Super Smash Bros. Ultimate

Zelda (SSBU): Difference between revisions

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**{{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 (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 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 (KOs Mario at 158% near the edge of Final Destination).}}
**{{buff|Neutral attack's final hit deals much more knockback.}}
**{{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.}}
**{{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, letting it kill much earlier (KOs Mario 118→102% near the edge of Final Destination).}}
**{{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]]:
**{{Buff|Forward tilt deals more knockback (Sweetspot KOs Mario 110→101 Sourspot KOs Mario 131→112 near the edge of Final Destination.}}
**{{Buff|Forward tilt deals more knockback.}}
**{{nerf|Forward tilt has more startup (10 → 11/12), and slightly more endlag (FAF 36 → 38), hindering its combo potential.}}
**{{nerf|Forward tilt has more startup (10 → 11/12), and slightly more endlag (FAF 36 → 38), hindering its combo potential.}}
*[[Up tilt]]:
*[[Up tilt]]:
Line 77: Line 77:
**{{nerf|Down tilt sends at a worst angle for comboing (80 degrees → 60 degrees).}}
**{{nerf|Down tilt sends at a worst angle for comboing (80 degrees → 60 degrees).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{Buff|Forward smash deals more knockback (KOs Mario 86→70% near the edge of Final Destination).}}
**{{Buff|Forward smash deals more knockback.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has more horizontal range.}}
**{{buff|Up smash has more horizontal range.}}
**{{Buff|Up smash deals more damage (10.4→14'8).}}
**{{Buff|Up smash deals more damage (10.4→14'8).}}
*[[Down smash]]:
*[[Down smash]]:
**{{Buff|Down smash's two hits deals more knockback (KOs Mario front 128→117% back 135→123% near the edge of Final Destination) and slightly more damage (front 12→12'3% back 10→10'2%).}}
**{{Buff|Down smash's two hits deals more knockback and slightly more damage (front 12→12'3% back 10→10'2%).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (19 → 16 (neutral aerial), 23 → 14 (forward aerial), 25 → 17 (back aerial), 19 → 13 (up aerial), 18 → 13 (down aerial).}}
*{{buff|All aerials have less landing lag (19 → 16 (neutral aerial), 23 → 14 (forward aerial), 25 → 17 (back aerial), 19 → 13 (up aerial), 18 → 13 (down aerial).}}
*{{nerf|Neutral air now can launch opponents that touch a bit the first hitbox in its upper part, being more difficult to use for combos, although it is likely to be a bug that will be fixed in the future.}}
*{{nerf|Neutral air now can launch opponents that touch a bit the first hitbox in its upper part, being more difficult to use for combos.}}
*{{Nerf|Neutral air's hits deals less damage (Front hits 1-4 2'5→2'1% Back hits 1-4 1'5→1'2% last hit 5→4'2%).}}
*{{Nerf|Neutral air's hits deals less damage (Front hits 1-4 2'5→2'1% Back hits 1-4 1'5→1'2% last hit 5→4'2%).}}
*{{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|Both lighting kicks deals more knockback (KOs Mario Forward 69→63% Back 64→57%) near the edge of Final Destination.}}
**{{Buff|Both lighting kicks deals more knockback}}
**{{buff|As a result, both lighting kicks now have a shorter duration (FAF 53 → 50).}}
**{{buff|As a result, both lighting kicks now have 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.}}
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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, now having the ability to combo to low at mid percents and KO at high percents (KOs Mario at 215% → 146% on [[Final Destination]]).}}
**{{buff|Up throw has much more knockback growth, now having the ability to combo to low at mid percents and KO at high percents.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals more damage (11% → 12%) and significantly more knockback, improving its KO potential (KOs Mario at 150% → 109% at the edge of Final Destination).}}
**{{buff|Back throw deals more damage (11% → 12%) and significantly more knockback, improving its KO potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw's looping hits deal more damage (1% → 1.5%) bringing the total damage from 6% to 8%}}
**{{buff|Down throw's looping hits deal more damage (1% → 1.5%) bringing the total damage from 6% to 8%}}
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**{{buff|Din's Fire can travel slightly farther and its trajectory can be more controlled.}}
**{{buff|Din's Fire can travel slightly farther and its trajectory can be more controlled.}}
**{{buff|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.}}
**{{buff|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.}}
**{{Buff|Din's Fire sweetspot deals more knockback (KOs Mario at 100 → 92% on the edge of Final Destination).}}
**{{Buff|Din's Fire sweetspot deals more knockback.}}
**{{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]]:
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**{{buff|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.}}
**{{buff|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.}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed.}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed.}}
**{{Buff|Fully charge Phantom deals more knockback (KOs Mario 113→102% near the edge of Final Destination).}}
**{{Buff|Fully charge Phantom deals more knockback.}}
**{{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 charges behind Zelda now, leaving her more vulnerable.}}  
**{{nerf|The Phantom charges behind Zelda now, leaving her more vulnerable.}}  

Revision as of 19:47, January 11, 2019

Current.png This page documents information about recently released content.
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This article is about Zelda's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Princess Zelda.
Zelda
in Super Smash Bros. Ultimate
Zelda SSBU.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Triforce of Wisdom
Zelda (SSBU)
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 line in the Adventure Mode: World of Light opening, voiced by Fujimura in Japanese and dubbed in English by Brandy Kopp.

How to unlock

Complete one of the following:

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, although now they are not so serious, 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

  • Change 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]
  • Change Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.
  • Change Zelda hangs onto the ledge with one hand.
  • Change Zelda is more positively expressive, boasting a cheery smile during several animations.
  • Change Many of Zelda's attacks produce brighter, flashier magical effects.
  • Change Zelda's standing pose, idle poses, walking animation, up taunt, and down taunt have been changed.
  • Change 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

  • Buff Like all characters, Zelda's jumpsquat is now 3 frames (down from 6 frames).
  • Buff Zelda's initial dash speed (1.6 → 1.958) and running speed (1.3 → 1.43) are faster.
  • Buff Zelda walks slightly faster (0.87 → 0.914).
  • Buff Zelda's air speed is slightly faster (1.04 → 1.092).
  • Buff Zelda jumps higher.
  • Change Zelda's spotdodge has 1 frame less of endlag (FAF 28→27) and one frame less of intangibility (3-18→3-17).
  • Nerf Forward roll has less intangibility (4-17→4-15).
  • Nerf Back roll has less intangibility (4-17→5-16) and more endlag (31→36).
  • Nerf Zelda's airdodge has significantly more endlag (34→57).
  • Buff Zelda's airdodge has more intangibility (3-28→3-30).

Ground attacks

  • Neutral attack:
    • Change Neutral attack is now a rapid jab with a finishing hit.
    • 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.
    • Nerf Neutral attack has more endlag, is less safe on shield, and no longer reliably combos 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:
    • Buff Dash attack deals more knockback, letting it kill much earlier.
    • Buff Dash attack has less endlag (FAF 40 → 36).
  • Forward tilt:
    • Buff Forward tilt deals more knockback.
    • Nerf Forward tilt has more startup (10 → 11/12), and slightly more endlag (FAF 36 → 38), hindering its combo potential.
  • Up tilt:
    • Buff Up tilt has a longer hitbox duration (7-18 → 7-19).
  • Down tilt:
    • Buff Down tilt has slightly less endlag (25 → 22).
    • Nerf Down tilt sends at a worst angle for comboing (80 degrees → 60 degrees).
  • Forward smash:
    • Buff Forward smash deals more knockback.
  • Up smash:
    • Buff Up smash has more horizontal range.
    • Buff Up smash deals more damage (10.4→14'8).
  • Down smash:
    • Buff Down smash's two hits deals more knockback and slightly more damage (front 12→12'3% back 10→10'2%).

Aerial attacks

  • Buff All aerials have less landing lag (19 → 16 (neutral aerial), 23 → 14 (forward aerial), 25 → 17 (back aerial), 19 → 13 (up aerial), 18 → 13 (down aerial).
  • Nerf Neutral air now can launch opponents that touch a bit the first hitbox in its upper part, being more difficult to use for combos.
  • Nerf Neutral air's hits deals less damage (Front hits 1-4 2'5→2'1% Back hits 1-4 1'5→1'2% last hit 5→4'2%).
  • Buff Forward aerial is faster (frame 9 → 6), now being as fast as back aerial.
    • Buff Both lighting kicks deals more knockback
    • Buff As a result, both lighting kicks now have a shorter duration (FAF 53 → 50).
  • Change Lightning Kicks and down aerial have unique sound effects, even if the sweetspot misses.

Throws/other attacks

  • 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 grabs.
  • Nerf Standing grab has more endlag (FAF 38 → 40).
    • Buff Pummel is faster.
    • Nerf Pummel deals significantly less damage (3→1.3%).
    • Change Zelda grabs and pummels opponents with one hand instead of two.
  • Change Forward throw, back throw, and up throw have altered animations, and Zelda's hands emit brighter trails of magic.
  • Forward throw:
    • Nerf Forward throw deals less damage (12% → 10%), and much less knockback growth, diminishing its KO potential despite a base knockback increase.
  • Up throw:
    • Buff Up throw has much more knockback growth, now having the ability to combo to low at mid percents and KO at high percents.
  • Back throw:
    • Buff Back throw deals more damage (11% → 12%) and significantly more knockback, improving its KO potential.
  • Down throw:
    • 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 at very high percents.
    • Change Down throw can no longer connect with up aerial at low-mid percents, but can lead to sweetspotted back aerial.

Special moves

  • Nayru's Love:
    • 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 has less endlag (60→58).
    • Buff Nayru's Love hitbox appears earlier (13→11).
  • Din's Fire:
    • Buff Din's Fire no longer leaves Zelda helpless in the air.
    • Buff Din's Fire can travel slightly farther and its trajectory can be more controlled.
    • Buff 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.
    • Buff Din's Fire sweetspot deals more knockback.
    • Change Din's Fire's flame has a more stylized appearance.
  • Farore's Wind:
    • 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 Zelda can drift in the air much sooner after reappearing.
    • Buff Farore Wind's first hitbox is slightly bigger and the second hitbox is much bigger, especially on the top.
    • Buff Farore Wind's sweetspot is bigger.
    • Buff Farore Wind has less endlag (81→77).
    • Nerf Farore's Wind travels a shorter distance.
    • 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.
  • Phantom Slash:
    • Change 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 (Frame 16)
      • 2. Punch (Frame 21)
      • 3. Outward slash (Frame 28)
      • 4. Downward slash (Frame 38)
      • 5. Upward slash (Frame 50)
      • 6. Delayed upward slash (Frame 67)
    • Buff 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.
    • Buff There is no longer a cooldown if the Phantom is destroyed.
    • Buff Fully charge Phantom deals more knockback.
    • Nerf Phantom Slash's fully charged attack deals less damage since it no longer hits twice.
    • Nerf The Phantom charges behind Zelda now, leaving her more vulnerable.
  • 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 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) CPU is Giant
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!", and was present when Galeem unleashed his beams of light. She 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 clear 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

Palette swap (SSBU)
Zelda (SSBU) Zelda (SSBU) Zelda (SSBU) Zelda (SSBU) Zelda (SSBU) Zelda (SSBU) Zelda (SSBU) Zelda (SSBU)

Gallery

Character Showcase Video

<youtube>fMDgFn3qQ_c</youtube>

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. She is also the first character since Fox and Falco in Melee to have her cutscene dialogue dubbed in English, but to keep her Japanese voice actress' battle grunts in Western versions.

References

  1. ^ 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"
  2. ^ 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.”
  3. ^ 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."
  4. ^ 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.”