Editing Zelda (SSBB)

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Zelda also struggles with close range pressure. Her fastest ground option is down smash at frame 4 and while it is quite fast, it is also quite punishable. She does have a safer alternative with down tilt although it is frame 5, which can still lose against characters with superior frame data. Zelda can also have some trouble punishing Out of Shield, despite her strong options. Her only fast option is up smash, which does not have particularly impressive range, matching the shortest ranged grabs. Outside of her up smash, she has no options which are faster than frame 11, which can give her a lot of trouble punishing moves which up smash cannot reach, as long as they are not too punishable. Zelda especially has trouble punishing shorter characters as her already unreliable Lightning Kicks are even harder to land against them. When combined with her low traction, this gives Zelda a limited Out of Shield game overall. Zelda does have much better options after a [[powershield]], as down smash and down tilt become frame 5 options, allowing her to reliably punish relatively safe moves. However, these moves are still not fast enough to punish ordinarily safe moves and Zelda does not gain any faster options to punish opponents from behind.
Zelda also struggles with close range pressure. Her fastest ground option is down smash at frame 4 and while it is quite fast, it is also quite punishable. She does have a safer alternative with down tilt although it is frame 5, which can still lose against characters with superior frame data. Zelda can also have some trouble punishing Out of Shield, despite her strong options. Her only fast option is up smash, which does not have particularly impressive range, matching the shortest ranged grabs. Outside of her up smash, she has no options which are faster than frame 11, which can give her a lot of trouble punishing moves which up smash cannot reach, as long as they are not too punishable. Zelda especially has trouble punishing shorter characters as her already unreliable Lightning Kicks are even harder to land against them. When combined with her low traction, this gives Zelda a limited Out of Shield game overall. Zelda does have much better options after a [[powershield]], as down smash and down tilt become frame 5 options, allowing her to reliably punish relatively safe moves. However, these moves are still not fast enough to punish ordinarily safe moves and Zelda does not gain any faster options to punish opponents from behind.


Another one of Zelda's major flaws is her inconsistency in KOing opponents. As mentioned before, most of Zelda's moveset has high KO potential, but landing them is extremely difficult due to the poorly-placed hitboxes on most of her strongest finishers. Her Lightning Kicks and down aerial are extremely powerful when sweetspotted, but the sweetspot hitboxes are notoriously small and the sourspots have incredibly low knockback, damage output and low hitstun, making the moves dangerously unsafe and difficult to land. Down aerial's sweetspot additionally only works against aerial opponents, which only makes it a viable KO option off stage. Her up aerial is generally impossible to land on a opponent at the same ground level as her and is rather laggy. Her forward smash can be SDI'd out of, her up smash does not have the best horizontal range, and her down smash is rather weak for a smash attack despite its semi-spike properties, while her up tilt is rather slow for a tilt attack and is less effective againt heavier characters. Conversely, Zelda's poor frame data and high knockback attacks give her one of the worst comboing abilities in the game. Zelda is virtually unable to followup her aerials into each other, despite her above-average air speed, due to the terrible hitbox placements and properties of most of her aerials, while her only few combo starters, such as her down tilt, jab or neutral neutral aerial or dash attack, eventually become predictable for repetitive use. Neutral attack has slow startup, unfavorable hitbox places and is susceptible to SDI, neutral aerial's loop hits give it inconsistent followup potential against grounded opponents and while down tilt can rack up a lot of damage by chaining into itself, it is susceptible to SDI, preventing Zelda from getting more than three down tilts at the most against a skilled player. Most of Zelda's combos only last for merely two or three hits at low percentages, which do not rack up a lot of damage under most circumstances. This is aggravated by her poor grab game; her grabs are very slow and while her back throw can KO at higher percents, her others throws have are quite limited, with forward throw only really be using for setting up edgeguards, down throw can be used to rack up damage and set up unreliable followups and up throw does not reliably lead to followups or KOes.
Another one of Zelda's major flaws is her inconsistency in KOing opponents. As mentioned before, most of Zelda's moveset has high KO potential, but landing them is extremely difficult due to the poorly-placed hitboxes on most of her strongest finishers. Her Lightning Kicks and down aerial are extremely powerful when sweetspotted, but the sweetspot hitboxes are notoriously small and the sourspots have incredibly low knockback, damage output and low hitstun, making the moves dangerously unsafe and difficult to land. Down aerial's sweetspot additionally only works against aerial oppoennts, which only makes it a viable KO option off stage. Her up aerial is impossible to land on a opponent at the same ground level as her and is rather laggy. Her forward smash can be SDI'd out of, her up smash does not have the best horizontal range, and her down smash is rather weak for a smash attack despite its semi-spike properties, while her up tilt is rather slow for a tilt attack and is less effective againt heavier characters. Conversely, Zelda's poor frame data and high knockback attacks give her one of the worst comboing abilities in the game. Zelda is virtually unable to followup her aerials into each other, despite her above-average air speed, due to the terrible hitbox placements and properties of most of her aerials, while her only few combo starters, such as her down tilt, jab or neutral neutral aerial or dash attack, eventually become predictable for repetitive use. Neutral attack has slow startup, unfavorable hitbox places and is susceptible to SDI, neutral aerial's loop hits give it inconsistent followup potential against grounded opponents and while down tilt can rack up a lot of damage by chaining into itself, it is susceptible to SDI, preventing Zelda from getting more than three down tilts at the most against a skilled player. Most of Zelda's combos only last for merely two or three hits at low percentages, which do not rack up a lot of damage under most circumstances. This is aggravated by her poor grab game; her grabs are very slow and while her back throw can KO at higher percents, her others throws have are quite limited, with forward throw only really be using for setting up edgeguards, down throw can be used to rack up damage and set up unreliable followups and up throw does not reliably lead to followups or KOes.


