Zelda (SSBU): Difference between revisions

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(→‎Special Moves: both the sweetspot and sourspot are stronger. the latter tumbles around 13% earlier than in ssb4)
(→‎Moveset: filled out moveset table)
Line 154: Line 154:
==Moveset==
==Moveset==
{{MovesetTable
{{MovesetTable
|game=SSBU
|neutralcount=1
|neutralcount=1
|neutralinf=n
|neutralinf=y
|neutralname= 
|neutralname= 
|neutral1dmg=
|neutral1dmg= 2.5% (hits 1-2)
|neutralinfdmg=
|neutralinfdmg= 0.2% (loop), 3% (end)
|neutraldesc=
|neutraldesc=Emits a magic burst, follows up with a series of several magical bursts, and finishes with a final blast.
|ftiltname= 
|ftiltname= 
|ftiltdmg=
|ftiltdmg= 12% (blade), 10% (arm)
|ftiltdesc=
|ftiltdesc=A magically-infused, outward fanning knifehand strike. It can be angled and its sweetspot, which is located on the magically produced blade, possesses respectable power. Its sweetspot KOs middleweights at around 93% while near the edge of {{SSBU|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 around 109% while near the edge of Final Destination. However, it has noticeable overall lag and a narrow hitbox.
|utiltname= 
|utiltname= 
|utiltdmg=
|utiltdmg=7.2%
|utiltdesc=
|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 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 an anti-air attack.
|dtiltname= 
|dtiltname= 
|dtiltdmg=
|dtiltdmg=5.5%
|dtiltdesc=
|dtiltdesc=A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in ''SSB4'', it has minimal combo potential, mostly serving as a fast safe poke.
|dashname= 
|dashname= 
|dashdmg=
|dashdmg= 12% (clean sweetspot), 9% (clean sourspot), 6% (late)
|dashdesc=
|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 around 99% while near the edge of Final Destination. However, it has noticeable ending lag, while its other hitboxes lack KO potential.
|fsmashname= 
|fsmashname= 
|fsmashdmg=
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5)
|fsmashdesc=
|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 around 65% 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= 
|usmashname= 
|usmashdmg=
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7)
|usmashdesc=
|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 around 104% from anywhere on Final Destination. However, it has minimal horizontal range and a punishable amount of ending lag.
|dsmashname= 
|dsmashname= 
|dsmashdmg=
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdesc=
|dsmashdesc=A spinning shin kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}'s, {{SSBU|Dr. Mario}}'s, {{SSBU|Ryu}}'s, and {{SSBU|Ken}}'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 around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
|nairname= 
|nairname= 
|nairdmg=
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
|nairdesc=
|nairdesc=Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials 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. However, at higher percents, opponents are liable to being launched out of the multi hit portion, reducing its consistency and reliability.
|fairname= 
|fairname=[[Lightning Kick]]
|fairdmg=
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|fairdesc=
|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 around 59% 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= 
|bairname=Lightning Kick
|bairdmg=
|bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|bairdesc=
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|uairname= 
|uairname= 
|uairdmg=
|uairdmg={{ShortHopDmgSSBU|17}}
|uairdesc=
|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, KOing middleweights at around 100% from a full hop. 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.
|dairname= 
|dairname= 
|dairdmg=
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot)
|dairdesc=
|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.
|grabname=   
|grabname=   
|grabdesc=
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
|pummelname= 
|pummelname= 
|pummeldmg=
|pummeldmg=1.3%
|pummeldesc=
|pummeldesc=A blast of magical energy.
|fthrowname=
|fthrowname= 
|fthrowdmg=
|fthrowdmg=10%
|fthrowdesc=
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is also useful for setting up edge-guards, but lacks KO potential because of its low knockback growth.
|bthrowname=
|bthrowname= 
|bthrowdmg=
|bthrowdmg=12%
|bthrowdesc=
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edgeguards, it is one of two throws in Zelda's arsenal that has KO potential, KOing middleweights at around 105% while near the edge of Final Destination.
|uthrowname=
|uthrowname= 
|uthrowdmg=
|uthrowdmg=11%
|uthrowdesc=
|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 both excellent KO potential and decent combo potential, the latter especially being apparent 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. It can KO middleweights at around 146% from anywhere on Final Destination.
|dthrowname=
|dthrowname= 
|dthrowdmg=
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
|dthrowdesc=
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches up and behind Zelda, 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]].
|floorfname= 
|floorfname= 
|floorfdmg=
|floorfdmg=7%
|floorfdesc=
|floorfdesc=Kicks in front of herself and then behind herself.
|floorbname= 
|floorbname= 
|floorbdmg=
|floorbdmg=7%
|floorbdesc=
|floorbdesc=Kicks in front of herself and then behind herself.
|floortname= 
|floortname= 
|floortdmg=
|floortdmg=5%
|floortdesc=
|floortdesc=Kicks around herself.
|edgename= 
|edgename= 
|edgedmg=
|edgedmg=9%
|edgedesc=
|edgedesc=Performs a kick while climbing up.
|nsname=Nayru's Love
|nsname=Nayru's Love
|nsdmg=
|nsdmg=2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles)
|nsdesc=
|nsdesc=[[zeldawiki:Nayru's Love|Creates a crystalline barrier around herself]]. The barrier deals damage and [[Reflection|reflects]] projectiles with 25% more power and speed than they originally had. It also grants [[intangibility]] on frames 4-15. However, it has moderate start-up and considerable ending lag.
|ssname=Din's Fire
|ssname=Din's Fire
|ssdmg=
|ssdmg=7%-14% (sweetspot), 3.5%-7% (sourspot)
|ssdesc=
|ssdesc=[[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 around 87% while near the edge of Final Destination. However, it is very predictable, and its sourspot is very weak regardless of its charge.
|usname=Farore's Wind
|usname=Farore's Wind
|usdmg=
|usdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far)
|usdesc=
|usdesc=[[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 around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sourspot that, although safe, lacks KO potential because of its lower damage output and average base knockback, and due to it incuring [[helpless]]ness, it is highly punishable if whiffed.
|dsname=Phantom Slash
|dsname=Phantom Slash
|dsdmg=
|dsdmg=4.7% (level 1), 6.6% (level 2), 9.4% (level 3) 12.2% (level 4), 14.1% (level 5)
|dsdesc=
|dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on charge. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure or to retreat for protection. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination.
|fsname=Triforce of Wisdom
|fsname=Triforce of Wisdom
|fsdmg=
|fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% total (main)
|fsdesc=
|fsdesc=Zelda generates a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback, or if they reach at or above 100%, they are instantly KOed. Very difficult to avoid on smaller stages due to its long length and large vacuum hitboxes.
|game=SSBU
}}
}}