Editing Zelda (SSBM)

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

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|melee=y}}
{{ArticleIcons|melee=y|protected=editwar}}
{{disambig2|Zelda's appearance in ''[[Super Smash Bros. Melee]]''|the character in other contexts|Princess Zelda}}{{for|information about Zelda's alter-ego|Sheik (SSBM)}}
{{disambig2|Zelda's appearance in ''[[Super Smash Bros. Melee]]''|the character in other contexts|Princess Zelda}}
{{Infobox Character
{{Infobox Character
|name = Zelda
|name = Zelda
Line 15: Line 15:
|rankingPAL = 20
|rankingPAL = 20
}}
}}
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a [[starter character]] in ''[[Super Smash Bros. Melee]]''. She can transform into {{SSBM|Sheik}} by using her [[down special move]] ([[Transform]]), and can transform back. By holding the "A" button at the stage loading screen, Zelda will automatically transform into Sheik at the start of a match.
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is one of the more unique characters in the lineup for ''[[Super Smash Bros. Melee]]''. Zelda's most notable traits are her array of powerful magical attacks and her unique ability to transform herself into her alter ego, {{SSBM|Sheik}}. This alternate form is very different from Zelda, and each was intended to help balance the other's weaknesses, so that ideally one would change between the two based on the flow of battle.  


Jun Mizusawa, Zelda's voice actor from ''The Legend of Zelda: Ocarina of Time'', reprises her role in all regions with new voice clips.
Jun Mizusawa reprises her role as Zelda from ''Ocarina of Time'' in the game.


Currently, Zelda is 24th on the tier list, the lowest-ranked character in D-tier. She is one of the more unique characters in the lineup for ''Melee'', with the exclusive ability to transform into her alter ego, Sheik. This alternate form is very different from Zelda, and each was intended to help balance the other's weaknesses, so that ideally one would change between the two based on the flow of battle. Zelda's positives include powerful attacks, with the most notable being her [[Lightning Kick]], and a long range recovery move in [[Farore's Wind]], which can also be angled. However, Zelda is greatly hindered by her poor mobility,  possessing the slowest dash speed in the game and a slow fall speed, and lacks Jigglypuff's air physics has to alleviate this. [[Wavedash]]ing is of little use to her, since her very high [[traction]] and the aforementioned attributes result in her possessing the shortest wavedash in the game (alongside Peach). Additionally, while Zelda's recovery travels a respectable distance in any direction, it lacks a hitbox when she reappears, leaving her vulnerable to punishes when she tries to land and making it easy to edgeguard and/or edgehog. Overall, these factors contribute to Zelda having terrible matchups against most of the cast and being completely overshadowed by Sheik.
Currently, Zelda is 24th on the tier list, the lowest-ranked character in D-tier. Zelda's positive attributes include an effective KO move with her [[Lightning Kick]], as well as several powerful attacks that possess [[transcendent priority]].  Zelda's primary weakness, however, is her poor mobility; she possesses (along with Jigglypuff) the slowest dash speed in the game, and is a slow-faller. These attributes combine with her very high [[traction]], resulting in the shortest [[wavedash]] in the game (along with Peach). Additionally, despite Zelda's long range on her recovery, it is fairly predictable and easily edgeguarded and/or edgehogged due to its awkward ending lag. This contributes to Zelda having poor matchups against most of the cast, with some even matchups such as {{SSBM|Dr. Mario}} now considered losing in the current metagame, with her problems against top-tiers being further exacerbated by their more developed metas compared to Zelda’s rather stagnant developments.


==Attributes==
==Attributes==
Zelda does not fall under any specific archetype of characters, due to her unusual properties as a fighter; she has a slew of powerful finishers, such as her Lightning Kick, but possesses average weight. Additionally, Zelda has a slow falling speed and high traction, leading to a very short, albeit fast, wavedash.
Zelda does not fall under any specific archetype of characters, due to her unusual properties as a fighter; she has a slew of powerful finishers, such as her [[Lightning Kick]], but she is of average weight. Additionally, Zelda has a slow falling speed and a high traction, leading to a very short, albeit fast, wavedash.


One of Zelda's strengths is her great overall KO power. Within the air, her forward and back aerials of the Lightning Kick can KO at as low as 50%, and her up air has a large hitbox that can also KO opponents. On the ground, Zelda's up tilt is surprisingly powerful, with its long duration and large radius allowing it to be a versatile move under most circumstances. Zelda's up and forward smash attacks are also powerful and they have high damage output thanks to their multiple hits.
One of Zelda's strengths is her great overall KO power. Within the air, her forward and back aerials of the Lightning Kick can KO at as low as 50%, and her up air has a large hitbox that can also KO opponents. On the ground, Zelda's up tilt is surprisingly powerful, with its long duration and large radius allowing it to be a versatile move under most circumstances. Zelda's up and forward smash attacks are also powerful and they have high damage output thanks to their multiple hits.


In addition, Zelda has some fast attacks, such as her down smash (which is the fastest in the game) and her forward and back aerials, which requires opponents to tread more carefully when used. [[Nayru's Love]] has invincibility at frame 4, which makes it a good move to counterattack fast approaches. Up smash possesses quick startup and can be used as a great out of shield option, as it can lead to a grab if the opponent SDIs out of it. Forward smash has very low ending lag, a good disjointed hitbox, and a quick animation. The very last hitbox is significantly larger than the previous, being able to sometimes reach someone who SDI's in the front of the move. It can be also be thrown out in neutral to read fast approaches without putting herself in a bad spot. As an added bonus, many of Zelda's attacks have [[Priority#Transcendent priority|transcendent priority]]; combined with average reach for most of her attacks, Zelda has potential to stop others' attacks with her own.
In addition, Zelda has some fast attacks, such as her down smash (which is the fastest in the game) and her forward and back aerials, which requires opponents to tread more carefully when used. Neutral B has invincibility at frame 4, wich makes it a good move to counterattack fast approaches. Up smash possesses quick startup and can be used as a great out of shield option, as it can lead to a grab if the opponent SDIs out of it. Forward smash has very low ending lag, a good disjointed hitbox, a quick animation, and is difficult to SDI out. The very last hitbox is significantly larger than the previous, being able to reach someone who SDI's in the front of the move. It can be also be thrown out in neutral to read fast approaches without putting herself in a bad spot. As an added bonus, many of Zelda's attacks have [[Priority#Transcendent priority|transcendent priority]]; combined with average reach for most of her attacks, Zelda has potential to stop others' attacks with her own.  


Despite most of her moves dealing high knockback, she has an acceptable combo game. Her dash attack is her primary combo starter on the ground, all of her tilts are great comboing moves, her forward tilt can send her opponents backwards, allowing for potential combo starters, her up tilt can juggle at low percentages and follow up with an up aerial when it stops comboing and her down tilt can combo into itself until around 95% and can also combo into her down smash. Up smash can also be used a few times in a row at low percentages if the opponent gets caught right above her. In addition to this, Zelda possesses a good grab game. Her up throw can be a kill confirm around 80% as it leads to a guaranteed bair/fair on certain matchups. It also has the potential to chain throw at low percentages, and her down throw has several potential follow-ups, such as a dash attack, Lightning Kick, or even a forward tilt and can set up stage spikes and early edge-guards. Her forward and back throws are quite powerful and can set up edge-guards or even K.O. at high percentages. Neutral air can also be used to guarantee these aerials (on certain matchups) if landed without the last hitbox, which will make the opponent pop up with a set knockback.
Despite most of her moves dealing high knockback, she has an acceptable combo game. Her dash attack is her primary combo starter on the ground, all of her tilts are great comboing moves, her forward tilt send her opponents backwards, allowing for potential combo starters, her up tilt can juggle at low percentages and follow up with a up aerial when it stops comboing and her down tilt can combo into itself until around 95% and can also combo into her down smash. Up smash can also be used a few times in a row at low percentages if the opponent gets caught right above her. In addition to this, Zelda possesses a good grab game. Her up throw can be a kill confirm around 80% as it leads to a guaranteed bair/fair on certain matchups. It also has the potential to chain throw at low percentages, and her down throw has several potential follow-ups, such as a dash attack, Lightning Kick, or even a forward tilt and can set up stage spikes and early edge-guards. Her forward and back throws are quite powerful and can set up edge-guards or even K.O. at high percentages. Neutral air can also be used to guarantee these aerials (on certain matchups) if landed without the last hitbox, which will make the opponent pop up with a set knockback.


However, Zelda is strongly held back by having one of the worst approach games in the game. On the ground, Zelda possesses the slowest dashing speed, a short wavedash, and a slow dash dance; combined with decidedly average range in her attacks, Zelda cannot effectively attack on the ground. Zelda doesn't fare much better in the air; despite her above average air speed, Zelda suffers from a low falling speed and a high short hop, leading to a very poor SHFFL. Zelda's lack of an effective projectile also prevents her from attacking from afar; [[Din's Fire]] is far too laggy, weak, and predictable to be an effective projectile, being too situational under most circumstances, even with the help of platforms and wavelanding.
However, Zelda is strongly held back by having one of the worst approach games in the game. On the ground, Zelda possesses the slowest dashing speed, a short wavedash, and a slow dash dance; combined with decidedly average range in her attacks, Zelda cannot effectively attack on the ground. Zelda doesn't fare much better in the air; despite her above average air speed, Zelda suffers from a low falling speed and a high short hop, leading to a very poor SHFFL. Zelda's lack of an effective projectile also prevents her from attacking from afar; [[Din's Fire]] is far too laggy, weak, and predictable to be an effective projectile, being completely useless under most circumstances. In platforms, however, Zelda fares better due to her quick movements from wavelanding and being somewhat flexible at transitioning there.


Despite her array of powerful moves and decent platform movement, she suffers numerous other flaws. While Zelda has a lot of finishers, an equal amount suffer from being difficult to land. Her forward and up smash suffer from SDI problems, as opponents can easily SDI out of it before the last hit. Zelda's up aerial, while powerful, is impossible to land on a grounded opponent, as it has some start-up lag and the hitbox is above her. Her Lightning Kicks need to be sweetspotted to KO effectively. Her forward and back throws can only KO at very high percentages when used near the edge, limiting their utility. As such, Zelda's up tilt and down smash are possibly her only reliable KO moves and even those have their flaws; the former is rather slow for a tilt attack and the latter is rather weak for a smash attack. Lastly, some of her toolkit suffers from a lack of applicable uses, which includes her down aerial, her aforementioned Din's Fire and jab.
Despite her array of powerful moves and decent platform movement, she suffers numerous other flaws. In addition to a poor approach on the ground, most of Zelda's moveset consists of unreliable finishers. Her forward and up smash suffer from SDI problems, as opponents can easily SDI out of it before the last hit. Zelda's up aerial, while powerful, is impossible to land on a grounded opponent, as it has some start-up lag and the hitbox is above her. Her Lightning Kicks need to be sweetspotted to KO effectively. Her forward and back throws can only KO at very high percentages when used near the edge, limiting their utility. As such, Zelda's up tilt and down smash are possibly her only reliable KO moves and even those have their flaws; the former is rather slow for a tilt attack and the latter is rather weak for a smash attack. Lastly, some of her toolkit suffers from a lack of applicable uses, which includes her down aerial, her aforementionned Din's Fire and jab.


Zelda also suffers from having generally situational specials (save [[Transform]]). Nayru's Love can only harm attackers in short ranges, and it has high ending lag and it doesn't protect her from attacks above her. Din's Fire, as mentioned earlier, doesn't aid her approach at all and suffers from too much ending lag. [[Farore's Wind]], generally considered her best special move, requires precise timing and angles to reach the ledge, else Zelda might land onstage and could potentially get punished, or worse, self-destruct. Farore's Wind's hitbox is also not generally viable for offensive use barring ledge stalls, and even then it lacks follow-ups on many characters.
Zelda also suffers from having generally situational specials (save [[Transform]]). Nayru's Love can only harm attackers in short ranges, and it has high ending lag and it doesn't protect her from attacks above her. Din's Fire, as mentioned earlier, doesn't aid her approach at all and suffers from too much ending lag. The attack also leaves her unable to move until she finishes the attack, leaving her defenseless until she finishes the move. [[Farore's Wind]], generally considered her best special move, requires precise timing and knowledge to reach the ledge, else Zelda might land onstage and could potentially get punished, or worse, self-destruct. Although reentering with Up B can possess some potential stall capabilities on the ledge, such as for edge cancelling techniques, the move has awkward cooldown, which can be easy for opponents to react.


Overall, Zelda emphasizes a defensive gameplan by trying to find openings for grabs, dash attacks, or lightning kicks. Players must be precise on landing her finishing moves, as their fast startup and strong power can be offset by their difficulty in landing them. She must also try and use wavedashing as well as platforms as much as possible, as her low mobility can prove to be a burden when trying to fight in neutral or against disadvantageous situations. To find success, a player must bait out options and wait for an opponent to make a mistake, else she be overwhelmed by other foes.
Overall, Zelda emphasizes a defensive gameplan by trying to find openings for grabs, dash attacks, or lightning kicks. Players must be precise on landing her finishing moves, as their fast startup and strong power can be offset by a difficulty and landing them. She must also try and use wavedashing as well as platforms as much as possible, as her low mobility can prove to be a burden when trying to fight in neutral or against disadvantageous situations. To find success, she has to bait out options and wait for an opponent to make a mistake, else she be overwhelmed by other foes.


==Moveset==
==Moveset==
Line 44: Line 44:
|game=SSBM
|game=SSBM
|neutralcount=1
|neutralcount=1
|neutralname=Short Flash ({{ja|ショートフラッシュ|Shōto Furasshu}})
|neutralname= 
|neutral1dmg=2% (hits 1-3)
|neutral1dmg=2% (hits 1-3)
|neutraldesc=Zaps magic quickly from her palm, in a similar fashion to {{SSBM|Ganondorf}}'s neutral attack. Has [[transcendent priority]]. Slowest neutral attack in ''Melee'', hitting on frame 11.
|neutraldesc=Zaps magic quickly from her palm, in a similar fashion to {{SSBM|Ganondorf}}'s neutral attack. Has [[transcendent priority]].
|ftiltname=Mystic Swipe ({{ja|マジカルカッター|Majikaru Kattā}}, ''Magical Cutter'')
|ftiltname= 
|ftiltdmg=13% (hand), 12% (arm), 11% (shoulder)
|ftiltdmg=13% (hand), 12% (arm), 11% (shoulder)
|ftiltdesc=Swipes her hand forward with sparks. Has transcendent priority. Can be angled up or down. Second strongest forward tilt in ''Melee'', only beaten by {{SSBM|Bowser}}'s sweetspotted [[forward tilt]]. The hitbox on Zelda's hand sends the opponent behind her.
|ftiltdesc=Swipes her hand forward with sparks. Has transcendent priority. Can be angled up or down. Second strongest forward tilt in ''Melee'', only beaten by {{SSBM|Bowser}}'s sweetspotted [[forward tilt]]. The hitbox on Zelda' s hand sends the opponent behind her.  
|utiltname=Protective Sweep ({{ja|バリケーダー|Barikēdā}}, ''Barricader'')
|utiltname= 
|utiltdmg=11%
|utiltdmg=11%
|utiltdesc=Waves her hand, filled with sparks, in an arc above her head. Surprisingly powerful and the hitbox lasts for a long time, so it is an excellent anti-air. Has transcendent priority.
|utiltdesc=Waves her hand, filled with sparks, in an arc above her head. Surprisingly powerful and the hitbox lasts for a long time, so it is an excellent anti-air. Has transcendent priority.
|dtiltname=Trip ({{ja|足ばらい|Ashi Barai}}, ''Leg Sweep'')
|dtiltname= 
|dtiltdmg=8% (leg), 7% (foot)
|dtiltdmg=8% (leg), 7% (foot)
|dtiltdesc=Thrusts her foot out quickly from under her dress. Can [[meteor smash]] opponents who hit her leg and grounded opponents who hit the tip of her foot. Airborne opponents who hit her foot will be launched upwards.
|dtiltdesc=Thrusts her foot out quickly from under her dress. Can [[meteor smash]] opponents who hit her leg and grounded opponents who hit the tip of her foot. Airborne opponents who hit her foot will be launched upwards.
|dashname=Magical Push ({{ja|クイックパームショット|Kuikku Pōmu Shotto}}, ''Quick Palm Shot'')
|dashname= 
|dashdmg=13% (clean body), 9% (clean hands), 8% (late body), 7% (late hands)
|dashdmg=13% (clean body), 9% (clean hands), 8% (late body), 7% (late hands)
|dashdesc=Shoves her hands in front, with magic sparks coming out them. Has transcendent priority.
|dashdesc=Shoves her hands in front, with magic sparks coming out them. Has transcendent priority.
|fsmashname=Shining Palm ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}}, ''Shining Palm Shot'')
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBM|1}} (hits 1-4), {{ChargedSmashDmgSSBM|14}} (hit 5)
|fsmashdmg={{ChargedSmashDmgSSBM|1}} (hits 1-4), {{ChargedSmashDmgSSBM|14}} (hit 5)
|fsmashdesc=Sends out a fierce jab of magic in front of her in a similar fashion to Mario's. Hits multiple times, with the final hit having launching opponents away. This attack is powerful, but can be SDI'd out of, which is somewhat difficult to land all 5 hits. Has transcendent priority.
|fsmashdesc=Sends out a fierce jab of magic in front of her in a similar fashion to Mario's. Hits multiple times, with the final hit having launching opponents away. This attack is powerful, but can be SDI'd out of, which is somewhat difficult to land all 5 hits. Has transcendent priority.
|usmashname=Power Sweep ({{ja|パワースティア|Pawā Sutia}}, ''Power Steer'')
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBM|1}} (hits 1-11), {{ChargedSmashDmgSSBM|5}} (hits 12)
|usmashdmg={{ChargedSmashDmgSSBM|1}} (hits 1-11), {{ChargedSmashDmgSSBM|5}} (hits 12)
|usmashdesc=Waves her hand in an arch similar to her up tilt three times. A powerful move if all hits manage to connect. It comes out on frame 5, making it the fastest up smash in the game. This subsequently means that it can good out-of-shield option, but it can be SDI'd out of, similarly to her forward smash, in addition to possessing incredibly short horizontal range.
|usmashdesc=Waves her hand in an arch similar to her up tilt three times. A powerful move if all hits manage to connect. It comes out on frame 5, making it the fastest up smash in the game. This subsequently means that it can good out-of-shield option, but it can be SDI'd out of, similarly to her forward smash, in addition to possessing incredibly short horizontal range.
|dsmashname=Compass Spin ({{ja|コンパスターン|Konpasu Tān}}, ''Compass Turn'')
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBM|11}}
|dsmashdmg={{ChargedSmashDmgSSBM|11}}  
|dsmashdesc=Quickly kicks both sides of herself. Short range with a slightly disjointed hitbox and poor power, but is the fastest down-smash in the game, coming out at frame 4 and only having 31 total frames. Has transcendent priority. Zelda's leg is intangible when she delivers both kicks.
|dsmashdesc=Quickly kicks both sides of herself. Short range with a slightly disjointed hitbox and poor power, but is the fastest down-smash in the game, coming out at frame 4 and only having 31 total frames. Has transcendent priority. Zelda's leg is intangible when she delivers both kicks.
|nairname=Magic Spin ({{ja|ゼルダスピン|Zeruda Supin}}, ''Zelda Spin'')
|nairname= 
|nairdmg=2-3% (hits 1-5), 5% (hit 6)
|nairdmg=2-3% (hits 1-5), 5% (hit 6)
|nairdesc=Spins in place while emitting magic sparks from her hands. Many hitboxes, good for spacing. Has transcendent priority. It may be DI'd out of.
|nairdesc=Spins in place while emitting magic sparks from her hands. Many hitboxes, good for spacing. Has transcendent priority. It may be DI'd out of.
|fairname=[[Lightning Kick]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}}, ''Lightning Kick (Front)'')
|fairname=[[Lightning Kick]]
|fairdmg=20% (sweet), 10% (sour)
|fairdmg=20% (sweet), 10% (sour)
|fairdesc=Kicks forward. If the opponent is hit with the glowing spark at the tip of Zelda's foot, it zaps them ''very'' powerfully, in a way similar to Captain Falcon's [[Knee Smash]]. Has transcendent priority.
|fairdesc=Kicks forward. If the opponent is hit with the glowing spark at the tip of Zelda's foot, it zaps them ''very'' powerfully, in a way similar to Captain Falcon's [[Knee Smash]]. Has transcendent priority.  
|bairname=[[Lightning Kick|Reverse Lightning Kick]] ({{ja|稲妻キック(後ろ)|Inazuma Kikku (Ushiro)}}, ''Lightning Kick (Back)'')
|bairname=[[Lightning Kick]]
|bairdmg=20% (sweet), 10% (sour)
|bairdmg=20% (sweet), 10% (sour)
|bairdesc=Virtually identical to her forward aerial but in a different direction and with slightly less startup lag. Has transcendent priority. A bit faster than her forward Lightning Kick, so it can be used twice in a short hop.
|bairdesc=Virtually identical to her forward aerial but in a different direction and with slightly less startup lag. Has transcendent priority. A bit faster than her forward Lightning Kick, so it can be used twice in a short hop.
|uairname=Condensed Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}}, ''Condense Blast'')
|uairname= 
|uairdmg=13%
|uairdmg=13%
|uairdesc=Releases a giant fireball that causes an explosion above Zelda. Can be used to [[shark]] opponents on the stage when Zelda is recovering. Has very high power, being the fifth strongest up aerial in ''Melee''. Has transcendent priority.
|uairdesc=Releases a giant fireball that causes an explosion above Zelda. Can be used to [[shark]] opponents on the stage when Zelda is recovering. Has very high power, being the fifth strongest up aerial in ''Melee''. Has transcendent priority.
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild Meteor Heel'')
|dairname=Meteor Heel
|dairdmg=7% (foot), 8% (leg)
|dairdmg=7% (foot), 8% (leg)
|dairdesc=Thrusts her foot downwards. A very weak [[meteor smash]].
|dairdesc=Thrusts her foot downwards. A very weak [[meteor smash]].
|grabname=Magical Hold ({{ja|ホールディング|Hōrudingu}}, ''Holding'')
|grabname= 
|grabdesc=
|grabdesc=
|pummelname=Hex ({{ja|ホールディングアタック|Hōrudingu Atakku}}, ''Holding Attack'')
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Zaps her foe.
|pummeldesc=Zaps her foe.
|fthrowname=Levitation ({{ja|フォースムーブ|Fōsu Mūbu}}, ''Force Move'')
|fthrowname= 
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Launches her foe forward, above average power.
|fthrowdesc=Launches her foe forward, above average power.
|bthrowname=Reverse Levitation ({{ja|フォースバックムーブ|Fōsu Bakku Mūbu}}, ''Force Back Move'')
|bthrowname= 
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Similar to her forward throw, only directly behind her.
|bthrowdesc=Similar to her forward throw, only directly behind her.
|uthrowname=Levitation Launch ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}}, ''Force Top Move'')
|uthrowname= 
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Thrusts foe to the sky. Has the ability to chain throw fast-falling opponents at low percents.
|uthrowdesc=Thrusts foe to the sky. Has the ability to chain throw fast-falling opponents at low percents.
|dthrowname=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}})
|dthrowname= 
|dthrowdmg=2% (hits 1-4), 2% (throw)
|dthrowdmg=2% (hits 1-4), 2% (throw)
|dthrowdesc=Drops foe and zaps them, sending the foe behind her with weak knockback.
|dthrowdesc=Drops foe and zaps them, sending the foe behind her with weak knockback.
Line 123: Line 123:
|dsname=Transform
|dsname=Transform
|dsdmg=0%
|dsdmg=0%
|dsdesc=Transforms into {{SSBM|Sheik}}.
|dsdesc=Transforms into {{SSBM|Sheik}}
}}
}}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 90
|rweight = 12-14
|dash = 1.1
|rdash = 25
|run = 1.1
|rrun = 25-26
|walk = 0.7
|rwalk = 25-26
|trac = 0.1
|rtrac = 1-4
|airfric = 0.005
|rairfric = 21-26
|air = 0.95
|rair = 10
|baseaccel = 0.01
|rbaseaccel = 25-26
|addaccel = 0.038
|raddaccel = 12
|gravity = 0.066
|rgravity = 25
|fall = 1.4
|rfall = 24-25
|ff = 1.85
|rff = 25
|jumpsquat = 6
|rjumpsquat = 23-25
|jumpheight = 31.262
|rjumpheight = 18
|shorthop = 18.337
|rshorthop = 3
|djump = 21.444
|rdjump = 19
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 90
|rweight = 12-14
|dash = 1.1
|rdash = 25
|run = 1.1
|rrun = 25-26
|walk = 0.7
|rwalk = 25-26
|trac = 0.1
|rtrac = 1-4
|airfric = 0.005
|rairfric = 21-26
|air = 0.95
|rair = 9
|baseaccel = 0.01
|rbaseaccel = 25-26
|addaccel = 0.038
|raddaccel = 12
|gravity = 0.066
|rgravity = 25
|fall = 1.4
|rfall = 24-25
|ff = 1.85
|rff = 25
|jumpsquat = 6
|rjumpsquat = 23-25
|jumpheight = 31.262
|rjumpheight = 18
|shorthop = 18.337
|rshorthop = 3
|djump = 21.444
|rdjump = 19
}}
===[[Announcer]] call===
[[File: Zelda Announcer SSBM.wav]]


===[[Taunt]]===
===[[Taunt]]===
Line 211: Line 133:
|desc-1=Flips her hair back.
|desc-1=Flips her hair back.
|desc-2=Makes a thinking gesture.
|desc-2=Makes a thinking gesture.
|desc-3=Turns her body away, while putting her right arm on her left. This pose is similar to the one she makes in her artwork, and near the end of ''Ocarina of Time''.
|desc-3=Turns her body away.
|image-1=Zelda Idle Pose Melee 1.gif
|image-1=Zelda Idle Pose Melee 1.gif
|image-2=Zelda Idle Pose Melee 2.gif
|image-2=Zelda Idle Pose Melee 2.gif
Line 234: Line 156:
|char=Zelda}}
|char=Zelda}}


==In [[competitive play]]==
==In [[Competitive play]]==
===Most historically significant players===
===Notable players===
<!--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 -->
:''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]].''
:''See also: ''[[:Category:Zelda players (SSBM)]]''
:''See also: ''[[:Category: Zelda professionals (SSBM)]]''
====Active====
*{{Sm|Drephen|USA}} (#49) - Despite being a {{SSBM|Sheik}} main, he is known to switch to Zelda for recoveries far more frequently than other Sheik players, often to his own detriment. He also sometimes uses Zelda as a counterpick against the Ice Climbers.
*{{Sm|Kalne|Japan}} - Co-mains Zelda and {{SSBU|Sheik}}. Ranked 37th on the [[Japan SSBM Rank 2019]].
*{{Sm|Rienne|USA}} - Created [https://www.profaneto.me/2017/07/the-profane-tome-index.html?m=1 The Profane Tome], which is considered a "bible" for Zelda players. Has a win over {{Sm|Ka-Master}}.
*{{Sm|The Lake|USA}} - Ranked 8th on [[Pittsburgh Power Rankings]] in 2017, peaked at 4th; 4-stocked {{Sm|Nintendude}} in a tournament match.<ref>{{cite web|url=https://youtu.be/8RM-J9V8iP4|title=Nintendude Vs. The Lake}}</ref>


*{{Sm|Kalne|Japan}} - [[Sheilda|Co-mains Zelda and Sheik]]. Has multiple top 8 at Japanese locals such as [[MasterHand]] and was ranked 37th on the [[Japan SSBM Rank 2019]], becoming one of the few times a Zelda player has ranked on a country ranking.
====Inactive====
*{{Sm|Narcissa|USA}} - A Zelda player who was considered one of the best in North America and peaked at 2nd on the [[Chicago Power Rankings]]. Won [http://challonge.com/sgdq2013melee SGDQ 2013], placed 65th at {{Trn|EVO 2015}}, and placed high at many [[Show Me Your Moves]] locals. She later switched to Roy before becoming inactive from competition.
*{{Sm|Ice|Germany}} (#51) - When he mained Sheik and the opponent was at high percent, he sometimes switched to Zelda for a finishing back-air.
*{{Sm|Rienne|USA}} - Created [https://www.profaneto.me/2017/07/the-profane-tome-index.html The Profane Tome], which is considered a "bible" for Zelda players. Is currently considered to be the best Zelda in the world, having wins over top players such as {{Sm|Aura}}, {{Sm|Nicki}}, and {{Sm|Mekk}}.
*{{Sm|Magus|USA}} - Former member of the Project M Development team, mainly used Zelda in his later years of play.
*{{Sm|The Lake|USA}} - Considered the best Zelda player in the world prior to his death. He became a respected player in Pittsburgh, ranking as high as 4th on the [[Pittsburgh Power Rankings]] and has one of the most famous Zelda clips with his 4-stock over {{Sm|Nintendude}} in a tournament match.<ref>{{cite web|url=https://youtu.be/8RM-J9V8iP4|title=Nintendude Vs. The Lake}}</ref> In addition, he placed 33rd at {{Trn|Revival of Melee 3}}, which is Zelda's highest result for a supermajor/major. He passed away in October of 2022.
*{{Sm|Narcissa|USA}} - Peaked at 2nd on the [[Chicago Power Rankings]], won [http://challonge.com/sgdq2013melee|SGDQ SGDQ 2013], later switched to Roy and became inactive.
*{{Sm|UmbreonMow|USA}} - Considered the best Zelda in the early meta.
*{{Sm|Upke|USA}} - A hidden boss on [[2015 SSBMRank]]; 25th at [[Bad Moon Rising]].


===Tier placement and history===
===Tier placement and history===
Zelda was ranked extremely high on the first [[tier list]], tying for 6th place with {{SSBM|Samus}} and {{SSBM|Luigi}}; however, discussion in [http://www.smashboards.com/showthread.php?t=22623 the MBR average tiers topic] suggests this is an artifact of some tier list contributors grouping her with her top-tier counterpart {{SSBM|Sheik}}, and her placement was not fully based on her prowess as an independent character. The second tier list rectified this and had Zelda tie with Link and Ness for 14th to 16th place. Following this, Zelda fell again to 20th on the third tier list, and has since frequently appeared on the 19th and 20th spots on the tier list. Zelda's position is attributed to a combination of undesirable traits, being floaty, a middleweight yet tall (making her easy to juggle and KO from the upper blast line), having sluggish mobility, a poor [[wavedash]], and poor hitbox placements on most of her moves. However, the most important factor of Zelda’s lack of viability is Sheik’s existence as a top tier, which has deterred many smashers from using her in serious play.
Zelda was ranked extremely high on the first [[tier list]], tying for 6th place with {{SSBM|Samus}} and {{SSBM|Luigi}}; however, discussion in [http://www.smashboards.com/showthread.php?t=22623 the MBR average tiers topic] suggests this is an artifact of some tier list contributors grouping her with her top-tier counterpart {{SSBM|Sheik}}, and her placement was not fully based on her prowess as an independent character. The second tier list rectified this and had Zelda tie with Link and Ness for 14th to 16th place. Following this, Zelda fell again to 20th on the third tier list, and has since frequently appeared on the 19th and 20th spots on the tier list. Zelda's position is attributed to a combination of undesirable traits, being floaty, a middleweight yet tall (making her easy to juggle and KO from the upper blast line), having sluggish mobility, a poor [[wavedash]], and poor hitbox placements on most of her moves. However, the most important factor of Zelda’s lack of viability is Sheik’s existence as a top tier, which has deterred many smashers from using her in serious play.  


Zelda is currently ranked 24th on the thirteenth tier list, in what is her lowest standing on the list thus far. Prior to the ranking, she was ranked 22nd, with some smashers believing that she deserved to be slightly lower; {{Sm|Mew2King}} notably believed that Zelda [http://www.eventhubs.com/news/2014/may/02/kirby-and-zelda-are-two-worst-characters-melee-pichu-highly-underrated-mew2king-discusses-his-super-smash-bros-tier-list-pt-1/ was one of the two worst characters in the game], citing her poor frame data and awful approach in his assessment.
Zelda is currently ranked 24th on the thirteenth tier list, in what is her lowest standing on the list thus far. Prior to the ranking, she was ranked 22nd, with some smashers disputing whether this was an accurate assessment; {{Sm|Mew2King}} notably believed that Zelda [http://www.eventhubs.com/news/2014/may/02/kirby-and-zelda-are-two-worst-characters-melee-pichu-highly-underrated-mew2king-discusses-his-super-smash-bros-tier-list-pt-1/ was one of the two worst characters in the game], citing her poor frame data in his assessment.  


Zelda has made little impact in tournaments from the start of the metagame, with very few dedicated mains able to player her at a high-level. Her only modern top representatives are semi-active at best, and usually do not place high in majors and even regionals without using better characters. Additionally, many of the historically best Zeldas, most notably {{Sm|Narcissa}} stopped playing the game entirely, and {{Sm|The Lake}} has since passed away. Usually, the only time when Zelda shows up in top level play is when Sheik players transform into her off-stage to take advantage of her longer [[recovery]] where they would otherwise not be able to recover; if the opponent is aggressive enough, Sheik players may be forced to fight as her until an opportunity to transform back is available.
Zelda has made little impact in tournaments from the start of the metagame, with relatively few dedicated mains. Her only modern players are semi-active at best, and usually do not place high enough to earn money in large tournaments without also using a better character. Additionally, many of the historically best Zeldas, most notably {{Sm|Narcissa}}, have stopped playing the game entirely. Usually, the only time when Zelda shows up in top level play is when Sheik players transform into her off-stage to take advantage of her longer [[recovery]] where they would otherwise not be able to recover; if the opponent is aggressive enough, they may be forced to fight as her until an opportunity to transform back is available.


==In 1-P Mode==
==In single-player modes==
===In {{SSBM|Classic Mode}}===
===In {{SSBM|Classic Mode}}===
In Classic Mode, Zelda can appear in ordinary one-on-one battles, on a team with either {{SSBM|Link}}, {{SSBM|Marth}}, {{SSBM|Young Link}}, {{SSBM|Peach}} or {{SSBM|Bowser}}, or in the game's metal battle. In her appearances, Zelda usually appears on [[Temple]], though she also appears on Great Bay when with Young Link, and on Battlefield when with Bowser and in the metal battle. Unusually, Zelda will never appear as an ally in team and giant fights.
In the Classic Mode, Zelda can appear in the ordinary 1 on 1 battles, on a team with either {{SSBM|Link}}, {{SSBM|Marth}}, {{SSBM|Young Link}}, {{SSBM|Peach}} or {{SSBM|Bowser}}, or in the game's metal battle. In her appearances, Zelda appears on [[Temple]], though she appears on Great Bay when with Young Link, and on Battlefield when with Bowser and in the metal battle. Unusually, however, Zelda will never appear as an ally in team and giant fights.


===In [[Adventure Mode]]===
===In [[Adventure Mode]]===
Line 269: Line 198:
*'''[[Event 44: Mewtwo Strikes!]]''': In this event, the player is initially placed on Battlefield, against Zelda. After fifteen seconds, however, {{SSBM|Mewtwo}} appears on stage and will fight the player. The player's goal is to KO Mewtwo; while Zelda can be attacked, KOing her will result in failure.
*'''[[Event 44: Mewtwo Strikes!]]''': In this event, the player is initially placed on Battlefield, against Zelda. After fifteen seconds, however, {{SSBM|Mewtwo}} appears on stage and will fight the player. The player's goal is to KO Mewtwo; while Zelda can be attacked, KOing her will result in failure.


===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
===Ending images===
Zelda and Sheik share ending images for the one-player modes, as well as the same cinematic; clearing the mode with one also gives the player both of their trophies.
Zelda and Sheik share ending images for the one-player modes, as well as the same cinematic; clearing the mode with one also gives the player both of their trophies.


<gallery>
<gallery>
ZeldaSheikClassicMode.jpg|Classic Mode
ZeldaSheikClassicMode.jpg|Classic Mode.
ZeldaSheikAdventureMode.jpg|Adventure Mode
ZeldaSheikAdventureMode.jpg|Adventure Mode.
ZeldaSheikAllStarMode.jpg|All-Star Mode
ZeldaSheikAllStarMode.jpg|All-Star mode.
</gallery>
</gallery>


==[[Trophies]]==
==Trophies==
In addition to the normal trophy about Zelda as a character, there are two trophies about her as a fighter, unlocked by completing the [[Adventure]] and [[All-Star]] modes respectively with Zelda or Sheik on any difficulty:
In addition to the normal trophy about Zelda as a character, there are two trophies about her as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Zelda on any difficulty:


{{Trophy/Fighter
:'''Zelda'''
|name=Zelda
:''The princess of Hyrule. Zelda entrusted [[Link]] with the future of Hyrule after a revelation came to her in the world of dreams. She knows much about the Triforce; in fact, the only person who likely knows more about Triforce lore is [[Ganondorf]] himself, whom Zelda evaded in Ocarina of Time by transforming into her alter ego, [[Sheik]].''
|image=Princess Zelda Trophy Melee.png
 
|mode=Classic
:*''[[The Legend of Zelda]]'' 07/87
|desc=The crown princess of Hyrule. Zelda entrusted Link with the future of Hyrule after a revelation came to her in the world of dreams. She knows much about the Triforce; in fact, the only person who likely knows more about Triforce lore is Ganondorf himself, whom Zelda evaded in Ocarina of Time by transforming into her alter ego, Sheik.
 
|gamelist={{Trophy games|game1=The Legend of Zelda|release1=7/87}}
:'''Zelda''' [<span style="color:#FF0000">Smash</span>]
|game=Melee
:''Zelda is a bit slow and, because of her light frame, easy to send flying. On the other hand, her magical skills lend her reliable and explosive attack power. Zelda's easier to use if you focus on waiting and countering rather than pressing attacks. She can use Nayru's Love to reflect projectile attacks or as an offensive weapon.
}}
:*B: [[Nayru's Love]]
{{clrl}}
:*Smash B: [[Din's Fire]]


{{Trophy/Fighter
:'''Zelda''' [<span style="color:#0000FF">Smash</span>]
|name=Zelda
:''Zelda's midair Lightning Kick centers immense magical power in the ball of her foot. If she strikes perfectly, the attack is as strong as can be. If her aim is slightly off, it'll be exceedingly weak. Farore's Wind again utilizes Zelda's magical prowess, this time by transporting her great distances. It's vital to know the lay of the land before using this move.
|image=Princess Zelda Trophy (Smash).png
:*Up & B: [[Farore's Wind]]
|mode=Adventure
:*Down & B: [[Transform]]
|desc=Zelda is a bit slow and, because of her light frame, easy to send flying. On the other hand, her magical skills lend her reliable and explosive attack power. Zelda's easier to use if you focus on waiting and countering rather than pressing attacks. She can use Nayru's Love to reflect projectile attacks or as an offensive weapon.
|gamelist=:B: Nayru's Love
:Smash B: Din's Fire
|game=Melee
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Zelda
<gallery>
|image=Princess Zelda Trophy 2 (Smash).png
Princess Zelda Trophy Melee.png|Classic
|mode=All Star
Princess Zelda Trophy (Smash).png|Smash|[<span style="color:#FF0000">Smash</span>]
|desc=Zelda's midair Lightning Kick centers immense magical power in the ball of her foot. If she strikes perfectly, the attack is as strong as can be. If her aim is slightly off, it'll be exceedingly weak. Farore's Wind again utilizes Zelda's magical prowess, this time by transporting her great distances. It's vital to know the lay of the land before using this move.
Princess Zelda Trophy 2 (Smash).png|[<span style="color:#0000FF">Smash</span>]
|gamelist=:Up & B: Farore's Wind
</gallery>
:Down & B: Transform
</center>
|game=Melee
}}
{{clrl}}


==[[Alternate costume (SSBM)#Zelda|Alternate costumes]]==
==[[Alternate costume (SSBM)#Zelda|Alternate costumes]]==
Line 329: Line 249:
<gallery>
<gallery>
Zelda SSBM Artwork.png|Official artwork of Zelda.
Zelda SSBM Artwork.png|Official artwork of Zelda.
SSBMWebsiteZelda1.jpg|Using her [[neutral aerial]] on [[Fountain of Dreams]].
SSBMWebsiteZelda2.jpg|Using [[Din's Fire]] on {{SSBM|Bowser}} on [[Yoshi's Story]].
FaroresWindMelee.png|Using [[Farore's Wind]].
SSBMWebsiteZelda4.jpg|Using her [[up smash]] on [[Pokémon Stadium]].
NLoveMelee.jpg|Using [[Nayru's Love]] on {{SSBM|Samus}} and {{SSBM|Captain Falcon}} on [[Jungle Japes]].
ZTransMelee.jpg|Using [[Transform]] on [[Temple]].
</gallery>
</gallery>
</center>
</center>
==Trivia==
==Trivia==
*Zelda is the only starter character in ''Melee'' who was not revealed at [[E3]] 2001. Instead, she was revealed when her page was added to [[Smabura-Ken]] on November 6.
*Zelda is the only starter character in ''Melee'' who was not revealed at [[E3]] 2001.
**In [[Media:Betameleescreen.jpg|a screenshot]] of the character select screen in ''Melee'', from Smabura-Ken, Zelda's portrait is missing from the character select screen. This seems to have been done to hide the surprise of Zelda being playable, as Sheik was revealed first.
*Zelda and Sheik are the [[fighter ability|only characters with the ability]] to transform into another character (each other) in ''Melee'', and the first to do so in the ''Smash Bros.'' series.
*Zelda is the only character in ''Melee'', along with {{SSBM|Peach}}, to have 3 [[idle poses]]. The majority of the cast only have either one or two.
*Zelda is the only character in ''Melee'', along with {{SSBM|Peach}}, to have 3 [[idle poses]]. The majority of the cast only have either one or two.
**Additionally, her official artwork and character select portrait is based on one of her idle poses.
**Also, her official artwork and character select portrait is based on one of her idle poses.
*[[:File:Betameleescreen.jpg|In a screenshot]] of the character select screen in ''Melee'', from [[Smabura-Ken]], Zelda's portrait is missing from the character select screen. This seems to have been done to hide the surprise of Zelda being playable, as Sheik was revealed first.
*Zelda has the largest amount of moves with transcendent priority in ''Melee'', with 13.
*Zelda has the largest amount of moves with transcendent priority in ''Melee'', with 13.
*Despite her design being based on her ''Ocarina of Time'' incarnation, her brodice is pink instead of purple, and if one looks closely, Zelda wears high-heels instead of brown boots as seen in her ''Smash'' trophies (which are retained in her later designs/appearances).
*Despite her design being based on her ''Ocarina of Time'' incarnation, if one looks closely, Zelda wears high-heels instead of brown boots as seen in her ''Smash'' trophies (which are retained in her later designs/appearances).
*Oddly, a CPU Zelda in Training mode set to the "Stand" CPU mode will still occasionally transform into Sheik.
*Oddly, a CPU Zelda in Training mode set to the "Stand" CPU mode will still occasionally transform into Sheik.
*Although not considered a clone, several of Zelda's non-attack animations are taken directly from Peach, such as her idle, crouching, walking, shielding, rolling, [[screen KO]], and jumping animations.
*Zelda, {{SSBM|Fox}}, and {{SSBM|Mewtwo}} are the only characters whose artwork when selecting them differs when selecting their costumes.
**In Fox and Zelda's cases, their renders when selecting their alternate costumes match their official artworks, but their render when selecting them is unique.


==References==
==References==
{{reflist}}
{{reflist}}
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1106/index.html Zelda's page at Smabura-Ken]


*[[smashwiki:26TP/Zelda|Translation]]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{EnemiesAdvSSBM}}
{{EnemiesAdvSSBM}}

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

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: