Editing Zelda (SSBB)

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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 is the voice of Zelda in all regions of ''Brawl'', reprising her role from ''The Legend of Zelda: Twilight Princess'', ''The Legend of Zelda: Ocarina of Time'' and ''Super Smash Bros. Melee''; her portrayal is comprised of re-purposed voice clips leftover from the recording sessions for ''Melee'', using returning and previously unused ones.  
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 slight drop compared to her already very low placement in ''[[Melee]]'', at 37 out of 38 compared to 24 out of 26 in the earlier game, tied with [[Zelda (SSB4)|her later iteration from ''Smash 4'']] as her worst placement in the series. 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.
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 slight drop compared to her already very low placement in ''[[Melee]]'', at 37 out of 38 compared to 24 out of 26 in the earlier game, tied with [[Zelda (SSB4)|her later iteration from ''Smash 4'']] as her worst placement in the series. 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.
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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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*{{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 now being below-average. This makes it harder for her to punish out of shield and provides almost no benefits due to the removal of [[wavedashing]].}}
*{{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.}}
**{{buff|The third hit has increased knockback scaling (100 → 160).}}
*[[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|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).}}
**{{nerf|It has one less looping hit, hitting eleven times total instead of twelve. This decreases its duration (frame 5/7/9/11/13/15/24/26/28/30/32/34 → 6/8/10/12/14/16/23/25/27/29/31).}}
**{{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).}}
**{{buff|It has a much bigger hitbox (5.47u → 8.2u).}}
**{{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).}}
**{{nerf|It can no longer auto-cancel out of a short hop due to it having 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 → 15-24) and less landing lag (24 frames → 21).}}
**{{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%) and knockback (100/80 (scaling) → 90/70).}}
**{{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 12 13) and invincibility and reflect periods (frame 4 → 5).}}
**{{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 gallery of Zelda's hitboxes, see [[Zelda (SSBB)/Hitboxes|here]].''<br>
''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
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|djump      = ?
|djump      = ?
|rdjump    = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}
}}


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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable"
{{Crowd
|-
|char=Zelda
!{{{name|}}}
|game=Brawl
!Cheer (English)
|desc-us=Zel-da!
!Cheer (Japanese)
|desc-jp=Zel-da!
!Cheer (German)
|pitch-us=Group chant
!Cheer (Korean)
|pitch-jp=Group chant}}
|-
! scope="row"|Cheer
|[[File:Zelda Cheer English SSBB.ogg|center]]||[[File:Zelda Cheer Japanese SSBB.ogg|center]]||[[File:Zelda Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:Zelda Cheer Korean SSBB.ogg|center]]
|-
! scope="row"|Description
|Zel - da! || Zel - da! || Zel - da!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (Italian)
!Cheer (Spanish)
|-
! scope="row"|Cheer
|[[File:Zelda Cheer French SSBB.ogg|center]]||[[File:Zelda Cheer Italian SSBB.ogg|center]]||[[File:Zelda Cheer Spanish SSBB.ogg|center]]
|-
! scope="row"|Description
|Zel - da ! || Zeeeeel - da! || Zeel - da! || Zel - da!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->  
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->  


*{{Sm|JuJux|France}} - Considered to be the best Zelda player in Europe, and one of the best Zeldas in the world. Placed 33rd at {{Trn|Bushido Brawl Impact}}, which is considered to be her best placement at a major.
*{{Sm|JuJux|France}} - Considered to be the best Zelda player in Europe. Placed 33rd at {{Trn|Bushido Brawl Impact}}.
*{{Sm|Riot|USA}} - Although he preferred to play doubles than singles, he was considered the best Zelda player in the world prior to ven throughout the game's competitive lifespan, and was once ranked 15th on the [[New England Power Rankings#Super Smash Bros. Brawl rankings|New England Brawl Power Rankings]].
*{{Sm|Riot|USA}} - Was considered the best Zelda player in the world prior to Ven, and was once ranked on the [[New England Power Rankings#Super Smash Bros. Brawl rankings|New England Brawl Power Rankings]].
*{{Sm|Ven|USA}} - Was considered the best Zelda player in the world after Brawl's decline, placing 4th at {{Trn|Rise 2017}}.
*{{Sm|Ven|USA}} - Was considered the best Zelda player in the world by the end of Brawl's active life.


===Tier placement and history===
===Tier placement and history===
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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.
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Zelda/{{SSBB|Sheik}} can appear as an opponent or ally in Stage 1 along with {{SSBB|Link}}, {{SSBB|Ganondorf}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]] (with the latter available if it has been unlocked). Zelda/Sheik can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 1.
===[[All-Star Mode]]===
In All-Star Mode, Zelda/{{SSBB|Sheik}} is fought in Stage 6 alongside {{SSBB|Link}}, {{SSBB|Ganondorf}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]].
===[[Event Match]]es===
====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 {{SSBB|Battlefield}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
ZeldaSheik Classic Mode Congratulations Screen Brawl.png|Classic Mode
Zelda Sheik Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
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===Exclusive Stickers===
===Exclusive Stickers===
The following stickers can either only be used by Zelda and Sheik or by a select few including her:
The following stickers can either only be used by Zelda or by a small set of characters which includes her:
*Acro: [Magic] Attack +15
*Acro: [Magic] attack +15
*Ashley: [Magic] Attack +22
*Ashley: [Magic] attack +22
*Boomerang: [Weapon] Attack +4
*Boomerang: [Weapon] attack +4
*Bow: [Magic] Attack +8
*Bow: [Magic] attack +8
*Colin: [Specials: Direct] Attack +4
*Colin: [Specials: Direct] attack +4
*Daphnes Nohansen Hyrule: [Electric] Attack +31
*Daphnes Nohansen Hyrule: [Electric] attack +31
*Dark Samus: [Electric] Attack +31
*Dark Samus: [Electric] attack +31
*Darknut: [Slash] attack +13
*Darknut: [Slash] attack +13
*Epona & Link: [Arm, Leg] Attack +9
*Epona & Link: [Arm, Leg] attack +9
*Fierce Deity Link: [Slash] Attack +21
*Fierce Deity Link: [Slash] attack +21
*Girl [Animal Crossing]: [Magic] Attack +21
*Girl [Animal Crossing]: [Magic] attack +21
*Girl [Magical Vacation]: [Magic] Attack +19
*Girl [Magical Vacation]: [Magic] attack +19
*Happy Mask Salesman: [Leg] Attack +9
*Happy Mask Salesman: [Leg] attack +9
*Hylian Shield: [Slash] resistance +10
*Hylian Shield: [Slash] resistance +10
*Kamek: [Magic] Attack +11
*Kamek: [Magic] attack +11
*Kyorusuke: [Magic] Attack +8
*Kyorusuke: [Magic] attack +8
*Lantern: [Flame] Resistance +7
*Lantern: [Flame] resistance +7
*Legend of Outset: [Arm] Attack +26
*Legend of Outset: [Arm] attack +26
*Linebeck: [Throwing] Attack +20
*Linebeck: [Throwing] attack +20
*Link [Link to the Past]: [Electric] Resistance +31
*Link [Link to the Past]: [Electric] resistance +31
*Link [Twilight Princess]: [Slash] Resistance +27
*Link [Twilight Princess]: [Slash] resistance +27
*Link [Wind Waker]: [Flame] Attack +31
*Link [Wind Waker]: [Flame] attack +31
*Link with Goron Mask: [Slash] Attack +17
*Link with Goron Mask: [Slash] attack +17
*Link's Grandma: [Arm, Leg] Attack +2
*Link's Grandma: [Arm, Leg] attack +2
*Lon Lon Milk: Launch Power +18
*Lon Lon Milk: Launch power +18
*Midna & Wolf Link: [Leg] Attack +26
*Midna & Wolf Link: [Leg] attack +26
*Moblin: [Slash] Attack +15
*Moblin: [Slash] attack +15
*Moon Fairy Seren: [Magic] Attack +16
*Moon Fairy Seren: [Magic] attack +16
*Myrrh: [Magic] Attack +15
*Myrrh: [Magic] attack +15
*Naomi Hunter: [Leg] Attack +5
*Naomi Hunter: [Leg] attack +5
*Octorok: [Leg] Attack +4
*Octorok: [Leg] attack +4
*Peach & Daisy: [Leg] Attack +27
*Peach & Daisy: [Leg] attack +27
*Piece of Heart: Heart Container Effect +50
*Piece of Heart: Heart Container effect +50
*Pinkle: [Magic] Attack +15
*Pinkle: [Magic] attack +15
*Salvatore: [Electric] Attack +9
*Salvatore: [Electric] attack +9
*Shahra: [Leg] Attack +7
*Shahra: [Leg] attack +7
*Sheik: [Body, Spin] Attack +17
*Sheik: [Body, Spin] attack +17
*The Great Fairy: [Magic] Attack +21
*The Great Fairy: [Magic] attack +21
*Tingle [Wind Waker]: [Flame] Resistance +24
*Tingle [Wind Waker]: [Flame] resistance +24
*Toadette: [Magic] Attack +7
*Toadette: [Magic] attack +7
*Young Zelda [Minish Cap]: [Battering] Resistance +16
*Young Zelda [Minish Cap]: [Battering] resistance +16
*Zelda [Link to the Past]: [Magic] Attack +27
*Zelda [Link to the Past]: [Magic] attack +27
*Zelda [Ocarina of Time]: [Flame] Resistance +18
*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 Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Zelda/{{SSBB|Sheik}} can appear as an opponent or ally in Stage 1 along with {{SSBB|Link}}, {{SSBB|Ganondorf}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]] (with the latter available if it has been unlocked). Zelda/Sheik can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 1.
===[[All-Star Mode]]===
In All-Star Mode, Zelda/{{SSBB|Sheik}} is fought in Stage 6 alongside {{SSBB|Link}}, {{SSBB|Ganondorf}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]].
===[[Event Match]]es===
====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]].
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
ZeldaSheik Classic Mode Congratulations Screen Brawl.png|Classic Mode
Zelda Sheik Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==

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