Editing Zelda (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

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 16: Line 16:
Jun Mizusawa reprises her role as Zelda's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.
Jun Mizusawa reprises her role as Zelda's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.


Zelda is ranked 52nd/53rd out of 54 on the [[tier list]], so she is placed in the G tier, which ties her with {{SSB4|Ganondorf}}. This is similar to her placement in ''Brawl'', where she was ranked 37th out of 38. Zelda has a solid combo game, with her possessing multiple attacks which can set up into other moves. When coupled with her overall high damage output, Zelda is capable of racking up a solid amount of damage at a respectably fast rate.
Zelda is ranked 52th/53rd out of 54 on the [[tier list]], so she is placed in the G tier, which ties her with {{SSB4|Ganondorf}}. This is similar to her placement in ''Brawl'', where she was ranked 37th out of 38. Zelda has a solid combo game, with her possessing multiple attacks which can set up into other moves. When coupled with her overall high damage output, Zelda is capable of racking up a solid amount of damage at a respectably fast rate.


Zelda also boasts an array of KOing options, most notably her forward smash, up smash, [[sweetspot]]ted [[Lightning Kick]]s, up aerial and sweetspotted down aerial. By extension, [[Farore's Wind]] is a very potent and powerful KO move, reliably KOing any character below 100% while near the upper blast line, which makes it especially potent from [[out of shield]] when it can be applied. She also has a solid grab game, with her back throw being a solid KO option near the ledge and her down throw being a potent combo throw, even at higher percents.
Zelda also boasts an array of KOing options, most notably her forward smash, up smash, [[sweetspot]]ted [[Lightning Kick]]s, up aerial and sweetspotted down aerial. By extension, [[Farore's Wind]] is a very potent and powerful KO move, reliably KOing any character below 100% while near the upper blast line, which makes it especially potent from [[out of shield]] when it can be applied. She also has a solid grab game, with her back throw being a solid KO option near the ledge and her down throw being a potent combo throw, even at higher percents.
Line 25: Line 25:
Lastly, she does not have a particularly effective out of shield game. While Farore's Wind is a very strong out of shield option, it is a frame 8 option and it has limited range. In addition to this, the first hit of the move can be [[Directional influence|DI]]ed, which Zelda has to predict and follow and if she misses the second hit, she is left wide open for a large punish. As for her other options, her up smash is frame 9 and has abysmal range, making it useless out of shield, her shield grab is frame 10 and while it does have decent range, its range is not incredible either, taking its startup lag into account. Her aerials are difficult or even impossible to land in some cases (especially against shorter characters) and while down tilt and down smash are solid, they are frame 12 options. When combined with her below average traction. this makes it very difficult or even impossible for her to punish moves which are either spaced well or even moves which are fairly negative on shield, which overall makes her struggle with shield pressure, although her down tilt and down smash are solid [[power shield]] punishes.
Lastly, she does not have a particularly effective out of shield game. While Farore's Wind is a very strong out of shield option, it is a frame 8 option and it has limited range. In addition to this, the first hit of the move can be [[Directional influence|DI]]ed, which Zelda has to predict and follow and if she misses the second hit, she is left wide open for a large punish. As for her other options, her up smash is frame 9 and has abysmal range, making it useless out of shield, her shield grab is frame 10 and while it does have decent range, its range is not incredible either, taking its startup lag into account. Her aerials are difficult or even impossible to land in some cases (especially against shorter characters) and while down tilt and down smash are solid, they are frame 12 options. When combined with her below average traction. this makes it very difficult or even impossible for her to punish moves which are either spaced well or even moves which are fairly negative on shield, which overall makes her struggle with shield pressure, although her down tilt and down smash are solid [[power shield]] punishes.


As a result, Zelda's strong punish game is not enough to make up for her poor mobility, endurance, neutral game, disadvantage state, approach potential and inconsistent moveset, resulting in Zelda struggling against most of the cast, much like she did in the previous two games. Ultimately, this meant that Zelda retained extremely minimal representation in competitive play much like the previous two games and in turn, extremely sparse results. However, Zelda has nevertheless managed to find a few instances of success, from players such as {{Sm|ven}}, {{Sm|Fairess}}, {{Sm|Purple Guy}}, {{Sm|Onpu}}, and {{Sm|Zolda}}.
As a result, Zelda's strong punish game is not enough to make up for her poor mobility, endurence, neutral game, disadvantage state, approach potential and inconsistent moveset, resulting in Zelda struggling against most of the cast, much like she did in the previous two games. Ultimately, this meant that Zelda retained extremely minimal representation in competitive play much like the previous two games and in turn, extremely sparse results. However, Zelda has nevertheless managed to find a few instances of success, from players such as {{Sm|ven}}, {{Sm|Fairess}}, {{Sm|Purple Guy}}, {{Sm|Onpu}}, and {{Sm|Zolda}}.


==Attributes==
==Attributes==
Line 49: Line 49:


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Due to her status as the second lowest ranked character in ''Brawl'', Zelda received a mix of buffs and nerfs in the transition to ''SSB4'', being buffed overall. However, those buffs weren't enough to improve her standing compared to the rest of the cast. Farore's Wind is the most notable buff that she received; in addition to being a much safer recovery, it is now a risky but potent KO option, especially from out of shield, thanks to various hitbox and knockback adjustments. The removal of [[meteor cancel]]ing greatly improves down aerial's reliability off stage. Zelda's new down special, Phantom Slash, is a fairly strong projectile with a decent amount of utility: it is a capable edge-guarding option, helps her cover almost all [[edge recovery|edge get-up options]], can protect and/or enable her to attack from behind the Phantom itself, and boasts KO potential when fully charged. Din's Fire now has a powerful sweetspot placed in the inner part of the explosion. Zelda's KO potential was also improved outside of the aforementioned attacks thanks to beneficial hitbox changes: her forward tilt and dash attack can now KO at high percentages to compensate for the loss of their combo potential, while her forward and up smashes possess stronger KO potential.
Due to her status as the second lowest ranked character in ''Brawl'', Zelda received a mix of buffs and nerfs in the transition to ''SSB4'', being buffed overall. However, those buffs weren't enough to improve her standing compared to the cast. Farore's Wind is the most notable buff that she received: it is now a risky, yet potent KOing option, especially from out of shield, thanks to various hitbox and knockback adjustments. Her Lightning Kicks are now easier to land, due to their altered hitbox placements. Down aerial can now sweetspot grounded opponents and the removal of [[meteor cancel]]ing greatly improves its reliability off stage. Zelda's new down special, Phantom Slash, is a fairly strong projectile with a decent amount of utility: it is a capable edge-guarding option, helps her cover almost all [[edge recovery|edge get-up options]], can protect and/or enable her to attack from behind the Phantom itself, and boasts KO potential when fully charged. Din's Fire now has a powerful sweetspot placed in the inner part of the explosion. Zelda's KO potential was also improved outside of the aforementioned attacks thanks to beneficial hitbox changes: her forward tilt and dash attack can now KO at high percentages to compensate for the loss of their combo potential, while her forward and up smashes possess stronger KO potential.


As a result of the removal of [[hitstun canceling]], Zelda's combo game has also noticeably improved: neutral attack's angle adjustments make it a better set-up option at low percentages, up tilt's lower damage output and increased speed make it a reliable combo option, neutral aerial's multihit adjustments make it better at damage racking and follow-ups, and down throw's increased knockback and altered angle make it a reliable combo starter and KO set-up into up aerial and back aerial at high percentages.
As a result of the removal of [[hitstun canceling]], Zelda's combo game has also noticeably improved: neutral attack's various hitbox and knockback adjustments make it a better set-up option at low percentages, up tilt's lower damage output and increased speed make it a reliable combo option, neutral aerial's hitbox adjustments make it better at damage racking, sweetspotted down aerial can now be used as a set-up option on grounded opponents, and down throw's increased knockback and altered angle make it a useful KO set-up into up aerial and back aerial at high percentages.


However, Zelda also received noticeable nerfs. The most notable is the removal of her ability to [[Transform]] into Sheik, which is further compounded by the latter having been significantly buffed in the transition from ''Brawl'' to ''SSB4''. Outside of this, most of Zelda's direct nerfs have been applied to her hitbox sizes and frame data: up and down smash have much shorter ranges with the former in particular having less utility and being slower, while the latter has slightly more startup and has a weaker front hit. Lightning Kicks have weaker sweetspots and are drastically laggier, preventing her from being actionable or auto-canceling in a short hop. This massively worsens their risk and greatly hinders their use in neutral. Din's Fire is much less maneuverable and more inconsistent due to having a sourspot in the outer area of the explosion, making it worse as a zoning tool. While [[rage]] can compound her already strong KO power, her low weight prevents her from consistently building up a high amount of rage, and it worsens her already poor endurance. While her combo game is stronger, she is also easier to combo not only due to the aforementioned removal of hitstun canceling but also because of her faster fall speed and gravity.
