Editing Zelda (SSBU)

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

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

Latest revision Your text
Line 9: Line 9:
|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|ranking = 73
}}
}}
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character along with {{SSBU|Sheik}} and the rest of veterans on June 12, 2018. Unlike the game's predecessors, she is [[Unlockable character|unlockable]] instead of being available from the [[Starter character|start]]. Zelda is classified as [[Fighter number|Fighter #17]].
{{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.


In a similar vein to her fellow ''Zelda'' fighters {{SSBU|Link}} and {{SSBU|Ganondorf}}, Zelda is now voiced by {{s|wikipedia|Ayumi Fujimura}}, who reprises her role from ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' in all regions, replacing Jun Mizusawa from ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 4]]''. Similar to {{uv|Star Fox}} characters in ''Melee'', the former provides a single line of spoken Japanese dialogue in [[World of Light]]'s opening; this line is dubbed in English by Brandy Kopp, who also voices {{SSBU|Palutena}}.
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 the former in Japanese and dubbed in English by Brandy Kopp, who also voices {{SSBU|Palutena}}.
 
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, giving her moderately disjointed range in general. She has an abundance of KO options, with power comparable to or exceeding that of heavyweights, despite being a lightweight; furthermore, she possesses the largest array of moves with [[transcendent priority]], so her strongest attacks tend to create favorable trades if not outright beating out the opponent due to their priority. Several of them come out surprisingly fast for how powerful they are, and are effective out-of-shield options, most notoriously her [[Lightning Kick]] and [[Farore's Wind]], the latter of which is also one of the best recoveries in the game. 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; she has a low run speed, falling speed and gravity, and a laggy initial dash, leaving her with committal jumps and a poor approach and [[neutral game]]. Being tall makes her easier to hit, and being floaty with poor landing options makes her especially vulnerable to juggling; 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 given 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 safe 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 double-edged sword that gives her poor defense against projectiles and larger disjoints, since she cannot clank with them and easily loses 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.
 
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.


==How to unlock==
==How to unlock==
Line 27: Line 20:
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Pac-Man}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 4th 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]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Zelda must then be defeated on [[Temple]].


==Attributes==
==Changes from ''[[Super Smash Bros. 4]]''==
Zelda is a tall, floaty [[weight|lightweight]] character (weighing the same as [[Sora]]) 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 has historically and consistently been regarded as one of the worst characters in previous games (and at some point the worst) due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes, being slow, light (except in ''Melee''), tall and floaty. While ''Smash 4'' had brought updates to her offensive game, her weaknesses still remained, causing her to nevertheless remain unviable. Likely as a result of being a poorly regarded character in competitive play, Zelda has been buffed overall in the transition from ''Smash 4'' to ''Ultimate''.


Zelda's ground game is notably safer than her aerial game due to generally being less committal and more consistent. She has decent close-quarters combat, namely in her [[down tilt]], a short-ranged low-profiling poke, and [[up tilt]], a large all-around anti-air; both are quick to execute combo-starters with long-lasting hitboxes. They often work in tandem with [[dash attack]], which is her most important burst and punish option with excellent speed and large hitboxes. More situational is her [[neutral attack]], which is her fastest move at frame 4; it can transition into a [[rapid jab]] for simple damage, or sometimes combo at high percents on its own, but is short-ranged, inconsistent at comboing and unsafe on shield. [[Forward tilt]] is the biggest outlier, being much slower with narrow hitboxes, but having a strong low-priority tipper; it can be used to space (especially on shield) at a longer range.
Many of Zelda's 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. Her already good grab game was improved to the point it is now among the most useful: her [[back throw|back]] and [[up throw]]s are much stronger, while down throw deals more damage and, although its knockback and angle were altered, its combo ability remains mostly intact. Her Lightning Kicks have been improved as well, with the back kick having a larger sweetspot while the forward kick is now active as fast as the back kick, increasing their potency for followups when landing with them, and making them more devastating [[out of shield]]. This allows Zelda to secure KOs more easily, and down throw's with the Lightning Kicks in particular possessing more reliable KO setups.  


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, although they are all still respectable finishers. Her [[forward smash]] has a good horizontal disjoint with multiple hits; it is a decent option for catching ledge getups, and due to its rather low ending lag it can be hard to punish on shield, especially if spaced and/or charged. [[Up smash]] is similarly a powerful multi-hit; though laggier and having poor horizontal range, it has a fast startup (frame 9) that can punish poorly spaced moves on shield, and has a very long duration of 23 active frames, making it effective for catching getups and landings. [[Down smash]] is a simple leg sweep with average power, being one of her few non-magic attacks, but compensates by being very fast at frame 5 and executing relatively quickly; hitting on both sides, the foot sweetspots [[semi spike]] at a nasty launch angle that can set up edgeguards.
Zelda's special moveset, considered one of the most lackluster in all previous games, has also seen various heavy 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]], giving it utility as an anti-edgeguarding option. [[Farore's Wind]] has faster startup, making it a more effective out of shield option, and more precise angles for reappearance, allowing her to land its second hit easier even if the enemy DIs the first hit, making "elevator" combos much more consistent. Most importantly, however, [[Phantom Slash]] has been heavily 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 intricate trap setups and combos when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is now better used in her advantage state, though with sufficient spacing it is also a strong tool in the [[neutral game]]. With precise input, Zelda can also short hop behind the Phantom while charging it, allowing it to block incoming projectiles while charging.


Zelda possesses among the most powerful set of [[aerial]]s in the game; uniquely, a majority of them are highly polarized with high-risk and high-reward and limited usage in neutral, forcing her to play carefully in the air. Her forward and back aerials, known as her Lightning Kicks, are by far most polarized moves. Both have fast startup at frame 6 with an incredibly strong sweetspot at her toe, making them effective punishes and deadly out of shield options. However, the sweetspot is tiny and only active for one frame. Additionally, they have notable landing lag, ending lag and cannot auto-cancel in a short hop. Furthermore, the sourspots are pitifully weak, even being punishable on hit at most percents. This makes them very risky with poor utility in neutral. Down air is a similar move with a powerful single-frame sweetspot on her foot and very weak sourspots. Although slow to come out and weaker than her Lightning Kicks, the sweetspot meteor smashes and is much larger, and the sourspots linger for longer and always spike opponents downward, making them useful for gimping opponents. The clean hit has great utility in punishes, as hitting it on grounded opponents will can start a combo at nearly any percent for massive damage or a KO confirm.
Additionally, Zelda has received noteworthy buffs 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 improve her the most, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably with her powerful Lightning Kicks, and improves 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. The changes to [[air dodging]] also marginally improve her edgeguarding game with Din's Fire and, in ocassions, give her a niche recovery option.


[[Up aerial]] is Zelda's only truly consistent aerial, as it consists of a single large hitbox with consistently high knockback. A vertically disjointed explosion with excellent power, it has relatively low landing lag. While not very risky when falling, it has significant startup and ending lag and only covers the range above her, limiting its usage. [[Neutral aerial]] stands out as her only aerial to not have outstanding power or a notable sweetspot. Instead, as a multi-hit with many active frames hitting on both sides, it serves as her least committal, most versatile aerial. It can auto-cancel in a short hop, which with good execution can convert into an up tilt or dash attack at lower percents; it can also combo into a dash attack when fast-falled, and a single hit can pop grounded opponents up into a variety of confirms at virtually any percent, making it a versatile combo starter. Despite being her most important all-around aerial, it lacks an autolink angle, instead having a rather convoluted set of six hitboxes; their knockback and launch angles cause the move to be inconsistent and the launch direction to be difficult to control.  
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]], although the first hit can still combo if SHFF'd. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, now only being usable for setting up edgeguards in a similar vein to {{SSBU|Ness}}' own forward throw.


