Editing Zelda (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Zelda
|name         = Zelda
|image = {{tabber|title1=Twilight Princess (PM)|content1=[[File:Zelda SSBB.jpg|250px]]|title2=Twilight Princess (P+)|content2=[[File:PPlus Zelda.png|250px]]|title3=Ocarina of Time (PM)|content3=[[File:OoT Zelda PM.png|250px]]|title4=Ocarina of Time (P+)|content4=[[File:PPlus Oot Zelda.png|250px]]}}
|image       = [[Image:Zelda SSBB.jpg|250px]]
|mod = Project M
|mod          = Project M
|base = SSBB
|base        = ssbb
|altcostume = ''Ocarina of Time'' Zelda
|moveset1    = Zelda (SSBM)
|moveset1 = Zelda (SSBM)
|moveset2    = Zelda (SSBB)
|moveset2 = Zelda (SSBB)
|altcostume   = Ocarina of Time Zelda
|tier        = High
|ranking      = 3
}}
}}
'''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 the need of {{PM|Sheik}}.
[[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 low/bottom tier character in both ''Melee'' and ''Brawl'' to a formidable fighter that can be played without need of {{PM|Sheik}}. <!--tier position paragraph-->
Zelda is placed 38th out 41 on the [[Project M#Tier list|official]] [[tier list]], toward the bottom of the D tier. This is very similar to her 24th 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==
In both ''Melee'' and ''Brawl'', Zelda was plagued for being tall, floaty, and slow on the ground and in the air. Additionally, she was hampered by poor approach options. In ''Project M'', these weaknesses are addressed by significantly [[buff]]ing Zelda overall.
In both ''Melee'' and ''Brawl'', Zelda was plagued for being large, floaty, and slow on the ground and in the air. Additionally, she was hampered by poor approach options. In ''Project M'', these weaknesses are addressed by significantly [[buff]]ing Zelda overall.


Zelda excels at defensive gameplay, being able to [[reflect]] projectiles with [[Nayru's Love]], her neutral special. This move can also be used for spacing. Zelda's side special, [[Din's Fire]], is a fiery, guided projectile that explodes after a few seconds or on contact. This move can be used to force opponents to move closer to Zelda or as a combo finisher. Din's Fire does not enforce [[helplessness]] like it did in ''Melee'' and ''Brawl'', meaning the move can be safely used in the air. Other moves that Zelda can use for spacing include her jab, which has disjointed hitboxes, and her neutral aerial, which is good for aerial spacing. Her recovery, [[Farore's Wind]], is versatile in that it sends Zelda a good distance in any direction.
Zelda excels at defensive gameplay, being able to [[reflect]] projectiles with [[Nayru's Love]], her neutral special. This move can also be used for spacing. Zelda's side special, [[Din's Fire]], is a fiery, guided projectile that explodes after a few seconds or on contact. This move can be used to force opponents to move closer to Zelda or as a combo finisher. Din's Fire does not enforce [[helplessness]] like it did in ''Melee'' and ''Brawl'', meaning the move can be safely used in the air. Other moves that Zelda can use for spacing include her jab, which has disjointed hitboxes, and her neutral aerial, which is good for aerial spacing. Her recovery, [[Farore's Wind]], is versatile in that it sends Zelda a good distance in any direction.
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Despite being good for defense, Zelda is also a good offensive character, able to utilize combos and possessing many powerful finishers as well. Zelda's most notable finishers, her [[Lightning Kick]]s, cause high damage and knockback when [[sweetspot]]ted. Although difficult to sweetspot, Zelda's down aerial is an effective [[meteor smash]]. Her up tilt, up aerial, and back throw are also KO moves at high percentages.  
Despite being good for defense, Zelda is also a good offensive character, able to utilize combos and possessing many powerful finishers as well. Zelda's most notable finishers, her [[Lightning Kick]]s, cause high damage and knockback when [[sweetspot]]ted. Although difficult to sweetspot, Zelda's down aerial is an effective [[meteor smash]]. Her up tilt, up aerial, and back throw are also KO moves at high percentages.  


Although she is much better character than either her ''Melee'' or ''Brawl'' iterations, Zelda still has many weaknesses. Her recovery can be easily prevented by proper [[edgehogging]]. Zelda's light weight causes her to be very vulnerable to many finishing moves. Lastly, while the return of ''Melee's'' physics make Zelda faster, she is still slower than the majority of the roster. In earlier version of ''Project M'', Zelda was considered by many to be a powerhouse due to her capability to use three quickly-moving Din's Fire projectiles at once. In ''Project M'' Version 3.5 and onward, Din's Fire was [[nerf]]ed so that only one projectile can be used at a time.
Although she is much better character than either her ''Melee'' or ''Brawl'' iterations, Zelda still has many weaknesses. Her recovery can be easily prevented by proper [[edgehogging]]. Zelda's light weight causes her to be very vulnerable to many finishing moves. Lastly, while the return of ''Melee's'' physics make Zelda faster, she is still slower than the majority of the roster. In earlier version of ''Project M'', Zelda was considered by many to be a powerhouse due to her capability to use three quickly-moving Din's Fire projectiles at once. In ''Project M'' Version 3.5 and onward, Din's Fire was [[nerf]]ed so that only one projectile can be used at a time. On top of that, the speed of the remaining projectile was drastically lessened.


==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
Zelda was immensely buffed from ''Brawl'' to ''Project M''. Her mobility has been improved and many of her attacks are faster. Many of her moves also have improved KO potential such as back throw and the back hit of her down smash. The changes to PM's mechanics also greatly benefit her as they improve her combo potential and her overall endurance is higher. Lastly, [[Transform]] is much faster and {{PM|Sheik}} much like in Melee is a more effective character.
Zelda was immensely buffed from ''Brawl'' to ''Project M''.
 
She did see a few nerfs however. Her down tilt has more ending lag and can no longer [[trip]] opponents. Some of her KO moves such as down smash's front hit and her Lightning Kicks were weakened while some of her moves such as up smash, up aerial and neutral aerial are less reliable.
 
Overall, she is much more effective and viable than she has ever been; however, her buffs were not enough to keep up with most of the cast, resulting in her remaining one of the weaker characters in the game.


===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.}}
===Attributes===
*{{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''.}}
*{{nerf|However, her higher traction also limits the length of her new wavedash.}}
*{{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.}}
*{{nerf|Her higher weight however prevents her from being knocked down by {{PM|Fox}}'s shine making her vulnerable to his waveshine combos.}}


