Super Smash Bros. 4

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{{Disambig2|Zelda's appearance in ''Super Smash Bros. 4''|the character in other contexts|Princess Zelda}}
{{Disambig2|Zelda's appearance in ''Super Smash Bros. 4''|the character in other contexts|Princess Zelda}}
{{Infobox Character
{{Infobox Character
|name         = Zelda
|name = Zelda
|image       = [[File:Zelda SSB4.png|250px|Princess Zelda]]
|image = [[File:Zelda SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSBM
|ssbgame1 = SSBM
|ssbgame2     = SSBB
|ssbgame2 = SSBB
|ssbgame3 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = G
|tier = G
|ranking = 53
|ranking = 52-53
}}
}}
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on December 26th, 2013, which also commemorated ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' being released in Japan on the same day.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlDYx5cmA Pic of the Day: December 26, 2013]</ref> Jun Mizusawa reprises her role as Zelda's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on December 26th, 2013, which also commemorated ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' being released in Japan on the same day. She is now completely separated from {{SSB4|Sheik}}, no longer being able to transform mid-match.


Zelda is currently ranked 53rd out of 55 on the [[tier list]], placing her in the G tier, and tying her with {{SSB4|Ganondorf}}. This is a slight improvement from her placement in ''Brawl'', where she was ranked 37th out of 38. Zelda's combo game has noticeably improved, largely thanks to improved frame data and altered knockback. When coupled with her overall high damage output, Zelda is now capable of racking up an impressive amount of damage at a respectably fast rate, much like [[Zelda (SSBM)|her ancestor in ''Super Smash Bros. Melee'']].
Jun Mizusawa reprises her role as Zelda's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''.


Zelda also boasts an array of KOing options, most notably her forward smash, up smash, [[sweetspot]]ted [[Lightning Kick]]s, up aerial and sweetspotted down aerial. By extension, [[Farore's Wind]] has been strengthened to the point that it can now reliably KO any character below 100% while near the upper blast line, which makes it especially potent from [[out of shield]].
Zelda is ranked 52nd/53rd out of 54 on the [[tier list]], so she is placed in the G tier, which ties her with {{SSB4|Ganondorf}}. This is similar to her placement in ''Brawl'', where she was ranked 37th out of 38. Zelda has a solid combo game, with her possessing multiple attacks which can set up into other moves. When coupled with her overall high damage output, Zelda is capable of racking up a solid amount of damage at a respectably fast rate.


However, Zelda's weaknesses have been largely retained. Her slow mobility and situational projectiles result in both her [[neutral game]] and [[approach]] still being poor. Additionally, her endurance is still poor because of the problematic combination of her tall hurtbox, light [[weight]], and [[Falling speed#Floaty|floatiness]]. Lastly, Zelda's KO potential is still inconsistent: her strongest attacks have short durations and are further burdened with either abysmally weak sourspots, punishable amounts of lag, or both.
Zelda also boasts an array of KOing options, most notably her forward smash, up smash, [[sweetspot]]ted [[Lightning Kick]]s, up aerial and sweetspotted down aerial. By extension, [[Farore's Wind]] is a very potent and powerful KO move, reliably KOing any character below 100% while near the upper blast line, which makes it especially potent from [[out of shield]] when it can be applied. She also has a solid grab game, with her back throw being a solid KO option near the ledge and her down throw being a potent combo throw, even at higher percents.


As a result of Zelda's glaring flaws, she has garnered extremely minimal representation in competitive play and, in turn, extremely sparse results. However, Zelda has nevertheless managed to find a few instances of success, thanks to the likes of {{Sm|ven}}, {{Sm|Fairess}}, {{Sm|Purple Guy}}, {{Sm|Onpu}}, and {{Sm|Zolda}}.
However, Zelda also has a fair amount of detrimental weaknesses. Her mobility is very poor (especially on the ground) and her approach options are risky, making it very difficult for her to approach. While she does have a projectile in [[Din's Fire]], it is very slow and easy to avoid. When combined with her tall hurtbox and her [[Falling speed#Floaty|floatiness]], this results in her [[neutral game]] being very poor, with opponents easily being able to keep her out, avoid her threat zone and put her into disadvantage where she also struggles. Additionally, her endurance is poor because of her light [[weight]] and low falling speed, which can both lead to her getting KOed early.
Zelda's KO potential is also inconsistent: her strongest attacks have a combination of multiple traits including slow startup lag, having short durations, having drastically weaker sourspots and/or having punishable amounts of lag.
 
Lastly, she does not have a particularly effective out of shield game. While Farore's Wind is a very strong out of shield option, it is a frame 8 option and it has limited range. In addition to this, the first hit of the move can be [[Directional influence|DI]]ed, which Zelda has to predict and follow and if she misses the second hit, she is left wide open for a large punish. As for her other options, her up smash is frame 9 and has abysmal range, making it useless out of shield, her shield grab is frame 10 and while it does have decent range, its range is not incredible either, taking its startup lag into account. Her aerials are difficult or even impossible to land in some cases (especially against shorter characters) and while down tilt and down smash are solid, they are frame 12 options. When combined with her below average traction. this makes it very difficult or even impossible for her to punish moves which are either spaced well or even moves which are fairly negative on shield, which overall makes her struggle with shield pressure, although her down tilt and down smash are solid [[power shield]] punishes.
 
As a result, Zelda's strong punish game is not enough to make up for her poor mobility, endurance, neutral game, disadvantage state, approach potential and inconsistent moveset, resulting in Zelda struggling against most of the cast, much like she did in the previous two games. Ultimately, this meant that Zelda retained extremely minimal representation in competitive play much like the previous two games and in turn, extremely sparse results. However, Zelda has nevertheless managed to find a few instances of success, from players such as {{Sm|ven}}, {{Sm|Fairess}}, {{Sm|Purple Guy}}, {{Sm|Onpu}}, and {{Sm|Zolda}}.


==Attributes==
==Attributes==
Zelda is a tall, [[Falling speed#Floaty|floaty]] [[Weight|lightweight]] with largely slow mobility. Her [[walk]]ing speed, [[dash]]ing speed, [[falling speed]], and [[gravity]] are each below-average, whereas her [[traction]] is average. Unlike in previous installments, Zelda's [[air speed]] is slightly above-average, although her [[air acceleration]], [[jump]] and [[double jump]] are still below-average. As a result of her attributes, Zelda's endurance, [[neutral game]] and [[approach]] are sub-par.
Zelda is a tall, [[Falling speed#Floaty|floaty]] [[Weight|lightweight]] with largely slow mobility. Although her [[traction]] is average and her [[air speed]] is slightly above-average, her [[walk]]ing, [[dash]]ing and [[falling speed]]s; [[gravity]]; [[air acceleration]]; and [[jump]] and [[double jump]] are each below-average. As a result of her attributes, Zelda's endurance, [[neutral game]] and [[approach]] are sub-par.


Zelda's playstyle is largely defensive, and benefits from her strong [[out of shield]] options and [[punishment]] potential. By extension, her special moveset supplements her defensive potential, with [[Farore's Wind]] being her most effective special move. It is a long-ranged [[Teleport (disambiguation)|teleport]] that grants [[intangibility]], giving her a very reliable and, when used wisely, virtually unpredictable recovery option. In addition, Farore's Wind has become one of Zelda's most viable KOing options, especially from out of shield: its disappearing hitbox now launches opponents directly upward, which allows it to combo into its now stronger reappearing hitbox that, when sweetspotted, will KO any character below 100% while near the upper blast line.
Zelda's playstyle is largely defensive, and benefits from her strong [[out of shield]] options and [[punishment]] potential. By extension, her special moveset supplements her defensive potential, with [[Farore's Wind]] being her most effective special move. It is a long-ranged [[Teleport (disambiguation)|teleport]] that grants [[intangibility]], giving her a very reliable and, when used wisely, virtually unpredictable recovery option. In addition, Farore's Wind has become one of Zelda's most viable KOing options, especially from out of shield: its disappearing hitbox now launches opponents directly upward, which allows it to combo into its now stronger reappearing hitbox that, when sweetspotted, will KO any character below 100% while near the upper blast line.
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Due to losing [[Transform]], Zelda has a received a new down special called [[Phantom Slash]]. Phantom Slash is a chargeable [[projectile]] that boasts both offensive and defensive capabilities: it possesses enough power to KO at reasonable percentages when fully charged, especially when edge-guarding, while the Phantom itself can block Zelda from incoming attacks. While descending from the upper corners of a stage, Zelda can also use it as a fairly effective way to ward off edge-guard attempts from an opponent standing at the edge. [[Nayru's Love]] is a [[Reflection|reflector]] that also has loop hitboxes, which grant it offensive and defensive potential like Phantom Slash. Lastly, [[Din's Fire]] can be useful for long-ranged edge-guarding, which is further supplemented by its new sweetspot's high knockback growth.
Due to losing [[Transform]], Zelda has a received a new down special called [[Phantom Slash]]. Phantom Slash is a chargeable [[projectile]] that boasts both offensive and defensive capabilities: it possesses enough power to KO at reasonable percentages when fully charged, especially when edge-guarding, while the Phantom itself can block Zelda from incoming attacks. While descending from the upper corners of a stage, Zelda can also use it as a fairly effective way to ward off edge-guard attempts from an opponent standing at the edge. [[Nayru's Love]] is a [[Reflection|reflector]] that also has loop hitboxes, which grant it offensive and defensive potential like Phantom Slash. Lastly, [[Din's Fire]] can be useful for long-ranged edge-guarding, which is further supplemented by its new sweetspot's high knockback growth.


The majority of Zelda's air game is a case of "high-risk, high-reward": her [[Lightning Kick]]s and down aerial require considerable precision in order to hit their sweetspots, yet each of these attacks boast enough power to easily KO even super heavyweights when they are sweetspotted. By extension, sweetspotted down aerial boasts decent combo potential on grounded opponents, thanks to it being a very powerful [[meteor smash]]. Zelda's up aerial is the most damaging up aerial in the game, and while it also requires precision because of its short duration and fairly minimal horizontal range, its lack of sweetspots and sourspots makes it much more consistent at KOing in comparison to her Lightning Kicks and down aerial. Unlike Zelda's aforementioned aerials, neutral aerial is not suited for KOing outright, but nevertheless has respectable utility: it has a decent damage output and loop hitboxes, can function as a follow-up from down throw at low percentages, can start combos when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, and its last hit's very high knockback growth makes it useful for edge-guarding.
The majority of Zelda's air game is a case of "high-risk, high-reward": her [[Lightning Kick]]s and down aerial require considerable precision in order to hit their sweetspots, yet each of these attacks boast enough power to easily KO even super heavyweights when they are sweetspotted. By extension, sweetspotted down aerial boasts decent combo potential on grounded opponents, thanks to it being a very powerful [[meteor smash]]. Zelda's up aerial is the most damaging up aerial in the game, and while it also requires precision because of its short duration and fairly minimal horizontal range, its lack of sweetspots and sourspots makes it much more consistent at KOing in comparison to her Lightning Kicks and down aerial. Unlike Zelda's aforementioned aerials, neutral aerial is not suited for KOing outright, but nevertheless has respectable utility: it has a decent damage output and loop hitboxes; can function as a follow-up from down throw at low percentages; can start combos when [[SHFF]]'d; and its last hit's very high knockback growth makes it useful for edge-guarding.


Zelda's ground game is very middling in comparison to her air game, but each of her grounded attacks have some degree of utility. Her grab game, in particular, is widely agreed as the best aspect of her ground game. Zelda's grabs have fairly long ranges despite not being [[Grab#Tether grab|tether grabs]], and her pummel is among the most damaging in the game in spite of its moderately slow speed. Forward and back throws are useful for setting up edge-guards, yet each have a certain quirk: the former is among the damaging forward throws in the game, whereas the latter has KO potential while near the edge. Up and down throws possess combo potential, but vary noticeably in effectiveness. Up throw is decent for combos at low percentages, although it is especially useful against heavyweights and fast-fallers. However, it can also be followed up by up air, which can KO fast-fallers, especially with rage. Down throw has greater combo versatility in comparison, most notably in the form of its up aerial combo, which KOs lightweights as early as 92% and super heavyweights as early as 115%.<ref name="UAir">[https://smashboards.com/threads/zelda-finger-bangs-everyone.436530/ Zelda Zelda Finger Bangs Everyone.]</ref> Although DI can occasionally make the set up harder to perform, the effectiveness of its up aerial combo will remain largely intact so long as Zelda utilizes it with proper timing.<ref name="UAir"/>
Zelda's ground game is very middling in comparison to her air game, but each of her grounded attacks have some degree of utility. Her grab game, in particular, is widely agreed as the best aspect of her ground game. Zelda's grabs have fairly long ranges despite not being [[Grab#Tether grab|tether grabs]], and her pummel is among the most damaging in the game in spite of its moderately slow speed. Forward and back throws are useful for setting up edge-guards, yet each have a certain quirk: the former is among the damaging forward throws in the game, whereas the latter has KO potential while near the edge. Up and down throws possess combo potential, but vary noticeably in effectiveness. Up throw is decent for combos at low percentages, although it is especially useful against heavyweights and fast-fallers. However, it can also be followed up by up air, which can KO fast-fallers, especially with rage. Down throw has greater combo versatility in comparison, most notably in the form of its up aerial combo, which KOs lightweights as early as 92% and super heavyweights as early as 115%.<ref name="UAir">[https://smashboards.com/threads/zelda-finger-bangs-everyone.436530/ Zelda Zelda Finger Bangs Everyone.]</ref> Although DI can occasionally make the set up harder to perform, the effectiveness of its up aerial combo will remain largely intact so long as Zelda utilizes it with proper timing.<ref name="UAir"/>


Neutral attack, up tilt and especially down tilt are capable combo starters, thanks to their knockback values, launching angles and low ending lag. Forward tilt and dash attack are decent for spacing and KOing thanks to their strong sweetspots, while the latter also has one of the lowest amounts of start-up lag of any dash attack in the game. Zelda's forward and up smashes have impressive power and respectable shield pressuring potential thanks to their multiple hits, while the latter also has surprisingly low start-up lag for a smash attack. Down smash is Zelda's weakest smash attack, though it is nevertheless quite strong and, like neutral aerial, has decent utility. It hits on frame 5, which ties it with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}} and {{SSB4|Ryu}}'s down smashes as the second fastest smash attacks of any kind in the game. When coupled with its low ending lag and [[semi-spike]] angle, down smash can reliably punish rolls and set up edge-guards.  
Neutral attack, up tilt and especially down tilt are capable combo starters, thanks to their knockback values, launching angles and low ending lag. Forward tilt and dash attack are decent for spacing and KOing thanks to their strong sweetspots, while the latter also has one of the lowest amounts of start-up lag of any dash attack in the game. Zelda's forward and up smashes have impressive power and respectable shield pressuring potential thanks to their multiple hits, while the latter also has surprisingly low start-up lag for a smash attack. Down smash is Zelda's weakest smash attack, though it is nevertheless quite strong and, like neutral aerial, has decent utility. It hits on frame 5, which ties it with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}} and {{SSB4|Ryu}}'s down smashes as the second fastest smash attacks of any kind in the game. When coupled with its low ending lag and [[semi-spike]] angle, down smash can reliably punish rolls and set up edge-guards.


However, Zelda possesses a number of glaring weaknesses. She has the inconvenient combination of being tall, light and floaty, which collectively make her susceptible to both combos and early KOs. Although Zelda's mobility has improved, it has only done so marginally at best, and thus remains overall sub-par. Despite her power, Zelda's KO potential is inconsistent: in addition to having very short durations, her strongest attacks are burdened with very weak sourspots (dash attack, down smash, Lightning Kicks and down aerial), punishable amounts of lag (forward tilt, forward smash, up smash, up aerial and Phantom Slash), or both (Din's Fire and Farore's Wind). To further compound this, only up aerial has set-ups (up tilt, down tilt and down throw) that are largely consistent past medium percentages.<ref name="UAir"/>
However, Zelda possesses a number of glaring weaknesses. She has the inconvenient combination of being tall, light and floaty, which collectively make her susceptible to both combos and early KOs. Although Zelda's mobility has improved, it has only done so marginally at best, and thus remains overall sub-par. Despite her power, Zelda's KO potential is inconsistent: in addition to having very short durations, her strongest attacks are burdened with very weak sourspots (dash attack; down smash; Lightning Kicks; and down aerial), punishable amounts of lag (forward tilt; forward/up smashes; up aerial; and Phantom Slash), or both (Din's Fire and Farore's Wind). To further compound this, only up aerial has set-ups (up tilt, down tilt and down throw) that are largely consistent past medium percentages.<ref name="UAir"/>


Although Zelda's special moves can help her defensive presence when used wisely, they are nevertheless lacking in regard to pressure. Short-ranged pressure can be problematic because Nayru's Love is rather laggy, while Phantom Slash is situational because of its ending lag, limited durability, poor range at low charges, and its susceptibility to [[reflection]]-based attacks. As a result, Zelda is forced to rely on her down smash instead of either of these options much more often than not. Conversely, Din's Fire is very unsuitable for long-ranged pressure because it is still very easy to evade, and is now burdened with a very weak sourspot. Lastly, Farore's Wind can cause Zelda to recover or evade pressure in the wrong direction if she recovers from a stage's slopes. Its high ending lag also makes her unable to move during her free fall animation until more than a second has passed.
Although Zelda's special moves can help her defensive presence when used wisely, they are nevertheless lacking in regard to pressure. Short-ranged pressure can be problematic because Nayru's Love is rather laggy, while Phantom Slash is situational because of its ending lag, limited durability, poor range at low charges, and its susceptibility to [[reflection]]-based attacks. As a result, Zelda is forced to rely on her down smash instead of either of these options much more often than not. Conversely, Din's Fire is very unsuitable for long-ranged pressure because it is still very easy to evade, and is now burdened with a very weak sourspot. Lastly, Farore's Wind can cause Zelda to recover or evade pressure in the wrong direction if she recovers from a stage's slopes. Its high ending lag also makes her unable to move during her free fall animation until more than a second has passed.


The overwhelming majority of Zelda's [[Character customization|custom moves]] are among the least effective in the game, owing to their inability to alleviate her weaknesses. However, Zelda does have two custom moves that are more beneficial than the default versions. Din's Flare deals consistent damage regardless of its charge, travels much faster, and has both longer range and a faster detonation. However, it is much less maneuverable than Din's Fire. Phantom Breaker can break shields very easily and possesses KO potential like Phantom Slash, although it travels a set distance regardless of its charge and its slightly lower damage output results in it KOing later than Phantom Slash. Aside from these, Zelda's remaining custom moves are situational at best.
The overwhelming majority of Zelda's [[Character customization|custom moves]] are among the worst in the game, owing to their inability to alleviate her weaknesses. However, Zelda does have two custom moves that are more beneficial than the default versions. Din's Flare deals consistent damage regardless of its charge, travels much faster, and has both longer range and a faster detonation. However, it is much less maneuverable than Din's Fire. Phantom Breaker can break shields very easily and possesses KO potential like Phantom Slash, although it travels a set distance regardless of its charge and its slightly lower damage output results in it KOing later than Phantom Slash. Aside from these, Zelda's remaining custom moves are situational at best: Phantom Strike is stronger but has poor range, while Din's Blaze is stronger and easier to control, but is even slower and Farore's Windfall can meteor smash on the second hit, but completely loses its KO potential even beyond Sudden Death.


Overall, Zelda cannot rely on heavy stage or shield pressure, and thus must rely on either reading and baiting, or playing defensively. Both of these playstyle's purpose is to punish opponents with her effective [[out of shield]] game to start combos, utilize her down throw's up aerial combo for KOing, or set up an edge-guard before attempting to score a KO. However, her poor approach, mobility and neutral game hinder her ability to escape rushdowns and pressure, while her heavy reliance on sweetspots makes her akin to a glass cannon. Due to the precision and patience needed to use her effectively, Zelda's tournament representation has consistently been very sparse. Despite this, her playerbase have brought her some instances of success; most notably, {{Sm|ven}} has achieved a handful of decent placings at the national level, including three top 50 placings in both singles and [[doubles]] play.
Overall, Zelda cannot rely on heavy stage or shield pressure, and thus must rely on either reading and baiting, or playing defensively. Both of these playstyle's purpose is to punish opponents with her effective [[out of shield]] game to start combos, utilize her down throw's up aerial combo for KOing, or set up an edge-guard before attempting to score a KO. However, her poor approach, mobility and neutral game hinder her ability to escape rushdowns and pressure, while her heavy reliance on sweetspots makes her akin to a glass cannon. Due to the precision and patience needed to use her effectively, Zelda's tournament representation has consistently been very sparse. Despite this, her playerbase have brought her some instances of success; most notably, {{Sm|ven}} has achieved a handful of decent placings at the national level, including three top 50 placings in both singles and [[doubles]] play.


==Changes from ''Brawl''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Despite her status as the second lowest ranked character in ''Brawl'', Zelda received a mix of buffs and nerfs in the transition to ''SSB4''. Farore's Wind is the most notable buff that she received: it is now a risky, yet very viable KOing option, especially from out of shield, thanks to various hitbox and knockback adjustments. The Lightning Kicks are now much easier to land, thanks to altered hitbox placements making them function similarly to down aerial. Zelda's new down special, Phantom Slash, is a fairly strong projectile with a decent amount of utility: it is a capable edge-guarding option, helps her cover almost all [[edge recovery|edge get-up options]], can protect and/or enable her to attack from behind the Phantom itself, and boasts KO potential when fully charged.
Due to her status as the second lowest ranked character in ''Brawl'', Zelda received a mix of buffs and nerfs in the transition to ''SSB4'', being buffed overall. However, those buffs weren't enough to improve her standing compared to the rest of the cast. Farore's Wind is the most notable buff that she received; in addition to being a much safer recovery, it is now a risky but potent KO option, especially from out of shield, thanks to various hitbox and knockback adjustments. The removal of [[meteor cancel]]ing greatly improves down aerial's reliability off stage. Zelda's new down special, Phantom Slash, is a fairly strong projectile with a decent amount of utility: it is a capable edge-guarding option, helps her cover almost all [[edge recovery|edge get-up options]], can protect and/or enable her to attack from behind the Phantom itself, and boasts KO potential when fully charged. Din's Fire now has a powerful sweetspot placed in the inner part of the explosion. Zelda's KO potential was also improved outside of the aforementioned attacks thanks to beneficial hitbox changes: her forward tilt and dash attack can now KO at high percentages to compensate for the loss of their combo potential, while her forward and up smashes possess stronger KO potential.


Zelda's combo game has also noticeably improved: neutral attack's various hitbox and knockback adjustments make it a better set-up option at low percentages, up tilt's lower damage output and increased speed make it a reliable combo option, neutral aerial's hitbox adjustments make it better at damage racking, sweetspotted down aerial can now be used as a set-up option on grounded opponents, and down throw's increased knockback and altered angle make it a useful KO set-up into up aerial at high percentages.
As a result of the removal of [[hitstun canceling]], Zelda's combo game has also noticeably improved: neutral attack's angle adjustments make it a better set-up option at low percentages, up tilt's lower damage output and increased speed make it a reliable combo option, neutral aerial's multihit adjustments make it better at damage racking and follow-ups, and down throw's increased knockback and altered angle make it a reliable combo starter and KO set-up into up aerial and back aerial at high percentages.


However, Zelda also received very noticeable nerfs. The most potent of these was the removal of her ability to [[Transform]] into Sheik, which is further compounded by the latter having been significantly buffed in the transition from ''Brawl'' to ''SSB4''. Outside of this, most of Zelda's direct nerfs have been applied to her KO potential: up and down smashes have slightly shorter ranges, sweetspotted Lightning Kicks have lower base knockback and more lag, up tilt has a much lower damage output, and Din's Fire is less maneuverable and inconsistent.
However, Zelda also received noticeable nerfs. The most notable is the removal of her ability to [[Transform]] into Sheik, which is further compounded by the latter having been significantly buffed in the transition from ''Brawl'' to ''SSB4''. Outside of this, most of Zelda's direct nerfs have been applied to her hitbox sizes and frame data: up and down smash have much shorter ranges with the former in particular having less utility and being slower, while the latter has slightly more startup and has a weaker front hit. Lightning Kicks have weaker sweetspots and are drastically laggier, preventing her from being actionable or auto-canceling in a short hop. This massively worsens their risk and greatly hinders their use in neutral. Din's Fire is much less maneuverable and more inconsistent due to having a sourspot in the outer area of the explosion, making it worse as a zoning tool. While [[rage]] can compound her already strong KO power, her low weight prevents her from consistently building up a high amount of rage, and it worsens her already poor endurance. While her combo game is stronger, she is also easier to combo not only due to the aforementioned removal of hitstun canceling but also because of her faster fall speed and gravity.


Overall, Zelda's much better combo game supplements her already outstanding [[out of shield]] game. However, she is still burdened with a poor approach and neutral game, owing to the buffs to her mobility being marginal at best.
Overall, Zelda's much better combo game supplements her stronger [[out of shield]] game. However, she is still burdened with a poor approach and neutral game, owing to the buffs to her mobility being marginal at best (especially since many other characters also had their mobility improved to varying degrees), while she also received significant nerfs to some of her key moves in the previous game. While she overall greatly benefits from the changes to ''Smash 4''{{'}}s mechanics, they were not enough to offset her weaknesses. As a result, she is still considered to be one of the worst characters in the game with her tournament results remaining poor for the most part.


===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Zelda's overall color scheme is significantly more vibrant.}}
*{{change|Due to the aesthetic used in ''SSB4'', Zelda's overall color scheme is significantly more vibrant. Her accessories, including her crown, epaulettes, belt, and jewelry are now a metallic gold, and the jewels on said accessories are now properly modeled as opposed to being meshed onto her model. Her hair is now a bronze color instead of a dark brown. Her dress bodice appears to have a more velvet-like texture than a leather-like texture, and her gloves and skirt are now a more satin-like appearance. Her skirt is also now more flowing and sports a longer train. The tapestry in front of her dress is now indigo with a gold border instead of gray with a green border, similar to the one sported by her ''Ocarina of Time'' incarnation's (her design in ''Melee'') dress}}
*{{change|Zelda's {{s|wikipedia|greave}}s are more pronounced. The {{s|zeldawiki|Triforce}} studs on her boots' buckles have also been removed, and the buckles are no longer merged with her soles. These changes are original to ''SSB4''.}}
*{{change|Zelda's {{s|wikipedia|greave}}s are more pronounced. The {{s|zeldawiki|Triforce}} studs on her boots' buckles have also been removed, and the buckles are no longer merged with her soles. These changes are unique to ''SSB4''.}}
*{{change|Zelda has received two new [[alternate costume]]s,}} one of them being based on her appearance in either ''A Link to the Past'' or ''A Link Between Worlds'' (which would eventually inspire her current design in the next game). Her red alternate costume now depicts her as wearing gloves like her default color (in ''Brawl'', her red costume did not have gloves for some reason, even though her other colors, including her default, still do). Her ''Ocarina of Time''-based alternate costume is now colored purple instead of pink.
*{{change|Zelda is significantly more expressive. She now scowls while using most attacks and when hanging from an edge; smiles during one of her [[victory pose]]s; winces in pain after [[tripping]]; appears alarmed while [[teeter]]ing; and winces depressingly while [[Floor recovery|laying prone/supine]].}}
*{{change|Zelda is significantly more expressive. She now scowls while using most attacks and when hanging from an edge; smiles during one of her [[victory pose]]s; winces in pain after [[tripping]]; appears alarmed while [[teeter]]ing; and winces depressingly while [[Floor recovery|laying prone/supine]].}}
*{{change|Most attacks have updated visual and sound effects. All magical attacks also now have a [[magic]] effect instead of an [[electric]] effect, and are lower pitched.}}
*{{change|Most attacks have updated visual and sound effects.}}
*{{change|[[Sidestep]], [[air dodge]] and up [[taunt]]'s animations have changed.}}
*{{change|[[Sidestep]], [[air dodge]] and up [[taunt]]'s animations have changed.}}
*{{change|Zelda vocalizes less frequently when [[jump]]ing from the ground.}}
*{{change|Zelda vocalizes less frequently while [[jump]]ing, a trait shared with many other characters except {{SSB4|Falco}}.}}
*{{change|Zelda's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{buff|Zelda [[walk]]s faster (0.8 → 0.87). She also walks significantly faster while carrying heavy [[item]]s.}}
*{{buff|Zelda [[walk]]s faster (0.8 → 0.87).}}
*{{buff|Zelda [[dash]]es faster (1.224 → 1.3).}}
*{{buff|Zelda [[dash]]es faster (1.224 → 1.3). Her initial dash is notably faster (1.25 → 1.6).}}
*{{buff|Zelda's [[air speed]] is faster (0.987 → 1.04).}}
*{{buff|Zelda's [[air speed]] is faster (0.987 → 1.04).}}
*{{change|Zelda [[Falling speed|falls]] faster (1.13 → 1.35). This improves her vertical endurance, but makes her more susceptible to combos.}}
*{{nerf|Zelda's [[air acceleration]] is significantly lower (0.1 → 0.065), noticeably hindering her aerial approach and retreat options.}}
*{{buff|Zelda's [[gravity]] is higher (0.067 → 0.071). This slightly improves her aerial mobility, and somewhat alleviates the drawbacks of her [[Falling speed#Floaty|floatiness]].}}
*{{change|Zelda [[Falling speed|falls]] noticeably faster (1.13 → 1.35), going from the fourth lowest out of 39 characters to only the 13th lowest out of 58 characters. This improves her vertical endurance but makes her more susceptible to combos.}}
*{{buff|[[Roll]]s have decreased ending lag (frame 32 → 31).}}
**{{buff|Her [[fast-fall]]ing speed is significantly faster (1.582 → 2.16), going from the fourth lowest out of 39 characters to only the 13th lowest out of 58 characters.}}
*{{nerf|Sidestep has increased ending lag (frame 26 28).}}
*{{change|Zelda's [[gravity]] is higher (0.067 → 0.071), although it is lower relative to the cast, going from the ninth lowest out of 39 characters to the 6th lowest out of 58 characters.}}
*{{buff|Air dodge has decreased ending lag (frame 50 → 34).}}
*{{buff|Zelda's [[double jump]] grants much more height (height multiplier: 0.86 → 1x).}}
*{{nerf|Rolls, sidestep and air dodge have decreased [[intangibility]] frames (frames 4-19 → 4-17 (rolls), frames 2-20 → 3-18 (sidestep), frames 4-29 3-28 (air dodge)).}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}}
*{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Zelda is no longer connected to {{SSB4|Sheik}} via [[Transform]] or [[character selection screen]] input.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> As a result, she can no longer access Sheik's significantly better mobility and combo potential to alleviate her own.}}
*{{nerf|Rolls have a shorter duration (frames 4-19 4-17).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 50 → 34).}}
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 3-18) and it has more ending lag (FAF 26 → 28).}}
*{{change|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Zelda is no longer connected to {{SSB4|Sheik}} via [[Transform]] or [[character selection screen]] input.}}<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref>
**{{buff|As transformations took a long time to load in ''Brawl'', this meant Zelda got a much more reliable [[Phantom Slash|down special]] which also functions as an attack.}}
**{{nerf|However, she can no longer access Sheik's significantly better mobility and combo potential to alleviate her own weaknesses.}}
*{{buff|Zelda's item toss is stronger (0.8 → 0.95).}}
**{{nerf|However, the removal of [[glide toss]]ing hinders her approach with items.}}
*{{buff|None of Zelda's moves use the electric effect anymore. All the moves that previously did (neutral attack, up tilt, dash attack, forward smash (final hit), up smash, neutral aerial (final hit), forward aerial (sweetspot), back aerial (sweetspot), down aerial (clean hit), pummel and down throw) now use the newly introduced magic effect. This reduces their hitlag and allows them to damage {{SSB4|Olimar}}'s yellow [[Pikmin]].}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack deals more damage (2% (all) → 3% (hits 1-2)/5% (hit 3)), although its knockback was somewhat compensated (35 (base)/130 (growth) → 40/95). These changes improve its set-up potential at low percentages. Neutral attack's heavy position, bone, angles, hitbox sizes and weight-based knockback have also been adjusted on all of its hits. These changes make its hits connect together better.}}
*[[Neutral attack]]:
*{{buff|Clean dash attack has altered knockback (70 (base)/70 (growth) → 85/70 (body), 50 (base)/70 (growth) → 80/50 (hands)). This grants its body hitbox KO potential, and improves its hands' hitbox spacing potential.}}
**{{buff|Neutral attack deals more damage (2% (hits 1-3)/6% (total) → 3% (hits 1-2)/5% (hit 3)/11% (total)), without full compensation on the final hit's knockback (10 (base), 160 (scaling) → 40/95).}}
*{{nerf|Dash attack's duration is shorter (frames 6-13 → 6-10), and the late hit deals less damage (8%/7% 6%). It also now consists of one hit instead of two when using a [[Item#Types of items|battering item]].}}
***{{nerf|This reduces its follow-up potential at higher percents.}}
*{{change|Dash attack's angle has been altered (90°/[[Sakurai angle|361°]] → 50°).}}
**{{buff|Combined with neutral attack's higher damage, the changes to shields noticeably improve the move's safety on shield, with it now being safe on shield against a majority of the cast.}}
*{{nerf|Forward tilt deals less damage (13% (hand)/12% (arm) → 12%/10%), hindering its KO potential. Its duration is also shorter (frames 12-14 → 10) and its body hitbox has been removed.}}
**{{buff|The first two hits have altered set knockback on Zelda's hand and magic burst (30 (hand)/7 (burst) 40/30) and they now send opponents up and toward Zelda ([[Sakurai angle|361°]] → 140°). This makes the move connect more reliably.}}
*{{buff|Forward tilt has decreased start-up (frame 12 → 10) and ending lag (frame 40 38). It also has a larger z-position (3u → 3.5u), improving its range.}}
***{{nerf|However, these new angles combined with the final hits higher knockback hinder the move's ability to trip and [[jab lock]].}}
*{{change|Forward tilt's hand hitbox's angle has been altered (110° → 361°). This improves its spacing potential, but removes its combo potential into back [[Lightning Kick]].}}
**{{buff|The arm hitboxes are larger (2.5u/3u (hits 1-2), 2.5u/3.5u (hit 3) → 3.2u (hits 1-2), 3.6u (hit 3)), and they are now static hitboxes positioned lower at the same height as the burst hitbox, improving their ability to hit grounded opponents.}}
*{{change|Up tilt deals 3.8% less damage (11% 7.2%), although its knockback was somewhat compensated (65 (base)/105 (growth) 45/110). These changes grant it combo potential, but significantly hinder its KO potential.}}
***{{nerf|However, this also gives them less range above Zelda.}}
*{{buff|Up tilt has decreased start-up (frame 10 → 7) and ending lag (frame 48 → 30).}}
**{{nerf|The first two hits' burst hitbox is smaller (4.5u 4u).}}
*{{nerf|Up tilt has a shorter duration (frames 10-24 7-18).}}
**{{nerf|The inner body hitbox has been removed, giving the move less range inside Zelda.}}
*{{change|Down tilt deals less damage (8% (leg)/7% (foot) → 5.5% (both)), although its knockback growth was compensated (80 120). Due to their angles being altered (270° → 80°), down tilt's foot hitbox and leg hitbox also no longer [[meteor smash]] grounded and aerial opponents, respectively. Altogether, these changes improve its combo potential, but remove its ability to trap opponents.}}
*[[Forward tilt]]:
*{{nerf|Down tilt's chance of [[tripping]] has decreased (40% → 20%).}}
**{{buff|Forward tilt has less startup lag (frame 12 10) with a shorter total duration (FAF 40 38).}}
*{{buff|Forward and up smashes' last hits have increased knockback (30 (base)/105 (growth) → 37/110 (forward), 20 (base)/210 (growth) → 24/214 (up)), improving their KO potentials.}}
**{{nerf|Forward tilt has a shorter duration (frames 12-14 → 10-11).}}
*{{nerf|Forward and up smashes have increased ending lag (frame 40 50 (forward), frame 57 → 64 (up)).}}
**{{buff|The outer hand sweetspot has been moved farther out (x offset: 3 3.5), slightly improving its range.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes forward smash significantly more difficult to escape from.}}
***{{nerf|However, the inner hand hitbox is no longer also a sweetspot, further reducing the sweetspot's range point-blank. Interestingly, it still uses the same sound effect as the sweetspot, despite behaving identically to the other sourspot.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward and up smash's shield pressuring potentials.}}
**{{change|The hand hitboxes now launch opponents horizontally (110° 361°). This improves its KO potential near the side blast zones, but removes its ability to set up juggles, as well as hindering its KO potential near the upper blast zone.}}
*{{buff|Up smash's loop hits have larger hitboxes (3u/3.8u/3u/3u 3.5u/4.2u/3.5u/3.5u) and its SDI multiplier has decreased (1× → 0.5×). When coupled with the weakening of SDI, these changes make it significantly more difficult to escape from.}}
**{{nerf|Forward tilt deals less damage (13% (hand)/12% (arm)/11% (body) → 12% (outer hand)/10% (inner hand/arm)), hindering its KO potential.}}
*{{nerf|Up and down smashes have slightly decreased ranges.}}
**{{nerf|Forward tilt's body hitbox has been removed, reducing the move's range inside of Zelda, despite the arm hitbox being moved closer to her (x offset: 0 -1).}}
*{{change|Down smash has altered knockback growth (95 → 86 (front), 85 → 96 (back)).}}
***{{change|The move now entirely uses slash effects, no longer having a hit with a normal effect and punch sound effect.}}.
*{{nerf|Down smash has increased start-up lag (frame 4 → 5 (front), frame 12 13 (back)) and its duration is shorter (frames 4-6 (front) → 5-6, frames 12-14 → 13-14 (back)). Down smash also no longer grants intangibility to Zelda's leg.}}
*[[Up tilt]]:
*{{buff|Down smash has decreased ending lag (frame 40 → 38).}}
**{{buff|Up tilt has less startup lag (frame 10 → 7) and much less ending lag (FAF 48 → 30). The hitboxes have a slightly shorter duration (frames 10-24 7-18), but are longer relative to the move's total duration.}}
**{{buff|Up tilt launches opponents at a higher and inward angle (70° → 100°).}}
**{{nerf|Up tilt deals less damage (11% → 7.2%) and knockback (65 (base), 105 (scaling) → 45/110), significantly hindering its KO potential.}}
***{{buff|However, when combined with the move's greatly increased speed, altered launch angle and the changes to [[hitstun canceling]] and [[directional influence]], this significantly improves the move's combo potential.}}
**{{nerf|The arm and shoulder hitboxes are smaller (4.5u/4u 3u/3u).}}
**{{change|The arm hitbox is positioned closer to Zelda (x offset: 2 1).}}
*[[Down tilt]]:
**{{change|Down tilt now always launches opponents vertically (270° (leg/body/ground foot)/80° (aerial foot) → 80°).}}
***{{buff|This allows Zelda to follow up with aerials, especially at mid percents, as well as making the move slightly safer on hit due to it forcing the opponent into the air.}}
***{{nerf|This means that the move is no longer capable of [[trip]]ping, significantly hindering its set up potential at lower percents.}}
***{{nerf|This also significantly hinders the move's ability to lead into itself (especially against floatier characters), as well as hindering its edgeguarding potential.}}
**{{nerf|Zelda now gets pushed backward after landing multiple down tilts, which along with the move's altered angle further hinders its ability to chain into itself.}}
**{{change|Down tilt has a lower extra trip chance (40% → 20%), although its altered launch angle makes it incapable of tripping regardless.}}
**{{nerf|Down tilt deals less damage (8% (leg)/7% (foot) → 5.5%), and it has increased knockback scaling (80 → 120), hindering its damage racking potential at lower percents and its follow-up potential at higher percents, especially when combined with its new angle.}}
***{{buff|However, this also improves its follow-up potential below higher percents.}}
**{{nerf|Down tilt now uses one smaller extended hitbox (5u/4.5u/4u/4u → 3.6u) which is positioned closer to Zelda than the previous foot hitbox (y offset: 6.5 → x offset: 6) which overall has less rage than the previous hitboxes. The move has a smaller disjoint and no longer covers Zelda's body.}}
*[[Dash attack]]:
**{{nerf|Dash attack has a shorter duration (frames 6-8 (clean)/9-13 (late) → 6-7/8-10), reducing the move's overall range as its animation was unchanged.}}
**{{nerf|Dash attack has more ending lag (FAF 38 → 40).}}
**{{change|The clean hit's sweetspot has a higher hitlag multiplier (1x → 1.2x), but still has less hitlag due to losing the electric effect.}}
**{{change|The clean hit's sweetspot is now a static hitbox positioned directly in front of Zelda's hands rather than on her head.}}
***{{buff|This makes the sweetspot easier to land on grounded opponents to the sides of Zelda.}}
***{{nerf|However, it is much smaller (4.8u → 2.2u), which along with its new position gives it much less range behind and above Zelda. It also no longer increases the move's total range due to now being completely within the sourspot's range.}}
**{{nerf|The clean hit's sourspot is smaller (7u → 5u). This reduces its vertical range, but its horizontal range was compensated due to now being an extended hitbox (z offset: 12 → 7.8 to 13.8).}}
**{{change|The late hit is now one extended hitbox instead of consisting of a sweetspot and sourspot.}}
**{{change|The launch angle is now uniformly diagonal (90°/361° (sweetspots/sourspots) → 50°).}}
***{{buff|The clean hit's sweetspot has higher base knockback (70 → 85), which improves its KO potential when used near the horizontal blast zone.}}
****{{nerf|However, this hinders its overall KO potential, especially from center stage or farther from the ledge.}}
***{{nerf|The clean hit's sourspot has altered knockback (50 (base), 70 (scaling) → 80/50), overall having worse KO potential unless it is used extremely close to the horizontal blast zone.}}
****{{buff|However, the higher base knockback now makes it safe on hit at all percents.}}
***{{nerf|The late hit deals less damage (8% (head)/7% (hands) → 6%). It knockback was not fully compensated (20 (base), 70 (scaling) → 80/50), which overall hinders its KO potential, especially when used far from the horizontal blast zone.}}
****{{nerf|It can no longer trip or lock.}}
****{{buff|However, the late hit's higher base knockback makes it safe on hit at all percents.}}
*[[Forward smash]]:
**{{change|The hitboxes are positioned marginally higher (y offset: 9.07 → 9.1).}}
**{{nerf|Forward smash has smaller hitboxes (3.5u/3.5u/4.3u/5u → 4.2u/4.5u (hits 1-4), 4.5u/4.5u/5.7u/6.7u → 5.5u/6u (hit 5)), and because the move only has two hitboxes per hit instead of four, it does not reach as far into Zelda (z offset: 3/7/11/16 (8/16 (hits 1-4)/9.5/16 (hit 5)), reducing its range, especially behind Zelda.}}
**{{buff|Forward smash's loop hits' angles (30°/45°/60° → 25°/165°) and set knockback (30/40/50/80 → 40/50) have been altered. When combined with the weakening of [[SDI]], this makes forward smash connect more reliably despite the looping hits' higher SDI multiplier (0.5x → 1x).}}
**{{buff|The final hit deals more knockback (30 (base), 105 (scaling) → 37/110), improving its KO potential.}}
**{{nerf|Forward smash has much more ending lag (FAF 40 → 50).}}
*[[Up smash]]:
**{{nerf|Up smash has more startup lag (frame 6 → 9). This particularly hinders Zelda's out of shield game as she is no longer capable of punishing -6 or -7 moves on shield, unless she powershields.}}
**{{nerf|Up smash only has 7 looping hits instead of 10 (frame 6/8/10/12/14/16, 23/25/27/29 → 9/12/15/18, 25/28/31), reducing the number of active frames. The number of frames between the first hit and and the launching hit is unchanged, but at the cost of increased gaps between its hits.}}
**{{buff|The first set of looping hits deals more damage (1% → 2%), while the second set deals slightly less (1% → 0.8%). Overall, the move deals slightly more maximum damage despite having less hits (15% → 15.4%).}}
**{{nerf|The looping hits have much smaller hitboxes (5u/5u/5.5u/5.5u → 3.5u/4.2u/3.5u/3.5u).}}
**{{nerf|The upper loop and side hitboxes are positioned lower (y offset: 21/18 → 18/17). This reduces its vertical range to the point where the looping hits can no longer hit opponents above Zelda on the side [[Battlefield]] platforms, while not giving them more range below her due to their smaller size.}}
**{{nerf|The side hitboxes are positioned closer to Zelda, reducing the move's horizontal range (z offset: 6 → 5).}}
***{{nerf|Altogether, these changes greatly hinder up smash's use as an [[Out of Shield]] option, as its range has been drastically reduced.}}
**{{buff|The final hit deals more knockback (20 (base), 210 (scaling) → 24/214), improving its KO potential.}}
**{{change|The loop hits have a higher SDI multiplier (0.1x → 0.5x), but have less knockback (60/50/60/60 (set), 100 (scaling) → 40/105). The upper loop hit now uses an auto-link angle (270° → [[Autolink angle|366°]]). Overall, these preserve the looping hits' consistency given the changes in their size and positions.}}
**{{nerf|The second set of looping hits and the final hit have a higher hitlag multiplier (0.5x, 1x → 1x, 2x), giving them more hitlag despite no longer having an electric effect.}}
**{{nerf|Up smash has more ending lag (FAF 57 → 64), with the move no longer being able to lead into itself at lower percents.}}
*[[Down smash]]:
**{{nerf|Down smash has more startup lag with a shorter duration (frames 4-6 (front)/12-14 (back) → 5-6/13-14).}}
**{{nerf|Zelda's right leg is no longer intangible on frames 4-14.}}
**{{nerf|The front hit has less knockback scaling (95 → 86) hindering its KO potential.}}
**{{buff|The back hit has more knockback scaling (85 → 96) improving its KO potential.}}
**{{nerf|The leg hitboxes no longer semi-spike (20° → 361°), noticeably hindering their edgeguarding and KO potential.}}
***{{buff|However, this also allows to leg hitbox to trip opponents, despite the move having a lower trip chance (30% → 20%).}}
**{{nerf|Down smash has smaller hitboxes (5u/5u/4u → 4.2u/3u). The leg hitbox now uses an extended hitbox, although this does not fully compensate for the removal of the upper leg hitbox.}}
**{{nerf|Down smash now uses static hitboxes, which does not reach as far as the previous hitboxes (foot hitbox x/y/z offsets: -2/7/0 → 0/3/12.5 (front)/0/3/11 (back)). This gives down smash less range overall, as well as hindering its ability to hit opponents in the z-axis.}}
***{{buff|However, this does also give the front hit more consistent horizontal range.}}
**{{buff|Down smash has less ending lag (FAF 40 → 38).}}


===Aerial attacks===
===Aerial attacks===
*{{change|Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)).}}
*{{nerf|All aerials except down aerial have shorter initial auto-cancel windows (frames 1-5 (neutral)/1-7 (forward)/1-4 (back)/1-13 (up) → 1-3 (neutral/forward)/1-2 (back)/1-4 (up)).}}
*{{buff|Neutral aerial's loop hits have larger hitboxes (3u/4.8u → 4.7u) and altered angles (150° (hands)/270° (upper body)/90° (lower body) → [[Autolink angle|366°]] (all)). When coupled with the weakening of SDI, these changes make it significantly more difficult to escape from.}}
*[[Neutral aerial]]:
*{{nerf|Neutral aerial's last hit's body hitbox has decreased knockback growth (120 110). It also has increased landing lag (12 frames → 19), hindering its approach potential.}}
**{{change|Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)). This improves its damage-racking ability if the opponent is in front of Zelda, but worsens it if hit behind her.}}
*{{buff|Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.}}
***{{buff|The front hit now has higher priority, effectively increasing the move's damage output on average.}}
*{{buff|Sweetspotted Lightning Kicks have decreased [[freeze frame]]s (5 frames → 2). When coupled with their altered hitbox placements, they now function similarly to down aerial. These changes make them easier to land. The 19% damage increase to shields and the increase to shieldstun also significantly improve sweetspotted Lightning Kicks' shield pressuring potentials.}}
**{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (3u → 4.7u).}}
*{{nerf|Sweetspotted [[Lightning Kick]]s have decreased base knockback (35 (forward)/40 (back) 20/28), hindering their KO potentials.}}
***{{nerf|However, the loop hits no longer have a head and body hitbox, giving them less vertical range.}}
*{{nerf|Lightning Kicks have increased start-up (frame 8 9 (forward), frame 5 → 6 (back)), ending (frame 40 (front)/frame 36 (back) → 53 (both)), and landing lag (22 frames (both) 23 (forward)/25 (back)). They also auto-cancel later (frame 25> (forward)/26> (back) 50>/52>)), removing their ability to auto-cancel with a short hop.}}
**{{buff|The loop hits use a uniform auto-link angle (150° (hands)/270° (head)/90° (body) → 366°) and set knockback (75 (hands)/50 (head)/120 (body) → 75) and knockback scaling (100 (hands)/90 (head/body) → 100), making them connect more reliably and improving the move's follow-up potential.}}
*{{buff|Up aerial deals 2% more damage (15% → 17%), although its knockback growth has been compensated (110 → 84). It also has decreased landing lag (22 frames 19) and auto-cancels earlier (frame 56> → 52>).}}
**{{nerf|Neutral aerial has more ending lag (FAF 50 → 51) and a longer animation (49 frames 57).}}
*{{change|Up aerial has a new animation. Zelda now creates the explosion by pointing upwards, rather than holding up her hand open.}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 19).}}
*{{buff|Sweetspotted down aerial has a larger hitbox (2.5u 4u), and it can now hit grounded opponents. When coupled with the removal of [[Meteor smash#Meteor canceling|meteor canceling]], these changes significantly improve its reliability. Down aerial also has decreased landing lag (21 frames → 18).}}
**{{nerf|The final hit's head and body hitboxes have lower knockback scaling (120 → 110).}}
*{{change|Sweetspotted down aerial has decreased knockback (50 (base)/90 (growth) → 30/65). When coupled with its ability to hit grounded opponents, this grants it combo potential. However, this hinders its edge-guarding potential.}}
*[[Lightning Kick]]s:
**{{buff|Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.}}
***{{nerf|However, these animations are also longer (49 frames → 62), increasing the amount of time Zelda cannot grab ledges after performing a Lightning Kick.}}
**{{buff|The sweetspots have a slightly larger hitbox (1.7u → 1.9u), making them slightly easier to land.}}
**{{buff|The changes to shields significantly improve Lightning Kicks' safety and effectiveness on shield, especially the sweetspots, which are no longer burdened against shielding opponents by their extreme hitlag.}}
**{{buff|The introduction of [[frame canceling]] benefits Lightning Kicks due to their sweetspots' extremely high hitlag, which can give them much less landing lag when they connect if timed and spaced properly.}}
*[[Forward aerial]]:
**{{nerf|Forward aerial has more startup lag (frame 8 → 9).}}
**{{nerf|Forward aerial has more ending lag (FAF 40 → 53), with Zelda no longer being actionable again in a short hop.}}
**{{nerf|Forward aerial has slightly more landing lag (22 frames 23).}}
**{{nerf|Forward aerial auto-cancels much later (frame 25 50) no longer doing so in a short hop.}}
***{{nerf|Altogether, these changes significantly hinder forward aerial's spacing potential and safety on hit.}}
**{{nerf|The sweetspot has lower base knockback (35 → 24), hindering its KO potential.}}
*[[Back aerial]]:
**{{nerf|Back aerial has more startup lag (frame 5 → 6).}}
**{{nerf|Back aerial has more ending lag (FAF 36 → 53), with Zelda no longer being actionable again in a short hop.}}
**{{nerf|Back aerial has more landing lag (22 frames → 25).}}
**{{nerf|Back aerial auto-cancels much later (frame 26 → 52) no longer doing so in a short hop.}}
**{{nerf|Back aerial overall has slightly reduced range due to its new animation, with its range now being more in line with forward aerial.}}
***{{nerf|Altogether, these changes significantly hinder back aerial's spacing potential and safety on hit.}}
**{{nerf|The sweetspot has lower base knockback (40 → 28), hindering its KO potential.}}
*[[Up aerial]]:
**{{buff|Up aerial deals more damage (15% → 17%).}}
**{{nerf|Up aerial has lower knockback scaling (110 → 84), noticeably hindering its KO potential despite its increased damage.}}
**{{change|Up aerial's hitbox is positioned slightly more inward (z offset 1.7u 0.5u).}}
**{{nerf|Up aerial has a slightly smaller hitbox (8.199984u → 8u).}}
**{{buff|Up aerial has less landing lag (22 frames 19).}}
*[[Down aerial]]:
**{{buff|Down aerial now has an initial auto-cancel window during its first three frames.}}
**{{buff|The clean hit can now hit grounded opponents, giving the move less startup lag with a longer duration against grounded opponents (frames 15-24 14 (clean)/15-24 (late)).}}
**{{buff|The clean hit has a larger hitbox (2.5u → 4u).}}
**{{nerf|The clean hit deals much less knockback (50 (base), 90 (scaling) → 30, 65). This hinders its edge-guarding potential and KO potential, while not improving its combo potential on stage due to the introduction of [[tech]]ing against grounded meteor smashes.}}
**{{buff|Down aerial has less landing lag (21 frames → 18).}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Standing and dash grabs have increased ranges (10.5u → 11.5u (standing), 13.5u 14.5u (dash)).}}
*[[Grab]]s:
*{{buff|Standing and pivot grabs have decreased start-up lag (frame 12 10 (standing), frame 14 11 (pivot)).}}
**{{buff|Standing and pivot grabs have less start-up lag (frame 12 (standing)/14 (pivot) → 10/11).}}
*{{nerf|Pivot grab has decreased range (-18.7u -16.7u).}}
**{{buff|All of Zelda's grabs extend farther out (z offset: 10 (standing)/9 (dash)/-13 (pivot) → z stretch: 13.5u/14.5u/-16.7), giving them more range.}}
*{{buff|Up throw has altered knockback (80 (base)/50 (growth) → 50/60) and its angle has been altered (90° → 88°), slightly improving its combo potential at low percentages.}}
**{{nerf|All grabs have more ending lag (FAF 30 38 (standing), FAF 40 → 47 (dash), FAF 36 → 45 (pivot)).}}
*{{buff|Down throw deals 4% less damage (10% → 6%), although its knockback was compensated (80 (base)/42 (growth) → 85/55). Its angle has also been altered (120° → 100°). Altogether, these changes improve its combo potential at low to high percentages.}}
**{{nerf|All grabs have smaller grabboxes (4.8u 3.8u (standing/pivot)/3u (dash)).}}
*{{change|Down throw's visual effects have changed. Zelda now casts [[Flame|fiery]] magic, instead of electrical magic.}}
**{{nerf|Dash and pivot grab do not extend as far inside Zelda (z offset: -3 (dash)/-1 (pivot) → 4/-4), removing their ability to grab opponents behind Zelda.}}
*[[Forward throw]]:
**{{change|Zelda releases opponents from forward throw earlier (frame 33 30). This makes it harder to DI (especially for heavier characters due to the changes to weight dependent throws) but gives it more ending lag as its total duration was unchanged.}}
*[[Back throw]]:
**{{change|Zelda releases opponents from back throw earlier (frame 29 → 27). This makes it harder to DI but gives it more ending lag as its total duration was unchanged.}}
*[[Up throw]]:
**{{nerf|Up throw deals less knockback (80 (base), 50 (scaling) → 50/60) and launches opponents at a slightly lower angle (90° → 88°).}}
***{{buff|However when combined with the changes to hitstun canceling and DI, these changes improve its combo potential.}}
*[[Down throw]]:
**{{nerf|The loop hits deal less damage (2% → 1%), reducing the throw's total damage output (10% → 6%).}}
**{{buff|Down throw deals more knockback (80 (base), 42 (scaling) → 85/55), but launches opponents at a higher angle (120° → 100°). When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential despite its higher knockback.}}


===Special moves===
===Special moves===
*{{nerf|Due to consisting of four hits instead of six, [[Nayru's Love]] deals 4% less damage (15% → 11%).}}
*[[Nayru's Love]]:
*{{buff|Nayru's Love's loop hits' angles have been altered (10° → 160°). This makes its hits connect together better. Nayru's Love also has increased intangibility frames (frames 5-11 5-15).}}
**{{buff|Nayru's Love has increased intangibility frames (frames 5-12 → 5-15), now coinciding with the hitboxes for 3 frames and improving the move's ability to beat out other moves.}}
*{{buff|The weakening of SDI makes Nayru's Love significantly more difficult to escape from.}}
**{{change|All hitboxes are positioned slightly higher (y offset 6 → 8).}}
*{{nerf|The removal of [[momentum canceling]] makes Nayru's Love Jump cover significantly less vertical distance, hindering its recovery potential.}}
**{{change|The looping hits use 2 medium-sized extended hitboxes (6u/4u) instead of 5 smaller ones (5u/4.8u/4.8u/3.4u/3.4u). They are also positioned closer to Zelda (z offset -13.5/-4/0/4/13.5 → -4 to 4, -10 to 10), overall reducing their horizontal range but improving their vertical range.}}
*{{nerf|[[Din's Fire]] deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)). Additionally, its travel distance, maneuverability and explosion's range have decreased to the point that it must travel a set distance away from Zelda before it can be detonated. Lastly, maneuvering it into the stage now makes it stop moving and explode at the same time, instead of explode. Altogether, these changes significantly hinder its utility.}}
***{{buff|The innermost hitbox (the only one that can hit aerial opponents) is larger (5u → 6u) and is now extended (z offset 0 → -4 to 4), improving the looping hits' ability to hit aerial opponents.}}
*{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnn2sCy0Q Pic of the Day: March 12, 2014]</ref> Din's Fire has altered knockback (50 (base)/60 (growth) → 50/97 (sweetspot), 55/40 (sourspot)). This improves its KO potential when fully charged and sweetspotted, but significantly hinders its safety when sourspotted.}}
***{{buff|The innermost hitbox deals more damage (1% → 2%).}}
*{{buff|[[Farore's Wind]]'s second hit deals more damage (6% → 10% (grounded sweetspot)/7% (grounded sourspot)/12% (aerial sweetspot)/8% (aerial sourspot)). Additionally, due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, its second hit has altered knockback (40 (base)/100 (growth) → 90/90 (grounded/aerial sweetspot), 70/90 (grounded/aerial sourspot)). Lastly, its aerial second hit's angle has been altered ([[Sakurai angle|361°]] → 55°). Altogether, these changes grant it KO potential when sweetspotted, especially while near the upper blast line, and improve its safety.}}
**{{buff|Nayru's Love's loop hits' angles have been altered to send inward (10° → 160°). This makes it significantly more difficult to escape from.}}
*{{buff|Farore's Wind's grounded first hit's knockback (40 (base)/100 (growth) → 118/30) and angle have been altered (80° → 91°), granting it combo potential into its aerial second hit. Its aerial first hit also has increased base knockback (40 → 60).}}
**{{buff|The loop hits have a continuous duration, improving their hit detection (frame 13/16/19/22/25 → 13-24 (rehit rate 4)).}}
*{{buff|Farore's Wind has decreased start-up lag (frame 11 8). Additionally, it travels farther and covers significantly more vertical distance when used with a jump. Lastly, it now snaps the edge when first used, instead of requiring Zelda to reappear first. Altogether, these changes significantly improve its recovery potential.}}
**{{nerf|The final hit uses 2 medium-sized extended hitboxes (7u/5u) instead of 5 larger ones (6u/7.8u/7u/7.8u/6u). They are also positioned closer to Zelda (z offset -12/-4/0/4/12 → -4 to 4, -11 to 11), reducing both their horizontal and vertical range.}}
*{{change|Farore Wind's second hit now has a [[slash]] effect, instead of a flame effect.}}
***{{buff|However, all hitboxes can now hit aerial opponents instead of only the innermost one, significantly improving the final hit's range against aerial opponents.}}
*{{buff|Zelda has a new down special, [[Phantom Slash]]. Phantom Slash is a [[charge]]able attack that summons a {{s|zeldawiki|Phantom}} and propels it forward in order to attack with its sword and/or block incoming attacks.<ref name="Direct"/> Unlike [[Transform]], it deals damage at any level of charge and has very high knockback when fully charged, making it capable of zoning and KOing.}}
***{{buff|The innermost hitbox deals more damage (3% → 5%).}}
*{{nerf|Phantom Slash cannot be [[charge-cancel]]ed or held indefinitely. Additionally, the Phantom functions as a projectile, and is thus susceptible to [[reflection]]-based moves, [[Pocket]] and [[Gravitational Pull]].<ref name="Direct"/> Lastly, the Phantom can be destroyed, which temporarily prevents Zelda from reusing it.<ref name="Direct"/>}}
**{{nerf|Due to consisting of four hits instead of six, Nayru's Love deals 4% less maximum damage (15% → 11%).}}
*{{nerf|[[Light Arrow]] deals 2% less damage (42%/32%/24% → 40%/30%/22%) and has decreased knockback, removing its [[one-hit KO]] potential.}}
***{{buff|However, this is compensated by the damage increase for the innermost hitbox, as well as the looping hitboxes having altered priority, with the 2% hitboxes now having higher priority than the 1% hitboxes.}}
**{{nerf|Zelda no longer has access to her "[https://youtu.be/8djTa_wHqtE Love jump]" technique, hindering Nayru's Love's recovery and mixup potential.}}
*[[Din's Fire]]:
**{{nerf|Din's Fire deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)).}}
**{{nerf|Its travel distance, maneuverability and explosion's range have been drastically decreased, and it must travel a set distance away from Zelda before it can be detonated. The delay before the explosion is also longer. Lastly, maneuvering it into the stage now makes it stop moving and explode at the same time, instead of explode. Altogether, these changes significantly hinder its zoning utility.}}
**{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, Din's Fire has altered knockback (50 (base)/60 (growth) → 50/97 (sweetspot), 55/40 (sourspot)). This improves its KO potential when fully charged and sweetspotted, but significantly hinders its strength when sourspotted.}}
*[[Farore's Wind]]:
**{{buff|Farore's Wind's initial hit has decreased start-up lag (frame 11 → 8).}}
**{{nerf|The aerial first hit has a slightly smaller hitbox (10.56u → 10.5u). The grounded first hit has a smaller hitbox (10.56u → 8u) but is positioned lower and is now an extended hitbox (z offset -4 to 4), improving its horizontal reach, range below Zelda and its use as an out of shield option, especially with its faster startup.}}
**{{buff|Farore's Wind's grounded first hit's knockback (40 (base)/100 (growth) → 118/30) and angle have been altered (80° → 91°), granting it combo potential into its aerial second hit.
**{{change|The aerial first hit has slightly increased base knockback (40 → 60), but an unaltered launch angle and knockback scaling, leaving it with a much smaller window to combo compared to the grounded hit.}}
**{{buff|Zelda travels farther and covers significantly more height when used with a jump. The move now snaps to the ledge when first used, instead of requiring Zelda to reappear first. Altogether, these changes significantly improve her recovery.}}
**{{buff|The disappearance and reappearance occur much faster (frame 34/54 → frame 21/41).}}
**{{buff|Farore Wind's second hit has larger hitboxes (9.6u → 10u (grounded), 11u (aerial)). It also has new sourspots that greatly improve the move's range (15u (grounded), 16u (aerial)).}}
**{{buff|Farore's Wind's second hit deals more damage (6% → 10% (grounded sweetspot)/7% (grounded sourspot)/12% (aerial sweetspot)/8% (aerial sourspot)). Its second hit has higher knockback, especially for the sweetspots (40 (base)/100 (growth) → 90/90 (grounded/aerial sweetspot), 70/90 (grounded/aerial sourspot)). Lastly, its aerial second hit's angle has been altered to send more vertically ([[Sakurai angle|361°]] → 55°). Altogether, these changes grant it KO potential when sweetspotted, especially when near the side blast zones for the grounded reappearance and near the upper blast line for the aerial reappearance, and improve its safety on hit.}}
**{{change|Farore Wind's second hit now has a [[slash]] effect instead of a flame effect.}}
**{{nerf|Farore Wind's second hit deals more hitlag (1.0x → 1.5x (sweetspots)/1.2x (sourspots)).}}
**{{nerf|The grounded reappearance has significantly more ending lag (FAF 30 41), hindering the move's movement and safety.}}
*[[Phantom Slash]]:
**{{buff|Zelda has a new down special, Phantom Slash. Phantom Slash is a [[charge]]able attack that summons a {{s|zeldawiki|Phantom}} and propels it forward in order to attack with its sword and/or block incoming attacks.<ref name="Direct"/> Unlike [[Transform]], it deals damage at any level of charge and has very high knockback when fully charged, making it capable of zoning and KOing. Despite this, Phantom Slash cannot be [[charge-cancel]]ed or held indefinitely.}}
**{{buff|Phantom Slash is far less punishable than Transform and gives Zelda an additional zoning, edgeguarding, and KOing option.}}
**{{nerf|Phantom Slash does not replace Zelda with {{SSB4|Sheik}}, greatly hindering its utility, as it does not turn Zelda into a superior character, removing her ability to transform to adapt to different matchups. Additionally, Phantom Slash does not reset [[stale move negation]], and the Phantom functions as a projectile, and is thus susceptible to [[reflection]]-based moves, as well as [[Pocket]] and [[Gravitational Pull]].<ref name="Direct"/> Lastly, the Phantom can be destroyed, which temporarily prevents Zelda from reusing it both of which were not issues Transform had. <ref name="Direct"/>}}
*[[Light Arrow]]:
**{{nerf|Light Arrow's initial deals 2% less damage (3% → 1%), making Light Arrow slightly weaker overall and removing its [[one-hit KO]] potential.}}


==Update history==
==Update history==
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'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Up smash's last hit's knockback growth increased|190|214, its loop hits' hitbox sizes increased: 3u/3.8u/3u/3u → 3.5u/4.2u/3.5u/3.5u, and its SDI multipliers decreased: 1× → 0.5×. Altogether, these changes improve its KO potential and make its hits connect together better.}}
*{{buff|Up smash's last hit's knockback growth increased|190|214; its loop hits' hitbox sizes increased: 3u/3.8u/3u/3u → 3.5u/4.2u/3.5u/3.5u; and its SDI multipliers decreased: 1× → 0.5×. Altogether, these changes improve its KO potential, and make its hits connect together better.}}
*{{change|Neutral aerial's loop hits' damage outputs reversed|1% (front)/2% (back)|2%/1%.}}
*{{change|Neutral aerial's loop hits' damage outputs reversed|1% (front)/2% (back)|2%/1%.}}
*{{buff|Neutral aerial's loop hits' hitbox sizes increased|3u|4.7u.}}
*{{buff|Neutral aerial's loop hits' hitbox sizes increased|3u|4.7u.}}
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'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Neutral attack deals more damage|2% (all hits)|2.5% (hits 1-2)/3% (hit 3), its last hit's knockback altered: 24 (base)/150 (growth) → 35/130, and its heavy position, bone, angles, hitbox sizes, and weight-based knockback have been adjusted on all of its hits. Altogether, these changes improve its set-up potential and make its hits connect together better.}}
*{{buff|Neutral attack deals more damage|2% (all hits)|2.5% (hits 1-2)/3% (hit 3); its last hit's knockback altered: 24 (base)/150 (growth) → 35/130; and its heavy position, bone, angles, hitbox sizes, and weight-based knockback have been adjusted on all of its hits. Altogether, these changes improve its combo potential, and make its hits connect together better.}}
*{{buff|Up tilt's ending lag decreased|frame 33|30.}}
*{{buff|Up tilt's ending lag decreased|frame 33|30.}}
*{{buff|Down tilt deals 1% more damage|4.5%|5.5%.}}
*{{buff|Down tilt deals 1% more damage|4.5%|5.5%.}}
*{{buff|All variations of Phantom Slash have had their ending lag decreased by 5 frames.}}
*{{buff|All variations of Phantom Slash have had their ending lag decreased by 5 frames.}}
*{{buff|Phantom Slash received a [[wind]]box that [[Wind#Pulling attacks|pulls]] opponents into the Phantom's sword at low charges, and [[Wind#Pushing attacks|pushes]] them away at high charges. This removes its blind spot.}}
*{{buff|Phantom Slash received a [[windbox]] that [[Windbox#Pulling attacks|pulls]] opponents into the Phantom's sword at low charges, and [[Windbox#Pushing attacks|pushes]] them away at high charges. This removes its blind spot.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
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==Moveset==
==Moveset==
''For a gallery of Zelda's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=1
|neutralcount=1
|neutralname=&nbsp;
|neutralname=Short Flash ({{ja|ショートフラッシュ|Shōto Furasshu}})
|neutral1dmg=3% (hits 1-2), 5% (hit 3)
|neutral1dmg=3% (hits 1-2), 5% (hit 3)
|neutraldesc=Extends her arm to emit a small blast of [[magic]]al energy from her hand. It has a respectable damage output, very minimal ending lag, low base knockback and high knockback growth. All of these traits make it a useful set-up into dash attack and dash grab at 0%-35%, and a useful spacing option beginning at 40%. Due to it hitting on frame 11, however, it is the slowest neutral attack in the game. Its hitbox also follows Zelda's palm, which can result in it can missing small and/or [[crouching]] opponents.
|neutraldesc=Extends her arm to emit a small blast of {{b|magic|disambiguation}}al energy from her hand. It has a respectable damage output, very minimal ending lag, low base knockback and high knockback growth. All of these traits make it a useful set-up into dash attack and dash grab at 0%-35%, and a useful spacing option beginning at 40%. Due to it hitting on frame 11, however, it is the slowest neutral attack in the game. Its hitbox also follows Zelda's palm, which can result in it can missing small and/or [[crouching]] opponents.
|ftiltname=&nbsp;
|ftiltname=Magical Cutter ({{ja|マジカルカッター|Majikaru Kattā}})
|ftiltdmg=12% (hand), 10% (arm)
|ftiltdmg=12% (hand), 10% (arm)
|ftiltdesc=A magically-infused, outward fanning knifehand strike.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADRUqFpQOnwkg Pic of the Day: January 7, 2014]</ref> It can be angled and its sweetspot, which is located at Zelda's hand, and is strong for a tilt attack. Its sweetspot KOs middleweights at 119% while near the edge of {{SSB4|Final Destination}} in {{for3ds}}, and at 107% in {{forwiiu}}. Its sourspot, which is located at Zelda's arm, is also reliable for KOing in spite of it being noticeably weaker. Its sourspot KOs middleweights at 140% while near the edge of Final Destination in the ''3DS'' version, and at 129% in the ''Wii U'' version. However, it has noticeable ending lag alongside possessing a narrow hitbox. Due to its body hitbox being removed since ''Brawl'', it also has a very small blind spot near Zelda's torso.
|ftiltdesc=A magically-infused, outward fanning knifehand strike. It can be angled and its sweetspot, which is located at Zelda's hand, possesses respectable power. Its sweetspot KOs middleweights at 119%/107% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. Its sourspot, which is located at Zelda's arm, is also reliable for KOing in spite of it being noticeably weaker. Its sourspot KOs middleweights at 140%/129% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has noticeable ending lag and a narrow hitbox. Due to its body hitbox being removed since ''Brawl'', it also has a very small blind spot near Zelda's torso.
|utiltname=&nbsp;
|utiltname=Barricader ({{ja|バリケーダー|Barikēdā}})
|utiltdmg=7.2%
|utiltdmg=7.2%
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having minimal ending lag, it is a reliable combo starter. It can combo into itself, neutral attack, forward tilt, forward smash, [[Nayru's Love]] and [[Farore's Wind]] at low percentages, into neutral aerial from low to medium percentages, and up aerial at medium percentages. It is also decent as both a follow-up from down tilt and as an anti-air attack. However, it is no longer a viable KOing option like in ''Brawl'' because of its lower damage output and altered knockback values.
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having minimal ending lag, it is a reliable combo starter. It can combo into itself, neutral attack, forward tilt, forward smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages; and up aerial at medium percentages. It is also decent as both a follow-up from down tilt and as an anti-air attack. However, it is no longer a viable KOing option like in ''Brawl'' because of its lower damage output and altered knockback values.
|dtiltname=&nbsp;
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|dtiltdmg=5.5%
|dtiltdmg=5.5%
|dtiltdesc=A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. When coupled with it launching at 80°, its minimal ending lag and deceptively long-lasting hitbox, it is her most reliable combo starter. It can combo into itself, neutral attack, forward tilt, up tilt, forward smash, a grab and Farore's Wind at low percentages, into neutral and forward aerials at medium percentages, and into a dashing smash and up aerial at medium to high percentages.
|dtiltdesc=A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. When coupled with it launching at 80°, its minimal ending lag and deceptively long-lasting hitbox, it is also her most reliable combo starter. It can combo into itself, neutral attack, forward tilt, up tilt, forward smash, a grab and Farore's Wind at low percentages; into neutral and forward aerials at medium percentages; and into a dashing up smash and up aerial at medium to high percentages.
|dashname=&nbsp;
|dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}})
|dashdmg=12% (clean base), 9% (clean tip), 6% (late)
|dashdmg=12% (clean base), 9% (clean tip), 6% (late)
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to {{SSB4|Peach}}'s dash attack. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To compliment this, its sweetspot's base is strong enough to KO middleweights at 130% while near the edge of Final Destination in the ''3DS'' version, and at 115% in the ''Wii U'' version. However, it has noticeable ending lag, while its other hitboxes lack KO potential.
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to {{SSB4|Peach}}'s dash attack. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To compliment this, its sweetspot's base is strong enough to KO middleweights at 130%/115% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has noticeable ending lag, while its other hitboxes lack KO potential.
|fsmashname=&nbsp;
|fsmashname=Shining Palm Shot ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}})
|fsmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-4), {{ChargedSmashDmgSSB4|13}} (hit 5)
|fsmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-4), {{ChargedSmashDmgSSB4|13}} (hit 5)
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its respectable overall damage output and very high knockback growth make it strong enough to KO middleweights at 93% while near the edge of Final Destination in the ''3DS'' version, and at 83% in the ''Wii U'' version. Its multiple hits also make it useful for pressuring shields, especially when it is charged. Due to it hitting on frame 16, however, it has the highest start-up lag out Zelda's smash attacks. It also has a punishable amount of ending lag.
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at 93%/83% (''3DS''/''Wii U'') while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged. Due to it hitting on frame 16, however, it has the highest start-up lag out Zelda's smash attacks. It also has a punishable amount of ending lag.
|usmashname=&nbsp;
|usmashname=Power Steer ({{ja|パワースティア|Pawā Sutia}})
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8)
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8)
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at 110% from anywhere on Final Destination in the ''3DS'' version, and at 100% in the ''Wii U'' version. However, it has short range and a punishable amount of ending lag.
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at 110%/100% (''3DS''/''Wii U'') from anywhere on Final Destination. However, it has minimal horizontal range and a punishable amount of ending lag.
|dsmashname=&nbsp;
|dsmashname=Compass Turn ({{ja|コンパスターン|Conpasu Tān}})
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (front), {{ChargedSmashDmgSSB4|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (front), {{ChargedSmashDmgSSB4|10}} (back)
|dsmashdesc=A spinning shin kick. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}}, and {{SSB4|Ryu}}'s down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which make it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful, and has rather low ending lag. Its front hit KOs middleweights at 135% while near the edge of Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version. In comparison, its back hit KOs them at 143% while near the edge of Final Destination in the ''3DS'' version, and at 132% in the ''Wii U'' version.
|dsmashdesc=A spinning shin kick. Due to it hitting on frame 5, it is tied with {{SSB4|Pit}}, {{SSB4|Dark Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}}, and {{SSB4|Ryu}}'s down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which make it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful, and has rather low ending lag. Its front hit KOs middleweights at 135%/126% (''3DS''/''Wii U'') while near the edge of Final Destination. In comparison, its back hit KOs them at 143%/132% (''3DS''/''Wii U'') while near the edge of Final Destination.
|nairname=&nbsp;
|nairname=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairdmg=2.5% (hits 1-4 front), 1.5% (hits 1-4 back), 5% (hit 5)
|nairdmg=2.5% (hits 1-4 front), 1.5% (hits 1-4 back), 5% (hit 5)
|nairdesc=Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with back aerial for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw, as a combo starter when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, or as an edge-guarding option.
|nairdesc=Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with back aerial for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d; or as an edge-guarding option and autocancels in a short hop.
|fairname=[[Lightning Kick]]
|fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}})
|fairdmg=20% (clean foot), 4% (clean leg, late)
|fairdmg=20% (clean foot), 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. Its sweetspot KOs middleweights at 74% while near the edge of Final Destination in the ''3DS'' version, and at 66% in the ''Wii U'' version. Its sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted.
|fairdesc=A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at 74%/66% (''3DS''/''Wii U'') while near the edge of Final Destination. Its sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted.
|bairname=Lightning Kick
|bairname=[[Lightning Kick|Lightning Kick (Back)]] ({{ja|稲妻キック(後)|Inazuma Kikku (Ato)}})
|bairdmg=20% (clean foot), 4% (clean leg, late)
|bairdmg=20% (clean foot), 4% (clean leg, late)
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that it hits on frame 6 (which ties it with neutral aerial for the lowest amount of start-up lag out of Zelda's aerials) and its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at 71% while near the edge of Final Destination in the ''3DS'' version, and at 62% in the ''Wii U'' version. However, it has the highest amount of landing lag out of Zelda's aerials.
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that it hits on frame 6 (which ties it with neutral aerial for the lowest amount of start-up lag out of Zelda's aerials) and its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at 71%/62% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|uairname=&nbsp;
|uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}})
|uairdmg=17%
|uairdmg=17%
|uairdesc=Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game. When coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option. It KOs middleweights at 90% while near the upper blast line of Final Destination in the ''3DS'' version, and at 79% in the ''Wii U'' version. It can also clip through the bottom of a stage's edge. However, it hits 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 punishable ending lag, a short duration, and fairly minimal horizontal range.
|uairdesc=Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option. It KOs middleweights at 90%/79% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. It can also clip through the bottom of a stage's edge. However, it hits 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 punishable ending lag, a short duration, and fairly short horizontal range. It autocancels in a full hop, but only 2 frames after the animation ends.
|dairname=&nbsp;
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild Meteor Heel'')
|dairdmg=16% (clean), 5% (late leg), 4% (late foot)
|dairdmg=16% (clean), 5% (late leg), 4% (late foot)
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]]. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials.
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]]. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, although it is decently fast for a meteor smash, and can autocancel in a short hop.
|grabname=&nbsp;
|grabname=Holding ({{ja|ホールディング|Hōrudingu}})
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
|pummelname=&nbsp;
|pummelname=Holding Attack ({{ja|ホールディングアタック|Hōrudingu Atakku}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=A blast of magical energy. Moderately slow, but one of the most damaging pummels in the game.
|pummeldesc=A blast of magical energy. Moderately slow, but one of the most damaging pummels in the game.
|fthrowname=&nbsp;
|fthrowname=Force Move ({{ja|フォースムーブ|Fōsu Mūbu}})
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is Zelda's most damaging throw, and one of the most damaging forward throws in the game. It is also useful for setting up edge-guards, but lacks KO potential because of its low knockback growth.
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is Zelda's most damaging throw, and one of the most damaging forward throws in the game. It is also useful for setting up edge-guards, but lacks KO potential because of its low knockback growth.
|bthrowname=&nbsp;
|bthrowname=Force Back Move ({{ja|フォースバックムーブ|Fōsu Bakku Mūbu}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. It is Zelda's only throw with KO potential, although it is also useful for setting up an edge-guard. It KOs middleweights at 158% while near the edge of Final Destination in the ''3DS'' version, and at 145% in the ''Wii U'' version.
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. It is Zelda's only throw with KO potential, although it is also useful for setting up an edge-guard. It KOs middleweights at 158%/145% (''3DS''/''Wii U'') while near the edge of Final Destination.
|uthrowname=&nbsp;
|uthrowname=Force Top Move ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}})
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game, and has decent combo potential, especially against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages, up aerial at medium percentages, and Farore's Wind at high percentages. However, each of these combos are heavily dependent on the opponent's DI.
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game, and has decent combo potential, especially against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages; up aerial at medium percentages; and Farore's Wind at high percentages. However, each of these combos are heavily dependent on the opponent's DI.
|dthrowname=&nbsp;
|dthrowname=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}})
|dthrowdmg=1% (hits 1-4), 2% (throw)
|dthrowdmg=1% (hits 1-4), 2% (throw)
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches at 100°, which allows it to combo into neutral aerial, up aerial and, if timed precisely, back aerial. Its neutral and back aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial combo is more consistent, especially if Zelda utilizes it with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness while Zelda has a high level of [[rage]].
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches at 100°, which allows it to combo into neutral aerial, up aerial and, if timed precisely, back aerial. Its neutral and back aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial combo is more consistent, especially if Zelda utilizes it with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness while Zelda has a high level of [[rage]].
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|nsc1name=Nayru's Rejection
|nsc1name=Nayru's Rejection
|nsc1dmg=1% (loop), 5% (last), 1.2× (reflected projectiles)
|nsc1dmg=1% (loop), 5% (last), 1.2× (reflected projectiles)
|nsc1desc=[[Reverse]]s opponents and [[Wind#Pushing attacks|pushes]] them away, in addition to having more intangibility. However, it deals less damage, and has both a lower reflection multiplier and more start-up lag.  
|nsc1desc=[[Reverse]]s opponents and [[Windbox#Pushing attacks|pushes]] them away, in addition to having more intangibility. However, it deals less damage (despite the in-game description saying it doesn’t hit opponents), and has both a lower reflection multiplier and more start-up lag.
|nsc2name=Nayru's Passion
|nsc2name=Nayru's Passion
|nsc2dmg=15%
|nsc2dmg=15%
|nsc2desc=[[Wind#Pulling attacks|Vacuums]] opponents before exploding, which deals more damage and high knockback. However, it cannot reflect.
|nsc2desc=[[Windbox#Pulling attacks|Vacuums]] opponents before exploding, which deals more damage and high knockback. However, it cannot reflect.
|ssdefname=Din's Fire
|ssdefname=Din's Fire
|ssdefdmg=7%-14% (sweetspot), 3.5%-7% (sourspot)
|ssdefdmg=7%-14% (sweetspot), 3.5%-7% (sourspot)
|ssdefdesc=[[zeldawiki:Din's Fire|Launches a magical fireball]]. It can be aimed up or down, and releasing the button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot is quite powerful, especially when fully charged. Fully charged sweetspotted Din's Fire KOs middleweights at 107% while near the edge of Final Destination in the ''3DS'' version, and at 97% in the ''Wii U'' version. However, it is very predictable, its sourspot is very weak regardless of its charge, and using it in midair will render Zelda [[helpless]] upon concluding.
|ssdefdesc=[[zeldawiki:Din's Fire|Launches a magical fireball]]. It can be aimed up or down, and releasing the button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot is quite powerful, especially when fully charged. Fully charged sweetspotted Din's Fire KOs middleweights at 107%/97% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it is very predictable, its sourspot is very weak regardless of its charge, and using it in midair will render Zelda [[helpless]] upon concluding.
|ssc1name=Din's Flare
|ssc1name=Din's Flare
|ssc1dmg=14% (sweetspot), 7% (sourspot)
|ssc1dmg=14% (sweetspot), 7% (sourspot)
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|usdefname=Farore's Wind
|usdefname=Farore's Wind
|usdefdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far)
|usdefdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far)
|usdefdesc=[[zeldawiki:Farore's Wind|Warps to a given direction]]. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweetspot near Zelda that has a decent damage output, high base knockback and high knockback growth, all of which make it very reliable at KOing, especially near the upper blast line. Its sweetspotted reappearance KOs middleweights at 78% and 66% while near the upper blast line of Final Destination in the ''3DS'' and ''Wii U'' versions, respectively. In comparison, it KOs them at 87% and 74% while near the edge of Final Destination in the ''3DS'' and ''Wii U'' versions, respectively. However, it has high ending lag upon concluding in the air, to the point that Zelda cannot move around for more than a second. Its reappearance also has a sourspot that, although safe, lacks KO potential because of its lower damage output and average base knockback.
|usdefdesc=[[zeldawiki:Farore's Wind|Warps to a given direction]]. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When used just after a ground jump, Zelda will propel upwards before teleporting. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweetspot near Zelda that has a decent damage output, high base knockback and high knockback growth, all of which make it very reliable at KOing, especially near the upper blast line. Its sweetspotted reappearance KOs middleweights at 78%/66% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. In comparison, it KOs them at 87%/74% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has high ending lag upon concluding in the air, to the point that Zelda cannot move around for more than a second. Its reappearance also has a sourspot that, although safe, lacks KO potential because of its lower damage output and average base knockback.
|usc1name=Farore's Squall
|usc1name=Farore's Squall
|usc1dmg=—
|usc1dmg=—
|usc1desc=Comes out much faster and has a large windbox with set knockback at its beginning that pushes opponents away, which make it useful for escaping pressure from an opponent. It also travels slightly farther, even more so with a jump, and its slower speed allows for better maneuverability. However, it deals no damage, takes much longer to start up, and telegraphs where Zelda is traveling because of it emitting magical particles.
|usc1desc=Comes out much faster and has a large windbox with set knockback at its beginning that pushes opponents away, which make it useful for escaping pressure from an opponent. It also travels slightly farther, even more so with a ground jump, and its slower speed allows for better maneuverability. However, it deals no damage; takes much longer to start up; and telegraphs where Zelda is traveling because of its magical particles. It launches opponents upward slightly upon reappearing.
|usc2name=Farore's Windfall
|usc2name=Farore's Windfall
|usc2dmg=4% (hit 1), 7% (hit 2)
|usc2dmg=4% (hit 1), 7% (hit 2)
|usc2desc=The teleport can only travel directly upward, but its second hit meteor smashes opponents. It also has slightly better horizontal control over Zelda's descent. However, it gains no benefits when combined with a jump and lacks KO potential.  
|usc2desc=The teleport can only travel directly upward, but its second hit meteor smashes opponents. It also has slightly better horizontal control over Zelda's descent. However, it lacks KO potential and gains no extra height when combined with a jump.
|dsdefname=Phantom Slash
|dsdefname=Phantom Slash
|dsdefdmg=6% (uncharged), 14% (charged), 11% (fully charged hit 1), 13% (fully charged hit 2)
|dsdefdmg=6% (uncharged), 14% (charged), 11% (fully charged hit 1), 13% (fully charged hit 2)
|dsdefdesc=Conjures a {{s|zeldawiki|Phantom}} and propels it forward. It is a chargeable projectile, as holding the special button longer increases the distance it covers and alters its attack. When fully charged, it becomes a two-hit attack, with its second hit being strong enough to KO middleweights at 111% while near the edge of Final Destination in the ''3DS'' version. In addition to functioning as a projectile, the Phantom is also considered a physical entity, and is thus able to either slow down opponents that try to move through it (except for the Zelda that conjured it), or block some non-penetrating hits because of its set amount of health on all charges (which also applies to its custom variations). However, the Phantom is also susceptible to reflection, [[Pocket]] and [[Gravitational Pull]]. Due to the Phantom's set amount of health, Phantom Slash will be rendered unusable for 9 seconds once the Phantom is destroyed. During the Phantom's inactivity, Zelda's hand will be surrounded by a purple wisp that will disappear as soon as the Phantom becomes reusable.  
|dsdefdesc=Conjures a {{s|zeldawiki|Phantom}} and propels it forward. It is a chargeable projectile, as holding the special button longer increases the distance it covers and alters its attack. The Phantom will automatically lunge roughly a second after reaching full charge. When fully charged, it becomes a two-hit attack, with its second hit being strong enough to KO middleweights at 111% while near the edge of Final Destination in {{for3ds}}. In addition to functioning as a projectile, the Phantom is also considered a physical entity, and is thus able to either slow down opponents that try to move through it (except for the Zelda that conjured it), or block some non-penetrating hits because of its set amount of health on all charges (which also applies to its custom variations). However, the Phantom is also susceptible to reflection, [[Pocket]] and [[Gravitational Pull]]. Due to the Phantom's set amount of health, Phantom Slash will be rendered unusable for 9 seconds once the Phantom is destroyed. During the Phantom's inactivity, Zelda's hand will be surrounded by a purple wisp that will disappear as soon as the Phantom becomes reusable. If Zelda is KO'd during this period, the wisp will disappear, although the Phantom will remain unusable.
|dsc1name=Phantom Breaker
|dsc1name=Phantom Breaker
|dsc1dmg=5% (uncharged), 12% (charged), 9% (fully charged hit 1), 11% (fully charged hit 2)
|dsc1dmg=5% (uncharged), 12% (charged), 9% (fully charged hit 1), 11% (fully charged hit 2)
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|dsc2desc=Deals more damage and reaches its full charge twice as fast as Phantom Slash. However, it has much shorter range because the Phantom is conjured directly in front of Zelda, instead of being propelled forward.
|dsc2desc=Deals more damage and reaches its full charge twice as fast as Phantom Slash. However, it has much shorter range because the Phantom is conjured directly in front of Zelda, instead of being propelled forward.
|fsname=Light Arrow
|fsname=Light Arrow
|fsdmg=1% (hit 1), 39% (first opponent), 29% (second opponent), 21% (third opponent)  
|fsdmg=1% (hit 1), 39% (first opponent), 29% (second opponent), 21% (third opponent) 17% (fourth opponent), 13% (fifth opponent), 9% (sixth opponent), 7% (seventh opponent)
|fsdesc=Wields [[zeldawiki:Zelda's Bow|her bow]] and fires a {{s|zeldawiki|Light Arrow}} forward. Although it no longer has [[one-hit KO]] potential like in ''Brawl'', it is still one of the strongest Final Smashes in the game, especially when hitting its first opponent. It KOs middleweights at 2% while near the edge of Final Destination in the ''3DS'' version.
|fsdesc=Wields [[zeldawiki:Zelda's Bow|her bow]] and fires a {{s|zeldawiki|Light Arrow}} forward. Although it no longer has [[one-hit KO]] potential like in ''Brawl'', it is still one of the strongest Final Smashes in the game, especially when hitting its first opponent. It KOs middleweights at 2% while near the edge of Final Destination in the ''3DS'' version.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 85
|rweight = 44
|dash = 1.6
|rdash = 15-23
|run = 1.3
|rrun = 53-54
|walk = 0.87
|rwalk = 49
|trac = 0.054
|rtrac = 36
|airfric = 0.006
|rairfric = 50-51
|air = 1.04
|rair = 26-27
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.055
|raddaccel = 38
|gravity = 0.071
|rgravity = 53
|fall = 1.35
|rfall = 44-46
|ff = 2.16
|rff = 44-46
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 31.552761
|rjumpheight = 41
|shorthop = 15.239396
|rshorthop = 41
|djump = 31.552761
|rdjump = 39
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Zelda English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Brushes the back of her hair.
|desc-1=Strokes the back of her hair.
|desc-2=Loosely holds one arm and then looks around.
|desc-2=Loosely holds one arm and then looks around.
|desc-3=With one hand on her elbow, she puts one hand on her neck, puts it back down and then taps her arm with one finger.
|desc-3=With one hand on her elbow, she puts one hand on her neck, puts it back down and then taps her arm with one finger.
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Unlike her ancestor in ''Melee'' and her own appearance in ''Brawl'', Zelda was immediately viewed as a non-viable character upon ''SSB4''{{'}}s release. This perception was because of the combination of her key flaws not being properly addressed, and {{SSB4|Sheik}} becoming a standalone character who was buffed significantly in her own transition from ''Brawl''. When coupled by her extremely minimal representation and results in competitive play, as well as players having yet to acknowledge {{SSB4|Jigglypuff}}'s status in competitive play, Zelda was ranked 56th on the first [[tier list]], placing her at the bottom of the entire tier list.
Much like a number of other poorly perceived characters, Zelda received a multitude of buffs from game updates. These improvements contributed to her results slowly improving as time passed, most notably thanks to {{Sm|ven}}. However, Zelda's newfounded buffs were still overshadowed by her inherent flaws, as well as the greater significance of buffs gained by other low-tier and bottom-tier characters. To reflect this, Zelda was ranked 55th on the second and third tier lists.
As of the fourth tier list, Zelda has been ranked 52th/53rd, tying her with {{SSB4|Ganondorf}} as the second lowest ranking character on the entire list. Unlike previous lists and her placement in ''Brawl'', this placement actually renders Zelda as a low-tier character, owing to this list's exclusion of the {{SSB4|Mii Fighter}}s and tier restructuring. Although Zelda's current placement is generally viewed as accurate, some players claim that she is relatively underrated; {{Sm|ESAM}}, in particular, ranked her higher on his own personal tier list.<ref>[https://www.youtube.com/watch?v=yZ_RifHrZ1c#t=8m47s ESAM's FINAL SMASH 4 TIER LIST (PART 1)]</ref>
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=2312
|set10=2312
}}
}}
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--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 -->
====Active====
*{{Sm|Casper|Australia}} - Placed 5th at [[Battle Arena Melbourne 9]] in [[double]]s and 25th at [[2GGC: Greninja Saga]] in doubles.
*{{Sm|Fairess|Kuwait}} - Ranked 10th on the [[Kuwait Power Rankings]].
*{{Sm|maXy|Northern Ireland}} - Ranked 3rd on the [[Ireland Power Rankings]].
*{{Sm|Onpu|Japan}} - Placed 17th at [[Umebura 27]] and [[Umebura Tokaigi Qualifier 1]]; 33rd at [[Umebura Japan Major 2017]]; and 49th at [[Frostbite 2018]].
*{{Sm|Purple Guy|USA}} - Placed 13th at [[Smash the Record 2015]], and 33rd at [[Paragon Los Angeles 2015]] and [[Smash the Record 2016]]. Formerly ranked 9th on the South [[Florida Power Rankings]].
*{{Sm|Riot|USA}} - Placed 5th at [[GUMS X]] in doubles; 7th at [[GUMS 14]] in doubles; and 13th at [[Shine 2016]] in doubles. Formerly ranked 7th on the [[New Hampshire Power Rankings]].
*{{Sm|Rizeasu|Japan}} - Placed at 13th at [[Karisuma 16]]. He has wins over {{Sm|Kuro}}, {{Sm|ikep}} and {{Sm|Rain}}.
*{{Sm|ven|USA}} - The best Zelda player in the world. Placed 7th at [[DVDA 7]]; 13th at [[DVDA 8]]; 33rd at [[2GGT: Mexico Saga]]; 49th at [[2GGC: Nairo Saga]] and [[2GGC: SCR Saga]]; and 65th at [[2GGC: Civil War]]. Ranked 5th on the [[Las Vegas Power Rankings]]. He has wins over {{Sm|Venom}} and {{Sm|Zenyou}}.
 
====Inactive====
*{{Sm|Nairo|USA}} - Placed 1st at [[Nebulous Prime 1]] and 7th at [[KTAR XII]] before dropping Zelda.
*{{Sm|Zolda|USA}} - Formerly ranked 2nd on the [[Wisconsin Power Rankings]].
 
===Tier placement and history===
Unlike her ancestor in ''Melee'' and her own appearance ''Brawl'', Zelda was immediately viewed as a non-viable character upon ''SSB4''{{'}}s release. This perception was because of the combination of her key flaws not being properly addressed, and {{SSB4|Sheik}} becoming a standalone character who was buffed significantly in her own transition from ''Brawl''. When coupled by her extremely minimal representation and results in competitive play, as well as the fact that players had not yet acknowledged {{SSB4|Jigglypuff}}'s status in competitive play, Zelda was ranked 56th on the first [[tier list]], placing her at the bottom of the entire tier list.
 
Much like a number of other poorly perceived characters, Zelda received a multitude of buffs from game updates. These improvements contributed to her results slowly improving as time passed, most notably thanks to {{Sm|ven}}. However, Zelda's newfound buffs were still overshadowed by her inherent flaws, as well as the greater significance of buffs gained by other low-tier and bottom-tier characters. To reflect this, Zelda has been ranked 55th as of the second tier list. Although Zelda has been assessed as a low-tier character as of the third tier list because of that list's tier restructuring, the exclusion of the {{SSB4|Mii Fighter}}s from the fourth and current tier list results in her being tied with {{SSB4|Ganondorf}} as the second lowest ranked characters on the entire tier list.
 
==Trophies==
:'''Zelda'''
::{{flag|ntsc}} ''This is the namesake of the Legend of Zelda games. Her appearance may change, but she always plays an important role. In Smash Bros., she's quick on the draw when it comes to magic, though a bit slow when moving. She has a new move that summons a Phantom to her aid.''


::{{flag|pal}} ''This is the Zelda they're talking about in the titles of all the Legend of Zelda games. Though her appearance can change from game to game, her importance in the story usually doesn't. In this game, she's a bit slow, but her impressive magic skills make up for it. Power up her brand new special, Phantom Slash, by holding down the button.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''


{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=wii|game2=The Legend of Zelda: Twilight Princess (11/2006)}}
''See also: [[:Category:Zelda players (SSB4)]]''


:'''Zelda (Alt.)'''
*{{Sm|Bonren|USA}} - Placed 17th at {{Trn|Super Smash Fight Club 3}} and 25th at both {{Trn|DreamHack Austin 2018}} and {{Trn|Low Tier City 6}} with wins over players such as {{Sm|Elegant}} and {{Sm|Karna}}.
::{{flag|ntsc}} ''Zelda's forward air attack, Lightning Kick, is a valiant kick with a magically charged tip. Striking with just the glowing spot will deal heavy damage and launch your opponent. Din's Fire, her explosive side special, can be guided up and down and has a greater blast if the button is held.''
*{{Sm|Meru|Netherlands}} - Uses Zelda as a secondary alongside {{SSB4|Peach}} and is considered the best Zelda player in Europe. Placed 3rd at {{Trn|Valhalla}}, 5th at {{Trn|Deflagration}}, and 9th at {{Trn|PPT Berlin}}. Ranked 18th on the [[European Smash 4 Power Rankings]].
*{{Sm|Onpu|Japan}} - The best solo-Zelda player in Japan. Placed 17th at both {{Trn|Umebura 27}} and {{Trn|Umebura Tokaigi Qualifier 1}}, 33rd at {{Trn|Umebura Japan Major 2017}} and 49th at {{Trn|Frostbite 2018}} with wins over {{Sm|Lea}}, {{Sm|Atelier}}, and {{Sm|Dill}}.
*{{Sm|Purple Guy|USA}} - One of the best Zelda players in the United States prior to his hiatus. Placed 17th at {{Trn|Frame Perfect Series}} and 33rd at {{Trn|Paragon Los Angeles 2015}}. Formerly ranked 9th on the South [[Florida Power Rankings]].
*{{Sm|Rizeasu|Japan}} (#68) - Plays Zelda alongside a variety of character and is considered one of the best Zelda players in the world. Placed 2nd at {{Trn|Sumabato Tokaigi Qualifier 2}}, 7th at {{Trn|Sumabato 28}}, and 13th at {{Trn|Karisuma 16}} with wins over players such as {{Sm|Kuro}}, {{Sm|ikep}} and {{Sm|Rain}}.
*{{Sm|ven|USA}} - One of the best Zelda players in the world. Placed 7th at {{Trn|DVDA 7}}, 17th at {{Trn|Port Priority: 4Ever}}, 25th at {{Trn|Smash Masters League: Battle for Vegas}}, 33rd at {{Trn|2GGT: Mexico Saga}}, and 49th at {{Trn|2GGC: Nairo Saga}} with wins over players such as {{Sm|Zenyou}}, {{Sm|Koolaid}}, and {{Sm|Venom}}. Ranked 4th on the [[Las Vegas Power Rankings]].


::{{flag|pal}} ''Zelda's forward air attack, Lightning Kick, is a single-footed, electrically charged strike. Hit your opponent with just the glowing spot to deal heavy damage and launch them. Her Din's Fire side special can be guided up and down, and makes a bigger blast the longer you hold the button. It'll explode as soon as you let go.''
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Zelda is fought in Stage 2 in the 3DS version or Stage 6 in the Wii U version alongside {{SSB4|Link}}, {{SSB4|Samus}}, {{SSB4|Peach}}, {{SSB4|Bowser}}, {{SSB4|R.O.B.}}, and {{SSB4|Duck Hunt}}.


{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=wii|game2=The Legend of Zelda: Twilight Princess (11/2006)}}
==={{GameIcon|SSB4-U}}[[Event Matches]]===
 
====Solo Events====
:'''Light Arrow (Zelda)'''
::''In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take the most damage. The Light Arrow has a lot of launching power, making it great for getting KOs!''
 
<center>
<gallery>
ZeldaTrophy3DS.png|Classic (3DS)
ZeldaAllStarTrophy3DS.png|Alt. (3DS)
ZeldaTrophyWiiU.png|Classic (Wii U)
ZeldaAltTrophyWiiU.png|Alt. (Wii U)
LightArrowZeldaTrophyWiiU.png|[[Light Arrow]]
</gallery>
</center>
 
==In [[Event Matches]]==
===Solo Events===
*'''[[All-Star Battle: Melee]]''': Zelda is one of the opponents fought in this event. All of the opponents debuted in ''Melee''.
*'''[[All-Star Battle: Melee]]''': Zelda is one of the opponents fought in this event. All of the opponents debuted in ''Melee''.
*'''[[Identity Crisis]]''': As {{SSB4|Sheik}}, the player must defeat {{SSB4|Samus}}. After defeating her, the player must defeat {{SSB4|Zero Suit Samus}}. Zelda can appear if Sheik is KO'd.
*'''[[Identity Crisis]]''': As {{SSB4|Sheik}}, the player must defeat {{SSB4|Samus}}. After defeating her, the player must defeat {{SSB4|Zero Suit Samus}}. Zelda can appear if Sheik is KO'd.
Line 404: Line 566:
*'''[[The Demon King and the Goddess]]''': As {{SSB4|Ganondorf}}, the player must initially defeat Link and Zelda. After the two are defeated or some time has passed, a giant {{SSB4|Palutena}} appears and the player must defeat her as well.
*'''[[The Demon King and the Goddess]]''': As {{SSB4|Ganondorf}}, the player must initially defeat Link and Zelda. After the two are defeated or some time has passed, a giant {{SSB4|Palutena}} appears and the player must defeat her as well.
*'''[[Unwavering Chivalry]]''': As {{SSB4|Meta Knight}}, the player must defeat {{SSB4|Marth}} without defeating Peach or Zelda. Defeating either of the princesses results in a failure.
*'''[[Unwavering Chivalry]]''': As {{SSB4|Meta Knight}}, the player must defeat {{SSB4|Marth}} without defeating Peach or Zelda. Defeating either of the princesses results in a failure.
===Co-op Events===
====Co-op Events====
*'''[[Peach in Peril]]''': Zelda is one of the opponents {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat without KOing Peach.
*'''[[Peach in Peril]]''': Zelda is one of the opponents {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat without KOing Peach.
*'''[[The Ultimate Battle]]''': Two players choose a character and must defeat everyone on the roster.
*'''[[The Ultimate Battle]]''': Two players choose a character and must defeat everyone on the roster.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Zelda.png|Classic Mode
SSB4-3DS Congratulations All-Star Zelda.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Zelda.png|Classic Mode
SSB4-Wii U Congratulations All-Star Zelda.png|All-Star Mode
</gallery>
</center>
==[[Trophies]]==
Zelda's default trophy is obtained by clearing Classic Mode as Zelda. Her alternate trophy is obtained by clearing All-Star Mode as Zelda in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Light Arrow (Zelda) trophy is obtained only in the Wii U version by clearing All-Star Mode as Zelda.
{{Trophy/Fighter
|name=Zelda
|image-3ds=ZeldaTrophy3DS.png
|image-wiiu=ZeldaTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=This is the namesake of the Legend of Zelda games. Her appearance may change, but she always plays an important role. In Smash Bros., she's quick on the draw when it comes to magic, though a bit slow when moving. She has a new move that summons a Phantom to her aid.
|desc-wiiu-ntsc=This tough princess is namesake of the Legend of Zelda games. Her appearance may change, but she always plays an important role. In Smash Bros., she's quick on the draw when it comes to magic, though she moves a bit slowly. You can charge her brand-new special Phantom Slash by holding down the button.
|desc-pal=This is the Zelda they're talking about in the titles of all the Legend of Zelda games. Though her appearance can change from game to game, her importance in the story usually doesn't. In this game, she's a bit slow, but her impressive magic skills make up for it. Power up her brand new special, Phantom Slash, by holding down the button.
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=11/2006}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=12/2006}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Zelda (Alt.)
|image-3ds=ZeldaAltTrophy3DS.png
|image-wiiu=ZeldaAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Zelda's forward air attack, Lightning Kick, is a valiant kick with a magically charged tip. Striking with just the glowing spot will deal heavy damage and launch your opponent. Din's Fire, her explosive side special, can be guided up and down and has a greater blast if the button is held.
|desc-wiiu-ntsc=Zelda's front air attack, Lightning Kick, is a valiant kick with a magically charged tip. Striking with just the glowing spot will deal heavy damage and launch your opponent. Din's Fire, her explosive side special, can be guided up and down and has a greater blast if the button is held.
|desc-pal=Zelda's forward air attack, Lightning Kick, is a single-footed, electrically charged strike. Hit your opponent with just the glowing spot to deal heavy damage and launch them. Her Din's Fire side special can be guided up and down, and makes a bigger blast the longer you hold the button. It'll explode as soon as you let go.
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=11/2006}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=Wii|game2=The Legend of Zelda: Twilight Princess|release2=12/2006}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Light Arrow (Zelda)
|image=LightArrowZeldaTrophyWiiU.png
|desc-ntsc=In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take the most damage. The Light Arrow has a lot of launching power, making it great for getting KOs!
|desc-pal=In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take more damage. The Light Arrow has a lot of launching power, making it great for getting KOs!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Zelda|Alternate costumes]]==
==[[Alternate costume (SSB4)#Zelda|Alternate costumes]]==
Line 468: Line 681:
SSB4 - King Dedede Screen-10.jpg|Taunting alongside {{SSB4|King Dedede}} and Peach.
SSB4 - King Dedede Screen-10.jpg|Taunting alongside {{SSB4|King Dedede}} and Peach.
Smash.4 - The Elf Princess and The Cute Penguin King 01.jpg|Alongside a [[stun]]ned King Dedede.
Smash.4 - The Elf Princess and The Cute Penguin King 01.jpg|Alongside a [[stun]]ned King Dedede.
[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlhLmjSyg Pic of the Day: January 17, 2014]</ref>
Smash.4 - Viridi Stage Hazard.jpg|Fighting Rosalina on [[Reset Bomb Forest]] as [[Viridi]] appears in the background.
Smash.4 - Viridi Stage Hazard.jpg|Fighting Rosalina on [[Reset Bomb Forest]] as [[Viridi]] appears in the background.
Smash.4 - Dins Fire.jpg|Using Din's Fire on Toon Link.
Smash.4 - Dins Fire.jpg|Using Din's Fire on Toon Link.
Line 474: Line 686:
SSB4 - Sheik Screen-9.jpg|Alongside {{SSB4|Sheik}}.
SSB4 - Sheik Screen-9.jpg|Alongside {{SSB4|Sheik}}.
Polar Bear removed POTD.jpg|Zelda being attacked by a [[Polar Bear]] in [[Smash Run]].
Polar Bear removed POTD.jpg|Zelda being attacked by a [[Polar Bear]] in [[Smash Run]].
SSB4-WiiU - Zelda Light and Dark.png|Zelda taunting at the [[Bridge of Eldin]].
</gallery>
</gallery>


==Trivia==
==Trivia==
*Zelda's dress behaves differently in both versions of ''SSB4''. In {{for3ds}}, her dress flows less freely via having set forms in accordance to the attacks she performs. Conversely, her dress flows more freely in {{forwiiu}}, which results in her legs clipping through her dress in different ways.
*Zelda's dress behaves differently in both versions of ''SSB4''. In {{for3ds}}, her dress flows less freely via having set forms in accordance to the attacks she performs. Conversely, her dress flows more freely in {{forwiiu}}, which results in her legs clipping through her dress in different ways, and can be affected by certain wind-based physics on certain stages.
*Zelda's alt. trophy in ''Super Smash Bros. for Nintendo 3DS'' appears very similar to her ancestor's [[All-Star Mode]] trophy in ''Super Smash Bros. Melee''.
*Zelda's alt. trophy in ''Super Smash Bros. for Nintendo 3DS'' appears very similar to her ancestor's [[All-Star Mode]] trophy in ''Super Smash Bros. Melee''.
*In ''Super Smash Bros. for Wii U'', one of the [[tips]] about Phantom Slash refers to the Phantom using masculine pronouns: "''If the Phantom takes 13% damage or more, '''he'''{{'}}ll be destroyed. After that, you'll have to wait six seconds before summoning '''him''' again.''"<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADRUqGcpUQ5Aw Pic of the Day: October 16, 2014]</ref>
*In ''Super Smash Bros. for Wii U'', one of the [[tips]] about Phantom Slash refers to the Phantom using masculine pronouns: "''If the Phantom takes 13% damage or more, '''he'''{{'}}ll be destroyed. After that, you'll have to wait six seconds before summoning '''him''' again.''"
*Ironically, despite being revealed at the same time ''The Legend of Zelda: A Link Between Worlds'' was released, said game would eventually inspire her current design as of ''Ultimate''.
*Zelda is the only playable character in ''SSB4'' to have [[Alternate costume (SSB4)#Zelda|an alternate costume]] that inspired her default design in a subsequent ''Super Smash Bros.'' game. In this case, her incarnation from ''A Link Between Worlds'' (with some design elements of her incarnation from ''A Link to the Past'') succeeds her ''Twilight Princess'' incarnation as of ''Ultimate''.
**Her ''Twilight Princess'' incarnation would become the basis of [[Alternate costume (SSBU)#Zelda|an alternate costume]] in ''Ultimate''.
**Due to this, ''SSB4'' is the only game where Zelda retains her design from a previous game.
*''SSB4'' is the final game where {{SSB4|Kirby}}'s [[List of Copy Abilities|Zelda hat]] resembles Young Zelda's headdress from ''Melee'', even though Zelda's ''Twilight Princess'' incarnation succeeded her ancestor from ''Ocarina of Time'' as a playable character as of ''Brawl''.
*''SSB4'' marks the final appearance of Zelda as a starter character.
*''SSB4'' marks the final time Jun Mizusawa voices Zelda, who had voiced her since ''Melee''.
*Originally, Zelda was still going to turn into Sheik in this game and vice versa, but the two characters were split apart instead due to the limitations of the Nintendo 3DS. A similar issue was also the case for Samus and Zero Suit Samus when their Final Smash was concerned, and Pokémon Trainer, who was dropped in favor of his Charizard operating on its own.
*Coincidentally enough, a figurine of Zelda by First Four Figures based on her design from ''Twilight Princess'' (which inspired her design in ''Brawl'' and ''SSB4'') for some reason is colored more like her appearance in this game than in her source game proper (for example, the tapestry on her dress is colored differently, being indigo instead of gray like in the actual game), surprisingly enough, even in her possessed form during the final battle in that game (which also got her own figurine as well).
*''for Wii U'' is the only ''Smash'' game where Zelda's ''Ocarina of Time'' design (which based her design in ''Melee'') is not directly referenced, despite ''for Nintendo 3DS'' featuring a trophy based on her appearance in that game.
 
==References==
{{reflist}}
 
{{SSB4Characters}}
{{SSB4Characters}}
{{Zelda universe}}
{{Zelda universe}}
 
[[Category:Zelda (SSB4)| ]]
[[Category:Characters (SSB4)]]
[[Category:The Legend of Zelda universe]]
[[Category:Zelda (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Zelda (SSB4)]]

Latest revision as of 19:17, November 12, 2024

This article is about Zelda's appearance in Super Smash Bros. 4. For the character in other contexts, see Princess Zelda.
Zelda
in Super Smash Bros. 4
Zelda SSB4.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl
in Ultimate
Availability Starter
Final Smash Light Arrow
Tier G (52-53)
Zelda (SSB4)

Zelda (ゼルダ, Zelda) is a playable character in Super Smash Bros. 4. Her return to the series was announced in a Director's Room Miiverse post on December 26th, 2013, which also commemorated The Legend of Zelda: A Link Between Worlds being released in Japan on the same day. She is now completely separated from Sheik, no longer being able to transform mid-match.

Jun Mizusawa reprises her role as Zelda's voice actor, albeit via recycled voice clips from Super Smash Bros. Melee and Super Smash Bros. Brawl.

Zelda is ranked 52nd/53rd out of 54 on the tier list, so she is placed in the G tier, which ties her with Ganondorf. This is similar to her placement in Brawl, where she was ranked 37th out of 38. Zelda has a solid combo game, with her possessing multiple attacks which can set up into other moves. When coupled with her overall high damage output, Zelda is capable of racking up a solid amount of damage at a respectably fast rate.

Zelda also boasts an array of KOing options, most notably her forward smash, up smash, sweetspotted Lightning Kicks, up aerial and sweetspotted down aerial. By extension, Farore's Wind is a very potent and powerful KO move, reliably KOing any character below 100% while near the upper blast line, which makes it especially potent from out of shield when it can be applied. She also has a solid grab game, with her back throw being a solid KO option near the ledge and her down throw being a potent combo throw, even at higher percents.

However, Zelda also has a fair amount of detrimental weaknesses. Her mobility is very poor (especially on the ground) and her approach options are risky, making it very difficult for her to approach. While she does have a projectile in Din's Fire, it is very slow and easy to avoid. When combined with her tall hurtbox and her floatiness, this results in her neutral game being very poor, with opponents easily being able to keep her out, avoid her threat zone and put her into disadvantage where she also struggles. Additionally, her endurance is poor because of her light weight and low falling speed, which can both lead to her getting KOed early. Zelda's KO potential is also inconsistent: her strongest attacks have a combination of multiple traits including slow startup lag, having short durations, having drastically weaker sourspots and/or having punishable amounts of lag.

Lastly, she does not have a particularly effective out of shield game. While Farore's Wind is a very strong out of shield option, it is a frame 8 option and it has limited range. In addition to this, the first hit of the move can be DIed, which Zelda has to predict and follow and if she misses the second hit, she is left wide open for a large punish. As for her other options, her up smash is frame 9 and has abysmal range, making it useless out of shield, her shield grab is frame 10 and while it does have decent range, its range is not incredible either, taking its startup lag into account. Her aerials are difficult or even impossible to land in some cases (especially against shorter characters) and while down tilt and down smash are solid, they are frame 12 options. When combined with her below average traction. this makes it very difficult or even impossible for her to punish moves which are either spaced well or even moves which are fairly negative on shield, which overall makes her struggle with shield pressure, although her down tilt and down smash are solid power shield punishes.

As a result, Zelda's strong punish game is not enough to make up for her poor mobility, endurance, neutral game, disadvantage state, approach potential and inconsistent moveset, resulting in Zelda struggling against most of the cast, much like she did in the previous two games. Ultimately, this meant that Zelda retained extremely minimal representation in competitive play much like the previous two games and in turn, extremely sparse results. However, Zelda has nevertheless managed to find a few instances of success, from players such as ven, Fairess, Purple Guy, Onpu, and Zolda.

Attributes[edit]

Zelda is a tall, floaty lightweight with largely slow mobility. Although her traction is average and her air speed is slightly above-average, her walking, dashing and falling speeds; gravity; air acceleration; and jump and double jump are each below-average. As a result of her attributes, Zelda's endurance, neutral game and approach are sub-par.

Zelda's playstyle is largely defensive, and benefits from her strong out of shield options and punishment potential. By extension, her special moveset supplements her defensive potential, with Farore's Wind being her most effective special move. It is a long-ranged teleport that grants intangibility, giving her a very reliable and, when used wisely, virtually unpredictable recovery option. In addition, Farore's Wind has become one of Zelda's most viable KOing options, especially from out of shield: its disappearing hitbox now launches opponents directly upward, which allows it to combo into its now stronger reappearing hitbox that, when sweetspotted, will KO any character below 100% while near the upper blast line.

Due to losing Transform, Zelda has a received a new down special called Phantom Slash. Phantom Slash is a chargeable projectile that boasts both offensive and defensive capabilities: it possesses enough power to KO at reasonable percentages when fully charged, especially when edge-guarding, while the Phantom itself can block Zelda from incoming attacks. While descending from the upper corners of a stage, Zelda can also use it as a fairly effective way to ward off edge-guard attempts from an opponent standing at the edge. Nayru's Love is a reflector that also has loop hitboxes, which grant it offensive and defensive potential like Phantom Slash. Lastly, Din's Fire can be useful for long-ranged edge-guarding, which is further supplemented by its new sweetspot's high knockback growth.

The majority of Zelda's air game is a case of "high-risk, high-reward": her Lightning Kicks and down aerial require considerable precision in order to hit their sweetspots, yet each of these attacks boast enough power to easily KO even super heavyweights when they are sweetspotted. By extension, sweetspotted down aerial boasts decent combo potential on grounded opponents, thanks to it being a very powerful meteor smash. Zelda's up aerial is the most damaging up aerial in the game, and while it also requires precision because of its short duration and fairly minimal horizontal range, its lack of sweetspots and sourspots makes it much more consistent at KOing in comparison to her Lightning Kicks and down aerial. Unlike Zelda's aforementioned aerials, neutral aerial is not suited for KOing outright, but nevertheless has respectable utility: it has a decent damage output and loop hitboxes; can function as a follow-up from down throw at low percentages; can start combos when SHFF'd; and its last hit's very high knockback growth makes it useful for edge-guarding.

Zelda's ground game is very middling in comparison to her air game, but each of her grounded attacks have some degree of utility. Her grab game, in particular, is widely agreed as the best aspect of her ground game. Zelda's grabs have fairly long ranges despite not being tether grabs, and her pummel is among the most damaging in the game in spite of its moderately slow speed. Forward and back throws are useful for setting up edge-guards, yet each have a certain quirk: the former is among the damaging forward throws in the game, whereas the latter has KO potential while near the edge. Up and down throws possess combo potential, but vary noticeably in effectiveness. Up throw is decent for combos at low percentages, although it is especially useful against heavyweights and fast-fallers. However, it can also be followed up by up air, which can KO fast-fallers, especially with rage. Down throw has greater combo versatility in comparison, most notably in the form of its up aerial combo, which KOs lightweights as early as 92% and super heavyweights as early as 115%.[1] Although DI can occasionally make the set up harder to perform, the effectiveness of its up aerial combo will remain largely intact so long as Zelda utilizes it with proper timing.[1]

Neutral attack, up tilt and especially down tilt are capable combo starters, thanks to their knockback values, launching angles and low ending lag. Forward tilt and dash attack are decent for spacing and KOing thanks to their strong sweetspots, while the latter also has one of the lowest amounts of start-up lag of any dash attack in the game. Zelda's forward and up smashes have impressive power and respectable shield pressuring potential thanks to their multiple hits, while the latter also has surprisingly low start-up lag for a smash attack. Down smash is Zelda's weakest smash attack, though it is nevertheless quite strong and, like neutral aerial, has decent utility. It hits on frame 5, which ties it with Pit, Dark Pit, Mario, Dr. Mario and Ryu's down smashes as the second fastest smash attacks of any kind in the game. When coupled with its low ending lag and semi-spike angle, down smash can reliably punish rolls and set up edge-guards.

However, Zelda possesses a number of glaring weaknesses. She has the inconvenient combination of being tall, light and floaty, which collectively make her susceptible to both combos and early KOs. Although Zelda's mobility has improved, it has only done so marginally at best, and thus remains overall sub-par. Despite her power, Zelda's KO potential is inconsistent: in addition to having very short durations, her strongest attacks are burdened with very weak sourspots (dash attack; down smash; Lightning Kicks; and down aerial), punishable amounts of lag (forward tilt; forward/up smashes; up aerial; and Phantom Slash), or both (Din's Fire and Farore's Wind). To further compound this, only up aerial has set-ups (up tilt, down tilt and down throw) that are largely consistent past medium percentages.[1]

Although Zelda's special moves can help her defensive presence when used wisely, they are nevertheless lacking in regard to pressure. Short-ranged pressure can be problematic because Nayru's Love is rather laggy, while Phantom Slash is situational because of its ending lag, limited durability, poor range at low charges, and its susceptibility to reflection-based attacks. As a result, Zelda is forced to rely on her down smash instead of either of these options much more often than not. Conversely, Din's Fire is very unsuitable for long-ranged pressure because it is still very easy to evade, and is now burdened with a very weak sourspot. Lastly, Farore's Wind can cause Zelda to recover or evade pressure in the wrong direction if she recovers from a stage's slopes. Its high ending lag also makes her unable to move during her free fall animation until more than a second has passed.

The overwhelming majority of Zelda's custom moves are among the worst in the game, owing to their inability to alleviate her weaknesses. However, Zelda does have two custom moves that are more beneficial than the default versions. Din's Flare deals consistent damage regardless of its charge, travels much faster, and has both longer range and a faster detonation. However, it is much less maneuverable than Din's Fire. Phantom Breaker can break shields very easily and possesses KO potential like Phantom Slash, although it travels a set distance regardless of its charge and its slightly lower damage output results in it KOing later than Phantom Slash. Aside from these, Zelda's remaining custom moves are situational at best: Phantom Strike is stronger but has poor range, while Din's Blaze is stronger and easier to control, but is even slower and Farore's Windfall can meteor smash on the second hit, but completely loses its KO potential even beyond Sudden Death.

Overall, Zelda cannot rely on heavy stage or shield pressure, and thus must rely on either reading and baiting, or playing defensively. Both of these playstyle's purpose is to punish opponents with her effective out of shield game to start combos, utilize her down throw's up aerial combo for KOing, or set up an edge-guard before attempting to score a KO. However, her poor approach, mobility and neutral game hinder her ability to escape rushdowns and pressure, while her heavy reliance on sweetspots makes her akin to a glass cannon. Due to the precision and patience needed to use her effectively, Zelda's tournament representation has consistently been very sparse. Despite this, her playerbase have brought her some instances of success; most notably, ven has achieved a handful of decent placings at the national level, including three top 50 placings in both singles and doubles play.

Changes from Super Smash Bros. Brawl[edit]

Due to her status as the second lowest ranked character in Brawl, Zelda received a mix of buffs and nerfs in the transition to SSB4, being buffed overall. However, those buffs weren't enough to improve her standing compared to the rest of the cast. Farore's Wind is the most notable buff that she received; in addition to being a much safer recovery, it is now a risky but potent KO option, especially from out of shield, thanks to various hitbox and knockback adjustments. The removal of meteor canceling greatly improves down aerial's reliability off stage. Zelda's new down special, Phantom Slash, is a fairly strong projectile with a decent amount of utility: it is a capable edge-guarding option, helps her cover almost all edge get-up options, can protect and/or enable her to attack from behind the Phantom itself, and boasts KO potential when fully charged. Din's Fire now has a powerful sweetspot placed in the inner part of the explosion. Zelda's KO potential was also improved outside of the aforementioned attacks thanks to beneficial hitbox changes: her forward tilt and dash attack can now KO at high percentages to compensate for the loss of their combo potential, while her forward and up smashes possess stronger KO potential.

As a result of the removal of hitstun canceling, Zelda's combo game has also noticeably improved: neutral attack's angle adjustments make it a better set-up option at low percentages, up tilt's lower damage output and increased speed make it a reliable combo option, neutral aerial's multihit adjustments make it better at damage racking and follow-ups, and down throw's increased knockback and altered angle make it a reliable combo starter and KO set-up into up aerial and back aerial at high percentages.

However, Zelda also received noticeable nerfs. The most notable is the removal of her ability to Transform into Sheik, which is further compounded by the latter having been significantly buffed in the transition from Brawl to SSB4. Outside of this, most of Zelda's direct nerfs have been applied to her hitbox sizes and frame data: up and down smash have much shorter ranges with the former in particular having less utility and being slower, while the latter has slightly more startup and has a weaker front hit. Lightning Kicks have weaker sweetspots and are drastically laggier, preventing her from being actionable or auto-canceling in a short hop. This massively worsens their risk and greatly hinders their use in neutral. Din's Fire is much less maneuverable and more inconsistent due to having a sourspot in the outer area of the explosion, making it worse as a zoning tool. While rage can compound her already strong KO power, her low weight prevents her from consistently building up a high amount of rage, and it worsens her already poor endurance. While her combo game is stronger, she is also easier to combo not only due to the aforementioned removal of hitstun canceling but also because of her faster fall speed and gravity.

Overall, Zelda's much better combo game supplements her stronger out of shield game. However, she is still burdened with a poor approach and neutral game, owing to the buffs to her mobility being marginal at best (especially since many other characters also had their mobility improved to varying degrees), while she also received significant nerfs to some of her key moves in the previous game. While she overall greatly benefits from the changes to Smash 4's mechanics, they were not enough to offset her weaknesses. As a result, she is still considered to be one of the worst characters in the game with her tournament results remaining poor for the most part.

Aesthetics[edit]

  • Change Due to the aesthetic used in SSB4, Zelda's overall color scheme is significantly more vibrant. Her accessories, including her crown, epaulettes, belt, and jewelry are now a metallic gold, and the jewels on said accessories are now properly modeled as opposed to being meshed onto her model. Her hair is now a bronze color instead of a dark brown. Her dress bodice appears to have a more velvet-like texture than a leather-like texture, and her gloves and skirt are now a more satin-like appearance. Her skirt is also now more flowing and sports a longer train. The tapestry in front of her dress is now indigo with a gold border instead of gray with a green border, similar to the one sported by her Ocarina of Time incarnation's (her design in Melee) dress
  • Change Zelda's greaves are more pronounced. The Triforce studs on her boots' buckles have also been removed, and the buckles are no longer merged with her soles. These changes are unique to SSB4.
  • Change Zelda has received two new alternate costumes, one of them being based on her appearance in either A Link to the Past or A Link Between Worlds (which would eventually inspire her current design in the next game). Her red alternate costume now depicts her as wearing gloves like her default color (in Brawl, her red costume did not have gloves for some reason, even though her other colors, including her default, still do). Her Ocarina of Time-based alternate costume is now colored purple instead of pink.
  • Change Zelda is significantly more expressive. She now scowls while using most attacks and when hanging from an edge; smiles during one of her victory poses; winces in pain after tripping; appears alarmed while teetering; and winces depressingly while laying prone/supine.
  • Change Most attacks have updated visual and sound effects.
  • Change Sidestep, air dodge and up taunt's animations have changed.
  • Change Zelda vocalizes less frequently while jumping, a trait shared with many other characters except Falco.
  • Change Zelda's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.

Attributes[edit]

  • Buff Zelda walks faster (0.8 → 0.87).
  • Buff Zelda dashes faster (1.224 → 1.3). Her initial dash is notably faster (1.25 → 1.6).
  • Buff Zelda's air speed is faster (0.987 → 1.04).
  • Nerf Zelda's air acceleration is significantly lower (0.1 → 0.065), noticeably hindering her aerial approach and retreat options.
  • Change Zelda falls noticeably faster (1.13 → 1.35), going from the fourth lowest out of 39 characters to only the 13th lowest out of 58 characters. This improves her vertical endurance but makes her more susceptible to combos.
    • Buff Her fast-falling speed is significantly faster (1.582 → 2.16), going from the fourth lowest out of 39 characters to only the 13th lowest out of 58 characters.
  • Change Zelda's gravity is higher (0.067 → 0.071), although it is lower relative to the cast, going from the ninth lowest out of 39 characters to the 6th lowest out of 58 characters.
  • Buff Zelda's double jump grants much more height (height multiplier: 0.86 → 1x).
  • Buff Rolls have less ending lag (FAF 32 → 31).
  • Nerf Rolls have a shorter duration (frames 4-19 → 4-17).
  • Buff Air dodge has less startup (frame 4 → 3) and ending lag (FAF 50 → 34).
  • Nerf Spot dodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and it has more ending lag (FAF 26 → 28).
  • Change Due to the limitations of the Nintendo 3DS' processing power,[2] Zelda is no longer connected to Sheik via Transform or character selection screen input.[3]
    • Buff As transformations took a long time to load in Brawl, this meant Zelda got a much more reliable down special which also functions as an attack.
    • Nerf However, she can no longer access Sheik's significantly better mobility and combo potential to alleviate her own weaknesses.
  • Buff Zelda's item toss is stronger (0.8 → 0.95).
    • Nerf However, the removal of glide tossing hinders her approach with items.
  • Buff None of Zelda's moves use the electric effect anymore. All the moves that previously did (neutral attack, up tilt, dash attack, forward smash (final hit), up smash, neutral aerial (final hit), forward aerial (sweetspot), back aerial (sweetspot), down aerial (clean hit), pummel and down throw) now use the newly introduced magic effect. This reduces their hitlag and allows them to damage Olimar's yellow Pikmin.

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack deals more damage (2% (hits 1-3)/6% (total) → 3% (hits 1-2)/5% (hit 3)/11% (total)), without full compensation on the final hit's knockback (10 (base), 160 (scaling) → 40/95).
      • Nerf This reduces its follow-up potential at higher percents.
    • Buff Combined with neutral attack's higher damage, the changes to shields noticeably improve the move's safety on shield, with it now being safe on shield against a majority of the cast.
    • Buff The first two hits have altered set knockback on Zelda's hand and magic burst (30 (hand)/7 (burst) → 40/30) and they now send opponents up and toward Zelda (361° → 140°). This makes the move connect more reliably.
      • Nerf However, these new angles combined with the final hits higher knockback hinder the move's ability to trip and jab lock.
    • Buff The arm hitboxes are larger (2.5u/3u (hits 1-2), 2.5u/3.5u (hit 3) → 3.2u (hits 1-2), 3.6u (hit 3)), and they are now static hitboxes positioned lower at the same height as the burst hitbox, improving their ability to hit grounded opponents.
      • Nerf However, this also gives them less range above Zelda.
    • Nerf The first two hits' burst hitbox is smaller (4.5u → 4u).
    • Nerf The inner body hitbox has been removed, giving the move less range inside Zelda.
  • Forward tilt:
    • Buff Forward tilt has less startup lag (frame 12 → 10) with a shorter total duration (FAF 40 → 38).
    • Nerf Forward tilt has a shorter duration (frames 12-14 → 10-11).
    • Buff The outer hand sweetspot has been moved farther out (x offset: 3 → 3.5), slightly improving its range.
      • Nerf However, the inner hand hitbox is no longer also a sweetspot, further reducing the sweetspot's range point-blank. Interestingly, it still uses the same sound effect as the sweetspot, despite behaving identically to the other sourspot.
    • Change The hand hitboxes now launch opponents horizontally (110° → 361°). This improves its KO potential near the side blast zones, but removes its ability to set up juggles, as well as hindering its KO potential near the upper blast zone.
    • Nerf Forward tilt deals less damage (13% (hand)/12% (arm)/11% (body) → 12% (outer hand)/10% (inner hand/arm)), hindering its KO potential.
    • Nerf Forward tilt's body hitbox has been removed, reducing the move's range inside of Zelda, despite the arm hitbox being moved closer to her (x offset: 0 → -1).
      • Change The move now entirely uses slash effects, no longer having a hit with a normal effect and punch sound effect..
  • Up tilt:
    • Buff Up tilt has less startup lag (frame 10 → 7) and much less ending lag (FAF 48 → 30). The hitboxes have a slightly shorter duration (frames 10-24 → 7-18), but are longer relative to the move's total duration.
    • Buff Up tilt launches opponents at a higher and inward angle (70° → 100°).
    • Nerf Up tilt deals less damage (11% → 7.2%) and knockback (65 (base), 105 (scaling) → 45/110), significantly hindering its KO potential.
      • Buff However, when combined with the move's greatly increased speed, altered launch angle and the changes to hitstun canceling and directional influence, this significantly improves the move's combo potential.
    • Nerf The arm and shoulder hitboxes are smaller (4.5u/4u → 3u/3u).
    • Change The arm hitbox is positioned closer to Zelda (x offset: 2 → 1).
  • Down tilt:
    • Change Down tilt now always launches opponents vertically (270° (leg/body/ground foot)/80° (aerial foot) → 80°).
      • Buff This allows Zelda to follow up with aerials, especially at mid percents, as well as making the move slightly safer on hit due to it forcing the opponent into the air.
      • Nerf This means that the move is no longer capable of tripping, significantly hindering its set up potential at lower percents.
      • Nerf This also significantly hinders the move's ability to lead into itself (especially against floatier characters), as well as hindering its edgeguarding potential.
    • Nerf Zelda now gets pushed backward after landing multiple down tilts, which along with the move's altered angle further hinders its ability to chain into itself.
    • Change Down tilt has a lower extra trip chance (40% → 20%), although its altered launch angle makes it incapable of tripping regardless.
    • Nerf Down tilt deals less damage (8% (leg)/7% (foot) → 5.5%), and it has increased knockback scaling (80 → 120), hindering its damage racking potential at lower percents and its follow-up potential at higher percents, especially when combined with its new angle.
      • Buff However, this also improves its follow-up potential below higher percents.
    • Nerf Down tilt now uses one smaller extended hitbox (5u/4.5u/4u/4u → 3.6u) which is positioned closer to Zelda than the previous foot hitbox (y offset: 6.5 → x offset: 6) which overall has less rage than the previous hitboxes. The move has a smaller disjoint and no longer covers Zelda's body.
  • Dash attack:
    • Nerf Dash attack has a shorter duration (frames 6-8 (clean)/9-13 (late) → 6-7/8-10), reducing the move's overall range as its animation was unchanged.
    • Nerf Dash attack has more ending lag (FAF 38 → 40).
    • Change The clean hit's sweetspot has a higher hitlag multiplier (1x → 1.2x), but still has less hitlag due to losing the electric effect.
    • Change The clean hit's sweetspot is now a static hitbox positioned directly in front of Zelda's hands rather than on her head.
      • Buff This makes the sweetspot easier to land on grounded opponents to the sides of Zelda.
      • Nerf However, it is much smaller (4.8u → 2.2u), which along with its new position gives it much less range behind and above Zelda. It also no longer increases the move's total range due to now being completely within the sourspot's range.
    • Nerf The clean hit's sourspot is smaller (7u → 5u). This reduces its vertical range, but its horizontal range was compensated due to now being an extended hitbox (z offset: 12 → 7.8 to 13.8).
    • Change The late hit is now one extended hitbox instead of consisting of a sweetspot and sourspot.
    • Change The launch angle is now uniformly diagonal (90°/361° (sweetspots/sourspots) → 50°).
      • Buff The clean hit's sweetspot has higher base knockback (70 → 85), which improves its KO potential when used near the horizontal blast zone.
        • Nerf However, this hinders its overall KO potential, especially from center stage or farther from the ledge.
      • Nerf The clean hit's sourspot has altered knockback (50 (base), 70 (scaling) → 80/50), overall having worse KO potential unless it is used extremely close to the horizontal blast zone.
        • Buff However, the higher base knockback now makes it safe on hit at all percents.
      • Nerf The late hit deals less damage (8% (head)/7% (hands) → 6%). It knockback was not fully compensated (20 (base), 70 (scaling) → 80/50), which overall hinders its KO potential, especially when used far from the horizontal blast zone.
        • Nerf It can no longer trip or lock.
        • Buff However, the late hit's higher base knockback makes it safe on hit at all percents.
  • Forward smash:
    • Change The hitboxes are positioned marginally higher (y offset: 9.07 → 9.1).
    • Nerf Forward smash has smaller hitboxes (3.5u/3.5u/4.3u/5u → 4.2u/4.5u (hits 1-4), 4.5u/4.5u/5.7u/6.7u → 5.5u/6u (hit 5)), and because the move only has two hitboxes per hit instead of four, it does not reach as far into Zelda (z offset: 3/7/11/16 (8/16 (hits 1-4)/9.5/16 (hit 5)), reducing its range, especially behind Zelda.
    • Buff Forward smash's loop hits' angles (30°/45°/60° → 25°/165°) and set knockback (30/40/50/80 → 40/50) have been altered. When combined with the weakening of SDI, this makes forward smash connect more reliably despite the looping hits' higher SDI multiplier (0.5x → 1x).
    • Buff The final hit deals more knockback (30 (base), 105 (scaling) → 37/110), improving its KO potential.
    • Nerf Forward smash has much more ending lag (FAF 40 → 50).
  • Up smash:
    • Nerf Up smash has more startup lag (frame 6 → 9). This particularly hinders Zelda's out of shield game as she is no longer capable of punishing -6 or -7 moves on shield, unless she powershields.
    • Nerf Up smash only has 7 looping hits instead of 10 (frame 6/8/10/12/14/16, 23/25/27/29 → 9/12/15/18, 25/28/31), reducing the number of active frames. The number of frames between the first hit and and the launching hit is unchanged, but at the cost of increased gaps between its hits.
    • Buff The first set of looping hits deals more damage (1% → 2%), while the second set deals slightly less (1% → 0.8%). Overall, the move deals slightly more maximum damage despite having less hits (15% → 15.4%).
    • Nerf The looping hits have much smaller hitboxes (5u/5u/5.5u/5.5u → 3.5u/4.2u/3.5u/3.5u).
    • Nerf The upper loop and side hitboxes are positioned lower (y offset: 21/18 → 18/17). This reduces its vertical range to the point where the looping hits can no longer hit opponents above Zelda on the side Battlefield platforms, while not giving them more range below her due to their smaller size.
    • Nerf The side hitboxes are positioned closer to Zelda, reducing the move's horizontal range (z offset: 6 → 5).
      • Nerf Altogether, these changes greatly hinder up smash's use as an Out of Shield option, as its range has been drastically reduced.
    • Buff The final hit deals more knockback (20 (base), 210 (scaling) → 24/214), improving its KO potential.
    • Change The loop hits have a higher SDI multiplier (0.1x → 0.5x), but have less knockback (60/50/60/60 (set), 100 (scaling) → 40/105). The upper loop hit now uses an auto-link angle (270° → 366°). Overall, these preserve the looping hits' consistency given the changes in their size and positions.
    • Nerf The second set of looping hits and the final hit have a higher hitlag multiplier (0.5x, 1x → 1x, 2x), giving them more hitlag despite no longer having an electric effect.
    • Nerf Up smash has more ending lag (FAF 57 → 64), with the move no longer being able to lead into itself at lower percents.
  • Down smash:
    • Nerf Down smash has more startup lag with a shorter duration (frames 4-6 (front)/12-14 (back) → 5-6/13-14).
    • Nerf Zelda's right leg is no longer intangible on frames 4-14.
    • Nerf The front hit has less knockback scaling (95 → 86) hindering its KO potential.
    • Buff The back hit has more knockback scaling (85 → 96) improving its KO potential.
    • Nerf The leg hitboxes no longer semi-spike (20° → 361°), noticeably hindering their edgeguarding and KO potential.
      • Buff However, this also allows to leg hitbox to trip opponents, despite the move having a lower trip chance (30% → 20%).
    • Nerf Down smash has smaller hitboxes (5u/5u/4u → 4.2u/3u). The leg hitbox now uses an extended hitbox, although this does not fully compensate for the removal of the upper leg hitbox.
    • Nerf Down smash now uses static hitboxes, which does not reach as far as the previous hitboxes (foot hitbox x/y/z offsets: -2/7/0 → 0/3/12.5 (front)/0/3/11 (back)). This gives down smash less range overall, as well as hindering its ability to hit opponents in the z-axis.
      • Buff However, this does also give the front hit more consistent horizontal range.
    • Buff Down smash has less ending lag (FAF 40 → 38).

Aerial attacks[edit]

  • Nerf All aerials except down aerial have shorter initial auto-cancel windows (frames 1-5 (neutral)/1-7 (forward)/1-4 (back)/1-13 (up) → 1-3 (neutral/forward)/1-2 (back)/1-4 (up)).
  • Neutral aerial:
    • Change Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)). This improves its damage-racking ability if the opponent is in front of Zelda, but worsens it if hit behind her.
      • Buff The front hit now has higher priority, effectively increasing the move's damage output on average.
    • Buff The loop hits have larger hitboxes compared to the previous hand hitboxes (3u → 4.7u).
      • Nerf However, the loop hits no longer have a head and body hitbox, giving them less vertical range.
    • Buff The loop hits use a uniform auto-link angle (150° (hands)/270° (head)/90° (body) → 366°) and set knockback (75 (hands)/50 (head)/120 (body) → 75) and knockback scaling (100 (hands)/90 (head/body) → 100), making them connect more reliably and improving the move's follow-up potential.
    • Nerf Neutral aerial has more ending lag (FAF 50 → 51) and a longer animation (49 frames → 57).
    • Nerf Neutral aerial has more landing lag (12 frames → 19).
    • Nerf The final hit's head and body hitboxes have lower knockback scaling (120 → 110).
  • Lightning Kicks:
    • Buff Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.
      • Nerf However, these animations are also longer (49 frames → 62), increasing the amount of time Zelda cannot grab ledges after performing a Lightning Kick.
    • Buff The sweetspots have a slightly larger hitbox (1.7u → 1.9u), making them slightly easier to land.
    • Buff The changes to shields significantly improve Lightning Kicks' safety and effectiveness on shield, especially the sweetspots, which are no longer burdened against shielding opponents by their extreme hitlag.
    • Buff The introduction of frame canceling benefits Lightning Kicks due to their sweetspots' extremely high hitlag, which can give them much less landing lag when they connect if timed and spaced properly.
  • Forward aerial:
    • Nerf Forward aerial has more startup lag (frame 8 → 9).
    • Nerf Forward aerial has more ending lag (FAF 40 → 53), with Zelda no longer being actionable again in a short hop.
    • Nerf Forward aerial has slightly more landing lag (22 frames → 23).
    • Nerf Forward aerial auto-cancels much later (frame 25 → 50) no longer doing so in a short hop.
      • Nerf Altogether, these changes significantly hinder forward aerial's spacing potential and safety on hit.
    • Nerf The sweetspot has lower base knockback (35 → 24), hindering its KO potential.
  • Back aerial:
    • Nerf Back aerial has more startup lag (frame 5 → 6).
    • Nerf Back aerial has more ending lag (FAF 36 → 53), with Zelda no longer being actionable again in a short hop.
    • Nerf Back aerial has more landing lag (22 frames → 25).
    • Nerf Back aerial auto-cancels much later (frame 26 → 52) no longer doing so in a short hop.
    • Nerf Back aerial overall has slightly reduced range due to its new animation, with its range now being more in line with forward aerial.
      • Nerf Altogether, these changes significantly hinder back aerial's spacing potential and safety on hit.
    • Nerf The sweetspot has lower base knockback (40 → 28), hindering its KO potential.
  • Up aerial:
    • Buff Up aerial deals more damage (15% → 17%).
    • Nerf Up aerial has lower knockback scaling (110 → 84), noticeably hindering its KO potential despite its increased damage.
    • Change Up aerial's hitbox is positioned slightly more inward (z offset 1.7u → 0.5u).
    • Nerf Up aerial has a slightly smaller hitbox (8.199984u → 8u).
    • Buff Up aerial has less landing lag (22 frames → 19).
  • Down aerial:
    • Buff Down aerial now has an initial auto-cancel window during its first three frames.
    • Buff The clean hit can now hit grounded opponents, giving the move less startup lag with a longer duration against grounded opponents (frames 15-24 → 14 (clean)/15-24 (late)).
    • Buff The clean hit has a larger hitbox (2.5u → 4u).
    • Nerf The clean hit deals much less knockback (50 (base), 90 (scaling) → 30, 65). This hinders its edge-guarding potential and KO potential, while not improving its combo potential on stage due to the introduction of teching against grounded meteor smashes.
    • Buff Down aerial has less landing lag (21 frames → 18).

Throws/other attacks[edit]

  • Grabs:
    • Buff Standing and pivot grabs have less start-up lag (frame 12 (standing)/14 (pivot) → 10/11).
    • Buff All of Zelda's grabs extend farther out (z offset: 10 (standing)/9 (dash)/-13 (pivot) → z stretch: 13.5u/14.5u/-16.7), giving them more range.
    • Nerf All grabs have more ending lag (FAF 30 → 38 (standing), FAF 40 → 47 (dash), FAF 36 → 45 (pivot)).
    • Nerf All grabs have smaller grabboxes (4.8u → 3.8u (standing/pivot)/3u (dash)).
    • Nerf Dash and pivot grab do not extend as far inside Zelda (z offset: -3 (dash)/-1 (pivot) → 4/-4), removing their ability to grab opponents behind Zelda.
  • Forward throw:
    • Change Zelda releases opponents from forward throw earlier (frame 33 → 30). This makes it harder to DI (especially for heavier characters due to the changes to weight dependent throws) but gives it more ending lag as its total duration was unchanged.
  • Back throw:
    • Change Zelda releases opponents from back throw earlier (frame 29 → 27). This makes it harder to DI but gives it more ending lag as its total duration was unchanged.
  • Up throw:
    • Nerf Up throw deals less knockback (80 (base), 50 (scaling) → 50/60) and launches opponents at a slightly lower angle (90° → 88°).
      • Buff However when combined with the changes to hitstun canceling and DI, these changes improve its combo potential.
  • Down throw:
    • Nerf The loop hits deal less damage (2% → 1%), reducing the throw's total damage output (10% → 6%).
    • Buff Down throw deals more knockback (80 (base), 42 (scaling) → 85/55), but launches opponents at a higher angle (120° → 100°). When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential despite its higher knockback.

Special moves[edit]

  • Nayru's Love:
    • Buff Nayru's Love has increased intangibility frames (frames 5-12 → 5-15), now coinciding with the hitboxes for 3 frames and improving the move's ability to beat out other moves.
    • Change All hitboxes are positioned slightly higher (y offset 6 → 8).
    • Change The looping hits use 2 medium-sized extended hitboxes (6u/4u) instead of 5 smaller ones (5u/4.8u/4.8u/3.4u/3.4u). They are also positioned closer to Zelda (z offset -13.5/-4/0/4/13.5 → -4 to 4, -10 to 10), overall reducing their horizontal range but improving their vertical range.
      • Buff The innermost hitbox (the only one that can hit aerial opponents) is larger (5u → 6u) and is now extended (z offset 0 → -4 to 4), improving the looping hits' ability to hit aerial opponents.
      • Buff The innermost hitbox deals more damage (1% → 2%).
    • Buff Nayru's Love's loop hits' angles have been altered to send inward (10° → 160°). This makes it significantly more difficult to escape from.
    • Buff The loop hits have a continuous duration, improving their hit detection (frame 13/16/19/22/25 → 13-24 (rehit rate 4)).
    • Nerf The final hit uses 2 medium-sized extended hitboxes (7u/5u) instead of 5 larger ones (6u/7.8u/7u/7.8u/6u). They are also positioned closer to Zelda (z offset -12/-4/0/4/12 → -4 to 4, -11 to 11), reducing both their horizontal and vertical range.
      • Buff However, all hitboxes can now hit aerial opponents instead of only the innermost one, significantly improving the final hit's range against aerial opponents.
      • Buff The innermost hitbox deals more damage (3% → 5%).
    • Nerf Due to consisting of four hits instead of six, Nayru's Love deals 4% less maximum damage (15% → 11%).
      • Buff However, this is compensated by the damage increase for the innermost hitbox, as well as the looping hitboxes having altered priority, with the 2% hitboxes now having higher priority than the 1% hitboxes.
    • Nerf Zelda no longer has access to her "Love jump" technique, hindering Nayru's Love's recovery and mixup potential.
  • Din's Fire:
    • Nerf Din's Fire deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)).
    • Nerf Its travel distance, maneuverability and explosion's range have been drastically decreased, and it must travel a set distance away from Zelda before it can be detonated. The delay before the explosion is also longer. Lastly, maneuvering it into the stage now makes it stop moving and explode at the same time, instead of explode. Altogether, these changes significantly hinder its zoning utility.
    • Change Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, Din's Fire has altered knockback (50 (base)/60 (growth) → 50/97 (sweetspot), 55/40 (sourspot)). This improves its KO potential when fully charged and sweetspotted, but significantly hinders its strength when sourspotted.
  • Farore's Wind:
    • Buff Farore's Wind's initial hit has decreased start-up lag (frame 11 → 8).
    • Nerf The aerial first hit has a slightly smaller hitbox (10.56u → 10.5u). The grounded first hit has a smaller hitbox (10.56u → 8u) but is positioned lower and is now an extended hitbox (z offset -4 to 4), improving its horizontal reach, range below Zelda and its use as an out of shield option, especially with its faster startup.
    • {{buff|Farore's Wind's grounded first hit's knockback (40 (base)/100 (growth) → 118/30) and angle have been altered (80° → 91°), granting it combo potential into its aerial second hit.
    • Change The aerial first hit has slightly increased base knockback (40 → 60), but an unaltered launch angle and knockback scaling, leaving it with a much smaller window to combo compared to the grounded hit.
    • Buff Zelda travels farther and covers significantly more height when used with a jump. The move now snaps to the ledge when first used, instead of requiring Zelda to reappear first. Altogether, these changes significantly improve her recovery.
    • Buff The disappearance and reappearance occur much faster (frame 34/54 → frame 21/41).
    • Buff Farore Wind's second hit has larger hitboxes (9.6u → 10u (grounded), 11u (aerial)). It also has new sourspots that greatly improve the move's range (15u (grounded), 16u (aerial)).
    • Buff Farore's Wind's second hit deals more damage (6% → 10% (grounded sweetspot)/7% (grounded sourspot)/12% (aerial sweetspot)/8% (aerial sourspot)). Its second hit has higher knockback, especially for the sweetspots (40 (base)/100 (growth) → 90/90 (grounded/aerial sweetspot), 70/90 (grounded/aerial sourspot)). Lastly, its aerial second hit's angle has been altered to send more vertically (361° → 55°). Altogether, these changes grant it KO potential when sweetspotted, especially when near the side blast zones for the grounded reappearance and near the upper blast line for the aerial reappearance, and improve its safety on hit.
    • Change Farore Wind's second hit now has a slash effect instead of a flame effect.
    • Nerf Farore Wind's second hit deals more hitlag (1.0x → 1.5x (sweetspots)/1.2x (sourspots)).
    • Nerf The grounded reappearance has significantly more ending lag (FAF 30 → 41), hindering the move's movement and safety.
  • Phantom Slash:
    • Buff Zelda has a new down special, Phantom Slash. Phantom Slash is a chargeable attack that summons a Phantom and propels it forward in order to attack with its sword and/or block incoming attacks.[3] Unlike Transform, it deals damage at any level of charge and has very high knockback when fully charged, making it capable of zoning and KOing. Despite this, Phantom Slash cannot be charge-canceled or held indefinitely.
    • Buff Phantom Slash is far less punishable than Transform and gives Zelda an additional zoning, edgeguarding, and KOing option.
    • Nerf Phantom Slash does not replace Zelda with Sheik, greatly hindering its utility, as it does not turn Zelda into a superior character, removing her ability to transform to adapt to different matchups. Additionally, Phantom Slash does not reset stale move negation, and the Phantom functions as a projectile, and is thus susceptible to reflection-based moves, as well as Pocket and Gravitational Pull.[3] Lastly, the Phantom can be destroyed, which temporarily prevents Zelda from reusing it both of which were not issues Transform had. [3]
  • Light Arrow:
    • Nerf Light Arrow's initial deals 2% less damage (3% → 1%), making Light Arrow slightly weaker overall and removing its one-hit KO potential.

Update history[edit]

Zelda has been buffed via game updates. After updates 1.0.4 and 1.0.6 granted her a mix of buffs and nerfs, she received a consistent number of direct and indirect buffs thereafter, beginning with update 1.0.8. 1.0.8 made up smash and neutral aerial much more difficult to escape, improved up smash's KO potential, and decreased the landing lag of neutral, up and down aerials. Update 1.1.0 improved the set-up and spacing potential of neutral attack, as well as the combo potentials of up tilt and down tilt. It also made Phantom Slash safer and more reliable by decreasing its ending lag and removing its blind spot. The changes to shield mechanics brought about by 1.1.0 and 1.1.1 also indirectly buffed Zelda, as they make her multiple hit attacks and Lightning Kicks safer on shield.

Lastly, update 1.1.5 brought about arguably Zelda's most noteworthy buffs. Neutral attack's damage output was increased yet again, though its utility remained intact thanks to its knockback being altered. Forward tilt and down smash became safer thanks to decreases to their lag, while the former also had its range improved. Neutral and up aerials has their damage outputs increased, while each of her grabs had their ranges increased. Lastly, Nayru's Love became safer thanks to its intangibility being increased.

Overall, Zelda's buffs have improved her KO and combo potential. Due to her mobility, neutral game and endurance remaining unaffected by game updates, however, she still remains at a disadvantage compared to most of the cast.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Up tilt's ending lag decreased: frame 35 → 33, improving its combo ability.
  • Buff Up tilt deals more damage: 6.5% → 7.2%.
  • Nerf Pivot grab's Z-offset decreased: -4 – -18.7 → -4 – -15.7. This lowers its range.


Super Smash Bros. for Nintendo 3DS 1.0.5

  • Change Some attacks' visual effects improved.
  • Bug fix Fixed a glitch where an opponent might very briefly appear behind Zelda after being pivot grabbed.

Super Smash Bros. 4 1.0.6

  • Nerf Forward smash's loop hits' hitbox sizes decreased: 4.3u/5u → 4.2u/4.5u.
  • Change Forward smash's last hit's hitbox size altered: 6.7u/5.7u → 5.5u/6u.
  • Buff Forward smash's loop hits' angles altered: 60°/160° → 25°/165°. These changes make its hits connect together better.
  • Change Back Lightning Kick's visual effects improved.
  • Nerf All variations of Din's Fire have had their sweetspot's size decreased: 2.7u → 2.1u.
  • Buff Phantom Slash's ending lag decreased: frame 54 → 51.
  • Buff The Phantom's on-stage duration increased by approximately a quarter of a second.
  • Nerf The Phantom's respawn time increased: 6 seconds → 10.

Super Smash Bros. 4 1.0.8

  • Buff Up smash's last hit's knockback growth increased: 190 → 214; its loop hits' hitbox sizes increased: 3u/3.8u/3u/3u → 3.5u/4.2u/3.5u/3.5u; and its SDI multipliers decreased: 1× → 0.5×. Altogether, these changes improve its KO potential, and make its hits connect together better.
  • Change Neutral aerial's loop hits' damage outputs reversed: 1% (front)/2% (back) → 2%/1%.
  • Buff Neutral aerial's loop hits' hitbox sizes increased: 3u → 4.7u.
  • Buff Neutral, up and down aerials' landing lag decreased: 22 frames (neutral/up)/21 frames (down) → 19/18.

Super Smash Bros. 4 1.1.0

  • Buff Neutral attack deals more damage: 2% (all hits) → 2.5% (hits 1-2)/3% (hit 3); its last hit's knockback altered: 24 (base)/150 (growth) → 35/130; and its heavy position, bone, angles, hitbox sizes, and weight-based knockback have been adjusted on all of its hits. Altogether, these changes improve its combo potential, and make its hits connect together better.
  • Buff Up tilt's ending lag decreased: frame 33 → 30.
  • Buff Down tilt deals 1% more damage: 4.5% → 5.5%.
  • Buff All variations of Phantom Slash have had their ending lag decreased by 5 frames.
  • Buff Phantom Slash received a windbox that pulls opponents into the Phantom's sword at low charges, and pushes them away at high charges. This removes its blind spot.

Super Smash Bros. 4 1.1.1

  • Buff Neutral aerial's loop hits' angles altered: 150° (hands)/270° (upper body)/90° (lower body) → 366° (all). This makes its hits connect together better.
  • Buff Nayru's Passion's start-up: frame 13 (windbox)/frame 27 (hitbox) → 11/22 and ending lag: frame 60 → 55 decreased.
  • Change Nayru's Passion's windbox re-positioned.
  • Buff Farore's Squall's hitbox duration increased: 1 frame → 2.
  • Buff Farore's Squall's disappearing and traveling windboxes' ending lag decreased: frame 35 (disappearing)/frame 34 (traveling) → 34/29.

Super Smash Bros. 4 1.1.4


Super Smash Bros. 4 1.1.5

  • Buff Jab deals more damage: 8% → 11%. Its knockback was compensated however (35 (base)/130 (growth) → 40/95).
  • Buff Forward tilt startup and ending lag decreased: frame 12 (startup)/39 (ending lag) → 10/37. The Z position was also slightly increased to give it more reach: 3u → 3.5u.
  • Buff Down smash has less ending lag: 40 frames → 37.
  • Buff Neutral air deals more damage: 11% (front)/7% (back) → 15/11%. The knockback was compensated: 160/160/140/140 → 130/130/110/100.
  • Buff Up air deals 2% more damage: (15% → 17%), and has a larger hitbox: 7u → 8u. Its knockback was compensated, however (90 → 84).
  • Buff Nayru's Love has more intangibility frames: 5-12 → 5-15. This now makes it overlap with the first hitbox's first active frames, making it harder to have another attack cancel it.
  • Buff All grabs have more reach: 10.5 (standing)/13.5 (dash)/-15.7 (pivot) → 11.5/14.5/-16.7.


Moveset[edit]

For a gallery of Zelda's hitboxes, see here.

  Name Damage Description
Neutral attack Short Flash (ショートフラッシュ) 3% (hits 1-2), 5% (hit 3) Extends her arm to emit a small blast of magical energy from her hand. It has a respectable damage output, very minimal ending lag, low base knockback and high knockback growth. All of these traits make it a useful set-up into dash attack and dash grab at 0%-35%, and a useful spacing option beginning at 40%. Due to it hitting on frame 11, however, it is the slowest neutral attack in the game. Its hitbox also follows Zelda's palm, which can result in it can missing small and/or crouching opponents.
Forward tilt Magical Cutter (マジカルカッター) 12% (hand), 10% (arm) A magically-infused, outward fanning knifehand strike. It can be angled and its sweetspot, which is located at Zelda's hand, possesses respectable power. Its sweetspot KOs middleweights at 119%/107% (3DS/Wii U) while near the edge of Final Destination. Its sourspot, which is located at Zelda's arm, is also reliable for KOing in spite of it being noticeably weaker. Its sourspot KOs middleweights at 140%/129% (3DS/Wii U) while near the edge of Final Destination. However, it has noticeable ending lag and a narrow hitbox. Due to its body hitbox being removed since Brawl, it also has a very small blind spot near Zelda's torso.
Up tilt Barricader (バリケーダー) 7.2% Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having minimal ending lag, it is a reliable combo starter. It can combo into itself, neutral attack, forward tilt, forward smash, Nayru's Love, and Farore's Wind at low percentages; into neutral aerial from low to medium percentages; and up aerial at medium percentages. It is also decent as both a follow-up from down tilt and as an anti-air attack. However, it is no longer a viable KOing option like in Brawl because of its lower damage output and altered knockback values.
Down tilt Low Kick (ローキック) 5.5% A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. When coupled with it launching at 80°, its minimal ending lag and deceptively long-lasting hitbox, it is also her most reliable combo starter. It can combo into itself, neutral attack, forward tilt, up tilt, forward smash, a grab and Farore's Wind at low percentages; into neutral and forward aerials at medium percentages; and into a dashing up smash and up aerial at medium to high percentages.
Dash attack Quick Palm Shot (クイックパームショット) 12% (clean base), 9% (clean tip), 6% (late) A double palm thrust that emits a blast of magical energy from her hands, similarly to Peach's dash attack. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To compliment this, its sweetspot's base is strong enough to KO middleweights at 130%/115% (3DS/Wii U) while near the edge of Final Destination. However, it has noticeable ending lag, while its other hitboxes lack KO potential.
Forward smash Shining Palm Shot (シャイニングパームショット) 1% (hits 1-4), 13% (hit 5) A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at 93%/83% (3DS/Wii U) while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged. Due to it hitting on frame 16, however, it has the highest start-up lag out Zelda's smash attacks. It also has a punishable amount of ending lag.
Up smash Power Steer (パワースティア) 2% (hits 1-4), 0.8% (hits 5-7), 5% (hit 8) Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at 110%/100% (3DS/Wii U) from anywhere on Final Destination. However, it has minimal horizontal range and a punishable amount of ending lag.
Down smash Compass Turn (コンパスターン) 12% (front), 10% (back) A spinning shin kick. Due to it hitting on frame 5, it is tied with Pit, Dark Pit, Mario, Dr. Mario, and Ryu's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by Meta Knight's buffered down smash. It is also a semi-spike that hits on both sides, which make it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful, and has rather low ending lag. Its front hit KOs middleweights at 135%/126% (3DS/Wii U) while near the edge of Final Destination. In comparison, its back hit KOs them at 143%/132% (3DS/Wii U) while near the edge of Final Destination.
Neutral aerial Zelda Spin (ゼルダスピン) 2.5% (hits 1-4 front), 1.5% (hits 1-4 back), 5% (hit 5) Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with back aerial for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw; as a combo starter when SHFF'd; or as an edge-guarding option and autocancels in a short hop.
Forward aerial Lightning Kick (Front) (稲妻キック(前)) 20% (clean foot), 4% (clean leg, late) A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at 74%/66% (3DS/Wii U) while near the edge of Final Destination. Its sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted.
Back aerial Lightning Kick (Back) (稲妻キック(後)) 20% (clean foot), 4% (clean leg, late) A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that it hits on frame 6 (which ties it with neutral aerial for the lowest amount of start-up lag out of Zelda's aerials) and its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at 71%/62% (3DS/Wii U) while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
Up aerial Condense Blast (コンデンスブラスト) 17% Leans back and turns slightly to extend her arm in order to emit a magical explosion from her index and middle fingers. It is the most damaging up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option. It KOs middleweights at 90%/79% (3DS/Wii U) while near the upper blast line of Final Destination. It can also clip through the bottom of a stage's edge. However, it hits 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 punishable ending lag, a short duration, and fairly short horizontal range. It autocancels in a full hop, but only 2 frames after the animation ends.
Down aerial Meteor Heel (マイルドメテオヒール, Mild Meteor Heel) 16% (clean), 5% (late leg), 4% (late foot) A magically-infused stomp. All of its hitboxes are meteor smashes, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, although it is decently fast for a meteor smash, and can autocancel in a short hop.
Grab Holding (ホールディング) Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
Pummel Holding Attack (ホールディングアタック) 3% A blast of magical energy. Moderately slow, but one of the most damaging pummels in the game.
Forward throw Force Move (フォースムーブ) 12% Magically spins the opponent in front of herself and then throws them away. It is Zelda's most damaging throw, and one of the most damaging forward throws in the game. It is also useful for setting up edge-guards, but lacks KO potential because of its low knockback growth.
Back throw Force Back Move (フォースバックムーブ) 11% Magically spins the opponent and turns around with them in tow before throwing them away. It is Zelda's only throw with KO potential, although it is also useful for setting up an edge-guard. It KOs middleweights at 158%/145% (3DS/Wii U) while near the edge of Final Destination.
Up throw Force Top Move (フォーストップムーブ) 11% Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game, and has decent combo potential, especially against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages; up aerial at medium percentages; and Farore's Wind at high percentages. However, each of these combos are heavily dependent on the opponent's DI.
Down throw Plasma Beat (プラズマビート) 1% (hits 1-4), 2% (throw) Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches at 100°, which allows it to combo into neutral aerial, up aerial and, if timed precisely, back aerial. Its neutral and back aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial combo is more consistent, especially if Zelda utilizes it with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness while Zelda has a high level of rage.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks in front of herself and then behind herself.
Floor attack (back)
Floor getups (back)
  7% Kicks in front of herself and then behind herself.
Floor attack (trip)
Floor getups (trip)
  5% Kicks around herself.
Edge attack
Edge getups
  7% Performs a kick while climbing up.
Neutral special Default Nayru's Love 2% (hits 1-3), 5% (hit 4), 1.25× (reflected projectiles) Creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles with 25% more power and speed than they originally had. It also grants intangibility on frames 5-15. However, it has moderate start-up and considerable ending lag.
Custom 1 Nayru's Rejection 1% (loop), 5% (last), 1.2× (reflected projectiles) Reverses opponents and pushes them away, in addition to having more intangibility. However, it deals less damage (despite the in-game description saying it doesn’t hit opponents), and has both a lower reflection multiplier and more start-up lag.
Custom 2 Nayru's Passion 15% Vacuums opponents before exploding, which deals more damage and high knockback. However, it cannot reflect.
Side special Default Din's Fire 7%-14% (sweetspot), 3.5%-7% (sourspot) Launches a magical fireball. It can be aimed up or down, and releasing the button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot is quite powerful, especially when fully charged. Fully charged sweetspotted Din's Fire KOs middleweights at 107%/97% (3DS/Wii U) while near the edge of Final Destination. However, it is very predictable, its sourspot is very weak regardless of its charge, and using it in midair will render Zelda helpless upon concluding.
Custom 1 Din's Flare 14% (sweetspot), 7% (sourspot) The sweetspot and sourspot's damage outputs are consistent, regardless of its how long the special button is held. The fireball also travels faster, and has increased range. However, its travel path can barely be adjusted vertically.
Custom 2 Din's Blaze 7.6%-18% (sweetspot), 3.8%-9% (sourspot) The fireball has a larger explosion and significantly better vertical maneuverability. However, it travels much slower and hangs in the air for a moment before detonating, although this gives it mindgame potential.
Up special Default Farore's Wind 6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far) Warps to a given direction. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When used just after a ground jump, Zelda will propel upwards before teleporting. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweetspot near Zelda that has a decent damage output, high base knockback and high knockback growth, all of which make it very reliable at KOing, especially near the upper blast line. Its sweetspotted reappearance KOs middleweights at 78%/66% (3DS/Wii U) while near the upper blast line of Final Destination. In comparison, it KOs them at 87%/74% (3DS/Wii U) while near the edge of Final Destination. However, it has high ending lag upon concluding in the air, to the point that Zelda cannot move around for more than a second. Its reappearance also has a sourspot that, although safe, lacks KO potential because of its lower damage output and average base knockback.
Custom 1 Farore's Squall Comes out much faster and has a large windbox with set knockback at its beginning that pushes opponents away, which make it useful for escaping pressure from an opponent. It also travels slightly farther, even more so with a ground jump, and its slower speed allows for better maneuverability. However, it deals no damage; takes much longer to start up; and telegraphs where Zelda is traveling because of its magical particles. It launches opponents upward slightly upon reappearing.
Custom 2 Farore's Windfall 4% (hit 1), 7% (hit 2) The teleport can only travel directly upward, but its second hit meteor smashes opponents. It also has slightly better horizontal control over Zelda's descent. However, it lacks KO potential and gains no extra height when combined with a jump.
Down special Default Phantom Slash 6% (uncharged), 14% (charged), 11% (fully charged hit 1), 13% (fully charged hit 2) Conjures a Phantom and propels it forward. It is a chargeable projectile, as holding the special button longer increases the distance it covers and alters its attack. The Phantom will automatically lunge roughly a second after reaching full charge. When fully charged, it becomes a two-hit attack, with its second hit being strong enough to KO middleweights at 111% while near the edge of Final Destination in Super Smash Bros. for Nintendo 3DS. In addition to functioning as a projectile, the Phantom is also considered a physical entity, and is thus able to either slow down opponents that try to move through it (except for the Zelda that conjured it), or block some non-penetrating hits because of its set amount of health on all charges (which also applies to its custom variations). However, the Phantom is also susceptible to reflection, Pocket and Gravitational Pull. Due to the Phantom's set amount of health, Phantom Slash will be rendered unusable for 9 seconds once the Phantom is destroyed. During the Phantom's inactivity, Zelda's hand will be surrounded by a purple wisp that will disappear as soon as the Phantom becomes reusable. If Zelda is KO'd during this period, the wisp will disappear, although the Phantom will remain unusable.
Custom 1 Phantom Breaker 5% (uncharged), 12% (charged), 9% (fully charged hit 1), 11% (fully charged hit 2) Propels a Phantom at a set distance, which is approximately the distance of Phantom Slash at its second charge. It deals more shield damage, but slightly less damage to opponents themselves.
Custom 2 Phantom Strike 8% (uncharged), 20% (charged), 14% (fully charged hit 1), 14%-16% (fully charged hit 2) Deals more damage and reaches its full charge twice as fast as Phantom Slash. However, it has much shorter range because the Phantom is conjured directly in front of Zelda, instead of being propelled forward.
Final Smash Light Arrow 1% (hit 1), 39% (first opponent), 29% (second opponent), 21% (third opponent) 17% (fourth opponent), 13% (fifth opponent), 9% (sixth opponent), 7% (seventh opponent) Wields her bow and fires a Light Arrow forward. Although it no longer has one-hit KO potential like in Brawl, it is still one of the strongest Final Smashes in the game, especially when hitting its first opponent. It KOs middleweights at 2% while near the edge of Final Destination in the 3DS version.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 85 1.6 – Initial dash
1.3 – Run
0.87 0.054 0.006 1.04 0.01 – Base
0.055 – Additional
0.071 1.35 – Base
2.16Fast-fall
6 31.552761 - Base
15.239396 - Short hop
31.552761

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Teleports onto the stage with magic glowing between her hands and emanating from the ground around her.
ZeldaOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Holds one arm straight up while assuming an elegant pose and having her hand infused with magic.
  • Side taunt: Turns toward the screen, puts her hands together in front of her torso, and then conjures Din's Fire between them.
  • Down taunt: Leans forward and waves while smiling.
Up taunt Side taunt Down taunt
ZeldaUpTauntSSB4.gif ZeldaSideTauntSSB4.gif ZeldaDownTauntSSB4.gif

Idle poses[edit]

  • Strokes the back of her hair.
  • Loosely holds one arm and then looks around.
  • With one hand on her elbow, she puts one hand on her neck, puts it back down and then taps her arm with one finger.
ZeldaIdlePose1WiiU.jpg ZeldaIdlePose2WiiU.jpg ZeldaIdlePose3WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Zel-da! Zel-da!
Pitch Group chant Group chant

Victory poses[edit]

An orchestral remix of Get Triforce Fanfare, the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda and has since become the main theme of The Legend of Zelda series.
  • Clasps her hands together, which are briefly infused with magic, as if praying. She then turns her head upward and looks toward the sky.
  • Turns her head to the left and loosely holds one arm with the other to pose in an elegant stance. At the end of the animation, she will smile while either Super Smash Bros. for Nintendo 3DSlooking into the distance, or Super Smash Bros. for Wii Ulooking at the camera.
  • Puts her hands together in front of her torso, conjures Din's Fire between them, and stares at it. It appears almost identical to her side taunt.
ZeldaPose1WiiU.gif ZeldaPose2WiiU.gif ZeldaPose3WiiU.gif

In competitive play[edit]

Tier placement and history[edit]

Unlike her ancestor in Melee and her own appearance in Brawl, Zelda was immediately viewed as a non-viable character upon SSB4's release. This perception was because of the combination of her key flaws not being properly addressed, and Sheik becoming a standalone character who was buffed significantly in her own transition from Brawl. When coupled by her extremely minimal representation and results in competitive play, as well as players having yet to acknowledge Jigglypuff's status in competitive play, Zelda was ranked 56th on the first tier list, placing her at the bottom of the entire tier list.

Much like a number of other poorly perceived characters, Zelda received a multitude of buffs from game updates. These improvements contributed to her results slowly improving as time passed, most notably thanks to ven. However, Zelda's newfounded buffs were still overshadowed by her inherent flaws, as well as the greater significance of buffs gained by other low-tier and bottom-tier characters. To reflect this, Zelda was ranked 55th on the second and third tier lists.

As of the fourth tier list, Zelda has been ranked 52th/53rd, tying her with Ganondorf as the second lowest ranking character on the entire list. Unlike previous lists and her placement in Brawl, this placement actually renders Zelda as a low-tier character, owing to this list's exclusion of the Mii Fighters and tier restructuring. Although Zelda's current placement is generally viewed as accurate, some players claim that she is relatively underrated; ESAM, in particular, ranked her higher on his own personal tier list.[4]

Official Custom Moveset Project[edit]

Character Custom sets available
Zelda (SSB4) Zelda 1213 1313 1212 1312 1223
1323 3212 3312 2213 2312

Most historically significant players[edit]

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

See also: Category:Zelda players (SSB4)

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Zelda is fought in Stage 2 in the 3DS version or Stage 6 in the Wii U version alongside Link, Samus, Peach, Bowser, R.O.B., and Duck Hunt.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

Zelda's default trophy is obtained by clearing Classic Mode as Zelda. Her alternate trophy is obtained by clearing All-Star Mode as Zelda in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Light Arrow (Zelda) trophy is obtained only in the Wii U version by clearing All-Star Mode as Zelda.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Zelda
NTSCSuper Smash Bros. for Nintendo 3DS This is the namesake of the Legend of Zelda games. Her appearance may change, but she always plays an important role. In Smash Bros., she's quick on the draw when it comes to magic, though a bit slow when moving. She has a new move that summons a Phantom to her aid.
NTSCSuper Smash Bros. for Wii U This tough princess is namesake of the Legend of Zelda games. Her appearance may change, but she always plays an important role. In Smash Bros., she's quick on the draw when it comes to magic, though she moves a bit slowly. You can charge her brand-new special Phantom Slash by holding down the button.
NES: The Legend of Zelda (08/1987)
Wii: The Legend of Zelda: Twilight Princess (11/2006)
PAL This is the Zelda they're talking about in the titles of all the Legend of Zelda games. Though her appearance can change from game to game, her importance in the story usually doesn't. In this game, she's a bit slow, but her impressive magic skills make up for it. Power up her brand new special, Phantom Slash, by holding down the button.
NES: The Legend of Zelda (11/1987)
Wii: The Legend of Zelda: Twilight Princess (12/2006)
3DS All-Star Mode trophy
Wii U alternate trophy
Zelda (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS Zelda's forward air attack, Lightning Kick, is a valiant kick with a magically charged tip. Striking with just the glowing spot will deal heavy damage and launch your opponent. Din's Fire, her explosive side special, can be guided up and down and has a greater blast if the button is held.
NTSCSuper Smash Bros. for Wii U Zelda's front air attack, Lightning Kick, is a valiant kick with a magically charged tip. Striking with just the glowing spot will deal heavy damage and launch your opponent. Din's Fire, her explosive side special, can be guided up and down and has a greater blast if the button is held.
NES: The Legend of Zelda (08/1987)
Wii: The Legend of Zelda: Twilight Princess (11/2006)
PAL Zelda's forward air attack, Lightning Kick, is a single-footed, electrically charged strike. Hit your opponent with just the glowing spot to deal heavy damage and launch them. Her Din's Fire side special can be guided up and down, and makes a bigger blast the longer you hold the button. It'll explode as soon as you let go.
NES: The Legend of Zelda (11/1987)
Wii: The Legend of Zelda: Twilight Princess (12/2006)
Light Arrow (Zelda) trophy
Light Arrow (Zelda)
NTSC In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take the most damage. The Light Arrow has a lot of launching power, making it great for getting KOs!
PAL In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take more damage. The Light Arrow has a lot of launching power, making it great for getting KOs!

Alternate costumes[edit]

Zelda Palette (SSB4).png
Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4)

Gallery[edit]

Trivia[edit]

  • Zelda's dress behaves differently in both versions of SSB4. In Super Smash Bros. for Nintendo 3DS, her dress flows less freely via having set forms in accordance to the attacks she performs. Conversely, her dress flows more freely in Super Smash Bros. for Wii U, which results in her legs clipping through her dress in different ways, and can be affected by certain wind-based physics on certain stages.
  • Zelda's alt. trophy in Super Smash Bros. for Nintendo 3DS appears very similar to her ancestor's All-Star Mode trophy in Super Smash Bros. Melee.
  • In Super Smash Bros. for Wii U, one of the tips about Phantom Slash refers to the Phantom using masculine pronouns: "If the Phantom takes 13% damage or more, he'll be destroyed. After that, you'll have to wait six seconds before summoning him again."
  • Ironically, despite being revealed at the same time The Legend of Zelda: A Link Between Worlds was released, said game would eventually inspire her current design as of Ultimate.
  • Zelda is the only playable character in SSB4 to have an alternate costume that inspired her default design in a subsequent Super Smash Bros. game. In this case, her incarnation from A Link Between Worlds (with some design elements of her incarnation from A Link to the Past) succeeds her Twilight Princess incarnation as of Ultimate.
    • Her Twilight Princess incarnation would become the basis of an alternate costume in Ultimate.
    • Due to this, SSB4 is the only game where Zelda retains her design from a previous game.
  • SSB4 is the final game where Kirby's Zelda hat resembles Young Zelda's headdress from Melee, even though Zelda's Twilight Princess incarnation succeeded her ancestor from Ocarina of Time as a playable character as of Brawl.
  • SSB4 marks the final appearance of Zelda as a starter character.
  • SSB4 marks the final time Jun Mizusawa voices Zelda, who had voiced her since Melee.
  • Originally, Zelda was still going to turn into Sheik in this game and vice versa, but the two characters were split apart instead due to the limitations of the Nintendo 3DS. A similar issue was also the case for Samus and Zero Suit Samus when their Final Smash was concerned, and Pokémon Trainer, who was dropped in favor of his Charizard operating on its own.
  • Coincidentally enough, a figurine of Zelda by First Four Figures based on her design from Twilight Princess (which inspired her design in Brawl and SSB4) for some reason is colored more like her appearance in this game than in her source game proper (for example, the tapestry on her dress is colored differently, being indigo instead of gray like in the actual game), surprisingly enough, even in her possessed form during the final battle in that game (which also got her own figurine as well).
  • for Wii U is the only Smash game where Zelda's Ocarina of Time design (which based her design in Melee) is not directly referenced, despite for Nintendo 3DS featuring a trophy based on her appearance in that game.

References[edit]