Overall, Zelda's aerials on their own can be awkward for spacing, air-to-air combat, and starting combos, instead functioning more strongly in conjunction with and as follow-ups to other moves. One of the moves that most boosts the potency of her aerials is her down special, [[Phantom Slash]], which is also her most important tool. It's a unique projectile with a hurtbox and HP that she builds piece-by-piece, with its properties becoming increasingly strong by the charge, and she can have it attack before it is complete. The earliest stages are limited to zoning and body-blocking projectiles, but by the final stage, it has outstanding HP, speed, power and range. After just over a second, Zelda will be able to move freely, while the Phantom will attack automatically after about another second if it is not manually released, granting Zelda much flexibility during this window. She can attack in tandem with it in ledge traps and to mitigate the vulnerability of laggy moves; other usages include playing mind games with manual releases, punishing shielding opponents with grabs or shield break combos, and covering her own recovery and ledge getups. It is quite good at comboing into other moves or being a combo finisher itself, due to Zelda's moves having high hitlag. Phantom Slash forms the basis of Zelda's kit and is designed to compensate for Zelda's lackluster neutral, allowing her to gain stage control, cover options, pressure, zone and trap because of how much space it covers, how much damage it deals, and how many different mixups Zelda can do with it. However, Phantom's main weakness is that it cannot be charge-canceled, requiring Zelda to commit to either an early release or to wait until she is actionable. In addition, if she enters hitstun at any point before releasing the Phantom, it falls apart.
Lastly, although Zelda does benefit from the changes to the game's engine, some of the changes impair her; the universal increase in mobility doesn't benefit her as much due to her slow grounded movement, since it still doesn't allow her to catch up with most of the cast. The weakening of [[rage]] slightly hinders her KO power, as it hasn't got any notable improvements otherwise. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly impairs her out of shield game. In addition to these nerfs, Zelda also retains most of her weaknesses from previous, mainly her slow movement speed, light weight, a few poor hitbox placements, and extremely weak sourspots on her Lightning Kicks, which are otherwise her strongest KO moves; and despite the improvements she has received, her weaknesses can still be exploited by the rest of the cast.


Outside Phantom Slash, the rest of her [[special move]]s take inspiration from the spells of the three Golden Goddesses that Link can use in Ocarina of Time. Her neutral special, [[Nayru's Love]], is a [[reflection|reflector]] that doubles as a melee attack; it has a long duration and horizontal range on both sides of her, with full intangibility from frames 4-13 of the move, allowing it to beat out moves, disrupt strings, two-frame and edgeguard. However, the multi-hits can be inconsistent, and it is laggy, making it highly punishable. [[Din's Fire]], her side special, is a slow ball of fire that becomes stronger and faster the farther it travels. While the explosion has a powerful sweetspot, its slow startup and predictable trajectory make it easy to avoid in most cases, and quite punishable if used in neutral. Instead, it is mostly used to gimp opponents with low resources. Her up special, [[Farore's Wind]], is an outstanding offensive teleport, allowing her to recover in almost any off-stage situation. It is difficult to edgeguard and to two-frame due to its intangibility, omnidirectional distance and large, strong hitboxes. Like {{SSBU|Palutena}}'s [[Warp]], she can avoid the move's ending lag by [[edge cancel]]ing, which grants her access to otherwise impossible movement options. It is also a fast, useful out of shield option, as the first hit can also be used on its own out of shield, or to further combo into the powerful reappearance hitbox. It can work as a burst option to punish laggy options or anti-zone from a distance, but due to its high ending lag, this option is usually very risky. While having unique uses in their own rights, her specials can be strategically be used with each other for creative setups and KOs.
Overall, Zelda's moveset has been considerably enhanced from previous installments, making her strengths much more defined, and allowing her to play defensive much more reliably. This makes her ''Ultimate'' iteration the strongest, although she still faces competition from several returning characters that have been likewise buffed to varying degrees. Her perception in the competitive metagame has been more positive than in previous games, and certain smashers such as {{sm|ZeRo}}, {{sm|Samsora}}, and {{sm|VoiD}} consider her a mid-tier character. However, Zelda's overall tournament representation remains very low, with few notable results, and combined with her polarizing traits and lack of major improvements in updates, other smashers still consider her to be low-tier. Overall, while Zelda is unarguably much better than she was in previous games, her true viability remains debatable.


Zelda has good range for her [[grab]], with her pivot grab being one of the most disjointed in the game. While having notably slow startup, they have great reward in her [[throws]]. [[Forward throw]] is good at setting up edge guarding and ledge traps, while [[back throw|back]] and [[up throw]] are excellent kill throws and among the strongest of their kind. [[Down throw]] is most useful as a combo starter, and can reliably combo into neutral aerial, forward aerial or back aerial from low to mid percents. All her throws can lead into a set up Phantom with proper timing for high-damage combos or KO confirms, though forward and down throw are the most practical.
===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. She also now makes kiai sound, whereas it was silent in previous games.}}
**{{change|Her down taunt is a more casual and joyful wave. She also now giggles, whereas it was silent in previous games.}}
*{{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.}}


Despite her strengths, Zelda has significant weaknesses. Chief among them is her poor mobility, which hampers her ability to approach and move around safely. Her initial dash, for instance, is tied for the second laggiest in the game at 15 frames, which makes her unable to shield and rather vulnerable whenever she wants to move faster than walking. This mobility issue is exacerbated through numerous frame data issues, as many of her attacks, while quick to start up, have punishing amounts of end lag and precise hitboxes, making her approach telegraphed; her floatiness makes her air-to-ground transition poor and exacerbates the downsides of her already awkward aerials. Since she is tall and floaty, with no safe landing mixups or options to help her from ledge, she is very vulnerable to getting juggled and ledge trapped, contributing to one of the worst disadvantages in the game and compounding the endurance issues from her light weight. Other issues include poor range on her normals, limiting their utility, and extremely weak sourspots that can be punished on hit. Her combo game is average to subpar, as many of her moves have too much lag or unfavorable launch angles and knockback values for reliable follow-ups or wide combo windows. Due to this, she partially relies on Phantom to land stray KOs or start or finish combos for damage-racking. Some of her moves also have consistency issues, namely neutral aerial, Nayru's Love and some of the initial windboxes of Phantom Slash.
===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).}}
*{{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).}}


Finally, her special moves have exploitable weaknesses, as they are all committal and have varying degrees of punishable lag. With correct timing and spacing around the Phantom's possible attack ranges, opponents can punish Zelda by reading when she will use the move and preemptively closing in. If there is space, the opponent can also retreat to disengage, with Zelda not being able to do much about it except gaining some stage control. Especially against mobile characters, this forces her to play a neutral with her risky, short ranged neutral tools and subpar mobility.
===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.}}
**{{nerf|The sourspot now takes priority over the sweetspot, making the sweetspot harder to land.}}
*[[Up tilt]]:
**{{buff|Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents [[Floor recovery|lying down]].}}
**{{buff|The outermost hitbox is larger (5u → 5.5u), improving its range.}}
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 25 → 22).}}
**{{nerf|It now has 3 small unextended hitboxes instead of 1 medium-sized extended one. Overall it has less range.}}
**{{change|It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more 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 into other moves at low and high percents.}}
*[[Dash attack]]:
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u), and the sweetspot is now extended (Z offset: 12.8 → 12.6-13.2), improving the move's range and making it easier to land the sweetspot.}}
**{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}}
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}}
*[[Forward smash]]:
**{{buff|Forward smash's looping hits have been moved further out (Z offset: 8/16 → 9/17), as has its final hitboxes (Z offset: 9.5/16 → 10.5/17), increasing its horizontal range while not introducing a blindspot due to the new [[jostle]] mechanics.}}
*[[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.}}


Among favorable matchups, Zelda excels against slower characters with poor ground and aerial approaches where Phantom Slash can effectively wall them out (Ice Climbers), against large characters that become easy targets for her normally difficult-to-land sweetspots (King K. Rool), especially those without safe options on shield, enabling easy punishes with her deadly out of shield options (King Dedede), and against poor recoveries that are legitimately threatened by Din's Fire and Phantom (Ganondorf). Zelda's weaknesses cause her to struggle against quick opponents who can bait out her options, exploit her poor movement and keep her in disadvantage (Fox, Greninja, Zero Suit Samus), against characters that can outcamp her with projectiles that are fast and/or dwarf the Phantom's range (R.O.B., Young Link, Min Min), against characters with large disjoints who can beat out her transcendent moves (Cloud, Aegis), and against characters with better boxing options than her (Shotos).
===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.).}}
***{{buff|However, this improves the first hit's combo potential on grounded opponents if used in a [[short hop fast fall]].}}
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}}
**{{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), although still not fast enough to auto-cancel in a short hop.}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u), and now extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{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), and now extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
*[[Up aerial]]:
**{{buff|Up aerial auto-cancels earlier (frame 56 → 54), now matching the end of the animation.}}
**{{change|Up aerial's hitbox is higher up (Y offset: 23 → 26.5), improving its range above Zelda, but introducing a blindspot and making it virtually impossible to hit grounded opponents onstage.}}
**{{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, despite the original hitbox being made smaller.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/5u), noticeably worsening its gimping potential.}}


Overall, Zelda's strengths include fast and powerful out of shield options, good stage control and ledge trapping with Phantom setups, and impressive kill power spread broadly across her moveset. Her weaknesses in mobility, range, frame data, consistency and sweetspot issues require her to be precise with how she spaces her attacks and to make the most out of Phantom ledge traps with proper reads and option coverage. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and in mixing up what she does to get out of disadvantage due to her floaty nature and lack of safe landing options.
===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%).}}


==Changes from ''[[Super Smash Bros. 4]]''==
===Special moves===
Zelda had historically and consistently been regarded as one of the worst characters (and, at one point in ''[[Super Smash Bros. 4]]'', the overall worst) in previous games, due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes (slow, light, tall, and floaty). While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to remain unviable. Likely as a result of being a poorly regarded character in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate''.
*[[Nayru's Love]]:
 
**{{buff|Nayru's Love has less startup lag (frame 13 → 11), with its total duration reduced as well (FAF 60 → 58).}}
One of Zelda's biggest buffs is her improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. Most notably, her aerials have significantly reduced landing lag across the board, making them much more usable. The sweetspots of her kicks are significantly easier to land, and their improved auto-cancel window make them less risky to use; forward aerial's faster startup also makes it a much better out of shield option. Examples of significantly stronger moves include [[forward tilt]], whose increased damage makes the sweetspot safe on shield and one of the strongest of its kind, and [[up aerial]] which is larger and stronger with a new late hit. Her already good grab game was improved to the point it is now among the most useful in the game; her [[back throw|back]] and [[up throw]]s are much stronger, giving her two new viable kill throws among the strongest of their kind.
**{{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.}}
Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. [[Din's Fire]] no longer causes [[helplessness]], has an increased duration and has a larger sweetspot, making it more usable, albeit still situational. [[Farore's Wind]] has faster startup and execution and reduced vulnerability, making it a more effective out of shield and punish option; it has more precise angles for reappearance to follow opponent DI, making the "elevator" combo more likely to connect, while also being less unsafe if it doesn't. [[Phantom Slash]] is, however, her greatest buffed special and arguably her greatest buff from Smash 4 out of any of her moves. It has less lag and been heavily reworked to possess several more stages that cover a wider variety of ranges, improving its zoning usage, and the last stage allows Zelda to move around before it is unleashed, allowing for intricate trap setups and combos. The Phantom also no longer has any cooldown if destroyed, allowing it to be used much more frequently.
**{{nerf|Its intangibility (frames 5-15 → 4-13) and reflective hitbox (frames 5-43 → 5-41) have a shorter duration.}}
 
*[[Din's Fire]]:
Additionally, Zelda noticeably benefits from some of the universal changes. Her horizontal movement has been improved (both absolutely and relative to the cast) in her increased run speed, air speed, air acceleration and initial dash. The universal 3-frame [[jumpsquat]]s and reduced landing lag improve her noticeably, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably and slightly improves her combo potential from fast falled aerials—most notably down aerial, which, due to the removal of teching grounded spikes, gives Zelda a plethora of new combos and kill confirms from the move. The changes to [[air dodging]] also benefit her, as they improve her edgeguarding game with moves like Din's Fire, which also improves her ledge trapping game by forcing low recoveries and allowing time for a Phantom set up.
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
 
**{{buff|It travels a slightly longer distance.}}
However, Zelda has received some mixed changes and nerfs as well, most notably to the combo game of her normals. Neutral attack is drastically smaller and is no longer safe on shield nor has consistent combo potential, removing one of her best neutral and spacing tools. Down tilt is much smaller and has a considerably worse launch angle, hindering its combo ability past mid percents. Neutral aerial especially has been nerfed greatly, with the autolink removal and lower knockback harming the looping hits' consistency, completely removing their drag-down combos and making the launch direction drastically more difficult to control. Down throw's increase in knockback scaling, combined with its more horizontal launch angle removes its 50/50s at high percents.
**{{buff|Its hitboxes are slightly larger (2.1u/4.5u → 2.6u/4.8u).}}
 
**{{change|The flame has a more stylized appearance.}}
Other nerfs include her forward tilt, which is much more precise due to its slower startup and narrow hitboxes, and due to the sweetspot losing highest priority and being drastically harder to land, the move is arguably weaker on average despite the damage buffs. Down aerial's late hit is worse at gimping due to its smaller hitboxes. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Farore's Wind is weaker, making the sweetspot especially worse at early KOs, cannot travel as far and is much harder to edge cancel with, hindering one of her movement options.
*[[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).}}
Although Zelda benefits from some of the changes to the game's engine, other changes have impaired her as well. The new knockback speed-up effect further limits her already nerfed combo moves, as knockback was sped up more than her mobility was increased. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun) and nerfs to shield drop lag and grabs out of shieldstun, it also slightly worsens her out of shield game in some cases. Her air dodges are also now much laggier than average, which worsens her disadvantage state.
**{{buff|Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).}}
 
**{{buff|Zelda can drift in the air much sooner after reappearing.}}
Overall, Zelda's moveset has been enhanced from previous installments, making her strengths more defined, especially around Phantom Slash as the new crux of her game plan. The changes overall allow Zelda to fare better than in previous installments, with this incarnation being her strongest one yet. However, she still underperforms compared to the rest of the cast. Nerfs to her combo tools, consistency and precision have tempered her buffs by effectively transferring many of her other moves' usages to Phantom, centralizing her playstyle around the reworked move. Game updates have brought her quality-of-life improvements, mostly making several moves across the board even stronger, while failing to address Zelda's core weaknesses. She still suffers from her more problematic attributes, i.e. her laggy initial dash, low fall speed, low gravity and low weight. Most significantly, many of her normals are worse compared to previous iterations, suffering from lack of utility due to impractically small hitboxes, poor or inconsistent follow-up potential, punishable sourspots and/or heavy ending lag.
**{{buff|Zelda has more precise angles of reappearance, allowing her to land its second hit on enemies who DI the initial hit.}}
 
**{{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).}}
{{SSB4 to SSBU changelist|char=Zelda}}
**{{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 improves Zelda's neutral and advantage state, and 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°). This make it better for KOing at the ledge, but worse from afar.}}
*[[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==
==Update history==
Zelda has been buffed overall via game updates, receiving the biggest changes in update 7.0.0, followed by update 13.0.0. A majority of the changes focused on augmenting the power of her kill moves, with up smash, down smash, up aerial, and especially forward tilt and down special being stronger compared to release. Hitbox buffs made up aerial, down aerial's clean hit and Din's Fire's sweetspot larger, and increased the hitbox duration of up aerial and Din's Fire. Slight frame data buffs reduced the ending lag of her jab by 1 frame and the landing lag of neutral aerial by 3 frames. Multihit angle changes made forward smash more consistent; while also intending to do the same for neutral aerial, its angle changes were a mixed bag in practice, only improving its consistency in some cases, but making the final hit's launch direction much more volatile and thus making auto-cancel combos more difficult.
Zelda has been slightly nerfed via update {{SSBU|3.0.0}}: as part of a near-universal nerfing of projectiles, each [[charge]] level of [[Phantom Slash]] deals less [[shield damage]]. Aside from this, update {{SSBU|4.0.0}} simply provided animation touch-ups.  
 
Aside from the mixed change to neutral aerial's angles, Zelda has also received two minor nerfs, though negligible as the first was eventually negated, and the second was a reversal of a very brief unintended bug. In update 3.0.0, Phantom's shield damage was reduced, but the later 7.0.0 damage buff completely compensated for this. In update 9.0.2, a bugfix removed a shadow buff from the 9.0.1 patch that allowed Zelda to displace the Phantom much more easily, specifically to spawn it in front of her to grant more protection during the charge.


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Zelda}}
*{{nerf|[[Phantom Slash]] deals less [[shield damage]] (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).}}
 
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Zelda}}
*{{change|Adjusted Zelda's medium and fast [[walking]] animations in order to prevent her dress from clipping.}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.2}}'''
{{UpdateList (SSBU)/9.0.2|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
{{UpdateList (SSBU)/10.1.0|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}'''
{{UpdateList (SSBU)/13.0.0|char=Zelda}}


==Moveset==
==Moveset==
''For a gallery of Zelda's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname=Short Flash ({{ja|ショートフラッシュ|Shōto Furasshu}}) / Rapid Flash ({{ja|ラピッドフラッシュ|Rapiddo Furasshu}}) / Flash Finish ({{ja|フラッシュフィニッシュ|Furasshu Finisshu}})
|neutralname=&nbsp;
|neutral1dmg=2.5% (hits 1-2)
|neutral1dmg=2.5% (hits 1-2)
|neutralinfdmg= 0.4% (loop), 3% (end)
|neutralinfdmg= 0.2% (loop), 3% (end)
|neutraldesc=Extends her palm to emit a burst of magical energy, then optionally follows up with a series of several magical bursts before a finishing blast, which can KO near the edge. Unlike in the previous games, where it was the slowest jab at frame 11, it is now her fastest move at frame 4. It no longer has a third hit, but can start combos on its own at high percents with certain hitboxes.
|neutraldesc=Extends her palm to emit a magic spark, follows up with a series of several magical bursts, and finishes with a final blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly, at frame 4.
|ftiltname=Magical Cutter ({{ja|マジカルカッター|Majikaru Kattā}})
|ftiltname=&nbsp;
|ftiltdmg=15% (hand, blade), 11.5% (arm)
|ftiltdmg= 12% (blade), 10% (arm)
|ftiltdesc=A magically-infused outward knifehand strike. It can be angled and has two sweetspots at the tip that possess great power. It has three sourspots located on Zelda's arm that take priority over the sweetspots, being noticeably weaker but still having above-average KO power. Its high base knockback makes it especially potent at early KOs near the ledge. The sweetspots KO middleweights at around 83% while near the edge of {{SSBU|Final Destination}}, and the sourspots KO at around 109%. It's safe on shield when spaced with the sweetspot. However, it has noticeable startup lag at frame 12 with an active duration of only two frames, as well as having strict priority and small and narrow hitboxes, making it hard to sweetspot, or even land at all on small or crouching characters, or opponents in the air.
|ftiltdesc=A magically-infused, outward fanning knifehand strike, swinging a magically produced blade. 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. It is safe on shield if spaced correctly. However, it has noticeable overall lag and a narrow hitbox.
|utiltname=Barricader ({{ja|バリケーダー|Barikēdā}})
|utiltname=&nbsp;
|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 a long active duration and low ending lag, it is one of Zelda's most reliable combo starters. It can combo into itself, neutral attack and up smash at low percentages, into neutral aerial as well as Lightning Kick from low to medium percentages, and into up aerial at medium percentages out of a reversed up tilt. Its combo potential increases the later the frame on which it hits. It is also a strong anti-air attack thanks to its disjoint, large hitbox and long duration.
|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 good as an anti-air attack thanks to its long active duration.
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|dtiltname=&nbsp;
|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 and her fastest move to execute. Compared to ''SSB4'', it has smaller range and noticeably less combo potential, mostly serving as a fast, low-committal and low-profiling poke. It can, however, combo into a dash attack and Lightning Kick at mid percentages. It can also be a KO combo into forward or back aerial, especially with poor DI. It is potent in calling out fast grounded approaches and two-framing.
|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 noticeably less combo potential, mostly serving as a fast safe poke. It can, however, combo into dash attack of forward aerial at mid percentages.  
|dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}})
|dashname=&nbsp;
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
|dashdmg= 12% (clean sweetspot), 9% (clean sourspot), 6% (late)
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands. The sweetspot lasts for two frames and is located at Zelda's hands. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To complement this, its sweetspot's high base knockback allows it KO middleweights at around 120% while near the edge of Final Destination. However, it is small, with its other hitboxes lacking KO potential, and is unsafe especially on shield.
|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=Shining Palm Shot ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}})
|fsmashname=&nbsp;
|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 75% near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged, which combined with its moderate ending lag at 26 frames, makes it hard to punish on shield with good spacing. Due to it hitting on frame 16, however, it has the highest start-up lag out of Zelda's smash attacks.
|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. With proper spacing, it is safe on shield. 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=Power Steer ({{ja|パワースティア|Pawā Sutia}})
|usmashname=&nbsp;
|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 that hits several times. It hits on frame 9, which is fairly fast for a smash attack and makes it a decent point-blank out of shield option. It has a very long duration, making it good at catching getups and landings, and has a good vertical disjoint. 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 very punishable if not used properly.
|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, long duration and 30 frames of ending lag, thus making it punishable if not used properly.  
|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdesc=A spinning, low-level roundhouse kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, {{SSBU|Ryu}}, and {{SSBU|Ken}}'s down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by {{SSBU|Meta Knight}}'s [[buffer]]ed down smash. It hits on both sides, making it useful for punishing rolls, and the foot hitboxes [[semi-spike]] which is useful for setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still decently strong and has rather moderate ending lag. The front hit deals higher damage, and the sweetspot KOs at around 112% on middleweights near the edge of Final Destination; in comparison, the back hit sweetspot KOs them at around 117%.
|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=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairname=&nbsp;
|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 twice 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 large hitboxes on both sides with several hits, making it rather versatile; it has a rather high damage output, especially with the front hits, can start combos when [[SHFF]]ed, can string into other moves with good drift in an autocanceled short hop, or can be an edge-guarding option. The last hit 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 from Smash 4, resulting in the multi-hits being weaker and less consistent, with opponents sometimes being able to fall out of the multi-hit portion, reducing its consistency and reliability. This issue is most salient if Zelda is fast-falling or drifting away in the multi-hit portion.
|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|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}})
|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, KOing middleweights at around 59% while near the edge of Final Destination, similarly to Captain Falcon's Knee Smash, though slightly weaker. At frame 6, it's quite fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and has less landing lag. However, the sweetspot only lasts for one frame, and the sourspots are very weak and unsafe, even on hit because of their extremely low damage and base knockback. Its considerable ending lag also makes it punishable at low percentages, sometimes even if it is sweetspotted. Due to the aforementioned very low damage and knockback, the sourspot can lock opponents and set up into other moves at high percents but lacks utility otherwise. Autocancels in a full hop fast fall, just one frame after Zelda reaches the peak of her short hop, similarly to Kirby's forward aerial.
|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 slightly 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=[[Lightning Kick|Lightning Kick (Back)]] ({{ja|稲妻キック(後)|Inazuma Kikku (Ato)}})
|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 difference being that its sweetspot has slightly more base knockback and knockback growth, in exchange for having slightly more landing lag and auto-canceling slightly later. It is the strongest back aerial in the game, with the sweetspot KOing 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.
|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=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit)
|uairdmg={{ShortHopDmgSSBU|17}}
|uairdesc=Leans back and turns slightly, extending her arm to create a fiery explosion above her from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, behind Shulk's up aerial if the second hit is sweetspotted. It KOs middleweights at around 100% from a full hop. It has a huge vertical disjoint thanks to its large hitbox and high position, being able to clip through platforms or the bottom of stage edges. It also has a late hit that is weaker but improves its ability to juggle. 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 high ending lag (35 frames) and a fairly short horizontal range. It autocancels in a full hop.
|uairdesc=Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest 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 high ending lag (40 frames), a short duration, and fairly short horizontal range. It autocancels in a full hop when the move ends.  
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild 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, also known as the Lightning Stomp. All of its hitboxes are [[meteor smash]]es and can lock opponents, with its sweetspot being the most powerful among them. Its sourspot lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries, but deals even less knockback than Lightning Kicks' sourspots. It ties for the lowest landing lag out of Zelda's aerials, which allows it to be safe on shield with proper spacing, and enables its sweetspot to reliably start combos on grounded opponents. It hits on frame 14, which ties with up aerial for the highest amount of start-up lag out of Zelda's aerials, but combined with its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. Like neutral aerial, it can also autocancel in a short hop.
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]], also known as the Lightning 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 low ending lag and the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. Safe on shield with proper spacing. 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, but due to its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. It can also autocancel in a short hop.  
|grabname=Holding ({{ja|ホールディング|Hōrudingu}})
|grabname=&nbsp;
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long-range and are somewhat disjointed, with her pivot grab being one of the longest non-tether pivot grabs, but also have a noticeable start-up and ending lag.
|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=Holding Attack ({{ja|ホールディングアタック|Hōrudingu Atakku}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank blast of magical energy. Average power and speed.
|pummeldesc=A blast of magical energy. Moderate speed and damage.  
|fthrowname=Force Move ({{ja|フォースムーブ|Fōsu Mūbu}})
|fthrowname=&nbsp;
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Magically pulls the opponent back and then tosses them away. It is useful for sending opponents off stage, even at low percents, thanks to its high base knockback, but due to its low knockback growth lacks KO potential unless extremely close to the horizontal blast zone. However, it can combo into Phantom Slash for high damage or an early KO.
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is useful for setting up edge-guards thanks to its high base knockback and good damage output, but lacks KO potential because of its low knockback growth, often not KOing until 200% without rage. However, it puts the opponent in a dangerous position.  
|bthrowname=Force Back Move ({{ja|フォースバックムーブ|Fōsu Bakku Mūbu}})
|bthrowname=&nbsp;
|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 edge guards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.
|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=Force Top Move ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}})
|uthrowname=&nbsp;
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Magically spins the opponent overhead and then hurls them upward. It has excellent KO potential, being able to KO middleweights at around 146% from anywhere on Final Destination, and is tied with Incineroar and Lucas's up throws for the fifth strongest up throw in the game. On heavyweights and fast-fallers, it also has limited combo potential into neutral aerial at low percentages. Overall, these attributes make it one of the best up throws in the game.
|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 unlike its' up throw, it has combo potential. Overall one of the best up throws in the game.  
|dthrowname=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}})
|dthrowname=&nbsp;
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
|dthrowdesc=Casts the opponent onto the ground and then blasts them with fiery magic from her hands while levitating. It functions as Zelda's only reliable combo throw, launching up and behind her. Its DI can be reacted to for a guaranteed follow-up from low to mid percents. With DI in, it can combo into neutral aerial, Lightning Kick, up aerial and up special. With DI out, it can combo into a dash back forward aerial or back aerial fairly consistently with proper timing from low to mid percents. Its combo potential will be more limited the more [[rage]] Zelda has.
|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 aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial and back aerial combo at mid percentages are more consistent, especially 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 too much [[rage]].
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 176: Line 275:
|edgedesc=Performs a kick while climbing up.
|edgedesc=Performs a kick while climbing up.
|nsname=Nayru's Love
|nsname=Nayru's Love
|nsdmg=2%/1% (hits 1-3, near/far), 5%/4% (hit 4, near/far), 1.25× (reflected projectiles)
|nsdmg=2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles)
|nsdesc=[[zeldawiki:Nayru's Love|Creates a blue crystalline barrier with shards around herself]]. They deal moderate damage and [[Reflection|reflect]] projectiles with 25% more damage and speed. It also grants full [[intangibility]] on frames 4-13, making it good at beating out other moves and sometimes good as a defensive option to disrupt strings. However, it has a moderate start-up for its hitboxes (frame 11) and considerable ending lag, making it punishable if used recklessly.
|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]] that slowly accelerates forward. Its trajectory can be altered, albeit marginally, by holding up or down, and releasing the special button causes it to stop and then explode after a moment. It has a large hitbox, and only the explosion can be reflected or absorbed. 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, which is located in the inner part of the explosion, is quite powerful. When fully charged, the sweetspot can KO middleweights at around 87% while near the edge of Final Destination, but the sourspot is very weak regardless of its charge. While useful off stage on characters with bad recoveries, it is otherwise easily avoidable with an air dodge or simply clanking. Even though it is hard to land itself, it can force the opponent to use an air dodge and recover low/to the ledge.
|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, which is located in the inner part of the explosion, 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%/7% (grounded hit 2 near/far), 12%/8% (aerial hit 2 near/far)
|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 in a given direction]]. It travels a long distance and can be angled omnidirectionally, similarly to Fox's Fire Fox, but is much faster in comparison. It deals damage to nearby opponents both while disappearing and while reappearing, and grants full intangibility during its travel. Its disappearance launches upward, enabling it to combo into its reappearance at various percents when aimed correctly. The reappearance has a sweetspot that deals high damage, high base knockback, and high knockback growth, making it potent at KOing, especially near the upper blast line. Its sweetspotted aerial reappearance can KO middleweights off the top blast zone at around 68% from the initial grounded hit (though heavily dependent on DI and LSI), while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. The reappearance has a sourspot that, although large and safe on hit, lacks KO potential, and due to the move incurring [[helpless]]ness, it is punishable if whiffed. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.
|usdesc=[[zeldawiki:Farore's Wind|Warps to a given direction]]. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. 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. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.  
|dsname=Phantom Slash
|dsname=Phantom Slash
|dsdmg=5.9% (level 1), 8.2% (level 2), 10.5%/11.8% (level 3) 14.1%/15.4% (level 4), 17.7% (level 5)
|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 increasing degrees of speed, HP, power and distance. When fully charged, the Phantom can delay its attack for up to about a second, effectively controlling a large space and giving Zelda time to add pressure, perform combined combos or to retreat behind it for protection. When fully charged, the Phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.
|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, perform combinated combos or to retreat for protection. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.  
|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% (main)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Wisdom]] to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will take heavy damage before either being launched with low knockback, or being instantly KOed if they reach 100% or higher before the final hit. Very difficult to avoid on smaller stages (such as {{SSB|Dream Land}} or [[Mushroom Kingdom II]]), if not effectively impossible, due to its long duration and massive vacuum hitboxes.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Wisdom]] to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages, due to its long length and large vacuum hitboxes.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=85 | rweight=72-73
| dash=1.958 | rdash=36-37
| run=1.43 | rrun=81-82
| walk=0.914 | rwalk=68
| trac=0.116 | rtrac=20-28
| airfric=0.006 | rairfric=77-78
| air=1.092 | rair=40-41
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.055 | raddaccel=51-52
| gravity=0.071 | rgravity=80
| fall=1.35 | rfall=71-74
| ff=2.16 | rff=71-74
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=31.55 | rjumpheight=54
| shorthop=15.24 | rshorthop=57
| djump=31.55 | rdjump=61
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Zelda English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[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.
<gallery>
ZeldaOnScreenAppearanceSSBU.gif|Zelda's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Places her hand on her hip, while generating magic and twirling it in front of her.
*Scoffs with a hand on her hip, while generating magic and twirling it in an cross shape in front of her.
*'''Side taunt''': Closes her eyes and summons [[Din's Fire]] between cupped hands.
*Closes her eyes and summons [[Din's Fire]] between cupped hands.
*'''Down Taunt''': Giggles and waves with a smile.
*Giggles and waves with a smile.
<gallery>
<gallery>
SSBUZeldaTaunt1.gif|Zelda's up taunt.
SSBUZeldaTaunt1.gif|Zelda's up taunt.
Line 239: Line 308:
*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>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Zelda Cheer English SSBU.ogg|center]]||[[File:Zelda Cheer Japanese SSBU.ogg|center]]||[[File:Zelda Cheer Italian SSBU.ogg|center]]||[[File:Zelda Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Zelda Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Zelda Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Zel - da! || Zel - da! || Zeeeeel - da! || Zel - da! || Zel - da!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Zelda Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Zelda Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Zelda Cheer Spanish PAL SSBU.ogg|center]]||[[File:Zelda Cheer Russian SSBU.ogg|center]]||[[File:Zelda Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Zel - da! || Zeeeeel - da! || Zel - da! Zel - da! || Zelda!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 284: Line 316:
*'''Up:''' Creates fire from her fingertip and waves it around while giggling.
*'''Up:''' Creates fire from her fingertip and waves it around while giggling.
*'''Right:''' Summons a [[Phantom]] behind her with a snap of her finger and poses with it.
*'''Right:''' 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 ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
[[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 323:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
As one of the characters playable in the E3 demo build, players were fairly divided early on Zelda as a competitive character. Much of the optimism surrounding the character could be attributed to noticeably improved frame data, particularly on her Jab and out-of-shield options, which were key points of grievance with the character's past iterations, as well as [[Phantom Slash]]'s changes. However, just as players took notice of the character's improvements over ''SSB4'', they also found that not only did some other flaws pop up, but her mobility and height issues were retained from previous games as well. The loss of key kill confirms from ''Smash 4'' did much to offset some of the initial hype surrounding the character, leaving consensus on her potential standing in the metagame all over the place. The beginning of competitive ''Ultimate'' had players regard Zelda as a mid-tiered character.  
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Zelda players (SSBU)]]''
However, as time went on and the game and its ensuing patches were released, counterplay measures to exploit Zelda's flaws were discovered and shared among opponents, all while patches did nothing to help her unlike other characters viewed as mid tier. It was at this point where Zelda greatly fell out of favor with the playerbase, and many who did play the character saw a sharp decline in their results, dropped Zelda entirely, or both, leaving only the most dedicated Zelda mains to continue playing her. She is currently seen as low tier by the community, with some even ranking her among the game's worst characters. This is heavily contested, however, as players such as {{Sm|Mystearica}}, {{Sm|Rizeasu}}, and {{Sm|ven}} continue to place well with her.


*{{Sm|Maipan|Japan}} - The second-best Zelda player in Japan. He is best known for placing 17th at {{Trn|DELTA 8}}, defeating {{Sm|Zackray}} and {{Sm|Tea}} along the way. Although very inconsistent at other events, he had a few other noteworthy events including placing 17th at {{Trn|DELTA 7.5}} and 33rd at {{Trn|Seibugeki 13}} defeating {{Sm|TamaPDaifuku}} in the latter event.
===Notable players===
*{{Sm|Naskino|France}} - The best Zelda player in Europe is a top 50 player on the continent in the post-online metagame, ranking 37th on the [[European Ultimate Power Rankings]] for the first half of 2023. He has consistently placed highly at several events, most notably 13th at {{Trn|King Of Fields 95 3}} and 17th at {{Trn|Temple: Hermès Edition}}. He retired in 2024.
*{{Sm|Aikota|USA}} - One of the best Zelda players in the United States. Placed 25th at {{Trn|Super Smash Con 2019}} and 33rd at {{Trn|MomoCon 2019}}. He has defeated {{Sm|Fatality}}, {{Sm|Mr E}}, {{Sm|ScAtt}}, {{Sm|Sonido}}, and {{Sm|Maister}}.
*{{Sm|ven|USA}} - The best Zelda player from 2019 to 2022. His best results were in the early metagame thanks to strong performances such as 17th at {{Trn|2GG: Prime Saga}} defeating {{Sm|ESAM}} and 33rd at {{Trn|2GG: Kongo Saga}} defeating {{Sm|Elegant}}; he was also the first Zelda player ranked on a global ranking, ranking 83rd on the [[OrionRank Ultimate: Six Months In]]. Although less consistent since, he has still seen some strong results, including 9th at {{Trn|LVL UP EXPO 2023}}, tied as the best Zelda placement at a major.
*{{Sm|Mystearica|USA}} - One of the best Zelda players in the United States. Placed 5th at {{Trn|2GG: Run it Back}}, 25th at {{Trn|Pound 2019}} and 33rd at {{Trn|Smash 'N' Splash 5}}. He has defeated {{Sm|Tea}}, {{Sm|Goblin}}, {{Sm|tyroy}}, {{Sm|DarkShad}}, and {{Sm|Ned}}.
*{{Sm|Yn|Japan}} - The best Zelda player in the world since 2023. He has the best peaks for a Zelda player, including placing 9th at both {{Trn|Maesuma TOP 11}}, defeating {{Sm|Tea}}, and {{Trn|Maesuma TOP 14.5 "in Hyogo"}}, both of which are tied for the highest placement from a Zelda player at a major.
*{{Sm|Riot|USA}} - The best Zelda in New England. Placed 5th at [https://smash.gg/tournament/push-the-limit-4 Push the Limit 4]. Ranked 2nd on the [[New Hampshire Power Rankings|New Hampshire Ultimate Power Rankings]] with wins on {{Sm|DM}}, {{Sm|LingLing}} and {{Sm|Pelca}}.
 
*{{Sm|Rizeasu|Japan}} - The best Zelda player in Japan. Placed 5th at {{Trn|Sumabato SP 6}}, 13th at {{Trn|Sumabato SP 3}}, and 33rd at {{Trn|Sumabato SP 8}}.
===Tier placement and history===
*{{Sm|ven|USA}} - The best Zelda in the world. Placed 9th at {{Trn|LVL Up Expo 2019}}, 17th at {{Trn|2GG: Prime Saga}}, 25th at {{Trn|2GG: SwitchFest 2019}}, and 33rd at {{Trn|Smash 'N' Splash 5}} and {{Trn|Super Smash Con 2019}}. Ranked 2nd on the [[Las Vegas Power Rankings]]. He has defeated {{Sm|ESAM}}, {{Sm|Jw}}, {{Sm|Prodigy}}, {{Sm|Gackt}}, {{Sm|SweetT}}, {{Sm|Karna}}, and {{Sm|Megafox}}.
Players were initially divided on Zelda's competitive viability. Many players pointed out that her key issues, most notably her low mobility and poor endurance, were retained from previous games. On the other hand, other players were more optimistic towards the character due to improved frame data over her ''Smash 4'' iteration, particularly on her out-of-shield options, as well as [[Phantom Slash]]'s higher utility. This optimism, coupled with strong early performances from players such as {{Sm|Mystearica}}, {{Sm|Naskino}}, and {{Sm|ven}}, led many to believe the character was a solid mid-tier, with some arguing that she could be a potential high-tier.
 
This optimism did not last for long, as Zelda's polarizing nature became more noticeable as time went on: despite receiving buffs in updates 7.0.0 and 13.0.0 that improved her consistency, Zelda's poor mobility, disadvantage, and highly risky neutral remained critical weaknesses. As a result, Zelda players began struggling in the developing metagame, and they either dropped the character (such as Mystearica) or saw worse results and consistency than before (such as ven). Although Naskino continued to do well in Europe and {{Sm|Yn}} began making waves in Japan in early-2023, opinions on Zelda continued to decline, and as a result she sits at 75th out of 82 on the first tier list, rising two spots in the second and current one. Although it is her best placement in the series and she is far better than all her previous incarnations, she is currently placed in low-tier.


=={{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 opponents are antagonists and she fights each of them on stages that hail from {{uv|The Legend of Zelda}} series.
All of Zelda's battles are on ''The Legend of Zelda''-themed stages, and all her opponents are antagonists. The final battle is against Ganondorf, who transforms into Ganon upon defeat.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Wario|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''||
|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||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}''||
|2||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess}}''||
|-
|-
|3||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Horde Battle (3 at a time)<br>The Mii Swordfighters are dressed in the Yiga Clan Mask and Yiga Clan Outfit.
|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 {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||A possible reference to King Bulblin.
|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)}}''||A possible reference to King Bulblin.
|-
|-
|5||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||
|5||{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||
|-
|-
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}} (×4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||
|6||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Black}} (x4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||{{CharHead|Ganondorf|SSBU|hsize=20px}}, then [[Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}'' <small>(Ganondorf)</small><br/>''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}'' <small>(Ganon)</small>|| A [[Maxim Tomato]] spawns on the stage after Ganondorf is KO'd.
|Final||{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px}}, then [[Ganon]]||Sacred Realm||''{{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.
|}
|}


Line 338: Line 366:
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!" ("{{ja|ここまで来たらやるしかないでしょう!|Koko made kitara yarushikanai deshō!}}", ''Now that we've made it this far, there's no turning back!''), and was present on the cliffside 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}}).
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 [[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 {{h2|List of spirits (The Legend of Zelda series)|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 {{h2|List of spirits (Others)|Zael}} and {{h2|List of spirits (Pokémon series)|Uxie, Mesprit, & Azelf}} spirits. 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 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.
Line 346: Line 374:


===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]]
|Zelda
| {{SSBU|Zelda}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| {{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}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Zelda's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Zelda has been unlocked. 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. Her fighter spirit has an alternate version that replaces it with her artwork in ''Ultimate''.
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 appear as primary and support spirits.
Additionally, different incarnations of Zelda make an appearance in various Primary and Support Spirits.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Zelda.png|173. '''''Zelda'''''
Zelda Spirit.png|173. '''''Zelda'''''
SSBU spirit Young Zelda.png|189. Young Zelda
Young Zelda.png|189. Young Zelda
SSBU spirit Zelda (Ocarina of Time).png|190. Zelda (Ocarina of Time)
Zelda oot Spirit.png|190. Zelda (Ocarina of Time)
SSBU spirit Zelda (Breath of the Wild).png|238. Zelda (Breath of the Wild)
Botwzelda.png|238. Zelda (Breath of the Wild)
SSBU spirit Zelda (The Wind Waker).png|247. Zelda (The Wind Waker)
Zelda Wind Waker Spirit.png|247. Zelda (The Wind Waker)
SSBU spirit Zelda (Spirit Tracks).png|259. Zelda (Spirit Tracks)
Zelda Spirit Tracks Spirit.png|259. Zelda (Spirit Tracks)
</gallery>
</gallery>
</center>
</center>
Line 385: Line 413:
===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 430:
|-
|-
|187
|187
|{{SpiritTableName|Marin|size=64}}
|[[File:Marin Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[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 (1:30)
|•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
|{{SpiritTableName|Young Zelda|size=64}}
|[[File:Young Zelda.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,700
|3,700
|[[Hyrule Castle]]
|[[Hyrule Castle]]
Line 423: Line 454:
|-
|-
|195
|195
|{{SpiritTableName|Malon|size=64}}
|[[File:Malon Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,600
|3,600
|[[Smashville]]
|[[Smashville]]
Line 434: Line 466:
|-
|-
|201
|201
|{{SpiritTableName|Great Fairy|size=64}}
|[[File:Greatfairy.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,500
|9,500
|[[Fountain of Dreams]] ([[Battlefield form]])
|[[Fountain of Dreams]] (Battlefield form)
|•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 478:
|-
|-
|215
|215
|{{SpiritTableName|Din|size=64}}
|[[File:Din Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Din}}Din
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}×2
|''The Legend of Zelda series''
|{{SpiritType|Attack}}
|•{{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 (Remix)}}
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix}})
|-
|-
|216
|216
|{{SpiritTableName|Nayru|size=64}}
|[[File:Nayru Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Nayru}}Nayru
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×2
|''The Legend of Zelda series''
|{{SpiritType|Shield}}
|•{{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 502:
|-
|-
|236
|236
|{{SpiritTableName|Hilda (The Legend of Zelda)|size=64}}
|[[File:Hilda.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Hilda}}Hilda
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,100
|9,100
|[[Temple]]
|[[Temple]]
|•Assist Trophy Enemies ([[Nightmare]])
|•[[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
|{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
|[[File:Botwzelda.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Zelda (Breath of the Wild)}}Zelda (Breath of the Wild)
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}} (30 HP)<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (50 HP)
|''The Legend of Zelda series''
|{{SpiritType|Shield}}
|•{{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]]
Line 489: Line 526:
|-
|-
|258
|258
|{{SpiritTableName|Phantom|link=y|size=64}}
|[[File:Phantom.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,800
|3,800
|[[Spirit Train]] ([[Battlefield form]])
|[[Spirit Train]] ([[Battlefield form]])
Line 500: Line 538:
|-
|-
|582
|582
|{{SpiritTableName|Hinawa|size=64}}
|[[File:Hinawa.png|center|64x64px]]
|''EarthBound'' Series
|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''
|{{SpiritType|Attack}}
|•{{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 550:
|-
|-
|659
|659
|{{SpiritTableName|Mist|iw=fireemblem|size=64}}
|[[File:Mist.png|center|64x64px]]
|''Fire Emblem'' Series
|{{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}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Reset Bomb Forest]] (hazards off)
|[[Reset Bomb Forest]] (hazards off)
Line 522: Line 562:
|-
|-
|1,053
|1,053
|{{SpiritTableName|Maria Renard|size=64}}
|[[File:Maria DX.PNG|center|64x64px]]
|''Castlevania'' Series
|Maria Renard
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<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}}
|''Castlevania series''
|{{SpiritType|Grab}}
|•{{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 574:
|-
|-
|1,065
|1,065
|{{SpiritTableName|Charlotte Aulin|size=64}}
|[[File:Charlotte Aulin.png|center|64x64px]]
|''Castlevania'' Series
|Charlotte Aulin
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Blue}}
|''Castlevania series''
|{{SpiritType|Attack}}
|•{{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 586:
|-
|-
|1,174
|1,174
|{{SpiritTableName|Jenna|iw=goldensununiverse|size=64}}
|{{anchor|Jenna}}[[File:Jenna Spirit.png|center|64x64px]]
|''Golden Sun'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,500
|3,500
|[[Temple]] ([[Battlefield form]])
|[[Temple]] ([[Battlefield form]])
|•Assist Trophy Enemies ([[Isaac]])
|•[[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|Other|Battle Scene / Final Boss - Golden Sun}}
|{{SSBUMusicLink|Nintendo|Battle Scene / Final Boss - Golden Sun}}
|-
|-
|1,236
|1,236
|{{SpiritTableName|Shop Assistant|size=64}}
|{{anchor|Shop Assistant}}[[File:Protagonist.png|center|64x64px]]
|''Style Savvy'' Series {{Flag|North America}}<br>''Nintendo presents: Style Boutique'' Series {{Flag|PAL}}
|Shop Assistant
|''Style Savvy series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|[[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|Other|Style Savvy: Trendsetters}}
|{{SSBUMusicLink|Nintendo|Style Savvy: Trendsetters}}
|-
|-
|1,241
|1,241
|{{SpiritTableName|Yuri Kozukata|link=y|size=64}}
|{{anchor|Yuri Kozukata}}[[File:Yuri kozukata fatal frame.png|center|64x64px]]
|''Fatal Frame'' Series {{Flag|North America}}<br>''Project Zero'' Series {{Flag|PAL}}
|[[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}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,200
|4,700
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
|•Assist Trophy Enemies (Yuri Kozukata)
|•[[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)}}
|-
|1,365
|{{SpiritTableName|Nakoruru|size=64}}
|''SAMURAI SHODOWN'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} (140 HP)<br>•Tiny {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}} (40 HP)
|{{SpiritType|Shield}}
|3,800
|{{SSBB|Yoshi's Island}} (winter)
|•Attack Power ↑<br>•Item: Swords
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Fatal Fury|Banquet of Nature - SAMURAI SHODOWN}}
|-
|rowspan="2"|1,442
|{{SpiritTableName|Aerith|link=y|size=64|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|7,500
|rowspan="2"|[[Fountain of Dreams]]
|rowspan="2"|•Health Recovery
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy is healed after a little while
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Aerith's Theme}}
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Aerith's outfit, Normal Voice Type 6)<ref group="SB" name="DLC"/><br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|-
|1,489
|{{SpiritTableName|Kokorowa|size=64}}
|''Sakuna: Of Rice and Ruin''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}}×2 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×2 (JP/CH/KR)
|{{SpiritType|Shield}}
|3,700
|[[Suzaku Castle]]
|N/A
|•Defeat the main fighter to win<br>•The enemy favors down specials
|{{SSBUMusicLink|Nintendo|Boss 1 - Sakura Samurai: Art of the Sword}}
|}
|}