===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|[[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 tilt now has a hitbox behind Zelda when she swings her arm backwards. It also has less startup lag with a longer duration (frames 12-14 → 10-16) and it has less ending lag (frame 40 → 32).}}
*{{change|Forward tilt now has a hitbox at the very tip that does slightly more damage (14%), but has reduced knockback (50 (base), 88 (scaling) → 65/60).}}
*{{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 (50 (base), 88 (scaling) (all) → 50/80 (hand), 50/100 (arm/body)) and deals less damage on the arm and body (12% (arm), 11% (body) → 10%/9%).}}
*{{buff|[[Up tilt]] deals more damage (11% → 15% (clean), 13% (late)) giving it more kill power despite its decrease knockback (65 (base), 105 (scaling) → 40/110 (clean), 30/120 (late)). It also has less startup lag with a longer duration (frames 10-24 → 8-28), it has less ending lag (frame 48 → 40) and sends opponents at a more vertial angle (70° → 75°/85°). 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.}}
*{{nerf|Due to having a strong hit and a late hit, the strong hit of up tilt has a shorter duration (frames 10-24 → 8-16).}}
*{{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 more ending lag (frame 25 → 30). Down tilt also has a shorter duration (frames 5-11 → 5-8) and can no longer [[trip]] opponents.}}
*{{buff|Dash attack's clean hit deals more damage (12% → 13%) and the late hit has a longer duration (frames 9-13 → 9-17). Dash attack also has less ending lag (frame 38 → 36).}}
*{{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. Forward smash also has a reduced SDI multiplier (0.5x → 0.25x) making it more difficult to escape from.}}
*{{buff|Up smash has less startup (frame 6 → 5) and ending lag (frame 57 → 51).}}
*{{nerf|Up smash has smaller hitboxes, and can no longer hit some grounded characters. It also has a higher SDI multiplier (0.1x → 0.25x) and the final hit deals less damage (5% → 4%) although its knockback growth was compensated (210 → 240).}}
*{{nerf|[[Down smash]] has lower knockback scaling for the front-facing kick (95 → 90). It also has a shorter duration (frames 4-6 → 4-5). Both hits also send opponents at a higher angle (20° (both) → 30° (front), 25° (back) making it less effective as a [[semi-spike]].}}
**{{buff|However, the kick behind Zelda has less startup lag with a longer duration (frames 12-14 → 11-14), increased damage (10% → 13%) and knockback scaling (85 → 90). Down smash also has less ending lag (frame 40 → 32).}}
*{{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 (13% → 15%). It also has less ending lag (frame 50 → 42) and it now has a landing hit. The final hit also has increased knockback (40 (base), 130/120 (scaling) → 15/175).}}
*{{buff|Neutral aerial's multiple hits link into each other much better, and the hitboxes are larger.}}
*{{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) though this is compensated with the reintroduction of [[L-cancel]]ing.}}
*{{buff|Up aerial has an early hitbox at the base of her fingertips which deals weak electric damage and links into her up air sweetspot. The explosion also deals more damage if it hits at the center.}}
*{{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%) and it has a longer duration (frames 14-16 → 10-17). It also has less ending lag (frame 55 → 49) and it [[auto cancel]]s earlier (frame 56 → 38) allowing it to auto cancel out of a [[short hop]] like it could in ''Melee''.}}
*{{buff|Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents. While the sourspot deals stronger damage, the sweetspot is significantly stronger than in ''Brawl'', and both are more powerful on aerial foes.}}
*{{change|the sweetspot has altered knockback (30 (base), 110 (scaling) → 32/102).}}
*{{nerf|Both forward and back [[Lightning Kick|Lightning Kick]] sweetspots are slightly weaker than in ''Melee''.}}
*{{nerf|However, the new sourspot of the explosion is weaker in both damage (15% → 14%) and knockback (30 (base), 102 (scaling) → 5/115). Up aerial also has more landing lag (22 frames → 25).}}
*{{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%) and has more knockback scaling (90 → 117). The sweetspot is a powerful KO move on a grounded opponent and it has less ending lag (frame 45 → 40).''}}
*{{nerf|Down aerial has a shorter duration (frames 14-24 → 14-17) and has slightly more landing lag (21 frames → 24). It also auto-cancels one frame later (frame 40 → 41).}}
*{{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) although the sweetspot now decays over time. They also have less ending lag (frame 40 (forward), frame 36 (back) → 36/33) allowing forward aerial to be performed twice in a short hop and they also have 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)) and knockback (34 (base), 95 (scaling) (forward), 40/96 (back) → 25/100 (forward), 30/105 (back). Forward aerial's sourspot also has a shorter duration (frames 9-12 → 9-11).}}
*{{change|The sweetspot and late sweetspot hitboxes of forward aerial send at a slightly lower angle. ([[Sakurai angle]] → 40°)}}


===Grabs, throws, and other===
===Grabs, throws, and other===
*{{buff|Grabs are faster (frame 12 (standing), 11 (dash), 14 (pivot) → 8/10/13).}}
*{{buff|Back throw is significantly stronger and is one of the strongest throws in the game.}}
*{{nerf|Standing grab has more ending lag (frame 30 → 31).}}
*{{buff|Up throw has decreased knockback, so it can now be used to [[chaingrab]] opponents.}}
*{{nerf|Forward throw deals less damage (12% → 10%).}}
*{{buff|Down throw deals more damage and is drastically faster.}}
*{{change|Forward throw has reduced base knockback (60 → 50) but also has a much faster animation that can catch opponents off guard. It also sends opponents at a higher angle (45° → 60°).}}
*{{buff|Back throw has increased knockback scaling (60 → 87) significantly improving its 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.}}
*{{nerf|Up throw deals less damage (11% → 8%) with its knockback scaling compensated (50 → 66).}}
*{{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.}}
*{{nerf|Up throw deals less damage.}}