However, Zelda also received noticeable nerfs. The most notable is the removal of her ability to [[Transform]] into Sheik, which is further compounded by the latter having been significantly buffed in the transition from ''Brawl'' to ''SSB4''. Outside of this, most of Zelda's direct nerfs have been applied to her damage output and frame data: up and down smash had slightly shorter ranges with the former smash having less utility, being laggier and less reliable while the latter has slightly more startup and has a weaker initial hit. Sweetspotted Lightning Kicks have lower base knockback and the Lightning Kicks themselves are significantly laggier having more ending lag preventing them from being performed twice in a short hop or auto-canceling in a short hop greatly hindering their spacing potential. Up tilt deals much less damage and has lower knockback greatly hindering its KO potential, and Din's Fire is less maneuverable and more inconsistent due to having a sourspot in the outer area of the explosion, making it worse as a zoning tool. While [[rage]] can improve her already strong KO power, her low weight prevents her from consistently building up a high amount of rage and it worsens her already poor endurance. While her combo game is stronger, she is also easier to combo not only due to the aforementioned removal of hitstun canceling but also because of her faster fall speed/gravity.


Overall, Zelda's much better combo game supplements her stronger [[out of shield]] game. However, she is still burdened with a poor approach and neutral game, owing to the buffs to her mobility being marginal at best (especially since many other characters also had their mobility improved to varying degrees), while she also received significant nerfs to some of her key moves in the previous game. While she overall greatly benefits from the changes to ''Smash 4''{{'}}s mechanics, they were not enough to offset her weaknesses. As a result, she is still considered to be one of the worst characters in the game with her tournament results remaining poor for the most part.
Overall, Zelda's much better combo game supplements her stronger [[out of shield]] game. However, she is still burdened with a poor approach and neutral game, owing to the buffs to her mobility being marginal at best (especially since many other characters also had their mobility improved to varying degrees), while she also received significant nerfs to some of her key moves in the previous game. While she overall greatly benefits from the changes to ''Smash 4''{{'}}s mechanics, they were not enough to offset her weaknesses. As a result, she is still considered to be one of the worst characters in the game with her tournament results remaining poor for the most part.
Line 62: Line 62:
*{{change|Zelda has received two new [[alternate costume]]s,}} one of them being based on her appearance in either ''A Link to the Past'' or ''A Link Between Worlds'' (which would eventually inspire her current design in the next game). Her red alternate costume now depicts her as wearing gloves like her default color (in ''Brawl'', her red costume did not have gloves for some reason, even though her other colors, including her default, still do). Her ''Ocarina of Time''-based alternate costume is now colored purple instead of pink.
*{{change|Zelda has received two new [[alternate costume]]s,}} one of them being based on her appearance in either ''A Link to the Past'' or ''A Link Between Worlds'' (which would eventually inspire her current design in the next game). Her red alternate costume now depicts her as wearing gloves like her default color (in ''Brawl'', her red costume did not have gloves for some reason, even though her other colors, including her default, still do). Her ''Ocarina of Time''-based alternate costume is now colored purple instead of pink.
*{{change|Zelda is significantly more expressive. She now scowls while using most attacks and when hanging from an edge; smiles during one of her [[victory pose]]s; winces in pain after [[tripping]]; appears alarmed while [[teeter]]ing; and winces depressingly while [[Floor recovery|laying prone/supine]].}}
*{{change|Zelda is significantly more expressive. She now scowls while using most attacks and when hanging from an edge; smiles during one of her [[victory pose]]s; winces in pain after [[tripping]]; appears alarmed while [[teeter]]ing; and winces depressingly while [[Floor recovery|laying prone/supine]].}}
*{{change|Most attacks have updated visual and sound effects.}}
*{{change|Most attacks have updated visual and sound effects. All magical attacks also now have a {{b|magic|effect}} effect instead of an [[electric]] effect, and are lower pitched.}}
*{{change|[[Sidestep]], [[air dodge]] and up [[taunt]]'s animations have changed.}}
*{{change|[[Sidestep]], [[air dodge]] and up [[taunt]]'s animations have changed.}}
*{{change|Zelda vocalizes less frequently while [[jump]]ing, a trait shared with many other characters except {{SSB4|Falco}}.}}
*{{change|Zelda vocalizes less frequently while [[jump]]ing, a trait shared with many other characters except {{SSB4|Falco}}.}}
Line 69: Line 69:
===Attributes===
===Attributes===
*{{buff|Zelda [[walk]]s faster (0.8 → 0.87).}}
*{{buff|Zelda [[walk]]s faster (0.8 → 0.87).}}
*{{buff|Zelda [[dash]]es faster (1.224 → 1.3). Her initial dash is notably faster (1.25 → 1.6).}}
*{{buff|Zelda [[dash]]es faster (1.224 → 1.3).}}
*{{buff|Zelda's [[air speed]] is faster (0.987 → 1.04).}}
*{{buff|Zelda's [[air speed]] is faster (0.987 → 1.04).}}
*{{nerf|Zelda's [[air acceleration]] is significantly lower (0.1 → 0.065), noticeably hindering her aerial approach and retreat options.}}
*{{nerf|Zelda's [[air acceleration]] is significantly lower (0.1 → 0.065), noticeably hindering her aerial approach and retreat options.}}
Line 85: Line 85:
*{{buff|Zelda's item toss is stronger (0.8 → 0.95).}}
*{{buff|Zelda's item toss is stronger (0.8 → 0.95).}}
**{{nerf|However, the removal of [[glide toss]]ing hinders her approach with items.}}
**{{nerf|However, the removal of [[glide toss]]ing hinders her approach with items.}}
*{{buff|None of Zelda's moves use the electric effect anymore. All the moves that previously did (neutral attack, up tilt, dash attack, forward smash (final hit), up smash, neutral aerial (final hit), forward aerial (sweetspot), back aerial (sweetspot), down aerial (clean hit), pummel and down throw) now use the newly introduced magic effect. This reduces their hitlag and allows them to damage {{SSB4|Olimar}}'s yellow [[Pikmin]].}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack deals more damage (2% (hits 1-3)/6% (total) → 3% (hits 1-2)/5% (hit 3)/11% (total)), without full compensation on the final hit's knockback (10 (base), 160 (scaling) → 40/95).}}
**{{buff|Neutral attack deals more damage (2% (hits 1-3)/6% (total) → 3% (hits 1-2)/5% (hit 3)/11% (total)), without full compensation on the final hit's knockback (10 (base), 160 (scaling) → 40/95).}}
***{{nerf|This reduces its follow-up potential at higher percents.}}
**{{buff|Neutral attack now has a magic effect rather than an electric effect, which gives the move less hitlag, as well as allowing it to damage {{SSB4|Olimar}}'s yellow [[Pikmin]].}}
**{{buff|Combined with neutral attack's higher damage, the changes to shields noticeably improve the move's safety on shield, with it now being safe on shield against a majority of the cast.}}
**{{buff|The first two hits have altered set knockback on Zelda's hand and magic burst (30 (hand)/7 (burst) → 40/30) and they now send opponents towards Zelda ([[Sakurai angle|361°]] → 140°). This makes the move connect more reliably.}}
**{{buff|The first two hits have altered set knockback on Zelda's hand and magic burst (30 (hand)/7 (burst) → 40/30) and they now send opponents up and toward Zelda ([[Sakurai angle|361°]] → 140°). This makes the move connect more reliably.}}
***{{nerf|However, these new angles combined with the final hits higher knockback have removed the move's ability to [[jab lock]].}}
***{{nerf|However, these new angles combined with the final hits higher knockback hinder the move's ability to trip and [[jab lock]].}}
**{{buff|The arm hitboxes are larger (2.5u/3u → 3.2u/4u (hits 1-2)/3.6u/3.6u (hit 3)) and they are now positioned at the same height as the burst hitbox, allowing them to hit more grounded opponents.}}
**{{buff|The arm hitboxes are larger (2.5u/3u (hits 1-2), 2.5u/3.5u (hit 3) → 3.2u (hits 1-2), 3.6u (hit 3)), and they are now static hitboxes positioned lower at the same height as the burst hitbox, improving their ability to hit grounded opponents.}}
***{{nerf|However, this also gives them less range above Zelda.}}
***{{nerf|However, this also gives them less range above Zelda.}}
**{{buff|The changes to shields noticeably improves neutral attack's safety on shield, with the move now being completely frame safe on shield against a majority of the cast.}}
**{{nerf|The inner body hitbox has been removed, giving the move less range inside of Zelda.}}
**{{nerf|The first two hits' burst hitbox is smaller (4.5u → 4u).}}
**{{nerf|The first two hits' burst hitbox is smaller (4.5u → 4u).}}
**{{nerf|The inner body hitbox has been removed, giving the move less range inside Zelda.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup lag (frame 12 → 10) with a shorter total duration (FAF 40 → 38).}}
**{{buff|Forward tilt has less startup lag (frame 12 → 10) with a shorter total duration (FAF 40 → 38).}}
**{{buff|The outer hand hitbox has been moved slightly further forward (x offset: 3 → 3.5), slightly improving its range.}}
**{{change|The hand hitboxes now launch opponents horizontally (110° → 361°). This improves its spacing potential and allows it to be used for edgequarding, but removes its ability to set up juggles, as well as hindering its KO potential near the upper blast zone.}}
**{{nerf|Forward tilt has a shorter duration (frames 12-14 → 10-11).}}
**{{nerf|Forward tilt has a shorter duration (frames 12-14 → 10-11).}}
**{{buff|The outer hand sweetspot has been moved farther out (x offset: 3 → 3.5), slightly improving its range.}}
***{{nerf|However, the inner hand hitbox is no longer also a sweetspot, further reducing the sweetspot's range point-blank. Interestingly, it still uses the same sound effect as the sweetspot, despite behaving identically to the other sourspot.}}
**{{change|The hand hitboxes now launch opponents horizontally (110° → 361°). This improves its KO potential near the side blast zones, but removes its ability to set up juggles, as well as hindering its KO potential near the upper blast zone.}}
**{{nerf|Forward tilt deals less damage (13% (hand)/12% (arm)/11% (body) → 12% (outer hand)/10% (inner hand/arm)), hindering its KO potential.}}
**{{nerf|Forward tilt deals less damage (13% (hand)/12% (arm)/11% (body) → 12% (outer hand)/10% (inner hand/arm)), hindering its KO potential.}}
**{{nerf|Forward tilt's body hitbox has been removed, reducing the move's range inside of Zelda, despite the arm hitbox being moved closer to her (x offset: 0 → -1).}}
**{{nerf|Forward tilt's body hitbox has been removed, reducing the move's range inside of Zelda, despite the arm hitbox being moved closer to her (x offset: 0 → -1).}}
***{{change|The move now entirely uses slash effects, no longer having a hit with a normal effect and punch sound effect.}}.
