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*{{change|Down smash's front hit deals 1% more damage (11% → 12%), while the back hit deals 1% less (11% → 10%).}}
*{{change|Down smash's front hit deals 1% more damage (11% → 12%), while the back hit deals 1% less (11% → 10%).}}
*{{buff|Down smash has more knockback, especially the front hit. This, combined with its [[semi-spike]] trajectory, makes it much better for [[gimp]]ing characters with poor horizontal recoveries and setting up edgeguards.}}
*{{buff|Down smash has more knockback, especially the front hit. This, combined with its [[semi-spike]] trajectory, makes it much better for [[gimp]]ing characters with poor horizontal recoveries and setting up edgeguards.}}
*{{nerf|Down smash has more ending lag (39 → 40).}}


===Aerial attacks===
===Aerial attacks===

Revision as of 05:55, November 23, 2017

This article is about Zelda's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Princess Zelda.
Zelda
in Super Smash Bros. Brawl
Princess Zelda
ZeldaSymbol.svg
Universe The Legend of Zelda
Alternate form Sheik
Other playable appearances in Melee
in SSB4

Availability Starter
Final Smash Light Arrow
Tier F (37)
Zelda (SSBB)
The queen of Hyrule. Her light moves belie devastating magical attacks.
Brawl manual description

Confirmed on the Smash Bros. DOJO!! website on June 25, 2007, Zelda (ゼルダ, Zelda) is a playable fighter in Super Smash Bros. Brawl. The titular character of The Legend of Zelda universe, Zelda's model from The Legend of Zelda: Twilight Princess is reused in Brawl. Jun Mizusawa reprises her role as Zelda's voice actor, as she had voiced Zelda previously in Melee and Twilight Princess.

Having previously appeared in Super Smash Bros. Melee, Zelda reappears in Brawl as a character utilizing strong magical attacks, but despite many of her attributes being strongly buffed, her tier position is worse than in Melee at 37 out of 38 compared to 22 out of 26 in the earlier game. While Zelda possesses fast, powerful attacks, some of the most powerful aerials in Brawl, and a fast and powerful multihit up smash that is nearly impossible to SDI out of and covers the area around her, Zelda suffers from a combination of severe character build flaws. These flaws include a very inconvenient combination of attributes similar to Mewtwo (slow, light, tall, and floaty), her almost non-existent approach options, possessing a moveset that consists nearly entirely of unreliable finishers (which makes it difficult for her to KO despite her abundance of powerful attacks, and leaves her with one of the weakest comboing abilities, with her down tilt being her only move that can set up well), a very poor projectile that cannot force approaches, and her predictable and unreliable recovery (her primary recovery move suffers from major angular issues, and she does not have access to an alternate recovery move nor the air speed and jumping abilities to make it back without using a recovery move). This has left her with terrible tournament results and having terrible matchups against many higher tiered characters, ultimately clocking her in F Tier right above the worst spot (with Ganondorf being the only fighter ranked lower than her) - although the combination of her and her transformation, Sheik is higher at 24/38, placed in the D tier (though this is based on theory rather than actual practice). While Zelda is ranked as one of the worst characters in the game in the American and European tier list, in Japan she is ranked significantly higher, 16th in the high tier along with Sheik, as they are considered as a single character.

Attributes

Zelda is a floaty, lightweight character with poor momentum canceling (making her very easy to KO but difficult to chain throw) with strong, graceful attacks, usually augmented with magic. Many of her moves hit multiple times before causing knockback. This allows her to easily deal large damage to multiple targets, but it also means that these attacks can be DI'd out of fairly easily. She has very good defensive options, with her up and side smashes having fast start-up and multiple hitboxes, her down smash having almost no start-up lag, and locking opponents with her down tilt. She can juggle at lower percentages thanks to her up smash's fast, multiple hitboxes. Her directional aerials are single, powerful blows that cause a lot of damage and knockback if landed properly, but her attacks are extremely weak and have low stun when sourspotted. Many of her moves make powerful finishers, including her smash attacks, her up tilt, and aerials. Her strong defense is counterbalanced by her generally poor mobility (very slow dash speed and low aerial speed). Her grab is long ranged, but very slow (especially for a non-tether grab) making it hard to land without set ups, and it cannot be used out of shield in most cases like a normal grab. Zelda can be described as a glass cannon: she can pump out a lot of damage if the opponent approaches her, but she will not survive long once she starts getting hit.

Her special attacks are also assets to Zelda, granting her a projectile, reflector, a teleport with large range and the ability to transform into her alter ego, Sheik. Din's Fire is long ranged, has a large hitbox when and deals good damage when fully charged, KOs at high percents, cannot properly be reflected, can be controlled, and be used for edgeguarding. However, it is extremely predictable and avoidable against skilled players (easy to spot dodge or air dodge), being difficult to camp with against most characters (with few exceptions, like the Ice Climbers and slow moving characters). Nayru's Love is a decent duration reflector attack and spacing tool but suffers from high ending lag. Despite her defensive game, it is easy to force her to play offensively and she has terrible approach options, because of her poor approach aerials and very slow dash speed and grab. As mentioned before, she cannot camp with her Din's Fire either. This means despite her defensive game, she gets very few chances to use it and instead is forced to play with her horrible offensive game due to her very limited approach. Farore's Wind is a long distance recovery/attack, but her linear recovery is below average (falls almost straight down after it, and she has a small ledge sweetspot range) among cast members because of its low reliability as it's also easy to hit her before she disappears due to its slow start-up.

In the end, Zelda relies on her strong defensive game and potential power to overcome her weaknesses, which is usually hard to do. Zelda is a character that has hard time to approach her opponents, but once she does, she can be a devastating character. Transform can also shore up some of Zelda's weaknesses by turning into Sheik, and vice-versa.

Changes from Melee to Brawl

Zelda has been given major, direct buffs from Melee to Brawl: her already high power has been increased from Melee due to her gaining several, new powerful finishers like her down smash, down aerial and Din's Fire. Her moveset deals slightly more damage overall. However, changes to the physics mechanics have mitigated these buffs and severely nerfed Zelda, making her even worse than in Melee: her flaws from the previous game remain and were exacerbated by the physics changes due to her below average weight being lowered further and her slower falling speed and lower gravity making her even floatier. Her poor mobility also remains very slow despite the increases to her walking, dashing and air speeds. Lastly, despite her moves doing more damage, her poor damage racking game has been further weakened: her powerful moves are harder to hit with due to their smaller hitboxes and the introduction of several sourspots, while her grab game was greatly weakened due to the slower falling speeds no longer allowing her to chaingrab with her up throws or removing many of her previous follow-ups with her down throw.

Aesthetics

  • Change Zelda's design is now based on her appearance in The Legend of Zelda: Twilight Princess.
  • Change Zelda has a new tumbling animation.
  • Change Zelda has three new taunts.
  • Change Zelda has a new crouching animation.
  • Change Zelda now vocalizes when jumping from the ground.
  • Change Zelda does not wear gloves when using her red costume.
  • Change Zelda has 2 new alternate costumes. The first is a pink and white dress with a golden crown and shoulder pads with blonde hair, which is based upon her appearance in The Legend of Zelda: Ocarina of Time, and by extension, her appearance in Melee. The second is a black dress with a silver crown and shoulder pads with white hair.

Attributes

  • Buff Zelda walks faster (0.7 → 0.8).
  • Buff Zelda dashes faster (1.1 → 1.224), and she no longer has the slowest dashing speed.
  • Change Zelda's dashing animation is different.
  • Nerf Zelda's traction is significantly lower (0.1 → 0.054), especially when comparing with the returning veterans, now going from being tied out with other three characters for the highest traction to one of the lowest. This makes it harder for her to punish out of shield.
  • Buff Zelda has slightly faster air speed (0.95 → 0.987).
  • Change As with the returning veterans, Zelda's falling speed is slower (1.4 → 1.13). Compared to the returning veterans, however, Zelda falls faster.
  • Nerf Zelda is lighter (90 → 85), which when combined with the previous point, worsens her already poor endurance.
  • Nerf Zelda's gravity is lower (0.073 → 0.067), making her floatier and reaching her maximum falling speed slower. However, this doesn't compensate for her worse endurance than in Melee.

Ground attacks

  • Buff Neutral attack deals slightly more damage (2% hits 1-3 → 3%/3%/1.5%).
  • Buff Up tilt has higher knockback, KO'ing reliably around 100%.
  • Change Dash attack's clean sweetspot deals 1% less damage (13% → 12%), but it has higher knockback to compensate.
  • Buff Dash attack and down tilt can trip opponents.
  • Buff Forward smash is harder to be SDI'd out of, while up smash is now nearly impossible to be SDI'd out of.
  • Change Up smash hits one less time, making it deal 1% less damage if all hits connect (16% → 15%), but it has higher knockback to compensate.
  • Change Down smash's front hit deals 1% more damage (11% → 12%), while the back hit deals 1% less (11% → 10%).
  • Buff Down smash has more knockback, especially the front hit. This, combined with its semi-spike trajectory, makes it much better for gimping characters with poor horizontal recoveries and setting up edgeguards.
  • Nerf Down smash has more ending lag (39 → 40).

Aerial attacks

  • Buff Neutral aerial can no longer be SDI'd out of and the hits now connect properly.
  • Nerf Neutral aerial's first hits deal slightly less damage (2.5% → 2%).
  • Buff Sweetspotted Lightning Kicks (forward and back aerials) are significantly stronger and now have significant amounts of hitlag.
  • Nerf Sourspotted Lightning Kicks are significantly weaker and deals drastically less damage (10% → 4%). The sweetspots now last for only 1 frame as opposed to 4 in Melee, while the rest of the attack's frames deal the same damage a sourspotted Lightning Kick would deal. The sweetspotted hitbox's size is also significantly smaller, being around a third of the size from Melee.
  • Buff Up aerial has increased knockback, making it easier to KO with. It also deals 2% more damage (13% → 15%).
  • Nerf Up aerial has a smaller hitbox.
  • Buff Down aerial has gained a clean sweetspot for 1 frame, which is similar to that of her Lightning Kicks, dealing much more damage (7% → 16%) and powerfully meteor smashes foes. However, it cannot land on a grounded opponent.
  • Buff Sourspotted down aerial can trip opponents.
  • Nerf Down aerial's late hits deal less damage (8%/7% → 5%/4%).
  • Change Down aerial's animation altered. Zelda's body is more upright when stomping down with her left arm placed a bit more to her side.

Throws/other attacks

  • Buff Grab range is higher, now being the 3rd longest non-tether grab in the game.
  • Nerf Due to the slower falling speeds of Brawl, up throw can no longer chaingrab fastfallers.
  • Nerf Down throw has slightly higher base knockback, slightly weakening its combo ability.

Special moves

  • Buff Nayru's Love has slightly increased reflect duration and activates faster.
  • Buff The size and power of Din's Fire now increases as it travels further, can be controlled easier, detonates quicker, deals more damage (7-13% → 8-16%), has less lag, deals more knockback, and is faster to use.
  • Buff Farore's Wind has an explosive hitbox when Zelda reappears, making it a safer move to use on stage.
  • Nerf Farore's Wind travels slightly less distance and has longer start-up lag.
  • Change Zelda no longer vocalizes when using Farore's Wind or detonating Din's Fire.
  • Nerf Due to the game disc no longer automatically loading Sheik and Zelda's data at the same time rather than having it loaded at all times as in Melee, Transform takes much longer to complete. This allows the opponent to set up a punish on Sheik for simply performing the move, and makes Transforming into Sheik for a faster, more reliable playstyle infeasible.

Moveset

For a more detailed information regarding Zelda's moveset and attack hitboxes, see this page.

  Name Damage Description
Neutral attack   2% (hits 1-3) Zelda sticks her hand out in front of herself and shoots small magical sparks, pushing foes slightly back. Disjointed with decent range.
Forward tilt   13% (hand), 12% (arm), 11% (body) Zelda steps forward and slashes one arm in front of her, with a trail of sparkles. The attack has moderate knockback. The tip of the attack hits backwards, while the base hits forwards. Can be angled.
Up tilt   11% Zelda waves her arm above her head in an arc with a boost of magic power. This move has very high vertical knockback, and makes an excellent finisher.
Down tilt   7% (foot), 8% (leg) Zelda crouches and kicks her foot in front of her, hitting opponents low. The tip of her foot meteor smashes grounded opponents and launches airborne opponents upwards. Can make the opponent trip, allowing for multiple follow-ups.
Dash attack   12% (clean body), 9% (clean hands), 8% (late body), 7% (late hands) Zelda shoves her arms in front of her and pushes foes in front of her away with a boost of magic power. Any foes caught in the sweetspot of the move will shocked and knocked upwards.
Forward smash   1% (hits 1-4), 13% (hit 5) Zelda charges magic energy in her right hand and flashes it in front of herself, hitting opponents multiple times before knocking them away. Can pressure shields and deals great knockback. However, it can be SDI'd out of (though it requires good timing).
Up smash   1% (hits 1-10), 5% (hit 11) Zelda charges magic energy in her left hand and waves it above her head twice, hitting opponents multiple times before knocking them away. At low percentages, especially against heavy characters, this can combo several times with itself, and is also easily followed by an up tilt.
Down smash   12% (hit 1), 10% (hit 2) Zelda quickly kicks on both sides of herself, knocking opponents away. It is the fastest down smash in the game (tied with R.O.B) with good semi-spike knockback. The leg Zelda strikes with is intangible.
Neutral aerial   2% (hits 1-4), 5% (hit 5) Zelda spins in place, slowly trailing sparkles from her hands. Has short range but is useful for catching opponents in combo's.
Forward aerial Lightning Kick 20% (clean foot), 4% (clean leg, late) Zelda quickly kicks in front of herself, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot. Otherwise, the opponent is hit with low damage and knockback.
Back aerial Lightning Kick 20% (clean foot), 4% (clean leg, late) Identical to Zelda's forward aerial, except the opposite direction and faster, dealing slightly higher knockback than the forward Lightning Kick.
Up aerial   15% Zelda brings her arm above her head and releases a fiery explosion above her head, dealing great knockback. Requires precise timing to KO.
Down aerial   16% (clean), 5% (late leg), 4% (late foot) Zelda stomps her foot below herself, meteoring opponents. The initial hitbox deals a powerful meteor (the 3rd strongest meteor smash in the game, whereas later hitboxes hit opponents with less force, albeit still a meteor.
Grab   Zelda restrains her opponent in front of her with magical energy.
Pummel   3% Zelda waves her arms quickly in front of her victim, dealing small magic damage.
Forward throw   12% Zelda spins her opponent in front of her and throws her opponent away. Deals a good amount of damage.
Back throw   11% Zelda spins her opponent, circles them around herself and throws them behind herself. Deals good damage.
Up throw   11% Zelda forces her opponent above her and throws them upward. Can be followed up with a Nair or Uair if timed well enough.
Down throw   2% (hits 1-4), 2% (throw) Zelda forces her opponent under her and shoots magic from her hands at them, before knocking them behind herself. Can be followed up with a Bair if well timed.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% (hit 1), 8% (hit 2 leg), 6% (hit 2 body) Zelda performs a spin kick as she gets up. Notable for having unusually high damage on the second hit.
Floor attack (back)
Floor getups (back)
  6% Essentially the same as the front floor attack.
Floor attack (trip)
Floor getups (trip)
  5% Zelda performs a sweep kick from the sitting position.
Edge attack (fast)
Edge getups (fast)
  6% Zelda climbs up and swings her legs in a circular motion, while pulling herself up.
Edge attack (slow)
Edge getups (slow)
  10% (arm), 8% (body) Zelda raises up slowly, and after a short pause, smacks the enemy with the back of her hand.
Neutral special Nayru's Love 1-2 (hits 1-5), 3-5% (hit 6) A crystal forms that reflects projectiles, followed by the shards spinning around and slicing nearby opponents.
Side special Din's Fire 8-16% Launches a controllable fireball that charges as it travels until it explodes. Can be directed up or down with the control stick.
Up special Farore's Wind 6% Teleports in a given direction, dealing damage at both ends.
Down special Transform 0% Transforms into Sheik.
Final Smash Light Arrow 3% (hit 1), 39% (Light Arrow 1st opponent), 29% (2nd opponent), 21% (3rd opponent) Zelda pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, but the damage decreases for each successive target. Launches opponents at a 45° angle.

On-screen appearance

  • Teleports in with magic in her hands.
ZeldaOnScreenAppearanceSSBB.gif

Taunts

  • Up taunt: Jabs her arm upwards, creating sparkles above her palm.
  • Side taunt: Clasps her hands. When she does, a ball of fire appears between her hands, a remodel of one of her victory poses from Melee.
  • Down taunt: Leans forward and waves.
Up taunt Side taunt Down taunt
ZeldaUpTauntBrawl.gif ZeldaSideTauntBrawl.gif ZeldaDownTauntBrawl.gif

Idle poses

  • Flips her hair back.
  • With one hand on her elbow, she puts the other hand on her neck, puts it back down and then taps her other arm with one finger.
  • Holds one arm and looks in multiple directions.
Zelda Idle Pose 2 Brawl.png Zelda Idle Pose 1 Brawl.png

Crowd cheer

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

Wii Remote selection sound

  • The Transform sound effect is heard and Zelda shouts.
Zelda's selection sound

Victory poses

This flourish is a cover of the music that played whenever Link obtained a Triforce Piece in The Legend of Zelda.
  • Turns her head to the left, making an elegant stance.
  • Praying, she turns her head upward.
  • Conjures bright red magical energy.
Up Left Right
Zelda-VictoryUp-SSBB.gif Zelda-VictoryLeft-SSBB.gif Zelda-VictoryRight-SSBB.gif

In competitive play

Matchups

Zelda has one of the weakest matchup spreads in the game. She counters one character, Ganondorf, has four even matchups, soft countered by eight characters, countered by fourteen characters, hard countered by seven characters and has two nearly unwinnable matchups.

Notable players

See also: Category:Zelda professionals (SSBB)

Tier placement and history

Zelda was initially seen as a solid middle tier character, being ranked 20th on the first tier list; her significant buffs in Brawl made her a very powerful character that was able to compete decently with the then inexperienced playerbase, who did not utilise much camping and were not as capable of evading attacks. As the metagame progressed however, it became realised Zelda's buffs did little to address the very significant problems of her character design; Din's Fire was still a rather difficult to land projectile that could not easily force approaches while Zelda herself was still very slow and incapable of initiating approaches, and her moveset still consisted of unreliable finishers that made it very difficult for her to rack up damage as well as reliably KO when the opponent is in KO range. As Brawl became more defensive based and camping became more prevalent, Zelda's problems were significantly exacerbated, and it gradually became clearer that Zelda was a poorly-designed character that could not remotely viably compete.

Zelda's decline started slowly, with her only falling two places on the second tier list. But it picked up on the third tier list with her falling four places, and then she took a nose dive on the fourth tier list to 35th in bottom tier as the third worst character. She fell even farther to being ranked the second worst character on the fifth tier list, and has been stuck there since, which is also the largest tier drop any character experienced in Brawl. Nowadays Zelda's position is just as low, and there are some players who even think that Zelda is the worst character in Brawl and not Ganondorf (similar to the disagreement between both Pichu and Kirby's placements on Melee's tier list). While Zelda does have a few players dedicated to using her, her overall playerbase is very small and makes virtually no impact, so it is unlikely Zelda's competitive prospects will ever improve in Brawl.

While Zelda performs poorly in Brawl singles, she performs a bit better in doubles, where her significant flaws are less exploitable, and her strengths are a bit more advantageous. Riot, for example, routinely places well in doubles events in his region, while he usually performs mediocre in singles, if he enters singles at all.

Role in The Subspace Emissary

In the Subspace Emissary single-player mode, Zelda and Peach have two different storylines, depending on which one is saved from Petey Piranha.

Zelda and Peach in the Subspace Emissary.

At the start, she and Peach are watching a friendly match between Mario and Kirby. After the Halberd appears, she and Peach rush from offstage after the stadium is attacked by the Primid. The player can choose out of the four to fight off the Primids. When the Ancient Minister appears and drops a Subspace bomb, Mario is blasted away by a cannonball when he tries to stop it. Zelda and Peach are captured by Petey Piranha. The player, as Kirby, must save either Peach or Zelda by destroying one of their cages.

Storyline 1

If Zelda is saved, she joins Kirby as they both escape from the stadium on a Warp Star. They are pursued by the Halberd, and land on top of it. Soon they fall off and reach the ground, fighting along through hordes of Subspace foes. Later on, Kirby leaves Zelda behind, and Bowser appears from the sky and turns her into a trophy.

The Shadow Bugs (which came along with Bowser) make a clone of Zelda while he takes the real Zelda. The clone proceeds to ambush Link and Yoshi with a Dark Cannon. However, Pit destroys the Dark Cannon and he and Mario fight and defeat her. When the clone is defeated, Link witnesses her trophy disintegrating into Shadow Bugs and, believing it was the real Zelda, proceeds to attack both Mario and Pit with Yoshi’s help. Mario and Pit defeat them and turn them into trophies and then Link and Yoshi fall into a state of unconsciousness as trophies. Kirby then revives them as King Dedede snatches them with his cargo (already hauling Luigi, Ness, and Peach). The five heroes chase after Dedede to his castle which is in ruins after Bowser stormed it and took Peach's trophy. The group then catches up to Bowser at a cliff but he escapes with Peach's trophy and flies to the Halberd where Zelda is already being held.

Storyline 2

If Zelda was not saved, Wario appears whilst she is trapped under her wrecked cage. He blasts her with a Dark Cannon and turns her into a trophy, before fleeing the stadium with her. She is later captured by King Dedede when he ambushes Wario and steals his Cargo along with Ness. As he passes Link and company, Link spots her on the back of the Cargo, and Pit shoots the Cargo, slowing it down so that they can pursue Dedede.

Dedede puts his own Dedede brooch on her, but when Bowser attacks his castle, he finds her trophy and takes it. However, he is pursued by Mario and Pit, and when Pit fires an arrow at Bowser, the Dedede brooch falls off and is found by Kirby. Bowser escapes in the Koopa Clown Car and takes her trophy up to the waiting Halberd.

Re-merge

After this point, the storylines are the same regardless of who was rescued.

At a later part of the story, Zelda and Peach are discovered by Lucario, Meta Knight, and Snake in cages aboard the Battleship Halberd, stuck in their trophy form. Shadow Bugs of the princesses then fight the trio. After being freed, Snake tells both Zelda and Peach to stay in the room that they were being held captive in. Zelda transforms into Sheik, and both she and Peach make their way to the deck of the Halberd, against Snake's orders.

When Fox attacks the Halberd against and nearly hits Peach by accident, Sheik uses Vanish to appear on top of Fox's Arwing. She then breaks the cockpit and Fox ejects, and they both fall to the Halberd. Just as they begin to fight, Peach holds up a hand and yells, "Hi!" Both Fox and Sheik look over, and find Peach has just offered them both tea. Fox, looking confused, looks to Sheik, to find she has already begun to drink. Fox accepts the tea and they do not fight again.

Zelda/Sheik helps Peach, Fox, Lucario, Snake and Falco defeat Duon. She is on the Halberd when Meta Knight lands it and meets up with the two other groups. Sometime between the Halberd's retaking and before the Subspace Bomb detonation at the Isle of Ancients, she returns to Zelda's appearance.

During the fight against Tabuu, Zelda (along with all the other characters) gets turned into a trophy. If she is revived, she, along with Link, revives Ganondorf and points out what happened. She then aids the heroes in defeating Tabuu at the end of the story.

Playable Appearances

If Zelda is rescued in Midair Stadium, after The Lake Shore is completed, she will be removed from the team until Battleship Halberd Exterior.

Trophy form

Zelda, like Luigi, doesn't have the trophy form pose of her collectable trophy. She instead has her arm in front of her rather than behind, as in her down taunt.

Exclusive Stickers

The following stickers can either only be used by Zelda or by a small set of characters which includes her:

  • Acro: [Magic] attack +15
  • Ashley: [Magic] attack +22
  • Boomerang: [Weapon] attack +4
  • Bow: [Magic] attack +8
  • Colin: [Specials: Direct] attack +4
  • Daphnes Nohansen Hyrule: [Electric] attack +31
  • Dark Samus: [Electric] attack +31
  • Darknut: [Slash] attack +13
  • Epona & Link: [Arm, Leg] attack +9
  • Fierce Deity Link: [Slash] attack +21
  • Girl [Animal Crossing]: [Magic] attack +21
  • Girl [Magical Vacation]: [Magic] attack +19
  • Happy Mask Salesman: [Leg] attack +9
  • Hylian Shield: [Slash] resistance +10
  • Kamek: [Magic] attack +11
  • Kyorusuke: [Magic] attack +8
  • Lantern: [Flame] resistance +7
  • Legend of Outset: [Arm] attack +26
  • Linebeck: [Throwing] attack +20
  • Link [Link to the Past]: [Electric] resistance +31
  • Link [Twilight Princess]: [Slash] resistance +27
  • Link [Wind Waker]: [Flame] attack +31
  • Link with Goron Mask: [Slash] attack +17
  • Link's Grandma: [Arm, Leg] attack +2
  • Lon Lon Milk: Launch power +18
  • Midna & Wolf Link: [Leg] attack +26
  • Moblin: [Slash] attack +15
  • Moon Fairy Seren: [Magic] attack +16
  • Myrrh: [Magic] attack +15
  • Naomi Hunter: [Leg] attack +5
  • Octorok: [Leg] attack +4
  • Peach & Daisy: [Leg] attack +27
  • Piece of Heart: Heart Container effect +50
  • Pinkle: [Magic] attack +15
  • Salvatore: [Electric] attack +9
  • Shahra: [Leg] attack +7
  • Sheik: [Body, Spin] attack +17
  • The Great Fairy: [Magic] attack +21
  • Tingle [Wind Waker]: [Flame] resistance +24
  • Toadette: [Magic] attack +7
  • Young Zelda [Minish Cap]: [Battering] resistance +16
  • Zelda [Link to the Past]: [Magic] attack +27
  • Zelda [Ocarina of Time]: [Flame] resistance +18

Using stickers

Almost all of Zelda's moves are magic attacks. A magic sticker covers all of her moves except for down tilt, down smash, Din's Fire, sourspotted forward, back and down aerial and all ledge and floor attacks. A leg sticker covers all of those moves, except for Din's Fire and her slow ledge attack, the latter being an arm attack. Din's Fire is boosted by explosive stickers, and along with up aerial and the second hit of Farore's Wind, flame stickers. Her forward tilt, Nayru's Love and Farore's Wind's first hit are boosted by slash stickers. Lastly, Zelda also benefits from electric stickers, as these will cover her neutral attack, up tilt, dash attack, up smash, forward smash, neutral aerial, Lightning Kicks, down aerial and down throw.

In Event Matches

Solo Events

Co-op Events

Trophies

Zelda's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Zelda.

Trophy descriptions

Zelda
The princess of Hyrule. In other games, her role changes between titles. In Ocarina of Time, she was hunted by the would-be conqueror, Ganondorf. She deceived him, however, by adopting the persona of Sheik. In Twilight Princess, she surrendered to Zant and was held as his prisoner.
NES: The Legend of Zelda
Wii: The Legend of Zelda: Twilight Princess
Light Arrow (Zelda)
Princess Zelda's Final Smash. She wields a mighty bow of light with which she can attack from afar. Her arrow travels in a straight line and flies through all characters unlucky enough to be in the way. This attack cannot be blocked. The more enemies there are, the higher the chances to get them all with one shot. More is always better!
Wii: Super Smash Bros. Brawl

Alternate costumes

ZeldaSheik Palette (SSBB).png
Zelda (SSBB) Zelda (SSBB) Zelda (SSBB) Zelda (SSBB) Zelda (SSBB) Zelda (SSBB)

Trivia

  • In the Super Smash Bros. Brawl manual, Zelda is referred to as a "queen" even though she is commonly referred to as "princess". This is because her Brawl appearance is based on the Zelda of Twilight Princess, who is queen de facto, but does not officially bear the title as her coronation was prevented by the events of the game.
  • Though Zelda's recovery goes farther than Sheik's, Sheik can actually go higher vertically from the ground.
  • The amount of transformation lag can be shortened by pausing the game during the transformation; doing this, however, causes a replay of the match to lag at the point of where the player transformed.
  • Unlike in Melee, where completing Classic mode with either Zelda or Sheik would get both Zelda and Sheik trophies, Brawl makes one play both characters separately at the end to retrieve their trophies.
  • During Zelda's down smash animation, there is a small rendering error where her arm twists the wrong way near the end of it. It only lasts for about one frame, however, and is nearly impossible to see in a normal match; in Training mode, where the player can set the game's speed at 1/4 and zoom in, the error "blinks" shortly. This error was fixed in SSB4.
  • Pikachu, Zelda, and Snake are the only characters in the game where all three of their taunts temporarily make a held item disappear.
  • If one looks closely at Zelda's boots, both sides on each via the buckles show metal studs styled akin to the Triforce seen in her home series. This aesthetic element is not part of her original design from Twilight Princess.

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