Project M

Zelda (PM): Difference between revisions

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(These are obviously buffs)
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==Attributes==
==Attributes==
Similar to {{PM|Bowser}}, Zelda was one of the most [[buff]]ed characters from ''Melee'' and ''Brawl'' to Project M, making her a reliable fighter without need of {{PM|Sheik}}. General buffs include better KO power for her magic moves, as well as increased combo potential for weak moves, plus her special moves are more efficient and can be canceled earlier.


===Changes from ''Melee'' to PM===
===Changes from ''Melee'' to PM===
*{{buff|Neutral aerial's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.}}
*{{buff|Neutral aerial's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.}}
*{{buff|Pummel now does 4% per use, racking up damage better.}}
*{{buff|Zelda's [[Lightning Kick]]s have two sweetspots: a larger Melee sized one that is weaker than in Melee but still deals good knockback and damage, and Brawl sized sweetspots that are extremely powerful. They deal 18% and 22% damage, respectively. They also have an electric flub sourspot (15%) and a body hitbox sourspot (8%), so the move is still effective at either damaging or KOing no matter where it hits.}}
*{{buff|Up throw can be used to [[chaingrab]] opponents.}}
*{{buff|Up aerial has an early hitbox at the base of her fingertips which deals 3% electric damage and links into her up air sweetspot. The explosion also deals 18% if it hits at the center (3% more).}}
*{{buff|Down throw does more damage (16%).}}
*{{buff|Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents. On grounded foes, sweetspot deals 18% (4% more than in Brawl) damage while sourspot produces 8% (2% more), while on aerial foes they deal 20% and 9% respectively.}}
*{{buff|[[Nayru's Love]] is land cancelable after the attack frames end, and while the ground version has no such cancel, it posseses improved invulnerability.}}
*{{buff|[[Farore's Wind]] can air dodge to interrupt teleporting from the ground, giving Zelda the ability to [[waveland]] or pseudo-wavedash any time during the duration of the move. The disappearing hitbox also has its Melee power.}}
*{{buff|[[Farore's Wind]] can air dodge to interrupt teleporting from the ground, giving Zelda the ability to [[waveland]] or pseudo-wavedash any time during the duration of the move. The disappearing hitbox also has its Melee power.}}
*{{buff|Shares [[Transform]] changes with {{PM|Sheik}}.}}
*{{buff|Can act out of [[Transform]] sooner, like {{PM|Sheik}}.}}
*{{buff|Pummel now does 4% damage (1% more) per use, racking up damage better.}}
*{{buff|Up throw can now be used to [[chaingrab]] opponents.}}
*{{buff|Down throw is stronger, dealing 16% damage (6% more).}}
*{{nerf|Up air has a sourspot at the bottom that deals 12% damage (3% less).}}
*{{nerf|Up throw has weaker damage (9%) and knockback.}}
*{{nerf|Up throw has weaker damage (9%) and knockback.}}
*{{change|Zelda's forward and back aerials have two sweetspots: a larger Melee sized one that is weaker than in Melee but still deals good knockback and damage, and Brawl sized sweetspots that are extremely powerful. They deal 18% and 22% damage, respectively. They also have an electric flub sourspot (15%) and a body hitbox sourspot (8%).}}
*{{change|Up aerial has an early hitbox at the base of her fingertips which deals 3% electric damage and links into her up air sweetspot. The explosion also deals 12% or 18% damage depending on where it hits, with the sourspot being located below it.}}
*{{change|Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents. On grounded foes, sweetspot deals 18% damage while sourspot produces 8%, while on aerial foes they deal 20% and 9% respectively.}}
*{{change|[[Nayru's Love]] is land cancelable after the attack frames end, and the ground based version has improved invulnerability but no such cancel.}}
*{{change|[[Din's Fire]] functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding. Touching a suspended fireball does 8% damage. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles. After the fireballs are suspended for too long, they explode (like the original attack), possesing wide hitboxes that deal 12% damage each with strong knockback.}}
*{{change|[[Din's Fire]] functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding. Touching a suspended fireball does 8% damage. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles. After the fireballs are suspended for too long, they explode (like the original attack), possesing wide hitboxes that deal 12% damage each with strong knockback.}}
*{{change|[[Sidestep]] has a magic effect.}}
*{{change|[[Sidestep]] has a magic effect.}}

Revision as of 20:51, November 29, 2013

Stub.png
For the original version of Zelda which this mod's Zelda was based off of gameplay-wise, see Zelda (SSBM).
For the unmodded version of Zelda, see Zelda (SSBB).
Zelda
in Project M and Project+
Zelda SSBB.jpg
ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Zelda (SSBB)

Zelda is a playable character in the Brawl mod Project M.

Attributes

Similar to Bowser, Zelda was one of the most buffed characters from Melee and Brawl to Project M, making her a reliable fighter without need of Sheik. General buffs include better KO power for her magic moves, as well as increased combo potential for weak moves, plus her special moves are more efficient and can be canceled earlier.

Changes from Melee to PM

  • Buff Neutral aerial's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.
  • Buff Zelda's Lightning Kicks have two sweetspots: a larger Melee sized one that is weaker than in Melee but still deals good knockback and damage, and Brawl sized sweetspots that are extremely powerful. They deal 18% and 22% damage, respectively. They also have an electric flub sourspot (15%) and a body hitbox sourspot (8%), so the move is still effective at either damaging or KOing no matter where it hits.
  • Buff Up aerial has an early hitbox at the base of her fingertips which deals 3% electric damage and links into her up air sweetspot. The explosion also deals 18% if it hits at the center (3% more).
  • Buff Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents. On grounded foes, sweetspot deals 18% (4% more than in Brawl) damage while sourspot produces 8% (2% more), while on aerial foes they deal 20% and 9% respectively.
  • Buff Nayru's Love is land cancelable after the attack frames end, and while the ground version has no such cancel, it posseses improved invulnerability.
  • Buff Farore's Wind can air dodge to interrupt teleporting from the ground, giving Zelda the ability to waveland or pseudo-wavedash any time during the duration of the move. The disappearing hitbox also has its Melee power.
  • Buff Can act out of Transform sooner, like Sheik.
  • Buff Pummel now does 4% damage (1% more) per use, racking up damage better.
  • Buff Up throw can now be used to chaingrab opponents.
  • Buff Down throw is stronger, dealing 16% damage (6% more).
  • Nerf Up air has a sourspot at the bottom that deals 12% damage (3% less).
  • Nerf Up throw has weaker damage (9%) and knockback.
  • Change Din's Fire functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding. Touching a suspended fireball does 8% damage. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles. After the fireballs are suspended for too long, they explode (like the original attack), possesing wide hitboxes that deal 12% damage each with strong knockback.
  • Change Sidestep has a magic effect.
  • Change Down taunt now emits the "Puzzle Solved" jingle.

Moveset

Up to date as of [version].

Name Damage Description
Neutral attack
Forward tilt
Up tilt
Down tilt
Dash attack
Forward smash
Up smash
Down smash
Neutral aerial
Forward aerial
Back aerial
Up aerial
Down aerial
Grab
Pummel
Forward throw
Back throw
Up throw
Down throw
Floor attack (front)
Floor attack (back)
Floor attack (trip)
Edge attack (fast)
Edge attack (slow)
Neutral special
Side special
Up special
Down special
Final Smash

In competitive play

Notable players

External links