Lastly, Zelda possesses an extremely situational set of special moves. Din's Fire is long ranged, has a large hitbox when and deals good damage when fully charged, KOs at high percents, cannot properly be reflected, can be controlled, and be used for edgeguarding. However, it is predictable and avoidable against skilled players (easy to spot dodge, air dodge or even trade with), being difficult to camp with against most characters (with few exceptions, like the {{SSBB|Ice Climbers}} and slow characters). Additionally, it is not very effective as an edgeguarding move, as the move sends at a vertical angle, does not KO reliably until around 150% unless near the top blast line, and opponents can easily air dodge or trade with it off-stage. Nayru's Love is a decent duration reflector attack, a solid defensive spacing tool, and it has utility in other areas with techniques such as [[Love Jumping]], but suffers from a considerable amount of ending lag. Farore's Wind is a long distance recovery/attack, but it is very slow, cannot sweetspot ledges until Zelda has reappeared, has weak knockback and Zelda cannot move horizontally after reappearing for a lengthy amount of time. Opponents can either easily hit Zelda out of it or they can [[edge hog]] it, making it a rather poor recovery move overall despite its long distance. Transform enables Zelda to alleviate some of her weaknesses (such as poor mobility) by transforming into Sheik, who is a considerably superior character, but the amount of time it takes to transform into Sheik is extremely long, giving the opponent more than enough time to set up a devastating punish on her.
Lastly, Zelda possesses an extremely situational set of special moves. Din's Fire is long ranged, has a large hitbox when and deals good damage when fully charged, KOs at high percents, cannot properly be reflected, can be controlled, and be used for edgeguarding. However, it is predictable and avoidable against skilled players (easy to spot dodge, air dodge or even trade with), being difficult to camp with against most characters (with few exceptions, like the {{SSBB|Ice Climbers}} and slow characters). Additionally, it is not very effective as an edgeguarding move, as the move sends at a vertical angle, does not KO reliably until around 150% unless near the top blast line, and opponents can easily air dodge or trade with it off-stage. Nayru's Love is a decent duration reflector attack, a solid defensive spacing tool, and it has utility in other areas with techniques such as [[Love Jumping]], but suffers from a considerable amount of ending lag. Farore's Wind is a long distance recovery/attack, but it is very slow, cannot sweetspot ledges until Zelda has reappeared, has weak knockback and Zelda cannot move horizontally after reappearing for a lengthy amount of time. Opponents can either easily hit Zelda out of it or they can [[edge hog]] it, making it a rather poor recovery move overall despite its long distance. Transform enables Zelda to alleviate some of her weaknesses (such as poor mobility) by transforming into Sheik, who is a considerably superior character, but the amount of time it takes to transform into Sheik is extremely long, giving the opponent more than enough time to set up a devastating punish on her.

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