===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 posseses improved invulnerability.}}
*{{change|Nayru's Love no longer sends opponents based on the direction Zelda is facing.}}
*{{buff|[[Din's Fire]] functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding, and upon making contact with a foe, it inflicts damage and sets the fireball on a trail back to Zelda, hurting opponents that it hits. In addition to these changes, the control of fireballs is massively increased. After a fireball is suspended for too long, it will explode (like the original attack) and begin traveling, possesing wide hitboxes that deal strong knockback. Using Transform will also force it to explode. It also no longer puts Zelda into free fall if used in the air.}}
*{{change|Zelda has a different voice clip when performing Nayru's Love.}}
*{{buff|[[Farore's Wind]] can air dodge to interrupt teleporting from the ground, giving Zelda the ability to [[waveland]] or pseudo-wavedash any time during the duration of the move. The disappearance hitbox also has its ''Melee'' power, and its start-up lag has been reverted to its Melee self.}}
**{{buff|The linking hits now draw opponents in from both sides.}}
*{{buff|Can act out of [[Transform]] sooner, like {{PM|Sheik}}.}}
*{{nerf|The aerial version of Nayru's Love has no invulnerability.}}
*{{nerf|Reappearance hitbox of Farore's Wind deals weaker damage.}}
*{{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 ''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. The timed explosion deals a high damage (10-25%).}}
*{{nerf|The regular explosion of Din's Fire deals less damage (8-16% → 7-12%) although its increased utility gives it more damage potential.}}
*{{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 during Farore's Wind's startup. She can also act out of Farore's Wind much sooner improving it's recovery potential.}}
*{{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.}}
*{{change|Zelda now has a voice clip when using Aerial Farore's Wind (the same voice clip used for her full hop).}}
*{{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%).}}
*{{buff|Due to files being loaded from the SD card rather than the ''Brawl'' disc, [[Transform]] now functions significantly faster as in ''Melee'', allowing Zelda to act sooner once she finishes using the move. This trait is shared with {{PM|Sheik}}.}}


==Revisions==
==Revisions==
note : Zelda began receiving notable nerf in v3,0 & v3,5
===v2.5b===
===v2.5b===
*{{buff|Priority on hitboxes for jab altered to work better on heavyweights' hitstun animations.}}
*{{buff|Priority on hitboxes for jab altered to work better on heavyweights' hitstun animations.}}
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*{{nerf|Nayru's Love's aerial land cancel has slightly more lag.}}
*{{nerf|Nayru's Love's aerial land cancel has slightly more lag.}}
*{{nerf|Din's Fire static hitboxes inflict less damage (6% as opposed to 8%).}}
*{{nerf|Din's Fire static hitboxes inflict less damage (6% as opposed to 8%).}}
*{{buff|Transform now detonates all current fireballs on the screen.}}
*{{change|Transform now detonates all current fireballs on the screen.}}


