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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Zelda | |name = Zelda | ||
|image | |image = [[File:Zelda SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = SSBB | |base = SSBB | ||
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|moveset2 = Zelda (SSBB) | |moveset2 = Zelda (SSBB) | ||
}} | }} | ||
'''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 | '''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'' | [[File:OoT Zelda PM.png|thumb|right|Zelda's ''Ocarina of Time'' Costume in Project M 3.5]] | ||
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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*{{buff|Zelda [[dash]]es faster (1.22 → 1.275)}} | *{{buff|Zelda [[dash]]es faster (1.22 → 1.275)}} | ||
*{{buff|Zelda's [[traction]] is higher (0.054 → 0.8) though it is still lower than in ''Melee''. This makes it easier for her to punish out of shield compared to ''Brawl'' while giving her a longer [[wavedash]] than in ''Melee''.}} | *{{buff|Zelda's [[traction]] is higher (0.054 → 0.8) though it is still lower than in ''Melee''. This makes it easier for her to punish out of shield compared to ''Brawl'' while giving her a longer [[wavedash]] than in ''Melee''.}} | ||
*{{nerf|Zelda's [[air speed]] is slower although the difference is negligible (0.987 → 0.98).}} | *{{nerf|Zelda's [[air speed]] is slower although the difference is negligible (0.987 → 0.98).}} | ||
*{{buff|Zelda's [[weight]], [[fall speed]] and [[gravity]] have all been reverted to their Melee values (85 → 90 (weight), 1.13 → 1.4 (fall speed), 0.067 → 0.073 (gravity)). This significantly improves her endurance.}} | *{{buff|Zelda's [[weight]], [[fall speed]] and [[gravity]] have all been reverted to their Melee values (85 → 90 (weight), 1.13 → 1.4 (fall speed), 0.067 → 0.073 (gravity)). This significantly improves her endurance.}} | ||
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===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 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 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|[[Up tilt]] | *{{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|Up tilt now renders Zelda's moving arm invulnerable during the attack.}} | ||
*{{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|If Zelda uses down tilt again after connecting with it, the down tilt has | *{{nerf|If Zelda uses down tilt again after connecting with it, the second down tilt has fewer IASA frames (first actionable frame 25 → 30). | ||
*{{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.}} | |||
*{{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 | *{{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|Up smash has smaller hitboxes, and can no longer hit some grounded characters. | *{{nerf|[[Down smash]] has lower knockback for the front-facing kick.}} | ||
*{{nerf|[[Down smash]] has lower knockback | **{{buff|However, the kick behind Zelda has increased damage (10% → 13%) and knockback.}} | ||
**{{buff|However, the kick behind Zelda has | |||
*{{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 due to having a higher SDI multiplier (0x → 0.5x), making some Brawl combos that involved landing to interrupt the move no longer guaranteed. It also has more landing lag (12 frames → 18) | *{{nerf|Neutral aerial's linking hits can now be DI'd due to having a higher SDI multiplier (0x → 0.5x), making some Brawl combos that involved landing to interrupt the move no longer guaranteed. It also has more landing lag (12 frames → 18).}} | ||
*{{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 (Frame 14 → frame 10) and deals 5% electric damage, linking into the explosion itself. The explosion also deals more damage if it hits at the center (15% → 17%). It also [[auto cancel]]s earlier (frame 56 → 38) allowing it to auto cancel out of a [[short hop]] like it could in ''Melee''.}} | ||
*{{nerf|However, the new sourspot of the explosion is weaker in both damage (15% → 14%) and knockback. Up aerial also has more landing lag (22 frames → 25).}} | |||
*{{nerf|However, the new sourspot of the explosion is weaker in both damage (15% → 14%) and knockback | |||
*{{nerf|The linking hitbox of up aerial can be DI'd, which may cause opponents to fall out of range of the explosion making the move less reliable.}} | *{{nerf|The linking hitbox of up aerial can be DI'd, which may cause opponents to fall out of range of the explosion making the move less reliable.}} | ||
*{{buff|Down aerial has also been made to sweetspot on grounded opponents (18%) in addition to aerial opponents, and does more damage (16% → 20% | *{{buff|Down aerial has also been made to sweetspot on grounded opponents (18%) in addition to aerial opponents, and does more damage (16% → 20%). The sweetspot is a powerful KO move on a grounded opponent.''}} | ||
*{{nerf|Down aerial | *{{nerf|Down aerial has slightly more landing lag (21 frames → 24).}} | ||
*{{buff|Both forward and back [[Lightning Kick]]s are based off their ''Melee'' design with larger sweetspots and have more active frames (1 frame → 4) | *{{buff|Both forward and back [[Lightning Kick]]s are based off their ''Melee'' design with larger sweetspots and have more active frames (1 frame → 4). They also have less landing lag (22 frames → 18). The sourspots also deal more damage (4% → 8%).}} | ||
*{{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) | *{{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)). The sweetspot also decays with time, so only the first frame has the strongest hitbox although this is still an improvement over ''Brawl''.}} | ||
===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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*{{nerf|Farore's Wind's reappearance hitbox comes out on frame 2 of reappearance, rather than frame 1.}} | *{{nerf|Farore's Wind's reappearance hitbox comes out on frame 2 of reappearance, rather than frame 1.}} | ||
*{{nerf|Farore's Wind deals less damage (6% (both hits) → 4%).}} | *{{nerf|Farore's Wind deals less damage (6% (both hits) → 4%).}} | ||
*{{buff| | *{{buff|Can act out of [[Transform]] sooner, like {{PM|Sheik}}.}} | ||
*{{buff|Transform now switches Zelda with Sheik much faster due to their files being loaded from the SD card rather than the ''Brawl'' disc.}} | |||
==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 ''Project M'' players in Japan. | *{{Sm|Face|USA}} | ||
*{{Sm|Goode|USA}} - Ranked 7th on the [[MD/VA Power Rankings]] for ''Project M''. | |||
*{{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. | *{{Sm|Zhime|USA}} - Best Zelda in the world. Ranked 32nd on the PMRank 2016. | ||
*{{Sm| | |||
====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" | ||
|- | |- | ||
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|[[File:ZeldaHeadOoTPM.png]] | |[[File: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== |