Zelda (SSBU): Difference between revisions
UltimateHype (talk | contribs) (Added more buffs and nerfs for this character. Added the exact frame data some of the individual moves.) |
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Her special moves have seen the most improvements. Nayru's Love has one more frame of invulnerability and allows her to move in the air while using the move. Din's Fire no longer puts her in freefall, travels in a tighter arc, and has better use offstage due to the new airdodge nerfs. Farore's Wind is faster, preserves more momentum, and allows Zelda to drift sooner upon reappearing. The biggest change she receives is the reworking of Phantom. Phantom Slash now assembles in six stages, with the final stage being able to use for trap setups, edgeguarding, and approaching. Zelda can also summon a new Phantom quicker than before. Her new Final Smash, Triforce of Wisdom, is better at trapping opponents and will secure a KO for anyone over 100% at the end of the move. | Her special moves have seen the most improvements. Nayru's Love has one more frame of invulnerability and allows her to move in the air while using the move. Din's Fire no longer puts her in freefall, travels in a tighter arc, and has better use offstage due to the new airdodge nerfs. Farore's Wind is faster, preserves more momentum, and allows Zelda to drift sooner upon reappearing. The biggest change she receives is the reworking of Phantom. Phantom Slash now assembles in six stages, with the final stage being able to use for trap setups, edgeguarding, and approaching. Zelda can also summon a new Phantom quicker than before. Her new Final Smash, Triforce of Wisdom, is better at trapping opponents and will secure a KO for anyone over 100% at the end of the move. | ||
Nevertheless, she has some noticeable nerfs. Forward tilt has more startup. Her grabs have more endlag, making them more risky to use in neutral to start combos. Farore's Wind travels a shorter distance, hindering her recovery and edgeguarding ability. Since Phantom is formed behind Zelda, this makes her more vulnerable when using the move. If Zelda gets grabbed or takes any damage before the Phantom attacks, the Phantom will collapse. This makes Phantom Slash a move better used in the advantage state. | Nevertheless, she has some noticeable nerfs. Forward tilt has more startup and endlag. Her grabs have more endlag, making them more risky to use in neutral to start combos. Farore's Wind travels a shorter distance, hindering her recovery and edgeguarding ability. Since Phantom is formed behind Zelda, this makes her more vulnerable when using the move. If Zelda gets grabbed or takes any damage before the Phantom attacks, the Phantom will collapse. This makes Phantom Slash a move better used in the advantage state. | ||
Furthermore, she still retains her previous Smash iterations' weaknesses, those being poor range, terrible sourspots, lackluster neutral, and slow movements. | Furthermore, she still retains her previous Smash iterations' weaknesses, those being poor range, terrible sourspots, lackluster neutral, and slow movements. | ||
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*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{change|Neutral attack is now a rapid jab with a finishing hit.}} | **{{change|Neutral attack is now a rapid jab with a finishing hit.}} | ||
**{{buff|Neutral attack has less startup. Previously the slowest jab in the game, its speed is now on par with many other characters’ neutral attacks.}} | **{{buff|Neutral attack has less startup (frame 11 → 4). Previously the slowest jab in the game, its speed is now on par with many other characters’ neutral attacks.}} | ||
**{{buff|Neutral attack's final hit deals much more knockback and is capable of KOing at high percents.}} | **{{buff|Neutral attack's final hit deals much more knockback and is capable of KOing at high percents.}} | ||
**{{nerf|Neutral attack has more endlag, is less safe on shield, and no longer reliably [[combo]]s into dash attack or dash grab at low percents.}} | **{{nerf|Neutral attack has more endlag, is less safe on shield, and no longer reliably [[combo]]s into dash attack or dash grab at low percents.}} | ||
**{{nerf|The first hit of neutral attack has less hitstun, making it unsafe when used on its own.}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack deals more knockback.}} | **{{buff|Dash attack deals more knockback, letting it kill much earlier.}} | ||
**{{buff|Dash attack has less endlag (FAF 40 → 36).}} | **{{buff|Dash attack has less endlag (FAF 40 → 36).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Forward tilt has more startup ( | **{{nerf|Forward tilt has more startup (10 → 11/12), and slightly more endlag (FAF 36 → 44).}} | ||
**{{nerf|Forward tilt deals less knockback.}} | **{{nerf|Forward tilt deals less knockback.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
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*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has slightly less endlag (25 → 22).}} | **{{buff|Down tilt has slightly less endlag (25 → 22).}} | ||
**{{ | **{{nerf|Down tilt sends at a worst angle for comboing (80 degrees → 60 degrees).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash has more horizontal range.}} | **{{buff|Up smash has more horizontal range.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have less landing lag (19 → | *{{buff|All aerials have less landing lag (19 → 14 (neutral aerial), 23 → 15 (forward aerial), 25 → 16 (back aerial), 19 → 12 (up aerial), 18 → 12 (down aerial).}} | ||
*{{buff|[[Forward aerial]] is faster (frame 9 → 6), now being as fast as [[back aerial]].}} | *{{buff|[[Forward aerial]] is faster (frame 9 → 6), now being as fast as [[back aerial]].}} | ||
**{{buff|Thus, it now has a shorter duration (FAF 53 → 50).}} | **{{buff|Thus, it now has a shorter duration (FAF 53 → 50).}} | ||
*{{change|[[Lightning Kick]]s and [[down aerial]] have unique sound effects, even if the sweetspot misses.}} | *{{change|[[Lightning Kick]]s and [[down aerial]] have unique sound effects, even if the sweetspot misses.}} | ||
*{{nerf|Up aerial has more base knockback, but less knockback growth, and is weaker overall.}} | *{{nerf|Up aerial has more base knockback, but less knockback growth, and is weaker overall.}} | ||
*{{nerf|Opponents occasionally fall out of neutral air.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{nerf|[[Dash grab]] has slightly more startup and endlag.}} | *{{nerf|[[Dash grab]] has slightly more startup and endlag;(Active Frames 11 → 13) (FAF 47 → 48). This makes it one of the slowest non-tether grab.}} | ||
*{{nerf|Standing grab has more endlag (FAF 38 → 40).}} | |||
**{{buff|Pummel is faster.}} | **{{buff|Pummel is faster.}} | ||
**{{change|Zelda grabs and pummels opponents with one hand instead of two.}} | **{{change|Zelda grabs and pummels opponents with one hand instead of two.}} | ||
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**{{nerf|Forward throw deals less damage (12 → 10), and much less knockback growth, diminishing its KO potential despite a base knockback increase.}} | **{{nerf|Forward throw deals less damage (12 → 10), and much less knockback growth, diminishing its KO potential despite a base knockback increase.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw has much more knockback growth and is now capable of KOing | **{{buff|Up throw has much more knockback growth and is now capable of KOing under 150% without rage.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw deals more damage (11 → 12) and knockback, improving its KO potential.}} | **{{buff|Back throw deals more damage (11 → 12) and knockback, improving its KO potential.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw's looping hits deal more damage (1% → 1.5%) | **{{buff|Down throw's looping hits deal more damage (1% → 1.5%) bringing the total damage from 6% to 8%}} | ||
**{{nerf|Down throw deals more knockback, weakening its combo potential.}} | **{{nerf|Down throw deals more knockback, weakening its combo potential.}} | ||
**{{change|Down throw cannot connect with uair but can lead to sweetspot bair.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Nayru's Love]]: | *[[Nayru's Love]]: | ||
**{{buff|Nayru's Love's intangibility starts 1 frame earlier.}} | **{{buff|Nayru's Love's intangibility starts at least 1 frame earlier (5 → 4).}} | ||
**{{buff|Nayru's Love no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}} | **{{buff|Nayru's Love no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}} | ||
*[[Din's Fire]]: | *[[Din's Fire]]: | ||
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**{{change|Din's Fire's flame has a more stylized appearance.}} | **{{change|Din's Fire's flame has a more stylized appearance.}} | ||
*[[Farore's Wind]]: | *[[Farore's Wind]]: | ||
**{{buff|Farore's Wind has less startup and endlag.}} | **{{buff|Farore's Wind has less startup and endlag. (Active frame 8 → 6).}} | ||
**{{buff|Farore's Wind travels faster after disappearing and preserves more momentum when used right after a jump.}} | **{{buff|Farore's Wind travels faster after disappearing (Aerial Reappearance Frames, 41/42 → 35/36; Grounded Version 41/42 → 33/34) and preserves more momentum when used right after a jump.}} | ||
**{{buff|Zelda can drift in the air much sooner after reappearing.}} | **{{buff|Zelda can drift in the air much sooner after reappearing.}} | ||
**{{nerf|Farore's Wind travels a shorter distance.}} | **{{nerf|Farore's Wind travels a significant shorter distance.}} | ||
**{{change|Farore's Wind now shows small green orbs that move in the direction Zelda teleports toward.}} | **{{change|Farore's Wind now shows small green orbs that move in the direction Zelda teleports toward.}} | ||
**{{change|Farore's Wind produces a more intense green/yellow vortex at the start and end of the move.}} | **{{change|Farore's Wind produces a more intense green/yellow vortex at the start and end of the move.}} | ||
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**{{buff|Zelda can summon a new Phantom much more quickly after the previous one is destroyed}} | **{{buff|Zelda can summon a new Phantom much more quickly after the previous one is destroyed}} | ||
**{{nerf|Phantom Slash's fully charged attack deals less damage since it no longer hits twice.}} | **{{nerf|Phantom Slash's fully charged attack deals less damage since it no longer hits twice.}} | ||
**{{nerf|The phantom will get caught on platforms, hindering it's utility on certain stages, and the phantom charges behind Zelda now, leaving her more vulnerable.}} | |||
*[[Triforce of Wisdom]]: | *[[Triforce of Wisdom]]: | ||
**{{change|Zelda has a new [[Final Smash]] called Triforce of Wisdom. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are [[instant KO|instantly KO'd]]; otherwise, they receive mediocre knockback.}} | **{{change|Zelda has a new [[Final Smash]] called Triforce of Wisdom. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are [[instant KO|instantly KO'd]]; otherwise, they receive mediocre knockback.}} |
Revision as of 19:16, December 29, 2018
Zelda in Super Smash Bros. Ultimate | |
---|---|
Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Triforce of Wisdom |
“ | You might recognize Zelda's look from The Legend of Zelda: A Link Between Worlds game. In battle she uses magical moves to reflect and teleport, and for her Final Smash, she seals her opponents away in the Triforce of Wisdom. If an opponent has 100% damage or more, they will be instantly KO'd! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Zelda (ゼルダ, Zelda) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character on June 12, 2018. Zelda is classified as fighter #17.
Zelda is voiced in-game by Ayumi Fujimura, who previously voiced the character in The Legend of Zelda: A Link Between Worlds. She speaks a single English line in the Adventure Mode: World of Light opening, provided by Brandy Kopp.
How to unlock
Complete one of the following:
- Play VS. matches, with Zelda being the 2nd character to be unlocked.
- Clear Classic Mode with Kirby or any character in his unlock tree, being the fourth character unlocked after Pac-Man.
- Have Zelda join the player's party in World of Light.
With the exception of the third method, Zelda must then be defeated on Temple.
Changes from Super Smash Bros. 4
In addition to a visual redesign, Zelda has been significantly buffed in Ultimate. Many of her moves have reduced startup and endlag and improved KO potential. Previously the slowest jab in the game, Zelda's jab comes out quicker and can KO at higher percents. Dash attack and up throw have enhanced knockback power, allowing Zelda to more easily secure KOs. Her special moves have seen the most improvements. Nayru's Love has one more frame of invulnerability and allows her to move in the air while using the move. Din's Fire no longer puts her in freefall, travels in a tighter arc, and has better use offstage due to the new airdodge nerfs. Farore's Wind is faster, preserves more momentum, and allows Zelda to drift sooner upon reappearing. The biggest change she receives is the reworking of Phantom. Phantom Slash now assembles in six stages, with the final stage being able to use for trap setups, edgeguarding, and approaching. Zelda can also summon a new Phantom quicker than before. Her new Final Smash, Triforce of Wisdom, is better at trapping opponents and will secure a KO for anyone over 100% at the end of the move.
Nevertheless, she has some noticeable nerfs. Forward tilt has more startup and endlag. Her grabs have more endlag, making them more risky to use in neutral to start combos. Farore's Wind travels a shorter distance, hindering her recovery and edgeguarding ability. Since Phantom is formed behind Zelda, this makes her more vulnerable when using the move. If Zelda gets grabbed or takes any damage before the Phantom attacks, the Phantom will collapse. This makes Phantom Slash a move better used in the advantage state. Furthermore, she still retains her previous Smash iterations' weaknesses, those being poor range, terrible sourspots, lackluster neutral, and slow movements.
Despite these nerfs and weaknesses, people consider this to be the best Zelda has ever been in a Super Smash Bros. game.
Aesthetics
- Zelda's appearance is based on her design from The Legend of Zelda: A Link to the Past [1][2][3] and A Link Between Worlds.[4]
- Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.
- Zelda hangs onto the ledge with one hand.
- Zelda is more positively expressive, boasting a cheery smile during several animations.
- Many of Zelda's attacks produce brighter, flashier magical effects.
- Zelda's standing pose, idle poses, walking animation, up taunt, and down taunt have been changed.
- All of Zelda's victory poses have been changed:
- For the first, she conjures a small flame out of her finger and swirls it around playfully.
- For the second, she summons the Phantom armor and proudly poses in front of it.
- For the third, she emits magic out of two fingers and points at the screen.
Attributes
- Like all characters, Zelda's jumpsquat is now 3 frames (down from 6 frames).
- Zelda's initial dash speed (1.6 → 1.958) and running speed (1.3 → 1.43) are faster.
- Zelda walks slightly faster (0.87 → 0.914).
- Zelda's air speed is slightly faster (1.04 → 1.092).
- Zelda jumps higher.
Ground attacks
- Neutral attack:
- Neutral attack is now a rapid jab with a finishing hit.
- Neutral attack has less startup (frame 11 → 4). Previously the slowest jab in the game, its speed is now on par with many other characters’ neutral attacks.
- Neutral attack's final hit deals much more knockback and is capable of KOing at high percents.
- Neutral attack has more endlag, is less safe on shield, and no longer reliably combos into dash attack or dash grab at low percents.
- The first hit of neutral attack has less hitstun, making it unsafe when used on its own.
- Dash attack:
- Dash attack deals more knockback, letting it kill much earlier.
- Dash attack has less endlag (FAF 40 → 36).
- Forward tilt:
- Forward tilt has more startup (10 → 11/12), and slightly more endlag (FAF 36 → 44).
- Forward tilt deals less knockback.
- Up tilt:
- Up tilt has a longer hitbox duration (7-18 → 7-19).
- Down tilt:
- Down tilt has slightly less endlag (25 → 22).
- Down tilt sends at a worst angle for comboing (80 degrees → 60 degrees).
- Up smash:
- Up smash has more horizontal range.
Aerial attacks
- All aerials have less landing lag (19 → 14 (neutral aerial), 23 → 15 (forward aerial), 25 → 16 (back aerial), 19 → 12 (up aerial), 18 → 12 (down aerial).
- Forward aerial is faster (frame 9 → 6), now being as fast as back aerial.
- Thus, it now has a shorter duration (FAF 53 → 50).
- Lightning Kicks and down aerial have unique sound effects, even if the sweetspot misses.
- Up aerial has more base knockback, but less knockback growth, and is weaker overall.
- Opponents occasionally fall out of neutral air.
Throws/other attacks
- Dash grab has slightly more startup and endlag;(Active Frames 11 → 13) (FAF 47 → 48). This makes it one of the slowest non-tether grab.
- Standing grab has more endlag (FAF 38 → 40).
- Pummel is faster.
- Zelda grabs and pummels opponents with one hand instead of two.
- Forward throw, back throw, and up throw have altered animations, and Zelda's hands emit brighter trails of magic.
- Forward throw:
- Forward throw deals less damage (12 → 10), and much less knockback growth, diminishing its KO potential despite a base knockback increase.
- Up throw:
- Up throw has much more knockback growth and is now capable of KOing under 150% without rage.
- Back throw:
- Back throw deals more damage (11 → 12) and knockback, improving its KO potential.
- Down throw:
- Down throw's looping hits deal more damage (1% → 1.5%) bringing the total damage from 6% to 8%
- Down throw deals more knockback, weakening its combo potential.
- Down throw cannot connect with uair but can lead to sweetspot bair.
Special moves
- Nayru's Love:
- Nayru's Love's intangibility starts at least 1 frame earlier (5 → 4).
- Nayru's Love no longer halts vertical momentum, allowing Zelda to move in the air while using the move.
- Din's Fire:
- Din's Fire no longer leaves Zelda helpless in the air.
- Din's Fire can travel slightly farther.
- The changes to airdodge mechanics indirectly improve Din's Fire's edgeguarding utility. Since airdodges are riskier to use offstage, recovering opponents are left in a more vulnerable position if they try to avoid Din's Fire.
- Din's Fire's flame has a more stylized appearance.
- Farore's Wind:
- Farore's Wind has less startup and endlag. (Active frame 8 → 6).
- Farore's Wind travels faster after disappearing (Aerial Reappearance Frames, 41/42 → 35/36; Grounded Version 41/42 → 33/34) and preserves more momentum when used right after a jump.
- Zelda can drift in the air much sooner after reappearing.
- Farore's Wind travels a significant shorter distance.
- Farore's Wind now shows small green orbs that move in the direction Zelda teleports toward.
- Farore's Wind produces a more intense green/yellow vortex at the start and end of the move.
- Phantom Slash:
- Phantom Slash has been heavily reworked. The Phantom armor now assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is now a single-press chargeable move; Pressing B again will cause the incomplete armor to attack at its current charge level. The move has six charge levels, each resulting in a different attack:
- 1. Kick
- 2. Punch
- 3. Outward slash
- 4. Downward slash
- 5. Upward slash
- 6. Delayed upward slash
- Phantom Slash's fully charged attack is now momentarily delayed, allowing Zelda to move around before the Phantom rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This also discourages the opponent from reflecting the Phantom since she now has enough time to respond with Nayru's Love.
- Zelda can summon a new Phantom much more quickly after the previous one is destroyed
- Phantom Slash's fully charged attack deals less damage since it no longer hits twice.
- The phantom will get caught on platforms, hindering it's utility on certain stages, and the phantom charges behind Zelda now, leaving her more vulnerable.
- Phantom Slash has been heavily reworked. The Phantom armor now assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is now a single-press chargeable move; Pressing B again will cause the incomplete armor to attack at its current charge level. The move has six charge levels, each resulting in a different attack:
- Triforce of Wisdom:
- Zelda has a new Final Smash called Triforce of Wisdom. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are instantly KO'd; otherwise, they receive mediocre knockback.
Classic Mode: Wisdom Prevails
All of Zelda's battles are on The Legend of Zelda themed stages, and her opponents are all villains who can be considered to be unintelligent or mindless, in reference to the name of her route.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Wario | Great Plateau Tower | Main Theme - The Legend of Zelda: Breath of the Wild | |
2 | Bowser | Skyloft | Ballad of the Goddess | |
3 | 5 Mii Swordfighters | Temple | Temple Theme | Mii Swordfighters are dressed in Yiga Clan costumes. |
4 | King K. Rool | Bridge of Eldin | Dark World (for 3DS / Wii U) | |
5 | Dark Samus | Gerudo Valley | Hidden Mountain & Forest | |
6 | 4 Dark Links | Hyrule Castle | Great Temple / Temple | |
Bonus Stage | ||||
Final | Ganondorf/Ganon | ? | Calamity Ganon Battle - Second Form (Ganondorf) Death Mountain (Ganon) |
Ganondorf transforms into Ganon upon defeat. |
Role in World of Light
Zelda was among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never!". Zelda was present when Galeem unleashed his beams of light. Zelda and Mewtwo attempted to reflect the beams using Nayru's Love and Confusion, respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding Kirby).
Zelda was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. She is unlocked in the Sacred Realm of the World of Dark on the bottom left corner of the land which makes up the Triforce of Wisdom. The player must defeat the Spirit of Impa (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the Spirit of Uxie, Mesprit & Azelf. Unlocking her reveals the Triforce of Wisdom in the center of the map. If Young Link is unlocked, the boulders leading to Cloud's unlock battle and the Master Sword clears out.
Zelda is later seen among several other fighters, making their last stand against Galeem and Dharkon. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
Alternate costumes
Gallery
Zelda on Temple.
Using her neutral aerial in her red costume on Tortimer Island.
Zelda using her forward tilt on King Dedede on Coliseum.
Kneeling next to a sleeping Pichu on Tortimer Island.
Using Farore's Wind on Luigi's Mansion.
Posing in her dark costume on Spirit Train.
Zelda taunting next to Ganondorf on Hyrule Castle.
Zelda giving Rosalina a high-five on Prism Tower.
Firing a Super Scope at Yoshi on Mario Galaxy.
Taunting near Donkey Kong on Kapp'n's bus on Temple.
Zelda, Ridley, Jigglypuff, and the Ice Climbers on Summit.
Using Phantom Slash on Mario Galaxy.
With all playable The Legend of Zelda veterans on the Great Plateau Tower.
Character Showcase Video
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Trivia
- Masahiro Sakurai chose to base Zelda's design in Ultimate off of her A Link to the Past and A Link Between Worlds incarnation instead of her more recent Breath of the Wild incarnation because that version of Zelda, according to him, "is more into research than fighting."
- Zelda's current default design was previously an alternate costume, while her previous default design based on Twilight Princess has now become an alternate costume.
- Coincidentally, Zelda was revealed in Smash 4 at the same time A Link Between Worlds was released, which inspired her current design.
- Zelda is currently the only playable Legend of Zelda character in Smash whose design originates from a handheld game rather than a home console game.
- The World of Light trailer marks the first time Zelda has spoken with dialogue in the Smash series.
- This is also the first time Zelda has ever spoken with an American accent. In Breath of the Wild, she spoke with a British accent.
- Zelda speaks English in all Western language versions of Ultimate, unlike her Breath of the Wild incarnation who was dubbed into multiple languages.
References
- ^ Masahiro Sakurai (translated by Brando) (2018-06-20). "Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557. SourceGaming.info (original Japanese publication in Famitsu). Retrieved on 2018-06-20. “Zelda's new design is based on "The Legend of Zelda: A Link to the Past"”
- ^ Dairantou Smash Bros. SPECIAL (E3 2018). Nintendo (2018-06-12). Retrieved on 2018-07-08. “Breath of the Wild Zelda isn't interested in combat, so her design is from A Link to the Past.”
- ^ Super Smash Bros. Ultimate (North America) - Palutena's Guidance: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."
- ^ Super Smash Bros. Ultimate - E3 2018. Nintendo (2018-06-12). Retrieved on 2018-07-08. “In The Legend of Zelda: Breath of the Wild, Zelda's more into research than fighting, so her design is from The Legend of Zelda: A Link Between Worlds.”