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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}}. | 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 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 | 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. Zelda uses magic in her attacks, most of which have [[transcendent priority]], giving her disjointed range in general. She has strong zoning tools to keep her opponents out, namely [[Phantom Slash]], which is a very versatile move that can be useful in many other ways, such as applying pressure, negating projectiles, ledgetrapping, a way to combo into her finishers (or being a finisher itself), and forcing foes to approach her. She also has a good get-off-me option in [[Nayru's Love]] to interrupt strings as well as being a useful reflector. Despite being a lightweight, Zelda has an abundance of KO options, with power comparable to or exceeding that of heavyweights; her attacks come out surprisingly fast for how powerful they are, many of which are also effective out-of-shield options, most famously her [[Lightning Kick]], which has devastating launching power when sweetspotted. She also has one of the best recoveries in the game in [[Farore's Wind]], due to its unique property of being a teleport with a hitbox both on disappearance and reappearance as well as covering a great distance; it is also great as an out-of-shield and punish option that can KO at early percents. Her ledge trapping game is also great; she has several ways to put her opponent in unfavorable positions and intercept recoveries, like [[Din's Fire]], which, even if it doesn't outright hit or KO, can force an [[air dodge]] and a low recovery to a ledge trap situation. In addition, Zelda has some good ground normals such as dash attack, an essential punish/burst option with fast startup and a large disjoint, or up tilt, which is fast, has a long hitbox duration, low lag and a multitude of follow-ups, including KO confirms. 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 up throw and back throw. | ||
Despite these strengths, Zelda has | Despite these strengths, Zelda has notable weaknesses. Her overall mobility is among the worst in the game, with a below-average walk speed and one of the slowest dashing speeds. She has a low falling speed and a very low gravity, making her jumps committal and her return to the ground slow; overall her attributes leave her with a poor approach and [[neutral game]]. Having a below average weight means she is already easy to KO, but her other attributes only compound this problem. Being tall makes her easier to hit, and being floaty means she struggles to land safely and is especially vulnerable to juggling. She has one of the worst disadvantage states in the game, with Farore's Wind being risky to use to escape juggles due to its high ending lag and landing lag. The range on several of her attacks is also poor, limiting their utility, and many of her attacks also have small sweetspots; they become especially difficult to land with her poor approach and mobility, making her struggle against characters who can run away from her and camp her out like {{SSBU|Joker}} or {{SSBU|Zero Suit Samus}}, or characters that can outrange her and have better disjoints, like {{SSBU|Cloud}} and {{SSBU|Shulk}}. She has no fast, low-committal projectiles, making her susceptible to being outcamped. Phantom Slash cannot be charge-canceled, requiring her to commit to either an early release or to wait until she is actionable again. In addition, if Zelda enters hitstun at any point before releasing the Phantom, it falls apart, limiting the use of one of her best tools in neutral. In general, all her special moves have high lag and can be punished hard when not used carefully. While Zelda has several finishers, most of them are inconsistent, having very precise sweetspots, sourspots that lack KO potential, high ending lag or a combination of all; some of those sourspots, most notably her Lightning Kicks, are also punishable on hit. 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. While she has good tools for shield pressure, she lacks moves that are safe on shield; for the moves that are, like forward tilt and forward smash, Zelda needs to space correctly, or land the late frames for moves like down tilt and up tilt, all of which are difficult given her poor mobility. Most notably, none of her aerials are reliably safe on shield. | ||
Overall, Zelda plays a decent zoning game and a strong trapping game, with tools for | Overall, Zelda plays a decent zoning game and a strong trapping game, with tools for ledgetrapping and making 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== | ||
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==Attributes== | ==Attributes== | ||
Zelda is a tall, floaty [[weight|lightweight]] character | Zelda is a tall, floaty [[weight|lightweight]] character with overall slow mobility. While she has an above-average [[air speed]] and [[initial dash]], the 20th highest [[traction]], her jumps and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are based on magic, making most of them [[disjoint]]ed albeit short-ranged attacks. They also boast generally quick startup; all her normal attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her lightweight status, most of her attacks have impressive [[KO]] potential and damage output, giving her power comparable to that of heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon. | ||
Her [[neutral attack]] is a small burst of magical energy in front of her, having the fastest startup of any of her moves before transitioning into a [[rapid jab]] of many magical bursts with a finishing hit. The first hit of jab is particularly useful for a variety of situations, such as shield mixups, platform tech-chasing, and confirms at higher percentages (namely down smash, though inconsistent). Forward tilt is a slow, precise swipe with an extremely strong tipper hitbox (the sweetspot being the highest-damage forward tilt in the game, and the second strongest behind Incineroar's), used to space (especially on shield), ledge trap and secure early KOs with its high base knockback. [[Up tilt]], an arm sweep with large, lingering hitboxes that hit all around her, is one of her most versatile moves, being used to anti-air, catch spot dodges and getups, tech-chase, and start and extend combos across most percentages. It also an important move for KO confirms; landing the back hit can confirm most notably into lightning kick and up air at mid and high percentages, respectively. [[Down tilt]], another one of her most important moves, is a fast crouching kick. Its fast startup, low lag and surprisingly long-lasting hitbox (7 frames) allows it to be used as a fast, low-committal poke, a 2-framing option (especially with a set-up Phantom) or for catching ledge getups. The crouching animation allows her to pancake and evade moves in neutral and out of shield. It can be relatively safe on shield if spaced and/or hit with the later frames, but even if not, the quick animation makes it difficult to punish if the opponent is not ready. It can lead into her most important kill confirms at mid-percentages at or near the ledge, down tilt to lightning kick, so proper utilization of this move is essential. Her [[dash attack]] is a dual hand thrust with a burst of magic most powerful closest to her hands. It is her most important burst option, with excellent speed, a good disjoint, a long-lasting hitbox and only moderate ending lag. It is also a good tool to end certain combos, namely from down tilt and neutral aerial. Proper application of this move to catch landings and punish whiffed moves is essential, although overuse and misuse is easily punished as it is unsafe on shield. | |||
Her [[forward smash]] is a strong finisher, though weaker than average for a forward smash, with one of the largest disjoints of any of her normals. Due to its multiple hits, it is a decent option for catching ledge getups, especially when charged. Also, due to its rather tame ending lag it can be hard to punish on shield, especially if spaced. [[Up smash]] is also a powerful, multi-hitting burst of magic energy. It has a good vertical disjoint, being able to beat out many moves from above. It also has a very long duration with very few gaps, making it particularly effective for catching getups as well as landings, spot dodges and pre-emptively intercepting reckless approaches. While its horizontal range is quite poor, it has a relatively fast startup (frame 9) that can punish poorly spaced moves on shield. It is, one of her laggiest moves, however, which in combination with its unspectacular range makes it a highly committal option that should only be used sparingly. [[Down smash]] is a very fast 360° leg sweep that launches opponents at a [[semi spike]] angle with decent knockback. At frame 5, it is one of her fastest moves and is a quick punish option. As it hits on both sides, it can be used for catching rolls. It can set up edge guards on characters with poor recoveries due to its nasty launch angle. However, due to being a simple leg sweep and one of her few non-magic attacks, it has a rather short range. | |||
Zelda | Zelda has unique high-risk, high-reward [[aerial]]s which boast immense kill power. The sole exception to this is her neutral aerial. It does not have a notable strong hit or sweetspot, instead being her least committal, most versatile aerial which ameliorates her subpar neutral and air-to-air game. It is her only aerial to auto-cancel in a short hop other than down aerial, and has a fast start-up with a long duration, hitting on both sides and dealing high damage. It is used as an anti-air and burst option, combo starter or extender, out-of-shield option, shield pressuring tool, and occasionally edge guarding. At lower percents, it can combo mainly into an up tilt when auto-canceled, or into a dash attack when fast-falled. At higher percents, it loses most of its follow-up potential, but gives Zelda enough space to set up a Phantom or a ledge-trap situation; additionally, for KOs it can edge guard or launch into a set up Phantom. A single hit of neutral air when fast-falled can pop grounded opponents up and lead into a variety of confirms at higher percents, but due to her mobility, this is not a very practical option. Despite being her most important aerial in neutral, it suffers from consistency issues. Due to lacking an autolink angle, opponents can occasionally fall out of the looping hits, particularly if she begins the move while moving upward too fast in a jump, or while drifting back. It is also hard to control which side the opponent ends up on due to to the looping hits' constantly inward-sending launch angles, making follow-ups difficult. The looping hits also have very low hitstun, failing to give the move any drag-down potential and leaving her very punishable if the opponent falls out. | ||
Her forward and back aerials are known as Lightning Kicks. Both these aerials have fast startup at frame 6 and possess a devastating sweetspot at her toe, dealing as much as 24%, as well as higher knockback than the vast majority of smash attacks in the game. The kicks' fast startup and powerful knockback means they work well as punishes on whiffed attacks and as deadly out of shield options for misspaced attacks. However, the sweetspot is tiny and only active for the first frame, making it quite difficult to land. Additionally, they have notable landing lag, rarely going unpunished on shield (though the pancaking during her landing animation can mitigate this), but most significantly cannot auto-cancel in a short hop and have very high ending lag in the air, making them high-risk, high-reward. Furthermore, the sourspots deal pitiful damage with minimal knockback, being punishable even on hit at most percents. The sweetspot's high precision combined with the punishable sourspots and ending lag means they are very risky, especially when used as rising aerials, as missing the move or even landing the sourspot will often mean Zelda will get punished. This leaves her kicks with poor utility in neutral, especially for aerial moves which tend to be safer spacing options. Up air is a large, disjointed explosion with a good duration and excellent power, but significant startup and ending lag and little horizontal range. Relative to its power, it has low landing lag, having some combo potential at lower percents when fast falled, and being safe on shield if used on opponents on platforms while falling. Due to its massive disjoint, it can shark through certain stages. Down air, sometimes nicknamed the "Lightning Stomp", is a meteor smash with a powerful sweetspot on her foot, similar to her Lightning Kicks. While not as fast and strong as her Lightning Kicks, this sweetspot is much larger, making it much easier to connect despite similarly only being active for one frame. Also, unlike the Lightning Kicks, the sourspots linger for longer and always spike opponents downwards, making them more useful. It is one of Zelda's most useful aerials, having the lowest ending lag, being able to auto-cancel in a short hop and tying with neutral aerial for the lowest landing lag. Besides being a powerful meteor smash, the clean hit has great utility in platform chases and is a great punish tool, as hitting it on grounded opponents will allow Zelda to combo into Lightning Kick and up air, even at high percents. Even the sourspots can gimp opponents or lead into a follow-up, especially with the later frames and/or at high percents. Overall, her aerials are almost all unique high risk, high reward moves. | |||
Her [[special move]]s take inspiration from various Zelda titles. Her neutral special move, [[Nayru's Love]], is a [[reflection|reflector]] that doubles as a melee attack; Zelda also is intangible from frames 4-13 of the move. These traits make it useful against [[projectile]] users as well as disrupting an opponent’s string. It also has a good duration and good horizontal range on both sides of her. [[Din's Fire]], her side special move, sends out a slow ball of fire that explodes on the release of the button or when reaching max charge, becoming more powerful and moving faster the longer it is charged. It possesses a powerful sweetspot in the inner part of the explosion, with a weak but otherwise large sourspot. The explosion itself can be reflected or absorbed, but the ball of fire cannot be interacted with. In addition, for the first time in the series, Zelda can use it to cover her recovery, as it no longer leaves her helpless in midair. While powerful, its trajectory is very limited, making it easy to avoid in most cases, and quite punishable if used in neutral. Instead, it is mostly used for off-stage play; while it can only really gimp opponents with poor recoveries, it can otherwise at least force an air dodge/low recovery, leading into a ledge trap opportunity with Phantom. Her up special move, [[Farore's Wind]], is a fantastic recovery tool, allowing her to make it back to stage in almost any off-stage situation. As a teleport recovery, it can be tricky to edgeguard Zelda due to its intangibility and impressive omnidirectional distance, but certain characters can threaten her at ledge if they have a deadly 2-framing option. On top of this, it can have anti-2-frame and mindgame potential if one opts to use the aforementioned powerful second hitbox instead of snapping to ledge, or teleport from above ledge to avoid the two-frame vulnerability completely. Much like {{SSBU|Palutena}}'s [[Warp]], albeit significantly more difficult, she can completely avoid the move's ending lag by using a technique called [[edge cancel]]ling, which grants her access to otherwise-impossible approach and stage control options. Due to its quick startup and high knockback, it functions as a deadly out of shield option, though DIing out of the second hit is possible if the opponent is ready or has already buffered another move. The first hit can also be used on its own out of shield to simply reset neutral and avoid the risk of missing the second hit. 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. | |||
Lastly, her down special, [[Phantom Slash]], is her most important tool. It's a unique projectile that she builds piece-by-piece until it is fully formed, which takes a little under a second; however, starting on frame 15, she can have it attack at any stage of its creation by pressing either the special or attack button. The Phantom has a hurtbox and HP; these as well as its attack properties vary depending on its charge. The earliest stages have low damage, knockback, range and HP, being limited to zoning or tanking weaker projectiles. However, it becomes increasingly more potent as it becomes more complete, with the later stages having an invincible shield (similar to Hero's and the Links'), and the final stage having high HP, damage output, impressive knockback and stellar range. After just over a second, Zelda will be able to move and attack freely. The Phantom will attack on its own 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, to mitigate the vulnerability of laggy moves and perform shield-breaking combos. It is quite good at comboing into other moves or being a combo finisher itself, due to it and many of her other moves having high hitlag. Other usages include retreating behind it for protection, playing mind games on opponents stuck in shield, launching the opponent towards the Phantom early, conditioning shield to go for a grab, and even covering her recovery (similar to Din's Fire) and especially her ledge getups. 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. With precise input, Zelda can also short hop behind the Phantom while charging it to create a "displaced Phantom," allowing it to block incoming projectiles while charging and making it harder for the opponent to interrupt Zelda. While reflectable, Zelda can mix up her timing by delaying the Phantom, leaving the opponent having to predict when to activate their reflector. | |||
Zelda has good range for her [[grab]], with her pivot grab being one of the most disjointed in the game. | Zelda has good range for her [[grab]], with her pivot grab being one of the most disjointed in the game. Her grab however, has notably slow startup. Her [[throws]] have great reward. [[Forward throw]] is good to set 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, back aerial (depending on DI) from low to mid percents. All her throws can lead into a set up Phantom with proper timing for combos or KO confirms, though forward and down throw are the most practical. | ||
Despite her strengths, Zelda has | Despite her strengths, Zelda has big weaknesses. Chief among them is her poor mobility, which hamper her ability to approach and punish safely on the ground and in the air. In particular, her floatiness makes her air-to-ground transition poor and exacerbates the downsides of her already awkward aerials. 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. Since she is light, tall, and floaty, with no safe landing mixups or options to help her from ledge, she is extremely vulnerable to getting juggled and ledgetrapped, contributing to one of the worst disadvantages in the game. Other issues include poor range on her normals, limiting their utility, and extremely weak sourspots that can be punished even on hit. Her combo game is average to subpar; while up tilt is excellent, many of her moves have too much lag, mediocre launch angles and/or unfavorable knockback values for reliable follow-ups or wide combo windows. Her aerials especially have unusually limited follow-ups compared to other fighters due to their lag. Due to this, she partially relies on Phantom to start or finish combos for damage-racking. Some of her multi-hit moves also have consistency issues, namely neutral aerial and Nayru's Love. | ||
Finally, her special moves have exploitable weaknesses | Finally, her special moves have exploitable weaknesses; Nayru's Love and Farore's Wind have large amounts of endlag, making them easy to punish when overused. Farore's Wind also requires following DI to KO off the top. Din's Fire is for the most part too slow and telegraphed to be effective for camping, edge guards or in neutral. Most importantly, Phantom Slash is a large commitment, and Zelda is stuck either in startup if she wants to set up the Phantom as a trap, or she is stuck in ending lag if she releases it manually. This means that, with correct timing and spacing around the Phantom's possible attack ranges, opponents can punish Zelda by pre-emptively reading when she decides to charge Phantom, limiting her best ability to control space, zone and trap. If there is space, the opponent can also retreat to disengage with the Phantom, 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. | ||
Zelda's weaknesses mean she can struggle with many matchups. She struggles with quick opponents who can bait out her options and keep her in disadvantage (Fox, Greninja, Zero Suit Samus), can be camped by characters with projectiles that are fast and/or dwarf the Phantom's range (R.O.B., Young Link, Min Min), can be outzoned and overwhelmed by characters with large disjoints who can challenge Knight setups and out-neutral her (Cloud, Aegis), and struggle against characters with better boxing options than her (Shotos). | |||
Overall, Zelda's strengths include fast | Overall, Zelda's strengths include fast out of shield options, decent combo trees, good stage control and ledgetrapping with Phantom setups, and extraordinary kill power. Her weaknesses in mobility, range, frame data and sweetspot issues mean that she must be precise with how she spaces her attacks and sets up Phantom, and she must make the most out of ledgetrap situations. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and must mix up what she does to get out of a disadvantage due to her floaty nature and lack of safe landing options. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
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''. | 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''. | ||
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 | 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 lightning kicks are significantly easier to land, especially in the z-axis, and their improved auto-cancel window and interruptibility make them less risky to use; forward aerial's improved startup also makes it a much stronger out of shield option. Examples of significantly stronger moves include [[forward tilt]], whose increased damage make the sweetspot safe on shield and improve its KO potential, 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 particularly are much stronger, giving her two new viable kill throws among the strongest of their kind. | ||
Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. [[Din's Fire]] no longer causes [[helplessness]], has | Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. Among smaller changes, [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option, and has increased duration and a larger sweetspot, making it more useful, though still situational. [[Farore's Wind]] has faster startup and execution and reduced vulnerability, making it a more effective out of shield option and a more viable approach 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 been heavily reworked to possess several more stages that can be unleashed faster and 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 when edgeguarding and approaching. The Phantom also 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]]. | |||
Additionally, Zelda noticeably benefits from some of the universal changes. Despite still having below-average mobility relative to the rest of the cast, her horizontal movement has been improved (both absolutely and relative to the cast) in her increased run speed, air speed, air acceleration and especially 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 generally 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. | |||
However, Zelda has received some mixed changes and a few nerfs as well, most notably to the combo game of her normals. Despite the faster start-up of her neutral attack, it is drastically smaller and is no longer safe on shield nor has consistent combo potential, removing one of her best neutral/spacing tools. Down tilt has less ending lag, but is much smaller and has a considerably worse launch angle, hindering its combo ability past middle percents, especially with proper DI. Neutral aerial especially has been nerfed greatly, with the autolink removal and lower knockback drastically harming the looping hits' consistency, completely removing their drag-down combos and making the launch behavior volatile which hinders follow-ups. Down throw's increase in knockback scaling, combined with its more horizontal launch angle removes its 50/50s at high percents. | |||
Other nerfs include her forward tilt, which is 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. | |||
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 | Although Zelda benefits from some of the changes to the game's engine, other changes have impaired her as well. In particular, 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), it also slightly worsens her respectable out of shield game. | ||
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 while further centralizing her playstyle around Phantom. 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 very low fall speed and gravity that have been left completely untouched, which leaves her with committal jumps and a poor air-to-ground transition, and significantly low endurance due to her light weight, despite her already slow speed. Most significantly, many of her normals are worse compared to previous iterations, suffering from lack of utility due to impractically small hitboxes, poor follow-up potential, punishable sourspots and/or heavy ending lag. | |||
{{SSB4 to SSBU changelist|char=Zelda}} | {{SSB4 to SSBU changelist|char=Zelda}} | ||
==Update history== | ==Update history== | ||
Zelda has been buffed overall via game updates, receiving | Zelda has been buffed overall via game updates, receiving significant changes in update 7.0.0 and 13.0.0. Notable buffs in version 7.0.0 include her neutral aerial connecting better and having less landing lag, her up aerial having more range, knockback and a longer duration, her forward tilt becoming stronger, and [[Phantom Slash]] dealing more damage at all charge levels. In 13.0.0, the first hit of her neutral attack was made slightly faster, somewhat improving its consistency as a combo starter, her up and down smash inflict more knockback, and her down aerial's sweetspot is significantly larger, making it an all around more reliable tool. Aside from these buffs, as of 10.1.0, her forward smash connects better and has more range. | ||
However, Zelda has also received minor nerfs to Phantom Slash; in update 3.0.0, its shield damage was reduced, hindering its potency in shield break setups, while in update 9.0.2, a bugfix removed a technique that allowed Zelda to spawn the Phantom in front of her, granting more protection during the charge. | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
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|neutral1dmg=2.5% (hits 1-2) | |neutral1dmg=2.5% (hits 1-2) | ||
|neutralinfdmg= 0.4% (loop), 3% (end) | |neutralinfdmg= 0.4% (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 | |neutraldesc=Extends her palm to emit a burst of magical energy, then optionally follows up with a series of several magical bursts before finishing with a slightly larger 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 with a new rapid jab, but no longer has a third hit. While it has decent disjoint range, it can miss shorter characters due to its high hitbox placement. The rapid jab is especially potent in calling out fast grounded approaches and some low non-disjointed aerial approaches. At low percentages, it is specifically good at setting up for [[Tech-chasing]]. | ||
|ftiltname=Magical Cutter ({{ja|マジカルカッター|Majikaru Kattā}}) | |ftiltname=Magical Cutter ({{ja|マジカルカッター|Majikaru Kattā}}) | ||
|ftiltdmg=15% (hand, blade), 11.5% (arm) | |ftiltdmg=15% (hand, blade), 11.5% (arm) | ||
|ftiltdesc=A magically-infused outward knifehand strike. It can be angled and has two | |ftiltdesc=A magically-infused outward knifehand strike. It can be angled and has two sweet spots (one on her hand and the other being a blade of magic) that possess respectable power. Its sweet spot KOs middleweights at around 93% while near the edge of {{SSBU|Final Destination}}. It has three sour spots, which are located on Zelda's arm and take priority over the sweet spots, is also reliable for KOing in spite of being noticeably weaker. Its sour spots KO middleweights at around 109% while near the edge of Final Destination. Due to its somewhat low ending lag for its power (24 frames), it's safe on shield with good spacing, and thanks to its five hitboxes sharing almost identical knockback values, it has good range. However, it has noticeable startup lag at frame 12, as well as small and narrow hitboxes, and it can sometimes miss small or crouching characters. | ||
|utiltname=Barricader ({{ja|バリケーダー|Barikēdā}}) | |utiltname=Barricader ({{ja|バリケーダー|Barikēdā}}) | ||
|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 | |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 very long active duration and almost no ending lag, it is one of Zelda's most reliable combo starters. It can combo into itself, neutral attack, up smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages as well as into Lightning Kick out of a reversed up tilt; and up aerial at medium percentages out of a reversed up tilt. It is also good as an anti-air attack thanks to its disjoint and long duration. | ||
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}}) | |dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}}) | ||
|dtiltdmg=5.5% | |dtiltdmg=5.5% | ||
|dtiltdesc=A kneeling low-level kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack | |dtiltdesc=A kneeling low-level roundhouse 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 a dash attack or neutral aerial at mid percentages. With proper timing, it can also be a KO combo into forward aerial. | ||
|dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}}) | |dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}}) | ||
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late) | |dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late) | ||
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands. The sweetspot lasts for two frames and is located | |dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to [[Peach]]'s dash attack. The sweetspot lasts for two frames and is located on 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 base knockback is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it is small, with its other hitboxes lacking KO potential, and is unsafe especially on shield. | ||
|fsmashname=Shining Palm Shot ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}}) | |fsmashname=Shining Palm Shot ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5) | |fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5) | ||
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and high knockback growth make it strong enough to KO middleweights at around | |fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and 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, which combined with its moderate ending lag, with 26 frames, it is safe on shield and very hard to punish with good spacing. Due to it hitting on frame 16, however, it has the highest start-up lag out of Zelda's smash attacks. | ||
|usmashname=Power Steer ({{ja|パワースティア|Pawā Sutia}}) | |usmashname=Power Steer ({{ja|パワースティア|Pawā Sutia}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7) | |usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7) | ||
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy | |usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. While it has a long duration and good vertical range, it has minimal horizontal range 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=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | ||
|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 {{ | |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 {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still decently powerful and has rather low ending lag. The front hit deals higher damage and KOs at around 117% on middleweights 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=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}}) | ||
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5) | |nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5) | ||
|nairdesc=Twirls | |nairdesc=Twirls with her arms outstretched and her hands infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially if the opponents are hit from the front, can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage. The moved was changed resulting in the multi-hits being weaker and less consistent, with opponents being able to get launched out of the multi-hit portion at a multitude of percentages, reducing its consistency and reliability. This issue is made worse if Zelda is fast-falling in the multi-hit portion. | ||
|fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}}) | |fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}}) | ||
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late) | |fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late) | ||
|fairdesc=A magically-infused flying kick. Its | |fairdesc=A magically-infused flying kick. Its sweet spot is at the tip of her foot, 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, being the second strongest forward aerial in the game. Due to coming out on frame 6, it's also extremely fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and have less landing lag. However, the sweetspot only lasts for one frame when the hitboxes become active, and the sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and base knockback. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted, and due to the aforementioned very low damage and knockback, the sourspot can lock opponents and set-up in 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. | ||
|bairname=[[Lightning Kick|Lightning Kick (Back)]] ({{ja|稲妻キック(後)|Inazuma Kikku (Ato)}}) | |bairname=[[Lightning Kick|Lightning Kick (Back)]] ({{ja|稲妻キック(後)|Inazuma Kikku (Ato)}}) | ||
|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 | |bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only difference being that its sweetspot has slightly more base knockback and knockback growth. 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. | ||
|uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}}) | |uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}}) | ||
|uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit) | |uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit) | ||
|uairdesc=Leans back and turns slightly | |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, only slightly weaker than Shulk's up aerial if the second hit is sweetspotted, making it Zelda's most reliable aerial KOing option, as it KOs middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox. It also has a late hit that deals less damage 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. | ||
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild Meteor Heel'') | |dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild 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 | |dairdesc=A magically-infused stomp, also known as the Lightning Stomp. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them and they can also lock opponents. 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. Can be safe on shield with proper spacing. 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 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. | ||
|grabname=Holding ({{ja|ホールディング|Hōrudingu}}) | |grabname=Holding ({{ja|ホールディング|Hōrudingu}}) | ||
|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-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. | ||
|pummelname=Holding Attack ({{ja|ホールディングアタック|Hōrudingu Atakku}}) | |pummelname=Holding Attack ({{ja|ホールディングアタック|Hōrudingu Atakku}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A | |pummeldesc= A blast of magical energy. Moderate speed and damage. | ||
|fthrowname=Force Move ({{ja|フォースムーブ|Fōsu Mūbu}}) | |fthrowname=Force Move ({{ja|フォースムーブ|Fōsu Mūbu}}) | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Magically | |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=Force Back Move ({{ja|フォースバックムーブ|Fōsu Bakku Mūbu}}) | ||
|bthrowdmg=12% | |bthrowdmg=12% | ||
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|uthrowname=Force Top Move ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}}) | |uthrowname=Force Top Move ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}}) | ||
|uthrowdmg=11% | |uthrowdmg=11% | ||
|uthrowdesc=Magically spins the opponent overhead and then | |uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game and has both excellent KO potential and limited combo potential, but it only applies to heavyweights and fast-fallers, as it can combo into neutral aerial at low percentages against such characters; In addition to its combo potential, it can 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. Overall, these attributes make it one of the best up throws in the game. | ||
|dthrowname=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}}) | |dthrowname=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}}) | ||
|dthrowdmg=1.5% (hits 1-4), 2% (throw) | |dthrowdmg=1.5% (hits 1-4), 2% (throw) | ||
|dthrowdesc= | |dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It functions as Zelda's only reliable combo throw, launching up and behind Zelda. Its angle is heavily affected by DI, but DI can be reacted to for a guaranteed follow-up from low to mid percents. With DI in, it can combo into neutral aerial, back aerial, up aerial, neutral special and up special. With DI out, it can combo into a turnaround forward aerial fairly consistently with proper timing from low to mid percents. Its combo potential will be more limited the more [[rage]] Zelda has. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|edgedesc=Performs a kick while climbing up. | |edgedesc=Performs a kick while climbing up. | ||
|nsname=Nayru's Love | |nsname=Nayru's Love | ||
|nsdmg=2 | |nsdmg=2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles) | ||
|nsdesc=[[zeldawiki:Nayru's Love|Creates a | |nsdesc=[[zeldawiki:Nayru's Love|Creates a crystalline barrier around herself]]. The barrier deals damage and [[Reflection|reflects]] projectiles with 25% more power and speed than they originally had. It also grants [[intangibility]] on frames 4-13, making it good as a defensive option against combos. However, it has a moderate start-up for its hitboxes (frame 11) and considerable ending lag, making it punishable if used recklessly, so it must be used carefully and not overused to avoid punishment. | ||
|ssname=Din's Fire | |ssname=Din's Fire | ||
|ssdmg=7%-14% (sweetspot), 3.5%-7% (sourspot) | |ssdmg=7%-14% (sweetspot), 3.5%-7% (sourspot) | ||
|ssdesc=[[zeldawiki:Din's Fire|Launches a magical fireball]] | |ssdesc=[[zeldawiki:Din's Fire|Launches a magical fireball]]. It can be aimed up or down, and releasing the button causes it to explode. 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, especially when fully charged. It is very useful for edge guarding. Fully charged sweetspotted Din's Fire KOs middleweights at around 87% while near the edge of Final Destination. However, it is very predictable, and its sourspot is very weak regardless of its charge. | ||
|usname=Farore's Wind | |usname=Farore's Wind | ||
|usdmg=6% (hit 1), 10% | |usdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far) | ||
|usdesc=[[zeldawiki:Farore's Wind|Warps in a given direction]]. It travels a long distance and can be angled | |usdesc=[[zeldawiki:Farore's Wind|Warps in 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 full intangibility during its travel. 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 makes 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 on hit, 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=5.9% (level 1), 8.2% (level 2), 10.5%/11.8% (level 3) 14.1%/15.4% (level 4), 17.7% (level 5) | ||
|dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks of | |dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the Phantom will delay its attack for around a second, giving Zelda time to add pressure, perform combined combos or to retreat behind it for protection, and if the opponent tries to reflect it, she can react by using Nayru's Love. 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 | |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 (such as {{SSB|Dream Land}} or [[Mushroom Kingdom II]]), due to its long duration and large vacuum hitboxes. | ||
}} | }} | ||
===Stats=== | ===Stats=== | ||
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''See also: [[:Category:Zelda players (SSBU)]]'' | ''See also: [[:Category:Zelda players (SSBU)]]'' | ||
*{{Sm| | *{{Sm|Mystearica|USA}} - One of the best Zelda players in the world in 2019, most notably placing 3rd at {{Trn|Midwest Arena 2}} defeating {{Sm|Ned}} and {{Sm|Goblin}} and 5th at {{Trn|2GG: Run it Back}} defeating {{Sm|Tea}}, alongside some strong major/supermajor results such as 25th at {{Trn|Pound 2019}} and 33rd at {{Trn|Smash 'N' Splash 5}}. She dropped Zelda for {{SSBU|Palutena}} in 2020. | ||
*{{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}}. | *{{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}}. As of 2024, however, he has retired. | ||
*{{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|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|Yn|Japan}} - The best Zelda player in the world since 2023. He has the best peaks for a Zelda player, including placing 9th at | *{{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 the supermajor {{Trn|Maesuma TOP 11}} defeating {{Sm|Tea}} and the major {{Trn|Maesuma TOP 14.5 "in Hyogo"}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
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. | 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. However, players found that some of her key issues, such as her low mobility and poor endurance, were retained from previous games as well. 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. | 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. | ||
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|2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}''|| | |2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}''|| | ||
|- | |- | ||
|3||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Horde Battle | |3||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Horde Battle.<br>The Mii Swordfighters are dressed in the 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 {{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. |