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'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable fighter in ''[[Super Smash Bros. Brawl]]''. The titular character of {{uv|The Legend of Zelda}} universe, Zelda's model from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' is reused in ''Brawl''. Zelda was confirmed as a returning fighter on June 25th, 2007 on the {{SSBB|Smash Bros. DOJO!!}}. | '''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable fighter in ''[[Super Smash Bros. Brawl]]''. The titular character of {{uv|The Legend of Zelda}} universe, Zelda's model from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' is reused in ''Brawl''. Zelda was confirmed as a returning fighter on June 25th, 2007 on the {{SSBB|Smash Bros. DOJO!!}}. | ||
Jun Mizusawa | Jun Mizusawa reprises her role as Zelda's voice actor from ''Ocarina of Time'', ''Melee'' and ''Twilight Princess'', with some voice clips recycled from ''Melee'', along with ones newly recorded. | ||
Having previously appeared in ''[[Super Smash Bros. Melee]]'', Zelda reappears in ''Brawl'' as a character utilizing strong magical attacks, but despite her overall KO power being strongly [[buff]]ed, her [[tier list|tier position]] is a | Having previously appeared in ''[[Super Smash Bros. Melee]]'', Zelda reappears in ''Brawl'' as a character utilizing strong magical attacks, but despite her overall KO power being strongly [[buff]]ed, her [[tier list|tier position]] is a drop from ''[[Melee]]'' at 37 out of 38 compared to 24 out of 26 in the earlier game. While Zelda possesses fast, powerful attacks, some of the most powerful aerials in ''Brawl'', and a great defensive game thanks to strong out of shield options, Zelda suffers from a combination of severe character build flaws. These flaws include a very inconvenient combination of attributes similar to {{SSBM|Mewtwo}} (slow, light, tall, and floaty), her almost non-existent approach options, possessing a moveset that consists nearly entirely of unreliable finishers with poorly-placed hitboxes (which makes it difficult for her to KO consistently despite her abundance of powerful attacks, and leaves her with an almost non-existent combo game), a terrible projectile that cannot force approaches, one of the worst grab games, with a very slow grab and terrible throws, and her predictable and unreliable recovery (her primary recovery move suffers from major angular issues, and she does not have access to an alternate recovery move nor the [[air speed]] and [[jump]]ing abilities to make it back without using a recovery move). This has left her with terrible tournament results and having terrible matchups against many higher tiered characters, ultimately clocking her in F Tier right above the worst spot (with {{SSBB|Ganondorf}} being the only fighter ranked lower than her) - although the combination of her and her transformation, {{SSBB|Sheik}} is higher at 24/38, placed in the D tier (though this is based on theory rather than actual practice). While Zelda is ranked as one of the worst characters in the game in the American and European tier list, in [[Japanese tier list|Japan]] she is ranked significantly higher, 16th in the high tier along with Sheik, as they are considered as a single character. | ||
==Attributes== | ==Attributes== | ||
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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 | 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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*{{buff|[[Air dodge]] has a longer duration (frames 4-19 → 4-29) no longer being the worst in the game.}} | *{{buff|[[Air dodge]] has a longer duration (frames 4-19 → 4-29) no longer being the worst in the game.}} | ||
*{{buff|[[Spot dodge]] has less startup lag and a longer duration (frames 3-20 → 2-20). It also has less ending lag (FAF 33 → 26).}} | *{{buff|[[Spot dodge]] has less startup lag and a longer duration (frames 3-20 → 2-20). It also has less ending lag (FAF 33 → 26).}} | ||
*{{nerf|Zelda's [[traction]] is significantly lower (0.1 → 0.054), especially when comparing with the returning veterans, now going from being tied out with other three characters for the highest traction to | *{{nerf|Zelda's [[traction]] is significantly lower (0.1 → 0.054), especially when comparing with the returning veterans, now going from being tied out with other three characters for the highest traction to one of the lowest. This makes it harder for her to punish out of shield and provides almost no benefits due to the removal of [[wavedashing]].}} | ||
*{{buff|Zelda has slightly faster air speed (0.95 → 0.987).}} | *{{buff|Zelda has slightly faster air speed (0.95 → 0.987).}} | ||
*{{change|As with the returning veterans, Zelda's [[falling speed]] is slower (1.4 → 1.13). Compared to the returning veterans, however, Zelda falls faster.}} | *{{change|As with the returning veterans, Zelda's [[falling speed]] is slower (1.4 → 1.13). Compared to the returning veterans, however, Zelda falls faster.}} | ||
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**{{buff|Neutral attack has less ending lag (FAF 27 → 24).}} | **{{buff|Neutral attack has less ending lag (FAF 27 → 24).}} | ||
**{{buff|The first two hits now uses set knockback instead of base knockback (10 (base) → 0, 0 (set) → 50/43/30/7), allowing it to more reliably connect into the third hit.}} | **{{buff|The first two hits now uses set knockback instead of base knockback (10 (base) → 0, 0 (set) → 50/43/30/7), allowing it to more reliably connect into the third hit.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Forward tilt has a shorter duration (frames 12-15 → 12-14) and more ending lag (FAF 37 → 40).}} | **{{nerf|Forward tilt has a shorter duration (frames 12-15 → 12-14) and more ending lag (FAF 37 → 40).}} | ||
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**{{buff|Forward smash deals more damage due to changes to [[stale move negation]] (16% → 17%).}} | **{{buff|Forward smash deals more damage due to changes to [[stale move negation]] (16% → 17%).}} | ||
**{{buff|Its looping hits have a lower [[SDI]] multiplier (1.0x → 0.5x) making it harder to escape.}} | **{{buff|Its looping hits have a lower [[SDI]] multiplier (1.0x → 0.5x) making it harder to escape.}} | ||
**{{ | **{{change|Forward smash's final hit has altered knockback (50 (base), 98 (scaling) → 30/105).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash has larger hitboxes and connects significantly more reliably. It also deals more damage due to changes to stale move negation (14% → 15%), has more KO potential due to universally decreased falling speeds and the multi-hits now have set knockback and can now trip opponents.}} | **{{buff|Up smash has larger hitboxes and connects significantly more reliably. It also deals more damage due to changes to stale move negation (14% → 15%), has more KO potential due to universally decreased falling speeds and the multi-hits now have set knockback and can now trip opponents.}} | ||
**{{buff|Its looping hits have a lower [[SDI]] multiplier (1.0x → 0.1x) making it harder to escape.}} | **{{buff|Its looping hits have a lower [[SDI]] multiplier (1.0x → 0.1x) making it harder to escape.}} | ||
**{{nerf|It has more startup (frame 5 → 6) and ending lag (FAF 51 → 57).}} | **{{nerf|It has more startup (frame 5 → 6) and ending lag (FAF 51 → 57).}} | ||
**{{ | **{{change|It hits one less time, hitting eleven times instead of twelve.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has more knockback scaling, improving its KO potential especially the front hit due to its increased damage (90 (front), 80 (back) → 95/85). This, combined with its improved [[semi-spike]] trajectory (30° → 20°), makes it much better for [[gimp]]ing characters with poor horizontal recoveries and setting up edgeguards. The back hit also has less startup lag (frame 13 → 12).}} | **{{buff|Down smash has more knockback scaling, improving its KO potential especially the front hit due to its increased damage (90 (front), 80 (back) → 95/85). This, combined with its improved [[semi-spike]] trajectory (30° → 20°), makes it much better for [[gimp]]ing characters with poor horizontal recoveries and setting up edgeguards. The back hit also has less startup lag (frame 13 → 12).}} | ||
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*Back aerial: | *Back aerial: | ||
**{{buff|Back aerial's sweetspot deals more base knockback (30 → 40).}} | **{{buff|Back aerial's sweetspot deals more base knockback (30 → 40).}} | ||
**{{nerf|It has more ending lag (FAF 33 → 36) | **{{nerf|It has more ending lag (FAF 33 → 36)}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial deals more damage (13% → 15%) and has its knockback values adjusted (0 (base), 120 (scaling) → 30/110), improving its KO potential to the point where it is now the strongest up aerial in the game. It also has less landing lag (25 frames → 22).}} | **{{buff|Up aerial deals more damage (13% → 15%) and has its knockback values adjusted (0 (base), 120 (scaling) → 30/110), improving its KO potential to the point where it is now the strongest up aerial in the game. It also has less landing lag (25 frames → 22).}} | ||
**{{ | **{{nerf|It has a smaller hitbox and can also no longer auto-cancel out of a short hop due to it a later auto-cancel window (frame 45 → 56).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has gained a clean sweetspot for 1 frame, which is similar to that of her Lightning Kicks, dealing much more damage (7% → 16%) and knockback (5 (base), 85 (scaling) → 50/90) powerfully meteor smashing foes with a slightly different angle (275° → 270°). However, it cannot land on a grounded opponent.}} | **{{buff|Down aerial has gained a clean sweetspot for 1 frame, which is similar to that of her Lightning Kicks, dealing much more damage (7% → 16%) and knockback (5 (base), 85 (scaling) → 50/90) powerfully meteor smashing foes with a slightly different angle (275° → 270°). However, it cannot land on a grounded opponent.}} | ||
**{{buff|The sourspotted hit can now trip opponents and has a longer duration (frames 14-17 → | **{{buff|The sourspotted hit can now trip opponents and has a longer duration (frames 14-17 → 14-24) and less landing lag (24 frames → 21).}} | ||
**{{nerf|Its late hits deal less damage (8%/7% → 5%/4% | **{{nerf|Its late hits deal less damage (8%/7% → 5%/4%).}} | ||
**{{nerf|It has more ending lag (FAF 43 → 45).}} | **{{nerf|It has more ending lag (FAF 43 → 45).}} | ||
**{{change|Down aerial's animation has been altered. Zelda's body is more upright when stomping down with her left arm placed a bit more to her side.}} | **{{change|Down aerial's animation has been altered. Zelda's body is more upright when stomping down with her left arm placed a bit more to her side.}} | ||
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*[[Nayru's Love]]: | *[[Nayru's Love]]: | ||
**{{buff|Nayru's Love can now be used to perform a "[https://youtu.be/8djTa_wHqtE Love jump]" increasing its utility. It also has a higher maximum damage output due to changes to stale move negation (13% → 15%) and the final hit can now semi-spike improving its edgeguarding potential.}} | **{{buff|Nayru's Love can now be used to perform a "[https://youtu.be/8djTa_wHqtE Love jump]" increasing its utility. It also has a higher maximum damage output due to changes to stale move negation (13% → 15%) and the final hit can now semi-spike improving its edgeguarding potential.}} | ||
**{{nerf|The move has more startup lag on its hitboxes (frame | **{{nerf|The move has more startup lag on its hitboxes (frame 6 → 7) and invincibility and reflect periods (frame 4 → 5).}} | ||
**{{change|Zelda has a different voice clip when using Nayru's Love.}} | **{{change|Zelda has a different voice clip when using Nayru's Love.}} | ||
*[[Din's Fire]]: | *[[Din's Fire]]: | ||
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==Moveset== | ==Moveset== | ||
''For a more detailed information regarding Zelda's moveset and attack hitboxes, see [[Zelda (SSBB)/Moveset|this page]].'' | ''For a more detailed information regarding Zelda's moveset and attack hitboxes, see [[Zelda (SSBB)/Moveset|this page]].'' | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% (hits 1-3) | |neutral1dmg=2% (hits 1-3) | ||
|neutraldesc=Zelda sticks her hand out in front of herself and shoots small magical sparks, pushing foes slightly back. Disjointed with decent range. | |neutraldesc=Zelda sticks her hand out in front of herself and shoots small magical sparks, pushing foes slightly back. Disjointed with decent range. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=13% (hand), 12% (arm), 11% (body) | |ftiltdmg=13% (hand), 12% (arm), 11% (body) | ||
|ftiltdesc=Zelda steps forward and slashes one arm in front of her, with a trail of sparkles. The attack has moderate knockback. The tip of the attack hits backwards, while the base hits forwards. Can be angled. | |ftiltdesc=Zelda steps forward and slashes one arm in front of her, with a trail of sparkles. The attack has moderate knockback. The tip of the attack hits backwards, while the base hits forwards. Can be angled. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=11% | |utiltdmg=11% | ||
|utiltdesc=Zelda waves her arm above her head in an arc with a boost of magic power. This move has very high vertical knockback, and makes an excellent finisher. | |utiltdesc=Zelda waves her arm above her head in an arc with a boost of magic power. This move has very high vertical knockback, and makes an excellent finisher. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=7% (foot), 8% (leg) | |dtiltdmg=7% (foot), 8% (leg) | ||
|dtiltdesc=Zelda crouches and kicks her foot in front of her, hitting opponents low. The tip of her foot [[meteor smash]]es grounded opponents and launches airborne opponents upwards. Can make the opponent trip, allowing for multiple follow-ups. | |dtiltdesc=Zelda crouches and kicks her foot in front of her, hitting opponents low. The tip of her foot [[meteor smash]]es grounded opponents and launches airborne opponents upwards. Can make the opponent trip, allowing for multiple follow-ups. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean body), 9% (clean hands), 8% (late body), 7% (late hands) | |dashdmg=12% (clean body), 9% (clean hands), 8% (late body), 7% (late hands) | ||
|dashdesc=Zelda shoves her arms in front of her and pushes foes in front of her away with a boost of magic power. Any foes caught in the sweetspot of the move will shocked and knocked upwards. | |dashdesc=Zelda shoves her arms in front of her and pushes foes in front of her away with a boost of magic power. Any foes caught in the sweetspot of the move will shocked and knocked upwards. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|1}} (hits 1-4), {{ChargedSmashDmgSSBB|13}} (hit 5) | |fsmashdmg={{ChargedSmashDmgSSBB|1}} (hits 1-4), {{ChargedSmashDmgSSBB|13}} (hit 5) | ||
|fsmashdesc=Zelda charges magic energy in her right hand and flashes it in front of herself, hitting opponents multiple times before knocking them away. Can pressure shields and deals great knockback. However, it can be SDI'd out of (though it requires good timing). | |fsmashdesc=Zelda charges magic energy in her right hand and flashes it in front of herself, hitting opponents multiple times before knocking them away. Can pressure shields and deals great knockback. However, it can be SDI'd out of (though it requires good timing). | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|1}} (hits 1-10), {{ChargedSmashDmgSSBB|5}} (hit 11) | |usmashdmg={{ChargedSmashDmgSSBB|1}} (hits 1-10), {{ChargedSmashDmgSSBB|5}} (hit 11) | ||
|usmashdesc=Zelda charges magic energy in her left hand and waves it above her head twice, hitting opponents multiple times before knocking them away. At low percentages, especially against heavy characters, this can combo several times with itself, and is also easily followed by an up tilt. | |usmashdesc=Zelda charges magic energy in her left hand and waves it above her head twice, hitting opponents multiple times before knocking them away. At low percentages, especially against heavy characters, this can combo several times with itself, and is also easily followed by an up tilt. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|12}} (hit 1), {{ChargedSmashDmgSSBB|10}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBB|12}} (hit 1), {{ChargedSmashDmgSSBB|10}} (hit 2) | ||
|dsmashdesc=Zelda quickly kicks on both sides of herself, knocking opponents away. It is the fastest down smash in the game (tied with R.O.B) with good semi-spike knockback. The leg Zelda strikes with is intangible. | |dsmashdesc=Zelda quickly kicks on both sides of herself, knocking opponents away. It is the fastest down smash in the game (tied with R.O.B) with good semi-spike knockback. The leg Zelda strikes with is intangible. | ||
|nairname= | |nairname= | ||
|nairdmg=2% (hits 1-4), 5% (hit 5) | |nairdmg=2% (hits 1-4), 5% (hit 5) | ||
|nairdesc=Zelda spins in place, slowly trailing sparkles from her hands. Has short range but is useful for catching opponents in combo's. | |nairdesc=Zelda spins in place, slowly trailing sparkles from her hands. Has short range but is useful for catching opponents in combo's. | ||
|fairname=[[Lightning Kick | |fairname=[[Lightning Kick]] | ||
|fairdmg=20% (clean foot), 4% (clean leg, late) | |fairdmg=20% (clean foot), 4% (clean leg, late) | ||
|fairdesc=Zelda quickly kicks in front of herself, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot. Otherwise, the opponent is hit with low damage and knockback. | |fairdesc=Zelda quickly kicks in front of herself, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot. Otherwise, the opponent is hit with low damage and knockback. | ||
|bairname=[[Lightning Kick | |bairname=[[Lightning Kick]] | ||
|bairdmg=20% (clean foot), 4% (clean leg, late) | |bairdmg=20% (clean foot), 4% (clean leg, late) | ||
|bairdesc=Identical to Zelda's forward aerial, except the opposite direction and faster, dealing slightly higher knockback than the forward Lightning Kick. | |bairdesc=Identical to Zelda's forward aerial, except the opposite direction and faster, dealing slightly higher knockback than the forward Lightning Kick. | ||
|uairname= | |uairname= | ||
|uairdmg=15% | |uairdmg=15% | ||
|uairdesc=Zelda brings her arm above her head and releases a fiery explosion above her head, dealing great knockback. Requires precise timing to KO. | |uairdesc=Zelda brings her arm above her head and releases a fiery explosion above her head, dealing great knockback. Requires precise timing to KO. | ||
|dairname= | |dairname= | ||
|dairdmg=16% (clean), 5% (late leg), 4% (late foot) | |dairdmg=16% (clean), 5% (late leg), 4% (late foot) | ||
|dairdesc=Zelda stomps her foot below herself, [[meteor smash|meteoring]] opponents. The initial hitbox deals a powerful meteor (the 3rd strongest meteor smash in the game, whereas later hitboxes hit opponents with less force, albeit still a meteor. | |dairdesc=Zelda stomps her foot below herself, [[meteor smash|meteoring]] opponents. The initial hitbox deals a powerful meteor (the 3rd strongest meteor smash in the game, whereas later hitboxes hit opponents with less force, albeit still a meteor. | ||
|grabname= | |grabname= | ||
|grabdesc=Zelda restrains her opponent in front of her with magical energy. | |grabdesc=Zelda restrains her opponent in front of her with magical energy. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Zelda waves her arms quickly in front of her victim, dealing small magic damage. | |pummeldesc=Zelda waves her arms quickly in front of her victim, dealing small magic damage. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=12% | |fthrowdmg=12% | ||
|fthrowdesc=Zelda spins her opponent in front of her and throws her opponent away. Deals a good amount of damage. | |fthrowdesc=Zelda spins her opponent in front of her and throws her opponent away. Deals a good amount of damage. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc=Zelda spins her opponent, circles them around herself and throws them behind herself. Deals good damage. | |bthrowdesc=Zelda spins her opponent, circles them around herself and throws them behind herself. Deals good damage. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=11% | |uthrowdmg=11% | ||
|uthrowdesc=Zelda forces her opponent above her and throws them upward. | |uthrowdesc=Zelda forces her opponent above her and throws them upward. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=2% (hits 1-4), 2% (throw) | |dthrowdmg=2% (hits 1-4), 2% (throw) | ||
|dthrowdesc=Zelda forces her opponent under her and shoots magic from her hands at them, before knocking them behind herself. | |dthrowdesc=Zelda forces her opponent under her and shoots magic from her hands at them, before knocking them behind herself. | ||
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|fsdmg=3% (hit 1), 39% (Light Arrow 1st opponent), 29% (2nd opponent), 21% (3rd opponent) | |fsdmg=3% (hit 1), 39% (Light Arrow 1st opponent), 29% (2nd opponent), 21% (3rd opponent) | ||
|fsdesc=Zelda pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, decreasing in damage and knockback with each successive target, with the first opponent being hit with enough knockback to [[one-hit KO]] {{SSBB|Mario}} from the center of {{SSBB|Final Destination}}. Launches opponents at a 45° angle. | |fsdesc=Zelda pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, decreasing in damage and knockback with each successive target, with the first opponent being hit with enough knockback to [[one-hit KO]] {{SSBB|Mario}} from the center of {{SSBB|Final Destination}}. Launches opponents at a 45° angle. | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {{Crowd | ||
|char=Zelda | |||
|game=Brawl | |||
|desc-us=Zel-da! | |||
|desc-jp=Zel-da! | |||
|pitch-us=Group chant | |||
|pitch-jp=Group chant}} | |||
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|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Zelda was initially seen as a solid mid-tier character, being ranked 20th on the first tier list; her significant power buffs in ''Brawl'' made her a very powerful character that was able to compete decently with the then inexperienced playerbase, who did not utilise much camping and couldn't play the [[neutral game]] well. As the metagame progressed however, it became realized Zelda's buffs did little to address the very significant problems of her character design; Din's Fire was still a terrible projectile that could not force approaches while Zelda herself was still very slow and incapable of initiating approaches, and her moveset still consisted near-entirely of unreliable finishers that made it very difficult for her to rack up damage, as well as gave her difficulty in reliably finishing stocks when the opponent was in KO range, while players started to notice that the changes to ''Brawl'' mechanics were unfavorable for her, alongside other direct nerfs. Namely, she lost the [[chain throw]]s and other combos she had out of her throws, while her Lightning Kicks that she relied so heavily on were made significantly harder to sweetspot and laggier, in addition to their sourspots being drastically weaken and Brawl's severe [[stale-move negation]] crippling the KO potential of such heavily used moves with such severe sourspots. As ''Brawl'' became more defensive based, the playerbase's neutral improved, and camping became more prevalent, Zelda's problems were significantly exacerbated, and it gradually became clear that Zelda was a poorly-designed character that could not remotely viably compete. | Zelda was initially seen as a solid mid-tier character, being ranked 20th on the first tier list; her significant power buffs in ''Brawl'' made her a very powerful character that was able to compete decently with the then inexperienced playerbase, who did not utilise much camping and couldn't play the [[neutral game]] well. As the metagame progressed however, it became realized Zelda's buffs did little to address the very significant problems of her character design; Din's Fire was still a terrible projectile that could not force approaches while Zelda herself was still very slow and incapable of initiating approaches, and her moveset still consisted near-entirely of unreliable finishers that made it very difficult for her to rack up damage, as well as gave her difficulty in reliably finishing stocks when the opponent was in KO range, while players started to notice that the changes to ''Brawl'' mechanics were unfavorable for her, alongside other direct nerfs. Namely, she lost the [[chain throw]]s and other combos she had out of her throws, while her Lightning Kicks that she relied so heavily on were made significantly harder to sweetspot and laggier, in addition to their sourspots being drastically weaken and Brawl's severe [[stale-move negation]] crippling the KO potential of such heavily used moves with such severe sourspots. As ''Brawl'' became more defensive based, the playerbase's neutral improved, and camping became more prevalent, Zelda's problems were significantly exacerbated, and it gradually became clear that Zelda was a poorly-designed character that could not remotely viably compete. | ||
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While Zelda performs poorly in ''Brawl'' singles, she performs slightly better in doubles, where a teammate can alleviate some of her significant flaws and allow Zelda to utilize her strengths better. Riot, for example, routinely placed well in doubles events in his region, compared to his worse and more scarce results in singles. | While Zelda performs poorly in ''Brawl'' singles, she performs slightly better in doubles, where a teammate can alleviate some of her significant flaws and allow Zelda to utilize her strengths better. Riot, for example, routinely placed well in doubles events in his region, compared to his worse and more scarce results in singles. | ||
===Matchups=== | |||
{{SSBBMatchupTable|zelda=yes}} | |||
Zelda has one of the weakest matchup spreads in the game. She counters {{SSBB|Ganondorf}}, has four even matchups, soft countered by eight characters, countered by fourteen characters, hard countered by seven characters and has two nearly unwinnable matchups against Meta Knight and Olimar. She tends to fare poorly against characters that can zone her out, such as {{SSBB|Falco}}, Olimar, and Meta Knight, or exploit her poor neutral game, like {{SSBB|Ice Climbers}} and {{SSBB|Snake}}. She only does reasonably well against lower-tiered characters that also have awkward neutral games as her, like {{SSBB|R.O.B.}} and {{SSBB|Bowser}}, since their limited mobility and poor disadvantage states allow her to seek more opportunities to break through. Outside of these, however, most characters in the game can easily defeat her by taking advantage of her terrible approach options, clunky neutral game, and inconsistency in KOing foes. | |||
===Notable players=== | |||
:''See also: [[:Category:Zelda professionals (SSBB)]]'' | |||
*{{Sm|JuJux|France}} - Considered to be the best Zelda player in Europe. Placed 33rd at {{Trn|Bushido Brawl Impact}}. | |||
*{{Sm|Riot|USA}} - Was considered the best Zelda player in the world prior to Ven. | |||
*{{Sm|ScaryLB59|USA}} - Co-mained Zelda and Sheik, and was considered among the best Zelda players in the United States. | |||
*{{Sm|Ven|USA}} - Was considered the best Zelda player in the world by the end of Brawl's active life. | |||
* | |||
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* | |||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
In the Subspace Emissary single-player mode, Zelda and {{SSBB|Peach}} have two different storylines, depending on which one is saved from [[Petey Piranha]]. | |||
In | [[File:Subspace zelda peach.PNG|thumb|250px|Zelda and Peach in the Subspace Emissary.]] | ||
At the start, she and Peach are watching a friendly match between {{SSBB|Mario}} and {{SSBB|Kirby}}. After the [[Halberd]] appears, she and Peach rush from offstage after the stadium is attacked by the [[Primid]]. The player can choose out of the four to fight off the Primids. When the [[Ancient Minister]] appears and drops a Subspace bomb, Mario is blasted away by a cannonball when he tries to stop it. Zelda and Peach are captured by [[Petey Piranha]]. The player, as Kirby, must save either Peach or Zelda by destroying one of their cages. | At the start, she and Peach are watching a friendly match between {{SSBB|Mario}} and {{SSBB|Kirby}}. After the [[Halberd]] appears, she and Peach rush from offstage after the stadium is attacked by the [[Primid]]. The player can choose out of the four to fight off the Primids. When the [[Ancient Minister]] appears and drops a Subspace bomb, Mario is blasted away by a cannonball when he tries to stop it. Zelda and Peach are captured by [[Petey Piranha]]. The player, as Kirby, must save either Peach or Zelda by destroying one of their cages. | ||
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===Exclusive Stickers=== | ===Exclusive Stickers=== | ||
The following stickers can either only be used by Zelda | The following stickers can either only be used by Zelda or by a small set of characters which includes her: | ||
*Acro: [Magic] | *Acro: [Magic] attack +15 | ||
*Ashley: [Magic] | *Ashley: [Magic] attack +22 | ||
*Boomerang: [Weapon] | *Boomerang: [Weapon] attack +4 | ||
*Bow: [Magic] | *Bow: [Magic] attack +8 | ||
*Colin: [Specials: Direct] | *Colin: [Specials: Direct] attack +4 | ||
*Daphnes Nohansen Hyrule: [Electric] | *Daphnes Nohansen Hyrule: [Electric] attack +31 | ||
*Dark Samus: [Electric] | *Dark Samus: [Electric] attack +31 | ||
*Darknut: [Slash] attack +13 | *Darknut: [Slash] attack +13 | ||
*Epona & Link: [Arm, Leg] | *Epona & Link: [Arm, Leg] attack +9 | ||
*Fierce Deity Link: [Slash] | *Fierce Deity Link: [Slash] attack +21 | ||
*Girl [Animal Crossing]: [Magic] | *Girl [Animal Crossing]: [Magic] attack +21 | ||
*Girl [Magical Vacation]: [Magic] | *Girl [Magical Vacation]: [Magic] attack +19 | ||
*Happy Mask Salesman: [Leg] | *Happy Mask Salesman: [Leg] attack +9 | ||
*Hylian Shield: [Slash] resistance +10 | *Hylian Shield: [Slash] resistance +10 | ||
*Kamek: [Magic] | *Kamek: [Magic] attack +11 | ||
*Kyorusuke: [Magic] | *Kyorusuke: [Magic] attack +8 | ||
*Lantern: [Flame] | *Lantern: [Flame] resistance +7 | ||
*Legend of Outset: [Arm] | *Legend of Outset: [Arm] attack +26 | ||
*Linebeck: [Throwing] | *Linebeck: [Throwing] attack +20 | ||
*Link [Link to the Past]: [Electric] | *Link [Link to the Past]: [Electric] resistance +31 | ||
*Link [Twilight Princess]: [Slash] | *Link [Twilight Princess]: [Slash] resistance +27 | ||
*Link [Wind Waker]: [Flame] | *Link [Wind Waker]: [Flame] attack +31 | ||
*Link with Goron Mask: [Slash] | *Link with Goron Mask: [Slash] attack +17 | ||
*Link's Grandma: [Arm, Leg] | *Link's Grandma: [Arm, Leg] attack +2 | ||
*Lon Lon Milk: Launch | *Lon Lon Milk: Launch power +18 | ||
*Midna & Wolf Link: [Leg] | *Midna & Wolf Link: [Leg] attack +26 | ||
*Moblin: [Slash] | *Moblin: [Slash] attack +15 | ||
*Moon Fairy Seren: [Magic] | *Moon Fairy Seren: [Magic] attack +16 | ||
*Myrrh: [Magic] | *Myrrh: [Magic] attack +15 | ||
*Naomi Hunter: [Leg] | *Naomi Hunter: [Leg] attack +5 | ||
*Octorok: [Leg] | *Octorok: [Leg] attack +4 | ||
*Peach & Daisy: [Leg] | *Peach & Daisy: [Leg] attack +27 | ||
*Piece of Heart: Heart Container | *Piece of Heart: Heart Container effect +50 | ||
*Pinkle: [Magic] | *Pinkle: [Magic] attack +15 | ||
*Salvatore: [Electric] | *Salvatore: [Electric] attack +9 | ||
*Shahra: [Leg] | *Shahra: [Leg] attack +7 | ||
*Sheik: [Body, Spin] | *Sheik: [Body, Spin] attack +17 | ||
*The Great Fairy: [Magic] | *The Great Fairy: [Magic] attack +21 | ||
*Tingle [Wind Waker]: [Flame] | *Tingle [Wind Waker]: [Flame] resistance +24 | ||
*Toadette: [Magic] | *Toadette: [Magic] attack +7 | ||
*Young Zelda [Minish Cap]: [Battering] | *Young Zelda [Minish Cap]: [Battering] resistance +16 | ||
*Zelda [Link to the Past]: [Magic] | *Zelda [Link to the Past]: [Magic] attack +27 | ||
*Zelda [Ocarina of Time]: [Flame] | *Zelda [Ocarina of Time]: [Flame] resistance +18 | ||
===Using stickers=== | ===Using stickers=== | ||
Almost all of Zelda's moves are magic attacks. A magic sticker covers all of her moves except for down tilt, down smash, Din's Fire, sourspotted forward, back and down aerial and all ledge and floor attacks. A leg sticker covers all of those moves, except for Din's Fire and her slow ledge attack, the latter being an arm attack. Din's Fire is boosted by explosive stickers, and along with up aerial and the second hit of Farore's Wind, flame stickers. Her forward tilt, Nayru's Love and Farore's Wind's first hit are boosted by slash stickers. Lastly, Zelda also benefits from electric stickers, as these will cover her neutral attack, up tilt, dash attack, up smash, forward smash, neutral aerial, Lightning Kicks, down aerial and down throw. | Almost all of Zelda's moves are magic attacks. A magic sticker covers all of her moves except for down tilt, down smash, Din's Fire, sourspotted forward, back and down aerial and all ledge and floor attacks. A leg sticker covers all of those moves, except for Din's Fire and her slow ledge attack, the latter being an arm attack. Din's Fire is boosted by explosive stickers, and along with up aerial and the second hit of Farore's Wind, flame stickers. Her forward tilt, Nayru's Love and Farore's Wind's first hit are boosted by slash stickers. Lastly, Zelda also benefits from electric stickers, as these will cover her neutral attack, up tilt, dash attack, up smash, forward smash, neutral aerial, Lightning Kicks, down aerial and down throw. | ||
==In [[Event Matches]]== | |||
===Solo Events=== | |||
*'''[[Event 2: Landmaster Ignition]]''': As {{SSBB|Fox}} with a [[Smash Ball]], the player must survive against {{SSBB|Meta Knight}} and {{SSBB|Sheik}}. Fox must rely on his [[Landmaster]] as his opponents take less knockback from his regular attacks. Sheik may transform into Zelda on harder difficulties. | |||
*'''[[Event 17: Super Waterfall Climb]]''': As Zelda, the player must survive on [[Rumble Falls]] until the background changes into a waterfall. Two pairs of {{SSBB|Ice Climbers}} with unlimited stock will try to hinder the player's progress. | |||
*'''[[Event 22: Monkeys Unite]]''': {{SSBB|Diddy Kong}} allied with a giant {{SSBB|Donkey Kong}} must defeat {{SSBB|Sheik}} and {{SSBB|Lucario}}. Sheik may transform into Zelda on harder difficulties. | |||
*'''[[Event 25: The Aura Is With Me]]''': As {{SSBB|Lucario}} at 182% damage, the player must defeat both {{SSBB|Sheik}} and {{SSBB|Ness}}. Sheik may transform into Zelda on harder difficulties. | |||
*'''[[Event 31: The Ultimate Bodyguard]]''': {{SSBB|Marth}} must defend Zelda and defeat two {{SSBB|Ganondorf}}s on [[Castle Siege]]. Zelda remains in her crouching position until the third background change, where she'll transform into {{SSBB|Sheik}} and assist Marth. | |||
*'''[[Event 33: Advent of the Evil King]]''': As Ganondorf, the player must defeat {{SSBB|Link}}, Zelda, and {{SSBB|Pit}} on [[Temple]]. | |||
*'''[[Event 34: All-Star Battle Melee]]''': Zelda is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''. | |||
===Co-op Events=== | |||
*'''[[Co-Op Event 6: Unwanted Suitors]]''': As Zelda and {{SSBB|Zero Suit Samus}}, both players must defeat an invisible {{SSBB|Captain Falcon}} and an invisible {{SSBB|Luigi}} on [[Port Town Aero Dive]]. | |||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]]. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
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|- | |- | ||
|{{Head|Zelda|g=SSBB|s=25px}} | |{{Head|Zelda|g=SSBB|s=25px}} | ||
|{{Head|Zelda|g=SSBB|s=25px|cl=Blue}} | |{{Head|Zelda|g=SSBB|s=25px|cl=Blue}} | ||
|{{Head|Zelda|g=SSBB|s=25px|cl=Blue}} | |||
|{{Head|Zelda|g=SSBB|s=25px|cl=Pink}} | |||
|{{Head|Zelda|g=SSBB|s=25px|cl=Pink}} | |{{Head|Zelda|g=SSBB|s=25px|cl=Pink}} | ||
|{{Head|Zelda|g=SSBB|s=25px|cl=Black}} | |{{Head|Zelda|g=SSBB|s=25px|cl=Black}} | ||
|} | |} | ||
==Trivia== | ==Trivia== |