===v3.5===
===v3.5===
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*{{nerf|All throws cause less damage.}}
*{{nerf|All throws cause less damage.}}
*{{nerf|No longer invincible when using Nayru's Love in the air.}}
*{{nerf|No longer invincible when using Nayru's Love in the air.}}
*{{change|Din's Fire functionality changed from 3 fireballs that explode after a time to 1 fireball that returns after explosion.}}
*{{buff|Din's Fire buffed, increasing in size and power as it goes a greater distance.}}
**{{change|The fireball now decreases in speed as it increases in size, rather than the other way around. This property is maintained as it returns to Zelda.}}
**{{change|New function implemented. Pressing the side special button while a fireball is set stationary will allow it to return to Zelda. The time it takes for the fire to return and the amount of damage depends on how far Zelda launched it; if no action is taken after it is set, the fire will automatically return to her itself later.}}
**{{buff|New function implemented. Pressing the side special button while a fireball is set stationary will allow it to return to Zelda. The time it takes for the fire to return and the amount of damage depends on how far Zelda launched it; if no action is taken after it is set, the fire will automatically return to her itself later.}}
**{{buff|Din's Fire slowly builds up power once Zelda places it, and it will self detonate after a set time. The explosion is large and powerful, and gives an advantage to attack those with higher damage or are stuck airborne.}}  
**{{buff|The minimum time it takes to place a fireball has been decreased.}}
**{{nerf|The number of fireballs that can be on the screen at one time has been reduced from 3 to 1.}}
**{{nerf|The number of fireballs that can be on the screen at one time has been reduced from 3 to 1, and the total distance they can reach has been decreased}}


==Moveset==
==Moveset==
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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, but very slow for a 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.
|-
|-
! 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, potentially comboing into other moves. The tip hitbox has lower knockback than the hand hitbox, facilitating combos to some degree. Can be angled.  
| || 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. Strong vertical KO power, even for the late hitbox.
| || 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, and grounded opponents who come in contact with her foot. If Zelda attempts another down tilt after connecting one on an opponent, she will suffer from additional lag after the move. Against opponents at high percents, down tilt has weak vertical knockback and can potentially combo into KO moves.
| || 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. The sweetspot can start combos or can kill at very high percents.
| || 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. Relatively low ending lag, with large range. However, it can be escaped from with good [[SDI]].  
| || {{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 with reasonably strong knockback. This move can be SDI'd out of, but it is difficult. Combos into itself or other moves at low percents, depending on the opponent.
| || {{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 at a low angle. The back hit is stronger than the front hit in terms of both damage and knockback. Zelda's leg is intangible while performing the move.   
| || {{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. Relatively fast startup.
| || 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
| [[Lightning Kick]] || 19% (foot clean), 16% (foot late), 8% (body) || Zelda quickly kicks in front of her, 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. Otherwise, it's extremely weak and doesn't KO until over 300% at the sourspot. Sends opponents at a slightly lower angle than the back aerial.
| [[Lightning Kick]] || 19% (foot clean), 16% (foot late), 8% (body) || Zelda quickly kicks in front of her, 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. Otherwise, it's extremely weak and doesn't KO until over 300% at the sourspot.
|-  
|-  
! 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. This is Zelda's fastest aerial at 5 frames of startup.
| [[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.
|-
|-
! 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. The center of the explosion deals more damage and knockback, and launches at a perfectly vertical angle.
| || 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 very high knockback.
| || 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.
<!--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. A very fast throw.
| || 10% || Magically twirls her opponent and throws them forward.
|-
|-
! colspan=2| Back throw
! colspan=2| Back throw
Line 262: Line 214:
|-
|-
! 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 launched 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, and does very high damage for a throw. At the edge of the stage, she can set up an early edgeguard.
| || 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. When used in the air, it has no invincibility but the lag can be cancelled if Zelda lands after the hitboxes are done.
| [[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) || Allows Zelda to place a fireball on the field, which can damage opponents upon contact. After a few seconds or if Side+B is pressed again, the fireball explodes and returns as a "wisp" to Zelda, dealing damage to opponents it touches along the way. If an opponent makes contact with the fireball before the initial explosion, it will do damage but not explode, but still become a "wisp". The "wisp" can be detonated with Side+B, creating a small explosion before it resumes travelling back to Zelda. The more time Zelda spends placing the fireball, the bigger and stronger the ending explosion will be, and the more slowly the "wisp" travels.  
| [[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. Press B while teleporting to shorten the teleport but lose the ending hitbox. With good timing and positioning, Zelda can teleport onto platforms and cancel most of the ending lag.
| [[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]] || &mdash; || Transforms into [[Sheik_(PM)|Sheik]], detonating any undetonated fireballs. Invulnerable during the transformation (blue sparks).
| [[Transform]] || &mdash; || 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===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Grime|USA}}
*{{Sm|Dr.|USA}} - Best Zelda on the West Coast. Honorable mention on [[PMRank 2017]].
*{{Sm|Idea|Canada}}
*{{Sm|evil lesbian|USA}} - The best active Zelda main in the world. Ranked #38 on [[PMRank 2023]] with wins on {{Sm|techboy}} and {{Sm|ORLY}}.
*{{Sm|Irish|USA}}
*{{Sm|Kalne|Japan}} - One of the two best ''Project M'' players in Japan.
*{{Sm|Justbngoode|USA}}
*{{Sm|Zhime|USA}} - Best Zelda in the world. Ranked 32nd on the PMRank 2016.
*{{Sm|Lyric|USA}}
*{{Sm|kate|USA}} - Recently ranked 5th on the MAPM power ranking in mid 2021. Wins on {{Sm|Twisty}}, {{Sm|Flipp}}, {{Sm|Flarp}}, {{Sm|Motobug}}, and {{Sm|Plagavis}}.
*{{Sm|Riot|USA}}
*{{Sm|Rizner|USA}}
*{{Sm|Seibrik|USA}}
*{{Sm|WhiteLightnin|USA}}
*{{Sm|Zhime|USA}}
 
====Inactive====
*{{Sm|zerothetheif|Brazil}}


==Alternate costumes==
==Alternate costumes==
===Project M===
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. Zelda has the Triforce symbol in her right hand after getting a Final Smash with her Ocarina of Time costume.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Zelda Palette (PM).png|frame|center|Zelda's alternate costumes in PM]]
|colspan=8|[[Image:Zelda Palette (PM).png|frame|center|Zelda's alternate costumes in PM]]
|-
|-
|[[File:ZeldaHeadSSBB.png]]
|[[Image:ZeldaHeadSSBB.png]]
|[[File:ZeldaHeadRedSSBB.png]]
|[[Image:ZeldaHeadRedSSBB.png]]
|[[File:ZeldaHeadBlueSSBB.png]]
|[[Image:ZeldaHeadBlueSSBB.png]]
|[[File:ZeldaHeadPinkSSBB.png]]
|[[Image:ZeldaHeadPinkSSBB.png]]
|[[File:ZeldaHeadGreenSSBB.png]]
|[[Image:ZeldaHeadGreenSSBB.png]]
|[[File:ZeldaHeadBlackSSBB.png]]
|[[Image:ZeldaHeadBlackSSBB.png]]
|[[File:ZeldaHeadOoTPM.png]]
|[[Image:ZeldaHeadOoTPM.png]]
|}
|}
===Project+===
Zelda gained more alternate costumes, with most of them being reworked in Project+ 2.3:
*Pink/Blue: Based on her appearance as a resident of Skyloft in ''The Legend of Zelda: Skyward Sword''.
*Red (OOT): Given brown hair, better resembling the ending of ''The Legend of Zelda'' if Link rescues her with the Red Ring equipped.
*Green (OOT): Based on her appearance in the ending of ''The Legend of Zelda''  if she was rescued by Link with no ring equipped.
*Blue (OOT):
*Violet (OOT): A more accurate portrayal of Zelda's appearance as seen in official artwork for ''The Legend of Zelda: Ocarina of Time''.
*Dark Purple (OOT): Based on Princess Hilda from ''The Legend of Zelda: A Link Between Worlds''.
[[File:Zelda Palette (P+).png|800px|thumb|center|Zelda's alternate costumes in P+]]
'''Secret costumes:'''
[[File:Zelda Z P+.png|160px]] [[File:Zelda R_P+.png|160px]]
'''Z-Secret Costume:''' Young Zelda clothing
'''R-Secret Costume:''' Hyrule Warriors Zelda


==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.


==External links==
*[https://www.reddit.com/r/SSBPM/comments/der1bz/labbing_discord_results_zelda/ Labbing Discord Tech Post]


==References==
{{reflist}}


{{Project M}}
{{Project M}}
[[Category:Zelda]]
[[Category:Zelda]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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