32,490
edits
mNo edit summary |
(Converting to t:Trophy/Fighter) |
||
Line 3: | Line 3: | ||
{{Infobox Character | {{Infobox Character | ||
|name = Zelda | |name = Zelda | ||
|shareslot | |shareslot = {{SSBB|Sheik}} | ||
|image = [[File:Zelda SSBB.jpg|250px]] | |image = [[File:Zelda SSBB.jpg|250px]] | ||
|game = SSBB | |game = SSBB | ||
Line 20: | Line 20: | ||
==Attributes== | ==Attributes== | ||
Zelda is a floaty, lightweight character with poor [[momentum canceling]] (making her very easy to KO but difficult to chain throw) with strong, graceful attacks, usually augmented with magic. She has abysmal grounded mobility overall, with her having the 4th slowest walking and dashing speeds. However, she has above-average air speed. | Zelda is a floaty, lightweight character with poor [[momentum canceling]] (making her very easy to KO but difficult to chain throw) with strong, graceful attacks, usually augmented with magic. She has abysmal grounded mobility overall, with her having the 4th slowest walking and dashing speeds. However, she has above-average air speed. | ||
Arguably Zelda's most defining trait is the high KO power on a large portion of her moveset. Her aerials (except for neutral aerial) are among the absolute strongest in the game, with her forward, back and up aerials being the strongest in ''Brawl'' and her down aerial being the third most powerful meteor smash in the game. Her Lightning Kicks and down aerial are single, powerful blows that cause a lot of damage and knockback if landed properly, but they are extremely weak and have low stun when sourspotted, while her up aerial is likewise the most powerful in the game. On the ground, both her forward and up tilt are among the strongest, with the latter easily KOing most floaty characters under 100%, her forward and up smashes have fast start-up and hit multiple times with large damage output and powerful knockback on the final hit, with the latter being nearly impossible to SDI out of and being able to juggle at lower percentages, while her down smash has almost no start-up lag and is a decently powerful semi-spike, which can be extremely deadly against characters with poor recoveries. | Arguably Zelda's most defining trait is the high KO power on a large portion of her moveset. Her aerials (except for neutral aerial) are among the absolute strongest in the game, with her forward, back and up aerials being the strongest in ''Brawl'' and her down aerial being the third most powerful meteor smash in the game. Her Lightning Kicks and down aerial are single, powerful blows that cause a lot of damage and knockback if landed properly, but they are extremely weak and have low stun when sourspotted, while her up aerial is likewise the most powerful in the game. On the ground, both her forward and up tilt are among the strongest, with the latter easily KOing most floaty characters under 100%, her forward and up smashes have fast start-up and hit multiple times with large damage output and powerful knockback on the final hit, with the latter being nearly impossible to SDI out of and being able to juggle at lower percentages, while her down smash has almost no start-up lag and is a decently powerful semi-spike, which can be extremely deadly against characters with poor recoveries. | ||
Zelda is also gifted with a solid defensive game. Her [[roll]]s and [[spot dodge]] are perfectly solid defensive options, although she does possess one of the slower [[air dodge]]s. She has some powerful out of shield options. Up smash is a frame 6 option which has solid KO power and it hits on both sides. Her back aerial is a frame 11 Out of Shield option and while it is difficult to land, it has incredible KO power when sweetspotted. This also applies to forward aerial although it is slower, being frame 14 OoS. She also has down smash as a frame 11 option which while much weaker than back aerial, it does hit in front and it is still a viable KO move. Down tilt is a frame 12 option which can lead into followups, especially if the opponent trips, or fails to [[SDI]] the move. Zelda also has other useful defensive tools. Her Nayru's Love is a reflector with high damage output, decent knockback and reasonable startup lag, while also having a projectile in Din's Fire to defend herself to some degree (even though it is extremely situational). Her strong defense is counterbalanced by her very low traction and her very poor mobility on the ground (very slow dash speed and slow falling speed). Her grab is disjointed, but it is very slow (at frame 12), while also having less range then numerous grabs which come out twice as fast, making it hard to land without set ups, and it is very difficult to land Out of Shield. | Zelda is also gifted with a solid defensive game. Her [[roll]]s and [[spot dodge]] are perfectly solid defensive options, although she does possess one of the slower [[air dodge]]s. She has some powerful out of shield options. Up smash is a frame 6 option which has solid KO power and it hits on both sides. Her back aerial is a frame 11 Out of Shield option and while it is difficult to land, it has incredible KO power when sweetspotted. This also applies to forward aerial although it is slower, being frame 14 OoS. She also has down smash as a frame 11 option which while much weaker than back aerial, it does hit in front and it is still a viable KO move. Down tilt is a frame 12 option which can lead into followups, especially if the opponent trips, or fails to [[SDI]] the move. Zelda also has other useful defensive tools. Her Nayru's Love is a reflector with high damage output, decent knockback and reasonable startup lag, while also having a projectile in Din's Fire to defend herself to some degree (even though it is extremely situational). Her strong defense is counterbalanced by her very low traction and her very poor mobility on the ground (very slow dash speed and slow falling speed). Her grab is disjointed, but it is very slow (at frame 12), while also having less range then numerous grabs which come out twice as fast, making it hard to land without set ups, and it is very difficult to land Out of Shield. | ||
Zelda's crippling combination of her slow mobility, atrocious endurance, and her tall frame, however, is arguably what makes her one of the worst characters in ''Brawl''. Zelda's tall frame and floatiness makes her very easy to juggle, despite her above-average air speed, while the latter and her lightweight both give her one of the worst endurances in the game, especially from the upper blast line. Despite her potent defensive game, it is very easy to force her to play offensively because of her very poor approach options, her very slow mobility and her slow grab. Characters with great camping abilities (most notably {{SSBB|Falco}}) can simply outcamp her with a flurry of projectiles or by simply evading her wiith their superior mobility, while she cannot rely on her Din's Fire to camp, as it is easily avoidable and Zelda will not win any projectile wars with it. This means that she gets very few chances to use her strong out of shield options to her advantage and is instead forced to play with her horrible offensive game due to her abysmal approach. | Zelda's crippling combination of her slow mobility, atrocious endurance, and her tall frame, however, is arguably what makes her one of the worst characters in ''Brawl''. Zelda's tall frame and floatiness makes her very easy to juggle, despite her above-average air speed, while the latter and her lightweight both give her one of the worst endurances in the game, especially from the upper blast line. Despite her potent defensive game, it is very easy to force her to play offensively because of her very poor approach options, her very slow mobility and her slow grab. Characters with great camping abilities (most notably {{SSBB|Falco}}) can simply outcamp her with a flurry of projectiles or by simply evading her wiith their superior mobility, while she cannot rely on her Din's Fire to camp, as it is easily avoidable and Zelda will not win any projectile wars with it. This means that she gets very few chances to use her strong out of shield options to her advantage and is instead forced to play with her horrible offensive game due to her abysmal approach. | ||
Zelda also struggles with close range pressure. Her fastest ground option is down smash at frame 4 and while it is quite fast, it is also quite punishable. She does have a safer alternative with down tilt although it is frame 5, which can still lose against characters with superior frame data. Zelda can also have some trouble punishing Out of Shield, despite her strong options. Her only fast option is up smash, which does not have particularly impressive range, matching the shortest ranged grabs. Outside of her up smash, she has no options which are faster than frame 11, which can give her a lot of trouble punishing moves which up smash cannot reach, as long as they are not too punishable. Zelda especially has trouble punishing shorter characters as her already unreliable Lightning Kicks are even harder to land against them. When combined with her low traction, this gives Zelda a limited Out of Shield game overall. Zelda does have much better options after a [[powershield]], as down smash and down tilt become frame 5 options, allowing her to reliably punish relatively safe moves. However, these moves are still not fast enough to punish ordinarily safe moves and Zelda does not gain any faster options to punish opponents from behind. | Zelda also struggles with close range pressure. Her fastest ground option is down smash at frame 4 and while it is quite fast, it is also quite punishable. She does have a safer alternative with down tilt although it is frame 5, which can still lose against characters with superior frame data. Zelda can also have some trouble punishing Out of Shield, despite her strong options. Her only fast option is up smash, which does not have particularly impressive range, matching the shortest ranged grabs. Outside of her up smash, she has no options which are faster than frame 11, which can give her a lot of trouble punishing moves which up smash cannot reach, as long as they are not too punishable. Zelda especially has trouble punishing shorter characters as her already unreliable Lightning Kicks are even harder to land against them. When combined with her low traction, this gives Zelda a limited Out of Shield game overall. Zelda does have much better options after a [[powershield]], as down smash and down tilt become frame 5 options, allowing her to reliably punish relatively safe moves. However, these moves are still not fast enough to punish ordinarily safe moves and Zelda does not gain any faster options to punish opponents from behind. | ||
Line 57: | Line 57: | ||
*{{buff|[[Air dodge]] has a longer duration (frames 4-19 → 4-29) no longer being the worst in the game.}} | *{{buff|[[Air dodge]] has a longer duration (frames 4-19 → 4-29) no longer being the worst in the game.}} | ||
*{{buff|[[Spot dodge]] has less startup lag and a longer duration (frames 3-20 → 2-20). It also has less ending lag (FAF 33 → 26).}} | *{{buff|[[Spot dodge]] has less startup lag and a longer duration (frames 3-20 → 2-20). It also has less ending lag (FAF 33 → 26).}} | ||
*{{nerf|Zelda's [[traction]] is significantly lower (0.1 → 0.054), especially when comparing with the returning veterans, now going from being tied out with other three characters for the highest traction to one of the lowest. This makes it harder for her to punish out of shield and provides almost no benefits due to the removal of [[wavedashing]].}} | *{{nerf|Zelda's [[traction]] is significantly lower (0.1 → 0.054), especially when comparing with the returning veterans, now going from being tied out with other three characters for the highest traction to one of the lowest. This makes it harder for her to punish out of shield and provides almost no benefits due to the removal of [[wavedashing]].}} | ||
*{{buff|Zelda has slightly faster air speed (0.95 → 0.987).}} | *{{buff|Zelda has slightly faster air speed (0.95 → 0.987).}} | ||
*{{change|As with the returning veterans, Zelda's [[falling speed]] is slower (1.4 → 1.13). Compared to the returning veterans, however, Zelda falls faster.}} | *{{change|As with the returning veterans, Zelda's [[falling speed]] is slower (1.4 → 1.13). Compared to the returning veterans, however, Zelda falls faster.}} | ||
Line 84: | Line 84: | ||
**{{change|Forward smash's final hit has altered knockback (50 (base), 98 (scaling) → 30/105).}} | **{{change|Forward smash's final hit has altered knockback (50 (base), 98 (scaling) → 30/105).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash has larger hitboxes and connects significantly more reliably. It also deals more damage due to changes to stale move negation (14% → 15%), has more KO potential due to universally decreased falling speeds and the multi-hits now have set knockback and can now trip opponents.}} | **{{buff|Up smash has larger hitboxes and connects significantly more reliably. It also deals more damage due to changes to stale move negation (14% → 15%), has more KO potential due to universally decreased falling speeds and the multi-hits now have set knockback and can now trip opponents.}} | ||
**{{buff|Its looping hits have a lower [[SDI]] multiplier (1.0x → 0.1x) making it harder to escape.}} | **{{buff|Its looping hits have a lower [[SDI]] multiplier (1.0x → 0.1x) making it harder to escape.}} | ||
**{{nerf|It has more startup (frame 5 → 6) and ending lag (FAF 51 → 57).}} | **{{nerf|It has more startup (frame 5 → 6) and ending lag (FAF 51 → 57).}} | ||
Line 132: | Line 132: | ||
===Special moves=== | ===Special moves=== | ||
*[[Nayru's Love]]: | *[[Nayru's Love]]: | ||
**{{buff|Nayru's Love can now be used to perform a "[https://youtu.be/8djTa_wHqtE Love jump]" increasing its utility. It also has a higher maximum damage output due to changes to stale move negation (13% → 15%) and the final hit can now semi-spike improving its edgeguarding potential.}} | **{{buff|Nayru's Love can now be used to perform a "[https://youtu.be/8djTa_wHqtE Love jump]" increasing its utility. It also has a higher maximum damage output due to changes to stale move negation (13% → 15%) and the final hit can now semi-spike improving its edgeguarding potential.}} | ||
**{{nerf|The move has more startup lag on its hitboxes (frame 6 → 7) and invincibility and reflect periods (frame 4 → 5).}} | **{{nerf|The move has more startup lag on its hitboxes (frame 6 → 7) and invincibility and reflect periods (frame 4 → 5).}} | ||
**{{change|Zelda has a different voice clip when using Nayru's Love.}} | **{{change|Zelda has a different voice clip when using Nayru's Love.}} | ||
Line 170: | Line 170: | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|1}} (hits 1-4), {{ChargedSmashDmgSSBB|13}} (hit 5) | |fsmashdmg={{ChargedSmashDmgSSBB|1}} (hits 1-4), {{ChargedSmashDmgSSBB|13}} (hit 5) | ||
|fsmashdesc=Zelda charges magic energy in her right hand and flashes it in front of herself, hitting opponents multiple times before knocking them away. Can pressure shields and deals great knockback. However, it can be SDI'd out of (though it requires good timing). | |fsmashdesc=Zelda charges magic energy in her right hand and flashes it in front of herself, hitting opponents multiple times before knocking them away. Can pressure shields and deals great knockback. However, it can be SDI'd out of (though it requires good timing). | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|1}} (hits 1-10), {{ChargedSmashDmgSSBB|5}} (hit 11) | |usmashdmg={{ChargedSmashDmgSSBB|1}} (hits 1-10), {{ChargedSmashDmgSSBB|5}} (hit 11) | ||
Line 205: | Line 205: | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=11% | |uthrowdmg=11% | ||
|uthrowdesc=Zelda forces her opponent above her and throws them upward. | |uthrowdesc=Zelda forces her opponent above her and throws them upward. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=2% (hits 1-4), 2% (throw) | |dthrowdmg=2% (hits 1-4), 2% (throw) | ||
|dthrowdesc=Zelda forces her opponent under her and shoots magic from her hands at them, before knocking them behind herself. | |dthrowdesc=Zelda forces her opponent under her and shoots magic from her hands at them, before knocking them behind herself. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% (hit 1), 8% (hit 2 leg), 6% (hit 2 body) | |floorfdmg=6% (hit 1), 8% (hit 2 leg), 6% (hit 2 body) | ||
Line 297: | Line 297: | ||
:''See also: [[:Category:Zelda professionals (SSBB)]]'' | :''See also: [[:Category:Zelda professionals (SSBB)]]'' | ||
*{{Sm|JuJux|France}} - | *{{Sm|JuJux|France}} - Considered to be the best Zelda player in Europe. Placed 33rd at {{Trn|Bushido Brawl Impact}}. | ||
*{{Sm|Riot|USA}} - Was considered the best Zelda player in the world prior to Ven. | *{{Sm|Riot|USA}} - Was considered the best Zelda player in the world prior to Ven. | ||
*{{Sm|ScaryLB59|USA}} - Co-mained Zelda and Sheik, and was considered among the best Zelda players in the United States. | *{{Sm|ScaryLB59|USA}} - Co-mained Zelda and Sheik, and was considered among the best Zelda players in the United States. | ||
Line 303: | Line 303: | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Zelda was initially seen as a solid mid-tier character, being ranked 20th on the first tier list; her significant power buffs in ''Brawl'' made her a very powerful character that was able to compete decently with the then inexperienced playerbase, who did not utilise much camping and couldn't play the [[neutral game]] well. As the metagame progressed however, it became realized Zelda's buffs did little to address the very significant problems of her character design; Din's Fire was still a terrible projectile that could not force approaches while Zelda herself was still very slow and incapable of initiating approaches, and her moveset still consisted near-entirely of unreliable finishers that made it very difficult for her to rack up damage, as well as gave her difficulty in reliably finishing stocks when the opponent was in KO range, while players started to notice that the changes to ''Brawl'' mechanics were unfavorable for her, alongside other direct nerfs. Namely, she lost the [[chain throw]]s and other combos she had out of her throws, while her Lightning Kicks that she relied so heavily on were made significantly harder to sweetspot and laggier, in addition to their sourspots being drastically weaken and Brawl's severe [[stale-move negation]] crippling the KO potential of such heavily used moves with such severe sourspots. As ''Brawl'' became more defensive based, the playerbase's neutral improved, and camping became more prevalent, Zelda's problems were significantly exacerbated, and it gradually became clear that Zelda was a poorly-designed character that could not remotely viably compete. | Zelda was initially seen as a solid mid-tier character, being ranked 20th on the first tier list; her significant power buffs in ''Brawl'' made her a very powerful character that was able to compete decently with the then inexperienced playerbase, who did not utilise much camping and couldn't play the [[neutral game]] well. As the metagame progressed however, it became realized Zelda's buffs did little to address the very significant problems of her character design; Din's Fire was still a terrible projectile that could not force approaches while Zelda herself was still very slow and incapable of initiating approaches, and her moveset still consisted near-entirely of unreliable finishers that made it very difficult for her to rack up damage, as well as gave her difficulty in reliably finishing stocks when the opponent was in KO range, while players started to notice that the changes to ''Brawl'' mechanics were unfavorable for her, alongside other direct nerfs. Namely, she lost the [[chain throw]]s and other combos she had out of her throws, while her Lightning Kicks that she relied so heavily on were made significantly harder to sweetspot and laggier, in addition to their sourspots being drastically weaken and Brawl's severe [[stale-move negation]] crippling the KO potential of such heavily used moves with such severe sourspots. As ''Brawl'' became more defensive based, the playerbase's neutral improved, and camping became more prevalent, Zelda's problems were significantly exacerbated, and it gradually became clear that Zelda was a poorly-designed character that could not remotely viably compete. | ||
Zelda's decline started slowly, with her only falling two places on the second tier list. But it picked up on the third tier list with her falling four places, and then she took a nose dive on the fourth tier list to 35th in bottom tier as the fourth worst character. She fell even farther to being ranked the second worst character on the fifth tier list, and remained stuck there for the rest of ''Brawl''<nowiki>'</nowiki>s competitive life, which is also the largest tier drop any character experienced in ''Brawl''. By the end of ''Brawl''<nowiki>'</nowiki>s active life, there were even some players who considered Zelda as the worst character in ''Brawl'' and not {{SSBB|Ganondorf}}, though the BBR would not sway in placing Ganon as the worst on their final ''Brawl'' tier list. While Zelda did have a few players dedicated to using her, her overall playerbase was very small and made very little impact, so her competitive prospects never improved in ''Brawl''. | Zelda's decline started slowly, with her only falling two places on the second tier list. But it picked up on the third tier list with her falling four places, and then she took a nose dive on the fourth tier list to 35th in bottom tier as the fourth worst character. She fell even farther to being ranked the second worst character on the fifth tier list, and remained stuck there for the rest of ''Brawl''<nowiki>'</nowiki>s competitive life, which is also the largest tier drop any character experienced in ''Brawl''. By the end of ''Brawl''<nowiki>'</nowiki>s active life, there were even some players who considered Zelda as the worst character in ''Brawl'' and not {{SSBB|Ganondorf}}, though the BBR would not sway in placing Ganon as the worst on their final ''Brawl'' tier list. While Zelda did have a few players dedicated to using her, her overall playerbase was very small and made very little impact, so her competitive prospects never improved in ''Brawl''. | ||
Line 329: | Line 329: | ||
At a later part of the story, Zelda and Peach are discovered by {{SSBB|Lucario}}, {{SSBB|Meta Knight}}, and {{SSBB|Snake}} in cages aboard the Battleship Halberd, stuck in their trophy form. Shadow Bugs of the princesses then fight the trio. After being freed, Snake tells both Zelda and Peach to stay in the room that they were being held captive in. Zelda transforms into {{SSBB|Sheik}}, and both she and Peach make their way to the deck of the Halberd, against Snake's orders. | At a later part of the story, Zelda and Peach are discovered by {{SSBB|Lucario}}, {{SSBB|Meta Knight}}, and {{SSBB|Snake}} in cages aboard the Battleship Halberd, stuck in their trophy form. Shadow Bugs of the princesses then fight the trio. After being freed, Snake tells both Zelda and Peach to stay in the room that they were being held captive in. Zelda transforms into {{SSBB|Sheik}}, and both she and Peach make their way to the deck of the Halberd, against Snake's orders. | ||
When Fox attacks the Halberd against and nearly hits Peach by accident, Sheik uses [[Vanish]] to appear on top of Fox's Arwing. She then breaks the cockpit and Fox ejects, and they both fall to the Halberd. Just as they begin to fight, Peach holds up a hand and yells, "Hi!" Both Fox and Sheik look over, and find Peach has just offered them both tea. Fox, looking confused, looks to Sheik, to find she has already begun to drink. Fox accepts the tea and they do not fight again. | When Fox attacks the Halberd against and nearly hits Peach by accident, Sheik uses [[Vanish]] to appear on top of Fox's Arwing. She then breaks the cockpit and Fox ejects, and they both fall to the Halberd. Just as they begin to fight, Peach holds up a hand and yells, "Hi!" Both Fox and Sheik look over, and find Peach has just offered them both tea. Fox, looking confused, looks to Sheik, to find she has already begun to drink. Fox accepts the tea and they do not fight again. | ||
Zelda/Sheik helps Peach, {{SSBB|Fox}}, Lucario, Snake and {{SSBB|Falco}} defeat [[Duon]]. She is on the Halberd when Meta Knight lands it and meets up with the two other groups. Sometime between the Halberd's retaking and before the Subspace Bomb detonation at the Isle of Ancients, she returns to Zelda's appearance. | Zelda/Sheik helps Peach, {{SSBB|Fox}}, Lucario, Snake and {{SSBB|Falco}} defeat [[Duon]]. She is on the Halberd when Meta Knight lands it and meets up with the two other groups. Sometime between the Halberd's retaking and before the Subspace Bomb detonation at the Isle of Ancients, she returns to Zelda's appearance. | ||
Line 342: | Line 342: | ||
*[[Battleship Halberd Bridge]] | *[[Battleship Halberd Bridge]] | ||
*[[Entrance to Subspace]] | *[[Entrance to Subspace]] | ||
*[[The Great Maze]] - If she's rescued in [[Subspace (Part II)]]. | *[[The Great Maze]] - If she's rescued in [[Subspace (Part II)]]. | ||
===Trophy form=== | ===Trophy form=== | ||
Line 413: | Line 413: | ||
Zelda's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Zelda. | Zelda's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Zelda. | ||
{{Trophy/Fighter | |||
|name=Zelda | |||
|image=Zelda - Brawl Trophy.png | |||
|mode=Classic | |||
|desc-ntsc=The princess of Hyrule. In other games, her role changes between titles. In Ocarina of Time, she was hunted by the would-be conqueror, Ganondorf. She deceived him, however, by adopting the persona of Sheik. In Twilight Princess, she surrendered to Zant and was held as his prisoner. | |||
|desc-pal=The Princess of Hyrule. In other games, her role changes between titles. In Ocarina of Time, she was hunted by the would-be conqueror, Ganondorf. She deceived him, however, by adopting the persona of Sheik. In Twilight Princess, she surrendered to Zant and was held as his prisoner. | |||
|gamelist={{Trophy games|console1=NES|game1=The Legend of Zelda|console2=Wii|game2=The Legend of Zelda: Twilight Princess}} | |||
|game=Brawl | |||
}} | |||
{{clrl}} | |||
{{Trophy | {{Trophy/Fighter | ||
|name=Light Arrow (Zelda) | |||
|image=Light Arrow (Zelda) - Brawl Trophy.png | |||
|desc=Princess Zelda's Final Smash. She wields a mighty bow of light with which she can attack from afar. Her arrow travels in a straight line and flies through all characters unlucky enough to be in the way. This attack cannot be blocked. The more enemies there are, the higher the chances to get them all with one shot. More is always better! | |||
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |||
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |game=Brawl | ||
}} | |||
{{clrl}} | |||
==[[Alternate costume (SSBB)#Zelda/Sheik|Alternate costumes]]== | ==[[Alternate costume (SSBB)#Zelda/Sheik|Alternate costumes]]== |
edits