===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 643:
|-
|-
|1,107
|1,107
|{{SpiritTableName|Fighting Alloy Team|link=y|size=64}}
|[[File:SPI-Fighting Alloy Team.png|center|64x64px]]
|''Super Smash Bros.'' Series
|{{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''
|{{SpiritType|Attack}}
|•{{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 656:
|-
|-
|1,246
|1,246
|{{SpiritTableName|Orville|size=64}}
|{{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}}
|{{SpiritType|Grab}}
|[[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|Other|Struggle Against Chaos}}
|{{SSBUMusicLink|Nintendo|Struggle Against Chaos}}
|Charlotte (Takt of Magic)
|Charlotte
|-
|-
|1,328
|1,328
|{{SpiritTableName|Hero's Comrades|size=64}}
|[[File:Hero's Comrades Spirit.png|center|64x64px]]
|''DRAGON QUEST'' Series
|Hero's Comrades
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}} (120 HP)<br>•Tiny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}} (120 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (100 HP)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}} (130 HP)<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (90 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}} (110 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}} (100 HP)
|''DRAGON QUEST series''
|{{SpiritType|Shield}}
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}<br>{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,300
|13,300
|[[Yggdrasil's Altar]]
|[[Yggdrasil's Altar]]
|N/A
|N/A
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•Stamina battle
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|Serena
|{{iw|dragonquestwiki|Serena|Dragon Quest XI}}
|-
|1,411
|{{SpiritTableName|Duran & Angela|size=64}}
|''Mana'' Series
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•Tiny Bunny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×2
|{{SpiritType|Attack}}
|9,200
|[[Gaur Plain]] ([[Ω form]])
|•Item: [[Ramblin' Evil Mushroom]]
|•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Other|Filled with Hope}}
|Angela
|-
|1,456
|{{SpiritTableName|Seth & Gloria|size=64}}
|''Bravely Default'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset: [[Blurring Blade|3]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Chrom Wig, Dunban Outfit)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|9,400
|[[Delfino Plaza]] (Large Island)
|•Health Recovery<br>•Defense ↑<br>•Item: Swords
|•The enemy has increased defense after a little while<br>•The enemy is healed when the enemy's at high damage<br>•The enemy's melee blows will heal them when they hit
|{{SSBUMusicLink|Other|Jergingha - Planet Destruction Form}}
|Gloria
|-
|1,461
|{{SpiritTableName|Lora|size=64}}
|''Xenoblade Chronicles'' Series
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|{{SpiritType|Grab}}
|3,800
|[[Jungle Japes]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!!/Torna}}
|Haze
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|Zelda (Tears of the Kingdom)
|}
|}


===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 703:
|-
|-
|243
|243
|{{SpiritTableName|Calamity Ganon|size=64}}
|[[File:Calamity ganon.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{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}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,900
|13,900
|[[Great Plateau Tower]] ([[Ω form]])
|[[Great Plateau Tower]] ([[Ω form]])
Line 747: Line 715:
|Zelda (Breath of the Wild)
|Zelda (Breath of the Wild)
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Zelda|Alternate costumes]]==
==[[Alternate costume (SSBU)#Zelda|Alternate costumes]]==
Line 770: Line 735:
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.
Zelda_unlock_notice_SSBU.jpg|Zelda's unlock notice.
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 788: Line 752:
</gallery>
</gallery>


===Fighter Showcase Video===
=== 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'' incarnations 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 Legend of Zelda'' franchise as a whole instead of having all of its fighters come from the same game.
*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 [[Alternate costume (SSB4)#Zelda|an alternate costume]] in terms of coloration of her model, whereas her previous default design based on ''Twilight Princess'' has now become [[Alternate costume (SSBU)#Zelda|an alternate costume]] in that same regard.
*Zelda's current default design was previously [[Alternate costume (SSB4)#Zelda|an alternate costume]] in terms of coloration of her model, while her previous default design based on ''Twilight Princess'' has now become [[Alternate costume (SSBU)#Zelda|an alternate costume]] in that same regard.
**Coincidentally, Zelda was revealed in ''SSB4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design.
**Coincidentally, Zelda was revealed in ''Smash 4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design.
**Ironically, despite her ''Twilight Princess'' incarnation being retired after this game, even though Ganondorf's design from that game is still directly referenced via a spirit, as well as Link's Wolf form from that game, Zelda is the only returning ''Zelda'' character from ''SSB4'' that doesn't have her ''Twilight Princess'' design directly referenced in ''Ultimate'' at all.
**Ironically, despite her ''Twilight Princess'' incarnation being retired after this game, even though Ganondorf's design from that game is still directly referenced via a spirit, as well as Link's Wolf from that game, Zelda is the only returning ''Zelda'' character from ''SSB4'' that doesn't have her ''Twilight Princess'' design directly referenced in ''Ultimate'' at all.
*Zelda can be unlocked by Kirby via his Classic Mode route, which may reference their team-up from ''Brawl''{{'}}s Adventure Mode, [[The Subspace Emissary]].
*Zelda can be unlocked by Kirby referencing their team-up from Brawl's Adventure Mode, [[Subspace Emissary]].  
*Zelda is currently the only playable ''The Legend of Zelda'' character in ''Ultimate'' whose design originates from either a handheld game or a non-3D game.
*Zelda is currently the only playable ''The Legend of Zelda'' character in ''Ultimate'' whose design originates from either a handheld game or a non-3D game.
**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]] opening marks Zelda's first spoken line of dialogue in the ''Smash'' series. This is also the first time in the series that any ''Zelda'' character is voiced in English.
*The [[World of Light]] opening marks Zelda's first spoken line of dialogue in the ''Smash'' series. This is also the first time in the series that any ''Zelda'' character is voiced in English.
**Zelda is one of the few characters to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress's battle grunts, after {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee''. She is also the only character to speak English in a cutscene while still having a Japanese KO line (with her yelling "{{ja|いやぁっ!|Iyaa!}}" (''Nooo!'')).
**She is one of the few characters to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress's battle grunts, after {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee''.
**Zelda speaks English in all Western language versions of ''Ultimate'', unlike ''Breath of the Wild'', which was dubbed into multiple languages.
**Zelda speaks English in all Western language versions of ''Ultimate'', unlike ''Breath of the Wild'', which was dubbed into multiple languages.
**She is the second ''Zelda'' character to speak in ''Smash'', the first being {{SSBM|Sheik}} in ''Melee''.
**She is the second ''Zelda'' character to speak in ''Smash'', the first being {{SSBM|Sheik}} in ''Melee''.
*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 is vaguely similar to {{SSBU|Diddy Kong}}'s, as both characters fight villains and/or final bosses of various series for opponents.
*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}}, {{SSBU|Duck Hunt}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in Spirit Battles.
*Zelda is the only female fighter to face a boss from her own universe in Classic Mode, being [[Ganon]].
*''Ultimate'' marks the first time Zelda's Kirby hat no longer resembles Young Zelda's wimple from ''Ocarina of Time'', despite her appearance in ''Melee'' being based on her adult design from the same game, and her ''Brawl'' and ''SSB4'' designs both being based on her appearance in ''Twilight Princess'', which also makes it the first time said Kirby hat is based directly on how she appears in-game.
*Although Zelda's Classic Mode contains villains, despite [[Meta Knight]], [[Wario]], [[King Dedede]], and [[Dark Pit]] more often being considered anti-heroes, [[Wolf]], [[Bowser Jr.]], and [[Ridley]] do not appear as her opponents.
*Gravity on Zelda's hair is temporarily disabled whenever she performs her hair-brushing idle pose.
**Coincidentally, Zelda’s route is an inverse of her nemesis Ganondorf’s, as he fights heroes for opponents rather than villains.
*Zelda, {{SSBU|Peach}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, {{SSBU|Duck Hunt}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles.
*For some reason, despite her ''Twilight Princess'' design now being retired and replaced with her ''A Link Between Worlds'' design in this game, Zelda's Mii Fighter wig is still based on the former's hair, although now colored blonde.
*''Ultimate'' marks the first time Zelda's Kirby hat no longer resembles Young Zelda's wimple from ''Ocarina of Time'', despite her ''Melee'' being based on her adult design from the same game, and her ''Brawl'' and ''SSB4'' designs both being based on her appearance in ''Twilight Princess'', which also makes it the first time said Kirby hat is based directly on how she appears in-game.


==References==
==References==

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

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: