Editing Zelda (PM)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{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 | |||
|base = ssbb | |||
|altcostume = | |moveset1 = Zelda (SSBM) | ||
| | |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 | [[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--> | |||
==Attributes== | ==Attributes== | ||
In both ''Melee'' and ''Brawl'', Zelda was plagued for being | 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. | ||
Line 20: | Line 21: | ||
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'' | Zelda was immensely buffed from ''Brawl'' to ''Project M''. | ||
===Aesthetics=== | ===Aesthetics=== | ||
Line 33: | Line 30: | ||
*{{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|[[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 | |||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff | *{{buff|Neutral aerial's multiple hits link into each other much better, and the hitboxes are larger.}} | ||
*{{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 | *{{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.}} | ||
*{{nerf|Both forward and back [[Lightning Kick|Lightning Kick]] sweetspots are slightly weaker than in ''Melee''.}} | |||
*{{buff|Down aerial has also been made to sweetspot on grounded opponents | |||
*{{ | |||
===Grabs, throws, and other=== | ===Grabs, throws, and other=== | ||
*{{buff| | *{{buff|Back throw is significantly stronger and is one of the strongest throws in the game.}} | ||
*{{buff|Up throw has decreased knockback, so it can now be used to [[chaingrab]] opponents.}} | |||
*{{buff|Down throw deals more damage and is drastically faster.}} | |||
*{{buff| | |||
*{{buff|Down throw deals more damage | |||
*{{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 | *{{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.}} | ||
*{{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.}} | |||
*{{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|Can act out of [[Transform]] sooner, like {{PM|Sheik}}.}} | |||
*{{nerf|Reappearance hitbox of Farore's Wind deals weaker damage.}} | |||
*{{buff|[[Din's Fire]] functions significantly differently | |||
*{{buff| | |||
*{{buff| | |||
*{{nerf| | |||
==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.}} | ||
Line 180: | Line 133: | ||
*{{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%).}} | ||
*{{ | *{{change|Transform now detonates all current fireballs on the screen.}} | ||
===v3.5=== | ===v3.5=== | ||
Line 194: | Line 147: | ||
*{{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.}} | ||
*{{ | *{{buff|Din's Fire buffed, increasing in size and power as it goes a greater distance.}} | ||
**{{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|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 | **{{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 | |||
==Moveset== | ==Moveset== | ||
Line 207: | Line 159: | ||
|- | |- | ||
! 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 | ||
| [[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 | | [[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 | | [[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 | | || 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 | | || 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--> | ||
|- | |- | ||
Line 253: | Line 205: | ||
|- | |- | ||
! 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 | ||
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 | | || 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) | ||
Line 280: | Line 232: | ||
|- | |- | ||
! 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 | ||
Line 297: | Line 249: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable players=== | ===Notable players=== | ||
{{ | *{{Sm|Grime|USA}} | ||
*{{Sm| | *{{Sm|Idea|Canada}} | ||
*{{Sm| | *{{Sm|Irish|USA}} | ||
*{{Sm| | *{{Sm|Justbngoode|USA}} | ||
*{{Sm| | *{{Sm|Lyric|USA}} | ||
*{{Sm| | *{{Sm|Riot|USA}} | ||
*{{Sm|Rizner|USA}} | |||
*{{Sm|Seibrik|USA}} | |||
*{{Sm|WhiteLightnin|USA}} | |||
*{{Sm|Zhime|USA}} | |||
====Inactive==== | |||
*{{Sm|zerothetheif|Brazil}} | |||
==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. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Zelda]] | [[Category:Zelda]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |