from Soul Calibur V.<ref>http://soulcalibur.wikia.com/wiki/Viola</ref> Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for ~3.5 seconds before exploding and returning to Zelda. Both the standing "mine" and the returning "wisp" will inflict damage upon making contact with a foe. If a foe runs into or hits the "standing mine" with a hitbox, it will return to Zelda without exploding. In addition to these changes, the control of fireballs is massively increased. Using Transform will also force it to explode. Zelda can manually detonate a traveling or standing Din's Fire by inputting side-special again. This explosion is significantly weaker than the timed explosion or the transform explosion, but is excellent for comboing. It also no longer puts Zelda into free fall if used in the air.}} | ||
*{{buff|Zelda can input B at any time in the middle of the "invisible" portion of [[Farore's Wind]] to cancel the move early, giving Zelda the ability to shorten her teleport, similar to [[Fox Illusion]] and [[Falco Phantasm]]. Interrupting the teleport removes the reappearance hitbox. If canceled on the ground, the move has significantly less endlag, giving Zelda a much-needed tool both in neutral and to chase down far away opponents.}} | |||
*{{buff|Zelda can input B at any time in the middle of the "invisible" portion of [[Farore's Wind]] to cancel the move early, giving Zelda the ability to shorten her teleport, similar to [[Fox Illusion]] and [[Falco Phantasm]]. Interrupting the teleport removes the reappearance hitbox. If canceled on the ground, the move has significantly less endlag, giving Zelda a much-needed tool both in neutral and to chase down far away opponents. }} | *{{buff|Zelda can now grab ledges behind her when she is spinning during Farore's Wind. (during the startup, and just after reappearing.)}} | ||
*{{buff|Zelda can now grab ledges during Farore's Wind | *{{buff|The beginning hitbox of [[Farore's Wind]], when used in the air, sends foes at 40 degrees, instead of straight up, which is much more useful for edgeguarding.}} | ||
*{{buff|The beginning hitbox of Farore's Wind, when used in the air, sends foes at 40 degrees, instead of straight up, which is much more useful for edgeguarding | *{{nerf|[[Farore's Wind]]'s reappearance hitbox comes out on frame 2 of reappearance, rather than frame 1.}} | ||
*{{nerf|Reappearance hitbox of Farore's Wind deals weaker damage.}} | |||
*{{nerf|Farore's Wind's reappearance hitbox comes out on frame 2 of reappearance, rather than frame 1.}} | *{{buff|Can act out of [[Transform]] sooner, like {{PM|Sheik}}.}} | ||
*{{nerf|Farore's Wind deals | *{{buff|[[Transform]] now switches Zelda with Sheik much faster due to their files no longer being loaded from the ''Brawl'' disc.}} | ||
*{{buff| | |||
==Revisions== | ==Revisions== | ||
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|- | |- | ||
! colspan=2| Neutral attack | ! colspan=2| Neutral attack | ||
| || 2% (hits 1-2), 3% (hit 3) || Zelda sticks her hand out in front of herself and shoots small magical sparks. Disjointed with decent range | | || 2% (hits 1-2), 3% (hit 3) || Zelda sticks her hand out in front of herself and shoots small magical sparks. Disjointed with decent range. | ||
|- | |- | ||
! colspan=2| Forward tilt | ! colspan=2| Forward tilt | ||
| || 14% (tip), 13% (hand), 9% (body) || Zelda swipes her arm horizontally in front of herself with a boost of magic power. The attack has moderate knockback and sends enemies behind Zelda | | || 14% (tip), 13% (hand), 9% (body) || Zelda swipes her arm horizontally in front of herself with a boost of magic power. The attack has moderate knockback and sends enemies behind Zelda. Can be angled. | ||
|- | |- | ||
! colspan=2| Up tilt | ! colspan=2| Up tilt | ||
| || 15% (clean), 13% (late) || Zelda waves her arm above her head in an arc with a boost of magic power. Zelda's right arm is [[intangible]] while the hitboxes are out | | || 15% (clean), 13% (late) || Zelda waves her arm above her head in an arc with a boost of magic power. Zelda's right arm is [[intangible]] while the hitboxes are out. | ||
|- | |- | ||
! colspan=2| Down tilt | ! colspan=2| Down tilt | ||
| || 10% (leg), 11% (body) || Zelda crouches and kicks her foot in front of her, hitting opponents low. This attack can [[meteor smash]] opponents who come in contact with Zelda's body | | || 10% (leg), 11% (body) || Zelda crouches and kicks her foot in front of her, hitting opponents low. This attack can [[meteor smash]] opponents who come in contact with Zelda's body and grounded opponents who come in contact with her foot. | ||
|- | |- | ||
! colspan=2| Dash attack | ! colspan=2| Dash attack | ||
| || 13% (clean sweetspot), 9% (clean sourspot), 8% (late sweetspot), 7% (late sourspot) || Zelda shoves her arms in front of her and pushes foes in front of her away with a boost of magic power. Sweetspot is located close to her body | | || 13% (clean sweetspot), 9% (clean sourspot), 8% (late sweetspot), 7% (late sourspot) || Zelda shoves her arms in front of her and pushes foes in front of her away with a boost of magic power. Sweetspot is located close to her body. | ||
|- | |- | ||
! colspan=2| Forward smash | ! colspan=2| Forward smash | ||
| || {{ChargedSmashDmgSSBM|1}} (hits 1-4), {{ChargedSmashDmgSSBM|13}} (hit 5) || Zelda charges magic energy in her right hand and flashes it in front of her, hitting opponents multiple times before knocking them away. | | || {{ChargedSmashDmgSSBM|1}} (hits 1-4), {{ChargedSmashDmgSSBM|13}} (hit 5) || Zelda charges magic energy in her right hand and flashes it in front of her, hitting opponents multiple times before knocking them away. Quick, with large range. However it can be escaped from with good [[SDI]]. | ||
|- | |- | ||
! colspan=2| Up smash | ! colspan=2| Up smash | ||
| || {{ChargedSmashDmgSSBM|1}} (hits 1-11), {{ChargedSmashDmgSSBM|4}} (hit 12) || Zelda charges magic energy in her left hand and waves it above her head twice, hitting opponents multiple times before knocking them away | | || {{ChargedSmashDmgSSBM|1}} (hits 1-11), {{ChargedSmashDmgSSBM|4}} (hit 12) || Zelda charges magic energy in her left hand and waves it above her head twice, hitting opponents multiple times before knocking them away. This move is powerful, but can be SDI'd out of. | ||
|- | |- | ||
! colspan=2| Down smash | ! colspan=2| Down smash | ||
| || {{ChargedSmashDmgSSBM|12}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Zelda quickly kicks on both sides of herself, knocking opponents away. This attack comes out very quickly and knocks enemies away horizontally | | || {{ChargedSmashDmgSSBM|12}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Zelda quickly kicks on both sides of herself, knocking opponents away. This attack comes out very quickly and powerfully knocks enemies away horizontally. Zelda's leg is intangible while performing the move, making it a useful move for stopping projectiles. | ||
|- | |- | ||
! colspan=2| Neutral aerial | ! colspan=2| Neutral aerial | ||
| || 2% (hits 1-5), 5% (hit 6), 3% (landing) || Zelda waves her arms around her, hitting opponents multiple times around her before knocking them away | | || 2% (hits 1-5), 5% (hit 6), 3% (landing) || Zelda waves her arms around her, hitting opponents multiple times around her before knocking them away. | ||
|- | |- | ||
! colspan=2| Forward aerial | ! colspan=2| Forward aerial | ||
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|- | |- | ||
! colspan=2| Back aerial | ! colspan=2| Back aerial | ||
| [[Lightning Kick]] || 18% (foot clean), 15% (foot late), 8% (body) || Zelda quickly kicks behind herself, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot strikes the opponent. Is slightly faster than her forward air but deals less damage at both the sweetspot and sourspot, and sends at a slightly higher angle | | [[Lightning Kick]] || 18% (foot clean), 15% (foot late), 8% (body) || Zelda quickly kicks behind herself, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot strikes the opponent. Is slightly faster than her forward air but deals less damage at both the sweetspot and sourspot, and sends at a slightly higher angle. | ||
|- | |- | ||
! colspan=2| Up aerial | ! colspan=2| Up aerial | ||
| || 5% (hit 1), 17% (explosion center), 14% (explosion sides) || Zelda brings her arm above her head and releases a fiery explosion above her head, dealing great knockback. Has a hitbox at startup that sends the enemy upward into the explosion afterward | | || 5% (hit 1), 17% (explosion center), 14% (explosion sides) || Zelda brings her arm above her head and releases a fiery explosion above her head, dealing great knockback. Has a hitbox at startup that sends the enemy upward into the explosion afterward. | ||
|- | |- | ||
! colspan=2| Down aerial | ! colspan=2| Down aerial | ||
| || 18% (clean ground), 20% (clean air), 8% (late foot), 9% (late leg) || Zelda stomps her foot below herself. Like her forward & back aerials, if this hits within the first couple of frames with the foot, it causes a pause in the opponent's movement, then deals high damage and meteor smashes the opponent straight downwards very fast. If the opponent is grounded, it does slightly less damage and causes the enemy to bounce off the ground and into the air, with | | || 18% (clean ground), 20% (clean air), 8% (late foot), 9% (late leg) || Zelda stomps her foot below herself. Like her forward & back aerials, if this hits within the first couple of frames with the foot, it causes a pause in the opponent's movement, then deals high damage and meteor smashes the opponent straight downwards very fast. If the opponent is grounded, it does slightly less damage and causes the enemy to bounce off the ground and into the air, with great knockback. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
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|- | |- | ||
! colspan=2| Forward throw | ! colspan=2| Forward throw | ||
| || 10% || Magically twirls her opponent and throws them forward | | || 10% || Magically twirls her opponent and throws them forward. | ||
|- | |- | ||
! colspan=2| Back throw | ! colspan=2| Back throw | ||
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|- | |- | ||
! colspan=2| Down throw | ! colspan=2| Down throw | ||
| || 3% (hits 1-4), 2% (throw) || Throws the opponent on the ground and shocks them repeatedly with magical bursts. The enemy will be | | || 3% (hits 1-4), 2% (throw) || Throws the opponent on the ground and shocks them repeatedly with magical bursts. The enemy will be launches upwards behind Zelda. While it is easily DI'd away to prevent any follow-ups, it has very good follow-ups if the opponent DIs wrong. At the edge of the stage, she can set up an early edgeguard. | ||
|- | |- | ||
! colspan=2| Floor attack (front) | ! colspan=2| Floor attack (front) | ||
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|- | |- | ||
! colspan=2| Neutral special | ! colspan=2| Neutral special | ||
| [[Nayru's Love]] || 1-2% (hits 1-5), 4% (hit 6 ground), 3% (hit 6 air) || Creates a crystal that slashes enemies and reflects projectiles. Has a few frames of invincibility near the beginning of the move when used on the ground | | [[Nayru's Love]] || 1-2% (hits 1-5), 4% (hit 6 ground), 3% (hit 6 air) || Creates a crystal that slashes enemies and reflects projectiles. Has a few frames of invincibility near the beginning of the move when used on the ground. | ||
|- | |- | ||
! colspan=2| Side special | ! colspan=2| Side special | ||
| [[Din's Fire]] || 7-12% (fireball), 6-13% (set explosion), 10-25% (auto explosion), 4-9% (return) || | | [[Din's Fire]] || 7-12% (fireball), 6-13% (set explosion), 10-25% (auto explosion), 4-9% (return) || Casts a fireball that explodes in a few seconds. The longer the hitbox is out, the bigger the ending explosion will be. The fireball slows down the longer the the button is held. | ||
|- | |- | ||
! colspan=2| Up special | ! colspan=2| Up special | ||
| [[Farore's Wind]] || 4% (warp & return) || Teleports in a given direction, dealing damage at both ends | | [[Farore's Wind]] || 4% (warp & return) || Teleports in a given direction, dealing damage at both ends | ||
|- | |- | ||
! colspan=2| Down special | ! colspan=2| Down special | ||
| [[Transform]] || — || Transforms into [[Sheik_(PM)|Sheik]], detonating any undetonated fireballs | | [[Transform]] || — || Transforms into [[Sheik_(PM)|Sheik]], detonating any undetonated fireballs. | ||
|- | |- | ||
! colspan=2| Final Smash | ! colspan=2| Final Smash | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable players=== | ===Notable players=== | ||
{{ | *{{Sm|A-Wall|USA}} | ||
*{{Sm|Dr.|USA}} - Best Zelda on the West Coast. | *{{Sm|Chard|USA}}-Ranked 1st on the [[Las Vegas Power Rankings]] for Project M. Placed 5th at [[EVO 2017]]. | ||
*{{Sm| | *{{Sm|Dr.|USA}}-Best Zelda on the West Coast and one of the best in the world. Ranked 11th on the [[SoCal Power Rankings]] for Project M. | ||
*{{Sm|Kalne|Japan}} - One of the two best | *{{Sm|Face|USA}} | ||
*{{Sm|Zhime|USA}} - Best Zelda in the world. Ranked 32nd on the PMRank 2016. | *{{Sm|Goode|USA}}-Ranked 7th on the [[MD/VA Power Rankings]] for Project M.. | ||
*{{Sm| | *{{Sm|Idea|Canada}} | ||
*{{Sm|Irish|USA}} | |||
*{{Sm|Kalne|Japan}}-One of the two best Project M players in Japan. Has taken multiple sets off of {{Sm|Charby}}. | |||
*{{Sm|Riot|USA}} | |||
*{{Sm|Romance|USA}}-Power Ranked in Colorado for Project M. | |||
*{{Sm|Zhime|USA}}-Best Zelda in the world. Ranked 32nd on the PMRank 2016. | |||
====Inactive==== | |||
*{{Sm|Seibrik|USA}}-Placed 13th at [[SKTAR 3]] using a combination of Sheik and Zelda. | |||
*{{Sm|zerothetheif|Brazil}}-Placed 25th at [[Paragon Orlando 2015]] and 5th at [[CEO 2015]]. | |||
==Alternate costumes== | ==Alternate costumes== | ||
Zelda now has an alternate costume that is more closely based off [[Zelda (SSBM)|her appearance]] in ''Melee'', which itself was based off her appearance in ''The Legend of Zelda: Ocarina of Time''. Oddly, the ''Brawl'' color palette which references the design featured in the alternate costume stays, despite Ganondorf's ''Ocarina Of Time'' based palette swap being replaced with the default color for his alternate costume, which is again based off of his ''Ocarina'' design. | |||
Zelda now has an alternate costume that is more closely based off [[Zelda (SSBM)|her appearance]] in ''Melee'', which itself was based off her appearance in ''The Legend of Zelda: Ocarina of Time''. Oddly, the ''Brawl'' color palette which references the design featured in the alternate costume stays, despite Ganondorf's ''Ocarina Of Time'' based palette swap being replaced with the default color for his alternate costume, which is again based off of his ''Ocarina'' design | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Zelda Palette (PM).png|frame|center|Zelda's alternate costumes in PM]] | ||
|- | |- | ||
|[[ | |[[Image:ZeldaHeadSSBB.png]] | ||
|[[ | |[[Image:ZeldaHeadRedSSBB.png]] | ||
|[[ | |[[Image:ZeldaHeadBlueSSBB.png]] | ||
|[[ | |[[Image:ZeldaHeadPinkSSBB.png]] | ||
|[[ | |[[Image:ZeldaHeadGreenSSBB.png]] | ||
|[[ | |[[Image:ZeldaHeadBlackSSBB.png]] | ||
|[[ | |[[Image:ZeldaHeadOoTPM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Two players can use the same costume for Zelda (and Sheik) as long as one chooses Zelda and the other chooses Sheik with the corresponding palette swap (i.e. default costumes or team colors). This is likely an oversight as a result of being able to choose Zelda and Sheik separately. Upon exiting the results screen and going back to the character select screen, one of the character portraits will use a different alternate costume instead. | *Two players can use the same costume for Zelda (and Sheik) as long as one chooses Zelda and the other chooses Sheik with the corresponding palette swap (i.e. default costumes or team colors). This is likely an oversight as a result of being able to choose Zelda and Sheik separately. Upon exiting the results screen and going back to the character select screen, one of the character portraits will use a different alternate costume instead. | ||
==References== | ==References== | ||
<references /> | |||
{{Project M}} | {{Project M}} | ||
[[Category:Zelda]] | [[Category:Zelda]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |