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| {{ArticleIcons|ultimate=y}} | | {{ArticleIcons|ssbu=y}} |
| {{disambig2|Zelda's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Princess Zelda}} | | {{Future release}} |
| | {{disambig2|Zelda's appearance in ''[[Super Smash Bros. Ultimate]]''|the character in other contexts|Princess Zelda}} |
| {{Infobox Character | | {{Infobox Character |
| |name = Zelda | | |name = Zelda |
| |image = [[File:Zelda SSBU.png|250px]] | | |image = [[Image:Zelda SSBU.png|250px|Zelda]] |
| |game = SSBU | | |game = SSBU |
| |ssbgame1 = SSBM | | |ssbgame1 = SSBM |
| |ssbgame2 = SSBB | | |ssbgame2 = SSBB |
| |ssbgame3 = SSB4 | | |ssbgame3 = SSB4 |
| | |ssbgame4 = |
| |availability = [[Unlockable character|Unlockable]] | | |availability = [[Unlockable character|Unlockable]] |
| |tier = D
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| |ranking = 73
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| }} | | }} |
| '''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character 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]]. | | '''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. <!--She is now voiced by Ayumi Fujimura, who reprises her role from ''A Link Between Worlds''.--> |
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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}}.
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| Zelda is ranked 73rd out of 82 on the current [[tier list]], placing her near the top of 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 an abundance of KO options, with power comparable to or exceeding that of heavyweights, despite being a lightweight. Among them are several outstanding kill throws and [[Phantom Slash]], a versatile zoning and trapping tool that can start or finish combos, force approaches and apply pressure by controlling space, namely in ledge trapping. Many of her strongest attacks come out surprisingly fast and have [[transcendent priority]], tending to create favorable trades if not outright beating out the opponent. Several double as effective out-of-shield options, notoriously [[Farore's Wind]], which is also one of the best recovery moves in the game, and her [[Lightning Kick]]s—the immense power of the latter, especially as aerials, makes them versatile finishers, giving Zelda the signature ability to convert into very early KOs without the use of smash attacks.
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| Despite these strengths, Zelda has many notable weaknesses. Her main finishers and safe-on-shield moves require precise sweetspots or spacing, weak sourspots that can even be punishable on hit, and/or high ending lag. Her mobility is among the worst in the game, which compounds the inconsistency of these moves. The hitboxes on several of her attacks are poor, limiting their utility and giving her especially poor defense with their transcendence; she lacks fast, low-committal projectiles herself, making her susceptible to being outcamped. She also has a limited number of moves and rather small or inconsistent windows to confirm into other moves, as some of her combo moves like down tilt and neutral aerial have unfavourable angles that make them inconsistent at starting and extending combos without the proper timing or percents. Thus, as Zelda relies heavily on the committal Phantom to secure damage and KOs, as well as to compensate for her mobility, approach options and pressure, she can crumble in stretches of combat where it is unfit to use. An unfavorable combination of tallness, [[Falling_speed#Floaty|floatiness]], a lack of landing options and her light weight results in one of the worst disadvantage states and overall endurances in the game.
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| Overall, Zelda plays a decent zoning game and a strong trapping game, with tools for controlling space and KOing early, but her precise hitboxes and low mobility result in poor consistency and a weak neutral and disadvantage state, making her a glass cannon with a focus on precision. Zelda is rarely represented in tournaments, but there have been dedicated players, such as {{Sm|Yn}} from Japan, {{Sm|Naskino}} in France, and {{Sm|Ven}} in the United States, with respectable results.
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| ==How to unlock==
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| Complete one of the following:
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| *Play [[VS. match]]es, with Zelda being the 2nd character to be unlocked.
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| *Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Pac-Man}}.
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| *Have Zelda join the player's party in [[World of Light]].
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| Zelda must then be defeated on [[Temple]] (the [[Ω form]] is used in World of Light).
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| ==Attributes==
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| 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 possesses the largest array of [[transcendent]] moves in the game; her attacks are mostly based on magic, being short-ranged attacks with varying but overall modest degrees of disjoint. 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, many 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.
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| 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 and a strong but low-priority tipper; it can be used to space (especially on shield) at a longer range.
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| Though known for her broad power, Zelda's smash attacks are one of the few areas where she falls 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; hitting on both sides, the foot sweetspots [[semi-spike]] at a nasty launch angle that can easily set up edgeguards.
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| Zelda possesses among the most powerful sets of [[aerial]]s in the game; uniquely, a majority of them are highly polarized with high risk and high reward, limiting their usage in neutral and forcing her to play carefully in the air. Her [[forward aerial|forward]] and [[back aerial]]s, 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 high ending lag; the sourspots are also pitifully weak, even being punishable on hit at most percents. This makes them very risky. [[Down aerial]] is a vaguely similar move with a powerful single-frame clean hit on her leg, but a very weak late hit. Although slow to come out and weaker than her Lightning Kicks, the clean hit is much larger, the late hit lingers for longer and all hits meteor smash, making it useful for gimping. 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.
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| [[Up aerial]] is Zelda's only truly consistent aerial, as it consists of a single strong, large and lingering hitbox. A vertically disjointed explosion with excellent power. While having relatively low landing lag, 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 most reliably convert into an up tilt or dash attack at lower percents; it can also combo into 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 that cause the move to be inconsistent and the launch direction to be volatile.
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| 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]], her most important tool. It's a unique projectile with a hurtbox 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, but by the final stage, it has outstanding HP, speed, power and range. After it is complete, Zelda will also be able to move freely, while the Phantom will attack automatically after about a second if it is not manually released, granting Zelda much flexibility during this window. Phantom Slash forms the basis of Zelda's kit and is designed to compensate for Zelda's lackluster neutral, with its speed, power and mixup potential allowing her to control space, cover options, pressure, zone and trap. Its main weakness is that it cannot be charge-canceled, requiring Zelda to commit to either an early release or waiting until she is actionable. In addition, if she enters hitstun at any point before releasing the Phantom, it falls apart.
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| 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 hits 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; instead, it is mostly used to gimp opponents with low resources. Her up special, [[Farore's Wind]], is an outstanding offensive teleport. 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 reliable out of shield option, as the first hit is fast and can optionally combo into the powerful reappearance hitbox. It can situationally work as a burst option to punish laggy options or anti-zone from a distance. While having unique uses in their own rights, her specials can be strategically be used with each other for creative setups and KOs.
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| 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 a reliable combo starter into neutral aerial or Lightning Kick at lower percents, and is even a possible third kill throw into the latter at 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.
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| 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. She also has a low ground speed, air acceleration, falling speed and gravity, leaving her with committal jumps, a slow, telegraphed approach and a risky [[neutral game]]. These mobility issues dampen the effectiveness of her moveset; for example, many of her safe-on-shield or finishing moves, like her forward tilt, forward smash, Lightning Kicks and down aerial, require precise timing and spacing that is difficult to position given how slow she is. Her floatiness makes her air-to-ground transition poor and exacerbates the downsides of her already clunky aerials; as her aerials are also laggier than average, she cannot take exploit her long air time in the same way fighters with excellent aerial combat like {{SSBU|Ness}} can. Since she is tall and floaty with no safe landing options or mixups, she is very vulnerable to getting juggled and ledge trapped, contributing to one of the worst disadvantages in the game and compounding her already poor endurance from her light weight.
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| Other issues include poor range on her normals, limiting their utility. The transcendent priority of most of her moves is a double-edged sword; while improving their offense, they give her an especial weakness against projectiles and disjoints. In particular, aerials by default [[Priority#Aerial_attacks|do not clank]], except with projectiles which they can destroy; however, the entirety of Zelda's neutral and up aerials, as well as the sweetspots of her Lightning Kicks are transcendent, effectively providing none of the benefits but with all the downsides. The few aerial hitboxes that can protect her against projectiles are subpar: her kicks’ sourspots (which only deal 4%-5%), or the single-frame clean hit of down aerial. Zelda also has consistency issues (namely neutral aerial, Nayru's Love and some of the windboxes of Phantom) and extremely weak sourspots, both of which make her punishable on hit relatively often. Her combo game is polarized and often 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. All her special moves have exploitable weaknesses, as they are all committal and can be punished hard if not used correctly. 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 with her risky, short-ranged neutral tools and subpar mobility.
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| Among favorable matchups, Zelda excels against slower characters with poor ground and aerial approaches where Phantom Slash can effectively wall them out ({{SSBU|Ice Climbers}}, {{SSBU|Kirby}}), against large characters that become combo fodder and easy targets for her normally strict sweetspots and combos, especially those without safe options on shield, enabling easy punishes with her deadly out of shield options ({{SSBU|King Dedede}}), and against poor recoveries that are very susceptible to her semi-spikes and edgeguarding moves ({{SSBU|Ganondorf}}). Zelda's weaknesses cause her to struggle against quick opponents who can outbox her and/or exploit her poor movement to bait out her options and keep her in disadvantage ({{SSBU|Fox}}, {{SSBU|Sonic}}, {{SSBU|Greninja}}, {{SSBU|Zero Suit Samus}}), against characters who can out-zone and out-camp her with tools that are fast, dwarf the Phantom's range and/or can pierce through it ({{SSBU|Simon}}, {{SSBU|Mega Man}}, {{SSBU|Min Min}}), and against characters with large disjoints who can exploit her transcendent priority ({{SSBU|Cloud}}, {{SSBU|Mythra}}).
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| Overall, Zelda's strengths include impressive kill power spread broadly across her moveset, fast and powerful out of shield options, and good stage control and ledge trapping with Phantom setups. 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.
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| ==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 poorly regarded in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate''.
| | {{notice|[[SmashWiki is not speculative]]. Please refrain from adding detailed data values derived from pre-release gameplay footage, such as the E3 demo. Such data (damage values, launch trajectories, frame data, etc.) are subject to change before the official release.}} |
| | | ===Aesthetics=== |
| Zelda's moveset overall has improved. Her Lightning Kicks have slightly better autocancels, making them more usable; forward tilt, down tilt and dash attack have less ending lag, improving her boxing game. Forward aerial is now as fast as back aerial. Examples of significantly stronger moves include [[forward tilt]], [[back throw]] and [[up throw]], all of which are now among the strongest of their kind. Hitbox improvements include [[up aerial]], which is larger with a new late hit, and her dash attack, Lightning Kicks and down aerial, all of whose sweetspots are larger. Her special moveset in particular, 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 whiffs. [[Phantom Slash]] is, however, arguably by far her greatest buffed move from Smash 4. It has been heavily reworked to possess more stages with a wider variety of attack ranges, improving its zoning usage, and a new last stage allows Zelda to set it as an independent trap, allowing for intricate setups and combos. It is also much faster, in particular no longer having a special cooldown if destroyed, allowing it to be used much more frequently. | | *{{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> 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>}} |
| | *{{change|Zelda always faces the screen regardless of which direction she turns. This means that her stance, animation, and moveset are now mirrored.}} |
| | *{{change|Zelda now hangs onto the ledge with one hand instead of two.}} |
| | *{{change|Zelda is more positively expressive, boasting a cheery smile in several animations.}} |
| | *{{change|Zelda's standing pose, idle poses, walking animation, up taunt, and down taunt have been changed.}} |
| | *{{change|All of Zelda's victory animations have been changed. For her first, she summons a flame out of her finger and waves it around. For her second, she summons the Phantom Armor. For her third, she summons magic out of her fingers and points at the screen.}} |
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| Additionally, Zelda benefits disproportionately from some of the universal changes. Her horizontal movement has been improved in her increased run speed, air speed, air acceleration and initial dash. The universal 3-frame [[jumpsquat]]s improve her noticeably, as she used to have one of the slowest ones; her very powerful out of shield options also become much better. Altogether, the gap in mobility between her and the rest of the cast has been slightly tightened. With the removal of teching grounded spikes, down aerial is by far her most improved combo starter, giving Zelda a plethora of untechable combos and kill confirms. With her excellent recovery, the new limits to [[air dodge]]s also benefit her off-stage game more than average.
| | ===Attributes=== |
| | *{{buff|Like all characters, Zelda's [[jumpsquat]] animation now takes three frames to complete.}} |
| | *{{buff|Zelda's jumps and dashing speed are much higher and faster, respectively.}} |
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| However, Zelda has received many significant nerfs as well, most notably to the hitboxes and 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. Neutral aerial has been nerfed greatly by 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. Overall, many of her old damage-racking options and kill confirms have been weakened or outright removed.
| | ===Ground attacks=== |
| | *{{buff|Neutral attack now has a rapid jab and a finisher.}} |
| | *{{buff|Neutral attack has less startup lag. Previously the slowest jab in the game, its speed is now on par with many other characters’ neutral attacks.}} |
| | *{{buff|Neutral attack's final hit deals much more knockback. It is now capable of KOing at reasonable percentages.}} |
| | *{{buff|Dash attack deals more damage and knockback.}} |
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| Other nerfs include her forward tilt, which is much more precise due to its slower startup, narrower hitboxes and the sweetspot losing highest priority and being drastically harder to land; the move is often 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 both of them have less ending lag. Farore's Wind is weaker, making it worse at early KOs, cannot travel as far and is much harder to edge cancel with, hindering one of her movement options; there is also less time to angle the teleport, slightly making it harder to combo into itself.
| | ===Aerial attacks=== |
| | *{{buff|Zelda's [[Lightning Kick]]s have less landing lag.}} |
| | *{{change|The Lightning Kick has a unique sound effect when used, regardless of when it hits.}} |
| | *{{buff|The sweetspot of her down air does more damage.}} |
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| Although Zelda benefits from some of the changes to the game's engine, other changes have impaired her as well. The changes to [[jostling]] have made the below-average sizes of her hitboxes more salient. The new knockback speed-up effect further limits her already nerfed combo moves, as it counteracts her mobility buffs. The universally increased traction makes her edge cancels much harder and reduces shield pushback; together, with the reduction of aerials' shieldstun, it affects her set of aerials among the most, as they have high damage values; this partially cancels out their landing lag buffs. Her air dodges are also now much laggier than average, which worsens her disadvantage state.
| | ===Throws/other attacks=== |
| | *{{change|Zelda's grab and pummel have altered animations.}} |
| | *{{buff|Zelda's pummel is faster.}} |
| | *{{buff|Zelda's up and forward throws each have much greater knockback growth, and are now kill throws that can KO opponents at reasonably high damages.}} |
| | *{{change|Forward throw, up throw, and down throw have altered animations with her hands emanating bright orange trails of magic.}} |
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| 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 gameplan. However, nerfs to her combo tools, hitboxes, consistency and precision have tempered her buffs by effectively transfering many of her other moves' usages and strengths to Phantom, centralizing her playstyle around the reworked move. Zelda also retains many of her previous issues from ''Smash 4'', with punishable/unsafe sourspots, and the combination of being slow, light, tall and floaty. Game updates have brought her moderate improvements, mostly making several moves across the board even stronger, but haven't alleviated her biggest issues. As a result, while Zelda fares notably better than in previous installments, she still underperforms compared to the rest of the cast.
| | ===Special moves=== |
| | | *{{buff|Zelda can now move in the air when using [[Nayru's Love]], and it no longer halts her vertical momentum when used.}} |
| {{SSB4 to SSBU changelist|char=Zelda}} | | *{{buff|[[Din's Fire]] no longer leaves Zelda [[helpless]] when used in midair. The [[sourspot]] hitbox on the outer reaches of the move's explosion appears to have been removed, bringing it back to how it behaved in [[Brawl]]. Control of the fireball's trajectory is improved, allowing fireball movement in tighter arcs.}} |
| | | *{{buff|[[Farore's Wind]] has less startup lag and end lag, and travels faster after disappearing. It preserves more momentum when used right after a jump. She can also drift in the air much sooner after reappearing.}} |
| ==Update history==
| | *{{change|[[Phantom Slash]] has been reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her as it did previously. It is now a single press chargeable move. Pressing B again will cause the incomplete armor to attack at its current charge level. The move has six charge levels, each resulting in a different attack: 1) Kick, 2) Punch, 3) Outward slash, 4) Downward slash, 5) Upward slash, 6) Delayed upward slash.}} |
| 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. 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. Small frame data buffs reduced the ending lag of her jab by 1 frame and the landing lag of neutral aerial by 3 frames, making their combos more viable. Multihit angle adjustments 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.
| | *{{nerf|Phantom Slash no longer hits an opponent when it runs into them.}} |
| | | *{{buff|Phantom Slash's fully charged attack is now momentarily delayed, allowing Zelda to move around before the Phantom rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This also discourages the opponent from reflecting the Phantom since she now has enough time to respond with Nayru’s Love.}} |
| 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 reversed 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. The 9.0.1 patch introduced a shadow buff that allowed Zelda to displace the Phantom much more easily; this bug was fixed just three weeks later in update 9.0.2.
| | *{{change|Zelda has a new [[Final Smash]] called [[Triforce of Wisdom]]. It is a trapping KO move, sucking in the opponent and immobilizing them while dealing damage. If the opponent is at or above 100% damage by the end of the attack, they are instantly KO'd (similar to {{SSBU|Bayonetta}}'s Final Smash.)}} |
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| Overall, compared to release, Zelda's raw power has been accentuated, but without inherent or major changes to her neutral, inconsistencies and combo trees.
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| '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
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| {{UpdateList (SSBU)/3.0.0|char=Zelda}}
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| | |
| '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
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| {{UpdateList (SSBU)/4.0.0|char=Zelda}}
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| | |
| '''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
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| {{UpdateList (SSBU)/7.0.0|char=Zelda}}
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| '''{{GameIcon|ssbu}} {{SSBU|9.0.2}}'''
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| {{UpdateList (SSBU)/9.0.2|char=Zelda}}
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| | |
| '''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
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| {{UpdateList (SSBU)/10.1.0|char=Zelda}}
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| | |
| '''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
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| {{UpdateList (SSBU)/11.0.0|char=Zelda}}
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| | |
| '''{{GameIcon|ssbu}} {{SSBU|13.0.0}}'''
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| {{UpdateList (SSBU)/13.0.0|char=Zelda}}
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| | |
| ==Moveset==
| |
| ''For a gallery of Zelda's hitboxes, see [[/Hitboxes|here]].''
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| | |
| {{MovesetTable
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| |game=SSBU
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| |neutralcount=1
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| |neutralinf=y
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| |neutralname=Short Flash ({{ja|ショートフラッシュ|Shōto Furasshu}})<br>Rapid Flash ({{ja|ラピッドフラッシュ|Rapiddo Furasshu}})<br>Flash Finish ({{ja|フラッシュフィニッシュ|Furasshu Finisshu}})
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| |neutral1dmg=2.5% (hits 1-2)
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| |neutralinfdmg= 0.4% (loop), 3% (end)
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| |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.
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| |ftiltname=Magical Cutter ({{ja|マジカルカッター|Majikaru Kattā}})
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| |ftiltdmg=15% (hand, blade), 11.5% (arm)
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| |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.
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| |utiltname=Barricader ({{ja|バリケーダー|Barikēdā}})
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| |utiltdmg=7.2%
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| |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.
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| |dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
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| |dtiltdmg=5.5%
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| |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.
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| |dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}})
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| |dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
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| |dashdesc=A double palm thrust that emits a large burst 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.
| |
| |fsmashname=Shining Palm Shot ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}})
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| |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.
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| |usmashname=Power Steer ({{ja|パワースティア|Pawā Sutia}})
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| |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 is her laggiest normal, thus making it very punishable if not used properly.
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| |dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
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| |dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
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| |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]] at an exceptionally low angle, 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%.
| |
| |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)
| |
| |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.
| |
| |fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}}, ''Lightning Flash Kick (Front)'')
| |
| |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.
| |
| |bairname=[[Lightning Kick|Lightning Kick (Back)]] ({{ja|稲妻キック(後)|Inazuma Kikku (Ato)}}, ''Lightning Flash Kick (Back)'')
| |
| |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.
| |
| |uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}})
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| |uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit)
| |
| |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 up aerial in the game, and is generally the strongest, in some cases tying with Shulk's up aerial it if his 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.
| |
| |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)
| |
| |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 clean hit being the most powerful among them. Its late hit 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.
| |
| |grabname=Holding ({{ja|ホールディング|Hōrudingu}})
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| |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.
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| |pummelname=Holding Attack ({{ja|ホールディングアタック|Hōrudingu Atakku}})
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| |pummeldmg=1.3%
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| |pummeldesc=A point-blank blast of magical energy. Average power and speed.
| |
| |fthrowname=Force Move ({{ja|フォースムーブ|Fōsu Mūbu}})
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| |fthrowdmg=10%
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| |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.
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| |bthrowname=Force Back Move ({{ja|フォースバックムーブ|Fōsu Bakku Mūbu}})
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| |bthrowdmg=12%
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| |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.
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| |uthrowname=Force Top Move ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}})
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| |uthrowdmg=11%
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| |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, it also has limited combo potential into neutral aerial at low percentages.
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| |dthrowname=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}})
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| |dthrowdmg=1.5% (hits 1-4), 2% (throw)
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| |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.
| |
| |floorfname=
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| |floorfdmg=7%
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| |floorfdesc=Kicks in front of herself and then behind herself.
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| |floorbname=
| |
| |floorbdmg=7%
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| |floorbdesc=Kicks in front of herself and then behind herself.
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| |floortname=
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| |floortdmg=5%
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| |floortdesc=Kicks around herself.
| |
| |edgename=
| |
| |edgedmg=9%
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| |edgedesc=Performs a kick while climbing up.
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| |nsname=Nayru's Love
| |
| |nsdmg=2%/1% (hits 1-3, near/far), 5%/4% (hit 4, near/far), 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.
| |
| |ssname=Din's Fire
| |
| |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 or reaching the maximum distance causes it to stop and then explode after a moment. It has a large hitbox, and only the explosion can be reflected or absorbed. 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 countered with an air dodge or simply clanking.
| |
| |usname=Farore's Wind
| |
| |usdmg=6% (hit 1), 10%/7% (grounded hit 2 near/far), 12%/8% (aerial hit 2 near/far)
| |
| |usdesc=[[zeldawiki:Farore's Wind|Warps in a given direction]]. It travels a long distance and can be angled omnidirectionally, 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.
| |
| |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)
| |
| |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.
| |
| |fsname=Triforce of Wisdom
| |
| |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 average 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.
| |
| }}
| |
| ===Stats===
| |
| | |
| {{Attributes
| |
| | cast=89
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| | weight=85 | rweight=72-73
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| | dash=1.958 | rdash=36-37
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| | run=1.43 | rrun=81-82
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| | walk=0.914 | rwalk=68
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| | trac=0.116 | rtrac=20-28
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| | airfric=0.006 | rairfric=77-78
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| | air=1.092 | rair=40-41
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| | baseaccel=0.01 | rbaseaccel=15-87
| |
| | addaccel=0.055 | raddaccel=51-52
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| | gravity=0.071 | rgravity=80
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| | fall=1.35 | rfall=71-74
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| | ff=2.16 | rff=71-74
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| | jumpsquat=3 | rjumpsquat=1-88
| |
| | jumpheight=31.55 | rjumpheight=54
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| | shorthop=15.24 | rshorthop=57
| |
| | djump=31.55 | rdjump=61
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| }}
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| | |
| ===[[Announcer]] call===
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| {{audio|Needs announcer calls from other languages.}}
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| <gallery>
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| Zelda English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
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| </gallery>
| |
| | |
| ===[[On-screen appearance]]===
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| *Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose.
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| <gallery>
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| ZeldaOnScreenAppearanceSSBU.gif|Zelda's on-screen appearance
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| </gallery>
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| | |
| ===[[Taunt]]s===
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| *'''Up taunt''': Places her hand on her hip, while generating magic and twirling it in front of her.
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| *'''Side taunt''': Closes her eyes and summons [[Din's Fire]] between cupped hands.
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| *'''Down Taunt''': Giggles and waves with a smile.
| |
| <gallery>
| |
| SSBUZeldaTaunt1.gif|Zelda's up taunt.
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| SSBUZeldaTaunt2.gif|Zelda's side taunt.
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| SSBUZeldaTaunt3.gif|Zelda's down taunt.
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| </gallery>
| |
| | |
| ===[[Idle pose]]s===
| |
| *Brushes her hair while looking back.
| |
| *Smiles and performs a pondering gesture with a finger tapping her cheek.
| |
| <gallery>
| |
| SSBUZeldaIdle1.gif|Zelda's first idle pose.
| |
| SSBUZeldaIdle2.gif|Zelda's second idle pose.
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| </gallery>
| |
| | |
| ===[[Crowd cheer]]===
| |
| <div class="tabber">
| |
| <div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
| |
| {| class="wikitable" border="1" cellpadding="4" cellspacing="1"
| |
| |-
| |
| !
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| !Cheer (English)
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| !Cheer (Japanese/Chinese)
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| !Cheer (Italian)
| |
| !Cheer (Dutch)
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| !Cheer (French)
| |
| |-
| |
| ! scope="row"|Cheer
| |
| |[[File:Zelda Cheer English SSB4 SSBU.ogg|center]]||[[File:Zelda Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Zelda Cheer Italian SSB4 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 SSB4 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===
| |
| *'''Left:''' Creates magic with her fingertips and waves it around.
| |
| *'''Up:''' Creates fire from her fingertip and waves it around while giggling.
| |
| *'''Right:''' Assembles 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.]]
| |
| <gallery>
| |
| ZeldaVictoryPose1SSBU.gif
| |
| ZeldaVictoryPose2SSBU.gif
| |
| ZeldaVictoryPose3SSBU.gif
| |
| </gallery>
| |
| | |
| ==In [[competitive play]]==
| |
| ===Most historically significant players===
| |
| <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
| |
| | |
| ''See also: [[:Category:Zelda players (SSBU)]]''
| |
| | |
| *{{Sm|Free KayFlock|USA}} - One of the best Zelda players in North America, first debuting in the early metagame under the tag "ZeroTwoNone" and notably placing 13th at {{Trn|Tri-state Showdown: Fall 2019}} and 17th at {{Trn|Return to Yoshi's Island}}. He went on hiatus in the online metagame before returning in 2023, achieving several notable major performances such as 17th at {{Trn|Cavalier Clash 6}}, and 33rd at both {{Trn|Luminosity Makes Moves Miami 2023}} and {{Trn|Luminosity Makes BIG Moves 2024}}, in addition to defeating {{Sm|ShinyMark}} at the former event. He is ranked 138th on the [[LumiRank 2024.2]].
| |
| *{{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. He was ranked 143rd on the [[LumiRank 2024.1]].
| |
| *{{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|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 post-pandemic metagame, especially 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. In addition, he is known for placing 3rd at {{Trn|Kyokkan 5}} defeating {{Sm|Snow|p=Japan}} and {{Sm|Ryuoh}}. He was ranked 114th on the [[LumiRank 2024.1]], which marks the highest a Zelda player has ranked since the early metagame.
| |
| | |
| ===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.
| |
| | |
| 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 mostly augmented her power, Zelda's inconsistencies, 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 ranked 75th out of 82 on the first tier list, rising two spots to 73rd in the second tier list and remains there on the third and current tier list. While this is her best placement in the series and she is far better than all her previous incarnations, she is currently placed in the low-tier.
| |
| | |
| =={{SSBU|Classic Mode}}: Wisdom Prevails==
| |
| [[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.
| |
| | |
| {|class="wikitable" style="text-align:center"
| |
| !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}}''||
| |
| |-
| |
| |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 at a time)<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.
| |
| |-
| |
| |5||{{CharHead|Dark Samus|SSBU|hsize=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}}''||
| |
| |-
| |
| |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.
| |
| |}
| |
| | |
| [[Credits]] roll after completing Classic Mode. Completing it as Zelda has ''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}'' accompany the credits.
| |
| {{clr}}
| |
| | |
| ==Role in [[World of Light]]==
| |
| [[File:WoL-16Zelda.jpg|thumb|Finding Zelda in World of Light|left]]
| |
| Zelda is among the fighters that are summoned to fight the army of [[Master Hand]]s.
| |
| | |
| During the opening cutscene, Zelda tries 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 is present on the cliffside when [[Galeem]] unleashes his beams of light. She and {{SSBU|Mewtwo}} attempt to reflect the beams using [[Nayru's Love]] and [[Confusion]], respectively, but this attempt fails, and both of them are vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding {{SSBU|Kirby}}).
| |
| | |
| Zelda is one of the many fighters that falls 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 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.
| |
| {{clrl}}
| |
| | |
| ===Fighter Battle===
| |
| {|class="wikitable" style="width:100%;"
| |
| |-
| |
| !style="width:5%;"|No.
| |
| !style="width:5%;"|Image
| |
| !Name
| |
| !Type
| |
| !Power
| |
| !Stage
| |
| !Music
| |
| |-
| |
| |17
| |
| |[[File:Zelda SSBU.png|center|108x108px]]
| |
| |Zelda
| |
| |{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| |
| |10,100
| |
| |[[Temple]] ([[Ω form]])
| |
| |''{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}''
| |
| |}
| |
| {{clr}}
| |
| | |
| ==[[Spirit]]s==
| |
| Zelda's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Zelda. 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''.
| |
| | |
| Additionally, different incarnations of Zelda appear as primary and support spirits.
| |
| | |
| <center>
| |
| <gallery>
| |
| SSBU spirit Zelda.png|173. '''''Zelda'''''
| |
| SSBU spirit Young Zelda.png|189. Young Zelda
| |
| SSBU spirit Zelda (Ocarina of Time).png|190. Zelda (Ocarina of Time)
| |
| SSBU spirit Zelda (Breath of the Wild).png|238. Zelda (Breath of the Wild)
| |
| SSBU spirit Zelda (The Wind Waker).png|247. Zelda (The Wind Waker)
| |
| SSBU spirit Zelda (Spirit Tracks).png|259. Zelda (Spirit Tracks)
| |
| </gallery>
| |
| </center>
| |
| | |
| ==In Spirit Battles==
| |
| ===As the main opponent===
| |
| {|class="wikitable sortable" style="width:100%;"
| |
| ! colspan=4|Spirit
| |
| ! colspan=7|Battle parameters
| |
| |-
| |
| ! style="width:5%;"|No.
| |
| ! style="width:5%;"|Image
| |
| ! Name
| |
| ! Series
| |
| ! Enemy Fighter(s)
| |
| ! style="width:5%;"|Type
| |
| ! style="width:5%;"|Power
| |
| ! Stage
| |
| ! Rules
| |
| ! Conditions
| |
| ! Music
| |
| |-
| |
| |187
| |
| |{{SpiritTableName|Marin|size=64}}
| |
| |''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}}
| |
| |{{SpiritType|Shield}}
| |
| |4,600
| |
| |[[Tortimer Island]] ([[Battlefield form]])
| |
| |•Hazard: Slumber Floor
| |
| |•The floor is sleep-inducing<br>•Timed battle (1:30)
| |
| |{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}}
| |
| |-
| |
| |189
| |
| |{{SpiritTableName|Young Zelda|size=64}}
| |
| |''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}}
| |
| |{{SpiritType|Shield}}
| |
| |3,700
| |
| |[[Hyrule Castle]]
| |
| |N/A
| |
| |•Take your strongest team into this no-frills battle
| |
| |{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}
| |
| |-
| |
| |195
| |
| |{{SpiritTableName|Malon|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}
| |
| |{{SpiritType|Shield}}
| |
| |3,600
| |
| |[[Smashville]]
| |
| |•Item Tidal Wave<br>•Item: [[Cucco]]
| |
| |•The enemy becomes more powerful after eating<br>•Certain items will appear in large numbers
| |
| |{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}
| |
| |-
| |
| |201
| |
| |{{SpiritTableName|Great Fairy|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•Giant {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
| |
| |{{SpiritType|Shield}}
| |
| |9,500
| |
| |[[Fountain of Dreams]] ([[Battlefield form]])
| |
| |•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
| |
| |{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}
| |
| |-
| |
| |215
| |
| |{{SpiritTableName|Din|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}×2
| |
| |{{SpiritType|Attack}}
| |
| |4,000
| |
| |[[Bridge of Eldin]] ([[Battlefield form]])
| |
| |•Hazard: Lava Floor
| |
| |•The floor is lava<br>•The enemy favors side specials
| |
| |{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix)}}
| |
| |-
| |
| |216
| |
| |{{SpiritTableName|Nayru|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×2
| |
| |{{SpiritType|Shield}}
| |
| |3,500
| |
| |[[Bridge of Eldin]]
| |
| |•Temporary Invincibility
| |
| |•The enemy will occasionally be invincible after a little while<br>•The enemy favors neutral specials
| |
| |{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}
| |
| |-
| |
| |236
| |
| |{{SpiritTableName|Hilda (The Legend of Zelda)|size=64}}
| |
| |''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}}
| |
| |{{SpiritType|Shield}}
| |
| |9,100
| |
| |[[Temple]]
| |
| |•Assist Trophy Enemies ([[Nightmare]])
| |
| |•Hostile assist trophies will appear
| |
| |{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}}
| |
| |-
| |
| |238
| |
| |{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•{{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)
| |
| |{{SpiritType|Shield}}
| |
| |9,200
| |
| |[[Great Plateau Tower]]
| |
| |N/A
| |
| |•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•Defeat an army of fighters
| |
| |{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}
| |
| |-
| |
| |258
| |
| |{{SpiritTableName|Phantom|link=y|size=64}}
| |
| |''The Legend of Zelda'' Series
| |
| |•Clear {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}
| |
| |{{SpiritType|Shield}}
| |
| |3,800
| |
| |[[Spirit Train]] ([[Battlefield form]])
| |
| |N/A
| |
| |•The enemy's down special has increased power<br>•The enemy favors down specials<br>•The enemy is invisible
| |
| |{{SSBUMusicLink|The Legend of Zelda|Full Steam Ahead}}
| |
| |-
| |
| |582
| |
| |{{SpiritTableName|Hinawa|size=64}}
| |
| |''EarthBound'' Series
| |
| |•{{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}}
| |
| |{{SpiritType|Attack}}
| |
| |13,100
| |
| |{{SSBB|Yoshi's Island}}
| |
| |•Easy to Launch
| |
| |•All fighters are easy to launch
| |
| |{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
| |
| |-
| |
| |659
| |
| |{{SpiritTableName|Mist|iw=fireemblem|size=64}}
| |
| |''Fire Emblem'' Series
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}}
| |
| |{{SpiritType|Grab}}
| |
| |3,500
| |
| |[[Reset Bomb Forest]] (hazards off)
| |
| |•Health Recovery<br>•Defense ↑
| |
| |•The enemy has increased defense when the enemy's at high damage<br>•The enemy is healed when the enemy's at high damage
| |
| |{{SSBUMusicLink|Fire Emblem|Victory Is Near}}
| |
| |-
| |
| |1,053
| |
| |{{SpiritTableName|Maria Renard|size=64}}
| |
| |''Castlevania'' Series
| |
| |•{{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}}
| |
| |{{SpiritType|Grab}}
| |
| |3,700
| |
| |[[Reset Bomb Forest]] (hazards off)
| |
| |N/A
| |
| |•The enemy starts the battle with a [[Cucco]]
| |
| |{{SSBUMusicLink|Castlevania|Slash}}
| |
| |-
| |
| |1,065
| |
| |{{SpiritTableName|Charlotte Aulin|size=64}}
| |
| |''Castlevania'' Series
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Blue}}
| |
| |{{SpiritType|Attack}}
| |
| |3,700
| |
| |[[Bridge of Eldin]] ([[Battlefield form]])
| |
| |N/A
| |
| |•The enemy's special moves have increased power<br>•The enemy favors side specials<br>•Reinforcements will appear during the battle
| |
| |{{SSBUMusicLink|Castlevania|Hail from the Past}}
| |
| |-
| |
| |1,174
| |
| |{{SpiritTableName|Jenna|iw=goldensununiverse|size=64}}
| |
| |''Golden Sun'' Series
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
| |
| |{{SpiritType|Shield}}
| |
| |3,500
| |
| |[[Temple]] ([[Battlefield form]])
| |
| |•Assist Trophy Enemies ([[Isaac]])
| |
| |•Hostile assist trophies will appear<br>•The enemy favors side specials
| |
| |{{SSBUMusicLink|Other|Battle Scene / Final Boss - Golden Sun}}
| |
| |-
| |
| |1,236
| |
| |{{SpiritTableName|Shop Assistant|size=64}}
| |
| |''Style Savvy'' Series {{Flag|North America}}<br>''Nintendo presents: Style Boutique'' Series {{Flag|PAL}}
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
| |
| |{{SpiritType|Attack}}
| |
| |3,600
| |
| |[[Tomodachi Life]]
| |
| |•Item: Transforming Types
| |
| |•The enemy is easily distracted by items
| |
| |{{SSBUMusicLink|Other|Style Savvy: Trendsetters}}
| |
| |-
| |
| |1,241
| |
| |{{SpiritTableName|Yuri Kozukata|link=y|size=64}}
| |
| |''Fatal Frame'' Series {{Flag|North America}}<br>''Project Zero'' Series {{Flag|PAL}}
| |
| |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
| |
| |{{SpiritType|Attack}}
| |
| |9,200
| |
| |[[Luigi's Mansion]]
| |
| |•Assist Trophy Enemies (Yuri Kozukata)
| |
| |•Hostile assist trophies will appear
| |
| |{{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}}
| |
| |-
| |
| |{{bg|#EEE|#3C3C3C}}|•{{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===
| |
| {|class="wikitable sortable" style="width:100%;"
| |
| ! colspan=4|Spirit
| |
| ! colspan=7|Battle parameters
| |
| ! colspan=1|Inspiration
| |
| |-
| |
| ! style="width:5%;"|No.
| |
| ! style="width:5%;"|Image
| |
| ! Name
| |
| ! Series
| |
| ! Enemy Fighter(s)
| |
| ! style="width:5%;"|Type
| |
| ! style="width:5%;"|Power
| |
| ! Stage
| |
| ! Rules
| |
| ! Conditions
| |
| ! Music
| |
| ! Character
| |
| |-
| |
| |1,107
| |
| |{{SpiritTableName|Fighting Alloy Team|link=y|size=64}}
| |
| |''Super Smash Bros.'' Series
| |
| |•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}×4<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×4<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}×4<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×4
| |
| |{{SpiritType|Attack}}
| |
| |3,300
| |
| |{{SSBU|Final Destination}} ([[Battlefield form]])
| |
| |N/A
| |
| |•Take your strongest team into this no-frills battle
| |
| |{{SSBUMusicLink|Super Smash Bros.|Cruel Smash}}
| |
| |Blue Alloy
| |
| |-
| |
| |1,246
| |
| |{{SpiritTableName|Orville|size=64}}
| |
| |''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}}
| |
| |{{SpiritType|Grab}}
| |
| |3,400
| |
| |[[PictoChat 2]]
| |
| |N/A
| |
| |•Defeat the main fighter to win
| |
| |{{SSBUMusicLink|Other|Struggle Against Chaos}}
| |
| |Charlotte (Takt of Magic)
| |
| |-
| |
| |1,328
| |
| |{{SpiritTableName|Hero's Comrades|size=64}}
| |
| |''DRAGON QUEST'' Series
| |
| |•{{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)
| |
| |{{SpiritType|Shield}}
| |
| |13,300
| |
| |[[Yggdrasil's Altar]]
| |
| |N/A
| |
| |•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}}
| |
| |Serena
| |
| |-
| |
| |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===
| |
| {|class="wikitable sortable" style="width:100%;"
| |
| ! colspan=4|Spirit
| |
| ! colspan=7|Battle parameters
| |
| ! colspan=1|Inspiration
| |
| |-
| |
| ! style="width:5%;"|No.
| |
| ! style="width:5%;"|Image
| |
| ! Name
| |
| ! Series
| |
| ! Enemy Fighter(s)
| |
| ! style="width:5%;"|Type
| |
| ! style="width:5%;"|Power
| |
| ! Stage
| |
| ! Rules
| |
| ! Conditions
| |
| ! Music
| |
| ! Character
| |
| |-
| |
| |243
| |
| |{{SpiritTableName|Calamity Ganon|size=64}}
| |
| |''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}}
| |
| |{{SpiritType|Attack}}
| |
| |13,900
| |
| |[[Great Plateau Tower]] ([[Ω form]])
| |
| |•Sudden Damage
| |
| |•You lose if your CPU ally is KO'd<br>•You'll occasionally take sudden damage after a little while<br>•The enemy is giant
| |
| |{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
| |
| |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]]== |
| {|style="margin:1em auto 1em auto;text-align:center"
| | <center>[[Image:Zelda Palette (SSBU).png|1000px]]</center> |
| |-
| |
| |colspan=8|[[File:Zelda Palette (SSBU).png|link=Palette swap (SSBU)#Zelda|1000px]]
| |
| |-
| |
| |{{Head|Zelda|g=SSBU|s=50px}}
| |
| |{{Head|Zelda|g=SSBU|s=50px|cl=Red}}
| |
| |{{Head|Zelda|g=SSBU|s=50px|cl=Blue}}
| |
| |{{Head|Zelda|g=SSBU|s=50px|cl=Violet}}
| |
| |{{Head|Zelda|g=SSBU|s=50px|cl=Green}}
| |
| |{{Head|Zelda|g=SSBU|s=50px|cl=Black}}
| |
| |{{Head|Zelda|g=SSBU|s=50px|cl=Purple}}
| |
| |{{Head|Zelda|g=SSBU|s=50px|cl=White}}
| |
| |}
| |
|
| |
|
| ==Gallery== | | ==Gallery== |
| <gallery> | | <gallery> |
| The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account.
| | SSBUWebsiteZelda1.jpg|Zelda on [[Temple]]. |
| SSBU Zelda Number.png|Zelda's fighter card.
| |
| Zelda_unlock_notice_SSBU.jpg|Zelda's unlock notice.
| |
| 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]]. |
| SSBUWebsiteZelda3.jpg|Zelda using her forward tilt on {{SSBU|King Dedede}} on [[Coliseum]]. | | SSBUWebsiteZelda3.jpg|Zelda using her forward tilt on {{SSBU|King Dedede}} on [[Coliseum]]. |
| SSBUWebsiteZelda4.jpg|Kneeling next to a sleeping {{SSBU|Pichu}} on Tortimer Island. | | SSBUWebsiteZelda4.jpg|Kneeling next to a sleeping {{SSBU|Pichu}} on Tortimer Island. |
| SSBUWebsiteZelda5.jpg|Using [[Farore's Wind]] on [[Luigi's Mansion]]. | | SSBUWebsiteZelda5.jpg|Using [[Farore's Wind]]. |
| SSBUWebsiteZelda6.jpg|Idling in her dark costume on [[Spirit Train]]. | | SSBUWebsiteZelda6.jpg|Posing in her dark costume on [[Spirit Train]]. |
| SSBUWebsiteGanondorf5.jpg|Zelda taunting next to {{SSBU|Ganondorf}} on [[Hyrule Castle]]. | | SSBUWebsiteGanondorf5.jpg|Zelda taunting next to {{SSBU|Ganondorf}} on [[Hyrule Castle]]. |
| SSBUWebsiteRosalina4.jpg|Zelda giving {{SSBU|Rosalina}} a high-five on [[Prism Tower]]. | | SSBUWebsiteRosalina4.jpg|Giving {{SSBU|Rosalina}} a high-five on [[Prism Tower]]. |
| SSBUWebsiteYoshi2.jpg|Firing a [[Super Scope]] at {{SSBU|Yoshi}} on [[Mario Galaxy]]. | | SSBUWebsiteYoshi2.jpg|Firing a [[Super Scope]] at {{SSBU|Yoshi}} on [[Mario Galaxy]]. |
| SSBUWebsiteKapp'n3.jpg|Taunting near {{SSBU|Donkey Kong}} on [[Kapp'n]]'s bus on Temple.
| | SSBUWebsite13.jpg|Using [[Phantom Slash]]. |
| SSBUWebsiteSummit.jpg|Zelda, {{SSBU|Ridley}}, {{SSBU|Jigglypuff}}, and the {{SSBU|Ice Climbers}} on [[Summit]].
| | SSBUZeldaJPTwitter1.jpg|With {{SSBU|Link}}, {{SSBU|Sheik}}, Ganondorf, {{SSBU|Toon Link}} and {{SSBU|Young Link}} on the [[Great Plateau Tower]]. |
| SSBUWebsite13.jpg|Using [[Phantom Slash]] on Mario Galaxy.
| |
| SSBUZeldaJPTwitter1.jpg|With all playable {{uv|The Legend of Zelda}} veterans on the [[Great Plateau Tower]].
| |
| SSBU LegendofZeldaReps.jpg|With Link and Ganondorf on the Great Plateau Tower. | | SSBU LegendofZeldaReps.jpg|With Link and Ganondorf on the Great Plateau Tower. |
| SSBU challenge image 011.png|Zelda with Cloud in Tortimer Island.
| |
| </gallery> | | </gallery> |
|
| |
|
| ===Fighter Showcase Video=== | | === Character Showcase Video === |
| {{#widget:YouTube|id=fMDgFn3qQ_c}}
| | <youtube>fMDgFn3qQ_c</youtube> |
| | |
| ==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.
| |
| *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.
| |
| **Coincidentally, Zelda was revealed in ''SSB4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design.
| |
| **With Ganondorf's ''Twilight Princess'' incarnation 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.
| |
| *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 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]].
| |
| *The [[World of Light]] opening marks Zelda's first spoken line of dialogue in the ''Smash'' series. Outside Japan, it 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 cries, 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!'')).
| |
| **Unlike in ''Breath of the Wild'', which was dubbed into multiple languages, Zelda speaks English in all Western language versions of ''Ultimate''.
| |
| **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'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, {{SSBU|Peach}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, {{SSBU|Duck Hunt}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in Spirit Battles.
| |
| *''Ultimate'' marks the first time Kirby's Zelda hat no longer resembles Young Zelda's wimple from ''Ocarina of Time''. It is also the first time the hat reflects how she appears in-game, as her appearance in ''Melee'' is based on her adult design from ''Ocarina of Time'', and her ''Brawl'' and ''SSB4'' designs are based on her appearance in ''Twilight Princess''.
| |
| *Gravity on Zelda's hair is temporarily disabled whenever she performs her hair-brushing idle pose.
| |
|
| |
|
| ==References== | | ==References== |
Line 815: |
Line 82: |
| {{SSBUCharacters}} | | {{SSBUCharacters}} |
| {{Zelda universe}} | | {{Zelda universe}} |
| [[Category:Zelda (SSBU)| ]]
| | |
| [[Category:Spirits]] | | [[Category:Zelda (SSBU)]] |
| [[es:Zelda (SSBU)]]
| |