Zelda (SSBU): Difference between revisions

96 bytes removed ,  9 months ago
(Corrected a lot of questionable statements, e.g. Farore's Wind as a burst/approach option in her strengths; Din's Fire's sourspot supposedly being negative on hit (it normally is never, even with the weakest possible sourspot at 0%); her aerials as a good example of safe shield pressure. Overall refined the clarity and accuracy of her moves' utility and the important changes from Smash 4)
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Zelda had historically and consistently been regarded as one of the worst characters (and, at one point in ''[[Super Smash Bros. 4]]'', the overall worst) in previous games, due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes (slow, light, tall, and floaty). While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to remain unviable. Likely as a result of being a poorly regarded character in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate''.
Zelda had historically and consistently been regarded as one of the worst characters (and, at one point in ''[[Super Smash Bros. 4]]'', the overall worst) in previous games, due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes (slow, light, tall, and floaty). While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to remain unviable. Likely as a result of being a poorly regarded character in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate''.


One of Zelda's biggest buffs is her greatly improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. Most notably, her aerials have significantly reduced landing lag across the board, making them much more usable. The sweetspots of her lightning kicks are significantly easier to land, especially in the z-axis, and their improved auto-cancel window and interruptibility make them less risky to use; forward aerial's improved startup also makes it a much stronger out of shield option. Examples of significantly stronger moves include [[forward tilt]], whose increased damage make the sweetspot safe on shield and improve its KO potential, and [[up aerial]] which is larger and stronger with a new late hit. Her already good grab game was improved to the point it is now among the most useful in the game: her [[back throw|back]] and [[up throw]]s particularly are much stronger, giving her two new viable kill throws among the strongest of their kind. Additionally, she now has the longest range for a non-tether grab of any character in the game.
One of Zelda's biggest buffs is her greatly improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. Most notably, her aerials have significantly reduced landing lag across the board, making them much more usable. The sweetspots of her lightning kicks are significantly easier to land, especially in the z-axis, and their improved auto-cancel window and interruptibility make them less risky to use; forward aerial's improved startup also makes it a much stronger out of shield option. Examples of significantly stronger moves include [[forward tilt]], whose increased damage make the sweetspot safe on shield and improve its KO potential, and [[up aerial]] which is larger and stronger with a new late hit. Her already good grab game was improved to the point it is now among the most useful in the game: her [[back throw|back]] and [[up throw]]s particularly are much stronger, giving her two new viable kill throws among the strongest of their kind.


Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. Among smaller changes, [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option, and has increased duration and a larger sweetspot, making it more useful, though still situational. [[Farore's Wind]] has faster startup and execution and reduced vulnerability, making it a more effective out of shield option and a more viable approach option; it has more precise angles for reappearance to follow opponent DI, making the "elevator" combo more likely to connect, while also being less unsafe if it doesn't.
Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. Among smaller changes, [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option, and has increased duration and a larger sweetspot, making it more useful, though still situational. [[Farore's Wind]] has faster startup and execution and reduced vulnerability, making it a more effective out of shield option and a more viable approach option; it has more precise angles for reappearance to follow opponent DI, making the "elevator" combo more likely to connect, while also being less unsafe if it doesn't.
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