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less startup lag (frame 10 → 7) and much less ending lag (FAF 48 → 30). The hitboxes have a slightly shorter duration (frames 10-24 → 7-18), but are longer relative to the move's total duration.}}
**{{buff|Up tilt has less startup lag (frame 10 → 7) and much less ending lag (FAF 48 → 30).}}
**{{buff|Up tilt launches opponents at a higher and inward angle (70° → 100°).}}
**{{buff|Up tilt launches opponents at a higher angle which sends opponents towards Zelda (70° → 100°).}}
**{{nerf|Up tilt deals less damage (11% → 7.2%) and knockback (65 (base), 105 (scaling) → 45/110), significantly hindering its KO potential.}}
**{{buff|Up tilt now has a magic effect rather than an electric effect, which gives the move less hitlag, as well as allowing it to damage Olimar's yellow Pikmin.}}
***{{buff|However, when combined with the move's greatly increased speed, altered launch angle and the changes to [[hitstun canceling]] and [[directional influence]], this significantly improves the move's combo potential.}}
**{{nerf|The arm and shoulder hitboxes are smaller (4.5u/4u → 3u/3u).}}
**{{change|The arm hitbox is positioned closer to Zelda (x offset: 2 → 1).}}
**{{change|The arm hitbox is positioned closer to Zelda (x offset: 2 → 1).}}
**{{nerf|Up tilt has a shorter duration (frames 10-24 → 7-18).}}
**{{nerf|Up tilt deals less damage (11% → 7.2%), and knockback (65 (base), 105 (scaling) → 45/110), significantly hindering its KO potential.}}
***{{buff|However, when combined with the move's greatly increased speed, altered launch angle and the changes to [[hitstun canceling]] and [[Directional Influence]], this significantly improves the move's combo potential.}}
**{{nerf|The arm and body hitboxes are smaller (4.5u/4u → 3u/3u).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Down tilt now always launches opponents vertically (270° (leg/body/ground foot)/80° (aerial foot) → 80°).}}
**{{change|Down tilt now always launches opponents vertically (270° (leg/body/ground foot)/80° (aerial foot) → 80°), much like the previous aerial foot hitbox.}}
***{{buff|This allows Zelda to follow up with aerials, especially at mid percents, as well as making the move slightly safer on hit due to it forcing the opponent into the air.}}
***{{buff|This grants Zelda the ability to followup with her aerials, especially at mid percents, as well as making the move safer on hit, due to it forcing the opponent into the air.}}
***{{nerf|This means that the move is no longer capable of [[trip]]ping, significantly hindering its set up potential at lower percents.}}
***{{nerf|However, this also significantly hinders the move's ability to lead into itself (especially against floatier characters), as well as hindering its edgeguarding potential.}}
***{{nerf|This also significantly hinders the move's ability to lead into itself (especially against floatier characters), as well as hindering its edgeguarding potential.}}
***{{nerf|This also means that the move is no longer capable of [[trip]]ping, significantly hindering its set up potential at lower percents.}}
**{{nerf|Zelda now gets pushed backward after landing multiple down tilts, which along with the move's altered angle further hinders its ability to chain into itself.}}
**{{change|Down tilt has a lower extra trip chance (40% → 20%), although its altered launch angle makes it incapable of tripping regardless.}}
**{{change|Down tilt has a lower extra trip chance (40% → 20%), although its altered launch angle makes it incapable of tripping regardless.}}
**{{nerf|Down tilt deals less damage (8% (leg)/7% (foot) → 5.5%), and it has increased knockback scaling (80 → 120), hindering its damage racking potential at lower percents and its follow-up potential at higher percents, especially when combined with its new angle.}}
**{{nerf|Down tilt deals less damage (8% (leg)/7% (foot) → 5.5% (both)), and it has increased knockback scaling (80 → 120), hindering its damage racking potential at lower percents and its followup potential at higher percents, especially when combined with its new angle.}}
***{{buff|However, this also improves its follow-up potential below higher percents.}}
***{{buff|However, this also improves its followup potential below higher percents.}}
**{{nerf|Down tilt now uses one smaller extended hitbox (5u/4.5u/4u/4u → 3.6u) which is positioned closer to Zelda than the previous foot hitbox (y offset: 6.5 → x offset: 6) which overall has less rage than the previous hitboxes. The move has a smaller disjoint and no longer covers Zelda's body.}}
**{{nerf|Down tilt now uses one smaller extended hitbox (5u/4.5u/4u/4u → 3.6u) which is positioned closer to Zelda than the previous foot hitbox (y offset: 6.5 → x offset: 6) which overall has less rage than the previous hitboxes. The move has a smaller disjoint and it no longer covers Zelda's body.}}
**{{nerf|Zelda now gets pushed backwards after landing multiple down tilts which along with the move's altered angle, significantly hinders its ability to chain into itself.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack now has a magic effect rather than an electric effect, which gives the move less hitlag despite the clean hit's sweetspot's higher hitlag multiplier (1x → 1.2x), as well as allowing it to damage Olimar's yellow Pikmin.}}
**{{nerf|Dash attack has a shorter duration (frames 6-8 (clean)/9-13 (late) → 6-7/8-10), reducing the move's overall range as its animation was unchanged.}}
**{{nerf|Dash attack has a shorter duration (frames 6-8 (clean)/9-13 (late) → 6-7/8-10), reducing the move's overall range as its animation was unchanged.}}
**{{nerf|Dash attack has more ending lag (FAF 38 → 40).}}
**{{nerf|Dash attack has more ending lag (FAF 38 → 40).}}
**{{change|The clean hit's sweetspot has a higher hitlag multiplier (1x 1.2x), but still has less hitlag due to losing the electric effect.}}
**{{buff|Dash attack's clean hit's sweetspot has higher base knockback (70 85).}}
**{{change|The clean hit's sweetspot is now a static hitbox positioned directly in front of Zelda's hands rather than on her head.}}
**{{buff|The clean hit's sweetspot is now positioned directly in front of Zelda's hand rather than on her head, giving it slightly more range in front of her.}}
***{{buff|This makes the sweetspot easier to land on grounded opponents to the sides of Zelda.}}
***{{nerf|However, this hitbox is also much smaller (4.8u → 2.2u) which along with its new position, gives it much less range behind and above Zelda, as well as generally making it harder to land.}}
***{{nerf|However, it is much smaller (4.8u → 2.2u), which along with its new position gives it much less range behind and above Zelda. It also no longer increases the move's total range due to now being completely within the sourspot's range.}}
**{{change|The clean hit's sweetspot now launches opponents horizontally (90° 361°).}}
**{{nerf|The clean hit's sourspot is smaller (7u → 5u). This reduces its vertical range, but its horizontal range was compensated due to now being an extended hitbox (z offset: 12 7.8 to 13.8).}}
***{{buff|This improve's its KO potential when used near the horizontal blastzone.}}
**{{change|The late hit is now one extended hitbox instead of consisting of a sweetspot and sourspot.}}
***{{nerf|However, this hinders its overall KO potential, including from center stage despite its higher knockback.}}
**{{change|The launch angle is now uniformly diagonal (90°/361° (sweetspots/sourspots) → 50°).}}
**{{buff|The clean hit's sourspot now uses an extended hitbox which is positioned further away from Zelda (z offset: 12 13.8), which overall gives it more horizontal range, especially behind Zelda.}}
***{{buff|The clean hit's sweetspot has higher base knockback (70 85), which improves its KO potential when used near the horizontal blast zone.}}
***{{nerf|However, this hitbox is also smaller (7u → 5u), giving it less vertical range.}}
****{{nerf|However, this hinders its overall KO potential, especially from center stage or farther from the ledge.}}
**{{nerf|The clean hit's sourspot deals less knockback (50 (base), 70 (scaling) → 80/50) and it launches opponents at a higher angle (361° → 50°), significantly hindering its KO potential unless it is used extremely close to the horizontal blastzone.}}
***{{nerf|The clean hit's sourspot has altered knockback (50 (base), 70 (scaling) → 80/50), overall having worse KO potential unless it is used extremely close to the horizontal blast zone.}}
**{{buff|The late hit now uses an extended hitbox which retains the size of the previous sourspot, giving it much more range relative to Zelda.}}
****{{buff|However, the higher base knockback now makes it safe on hit at all percents.}}
**{{change|The late hit no longer has a head hitbox.}}
***{{nerf|The late hit deals less damage (8% (head)/7% (hands) → 6%). It knockback was not fully compensated (20 (base), 70 (scaling) → 80/50), which overall hinders its KO potential, especially when used far from the horizontal blast zone.}}
**{{nerf|The late hit deals less damage (8% (head)/7% (hands) → 6%) and it launches opponents at a less favorable angle (90° (head)/361° (hands) → 50°). It knockback was not fully compensated (20 (base), 70 (scaling) → 80/50), which overall hinders its KO potential, especially when used far from the horizontal blastzone.}}
****{{nerf|It can no longer trip or lock.}}
***{{buff|However, the late hit's higher base knockback makes it much safer on hit at lower percents.}}
****{{buff|However, the late hit's higher base knockback makes it safe on hit at all percents.}}
****{{nerf|However, this also removes the late hit's ability to lock opponents.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash's loop hits' angles (30°/45°/60° → 25°/165°) and set knockback (30/40/50/80 → 40/50) have been altered. When combined with the weakening of [[SDI]], this makes forward smash connect more reliably despite the loop hits having a higher SDI multiplier (0.5x → 1x).}}
**{{buff|The final hit deals more knockback (30 (base), 105 (scaling) → 37/110), improving its KO potential.}}
**{{buff|The final hit now has a magic effect instead of an electric effect.}}
**{{change|The hitboxes are positioned marginally higher (y offset: 9.07 → 9.1).}}
**{{change|The hitboxes are positioned marginally higher (y offset: 9.07 → 9.1).}}
**{{nerf|Forward smash has smaller hitboxes (3.5u/3.5u/4.3u/5u → 4.2u/4.5u (hits 1-4), 4.5u/4.5u/5.7u/6.7u → 5.5u/6u (hit 5)), and because the move only has two hitboxes per hit instead of four, it does not reach as far into Zelda (z offset: 3/7/11/16 (8/16 (hits 1-4)/9.5/16 (hit 5)), reducing its range, especially behind Zelda.}}
**{{nerf|Forward smash has more ending lag (FAF 40 → 50).}}
**{{buff|Forward smash's loop hits' angles (30°/45°/60° → 25°/165°) and set knockback (30/40/50/80 → 40/50) have been altered. When combined with the weakening of [[SDI]], this makes forward smash connect more reliably despite the looping hits' higher SDI multiplier (0.5x → 1x).}}
**{{nerf|Forward smash has smaller hitboxes (3.5u/3.5u/4.3u/5u → 4.2u/4.5u (hits 1-4), 4.5u/4.5u/5.7u/6.7u → 5.5u/6u (hit 5) and because the move only has two hitboxes per hit instead of four, it does not reach as far into Zelda (z offset: 3/7/11/16 (8/16 (hit 1)/9.5/16 (hit 2)), reducing its range, especially behind Zelda.}}
**{{buff|The final hit deals more knockback (30 (base), 105 (scaling) → 37/110), improving its KO potential.}}
**{{nerf|Forward smash has much more ending lag (FAF 40 → 50).}}
*[[Up smash]]:
*[[Up smash]]:
**{{nerf|Up smash has more startup lag (frame 6 → 9). This particularly hinders Zelda's out of shield game as she is no longer capable of punishing -6 or -7 moves on shield, unless she powershields.}}
**{{buff|Up smash now has a magic effect instead of an electric effect. This gives the first four hits less hitlag, as well as allowing all hits to damage Olimar's yellow Pikmin.}}
**{{nerf|Up smash only has 7 looping hits instead of 10 (frame 6/8/10/12/14/16, 23/25/27/29 → 9/12/15/18, 25/28/31), reducing the number of active frames. The number of frames between the first hit and and the launching hit is unchanged, but at the cost of increased gaps between its hits.}}
**{{buff|The first four hits deal more damage (1% → 2%), making the move deal slightly more damage overall despite having less hits (15% → 15.4%).}}
**{{buff|The first set of looping hits deals more damage (1% → 2%), while the second set deals slightly less (1% → 0.8%). Overall, the move deals slightly more maximum damage despite having less hits (15% → 15.4%).}}
**{{buff|The loop hits deal less knockback (60/50/60/60 (set), 100 (scaling) 40/105), allowing them to connect more reliably.}}
**{{nerf|The looping hits have much smaller hitboxes (5u/5u/5.5u/5.5u → 3.5u/4.2u/3.5u/3.5u).}}
**{{buff|The loop hit's upper hitbox now uses an auto-link angle (270° → [[Autolink angle|366°]]), allowing it to connect more reliably into the rest of the move, as well as preventing it from potentially tripping opponents, which could previously potentially make the rest of the move miss due to the trip's intangibilty.}}
**{{nerf|The upper loop and side hitboxes are positioned lower (y offset: 21/18 18/17). This reduces its vertical range to the point where the looping hits can no longer hit opponents above Zelda on the side [[Battlefield]] platforms, while not giving them more range below her due to their smaller size.}}
**{{nerf|The side hitboxes are positioned closer to Zelda, reducing the move's horizontal range (z offset: 6 5).}}
***{{nerf|Altogether, these changes greatly hinder up smash's use as an [[Out of Shield]] option, as its range has been drastically reduced.}}
**{{buff|The final hit deals more knockback (20 (base), 210 (scaling) → 24/214), improving its KO potential.}}
**{{buff|The final hit deals more knockback (20 (base), 210 (scaling) → 24/214), improving its KO potential.}}
**{{change|The loop hits have a higher SDI multiplier (0.1x 0.5x), but have less knockback (60/50/60/60 (set), 100 (scaling) → 40/105). The upper loop hit now uses an auto-link angle (270° → [[Autolink angle|366°]]). Overall, these preserve the looping hits' consistency given the changes in their size and positions.}}
**{{change|Up smash only has 8 hits instead of 11, although it still has the same overall duration.}}
**{{nerf|The second set of looping hits and the final hit have a higher hitlag multiplier (0.5x, 1x → 1x, 2x), giving them more hitlag despite no longer having an electric effect.}}
**{{nerf|Up smash has more startup lag (frame 6/8/10/12/14/16/23/25/27/29/31 → 9/12/15/18/25/28/31/34).}}
**{{nerf|The loop hits have smaller hitboxes (5u/5u/5.5u/5.5u 3.5u/4.2u/3.5u/3.5u).}}
**{{nerf|The upper loop hitbox is positioned lower (y offset: 21 18). This reduces its vertical range to the point where it can no longer hit opponents on the side [[Battlefield]] platforms if Zelda is under them.}}
***{{nerf|The side hitboxes are also positioned lower (y offset: 18 → 17). This reduces their range above Zelda as well, while also failing to give them less range below her due to their smaller size.}}
**{{nerf|The side hitboxs are positioned closer to Zelda (z offset: 6 → 5).}}
***{{nerf|Altogether, these changes greatly hinder up smash's use as an [[Out of Shield]] option, as it is slower and its already unspectacular range has been significantly reduced. This particularly hinders Zelda's out of shield game as she is no longer capable of punishing -6 or -7 moves on shield, unless she powershields.}}
**{{nerf|Up smash has more ending lag (FAF 57 → 64), with the move no longer being able to lead into itself at lower percents.}}
**{{nerf|Up smash has more ending lag (FAF 57 → 64), with the move no longer being able to lead into itself at lower percents.}}
**{{nerf|The loop hits have a higher SDI multiplier (0.1x → 0.5x) and hits 5-7 also have a higher hitlag multiplier (0.5x → 1x), giving them more hitlag despite no longer having an electric effect.}}
**{{nerf|The final hit has a higher hitlag multiplier (1x → 2x), giving it more hitlag despite no longer having an electric effect.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has less ending lag (FAF 40 → 38).}}
**{{buff|The back hit has more knockback scaling (85 → 96) improving its KO potential, especially the foot hitbox.}}
**{{nerf|Down smash has more startup lag with a shorter duration (frames 4-6 (front)/12-14 (back) → 5-6/13-14).}}
**{{nerf|Down smash has more startup lag with a shorter duration (frames 4-6 (front)/12-14 (back) → 5-6/13-14).}}
**{{nerf|Zelda's right leg is no longer intangible on frames 4-14.}}
**{{nerf|Zelda's leg is no longer intangible while performing down smash.}}
**{{nerf|The front hit has less knockback scaling (95 → 86) hindering its KO potential.}}
**{{nerf|The front hit has less knockback scaling (95 → 86) hindering its KO potential.}}
**{{buff|The back hit has more knockback scaling (85 → 96) improving its KO potential.}}
**{{nerf|The leg hitbox launches opponents at a much higher angle (20° → 361°), noticeably hindering its edgeguarding and KO potential, particularly for the front hit.}}
**{{nerf|The leg hitboxes no longer semi-spike (20° → 361°), noticeably hindering their edgeguarding and KO potential.}}
***{{buff|However, this also allows to leg hitbox to trip opponents, despite the move having a lower trip chance (30% → 20%).}}
***{{buff|However, this also allows to leg hitbox to trip opponents, despite the move having a lower trip chance (30% → 20%).}}
**{{nerf|Down smash has smaller hitboxes (5u/5u/4u → 4.2u/3u). The leg hitbox now uses an extended hitbox, although this does not fully compensate for the removal of the upper leg hitbox.}}
**{{nerf|Down smash has smaller hitboxes (5u/5u/4u → 4.2u/3u). The leg hitbox now uses an extended hitbox, although this does not fully compensate for the removal of the upper leg hitbox.}}
**{{nerf|Down smash now uses static hitboxes, which does not reach as far as the previous hitboxes (foot hitbox x/y/z offsets: -2/7/0 → 0/3/12.5 (front)/0/3/11 (back)). This gives down smash less range overall, as well as hindering its ability to hit opponents in the z-axis.}}
**{{nerf|Down smash now uses static hitboxes, which does not reach as far as the previous hitboxes (foot hitbox x/y/z offsets: -2/7/0 → 0/3/12.5 (front)/0/3/11 (back)). This gives down smash less range overall, as well as hindering its ability to hit opponents in the Z axis.}}
***{{buff|However, this does also give the front hit more consistent horizontal range.}}
***{{buff|However, this does also give the front hit more consistent horizontal range.}}
**{{buff|Down smash has less ending lag (FAF 40 → 38).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials except down aerial have shorter initial auto-cancel windows (frames 1-5 (neutral)/1-7 (forward)/1-4 (back)/1-13 (up) → 1-3 (neutral/forward)/1-2 (back)/1-4 (up)).}}
*{{nerf|All aerials except down aerial have shorter initial auto-cancel window (frames 1-5 (neutral)/1-7 (forward)/1-4 (back)/1-13 (up) → 1-3 (neutral/forward)/1-2 (back)/1-4 (up)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)). This improves its damage-racking ability if the opponent is in front of Zelda, but worsens it if hit behind her.}}
**{{change|Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)). This improves its damage racking ability if the opponent is in front of Zelda, but worsens it if hit behind her.}}
***{{buff|The front hit now has higher priority, effectively increasing the move's damage output on average.}}
***{{buff|The front and back hit now have swapped priority (ID# 1/0 → 0/1), making the more damaging front hitbox easier to land.}}
**{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (3u → 4.7u).}}
**{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (3u/3u → 4.7u).}}
***{{nerf|However, the loop hits no longer have a head and body hitbox, giving them less vertical range.}}
**{{buff|The loop hits now have a consistent auto-link angle (150° (hands)/270° (head)/90° (body) → 366° (all)) and they have consistent set knockback (75 (hands)/50 (head)/120 (body) → 75) and knockback scaling (100 (hands)/90 (head/body) → 100), making them connect more reliably.}}
**{{buff|The loop hits use a uniform auto-link angle (150° (hands)/270° (head)/90° (body) → 366°) and set knockback (75 (hands)/50 (head)/120 (body) → 75) and knockback scaling (100 (hands)/90 (head/body) → 100), making them connect more reliably and improving the move's follow-up potential.}}
**{{buff|The final hit now has a magic effect, instead of an electric effect.}}
**{{nerf|Neutral aerial has more ending lag (FAF 50 → 51) and a longer animation (49 frames → 57).}}
**{{nerf|Neutral aerial has more ending lag (FAF 50 → 51) and a longer animation (49 frames → 57).}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 19).}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 19).}}
**{{nerf|The final hit's head and body hitboxes have lower knockback scaling (120 → 110).}}
**{{nerf|The loop hits no longer have a head and body hitbox, giving them less vertical range.}}
**{{nerf|The final hit's head and body hitbox have lower knockback scaling (120 → 110).}}
*[[Lightning Kick]]s:
*[[Lightning Kick]]s:
**{{buff|Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.}}
**{{buff|Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.}}
***{{nerf|However, these animations are also longer (49 frames → 62), increasing the amount of time Zelda cannot grab ledges after performing a Lightning Kick.}}
***{{nerf|However, these animations are also longer (49 frames → 62), increasing the amount of time Zelda cannot grab ledges after performing a Lightning Kick.}}
**{{buff|The sweetspots have a slightly larger hitbox (1.7u → 1.9u), making them slightly easier to land.}}
**{{buff|The sweetspots have a slightly larger hitbox (1.7u → 1.9u), making them slightly easier to land.}}
**{{buff|The sweetspots now have a magic effect, instead of an electric effect, reducing their previously rather extreme hitlag.}}
**{{buff|The changes to shields significantly improve Lightning Kicks' safety and effectiveness on shield, especially the sweetspots, which are no longer burdened against shielding opponents by their extreme hitlag.}}
**{{buff|The changes to shields significantly improve Lightning Kicks' safety and effectiveness on shield, especially the sweetspots, which are no longer burdened against shielding opponents by their extreme hitlag.}}
**{{buff|The introduction of [[frame canceling]] benefits Lightning Kicks due to their sweetspots' extremely high hitlag, which can give them much less landing lag when they connect if timed and spaced properly.}}
**{{buff|The introduction of [[frame canceling]] benefits Lightning Kicks due to their sweetspots' extremely high hitlag, which can give them much less landing lag when they connect if timed and spaced properly.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial has more startup lag (frame 8 → 9).}}
**{{nerf|Forward aerial has more startup lag (frame 8 → 9).}}
**{{nerf|Forward aerial has more ending lag (FAF 40 → 53), with Zelda no longer being actionable again in a short hop.}}
**{{nerf|Forward aerial has more ending lag (FAF 40 → 53), with Zelda no longer being able to perform another aerial after it in a short hop.}}
**{{nerf|Forward aerial has slightly more landing lag (22 frames → 23).}}
**{{nerf|Forward aerial has slightly more landing lag (22 frames → 23).}}
**{{nerf|Forward aerial auto-cancels much later (frame 25 → 50) no longer doing so in a short hop.}}
**{{nerf|Forward aerial auto-cancels much later (frame 25 → 50) no longer doing so in a short hop.}}
***{{nerf|Altogether, these changes significantly hinder forward aerial's spacing potential and safety on hit.}}
***{{nerf|Altogether, these changes significantly hinder forward aerial's spacing potential.}}
**{{nerf|The sweetspot has lower base knockback (35 → 24), hindering its KO potential.}}
**{{nerf|The sweetspot has lower base knockback (35 → 24), hindering its KO potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Back aerial has more startup lag (frame 5 → 6).}}
**{{nerf|Back aerial has more startup lag (frame 5 → 6).}}
**{{nerf|Back aerial has more ending lag (FAF 36 → 53), with Zelda no longer being actionable again in a short hop.}}
**{{nerf|Back aerial has more ending lag (FAF 36 → 53), with Zelda no longer being able to perform another aerial after it in a short hop.}}
**{{nerf|Back aerial has more landing lag (22 frames → 25).}}
**{{nerf|Back aerial has more landing lag (22 frames → 25).}}
**{{nerf|Back aerial auto-cancels much later (frame 26 → 52) no longer doing so in a short hop.}}
**{{nerf|Back aerial auto-cancels much later (frame 26 → 52) no longer doing so in a short hop.}}
**{{nerf|Back aerial overall has slightly reduced range due to its new animation, with its range now being more in line with forward aerial.}}
**{{nerf|Back aerial overall has slightly reduced range due to its new animation, with its range now being more in line with forward aerial.}}
***{{nerf|Altogether, these changes significantly hinder back aerial's spacing potential and safety on hit.}}
***{{nerf|Altogether, these changes significantly hinder forward aerial's spacing potential.}}
**{{nerf|The sweetspot has lower base knockback (40 → 28), hindering its KO potential.}}
**{{nerf|The sweetspot has lower base knockback (40 → 28), hindering its KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial deals more damage (15% → 17%).}}
**{{buff|Up aerial deals more damage (15% → 17%).}}
**{{buff|Up aerial has less landing lag (22 frames → 19).}}
**{{nerf|Up aerial has lower knockback scaling (110 → 84), noticeably hindering its KO potential despite its increased damage.}}
**{{nerf|Up aerial has lower knockback scaling (110 → 84), noticeably hindering its KO potential despite its increased damage.}}
**{{change|Up aerial's hitbox is positioned slightly more inward (z offset 1.7u → 0.5u).}}
**{{nerf|Up aerial has a slightly smaller hitbox (8.199994u → 8u).}}
**{{nerf|Up aerial has a slightly smaller hitbox (8.199984u → 8u).}}
**{{buff|Up aerial has less landing lag (22 frames → 19).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial now has an initial auto-cancel window during its first three frames.}}
**{{buff|Down aerial now has an initial auto-cancel window during its first three frames.}}
**{{buff|The clean hit can now hit grounded opponents, giving the move less startup lag with a longer duration against grounded opponents (frames 15-24 → 14 (clean)/15-24 (late)).}}
**{{buff|The sweetspot can now hit grounded opponents, giving the move less startup lag with a longer duration against grounded opponents (frames 15-24 → 14 (clean)/15-24 (late)).}}
**{{buff|The clean hit has a larger hitbox (2.5u → 4u).}}
**{{buff|The sweetspot has a larger hitbox (2.5u → 4u).}}
**{{nerf|The clean hit deals much less knockback (50 (base), 90 (scaling) → 30, 65). This hinders its edge-guarding potential and KO potential, while not improving its combo potential on stage due to the introduction of [[tech]]ing against grounded meteor smashes.}}
**{{buff|The sweetspot now has a magic effect, instead of an electric effect.}}
**{{buff|Down aerial has less landing lag (21 frames → 18).}}
**{{buff|Down aerial has less landing lag (21 frames → 18).}}
***{{buff|When combined with the introduction of [[frame canceling]], this noticeably improves down aerial's safety and followup potential, especially with the sweetspot.}}
**{{nerf|The sweetspot deals less knockback (50 (base), 90 (scaling) → 30/65). This hinders its edge-guarding potential and KO potential (although this is partially compensated with the removal of [[meteor cancel]]ing) and while it does improves its combo potential on stage, this is overall negated by the introduction of [[tech]]ing against grounded meteor smashes.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{buff|Standing and pivot grabs have less start-up lag (frame 12 (standing)/14 (pivot) → 10/11).}}
**{{buff|Standing and pivot grabs have less start-up lag (frame 12 (standing)/14 (pivot) → 10/11).}}
**{{buff|All of Zelda's grabs extend farther out (z offset: 10 (standing)/9 (dash)/-13 (pivot) → z stretch: 13.5u/14.5u/-16.7), giving them more range.}}
**{{buff|All of Zelda's grabs extend further out (z offset: 10 (standing)/9 (dash)/-13 (pivot) → z stretch: 13.5u/14.5u/-16.7), giving them more range.}}
**{{nerf|All grabs have more ending lag (FAF 30 → 38 (standing), FAF 40 → 47 (dash), FAF 36 → 45 (pivot)).}}
**{{nerf|All grabs have more ending lag (FAF 30 → 38 (standing), FAF 40 → 47 (dash), FAF 36 → 45 (pivot)).}}
**{{nerf|All grabs have smaller grabboxes (4.8u → 3.8u (standing/pivot)/3u (dash)).}}
**{{nerf|All grabs have smaller grabboxes (4.8u → 3.8u (standing/pivot)/3u (dash)).}}
**{{nerf|Dash and pivot grab do not extend as far inside Zelda (z offset: -3 (dash)/-1 (pivot) → 4/-4), removing their ability to grab opponents behind Zelda.}}
**{{nerf|Dash and Pivot grab do not extend as far inside of Zelda (z offset: -3 (dash)/-1 (pivot) → 4/-4), removing their ability to grab opponents behind Zelda.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{change|Zelda releases opponents from forward throw earlier (frame 33 → 30). This makes it harder to DI (especially for heavier characters due to the changes to weight dependent throws) but gives it more ending lag as its total duration was unchanged.}}
**{{change|Zelda releases opponents from forward throw earlier (frame 33 → 30). This makes it harder to DI (especially for heavier characters due to the changes to weight dependent throws) but gives it more ending lag as its total duration was unchanged.}}
Line 231: Line 239:
***{{buff|However when combined with the changes to hitstun canceling and DI, these changes improve its combo potential.}}
***{{buff|However when combined with the changes to hitstun canceling and DI, these changes improve its combo potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{change|Down throw's visual effects have changed. Zelda now casts [[Flame|fiery]] magic, instead of electrical magic.}}
**{{nerf|The loop hits deal less damage (2% → 1%), reducing the throw's total damage output (10% → 6%).}}
**{{nerf|The loop hits deal less damage (2% → 1%), reducing the throw's total damage output (10% → 6%).}}
**{{buff|Down throw deals more knockback (80 (base), 42 (scaling) → 85/55), but launches opponents at a higher angle (120° → 100°). When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential despite its higher knockback.}}
**{{nerf|Down throw deals more knockback (80 (base), 42 (scaling) → 85/55), hindering its followup potential while also still being far too weak to KO.}}
**{{buff|Down throw launches opponents at a higher angle (120° → 100°). When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential despite its higher knockback.}}


===Special moves===
===Special moves===
*[[Nayru's Love]]:
*[[Nayru's Love]]:
**{{buff|Nayru's Love has increased intangibility frames (frames 5-12 → 5-15), now coinciding with the hitboxes for 3 frames and improving the move's ability to beat out other moves.}}
**{{nerf|Due to consisting of four hits instead of six, Nayru's Love deals 4% less damage (15% → 11%).}}
**{{change|All hitboxes are positioned slightly higher (y offset 6 → 8).}}
**{{buff|Nayru's Love's loop hits' angles have been altered (10° → 160°). When coupled with the weakening of SDI, this makes it significantly more difficult to escape from.}}
**{{change|The looping hits use 2 medium-sized extended hitboxes (6u/4u) instead of 5 smaller ones (5u/4.8u/4.8u/3.4u/3.4u). They are also positioned closer to Zelda (z offset -13.5/-4/0/4/13.5 → -4 to 4, -10 to 10), overall reducing their horizontal range but improving their vertical range.}}
**{{buff|Nayru's Love has increased intangibility frames (frames 5-12 → 5-15).}}
***{{buff|The innermost hitbox (the only one that can hit aerial opponents) is larger (5u → 6u) and is now extended (z offset 0 → -4 to 4), improving the looping hits' ability to hit aerial opponents.}}
**{{buff|The final hit can now hit aerial opponents with all hitboxes.}}
***{{buff|The innermost hitbox deals more damage (1% → 2%).}}
**{{buff|Nayru's Love's loop hits' angles have been altered to send inward (10° → 160°). This makes it significantly more difficult to escape from.}}
**{{buff|The loop hits have a continuous duration, improving their hit detection (frame 13/16/19/22/25 → 13-24 (rehit rate 4)).}}
**{{nerf|The final hit uses 2 medium-sized extended hitboxes (7u/5u) instead of 5 larger ones (6u/7.8u/7u/7.8u/6u). They are also positioned closer to Zelda (z offset -12/-4/0/4/12 → -4 to 4, -11 to 11), reducing both their horizontal and vertical range.}}
***{{buff|However, all hitboxes can now hit aerial opponents instead of only the innermost one, significantly improving the final hit's range against aerial opponents.}}
***{{buff|The innermost hitbox deals more damage (3% → 5%).}}
**{{nerf|Due to consisting of four hits instead of six, Nayru's Love deals 4% less maximum damage (15% → 11%).}}
***{{buff|However, this is compensated by the damage increase for the innermost hitbox, as well as the looping hitboxes having altered priority, with the 2% hitboxes now having higher priority than the 1% hitboxes.}}
**{{nerf|Zelda no longer has access to her "[https://youtu.be/8djTa_wHqtE Love jump]" technique, hindering Nayru's Love's recovery and mixup potential.}}
**{{nerf|Zelda no longer has access to her "[https://youtu.be/8djTa_wHqtE Love jump]" technique, hindering Nayru's Love's recovery and mixup potential.}}
*[[Din's Fire]]:
*[[Din's Fire]]:
**{{nerf|Din's Fire deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)).}}
**{{nerf|Din's Fire deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)). Additionally, its travel distance, maneuverability and explosion's range have decreased to the point that it must travel a set distance away from Zelda before it can be detonated. Lastly, maneuvering it into the stage now makes it stop moving and explode at the same time, instead of explode. Altogether, these changes significantly hinder its utility.}}
**{{nerf|Its travel distance, maneuverability and explosion's range have been drastically decreased, and it must travel a set distance away from Zelda before it can be detonated. The delay before the explosion is also longer. Lastly, maneuvering it into the stage now makes it stop moving and explode at the same time, instead of explode. Altogether, these changes significantly hinder its zoning utility.}}
**{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, Din's Fire has altered knockback (50 (base)/60 (growth) → 50/97 (sweetspot), 55/40 (sourspot)). This improves its KO potential when fully charged and sweetspotted, but significantly hinders its safety when sourspotted.}}
**{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, Din's Fire has altered knockback (50 (base)/60 (growth) → 50/97 (sweetspot), 55/40 (sourspot)). This improves its KO potential when fully charged and sweetspotted, but significantly hinders its strength when sourspotted.}}
*[[Farore's Wind]]:
*[[Farore's Wind]]:
**{{buff|Farore's Wind's initial hit has decreased start-up lag (frame 11 → 8).}}
**{{buff|Farore's Wind's second hit deals more damage (6% 10% (grounded sweetspot)/7% (grounded sourspot)/12% (aerial sweetspot)/8% (aerial sourspot)). Additionally, due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, its second hit has altered knockback (40 (base)/100 (growth) 90/90 (grounded/aerial sweetspot), 70/90 (grounded/aerial sourspot)). Lastly, its aerial second hit's angle has been altered ([[Sakurai angle|361°]] 55°). Altogether, these changes grant it KO potential when sweetspotted, especially while near the upper blast line, and improve its safety.}}
**{{nerf|The aerial first hit has a slightly smaller hitbox (10.56u 10.5u). The grounded first hit has a smaller hitbox (10.56u 8u) but is positioned lower and is now an extended hitbox (z offset -4 to 4), improving its horizontal reach, range below Zelda and its use as an out of shield option, especially with its faster startup.}}
**{{buff|Farore's Wind's grounded first hit's knockback (40 (base)/100 (growth) → 118/30) and angle have been altered (80° → 91°), granting it combo potential into its aerial second hit. Its aerial first hit also has increased base knockback (40 → 60).}}
**{{buff|Farore's Wind's grounded first hit's knockback (40 (base)/100 (growth) → 118/30) and angle have been altered (80° → 91°), granting it combo potential into its aerial second hit.
**{{buff|Farore's Wind has decreased start-up lag (frame 11 → 8). Additionally, it travels farther and covers significantly more height when used with a jump. Lastly, it now snaps the edge when first used, instead of requiring Zelda to reappear first. Altogether, these changes significantly improve its recovery potential.}}
**{{change|The aerial first hit has slightly increased base knockback (40 → 60), but an unaltered launch angle and knockback scaling, leaving it with a much smaller window to combo compared to the grounded hit.}}
**{{buff|Zelda travels farther and covers significantly more height when used with a jump. The move now snaps to the ledge when first used, instead of requiring Zelda to reappear first. Altogether, these changes significantly improve her recovery.}}
**{{buff|The disappearance and reappearance occur much faster (frame 34/54 → frame 21/41).}}
**{{buff|Farore Wind's second hit has larger hitboxes (9.6u → 10u (grounded), 11u (aerial)). It also has new sourspots that greatly improve the move's range (15u (grounded), 16u (aerial)).}}
**{{buff|Farore's Wind's second hit deals more damage (6% → 10% (grounded sweetspot)/7% (grounded sourspot)/12% (aerial sweetspot)/8% (aerial sourspot)). Its second hit has higher knockback, especially for the sweetspots (40 (base)/100 (growth) → 90/90 (grounded/aerial sweetspot), 70/90 (grounded/aerial sourspot)). Lastly, its aerial second hit's angle has been altered to send more vertically ([[Sakurai angle|361°]] → 55°). Altogether, these changes grant it KO potential when sweetspotted, especially when near the side blast zones for the grounded reappearance and near the upper blast line for the aerial reappearance, and improve its safety on hit.}}
**{{change|Farore Wind's second hit now has a [[slash]] effect instead of a flame effect.}}
**{{change|Farore Wind's second hit now has a [[slash]] effect instead of a flame effect.}}
**{{nerf|Farore Wind's second hit deals more hitlag (1.0x → 1.5x (sweetspots)/1.2x (sourspots)).}}
**{{nerf|The grounded reappearance has significantly more ending lag (FAF 30 → 41), hindering the move's movement and safety.}}
*[[Phantom Slash]]:
*[[Phantom Slash]]:
**{{buff|Zelda has a new down special, Phantom Slash. Phantom Slash is a [[charge]]able attack that summons a {{s|zeldawiki|Phantom}} and propels it forward in order to attack with its sword and/or block incoming attacks.<ref name="Direct"/> Unlike [[Transform]], it deals damage at any level of charge and has very high knockback when fully charged, making it capable of zoning and KOing. Despite this, Phantom Slash cannot be [[charge-cancel]]ed or held indefinitely.}}
**{{buff|Zelda has a new down special, Phantom Slash. Phantom Slash is a [[charge]]able attack that summons a {{s|zeldawiki|Phantom}} and propels it forward in order to attack with its sword and/or block incoming attacks.<ref name="Direct"/> Unlike [[Transform]], it deals damage at any level of charge and has very high knockback when fully charged, making it capable of zoning and KOing. Despite this, Phantom Slash cannot be [[charge-cancel]]ed or held indefinitely.}}
Line 327: Line 321:
|game=SSB4
|game=SSB4
|neutralcount=1
|neutralcount=1
|neutralname=Short Flash ({{ja|ショートフラッシュ|Shōto Furasshu}})
|neutralname=&nbsp;
|neutral1dmg=3% (hits 1-2), 5% (hit 3)
|neutral1dmg=3% (hits 1-2), 5% (hit 3)
|neutraldesc=Extends her arm to emit a small blast of {{b|magic|disambiguation}}al energy from her hand. It has a respectable damage output, very minimal ending lag, low base knockback and high knockback growth. All of these traits make it a useful set-up into dash attack and dash grab at 0%-35%, and a useful spacing option beginning at 40%. Due to it hitting on frame 11, however, it is the slowest neutral attack in the game. Its hitbox also follows Zelda's palm, which can result in it can missing small and/or [[crouching]] opponents.
|neutraldesc=Extends her arm to emit a small blast of {{b|magic|disambiguation}}al energy from her hand. It has a respectable damage output, very minimal ending lag, low base knockback and high knockback growth. All of these traits make it a useful set-up into dash attack and dash grab at 0%-35%, and a useful spacing option beginning at 40%. Due to it hitting on frame 11, however, it is the slowest neutral attack in the game. Its hitbox also follows Zelda's palm, which can result in it can missing small and/or [[crouching]] opponents.
|ftiltname=Magical Cutter ({{ja|マジカルカッター|Majikaru Kattā}})
|ftiltname=&nbsp;
|ftiltdmg=12% (hand), 10% (arm)
|ftiltdmg=12% (hand), 10% (arm)
|ftiltdesc=A magically-infused, outward fanning knifehand strike. It can be angled and its sweetspot, which is located at Zelda's hand, possesses respectable power. Its sweetspot KOs middleweights at 119%/107% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. Its sourspot, which is located at Zelda's arm, is also reliable for KOing in spite of it being noticeably weaker. Its sourspot KOs middleweights at 140%/129% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has noticeable ending lag and a narrow hitbox. Due to its body hitbox being removed since ''Brawl'', it also has a very small blind spot near Zelda's torso.
|ftiltdesc=A magically-infused, outward fanning knifehand strike. It can be angled and its sweetspot, which is located at Zelda's hand, possesses respectable power. Its sweetspot KOs middleweights at 119%/107% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. Its sourspot, which is located at Zelda's arm, is also reliable for KOing in spite of it being noticeably weaker. Its sourspot KOs middleweights at 140%/129% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has noticeable ending lag and a narrow hitbox. Due to its body hitbox being removed since ''Brawl'', it also has a very small blind spot near Zelda's torso.
|utiltname=Barricader ({{ja|バリケーダー|Barikēdā}})
|utiltname=&nbsp;
|utiltdmg=7.2%
|utiltdmg=7.2%
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having minimal ending lag, it is a reliable combo starter. It can combo into itself, neutral attack, forward tilt, forward smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages; and up aerial at medium percentages. It is also decent as both a follow-up from down tilt and as an anti-air attack. However, it is no longer a viable KOing option like in ''Brawl'' because of its lower damage output and altered knockback values.
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having minimal ending lag, it is a reliable combo starter. It can combo into itself, neutral attack, forward tilt, forward smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages; and up aerial at medium percentages. It is also decent as both a follow-up from down tilt and as an anti-air attack. However, it is no longer a viable KOing option like in ''Brawl'' because of its lower damage output and altered knockback values.
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|dtiltname=&nbsp;
|dtiltdmg=5.5%
|dtiltdmg=5.5%
|dtiltdesc=A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. When coupled with it launching at 80°, its minimal ending lag and deceptively long-lasting hitbox, it is also her most reliable combo starter. It can combo into itself, neutral attack, forward tilt, up tilt, forward smash, a grab and Farore's Wind at low percentages; into neutral and forward aerials at medium percentages; and into a dashing up smash and up aerial at medium to high percentages.
|dtiltdesc=A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. When coupled with it launching at 80°, its minimal ending lag and deceptively long-lasting hitbox, it is also her most reliable combo starter. It can combo into itself, neutral attack, forward tilt, up tilt, forward smash, a grab and Farore's Wind at low percentages; into neutral and forward aerials at medium percentages; and into a dashing up smash and up aerial at medium to high percentages.
|dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}})
|dashname=&nbsp;
|dashdmg=12% (clean base), 9% (clean tip), 6% (late)
|dashdmg=12% (clean base), 9% (clean tip), 6% (late)
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to {{SSB4|Peach}}'s dash attack. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To compliment this, its sweetspot's base is strong enough to KO middleweights at 130%/115% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has noticeable ending lag, while its other hitboxes lack KO potential.
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to {{SSB4|Peach}}'s dash attack. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To compliment this, its sweetspot's base is strong enough to KO middleweights at 130%/115% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has noticeable ending lag, while its other hitboxes lack KO potential.
|fsmashname=Shining Palm Shot ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-4), {{ChargedSmashDmgSSB4|13}} (hit 5)
|fsmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-4), {{ChargedSmashDmgSSB4|13}} (hit 5)
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at 93%/83% (''3DS''/''Wii U'') while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged. Due to it hitting on frame 16, however, it has the highest start-up lag out Zelda's smash attacks. It also has a punishable amount of ending lag.
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at 93%/83% (''3DS''/''Wii U'') while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged. Due to it hitting on frame 16, however, it has the highest start-up lag out Zelda's smash attacks. It also has a punishable amount of ending lag.
|usmashname=Power Steer ({{ja|パワースティア|Pawā Sutia}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8)
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8)
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at 110%/100% (''3DS''/''Wii U'') from anywhere on Final Destination. However, it has minimal horizontal range and a punishable amount of ending lag.
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at 110%/100% (''3DS''/''Wii U'') from anywhere on Final Destination. However, it has minimal horizontal range and a punishable amount of ending lag.
|dsmashname=Compass Turn ({{ja|コンパスターン|Conpasu Tān}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (front), {{ChargedSmashDmgSSB4|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (front), {{ChargedSmashDmgSSB4|10}} (back)
|dsmashdesc=A spinning shin kick. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}}, and {{SSB4|Ryu}}'s down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which make it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful, and has rather low ending lag. Its front hit KOs middleweights at 135%/126% (''3DS''/''Wii U'') while near the edge of Final Destination. In comparison, its back hit KOs them at 143%/132% (''3DS''/''Wii U'') while near the edge of Final Destination.
|dsmashdesc=A spinning shin kick. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}}, and {{SSB4|Ryu}}'s down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which make it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful, and has rather low ending lag. Its front hit KOs middleweights at 135%/126% (''3DS''/''Wii U'') while near the edge of Final Destination. In comparison, its back hit KOs them at 143%/132% (''3DS''/''Wii U'') while near the edge of Final Destination.
|nairname=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairname=&nbsp;
|nairdmg=2.5% (hits 1-4 front), 1.5% (hits 1-4 back), 5% (hit 5)
|nairdmg=2.5% (hits 1-4 front), 1.5% (hits 1-4 back), 5% (hit 5)
|nairdesc=Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with back aerial for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d; or as an edge-guarding option and autocancels in a short hop.
|nairdesc=Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with back aerial for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d; or as an edge-guarding option and autocancels in a short hop.
|fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}})
|fairname=[[Lightning Kick]] ({{ja|稲妻キック|Inazuma Kikku}})
|fairdmg=20% (clean foot), 4% (clean leg, late)
|fairdmg=20% (clean foot), 4% (clean leg, late)
|fairdesc=A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at 74%/66% (''3DS''/''Wii U'') while near the edge of Final Destination. Its sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted.
|fairdesc=A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at 74%/66% (''3DS''/''Wii U'') while near the edge of Final Destination. Its sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted.
|bairname=[[Lightning Kick|Lightning Kick (Back)]] ({{ja|稲妻キック(後)|Inazuma Kikku (Ato)}})
|bairname=Lightning Kick ({{ja|稲妻キック|Inazuma Kikku}})
|bairdmg=20% (clean foot), 4% (clean leg, late)
|bairdmg=20% (clean foot), 4% (clean leg, late)
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that it hits on frame 6 (which ties it with neutral aerial for the lowest amount of start-up lag out of Zelda's aerials) and its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at 71%/62% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that it hits on frame 6 (which ties it with neutral aerial for the lowest amount of start-up lag out of Zelda's aerials) and its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at 71%/62% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}})
|uairname=&nbsp;
|uairdmg=17%
|uairdmg=17%
|uairdesc=Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option. It KOs middleweights at 90%/79% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. It can also clip through the bottom of a stage's edge. However, it hits on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has punishable ending lag, a short duration, and fairly short horizontal range. It autocancels in a full hop, but only 2 frames after the animation ends.
|uairdesc=Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option. It KOs middleweights at 90%/79% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. It can also clip through the bottom of a stage's edge. However, it hits on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has punishable ending lag, a short duration, and fairly short horizontal range. It autocancels in a full hop, but only 2 frames after the animation ends.
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild Meteor Heel'')
|dairname=&nbsp;
|dairdmg=16% (clean), 5% (late leg), 4% (late foot)
|dairdmg=16% (clean), 5% (late leg), 4% (late foot)
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]]. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, although it is decently fast for a meteor smash, and can autocancel in a short hop.
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]]. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, although it is decently fast for a meteor smash, and can autocancel in a short hop.
|grabname=Holding ({{ja|ホールディング|Hōrudingu}})
|grabname=&nbsp;
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
|pummelname=Holding Attack ({{ja|ホールディングアタック|Hōrudingu Atakku}})
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=A blast of magical energy. Moderately slow, but one of the most damaging pummels in the game.
|pummeldesc=A blast of magical energy. Moderately slow, but one of the most damaging pummels in the game.
|fthrowname=Force Move ({{ja|フォースムーブ|Fōsu Mūbu}})
|fthrowname=&nbsp;
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is Zelda's most damaging throw, and one of the most damaging forward throws in the game. It is also useful for setting up edge-guards, but lacks KO potential because of its low knockback growth.
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is Zelda's most damaging throw, and one of the most damaging forward throws in the game. It is also useful for setting up edge-guards, but lacks KO potential because of its low knockback growth.
|bthrowname=Force Back Move ({{ja|フォースバックムーブ|Fōsu Bakku Mūbu}})
|bthrowname=&nbsp;
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. It is Zelda's only throw with KO potential, although it is also useful for setting up an edge-guard. It KOs middleweights at 158%/145% (''3DS''/''Wii U'') while near the edge of Final Destination.
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. It is Zelda's only throw with KO potential, although it is also useful for setting up an edge-guard. It KOs middleweights at 158%/145% (''3DS''/''Wii U'') while near the edge of Final Destination.
|uthrowname=Force Top Move ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}})
|uthrowname=&nbsp;
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game, and has decent combo potential, especially against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages; up aerial at medium percentages; and Farore's Wind at high percentages. However, each of these combos are heavily dependent on the opponent's DI.
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game, and has decent combo potential, especially against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages; up aerial at medium percentages; and Farore's Wind at high percentages. However, each of these combos are heavily dependent on the opponent's DI.
|dthrowname=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}})
|dthrowname=&nbsp;
|dthrowdmg=1% (hits 1-4), 2% (throw)
|dthrowdmg=1% (hits 1-4), 2% (throw)
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches at 100°, which allows it to combo into neutral aerial, up aerial and, if timed precisely, back aerial. Its neutral and back aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial combo is more consistent, especially if Zelda utilizes it with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness while Zelda has a high level of [[rage]].
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches at 100°, which allows it to combo into neutral aerial, up aerial and, if timed precisely, back aerial. Its neutral and back aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial combo is more consistent, especially if Zelda utilizes it with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness while Zelda has a high level of [[rage]].
Line 677: Line 671:
*Zelda is the only playable character in ''SSB4'' to have [[Alternate costume (SSB4)#Zelda|an alternate costume]] that inspired her default design in a subsequent ''Super Smash Bros.'' game. In this case, her incarnation from ''A Link Between Worlds'' (with some design elements of her incarnation from ''A Link to the Past'') succeeds her ''Twilight Princess'' incarnation as of ''Ultimate''.
*Zelda is the only playable character in ''SSB4'' to have [[Alternate costume (SSB4)#Zelda|an alternate costume]] that inspired her default design in a subsequent ''Super Smash Bros.'' game. In this case, her incarnation from ''A Link Between Worlds'' (with some design elements of her incarnation from ''A Link to the Past'') succeeds her ''Twilight Princess'' incarnation as of ''Ultimate''.
**Her ''Twilight Princess'' incarnation would become the basis of [[Alternate costume (SSBU)#Zelda|an alternate costume]] in ''Ultimate''.
**Her ''Twilight Princess'' incarnation would become the basis of [[Alternate costume (SSBU)#Zelda|an alternate costume]] in ''Ultimate''.
**Due to this, ''SSB4'' is the only game where Zelda retains her design from a previous game.
*Due to her remaining as her ''Twilight Princess'' incarnation, ''SSB4'' is the only game where Zelda retains her design from a previous game.
*''SSB4'' is the final game where {{SSB4|Kirby}}'s [[List of Copy Abilities|Zelda hat]] resembles Young Zelda's headdress from ''Melee'', even though Zelda's ''Twilight Princess'' incarnation succeeded her ancestor from ''Ocarina of Time'' as a playable character as of ''Brawl''.
*''SSB4'' is the final game where {{SSB4|Kirby}}'s [[List of Copy Abilities|Zelda hat]] resembles Young Zelda's headdress from ''Melee'', even though Zelda's ''Twilight Princess'' incarnation succeeded her ancestor from ''Ocarina of Time'' as a playable character as of ''Brawl''.
*''SSB4'' marks the final appearance of Zelda as a starter character.
*''SSB4'' marks the final appearance of Zelda as a starter character.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: