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'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character | {{cquote|''You might recognize Zelda's look from The Legend of Zelda: A Link Between Worlds game. In battle she uses magical moves to reflect and teleport, and for her Final Smash, she seals her opponents away in the Triforce of Wisdom. If an opponent has 100% damage or more, they will be instantly KO'd!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | ||
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character on June 12, 2018. Zelda is classified as fighter #17. | |||
Zelda is voiced in-game by {{s|wikipedia|Ayumi Fujimura}}, who previously voiced the character in ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}''. She speaks a single line in the [[Adventure Mode: World of Light]] opening, voiced by Fujimura in Japanese and dubbed in English by Brandy Kopp. | |||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Zelda being the 2nd character to be unlocked. | *Play [[VS. match]]es, with Zelda being the 2nd character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the | *Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the fourth character unlocked after {{SSBU|Pac-Man}}. | ||
*Have Zelda join the player's party in [[World of Light]]. | *Have Zelda join the player's party in [[World of Light]]. | ||
Zelda must then be defeated on [[Temple]] | Zelda must then be defeated on [[Temple]] for all three methods. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Zelda | In addition to a visual redesign (being based off her appearance in ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'' and ''{{s|zeldawiki|A Link Between Worlds}}''), Zelda has been greatly buffed overall in the transition to ''Ultimate'', having been ranked as a bottom [[tier]] character and considered unviable in all previous ''Smash'' games. Her most noteworthy buffs come from the universal changes; despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag greatly supplement her [[neutral game]], previously one of her main weaknesses, allowing her to approach more reliably with her powerful [[Lightning Kick]]s. These changes also improve her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], [[neutral aerial]], [[up throw]], and [[down throw]], which can dish out large amounts of damage. | ||
Many of her moves have either reduced lag, better KO potential, or other improvements. Her [[neutral attack]], previously the slowest in the game, comes out significantly faster, and has been reworked to possess an infinite portion with better damage racking ability and knockback. [[Back throw]] and up throw are much stronger, while down throw deals more damage, and the Lightning Kicks have larger sweetspots, increasing their potency for followups and especially [[out of shield]]. This allows Zelda to secure KOs more easily, with the Lightning Kicks in particular possessing more reliable KO setups. Lastly, her special moves have seen various improvements. [[Nayru's Love]] has faster startup and longer [[intangibility]], and preserves Zelda's momentum, strengthening its already remarkable defensive ability and allowing for edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], and [[Farore's Wind]] has faster startup making it a more effective out of shield option. Most importantly, however, [[Phantom Slash]] has been reworked to possess several more stages that can be unleashed faster, and the last stage allows Zelda to move around before it is unleashed, allowing for trap setups when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is better used in her advantage state, though it is also a strong tool in neutral with sufficient spacing. | |||
Zelda | However, Zelda has received some nerfs as well. Due to the changes to her neutral attack, is it no longer a nearly unpunishable option against shields, and none of her other attacks has had their ending lag reduced enough to compensate. [[Forward tilt]] has increased startup and decreased KO potential, reducing its utility, and [[neutral aerial]] notoriously fails to connect its hits reliably, due to no longer using the [[autolink angle]] nor [[set knockback]]. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has the longest range for a non-tether grab. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, no longer setting up edgeguards as effectively. In addition to these nerfs, Zelda keeps her other weaknesses from previous games that can be exploited despite the improvements she has received, such as slow mobility, poor endurance, and extremely weak sourspots on her most powerful moves, while most other veterans have been buffed to various degrees as well. | ||
Overall, Zelda's moveset has been considerably enhanced from previous installments, making her ''Ultimate'' iteration the strongest, although she still faces competition from several returning characters that have been likewise buffed. Her perception in the competitive metagame, while still relatively average, has been more positive than in ''Smash 4'', with solid tournament representation and moderately good results both regionally and nationally from top players such as {{Sm|ven}} and {{Sm|Mystearica}}, and others such as {{sm|ZeRo}}, {{sm|ESAM}}, and {{sm|VoiD}} considering her a mid tier character. | |||
===Aesthetics=== | |||
*{{change|Zelda's appearance is based on her design from ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'' <ref name="SpecialSmash">{{cite web |url=https://sourcegaming.info/2018/06/20/smash-is-special-part-1-sakurais-famitsu-column-vol-557/ | |||
|title="Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557 |accessdate=2018-06-20 |author=Masahiro Sakurai (translated by Brando) |date=2018-06-20 |publisher=SourceGaming.info (original Japanese publication in ''Famitsu'') |quote= Zelda's new design is based on ''"The Legend of Zelda: A Link to the Past"''}}</ref><ref name="DirectJP">{{cite web |url=https://www.youtube.com/watch?v=VjAsmfiIK3E&t=8m33s |title=Dairantou Smash Bros. SPECIAL (E3 2018) |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= ''Breath of the Wild'' Zelda isn't interested in combat, so her design is from ''A Link to the Past''.}}</ref><ref name="PaluGuidance">[[Super Smash Bros. Ultimate]] (North America) - [[Palutena's Guidance#Zelda_2|Palutena's Guidance]]: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."</ref> and ''{{s|zeldawiki|A Link Between Worlds}}'',<ref name="DirectEN">{{cite web |url=https://www.youtube.com/watch?v=L93H7YC-83o&t=8m33s |title=Super Smash Bros. Ultimate - E3 2018 |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= In ''The Legend of Zelda: Breath of the Wild'', Zelda's more into research than fighting, so her design is from ''The Legend of Zelda: A Link Between Worlds''}}</ref> with her overall design being a combination of the two.<ref name="zeldatwitter">[https://twitter.com/PushDustIn/status/1087124591984562176 PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.]</ref>}} | |||
*{{change|As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, [[idle poses]], and [[walking]] animation. All of these animations depict her as more expressive and cheerful than her ''SSB4'' incarnation, which rarely showed emotion.}} | |||
*{{change|Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.}} | |||
*{{change|All of Zelda's [[taunt]]s have been altered:}} | |||
**{{change|Her up taunt is entirely new; she draws a cross pattern with magic from her fingertips.}} | |||
**{{change|Her side taunt has a faster and flashier animation.}} | |||
**{{change|Her down taunt is a more casual and joyful wave.}} | |||
*{{change|Zelda hangs onto ledges with one hand.}} | |||
*{{change|Zelda's dress now has independent physics.}} | |||
*{{change|Many of Zelda's attacks produce brighter, flashier magical effects.}} | |||
*{{change|All of Zelda's [[victory pose]]s have been changed:}} | |||
**{{change|For the first, she conjures a small flame out of her finger and swirls it around playfully.}} | |||
**{{change|For the second, she summons the [[Phantom]] armor and proudly poses in front of it.}} | |||
**{{change|For the third, she emits magic out of two fingers and points at the screen.}} | |||
===Attributes=== | |||
*{{buff|Like all characters, Zelda's [[jumpsquat]] takes 3 frames to complete (down from 6).}} | |||
*{{buff|Zelda [[run]]s faster (1.3 → 1.43).}} | |||
**{{buff|Her initial [[dash]] speed is much faster (1.6 → 1.958).}} | |||
*{{buff|Zelda [[walk]]s slightly faster (0.87 → 0.914).}} | |||
*{{buff|Zelda's [[air speed]] is slightly faster (1.04 → 1.092).}} | |||
*{{buff|Zelda [[jump]]s higher.}} | |||
*{{change|Zelda's full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.}} | |||
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}} | |||
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag ([[FAF]] 31 → 36).}} | |||
*{{buff|[[Spot dodge]] has less ending lag (FAF 28 → 27).}} | |||
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}} | |||
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}} | |||
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 57).}} | |||
===Ground attacks=== | |||
*[[Neutral attack]]: | |||
**{{change|Neutral attack has gained a rapid jab alongside a finisher, which can be transitioned into from the first portion of the move on frame 9.}} | |||
**{{buff|It has significantly less startup lag (frame 11, 13, 15 → 4, 7), no longer being the slowest neutral attack in the game.}} | |||
**{{buff|The first portion's third hit has been removed, with its first two hits having a lower [[hitlag]] multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to [[jab lock]] and connect more reliably into the rapid jab.}} | |||
**{{buff|The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.}} | |||
**{{nerf|Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.}} | |||
**{{change|The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).}} | |||
**{{change|The first portion no longer has [[set knockback]] (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and inflicts 2 additional frames of [[hitstun]]. At high percents, this causes it to connect less reliably into the rapid jab, but grants it [[jab cancel]] setups.}} | |||
*[[Forward tilt]]: | |||
**{{buff|Forward tilt has slightly less ending lag (FAF 38 → 37).}} | |||
**{{buff|It no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}} | |||
**{{nerf|It has more startup lag (frame 10 → 12).}} | |||
*{{nerf|It has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 70), hindering its KO potential.}} | |||
*[[Up tilt]]: | |||
**{{buff|Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents [[Floor recovery|lying down]].}} | |||
*[[Down tilt]]: | |||
**{{buff|Down tilt has less ending lag (FAF 25 → 22).}} | |||
**{{change|It sends opponents at a lower angle (80° → 62°), and has more base knockback (20 → 15), but less knockback scaling (120 → 125). This allows it to combo more reliably into a dash attack, neutral aerial or forward aerial at mid percents in combination with its lower ending lag, but greatly hinders its combo potential at low and high percents.}} | |||
*[[Dash attack]]: | |||
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}} | |||
*[[Up smash]]: | |||
**{{nerf|Up smash only has seven hits instead of eight, reducing its total damage (15.4% → 14.6%).}} | |||
**{{change|It has different angles (90°/[[Autolink angle|366°]]/200°/200° → 90°/160°/100°/367°), allowing it to connect more reliably against aerial opponents, but no longer pulling opponents standing on either side of her into the looping hitboxes as easily.}} | |||
===Aerial attacks=== | |||
*{{buff|All aerials have less landing lag (19 frames → 15 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).}} | |||
*{{change|Lightning Kicks and [[down aerial]] have unique sound effects when used.}} | |||
*[[Neutral aerial]]: | |||
**{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the [[autolink angle]] (366° → 70°/92°/270°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect much less reliably, despite the looping hits now using [[weight-independent]] knockback and having a lower hitlag multiplier (1× → 0.6×).}} | |||
***{{buff|However, this improves the first hit's combo potential on grounded opponents if used in a [[short hop fast fall]].}} | |||
**{{change|The last hit has less base knockback (40 → 35), allowing it to combo for longer, but hindering its KO potential.}} | |||
**{{change|The last hit has a higher hitlag multiplier (1× → 2×).}} | |||
*[[Forward aerial]]: | |||
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}} | |||
**{{buff|It [[auto-cancel]]s earlier (frame 50 → 43).}} | |||
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}} | |||
*[[Back aerial]]: | |||
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}} | |||
**{{buff|It auto-cancels earlier (frame 52 → 45).}} | |||
**{{buff|The sweetspot has more base knockback (28 → 30).}} | |||
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u).}} | |||
*[[Up aerial]]: | |||
**{{buff|Up aerial auto-cancels earlier (frame 56 → 54).}} | |||
**{{change|It has more base knockback (30 → 55), but less knockback scaling (84 → 70). This slightly improves its KO potential near the upper [[blast line]], but reduces it near ground level.}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial's clean hit has an additional hitbox, giving it more reach.}} | |||
{{ | ===Throws and other attacks=== | ||
*[[Grab]]s: | |||
**{{nerf|Standing grab has more ending lag (FAF 38 → 40).}} | |||
**{{nerf|Dash and pivot grabs have more startup lag (frame 11 → 13 (dash), 14 (pivot)).}} | |||
***{{buff|However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.}} | |||
**{{nerf|Dash grab has less range (Z2 offset: 14.5u → 13.3u).}} | |||
**{{buff|Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), now becoming one of the farthest reaching non-tether pivot grabs in the game.}} | |||
**{{buff|Pivot grab has less ending lag (FAF 45 → 43).}} | |||
*[[Pummel]]: | |||
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 7 → 2) and ending lag (FAF 25 → 8), shortening its duration.}} | |||
**{{nerf|It deals much less damage (3% → 1.3%).}} | |||
**{{change|Zelda grabs and pummels opponents with one hand instead of two.}} | |||
*{{change|Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic.}} | |||
*[[Forward throw]]: | |||
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}} | |||
*[[Back throw]]: | |||
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential from center stage.}} | |||
*[[Up throw]]: | |||
**{{buff|Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%.}} | |||
**{{buff|It has increased combo potential due to Zelda's faster jumpsquat and jump speed.}} | |||
**{{change|It sends opponents at a marginally less vertical angle (88° → 87°).}} | |||
*[[Down throw]]: | |||
**{{buff|Down throw's looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).}} | |||
**{{change|It has less base knockback (85 → 75), but more knockback scaling (55 → 85), increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed, but reducing it at higher percents.}} | |||
**{{change|It sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents, but allowing it to combo better into a sweetspotted back aerial.}} | |||
*[[Edge attack]]: | |||
**{{buff|Edge attack deals more damage (7% → 9%).}} | |||
== | ===Special moves=== | ||
*[[Nayru's Love]]: | |||
**{{buff|Nayru's Love has less startup lag (frame 13 → 11), with its total duration reduced as well (FAF 60 → 58).}} | |||
**{{buff|Its intangibility starts one frame earlier (frame 5 → 4).}} | |||
**{{buff|It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}} | |||
**{{nerf|Its intangibility (frames 5-15 → 4-13) and reflective hitbox (frames 5-43 → 5-41) have a shorter duration.}} | |||
*[[Din's Fire]]: | |||
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}} | |||
**{{buff|It travels a slightly longer distance.}} | |||
**{{buff|Its hitboxes are slightly larger (2.1u/4.5u → 2.6u/4.8u).}} | |||
**{{change|The flame has a more stylized appearance.}} | |||
*[[Farore's Wind]]: | |||
**{{buff|Farore's Wind has less startup lag with a longer duration (frame 8 → 6-7 (hit 1), 41-42 → 35-36 (hit 2)), and its total duration reduced as well (FAF 81 → 76).}} | |||
**{{buff|Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).}} | |||
**{{buff|Zelda can drift in the air much sooner after reappearing.}} | |||
**{{nerf|The second hit has less base knockback (90/70 → 80/60), hindering its KO potential despite the aerial version's sweetspot having higher knockback scaling (90 → 94).}} | |||
**{{change|It shows small green orbs that move in the direction Zelda is moving while before reappearing.}} | |||
**{{change|A more intense green/yellow vortex is produced at the start and end of the move.}} | |||
*[[Phantom Slash]]: | |||
**{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has five charge levels, each resulting in a different attack:}} | |||
***1st: Kick (frame 15) | |||
***2nd: Punch (frame 20) | |||
***3rd: Outward slash (frame 28) | |||
***4th: Downward slash (frame 38) | |||
***5th: Upward slash (frame 50, can be delayed up to frame 120) | |||
**{{buff|The move reaches full charge much faster and with less ending lag (FAF 67), and the Phantom can be delayed in place even after the charge is finished, allowing Zelda to move around before it rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.}} | |||
**{{buff|All levels have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (1st), 8-12 (2nd), 8-11 (3rd & 4th), 7-17 (5th)).}} | |||
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}} | |||
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.}} | |||
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 4.7% (1st), 6.6% (2nd), 8.5%-9.4% (3rd), 11.3%-12.2% (4th), 14.1% (5th)), and has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}} | |||
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}} | |||
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°).}} | |||
*[[Final Smash]]: | |||
**{{change|Zelda has a new Final Smash called [[Triforce of Wisdom]]. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are "sealed away" and [[instant KO|instantly KO'd]]; otherwise, they receive set knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes.}} | |||
**{{buff|Compared to [[Light Arrow]], Triforce of Wisdom has a significantly longer duration and more range covering the entire stage, making it almost impossible to avoid. It also deals more total damage (40% → 67%).}} | |||
**{{nerf|Triforce of Wisdom can only trap one opponent, making it less effective in battles with more than two players.}} | |||
==Update History== | |||
Zelda has been barely affected by updates, having only Phantom Slash deal less shield damage. | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{nerf|Phantom Slash has received negative [[shield damage]], which further decreases with charging (0 → -1, -1.5, -2, -2.5, -3).}} | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=1 | |neutralcount=1 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.5% (hits 1-2) | |neutral1dmg=2.5% (hits 1-2) | ||
|neutralinfdmg= 0. | |neutralinfdmg= 0.2% (loop), 3% (end) | ||
|neutraldesc= | |neutraldesc=Emits a magic burst, follows up with a series of several magical bursts, and finishes with a final blast, which can KO near the edge at reasonable percentages. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg= | |ftiltdmg= 12% (blade), 10% (arm) | ||
|ftiltdesc=A magically-infused outward knifehand strike. It can be angled and | |ftiltdesc=A magically-infused, outward fanning knifehand strike. It can be angled and its sweetspot, which is located on the magically produced blade, possesses respectable power. Its sweetspot KOs middleweights at around 93% while near the edge of {{SSBU|Final Destination}}. Its sourspot, which is located at Zelda's arm, is also reliable for KOing in spite of it being noticeably weaker. Its sourspot KOs middleweights at around 109% while near the edge of Final Destination. However, it has noticeable overall lag and a narrow hitbox. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7.2% | |utiltdmg=7.2% | ||
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having | |utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having minimal ending lag, it is a reliable combo starter. It can combo into itself, neutral attack, forward smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages; and up aerial at medium percentages. It is also decent as an anti-air attack. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5.5% | |dtiltdmg=5.5% | ||
|dtiltdesc=A kneeling | |dtiltdesc=A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in ''SSB4'', it has minimal combo potential, mostly serving as a fast safe poke. | ||
|dashname= | |dashname= | ||
|dashdmg= 12% (clean | |dashdmg= 12% (clean sweetspot), 9% (clean sourspot), 6% (late) | ||
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands | |dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to {{SSB4|Peach}}'s dash attack. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To compliment this, its sweetspot's base is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it has noticeable ending lag, while its other hitboxes lack KO potential. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5) | |fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5) | ||
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and high knockback growth make it strong enough to KO middleweights at around | |fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged. Due to it hitting on frame 16, however, it has the highest start-up lag out Zelda's smash attacks. It also has a moderate amount of ending lag,with 26 frames. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7) | |usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7) | ||
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy | |usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. However, it has minimal horizontal range and 30 frames of ending lag, thus making it punishable if not used properly. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back) | |dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back) | ||
|dsmashdesc=A spinning | |dsmashdesc=A spinning shin kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}'s, {{SSBU|Dr. Mario}}'s, {{SSBU|Ryu}}'s, and {{SSBU|Ken}}'s down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which make it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful, and has rather low ending lag. Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination. | ||
|nairname= | |nairname= | ||
|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= | |nairdesc=Spins with her arms outstretched and 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 can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d; or as an edge-guarding option. It can also autocancel in a short hop. However, at higher percents, opponents are liable to being launched out of the multi hit portion, reducing its consistency and reliability. | ||
|fairname=[[Lightning Kick | |fairname=[[Lightning Kick]] | ||
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late) | |fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late) | ||
|fairdesc=A magically-infused flying kick. Its sweetspot is at the tip of her foot and has both an outstanding damage output and high knockback growth | |fairdesc=A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at around 59% while near the edge of Final Destination. Due to coming out on frame 6,it's extremely fast for its power. Compared to back air, it has a slightly smaller sweetspot and less knockback, but autocancels slightly earlier and has less landing lag. The sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted. Autocancels in a full hop. | ||
|bairname= | |bairname= Lightning Kick | ||
|bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late) | |bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late) | ||
|bairdesc=A magically-infused flying kick. It functions identically to forward aerial, with the only | |bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|17}} | |uairdmg={{ShortHopDmgSSBU|17}} | ||
|uairdesc=Leans back and turns slightly | |uairdesc=Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option, KOing middleweights at around 100% from a full hop. It can also clip through the bottom of a stage's edge. However, it is slow hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has punishable ending lag, a short duration, and fairly minimal horizontal range. It autocancels in a full hop. | ||
|dairname=Meteor Heel | |dairname=Meteor Heel | ||
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot) | |dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot) | ||
|dairdesc=A magically-infused stomp | |dairdesc=A magically-infused [[Stomp (archetype)|stomp]]. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials.It autocancels in a short hop, but the timing is strict. | ||
|grabname= | |grabname= | ||
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long | |grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, with her pivot grab being the longest non-tether pivot grab, but noticeable start-up lag. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A | |pummeldesc=A blast of magical energy. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Magically | |fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is also useful for setting up edge-guards thanks to its high base knockback, but lacks KO potential because of its low knockback growth. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=12% | |bthrowdmg=12% | ||
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up | |bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edgeguards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=11% | |uthrowdmg=11% | ||
|uthrowdesc=Magically spins the opponent overhead and then | |uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game, and has both excellent KO potential and decent combo potential, the latter especially being apparent against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages; up aerial at medium percentages; and Farore's Wind at high percentages. However, each of these combos are heavily dependent on the opponent's DI. It can KO middleweights at around 146% from anywhere on Final Destination, similarly to Incineroar's, but with combo potential. Overall one of the best up throws in the game. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1.5% (hits 1-4), 2% (throw) | |dthrowdmg=1.5% (hits 1-4), 2% (throw) | ||
|dthrowdesc= | |dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches up and behind Zelda, which allows it to combo into neutral aerial, up aerial and, if timed precisely, back aerial. Its neutral and back aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial combo is more consistent, especially if Zelda utilizes it with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness if Zelda has a high level of [[rage]]. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|edgedesc=Performs a kick while climbing up. | |edgedesc=Performs a kick while climbing up. | ||
|nsname=Nayru's Love | |nsname=Nayru's Love | ||
|nsdmg=2 | |nsdmg=2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles) | ||
|nsdesc=[[zeldawiki:Nayru's Love|Creates a | |nsdesc=[[zeldawiki:Nayru's Love|Creates a crystalline barrier around herself]]. The barrier deals damage and [[Reflection|reflects]] projectiles with 25% more power and speed than they originally had. It also grants [[intangibility]] on frames 4-13, making it good as a defensive option against combos. However, it has moderate start-up and considerable ending lag. | ||
|ssname=Din's Fire | |ssname=Din's Fire | ||
|ssdmg=7%-14% (sweetspot), 3.5%-7% (sourspot) | |ssdmg=7%-14% (sweetspot), 3.5%-7% (sourspot) | ||
|ssdesc=[[zeldawiki:Din's Fire|Launches a magical fireball]] | |ssdesc=[[zeldawiki:Din's Fire|Launches a magical fireball]]. It can be aimed up or down, and releasing the button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot is quite powerful, especially when fully charged. Fully charged sweetspotted Din's Fire KOs middleweights at around 87% while near the edge of Final Destination. However, it is very predictable, and its sourspot is very weak regardless of its charge. | ||
|usname=Farore's Wind | |usname=Farore's Wind | ||
|usdmg=6% (hit 1), 10% | |usdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far) | ||
|usdesc=[[zeldawiki:Farore's Wind|Warps | |usdesc=[[zeldawiki:Farore's Wind|Warps to a given direction]]. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweetspot near Zelda that has a decent damage output, high base knockback and high knockback growth, all of which make it very reliable at KOing, especially near the upper blast line. Its sweetspotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sourspot that, although safe, lacks KO potential because of its lower damage output and average base knockback, and due to it incurring [[helpless]]ness, it is highly punishable if whiffed. | ||
|dsname=Phantom Slash | |dsname=Phantom Slash | ||
|dsdmg= | |dsdmg=4.7% (level 1), 6.6% (level 2), 8.5%/9.4% (level 3) 11.3%/12.2% (level 4), 14.1% (level 5) | ||
|dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks of | |dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on charge. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure or to retreat for protection. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination. | ||
|fsname=Triforce of Wisdom | |fsname=Triforce of Wisdom | ||
|fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% (main) | |fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% total (main) | ||
|fsdesc= | |fsdesc=Zelda generates a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback, or if they reach at or above 100%, they are instantly KOed. Very difficult to avoid on smaller stages due to its long length and large vacuum hitboxes. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose. | *Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose. | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
* | *Scoffs with a hand on her hip, while generating magic and twirling it in an cross shape in front of her. | ||
* | *Closes her eyes and summons [[Din's Fire]] between cupped hands. | ||
* | *Giggles and waves with a smile. | ||
<gallery> | <gallery> | ||
SSBUZeldaTaunt1.gif|Zelda's up taunt. | SSBUZeldaTaunt1.gif|Zelda's up taunt. | ||
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*Smiles and performs a pondering gesture with a finger tapping her cheek. | *Smiles and performs a pondering gesture with a finger tapping her cheek. | ||
<gallery> | <gallery> | ||
SSBUZeldaIdle1.gif|Zelda's first idle pose | SSBUZeldaIdle1.gif|Zelda's first idle pose | ||
SSBUZeldaIdle2.gif|Zelda's second idle pose | SSBUZeldaIdle2.gif|Zelda's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
* | *Creates magic with her fingertips and waves it around. | ||
* | *Creates fire from her fingertip and waves it around while giggling. | ||
* | *Summons a [[Phantom]] behind her with a snap of her finger and poses with it. | ||
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in '' | [[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''[[zeldawiki:The Legend of Zelda (Game)|The Legend of Zelda]]'' and has since become the main theme of ''The Legend of Zelda'' series.]] | ||
<gallery> | <gallery> | ||
ZeldaVictoryPose1SSBU.gif | ZeldaVictoryPose1SSBU.gif | ||
Line 291: | Line 305: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
=== | ===Notable players=== | ||
*{{Sm|Mystearica|USA}} - One of the best Zelda players in the United States. Placed 25th at {{Trn|Pound 2019}} and 33rd at {{Trn|Smash 'N' Splash 5}}. | |||
*{{Sm|Rizeasu|Japan}} - The best Zelda player in Japan. Placed 5th at {{Trn|Sumabato SP 6}} using mostly Zelda. | |||
*{{Sm|ven|USA}} - The best Zelda in the world. Placed 9th at {{Trn|LVL Up Expo 2019}} and 17th at {{Trn|2GG: Prime Saga}}. Ranked 2nd on the [[Las Vegas Power Rankings]] with wins on {{Sm|ESAM}} and {{Sm|FOW}}. | |||
*{{Sm| | |||
*{{Sm| | |||
*{{Sm|ven|USA}} - The best Zelda | |||
=={{SSBU|Classic Mode}}: Wisdom Prevails== | =={{SSBU|Classic Mode}}: Wisdom Prevails== | ||
[[File:SSBU Congratulations Zelda.png|thumb|Zelda's congratulations screen.]] | [[File:SSBU Congratulations Zelda.png|thumb|Zelda's congratulations screen.]] | ||
Zelda's | All of Zelda's battles are on ''The Legend of Zelda'' themed stages, and her opponents are all villains, with Wario being the sole exception since he's often viewed as an anti-hero. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix)}}''|| | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (x5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Mii Swordfighters are dressed in Yiga Clan Mask and Yiga Clan Outfit. | ||
|- | |- | ||
|4||Giant {{ | |4||Giant {{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''|| | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''|| | ||
|- | |- | ||
|6||{{ | |6||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Black}} (x4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''|| | ||
|- | |- | ||
|colspan="5"| | |colspan="5"|Bonus Stage | ||
|- | |- | ||
|Final||{{ | |Final||{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px}}/[[Ganon]]||?||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}'' <small>(Ganondorf)</small><br/>''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}'' <small>(Ganon)</small>||Ganondorf transforms into Ganon upon defeat. | ||
|} | |} | ||
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Zelda was among the fighters that were summoned to fight the army of [[Master Hand]]s. | Zelda was among the fighters that were summoned to fight the army of [[Master Hand]]s. | ||
During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never! | During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never!", and was present when [[Galeem]] unleashed his beams of light. She and {{SSBU|Mewtwo}} attempted to reflect the beams using [[Nayru's Love]] and [[Confusion]], respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding {{SSBU|Kirby}}). | ||
Zelda was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. She is unlocked in | Zelda was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. She is unlocked in the the Dark Realm at [[Sacred Land]], on the bottom left corner of the land which makes up the Triforce of Wisdom. The player must defeat the Spirit of Impa (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the Spirit of Uxie, Mesprit & Azelf. Unlocking her reveals the Triforce of Wisdom in the center of the map. If {{SSBU|Young Link}} is unlocked, the boulders leading to {{SSBU|Cloud}}'s unlock battle and the Master Sword clear out. | ||
Zelda is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light. | Zelda is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light. | ||
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===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|17 | | 17 | ||
|[[File:Zelda SSBU.png|center|108x108px]] | | [[File:Zelda SSBU.png|center|108x108px]] | ||
| {{SSBU|Zelda}} | |||
|{{ | | {{color|#18aef5|Shield}} | ||
|10,100 | | 10,100 | ||
|[[Temple]] ([[Ω form]]) | | [[Temple]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}'' | | ''{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Zelda's | Zelda's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, different incarnations of Zelda | Additionally, different incarnations of Zelda make an appearance in various Primary and Support Spirits. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Zelda Spirit.png|173. '''''Zelda''''' | |||
Young Zelda.png|189. Young Zelda | |||
Zelda oot Spirit.png|190. Zelda (Ocarina of Time) | |||
Botwzelda.png|238. Zelda (Breath of the Wild) | |||
Zelda Wind Waker Spirit.png|247. Zelda (The Wind Waker) | |||
Zelda Spirit Tracks Spirit.png|259. Zelda (Spirit Tracks) | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
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===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 401: | Line 406: | ||
|- | |- | ||
|187 | |187 | ||
|{{ | |[[File:Marin Spirit.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Marin}}Marin | ||
|''The Legend of Zelda series'' | |||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}} | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|4,600 | |4,600 | ||
|[[Tortimer Island]] ([[Battlefield form]]) | |[[Tortimer Island]] ([[Battlefield form]]) | ||
|•Hazard: Slumber Floor | |•Hazard: Slumber Floor | ||
|•The floor is sleep-inducing<br>•Timed battle | |•The floor is sleep-inducing<br>•Timed battle | ||
|{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}} | |{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}} | ||
|- | |- | ||
|189 | |189 | ||
|{{ | |[[File:Young Zelda.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Young Zelda}}Young [[Zelda]] | ||
|''The Legend of Zelda series'' | |||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,700 | |3,700 | ||
|[[Hyrule Castle]] | |[[Hyrule Castle]] | ||
Line 423: | Line 430: | ||
|- | |- | ||
|195 | |195 | ||
|{{ | |[[File:Malon Spirit.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Malon}}Malon | ||
|''The Legend of Zelda series'' | |||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,600 | |3,600 | ||
|[[Smashville]] | |[[Smashville]] | ||
Line 434: | Line 442: | ||
|- | |- | ||
|201 | |201 | ||
|{{ | |[[File:Greatfairy.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Great Fairy}}Great Fairy | ||
|''The Legend of Zelda series'' | |||
|•Giant {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}} | |•Giant {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|9,500 | |9,500 | ||
|[[Fountain of Dreams]] | |[[Fountain of Dreams]] | ||
|•Health Recovery | |•Health Recovery | ||
|•The enemy's special moves have increased power<br>•The enemy is healed significantly when the enemy's at high damage<br>•The enemy's FS Meter charges quickly | |•The enemy's special moves have increased power<br>•The enemy is healed significantly when the enemy's at high damage<br>•The enemy's FS Meter charges quickly | ||
Line 445: | Line 454: | ||
|- | |- | ||
|215 | |215 | ||
|{{ | |[[File:Din Spirit.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Din}}Din | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} | |''The Legend of Zelda series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} (x2) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|4,000 | |4,000 | ||
|[[Bridge of Eldin]] ([[Battlefield form]]) | |[[Bridge of Eldin]] ([[Battlefield form]]) | ||
|•Hazard: Lava Floor | |•Hazard: Lava Floor | ||
|•The floor is lava<br>•The enemy favors side specials | |•The floor is lava<br>•The enemy favors side specials | ||
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess ( | |{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}} | ||
|- | |- | ||
|216 | |216 | ||
|{{ | |[[File:Nayru Spirit.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Nayru}}Nayru | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×2 | |''The Legend of Zelda series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×2) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,500 | |3,500 | ||
|[[Bridge of Eldin]] | |[[Bridge of Eldin]] | ||
Line 467: | Line 478: | ||
|- | |- | ||
|236 | |236 | ||
|{{ | |[[File:Hilda.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Hilda}}Hilda | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br> | |''The Legend of Zelda series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|9,100 | |9,100 | ||
|[[Temple]] | |[[Temple]] | ||
| | |•[[Assist Trophy]] Enemies ([[Nightmare]]) | ||
|•Hostile assist trophies will appear | |•Hostile assist trophies will appear | ||
|{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}} | |{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}} | ||
|- | |- | ||
|238 | |238 | ||
|{{ | |[[File:Botwzelda.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Zelda (Breath of the Wild)}}Zelda (Breath of the Wild) | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} | |''The Legend of Zelda series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|9,200 | |9,200 | ||
|[[Great Plateau Tower]] | |[[Great Plateau Tower]] | ||
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|- | |- | ||
|258 | |258 | ||
|{{ | |[[File:Phantom.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Phantom}}[[Phantom]] | ||
|''The Legend of Zelda series'' | |||
|•Clear {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}} | |•Clear {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,800 | |3,800 | ||
|[[Spirit Train]] ([[Battlefield form]]) | |[[Spirit Train]] ([[Battlefield form]]) | ||
Line 500: | Line 514: | ||
|- | |- | ||
|582 | |582 | ||
| | |[[File:Hinawa.png|center|64x64px]] | ||
|'' | |Hinawa | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Blue}} | |''Earthbound series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Lucas}} (×2) ({{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Blue}}) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|13,100 | |13,100 | ||
|{{SSBB|Yoshi's Island}} | |{{SSBB|Yoshi's Island}} | ||
Line 511: | Line 526: | ||
|- | |- | ||
|659 | |659 | ||
|{{ | |[[File:Mist.png|center|64x64px]] | ||
|''Fire Emblem'' | |{{s|fireemblem|Mist}} | ||
|''Fire Emblem series'' | |||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}} | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,500 | |3,500 | ||
|[[Reset Bomb Forest]] (hazards off) | |[[Reset Bomb Forest]] (hazards off) | ||
Line 522: | Line 538: | ||
|- | |- | ||
|1,053 | |1,053 | ||
| | |[[File:Maria DX.PNG|center|64x64px]] | ||
|''Castlevania'' | |Maria Renard | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl= | |''Castlevania series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}} | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|3,700 | |3,700 | ||
|[[Reset Bomb Forest]] (hazards off) | |[[Reset Bomb Forest]] (hazards off) | ||
Line 533: | Line 550: | ||
|- | |- | ||
|1,065 | |1,065 | ||
| | |[[File:Charlotte Aulin.png|center|64x64px]] | ||
|''Castlevania'' | |Charlotte Aulin | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl= | |''Castlevania series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Purple}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|3,700 | |3,700 | ||
|[[Bridge of Eldin]] ([[Battlefield form]]) | |[[Bridge of Eldin]] ([[Battlefield form]]) | ||
Line 544: | Line 562: | ||
|- | |- | ||
|1,174 | |1,174 | ||
|{{ | |{{anchor|Jenna}}[[File:Jenna Spirit.png|center|64x64px]] | ||
|''Golden Sun'' | |{{s|goldensununiverse|Jenna}} | ||
|''Golden Sun series'' | |||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,500 | |3,500 | ||
|[[Temple]] ([[Battlefield form]]) | |[[Temple]] ([[Battlefield form]]) | ||
| | |•[[Assist Trophy]] Enemies (Isaac) | ||
|•Hostile assist trophies will appear<br>•The enemy favors side specials | |•Hostile assist trophies will appear<br>•The enemy favors side specials | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Battle Scene / Final Boss - Golden Sun}} | ||
|- | |- | ||
|1,236 | |1,236 | ||
|{{ | |{{anchor|Shop Assistant}}[[File:Protagonist.png|center|64x64px]] | ||
|''Style Savvy'' | |Shop Assistant | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl= | |''Style Savvy series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|3,600 | |3,600 | ||
|[[Tomodachi Life]] | |[[Tomodachi Life]] | ||
|•Item: Transforming Types | |•Item: Transforming Types | ||
|•The enemy is easily distracted by items | |•The enemy is easily distracted by items | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Style Savvy: Trendsetters}} | ||
|- | |- | ||
|1,241 | |1,241 | ||
|{{ | |{{anchor|Yuri Kozukata}}[[File:Yuri kozukata fatal frame.png|center|64x64px]] | ||
|''Fatal Frame'' | |[[Yuri Kozukata]] | ||
|''Fatal Frame series'' | |||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
| | |4,700 | ||
|[[Luigi's Mansion]] | |[[Luigi's Mansion]] | ||
| | |•[[Assist Trophy]] Enemies (Yuri Kozukata) | ||
|•Hostile assist trophies will appear | |•Hostile assist trophies will appear | ||
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}} | |{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}} | ||
|} | |} | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 632: | Line 619: | ||
|- | |- | ||
|1,107 | |1,107 | ||
|{{ | |[[File:SPI-Fighting Alloy Team.png|center|64x64px]] | ||
|''Super Smash | |{{anchor|Fighting Alloy Team}}[[Fighting Alloy Team]] | ||
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}×4<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×4<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}×4<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×4 | |''Super Smash bros. series'' | ||
| | |•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} (×4)<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×4)<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (×4)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4) | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|3,300 | |3,300 | ||
|{{SSBU|Final Destination}} ([[Battlefield form]]) | |{{SSBU|Final Destination}} ([[Battlefield form]]) | ||
Line 644: | Line 632: | ||
|- | |- | ||
|1,246 | |1,246 | ||
|{{ | |{{anchor|Orville}}[[File:Orville Spirit.png|center|64x64px]] | ||
|Orville | |||
|''Takt of Magic'' | |''Takt of Magic'' | ||
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,400 | |3,400 | ||
|[[PictoChat 2]] | |[[PictoChat 2]] | ||
|N/A | |N/A | ||
|•Defeat the main fighter to win | |•Defeat the main fighter to win | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Struggle Against Chaos}} | ||
|Charlotte | |Charlotte | ||
|} | |} | ||
===As an ally=== | ===As an ally=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 736: | Line 666: | ||
|- | |- | ||
|243 | |243 | ||
|{{ | |[[File:Calamity ganon.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Calamity Ganon}}Calamity Ganon | ||
|''The Legend of Zelda series'' | |||
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} | |•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|13,900 | |13,900 | ||
|[[Great Plateau Tower]] ([[Ω form]]) | |[[Great Plateau Tower]] ([[Ω form]]) | ||
Line 747: | Line 678: | ||
|Zelda (Breath of the Wild) | |Zelda (Breath of the Wild) | ||
|} | |} | ||
==[[Alternate costume (SSBU)#Zelda|Alternate costumes]]== | ==[[Alternate costume (SSBU)#Zelda|Alternate costumes]]== | ||
Line 770: | Line 698: | ||
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account. | The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account. | ||
SSBU Zelda Number.png|Zelda's fighter card. | SSBU Zelda Number.png|Zelda's fighter card. | ||
SSBUWebsiteZelda1.jpg|Zelda idling on [[Temple]]. | SSBUWebsiteZelda1.jpg|Zelda idling on [[Temple]]. | ||
SSBUWebsiteZelda2.jpg|Using her neutral aerial in her red costume on [[Tortimer Island]]. | SSBUWebsiteZelda2.jpg|Using her neutral aerial in her red costume on [[Tortimer Island]]. | ||
Line 785: | Line 712: | ||
SSBUZeldaJPTwitter1.jpg|With all playable {{uv|The Legend of Zelda}} veterans on the [[Great Plateau Tower]]. | SSBUZeldaJPTwitter1.jpg|With all playable {{uv|The Legend of Zelda}} veterans on the [[Great Plateau Tower]]. | ||
SSBU LegendofZeldaReps.jpg|With Link and Ganondorf on the Great Plateau Tower. | SSBU LegendofZeldaReps.jpg|With Link and Ganondorf on the Great Plateau Tower. | ||
</gallery> | </gallery> | ||
=== | === Character Showcase Video === | ||
{{#widget:YouTube|id=fMDgFn3qQ_c}} | {{#widget:YouTube|id=fMDgFn3qQ_c}} | ||
==Trivia== | ==Trivia== | ||
*Masahiro Sakurai chose to base Zelda's design in ''Ultimate'' off of her ''A Link to the Past'' and ''A Link Between Worlds'' | *Masahiro Sakurai chose to base Zelda's design in ''Ultimate'' off of her ''A Link to the Past'' and ''A Link Between Worlds'' incarnation instead of her more recent ''Breath of the Wild'' incarnation because that version of Zelda, according to him, "is more into research than fighting."<ref name="SpecialSmash" /><ref name="DirectJP" /><ref name="PaluGuidance" /><ref name="DirectEN" /> He also mentioned in a subsequent Nintendo Treehouse Live event that he chose this design to better represent the ''Zelda'' franchise as a whole, rather than having every character come from the same game. | ||
*Zelda's current default design was previously | *Zelda's current default design was previously an alternate costume in terms of coloration of her model, while her previous default design based on ''Twilight Princess'' has now become an alternate costume in that same regard. | ||
**Coincidentally, Zelda was revealed in '' | **Coincidentally, Zelda was revealed in ''Smash 4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design. | ||
*Zelda is currently the only playable ''The Legend of Zelda'' character in ''Ultimate'' whose design originates from a non-3D game. | |||
*Zelda is currently the only playable ''The Legend of Zelda'' character in ''Ultimate'' whose design originates from | |||
**She is also the only ''Zelda'' character whose design comes from the [[zeldawiki:Zelda Timeline#Fallen Hero Timeline|"Fallen Hero" timeline]]. | **She is also the only ''Zelda'' character whose design comes from the [[zeldawiki:Zelda Timeline#Fallen Hero Timeline|"Fallen Hero" timeline]]. | ||
*The [[World of Light]] | *The [[World of Light]] trailer marks Zelda's first spoken dialogue in the ''Smash'' series. | ||
**She is also the first character since ''Melee'' to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress' battle grunts. | |||
**Zelda speaks English in all Western language versions of ''Ultimate'', unlike ''Breath of the Wild'', | **Zelda speaks English in all Western language versions of ''Ultimate'', unlike her ''Breath of the Wild'' incarnation, who was dubbed into multiple languages. | ||
*Zelda is the only ''The Legend of Zelda'' character whose animations are mirrored. | *Zelda is the only ''The Legend of Zelda'' character whose animations are mirrored. | ||
*Zelda's Classic Mode route | *Zelda is one of four female fighters not to face [[Master Hand]] (and [[Crazy Hand]] if the difficulty is 7.0 or higher) as the final boss in Classic Mode, the other three being [[Rosalina]], [[Bayonetta]] and [[Inkling]]. | ||
*Zelda, {{SSBU|Peach}}, {{SSBU|Falco}}, {{SSBU|Olimar | *Zelda is the only female fighter to face a boss from her own universe in Classic Mode, being [[Ganon]]. | ||
*Though Zelda's Classic Mode route predominantly features villains for opponents, {{SSBU|Wario}} is a notable exception, as he is more often viewed as an anti-hero. | |||
*Zelda, {{SSBU|Peach}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles. | |||
==References== | ==References== |