Template:SSB4 to SSBU changelist/Zelda: Difference between revisions

no edit summary
(→‎Aerial attacks: Realized I'd accidentally deleted the landing lag/SFX changes on May 22nd, sorry, adding them back in)
No edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
===Aesthetics===
===Aesthetics===
*{{change|Zelda's appearance is based on her design from ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'',<ref name="SpecialSmash">{{cite web |url=https://sourcegaming.info/2018/06/20/smash-is-special-part-1-sakurais-famitsu-column-vol-557/  
*{{change|Zelda's appearance is based on her design from ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'',<ref name="SpecialSmash">{{cite web |url=https://sourcegaming.info/2018/06/20/smash-is-special-part-1-sakurais-famitsu-column-vol-557/  
|title="Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557 |accessdate=2018-06-20 |author=Masahiro Sakurai (translated by Brando) |date=2018-06-20 |publisher=SourceGaming.info (original Japanese publication in ''Famitsu'') |quote= Zelda's new design is based on ''"The Legend of Zelda: A Link to the Past"''}}</ref><ref name="DirectJP">{{cite web |url=https://www.youtube.com/watch?v=VjAsmfiIK3E&t=8m33s |title=Dairantou Smash Bros. SPECIAL (E3 2018) |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= ''Breath of the Wild'' Zelda isn't interested in combat, so her design is from ''A Link to the Past''.}}</ref><ref name="PaluGuidance">[[Super Smash Bros. Ultimate]] (North America) - [[Palutena's Guidance#Zelda_2|Palutena's Guidance]]: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."</ref> and ''{{s|zeldawiki|A Link Between Worlds}}'',<ref name="DirectEN">{{cite web |url=https://www.youtube.com/watch?v=L93H7YC-83o&t=8m33s |title=Super Smash Bros. Ultimate - E3 2018 |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= In ''The Legend of Zelda: Breath of the Wild'', Zelda's more into research than fighting, so her design is from ''The Legend of Zelda: A Link Between Worlds''}}.</ref> with her overall design being a combination of the two.<ref name="zeldatwitter">[https://twitter.com/PushDustIn/status/1087124591984562176 PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.]</ref> Her slightly smaller eyes, red necklace, more detailed epaulets, belt and {{s|wikipedia|bracer}}s, and the white dress is from ''A Link to the Past'', while her crown, bangs, and the pink dress are from ''A Link Between Worlds''. Her Twilight Princess design (which was her default in ''Brawl'' and ''Smash 4'') is now the basis for an alternate costume.}}
|title="Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557 |accessdate=2018-06-20 |author=Masahiro Sakurai (translated by Brando) |date=2018-06-20 |publisher=SourceGaming.info (original Japanese publication in ''Famitsu'') |quote= Zelda's new design is based on ''"The Legend of Zelda: A Link to the Past"''}}</ref><ref name="DirectJP">{{cite web |url=https://www.youtube.com/watch?v=VjAsmfiIK3E&t=8m33s |title=Dairantou Smash Bros. SPECIAL (E3 2018) |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= ''Breath of the Wild'' Zelda isn't interested in combat, so her design is from ''A Link to the Past''.}}</ref><ref name="PaluGuidance">[[Super Smash Bros. Ultimate]] (North America) - [[Palutena's Guidance#Zelda_2|Palutena's Guidance]]: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."</ref> and ''{{s|zeldawiki|A Link Between Worlds}}'',<ref name="DirectEN">{{cite web |url=https://www.youtube.com/watch?v=L93H7YC-83o&t=8m33s |title=Super Smash Bros. Ultimate - E3 2018 |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= In ''The Legend of Zelda: Breath of the Wild'', Zelda's more into research than fighting, so her design is from ''The Legend of Zelda: A Link Between Worlds''}}.</ref> with her overall design being a combination of the two.<ref name="zeldatwitter">[https://twitter.com/PushDustIn/status/1087124591984562176 PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.]</ref> Her slightly smaller eyes, red necklace, more detailed epaulets, belt and {{s|wikipedia|bracer}}s, and the white dress is from ''A Link to the Past'', while her crown, bangs, and the pink dress are from ''A Link Between Worlds''. The color scheme of her ''Twilight Princess design'' (which was her default in ''Brawl'' and ''Smash 4'') is now the basis for an alternate costume.}}
**{{change|Consequently, Zelda's hair and the jewel of her crown are once again blonde and red respectively, as opposed to brown and blue respectively, with the former being no longer tied at the bottom, similar to her predecessor in ''[[Melee]]''; her eyes are larger; her epaulets are smaller; she wears a crimson, gem-like necklace; a sleeved, white dress with a cape and a sleeveless, pink dress with a yellow, {{s|zeldawiki|Triforce}} embroidery, as opposed to a purple bodice and a white silk skirt; a more traditional, crimson belt with golden ornaments instead of a gold metallic belt with a tapestry; pants under her dress; bracers with being bare-handed instead of gloves; and high heels instead of boots.}}
**{{change|Consequently, Zelda's hair and the jewel of her crown are once again blonde and red respectively, as opposed to brown and blue respectively, with the former being no longer tied at the bottom, similar to her predecessor in ''[[Melee]]''; her eyes are larger; her epaulets are smaller; she wears a crimson, gem-like necklace; a sleeved, white dress with a cape and a sleeveless, pink dress with a yellow, {{s|zeldawiki|Triforce}} embroidery, as opposed to a purple bodice and a white silk skirt; a more traditional, crimson belt with golden ornaments instead of a gold metallic belt with a tapestry; pants under her dress; bracers with being bare-handed instead of gloves; and high heels instead of boots.}}
**{{change|As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, [[idle poses]], and [[walking]] animations. All of these animations depict her as very cheerful and somewhat mischievous, making her far more expressive than her ''SSB4'' incarnation, which rarely showed any emotion.}}
**{{change|As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, [[idle poses]], and [[walking]] animations. All of these animations depict her as very cheerful and somewhat mischievous, making her far more expressive than her ''SSB4'' incarnation, which rarely showed any emotion.}}
Line 55: Line 55:
***{{buff|This makes the inner hits deal more knockback at high percents, giving them [[jab cancel]] setups.}}
***{{buff|This makes the inner hits deal more knockback at high percents, giving them [[jab cancel]] setups.}}
***{{nerf|Compared to the inner hits, the outermost hit has notably lower knockback, making it negative on hit until high percents and unable to jab cancel until unrealistically extreme percents. This makes the move riskier to use without transitioning into the rapid jab, and makes its jab cancel ability inconsistent.}}
***{{nerf|Compared to the inner hits, the outermost hit has notably lower knockback, making it negative on hit until high percents and unable to jab cancel until unrealistically extreme percents. This makes the move riskier to use without transitioning into the rapid jab, and makes its jab cancel ability inconsistent.}}
***{{nerf|The knockback scaling eventually makes the move fail to connect fully, though this only occurs at ridiculous percents.}}
***{{nerf|The knockback scaling eventually makes the move fail to connect fully, though this only occurs at extreme percents.}}
**{{nerf|It has smaller hitboxes (3.2u/3.2u/4u (hits 1-2), 3.6u/3.6u/6u (hit 3) → 2.4u/2.4u/3.2u (hit 1), 3u/3.2u/3.5u (hit 2)). They are positioned closer to Zelda (z-offset 5.5u/9.5u/13u (all hits) → 4u/7u/10u (hit 1), 5u/8u/11.5u (hit 2)), drastically reducing the move's horizontal range and spacing utility.}}
**{{nerf|It has smaller hitboxes (3.2u/3.2u/4u (hits 1-2), 3.6u/3.6u/6u (hit 3) → 2.4u/2.4u/3.2u (hit 1), 3u/3.2u/3.5u (hit 2)). They are positioned closer to Zelda (z-offset 5.5u/9.5u/13u (all hits) → 4u/7u/10u (hit 1), 5u/8u/11.5u (hit 2)), drastically reducing the move's horizontal range and spacing utility.}}
***{{nerf|The hitboxes are positioned lower (y-offset 12.5u (all) → 12u/12u/11.8u (hit 1), 11.8u/11.8u/11.5u (hit 2)), worsening their range above Zelda while not improving their reach below due to their smaller sizes.}}
***{{nerf|The hitboxes are positioned lower (y-offset 12.5u (all) → 12u/12u/11.8u (hit 1), 11.8u/11.8u/11.5u (hit 2)), worsening their range above Zelda while not improving their reach below due to their smaller sizes.}}
Line 64: Line 64:
**{{buff|Forward tilt no longer has a blind spot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}}  
**{{buff|Forward tilt no longer has a blind spot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}}  
**{{nerf|It uses five small hitboxes (2.1u/2.2u/2.3u/2.4u/2.5u) instead of three medium-sized ones (3u/3.5u/4u). This makes it much narrower, reducing its vertical range.}}
**{{nerf|It uses five small hitboxes (2.1u/2.2u/2.3u/2.4u/2.5u) instead of three medium-sized ones (3u/3.5u/4u). This makes it much narrower, reducing its vertical range.}}
***{{buff|However, the outer hitbox is positioned farther out (x-offset 3.5u → 6.2u), improving its disjoint.}}  
***{{buff|However, the outer hitbox is positioned farther out (x-offset 3.5u → 6.2u), improving its horizontal disjoint.}}  
**{{buff|It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot), which with its lower ending lag makes it safer on shield.}}
**{{buff|It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot), which with its lower ending lag makes it safer on shield.}}
***{{buff|The knockback was not fully compensated on the sweetspot (50 base/88 scaling → 72/69), significantly increasing its KO potential, especially near the horizontal blast zone.}}
***{{buff|The knockback was not fully compensated on the sweetspot (50 base/88 scaling → 72/69), significantly increasing its KO potential, especially near the horizontal blast zone.}}
Line 79: Line 79:
***{{buff|However, this allows it to combo more reliably into a dash attack and forward aerial at mid percents in combination with its lower ending lag and Zelda's faster jumpsquat.}}
***{{buff|However, this allows it to combo more reliably into a dash attack and forward aerial at mid percents in combination with its lower ending lag and Zelda's faster jumpsquat.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's sweetspot is larger (2.2u → 2.8u) and is now extended (z-offset: 12.8 → 12.6-13.2). Its other hitboxes are also larger (5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u), but their horizontal ranges were compensated on the far side (z-offset 7.8-13.8 → 7.8-13.6). Overall this improves the move's range, especially for the sweetspot.}}
**{{buff|Dash attack's sweetspot is larger (2.2u → 2.8u) and is now extended (z-offset: 12.8 → 12.6-13.2). Its other hitboxes are also larger (5u (sourspot)/4.8u (late hit) → 5.2u/5u), but their horizontal ranges were compensated on the far side (z-offset 7.8-13.8 → 7.8-13.6). Overall this improves the move's range, especially for the sweetspot.}}
**{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}}
**{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}}
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}}
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|The looping hits have been moved further out (Z offset: 8/16 → 9/17), as has its final hitboxes (Z offset: 9.5/16 → 10.5/17), increasing its horizontal range while not introducing a blind spot due to the new [[jostle]] mechanics.}}
**{{buff|The looping hits have been moved farther out (Z offset: 8/16 → 9/17), as has its final hitboxes (Z offset: 9.5/16 → 10.5/17), increasing its horizontal range while not introducing a blind spot due to the new [[jostle]] mechanics.}}
**{{buff|The looping hits use an autolink angle (25°/165° → 366°) and have higher set knockback (40/50 → 60/60), improving their consistency.}}
**{{buff|The looping hits use an autolink angle (25°/165° → 366°) and have higher set knockback (40/50 → 60/60), improving their consistency.}}
***{{nerf|This indirectly hinders the move's KO potential slightly due to the inner hitbox pulling opponents into itself, rather than pushing outward (i.e. closer to the side blast zone).}}
**{{buff|The final hit is slightly larger (5.5u/6u → 5.7u/6u).}}
**{{buff|The final hit is slightly larger (5.5u/6u → 5.7u/6u).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|The looping hits are larger (3.5u/3.5u/3.5u/4.2u → 3.5u/4u/4u/4.6u) and are positioned higher (y-offset 11u/17u/17u/18u → 12u/18u/18u/19u), improving its range, though slightly decreasing its lower reach.}}
**{{buff|The looping hits are larger (3.5u/3.5u/3.5u/4.2u → 3.5u/4u/4u/4.6u) and are positioned higher (y-offset 11u/17u/17u/18u → 12u/18u/18u/19u), improving its range.}}
***{{nerf|However, this slightly decreases its lower reach. Combined with [[jostling]], it is more difficult to punish lower opponents out of shield.}}
**{{buff|The looping hits use continuous hitboxes with a rehit rate, significantly reducing the gaps between its hits (frame 9/12/15/18/25/28/31 → 9-23/25-32 (rehit rate 4)).}}
**{{buff|The looping hits use continuous hitboxes with a rehit rate, significantly reducing the gaps between its hits (frame 9/12/15/18/25/28/31 → 9-23/25-32 (rehit rate 4)).}}
***{{nerf|However, this causes it to have only six looping hits, down from seven, reducing up smash's total damage (15.4% → 14.6%).}}
***{{nerf|However, this causes it to have only six looping hits, down from seven, reducing up smash's maximum damage (15.4% → 14.6%).}}
**{{change|The side looping hits use different and higher launch angles for grounded and aerial opponents (200° → 100° (grounded)/160° (aerial)) and have different set knockback (40 → 60 (grounded)/20 (aerial)), allowing them to connect more reliably against aerial opponents, but no longer pulling in opponents standing on either side of her as easily.}}
**{{change|The side looping hits use different and higher launch angles for grounded and aerial opponents (200° → 100° (grounded)/160° (aerial)) and have different set knockback (40 → 60 (grounded)/20 (aerial)), allowing them to connect more reliably against aerial opponents, but no longer pulling in opponents standing on either side of her as easily.}}
**{{change|The first four looping hits have lower knockback scaling (105 → 100), and the top looping hit has lower set knockback (40 → 20).}}
**{{change|The first four looping hits have lower knockback scaling (105 → 100), and the top looping hit has lower set knockback (40 → 20).}}
Line 113: Line 115:
***{{change|Due to the removal of set knockback, the front hit's higher damage now makes it stronger than the back hit.}}
***{{change|Due to the removal of set knockback, the front hit's higher damage now makes it stronger than the back hit.}}
***{{buff|The hitboxes are slightly larger (4.7u → 5u).}}
***{{buff|The hitboxes are slightly larger (4.7u → 5u).}}
***{{change|The hitboxes have altered positions (y-offset 11 (front)/12 (back) → 10/13, z-offset 7.6/-6 → 7.6/-5).}}
***{{change|The hitboxes are positioned on more of a slant, with the front hit reaching lower, and the back hit reaching higher and more inward (y-offset 11 (front)/12 (back) → 10/13, z-offset 7.6/-6 → 7.6/-5).}}
**{{buff|The hand hitboxes for the final hit are larger (4u → 5u) and have altered positions (y-offset 11 (front)/12 (back) → 9/13.5, z-offset 7.6/-6 → 8.5/-7), increasing their range.}}
**{{buff|The hand hitboxes for the final hit are positioned on more of a slant (y-offset 11 (front)/12 (back) → 9/13.5). They are larger (4u → 5u) and are positioned slightly farther out (z-offset 7.6/-6 → 8.5/-7), increasing their range.}}
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}}
**{{change|The last hit has less base knockback (40 → 35), allowing it to combo for longer, but reducing its KO potential.}}
*[[Lightning Kick]]:
*[[Lightning Kick]]:
**{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}}  
**{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}}  
**{{change|On top of the [[Magic (effect)|magic]] effect, the sweetspots now have additional unique lightning effects on hit. These are purely aesthetic and not to be confused with the [[electric]] effect.}}
**{{buff|The sweetspot hitboxes are now static instead of being attached to Zelda's toe. They are slightly larger (1.9u → 2.2u) and extend into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{buff|The sweetspot hitboxes are now static instead of being attached to Zelda's toe. They are slightly larger (1.9u → 2.2u) and extend into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
Line 134: Line 137:
**{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier, especially near the top blast zone.}}
**{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier, especially near the top blast zone.}}
**{{buff|It auto-cancels slightly earlier (frame 55 → 54), with its auto-cancel window no longer exceeding its animation length.}}
**{{buff|It auto-cancels slightly earlier (frame 55 → 54), with its auto-cancel window no longer exceeding its animation length.}}
**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}}
**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's clean hit is larger, and has an additional hitbox that covers Zelda's lower leg, giving it more range (4u → 4.2u/4u). They are also positioned farther up and down (X offset: 0 → 2/-1). This removes its blind spot and makes it easier to land.}}
**{{buff|Down aerial's clean hit is larger, and has an additional hitbox that covers Zelda's lower leg, giving it more range (4u → 4.2u/4u). They are also positioned farther up and down (X offset: 0 → 2/-1). This removes its blind spot and makes it easier to land.}}
Line 149: Line 152:
**{{buff|Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), becoming one of the farthest-reaching non-tether pivot grabs in the game.}}
**{{buff|Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), becoming one of the farthest-reaching non-tether pivot grabs in the game.}}
**{{buff|Pivot grab has less ending lag (FAF 45 → 43).}}
**{{buff|Pivot grab has less ending lag (FAF 45 → 43).}}
**{{nerf|All grabs use separate, narrower hitboxes for aerial opponents (3.8u/3.0u/3.8u (standing/dash/pivot) → 1.9u/1.5u/1.9u).}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 7 → 2) and ending lag (FAF 25 → 8), shortening its duration.}}
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 7 → 2) and ending lag (FAF 25 → 8), shortening its duration.}}
**{{nerf|It deals much less damage (3% → 1.3%).}}
**{{nerf|It deals much less damage (3% → 1.3%).}}
**{{change|Zelda grabs and pummels opponents with one hand instead of two.}}
**{{change|Zelda grabs and pummels opponents with one hand instead of two.}}
*{{change|Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic. The speed of these throws no longer depends on the opponent's weight, making them slower for lighter opponents and faster for heavier opponents.}}
*{{change|Forward, back, and up throws have new animations, and Zelda's hands emit brighter trails of magic. The speed of these throws no longer depends on the opponent's weight, making them slower for lighter opponents and faster for heavier opponents.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}}
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point where it can no longer KO under 215% even near the ledge.}}
***{{change|However, the changes to up throw more than compensate due to KOing earlier from any point on stage.}}
***{{change|However, the changes to up throw more than compensate due to KOing earlier from any point on stage.}}
***{{buff|The low knockback scaling now gives Zelda a consistent throw to combo into a delayed Phantom.}}
***{{buff|The higher base knockback improves its potential to launch off stage at low percents, and the low knockback scaling now gives Zelda a consistent throw to combo into a delayed Phantom.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential, especially from center stage.}}
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential, especially from center stage.}}
Line 167: Line 171:
**{{buff|Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage (6% → 8%).}}
**{{buff|Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage (6% → 8%).}}
**{{change|The looping hits use the [[Flame|fire]] effect instead of [[Magic (effect)|magic]].}}
**{{change|The looping hits use the [[Flame|fire]] effect instead of [[Magic (effect)|magic]].}}
**{{nerf|It has less base knockback (85 → 75), but more knockback scaling (55 → 85), marginally increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed while reducing it at higher percents.}}
**{{nerf|It has less base knockback (85 → 75), but more knockback scaling (55 → 85), marginally increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed, while reducing it at higher percents.}}
**{{nerf|It has marginally more ending lag (FAF 70 → 71) and sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents and further hindering its follow-up potential at high percents.}}
**{{nerf|It has marginally more ending lag (FAF 70 → 71) and sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents and further hindering its follow-up potential at high percents.}}
***{{nerf|Due to the more outward angle, neutral aerial is a less reliable follow-up on DI away, forcing the user to use a lightning kick instead, which is much more precise.}}
***{{nerf|Due to the more outward angle, neutral aerial is a less reliable follow-up on DI away, forcing the user to use a Lightning Kick more often, which is much more precise.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
Line 178: Line 182:
**{{buff|Its intangibility starts one frame earlier (frame 5 → 4).}}
**{{buff|Its intangibility starts one frame earlier (frame 5 → 4).}}
**{{nerf|Its reflective hitbox has a shorter duration (frames 5-43 → 5-41). The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).}}
**{{nerf|Its reflective hitbox has a shorter duration (frames 5-43 → 5-41). The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).}}
**{{buff|The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).}}
**{{buff|The hitboxes have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).}}
**{{buff|The inner looping hit is larger (6u → 8.5u) and positioned lower (y-offset 8 → 7). This allows it to hit below stage.}}
**{{buff|The inner looping hit is larger (6u → 8.5u) and positioned lower (y-offset 8 → 7). This allows it to hit below stage.}}
***{{nerf|However, the inner looping hit does not stretch as far (z-offset -4 to 4 → -0.5 to 0.5), slightly reducing the looping hits' horizontal range against aerial opponents.}}
***{{nerf|However, the inner looping hit does not stretch as far (z-offset -4 to 4 → -0.5 to 0.5), slightly reducing the looping hits' horizontal range against aerial opponents.}}
Line 184: Line 188:
*[[Din's Fire]]:
*[[Din's Fire]]:
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{change|Zelda has a lower gravity upon using the move (0.019 → 0.012).}}
**{{buff|Zelda has a lower gravity upon using the move (0.019 → 0.012), improving its off-stage usage.}}
**{{buff|It has improved maneuverability (angle addition per frame 1.375° → 1.645°, maximum angle 74.5° → 78°).}}
**{{buff|It has improved maneuverability (angle addition per frame 1.375° → 1.645°, maximum angle 74.5° → 78°).}}
**{{buff|It travels a slightly longer distance.}}
**{{buff|It travels a slightly longer distance.}}
Line 193: Line 197:
**{{buff|Farore's Wind's first hit has less startup lag (frame 8 → 6), improving its out of shield utility. It also has a longer duration (1 frame → 2).}}
**{{buff|Farore's Wind's first hit has less startup lag (frame 8 → 6), improving its out of shield utility. It also has a longer duration (1 frame → 2).}}
**{{nerf|Zelda's speed is reduced on the move's startup, making her easier to hit and reducing the added distance from a jump.}}
**{{nerf|Zelda's speed is reduced on the move's startup, making her easier to hit and reducing the added distance from a jump.}}
**{{buff|Zelda disappears faster (frame 21 → 17), and consequently begins her teleport sooner.}}
**{{buff|Zelda disappears and begins her teleport sooner (frame 21 → 17).}}
**{{buff|Zelda has more precise angles of teleport direction, allowing her to land its second hit on enemies who DI the initial hit.}}
**{{buff|Zelda has more precise angles of teleport direction, allowing her to land its second hit on enemies who DI the initial hit.}}
**{{nerf|Its teleport duration is shorter (20 frames → 18), slightly decreasing its maximum distance.}}
**{{nerf|Its teleport duration is shorter (20 frames → 18), slightly decreasing its maximum distance and worsening its ability to combo into itself at high percents.}}
***{{buff|However, in conjunction with the faster startup, this makes the second hit come out faster (frame 41-42 → 35-36) and the move interruptible sooner (FAF 81 → 76).}}
***{{buff|However, in conjunction with the faster startup, this makes the second hit come out faster (frame 41-42 → 35-36) and the move interruptible sooner (FAF 81 → 76).}}
***{{buff|The intangibility duration is marginally shorter (frames 21-39 → 17-34) but is no longer shorter than the teleport duration. Furthermore, there is no longer a single frame of vulnerability before the reappearance hitbox comes out.}}
***{{buff|The intangibility duration is marginally shorter (frames 21-39 → 17-34) but is no longer shorter than the teleport duration. Furthermore, there is no longer a single frame of vulnerability before the reappearance hitbox comes out.}}
Line 210: Line 214:
***4th: Overhead slash (frame 38)
***4th: Overhead slash (frame 38)
***5th: Upward slash (frame 50, can be delayed up to frame 120)
***5th: Upward slash (frame 50, can be delayed up to frame 120)
**{{buff|Most notably, the new overhead slash makes it harder for opponents to jump over the Phantom to punish Zelda during the move's charge.}}
***{{buff|Most notably, the new overhead slash makes it harder for opponents to jump over the Phantom to punish Zelda during the move's charge. Combined with the Phantom's much faster charge, the move has significantly improved zoning utility}}.
***{{buff|Combined with the Phantom's much faster charge, the move has significantly improved zoning utility}}.
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}}
**{{buff|If she doesn't release the Phantom, Zelda can now move freely starting on frame 67 while the Phantom remains in place. This creates a significant overlap between frames 67 and 120 where Zelda can simultaneously move freely and manually release the fully charged Phantom at any moment.}}
***{{buff|Zelda can use the Phantom's automatic release on frame 120 as a trap and attack the opponent in tandem with the trap, retreat behind the Phantom for protection, or use the large window of manual release versus waiting as a mind game. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.}}
**{{buff|All attacks have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (kick), 8-12 (punch), 8-11 (outward/overhead slash), 7-17 (upward slash)).}}
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}}
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately, improving the Phantom's bodyblocking utility.}}
**{{buff|If she doesn't release the Phantom, Zelda can now move freely starting on frame 67 while the Phantom remains in place. This creates a significant overlap between frames 67 and 120 where Zelda can simultaneously move freely and manually release the fully charged Phantom at any moment. This improves Zelda's neutral and advantage state, and mitigates the move's vulnerability to reflectors.}}
**{{buff|The Phantom's windboxes are stronger, especially for the highest charges. This improves the move's consistency and gimping potential.}}
**{{buff|The Phantom's windboxes are stronger, especially for the highest charges. This improves the move's consistency and gimping potential.}}
**{{buff|All hitboxes are now [[transcendent]], improving their offensive utility.}}
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (kick), 8.2% (punch), 10.5%/11.8% (outward slash), 14.1%/15.4% (overhead slash), 17.7% (upward slash)), as the fully charged hit only hits once. It has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}}
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (kick), 8.2% (punch), 10.5%/11.8% (outward slash), 14.1%/15.4% (overhead slash), 17.7% (upward slash)), as the fully charged hit only hits once. It has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}}
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}}
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This makes it better for KOing at the ledge, but worse from afar.}}
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.}}
**{{buff|All attacks have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (kick), 8-12 (punch), 8-11 (outward/overhead slash), 7-17 (upward slash)).}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately, improving the Phantom's overall utility.}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{change|Zelda has a new Final Smash called [[Triforce of Wisdom]]. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are "sealed away" and [[instant KO|instantly KO'd]]; otherwise, they receive set knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes.}}
**{{change|Zelda has a new Final Smash called [[Triforce of Wisdom]]. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are "sealed away" and [[instant KO|instantly KO'd]]; otherwise, they receive set knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes.}}
241

edits