Editing Zelda (SSBU)

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Zelda is ranked 73rd out of 82 on the current [[tier list]], placing her in the D- tier. This is a slight improvement from her 52nd/53rd out of 54 placement in ''SSB4'' where she was tied with {{SSB4|Ganondorf}}, and is her best placement in the series. She has a strong zoning tool in [[Phantom Slash]], which is a very versatile move that can also start or finish combos, force approaches and apply pressure by controlling space, namely in ledge trapping. Zelda uses magic in her attacks with [[transcendent priority]], giving her disjointed range in general. She has an abundance of KO options, with power comparable to or exceeding that of heavyweights, despite being a lightweight. Many of her strongest attacks tend to create favorable trades if not outright beating out the opponent's move due to their priority. They come out surprisingly fast for how powerful they are, many of which are also effective out-of-shield options, most famously her [[Lightning Kick]], which has devastating launching power when sweetspotted, and [[Farore's Wind]], which is also one of the best recoveries in the game due to being a unique teleport that travels far with hitboxes both on disappearance and reappearance. She also has an outstanding array of throws, being able to combo with down throw until high percents and having two strong kill throws in her up and back throws.
Zelda is ranked 73rd out of 82 on the current [[tier list]], placing her in the D- tier. This is a slight improvement from her 52nd/53rd out of 54 placement in ''SSB4'' where she was tied with {{SSB4|Ganondorf}}, and is her best placement in the series. She has a strong zoning tool in [[Phantom Slash]], which is a very versatile move that can also start or finish combos, force approaches and apply pressure by controlling space, namely in ledge trapping. Zelda uses magic in her attacks with [[transcendent priority]], giving her disjointed range in general. She has an abundance of KO options, with power comparable to or exceeding that of heavyweights, despite being a lightweight. Many of her strongest attacks tend to create favorable trades if not outright beating out the opponent's move due to their priority. They come out surprisingly fast for how powerful they are, many of which are also effective out-of-shield options, most famously her [[Lightning Kick]], which has devastating launching power when sweetspotted, and [[Farore's Wind]], which is also one of the best recoveries in the game due to being a unique teleport that travels far with hitboxes both on disappearance and reappearance. She also has an outstanding array of throws, being able to combo with down throw until high percents and having two strong kill throws in her up and back throws.


Despite these strengths, Zelda has notable weaknesses. Her mobility is among the worst in the game, with a low run speed, falling speed and gravity leaving her with committal jumps and a poor approach and [[neutral game]]. Being tall makes her easier to hit, and being floaty makes her especially vulnerable to juggling with poor landing options; this gives her one of the worst disadvantage states in the game and only exacerbates her already low weight. While Zelda has several powerful finishers, most of them are inconsistent, having very precise sweetspots that are especially difficult to land with her poor approach and mobility, weak sourspots that can even be punishable on hit and/or high ending lag. She lacks moves that are safe on shield, most notably her aerials; the few moves that are require specific spacing or timing, which are difficult given her poor mobility. The range on several of her attacks is poor, limiting their utility. Almost all her normals are transcendent, which is a downside against projectiles and larger disjoints due to being unable to clank with them and often losing to them. She also has a limited number of moves and rather small windows to confirm into other moves, forcing her to often rack up damage and secure KOs through Phantom setups or stray hits. She has no fast, low-committal projectiles, making her susceptible to being outcamped; in general, all her special moves have high lag and can be punished hard when not used carefully.
Despite these strengths, Zelda has notable weaknesses. Her mobility is among the worst in the game, with a low run speed, falling speed and gravity leaving her with committal jumps and a poor approach and [[neutral game]]. Being tall makes her easier to hit, and being floaty makes her especially vulnerable to juggling with poor landing options; this gives her one of the worst disadvantage states in the game and only exacerbates her already low weight. While Zelda has several powerful finishers, most of them are inconsistent, having very precise sweetspots that are especially difficult to land with her poor approach and mobility, weak sourspots that can even be punishable on hit and/or high ending lag. She lacks moves that are safe on shield, most notably her aerials; the few moves that are require specific spacing or timing, which are difficult given her poor mobility. The range on several of her attacks is poor, limiting their utility. She also has a limited number of moves and rather small windows to confirm into other moves, forcing her to often rack up damage and secure KOs through Phantom setups or stray hits. She has no fast, low-committal projectiles, making her susceptible to being outcamped; in general, all her special moves have high lag and can be punished hard when not used carefully.


Overall, Zelda plays a decent zoning game and a strong trapping game, with tools for ledge trapping and controlling space, but her precise hitboxes, inconsistency and poor mobility gives her a weak neutral and disadvantage state, making her a glass cannon with a focus on precision. Zelda is rarely represented in tournaments, but there have been dedicated players, such as {{Sm|Yn}} from Japan, {{Sm|Naskino}} in France, and {{Sm|Ven}} in the United States, with respectable results.
Overall, Zelda plays a decent zoning game and a strong trapping game, with tools for ledge trapping and controlling space, but her precise hitboxes, inconsistency and poor mobility gives her a weak neutral and disadvantage state, making her a glass cannon with a focus on precision. Zelda is rarely represented in tournaments, but there have been dedicated players, such as {{Sm|Yn}} from Japan, {{Sm|Naskino}} in France, and {{Sm|Ven}} in the United States, with respectable results.
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==Attributes==
==Attributes==
Zelda is a tall, floaty [[weight|lightweight]] character with overall slow mobility. While she has an above-average [[air speed]], [[initial dash]] and [[traction]], her jumps and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are mostly based on magic, making most of them [[disjoint]]ed albeit short-ranged attacks. They also boast generally quick startup; all her normal attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her low weight, most of her attacks have impressive [[KO]] potential and damage output, giving her power comparable to that of heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon.
Zelda is a tall, floaty [[weight|lightweight]] character with overall slow mobility. While she has an above-average [[air speed]] and [[initial dash]], the 20th highest [[traction]], her jumps and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are based on magic, making most of them [[disjoint]]ed albeit short-ranged attacks. They also boast generally quick startup; all her normal attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her lightweight status, most of her attacks have impressive [[KO]] potential and damage output, giving her power comparable to that of heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon.


Zelda's ground game is notably safer than her aerial game due to generally having lower lag and being more consistent. She has decent close-quarters combat with many fast moves that can start combos. Her [[neutral attack]] is her fastest move at frame 4. It can transition into a [[rapid jab]] and its finisher for simple damage and emergency KOs; on its own, though short in range, it can be useful in some situations, such as shield mixups, platform tech-chasing, and confirms at high percentages. [[Forward tilt]], though narrow and precise with slow startup, has a very strong tipper hitbox (being the highest-damage forward tilt in the game, and the second strongest behind Incineroar's) and is used to space (especially on shield) and secure early KOs with its high base knockback. [[Up tilt]] is one of her most versatile moves, with large, lingering hitboxes that hit all around her being used to anti-air, catch spot dodges and getups, tech-chase, and start and extend combos across most percentages. It is an important move for KO confirms; landing the back hit can confirm most notably into lightning kick and up air at mid and high percentages, respectively. [[Down tilt]], another one of her most important moves, though quite small, has fast startup, low lag yet a surprisingly long-lasting hitbox (7 frames) that allows it to be used as a quick low-committal poke, a 2-framing option (especially with a set-up Phantom) and for catching ledge getups. The crouching animation allows her to pancake and evade moves in neutral and out of shield. It can be relatively safe on shield if spaced and/or hit with the later frames, though in general the quick animation can make it difficult to punish or to DI in time. It most reliably leads into dash attack at mid percents, but can lead to Lightning Kick at higher percents for a KO confirm, especially with poor DI. Down tilt is often used to cover options in tandem with [[dash attack]], her most important burst option with excellent speed, a good disjoint, a long-lasting hitbox and only moderate ending lag. Proper application of dash attack to catch landings and punish whiffed moves is essential, while avoiding overuse and misuse due to it being unsafe on shield.
Zelda's ground game is notably safer than her aerial game due to generally having lower lag and being more consistent. She has decent close-quarters combat with many fast moves that can start combos. Her [[neutral attack]] is her fastest move at frame 4. It can transition into a [[rapid jab]] and its finisher for simple damage and emergency KOs; on its own, though short in range, it can be useful in some situations, such as shield mixups, platform tech-chasing, and confirms at higher percentages. [[Forward tilt]], though narrow and precise with slow startup, has a very strong tipper hitbox (being the highest-damage forward tilt in the game, and the second strongest behind Incineroar's) and is used to space (especially on shield) and secure early KOs with its high base knockback. [[Up tilt]] is one of her most versatile moves, with large, lingering hitboxes that hit all around her being used to anti-air, catch spot dodges and getups, tech-chase, and start and extend combos across most percentages. It is an important move for KO confirms; landing the back hit can confirm most notably into lightning kick and up air at mid and high percentages, respectively. [[Down tilt]], another one of her most important moves, though quite small, has fast startup, low lag yet a surprisingly long-lasting hitbox (7 frames) that allows it to be used as a quick low-committal poke, a 2-framing option (especially with a set-up Phantom) and for catching ledge getups. The crouching animation allows her to pancake and evade moves in neutral and out of shield. It can be relatively safe on shield if spaced and/or hit with the later frames, though in general the quick animation can make it difficult to punish or to DI in time. It most reliably leads into dash attack at mid percents, but can lead to Lightning Kick at higher percents for a KO confirm, especially with poor DI. Down tilt is often used to cover options in tandem with [[dash attack]], her most important burst option with excellent speed, a good disjoint, a long-lasting hitbox and only moderate ending lag. Proper application of dash attack to catch landings and punish whiffed moves is essential, while avoiding overuse and misuse due to it being unsafe on shield.


Though known for her broad power, Zelda's smash attacks are one of the few areas where she falls relatively average to below-average in strength. Her [[forward smash]] is still a strong finisher, however, with one of the largest disjoints of any of her normals. Due to its multiple hits, it is a decent option for catching ledge getups, especially when charged, though unlike Pichu's, it has a 1-frame gap between each of its hits, making it inconsistent at this. Also, due to its rather low ending lag it can be hard to punish on shield, especially if spaced. [[Up smash]] is similarly a powerful multi-hit with good disjoint, though only vertically and not as large. While its horizontal range is poor, it has a relatively fast startup (frame 9) that can punish poorly spaced moves on shield. It has a very long duration of 25 frames from the first to last hit with only 2 inactive frames in between, making it effective for catching getups as well as landings, spot dodges and preemptively intercepting reckless approaches. It is one of her laggiest moves, however, which in combination with its unspectacular range makes it a highly committal option that should only be used sparingly. [[Down smash]]'s foot sweetspots launch opponents at a [[semi spike]] angle with decent knockback. At frame 5, it is one of her fastest moves and is a quick punish option with only moderate ending lag. As it hits on both sides, it can be used for catching rolls. It can set up edge guards on characters with poor recoveries due to its nasty launch angle. However, due to being a simple leg sweep and one of her few non-magic attacks, it has a rather short range with average power.
Though known for her broad power, Zelda's smash attacks are one of the few areas where she falls relatively average to below-average in strength. Her [[forward smash]] is still a strong finisher, however, with one of the largest disjoints of any of her normals. Due to its multiple hits, it is a decent option for catching ledge getups, especially when charged, though unlike Pichu's, it has a 1-frame gap between each of its hits, making it inconsistent at this. Also, due to its rather low ending lag it can be hard to punish on shield, especially if spaced. [[Up smash]] is similarly a powerful multi-hit with good disjoint, though only vertically and not as large. While its horizontal range is poor, it has a relatively fast startup (frame 9) that can punish poorly spaced moves on shield. It has a very long duration of 25 frames from the first to last hit with only 2 inactive frames in between, making it effective for catching getups as well as landings, spot dodges and preemptively intercepting reckless approaches. It is one of her laggiest moves, however, which in combination with its unspectacular range makes it a highly committal option that should only be used sparingly. [[Down smash]]'s foot sweetspots launch opponents at a [[semi spike]] angle with decent knockback. At frame 5, it is one of her fastest moves and is a quick punish option with only moderate ending lag. As it hits on both sides, it can be used for catching rolls. It can set up edge guards on characters with poor recoveries due to its nasty launch angle. However, due to being a simple leg sweep and one of her few non-magic attacks, it has a rather short range with only average power.


Zelda has unique high-risk, high-reward [[aerial]]s which boast immense kill power but have high lag, very weak sourspots and/or small sweetspots, limiting their usage in neutral and forcing her to play carefully in the air. The exception to this is her [[neutral aerial]]; it does not have a notable strong hit or sweetspot, instead being her least committal, most versatile aerial which ameliorates her subpar neutral and air-to-air game. It can auto-cancel in a short hop and is a multi-hit with fast start-up and many active frames hitting on both sides. It is used as an anti-air and burst option, combo starter or extender, out-of-shield option, shield pressuring tool, and occasionally edge guarding. At lower percents, it can combo mainly into a dash attack when fast-falled, or into an up tilt or dash attack when auto-canceled. At higher percents, it gives Zelda enough space to set up a Phantom or a ledge-trap situation; additionally, for KOs it can edge guard or launch into a set up Phantom. A single hit when fast-falled can pop grounded opponents up and lead into a variety of confirms at higher percents, but this is difficult to land due to her mobility. Despite being her most important aerial in neutral, it suffers from consistency issues. Due to lacking an autolink angle, opponents can fall out of the looping hits, notably if she is moving in any direction too fast. The looping hits have very low hitstun, failing to give the move any drag-down potential and leaving her very punishable if the opponent falls out. It is also hard to control which side the opponent ends up on due to to the looping hits' constantly inward-sending launch angles, making follow-ups difficult. [[Up aerial]] is a large, vertically disjointed explosion with a good duration and excellent power. Due to its massive disjoint, it can shark through certain stages. Relative to its power, it has low landing lag, having some combo potential at lower percents when fast falled, and being safe on shield if used on opponents on platforms while falling. While not too risky due to being massive, disjointed and strong all throughout, it has significant startup and ending lag and only covers the range above her, limiting its usage.
Zelda has unique high-risk, high-reward [[aerial]]s which boast immense kill power but have high lag, very weak sourspots and/or small sweetspots, limiting their usage in neutral and forcing her to play carefully in the air. The exception to this is her [[neutral aerial]]; it does not have a notable strong hit or sweetspot, instead being her least committal, most versatile aerial which ameliorates her subpar neutral and air-to-air game. It can auto-cancel in a short hop and is a multi-hit with fast start-up and many active frames hitting on both sides. It is used as an anti-air and burst option, combo starter or extender, out-of-shield option, shield pressuring tool, and occasionally edge guarding. At lower percents, it can combo mainly into a dash attack when fast-falled, or into an up tilt or dash attack when auto-canceled. At higher percents, it gives Zelda enough space to set up a Phantom or a ledge-trap situation; additionally, for KOs it can edge guard or launch into a set up Phantom. A single hit when fast-falled can pop grounded opponents up and lead into a variety of confirms at higher percents, but this is difficult to land due to her mobility. Despite being her most important aerial in neutral, it suffers from consistency issues. Due to lacking an autolink angle, opponents can fall out of the looping hits, notably if she is moving in any direction too fast. The looping hits have very low hitstun, failing to give the move any drag-down potential and leaving her very punishable if the opponent falls out. It is also hard to control which side the opponent ends up on due to to the looping hits' constantly inward-sending launch angles, making follow-ups difficult. [[Up aerial]] is a large, vertically disjointed explosion with a good duration and excellent power. Due to its massive disjoint, it can shark through certain stages. Relative to its power, it has low landing lag, having some combo potential at lower percents when fast falled, and being safe on shield if used on opponents on platforms while falling. While not too risky due to being massive, disjointed and strong all throughout, it has significant startup and ending lag and only covers the range above her, limiting its usage.
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|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|dtiltdmg=5.5%
|dtiltdmg=5.5%
|dtiltdesc=A kneeling low-level kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in ''SSB4'', it has noticeably less combo potential, mostly serving as a fast, low-committal poke. It can, however, combo into a dash attack and Lightning Kick at mid percentages. It can also be a KO combo into forward aerial, especially with poor DI.
|dtiltdesc=A kneeling low-level kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in ''SSB4'', it has noticeably less combo potential, mostly serving as a fast, low-committal poke. It can, however, combo into a dash attack and Lighting Kick at mid percentages. It can also be a KO combo into forward aerial, especially with poor DI.
|dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}})
|dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}})
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
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|nairname=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairname=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
|nairdesc=Twirls with her arms outstretched and her hands infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially with the front hits, can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage. The moved was changed resulting in the multi-hits being weaker and less consistent, with opponents being able to get launched out of the multi-hit portion at a multitude of percentages, reducing its consistency and reliability. This issue is made worse if Zelda is fast-falling or drifting away in the multi-hit portion.
|nairdesc=Twirls with her arms outstretched and her hands infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially if the opponents are hit from the front, can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage. The moved was changed resulting in the multi-hits being weaker and less consistent, with opponents being able to get launched out of the multi-hit portion at a multitude of percentages, reducing its consistency and reliability. This issue is made worse if Zelda is fast-falling or drifting away in the multi-hit portion.
|fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}})
|fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}})
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)

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