Super Smash Bros. Ultimate

Zelda (SSBU): Difference between revisions

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(Yeah Zelda was not buffed that much, those attributes paragraphs were pretty misinformed. (Sidenote: Kurogane Hammer's pages have a bunch of wrong values, so use the Smash calculator scrips instead for changelists))
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
In addition to a visual redesign (being based off her appearance in ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'' and ''{{s|zeldawiki|A Link Between Worlds}}''), Zelda has been significantly buffed in ''Ultimate''. Many of her moves have reduced startup and endlag and improved KO potential. Her neutral attack, which was previously one of the slowest in the game, comes out significantly faster, and has been reworked into an infinite with KO potential. Her dash attack and up throw are much stronger, allowing Zelda to more easily secure KOs. Forward air and back air both have noticeably more consistent sweetspots, making them more reliable KO options, especially out of shield. 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. Furthermore, she still retains her previous Smash iterations'  poor basic attack range, terrible sourspots, and slow movement.
In addition to a visual redesign (being based off her appearance in ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'' and ''{{s|zeldawiki|A Link Between Worlds}}''), Zelda has been noticeably buffed overall in the transition from ''Smash 4'' to ''Ultimate''. Her most noteworthy buffs come from the universal changes; despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag greatly supplement her [[neutral game]], previously one of her main weaknesses, allowing her to approach more reliably with her powerful [[Lightning Kick]]s. These changes also improve her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], [[neutral aerial]], [[up throw]], and [[down throw]], which can dish out large amounts of damage.


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 during use. [[Din's Fire]] no longer causes [[helplessness]], travels in a tighter arc, and has better use offstage due to the new airdodge nerfs. [[Farore's Wind]], while slightly shorter in terms of travel distance, is faster, preserves more momentum, has a larger hitbox allowing for punishing an edgeguarding opponent, and allows Zelda to drift sooner upon reappearing. The biggest change she receives is the reworking of [[Phantom Slash]]: it now assembles in six stages, with the final stage being able to use for trap setups, edgeguarding, and approaching, and a destroyed Phantom can be resummoned as soon as it disappears. Since Phantom is formed behind Zelda, it is better used in her advantage state, though it is also a strong tool in neutral with sufficient spacing. 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.
Although she has not received many direct buffs compared to the rest of the cast, they are important enough to strengthen the overall effectiveness of her moveset. Her [[neutral attack]], previously the slowest in the game, comes out significantly faster, and has been reworked to possess an infinite portion with better damage racking ability and knockback. [[Back throw]] and up throw are much stronger, while down throw deals more damage, and the Lightning Kicks have larger sweetspots, increasing their potency for followups and especially [[out of shield]]. This allows Zelda to secure KOs more easily, with the Lightning Kicks in particular possessing more reliable KO setups. Lastly, her special moves have seen various improvements. [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already remarkable defensive ability. [[Din's Fire]] no longer causes [[helplessness]], and [[Farore's Wind]] has faster startup making it a more effective out of shield option. Most importantly, however, [[Phantom Slash]] has been reworked to possess several more stages that can be unleashed faster, and the last stage allows Zelda to move around before it is unleashed, allowing for trap setups when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is better used in her advantage state, though it is also a strong tool in neutral with sufficient spacing.


Overall, Zelda in ''Ultimate'' is her best placement in the series, with strong matchups against most zoning characters, heavies, and characters vulnerable to edgeguarding. She is generally considered viable due to her significant tournament representation regionally and nationally, largely thanks to {{Sm|ven}}, and {{Sm|Mystearica}}.
However, Zelda has received some nerfs as well. Due to the changes to her neutral attack, is it no longer a nigh unpunishable option against shields, and none of her other attacks has had their ending lag reduced enough to compensate. [[Forward tilt]] has increased startup and decreased KO potential, reducing its utility, and [[neutral aerial]] notoriously fails to connect its hits reliably, due to no longer using the [[autolink angle]] nor [[set knockback]]. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, and both [[forward throw]] and Farore's Wind are weaker, most significantly the former, no longer setting up edgeguards as effectively. In addition to these nerfs, Zelda keeps her other weaknesses from previous games that can be exploited despite the improvements she has received, such as slow mobility, poor endurance, and extremely weak sourspots on her most powerful moves, while most other veterans have been buffed to various degrees as well.
 
Overall, Zelda's moveset has been considerably enhanced from previous installments, making her ''Ultimate'' iteration the strongest, albeit she still faces competition from several returning characters that have been likewise buffed. Her perception in the competitive metagame, while still relatively below-average, has been more positive than in ''Smash 4'', with solid tournament representation regionally and nationally from top players such as {{Sm|ven}} and {{Sm|Mystearica}}, and others such as {{sm|ZeRo}}, {{sm|ESAM}}, and {{sm|VoiD}} considering her a mid tier or low-mid tier character.


===Aesthetics===
===Aesthetics===
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===Attributes===
===Attributes===
*{{buff|Like all characters, Zelda's [[jumpsquat]] is now 3 frames (down from 6 frames).}}
*{{buff|Like all characters, Zelda's [[jumpsquat]] takes 3 frames to complete (down from 6).}}
*{{buff|Zelda's initial [[dash]] speed (1.6 → 1.958) and running speed (1.3 → 1.43) are faster.}}
*{{buff|Zelda [[run]]s faster (1.3 → 1.43).}}
**{{buff|Her initial [[dash]] speed is much faster (1.6 → 1.958).}}
*{{buff|Zelda [[walk]]s slightly faster (0.87 → 0.914).}}
*{{buff|Zelda [[walk]]s slightly faster (0.87 → 0.914).}}
*{{buff|Zelda's [[air speed]] is slightly faster (1.04 → 1.092).}}
*{{buff|Zelda's [[air speed]] is slightly faster (1.04 → 1.092).}}
*{{buff|Zelda [[jump]]s higher.}}
*{{buff|Zelda [[jump]]s higher.}}
*{{change|Zelda's [[spotdodge]] has one less frame of ending lag (FAF 28 27) but it also has one less frame of intangibility (frames 3-18 → 3-17).}}
*{{change|Zelda's full hop has less air time (62 frames 57). This allows her to land faster, but reduces her window to use aerials.}}
*{{nerf|Forward [[roll]] has less intangibility (frames 4-17 → 4-15).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Back roll has less intangibility (frames 4-17 → 5-16) and more ending lag (FAF 31 → 36).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag ([[FAF]] 31 → 36).}}
*{{nerf|As with all fighters, Zelda's directionless [[airdodge]] has significantly more ending lag (FAF 34 57), and she can now only air dodge once before needing to touch the ground, grab the ledge, or receive [[hitstun]] from a move.}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 28 27).}}
*{{buff|Zelda's directionless airdodge has more intangibility (frames 3-28 → 3-30) and less landing lag (21 frames → 11).}}
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{change|With the addition of directional airdodges, Zelda has has intangibility on frames 3-21, her FAF is 130, and it has more landing lag than her directionless air dodge (FAF 20).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{change|Zelda's full hop has less air time. This makes her faster for movement purposes but means she has less time to hit opponents with aerials (frames of air time 62 → 57)}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 57).}}


===Ground Attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|Neutral attack is a rapid jab with a finishing hit.}}
**{{change|Neutral attack has gained a rapid jab alongside a finisher, which can be transitioned into from the first portion of the move on frame 9.}}
**{{buff|Neutral attack has significantly less startup lag (frame 11 → 4), no longer being the slowest in the game.}}
**{{buff|It has significantly less startup lag (frame 11, 13, 15 → 4, 7), no longer being the slowest neutral attack in the game.}}
**{{buff|Neutral attack's later hits have an altered angle (140° → 361°) allowing neutral attack to [[jab lock]].}}
**{{buff|The first portion's third hit has been removed, with its first two hits having a lower [[hitlag]] multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to [[jab lock]] and connect more reliably into the rapid jab.}}
**{{buff|Neutral attack's final hit deals much more knockback (40 (base), 95 (scaling) → 55/140).}}
**{{buff|The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.}}
**{{nerf|Neutral attack has more ending lag (FAF 24 → 25 (if only the first hit is used)), is less safe on shield, and no longer reliably [[combo]]s into dash attack or dash grab at low percents.}}
**{{nerf|Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.}}
**{{nerf|The first hit of neutral attack has less hitstun, making it unsafe when used on its own.}}
**{{change|The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).}}
*[[Dash attack]]:
**{{change|The first portion no longer has [[set knockback]] (40/30 set/100 scaling 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and inflicts 2 additional frames of [[hitstun]]. At high percents, this causes it to connect less reliably into the rapid jab, but grants it [[jab cancel]] setups.}}  
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect. The hitbox also has a longer duration (frame 10 → 12-13).}}
**{{buff|Forward tilt has slightly less ending lag (FAF 38 → 37).}}
**{{buff|Forward tilt has slightly less ending lag (FAF 38 → 37).}}
**{{nerf|Forward tilt has more startup lag (frame 10 → 12).}}
**{{buff|It no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}}
**{{nerf|Forward tilt deals less knockback (50 (base), 88 (scaling) 72/70).}}
**{{nerf|It has more startup lag (frame 10 → 12).}}
**{{nerf|It has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 70), hindering its KO potential.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has a longer hitbox duration (frames 7-18 → 7-19).}}
**{{buff|Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents [[Floor recovery|lying down]].}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 25 → 22).}}
**{{buff|Down tilt has less ending lag (FAF 25 → 22).}}
**{{change|Down tilt has altered knockback (20 (base), 120 (scaling) 15/125).}}
**{{change|It sends opponents at a lower angle (80° → 62°), and has more base knockback (20 → 15), but less knockback scaling (120 → 125). This allows it to combo more reliably into a dash attack, neutral aerial or forward aerial at mid percents in combination with its lower ending lag, but greatly hinders its combo potential at low and high percents.}}
**{{nerf|Down tilt sends opponents at a less vertical angle (80° 62°) significantly hindering its combo potential despite its decreased ending lag.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 40 36).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has more horizontal range.}}
**{{nerf|Up smash only has seven hits instead of eight, reducing its total damage (15.4% → 14.6%).}}
**{{nerf|Up smash only has seven hits instead of eight making it deal less damage (15.4% → 14.6%).}}
**{{change|It has different angles (90°/[[Autolink angle|366°]]/200°/200° → 90°/160°/100°/367°), allowing it to connect more reliably against aerial opponents, but no longer pulling opponents standing on either side of her into the looping hitboxes as easily.}}
**{{nerf|Up smash no longer pulls opponents standing on either side of her into the looping hitboxes as easily.}}
*[[Down smash]]:
**{{nerf|The front hit has smaller hitboxes (4.2u/4.2u → 4.2u/3.0u).}}


===Aerial Attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (19 frames → 15 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).}}
*{{buff|All aerials have less landing lag (19 frames → 15 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).}}
*{{change|Lightning Kicks and [[down aerial]] have unique sound effects, even if the sweetspot misses.}}
*{{change|Lightning Kicks and [[down aerial]] have unique sound effects when used.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial's multi hits no longer use the [[autolink angle]] (366° → 70°/92°/270°) making it connect much less reliably. The final hit also has less base knockback (40 35).}}
**{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the [[autolink angle]] (366° → 70°/92°/270°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect much less reliably, despite the looping hits now using [[weight-independent]] knockback and having a lower hitlag multiplier (0.6×).}}
***{{buff|However, this gives it follow up potential at various percents when [[SHFF]]ing with the first hit.}}
***{{buff|However, this improves the first hit's combo potential on grounded opponents if used in a [[short hop fast fall]].}}
**{{change|The last hit has less base knockback (40 → 35), allowing it to combo for longer, but hindering its KO potential.}}
**{{change|The last hit has a higher hitlag multiplier (1× → 2×).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial is has less startup (frame 9 → 6) and ending lag (FAF 53 → 50).}}
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|It [[auto-cancel]]s earlier (frame 50 → 43).}}
**{{buff|It [[auto-cancel]]s earlier (frame 50 → 43).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial auto-cancels earlier (frame 52 → 45).}}
**{{buff|Back aerial deals more base knockback (28 → 30).}}
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|It auto-cancels earlier (frame 52 → 45).}}
**{{buff|The sweetspot has more base knockback (28 → 30).}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial auto-cancels earlier (frame 56 → 54).}}
**{{buff|Up aerial auto-cancels earlier (frame 56 → 54).}}
**{{change|Up aerial has altered knockback (30 (base), 84 (scaling) 55/70).}}
**{{change|It has more base knockback (30 → 55), but less knockback scaling (84 → 70). This slightly improves its KO potential near the upper [[blast line]], but reduces it near ground level.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's late foot hitbox has more knockback scaling (70 → 75).}}
**{{buff|Down aerial's clean hit has an additional hitbox, giving it more reach.}}


===[[Grab]]s and [[Throw]]s===
===Throws and other attacks===
*{{nerf|Dash and Pivot grabs have more startup lag (frame 11 → 13 (dash), 14 (pivot)) and standing grab has more ending lag (FAF 38 40).}}
*[[Grab]]s:
**{{nerf|Standing grab has more ending lag (FAF 38 → 40).}}
**{{nerf|Dash and pivot grabs have more startup lag (frame 11 → 13 (dash), 14 (pivot)).}}
***{{buff|However, dash grab's total duration was not fully compensated (FAF 47 48), giving it one frame less ending lag.}}
**{{buff|Pivot grab has less ending lag (FAF 45 → 43).}}
**{{buff|Pivot grab has less ending lag (FAF 45 → 43).}}
**{{buff|[[Pummel]] has less ending lag (FAF 25 → 7).}}
*[[Pummel]]:
**{{nerf|Pummel deals significantly less damage (3% → 1.3%).}}
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 7 → 2) and ending lag (FAF 25 → 8), shortening its duration.}}
**{{nerf|It deals much less damage (3% → 1.3%).}}
**{{change|Zelda grabs and pummels opponents with one hand instead of two.}}
**{{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.}}
*{{change|Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw deals less damage (12% → 10%), and deals less knockback (70 (base), 50 (scaling) → 100/30) hindering its KO potential.}}
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}}
*[[Back throw]]:
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential from center stage.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has much higher knockback scaling (60 → 82), having the ability to combo to low at mid percents and KO at high percents.}}
**{{buff|Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%.}}
**{{nerf|Up throw sends opponents at a marginally less vertical angle (88° → 87°).}}
**{{buff|It has increased combo potential due to Zelda's faster jumpsquat and jump speed.}}
*[[Back throw]]:
**{{change|It sends opponents at a marginally less vertical angle (88° → 87°).}}
**{{buff|Back throw deals more damage (11% → 12%) and significantly more knockback (60 (base), 80 (scaling) → 40/90), improving its KO potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw's looping hits deal more damage (1% → 1.5%) increasing its total damage output (6% → 8%).}}
**{{buff|Down throw's looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).}}
**{{nerf|Down throw sends opponents at a less vertical angle (100° 104°) and deals more base knockback (55 → 75), hindering its combo potential.}}
**{{change|It has less base knockback (85 75), but more knockback scaling (55 → 85), increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed, but reducing it at higher percents.}}
**{{change|Down throw can no longer connect with up aerial at low-mid percents, but can lead to a sweetspot back aerial.}}
**{{change|It sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents, but allowing it to combo better into a sweetspotted back aerial.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


===Special Moves===
===Special moves===
*[[Nayru's Love]]:
*[[Nayru's Love]]:
**{{buff|Nayru's Love has less startup lag (frame 13 → 11).}}
**{{buff|Nayru's Love has less startup lag (frame 13 → 11), with its total duration reduced as well (FAF 60 → 58).}}
**{{buff|Nayru's Love's intangibility starts 1 frame earlier (frame 5 → 4).}}
**{{buff|Its intangibility starts one frame earlier (frame 5 → 4).}}
**{{buff|Nayru's Love no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}}
**{{buff|It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}}
**{{buff|Nayru's Love has less ending lag (FAF 60 → 58).}}
**{{nerf|Its intangibility (frames 5-15 → 4-13) and reflective hitbox (frames 5-43 → 5-41) have a shorter duration.}}
**{{nerf|Naryu's Love's intangibility (frames 5-15 → 4-13) and reflection period (frames 5-43 → 5-41) have a shorter duration.}}
*[[Din's Fire]]:
*[[Din's Fire]]:
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{buff|Din's Fire can travel slightly farther and Zelda has greater control over its trajectory.}}
**{{buff|It travels a slightly longer distance.}}
**{{buff|Din's Fire's sweetspot is larger.}}
**{{buff|Its hitboxes are slightly larger (2.1u/4.5u → 2.6u/4.8u).}}
**{{change|Din's Fire's flame has a more stylized appearance.}}
**{{change|The flame has a more stylized appearance.}}
*[[Farore's Wind]]:
*[[Farore's Wind]]:
**{{buff|Farore's Wind has less startup lag with a longer duration (frame 8 → 6-7) and it has less ending lag (FAF 81 → 76).}}
**{{buff|Farore's Wind has less startup lag with a longer duration (frame 8 → 6-7 (hit 1), 41-42 → 35-36 (hit 2)), and its total duration reduced as well (FAF 81 → 76).}}
**{{buff|Farore's Wind travels faster after disappearing and preserves more momentum when used right after a jump.}}
**{{buff|Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).}}
***{{nerf|However, this can make angling the move more difficult.}}
**{{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|The second hit has less base knockback (90/70 → 80/60), hindering its KO potential despite the aerial version's sweetspot having higher knockback scaling (90 → 94).}}
**{{nerf|The second hit deals less base knockback (90/70 → 80/60) hindering its KO potential despite the aerial version having higher knockback scaling (90 → 94).}}
**{{change|It shows small green orbs that move in the direction Zelda is moving while before reappearing.}}
**{{change|Farore's Wind shows small green orbs that move in the direction Zelda is moving while before reappearing.}}
**{{change|A more intense green/yellow vortex is produced 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.}}
*[[Phantom Slash]]:
*[[Phantom Slash]]:
**{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is 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:}}
**{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has five charge levels, each resulting in a different attack:}}
***1. Kick (Frame 16)
***1st: Kick (frame 15)
***2. Punch (Frame 21)
***2nd: Punch (frame 20)
***3. Outward slash (Frame 28)
***3rd: Outward slash (frame 28)
***4. Downward slash (Frame 38)
***4th: Downward slash (frame 38)
***5. Upward slash (Frame 50)
***5th: Upward slash (frame 50, can be delayed up to frame 120)
***6. Delayed upward slash (Frame 67)
**{{buff|The move reaches full charge much faster and with less ending lag (FAF 67), and the Phantom can be delayed in place even after the charge is finished, allowing Zelda to move around before it 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 has enough time to respond with Nayru's Love.}}
**{{buff|Phantom Slash's fully charged attack is 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 has enough time to respond with Nayru's Love.}}
**{{buff|All levels have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (1st), 8-12 (2nd), 8-11 (3rd & 4th), 7-17 (5th)).}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again.}}
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}}
**{{buff|Fully charged Phantom deals more knockback.}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.}}
**{{nerf|Phantom Slash's fully charged attack deals less damage since it no longer hits twice.}}
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 4.7% (1st), 6.6% (2nd), 8.5%-9.4% (3rd), 11.3%-12.2% (4th), 14.1% (5th)), and has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}}
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}}  
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}}
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°).}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{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 "sealed away" and [[instant KO|instantly KO'd]]; otherwise, they receive mediocre knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes. As well, before an opponent gets sucked into the portal, it deals very large, periodic shock-waves of damage that launch opponents slightly and help to pull them into the portal itself.}}
**{{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 "sealed away" and [[instant KO|instantly KO'd]]; otherwise, they receive set knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes.}}
**{{buff|Compared to [[Light Arrow]], Triforce of Wisdom has a much longer duration and much more range covering an entire stage making it almost impossible to avoid. It also deals more damage (40% → 67%).}}
**{{buff|Compared to [[Light Arrow]], Triforce of Wisdom has a significantly longer duration and more range covering the entire stage, making it almost impossible to avoid. It also deals more total damage (40% → 67%).}}
**{{nerf|Triforce of Wisdom can only trap one opponent making it easier for non trapped opponents to avoid.}}
**{{nerf|Triforce of Wisdom can only trap one opponent, making it less effective in battles with more than two players.}}


==Update History==
==Update History==
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'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{nerf|Phantom Slash deals less shield damage.}}
*{{nerf|Phantom Slash has received negative [[shield damage]], which further decreases with charging (0 → -1, -1.5, -2, -2.5, -3).}}


==Moveset==
==Moveset==
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|neutralinf=y
|neutralinf=y
|neutralname= 
|neutralname= 
|neutral1dmg= 2.5% (hits 1-2)
|neutral1dmg=2.5% (hits 1-2)
|neutralinfdmg= 0.2% (loop), 3% (end)
|neutralinfdmg= 0.2% (loop), 3% (end)
|neutraldesc=Emits a magic burst, follows up with a series of several magical bursts, and finishes with a final blast, which can KO near the edge at reasonable percentages.
|neutraldesc=Emits a magic burst, follows up with a series of several magical bursts, and finishes with a final blast, which can KO near the edge at reasonable percentages.

Revision as of 01:13, July 5, 2019

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 (being based off her appearance in The Legend of Zelda: A Link to the Past and A Link Between Worlds), Zelda has been noticeably buffed overall in the transition from Smash 4 to Ultimate. Her most noteworthy buffs come from the universal changes; despite still having below-average mobility relative to the rest of the cast, the universal 3-frame jumpsquats and reduced landing lag greatly supplement her neutral game, previously one of her main weaknesses, allowing her to approach more reliably with her powerful Lightning Kicks. These changes also improve her combo potential, giving her more consistent and durable followups from moves such as up tilt, neutral aerial, up throw, and down throw, which can dish out large amounts of damage.

Although she has not received many direct buffs compared to the rest of the cast, they are important enough to strengthen the overall effectiveness of her moveset. Her neutral attack, previously the slowest in the game, comes out significantly faster, and has been reworked to possess an infinite portion with better damage racking ability and knockback. Back throw and up throw are much stronger, while down throw deals more damage, and the Lightning Kicks have larger sweetspots, increasing their potency for followups and especially out of shield. This allows Zelda to secure KOs more easily, with the Lightning Kicks in particular possessing more reliable KO setups. Lastly, her special moves have seen various improvements. Nayru's Love has faster startup and intangibility, and preserves Zelda's momentum, strengthening its already remarkable defensive ability. Din's Fire no longer causes helplessness, and Farore's Wind has faster startup making it a more effective out of shield option. Most importantly, however, Phantom Slash has been reworked to possess several more stages that can be unleashed faster, and the last stage allows Zelda to move around before it is unleashed, allowing for trap setups when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is better used in her advantage state, though it is also a strong tool in neutral with sufficient spacing.

However, Zelda has received some nerfs as well. Due to the changes to her neutral attack, is it no longer a nigh unpunishable option against shields, and none of her other attacks has had their ending lag reduced enough to compensate. Forward tilt has increased startup and decreased KO potential, reducing its utility, and neutral aerial notoriously fails to connect its hits reliably, due to no longer using the autolink angle nor set knockback. Zelda's dash and pivot grabs, already below-average in speed, have received even more startup, and both forward throw and Farore's Wind are weaker, most significantly the former, no longer setting up edgeguards as effectively. In addition to these nerfs, Zelda keeps her other weaknesses from previous games that can be exploited despite the improvements she has received, such as slow mobility, poor endurance, and extremely weak sourspots on her most powerful moves, while most other veterans have been buffed to various degrees as well.

Overall, Zelda's moveset has been considerably enhanced from previous installments, making her Ultimate iteration the strongest, albeit she still faces competition from several returning characters that have been likewise buffed. Her perception in the competitive metagame, while still relatively below-average, has been more positive than in Smash 4, with solid tournament representation regionally and nationally from top players such as ven and Mystearica, and others such as ZeRo, ESAM, and VoiD considering her a mid tier or low-mid tier character.

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] with her overall design being a combination of the two.[5]
  • Change As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, idle poses, and walking animation. All of these animations depict her as more expressive and cheerful than her SSB4 incarnation, which rarely showed emotion.
  • Change Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.
  • Change All of Zelda's taunts have been altered:
    • Change Her up taunt is entirely new; she draws a cross pattern with magic from her fingertips.
    • Change Her side taunt has a faster and flashier animation.
    • Change Her down taunt is a more casual and joyful wave.
  • Change Zelda hangs onto ledges with one hand.
  • Change Zelda's dress now has independent physics.
  • Change Many of Zelda's attacks produce brighter, flashier magical effects.
  • Change All of Zelda's victory poses have been changed:
    • Change For the first, she conjures a small flame out of her finger and swirls it around playfully.
    • Change For the second, she summons the Phantom armor and proudly poses in front of it.
    • Change For the third, she emits magic out of two fingers and points at the screen.

Attributes

  • Buff Like all characters, Zelda's jumpsquat takes 3 frames to complete (down from 6).
  • Buff Zelda runs faster (1.3 → 1.43).
    • Buff Her initial dash speed is much faster (1.6 → 1.958).
  • 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 full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 57).

Ground attacks

  • Neutral attack:
    • Change Neutral attack has gained a rapid jab alongside a finisher, which can be transitioned into from the first portion of the move on frame 9.
    • Buff It has significantly less startup lag (frame 11, 13, 15 → 4, 7), no longer being the slowest neutral attack in the game.
    • Buff The first portion's third hit has been removed, with its first two hits having a lower hitlag multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to jab lock and connect more reliably into the rapid jab.
    • Buff The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.
    • Nerf Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.
    • Change The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).
    • Change The first portion no longer has set knockback (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and inflicts 2 additional frames of hitstun. At high percents, this causes it to connect less reliably into the rapid jab, but grants it jab cancel setups.
  • Forward tilt:
    • Buff Forward tilt has slightly less ending lag (FAF 38 → 37).
    • Buff It no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.
    • Nerf It has more startup lag (frame 10 → 12).
    • Nerf It has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 70), hindering its KO potential.
  • Up tilt:
    • Buff Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents lying down.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 25 → 22).
    • Change It sends opponents at a lower angle (80° → 62°), and has more base knockback (20 → 15), but less knockback scaling (120 → 125). This allows it to combo more reliably into a dash attack, neutral aerial or forward aerial at mid percents in combination with its lower ending lag, but greatly hinders its combo potential at low and high percents.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 40 → 36).
  • Up smash:
    • Nerf Up smash only has seven hits instead of eight, reducing its total damage (15.4% → 14.6%).
    • Change It has different angles (90°/366°/200°/200° → 90°/160°/100°/367°), allowing it to connect more reliably against aerial opponents, but no longer pulling opponents standing on either side of her into the looping hitboxes as easily.

Aerial attacks

  • Buff All aerials have less landing lag (19 frames → 15 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).
  • Change Lightning Kicks and down aerial have unique sound effects when used.
  • Neutral aerial:
    • Nerf Neutral aerial is vulnerable to SDI again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the autolink angle (366° → 70°/92°/270°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect much less reliably, despite the looping hits now using weight-independent knockback and having a lower hitlag multiplier (1× → 0.6×).
      • Buff However, this improves the first hit's combo potential on grounded opponents if used in a short hop fast fall.
    • Change The last hit has less base knockback (40 → 35), allowing it to combo for longer, but hindering its KO potential.
    • Change The last hit has a higher hitlag multiplier (1× → 2×).
  • Forward aerial:
    • Buff Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).
    • Buff It auto-cancels earlier (frame 50 → 43).
    • Nerf Its initial auto-cancel window is shorter (frames 1-3 → 1-2).
  • Back aerial:
    • Buff Back aerial has less ending lag (FAF 53 → 50).
    • Buff It auto-cancels earlier (frame 52 → 45).
    • Buff The sweetspot has more base knockback (28 → 30).
    • Buff The sweetspot is slightly larger (1.9u → 2.2u).
  • Up aerial:
    • Buff Up aerial auto-cancels earlier (frame 56 → 54).
    • Change It has more base knockback (30 → 55), but less knockback scaling (84 → 70). This slightly improves its KO potential near the upper blast line, but reduces it near ground level.
  • Down aerial:
    • Buff Down aerial's clean hit has an additional hitbox, giving it more reach.

Throws and other attacks

  • Grabs:
    • Nerf Standing grab has more ending lag (FAF 38 → 40).
    • Nerf Dash and pivot grabs have more startup lag (frame 11 → 13 (dash), 14 (pivot)).
      • Buff However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.
    • Buff Pivot grab has less ending lag (FAF 45 → 43).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 7 → 2) and ending lag (FAF 25 → 8), shortening its duration.
    • Nerf It deals much less damage (3% → 1.3%).
    • Change Zelda grabs and pummels opponents with one hand instead of two.
  • Change Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic.
  • Forward throw:
    • Nerf Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.
  • Back throw:
    • Buff Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential from center stage.
  • Up throw:
    • Buff Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%.
    • Buff It has increased combo potential due to Zelda's faster jumpsquat and jump speed.
    • Change It sends opponents at a marginally less vertical angle (88° → 87°).
  • Down throw:
    • Buff Down throw's looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).
    • Change It has less base knockback (85 → 75), but more knockback scaling (55 → 85), increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed, but reducing it at higher percents.
    • Change It sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents, but allowing it to combo better into a sweetspotted back aerial.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Nayru's Love:
    • Buff Nayru's Love has less startup lag (frame 13 → 11), with its total duration reduced as well (FAF 60 → 58).
    • Buff Its intangibility starts one frame earlier (frame 5 → 4).
    • Buff It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.
    • Nerf Its intangibility (frames 5-15 → 4-13) and reflective hitbox (frames 5-43 → 5-41) have a shorter duration.
  • Din's Fire:
    • Buff Din's Fire no longer leaves Zelda helpless in the air.
    • Buff It travels a slightly longer distance.
    • Buff Its hitboxes are slightly larger (2.1u/4.5u → 2.6u/4.8u).
    • Change The flame has a more stylized appearance.
  • Farore's Wind:
    • Buff Farore's Wind has less startup lag with a longer duration (frame 8 → 6-7 (hit 1), 41-42 → 35-36 (hit 2)), and its total duration reduced as well (FAF 81 → 76).
    • Buff Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).
    • Buff Zelda can drift in the air much sooner after reappearing.
    • Nerf The second hit has less base knockback (90/70 → 80/60), hindering its KO potential despite the aerial version's sweetspot having higher knockback scaling (90 → 94).
    • Change It shows small green orbs that move in the direction Zelda is moving while before reappearing.
    • Change A more intense green/yellow vortex is produced at the start and end of the move.
  • Phantom Slash:
    • Change Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has five charge levels, each resulting in a different attack:
      • 1st: Kick (frame 15)
      • 2nd: Punch (frame 20)
      • 3rd: Outward slash (frame 28)
      • 4th: Downward slash (frame 38)
      • 5th: Upward slash (frame 50, can be delayed up to frame 120)
    • Buff The move reaches full charge much faster and with less ending lag (FAF 67), and the Phantom can be delayed in place even after the charge is finished, allowing Zelda to move around before it 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 has enough time to respond with Nayru's Love.
    • Buff All levels have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (1st), 8-12 (2nd), 8-11 (3rd & 4th), 7-17 (5th)).
    • Buff Releasing the Phantom has less ending lag (FAF 47 → 40).
    • Buff There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.
    • Nerf Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 4.7% (1st), 6.6% (2nd), 8.5%-9.4% (3rd), 11.3%-12.2% (4th), 14.1% (5th)), and has also received negative shield damage (0 → -1, -1.5, -2, -2.5, -3).
    • Nerf The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.
    • Change The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°).
  • Final Smash:
    • 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 "sealed away" and instantly KO'd; otherwise, they receive set knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes.
    • Buff Compared to Light Arrow, Triforce of Wisdom has a significantly longer duration and more range covering the entire stage, making it almost impossible to avoid. It also deals more total damage (40% → 67%).
    • Nerf Triforce of Wisdom can only trap one opponent, making it less effective in battles with more than two players.

Update History

Zelda has been barely affected by updates, having only Phantom Slash deal less shield damage.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Phantom Slash has received negative shield damage, which further decreases with charging (0 → -1, -1.5, -2, -2.5, -3).

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.5% (hits 1-2) Emits a magic burst, follows up with a series of several magical bursts, and finishes with a final blast, which can KO near the edge at reasonable percentages.
0.2% (loop), 3% (end)
Forward tilt   12% (blade), 10% (arm) 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 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.
Up tilt   7.2% 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.
Down tilt   5.5% 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.
Dash attack   12% (clean sweetspot), 9% (clean sourspot), 6% (late) A double palm thrust that emits a blast of magical energy from her hands, similarly to 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.
Forward smash   1% (hits 1-4), 13% (hit 5) 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.
Up smash   2% (hits 1-4), 0.8% (hits 5-6), 5% (hit 7) 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.
Down smash   12% (front), 10% (back) A spinning shin kick. Due to it hitting on frame 5, it is tied with Mario's, Dr. Mario's, Ryu's, and Ken's down smashes for the second fastest smash attack of any kind in the game, being surpassed only by Meta Knight's buffered 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.
Neutral aerial   2.5% (hits 1-4, front), 1.5% (hits 1-4, back), 5% (hit 5) 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.
Forward aerial Lightning Kick 20% (clean foot), 4% (clean leg, late) 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.
Back aerial Lightning Kick 20% (clean foot), 4% (clean leg, late) 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.
Up aerial   17% 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.
Down aerial Meteor Heel 16% (clean), 5% (late, leg), 4% (late, foot) A magically-infused stomp. All of its hitboxes are meteor smashes, 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.
Grab   Restrains the opponent with magic. Zelda's grabs have long ranges, but noticeable start-up lag.
Pummel   1.3% A blast of magical energy.
Forward throw   10% 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.
Back throw   12% 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 among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.
Up throw   11% 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.
Down throw   1.5% (hits 1-4), 2% (throw) 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks in front of herself and then behind herself.
Floor attack (back)
Floor getups (back)
  7% Kicks in front of herself and then behind herself.
Floor attack (trip)
Floor getups (trip)
  5% Kicks around herself.
Edge attack
Edge getups
  9% Performs a kick while climbing up.
Neutral special Nayru's Love 2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles) Creates a crystalline barrier around herself. The barrier deals damage and 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.
Side special Din's Fire 7%-14% (sweetspot), 3.5%-7% (sourspot) 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.
Up special Farore's Wind 6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far) 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 helplessness, it is highly punishable if whiffed.
Down special Phantom Slash 4.7% (level 1), 6.6% (level 2), 8.5%/9.4% (level 3) 11.3%/12.2% (level 4), 14.1% (level 5) Conjures a 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.
Final Smash Triforce of Wisdom 7% (initial vacuum), 3% (subsequent vacuum), 60% total (main) 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.

On-screen appearance

  • Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose.

Taunts

  • Scoffs with a hand on her hip, while generating magic and twirling it in an cross shape in front of her.
  • Closes her eyes and summons Din's Fire between cupped hands.
  • Giggles and waves with a smile.

Idle poses

  • Brushes her hair while looking back.
  • Smiles and performs a pondering gesture with a finger tapping her cheek.

Victory poses

  • Creates magic with her fingertips and waves it around.
  • Creates fire from her fingertip and waves it around while giggling.
  • Summons a Phantom behind her with a snap of her finger and poses with it.
A flourished and abridged remix of the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda and has since become the main theme of The Legend of Zelda series.

In competitive play

Notable players

Classic Mode: Wisdom Prevails

Zelda's congratulations screen.

All of Zelda's battles are on The Legend of Zelda themed stages, and her opponents are all villains, with Wario being the sole exception since he's often viewed as an anti-hero.

Round Opponent Stage Music Notes
1 Wario Wario (SSBU) Great Plateau Tower Main Theme - The Legend of Zelda: Breath of the Wild
2 Bowser Bowser (SSBU) Skyloft Ballad of the Goddess (Remix)
3 Mii Swordfighter Mii Swordfighter (SSBU) (x5) Temple Temple Theme Mii Swordfighters are dressed in Yiga Clan Mask and Yiga Clan Outfit.
4 Giant King K. Rool King K. Rool (SSBU) Bridge of Eldin Dark World (for 3DS / Wii U)
5 Dark Samus Dark Samus (SSBU) Gerudo Valley Hidden Mountain & Forest
6 Link Link (SSBU) (x4) Hyrule Castle Great Temple / Temple
Bonus Stage
Final Ganondorf Ganondorf (SSBU)/Ganon ? Calamity Ganon Battle - Second Form (Ganondorf)
Death Mountain (Ganon)
Ganondorf transforms into Ganon upon defeat.

Credits roll after completing Classic Mode. Completing it as Zelda has Hidden Mountain & Forest accompany the credits.

Role in World of Light

Finding Zelda 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 the Dark Realm at Sacred Land, 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.

Fighter Battle

No. Image Name Type Power Stage Music
17
Zelda SSBU.png
Zelda Shield 10,100 Temple (Ω form) Ocarina of Time Medley

Template:-

Spirits

Zelda's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, different incarnations of Zelda make an appearance in various Primary and Support Spirits.

In Spirit Battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
187
Marin Spirit.png
Marin The Legend of Zelda series Zelda Zelda (SSBU)
Link Link (SSBU)
Shield
4,600 Tortimer Island (Battlefield form) •Hazard: Slumber Floor •The floor is sleep-inducing
•Timed battle
Tal Tal Heights
189
Young Zelda.png
Young Zelda The Legend of Zelda series Zelda Zelda (SSBU)
Young Link Young Link (SSBU)
Shield
3,700 Hyrule Castle N/A •Take your strongest team into this no-frills battle Ocarina of Time Medley
195
Malon Spirit.png
Malon The Legend of Zelda series Zelda Zelda (SSBU)
Shield
3,600 Smashville •Item Tidal Wave
•Item: Cucco
•The enemy becomes more powerful after eating
•Certain items will appear in large numbers
Ocarina of Time Medley
201 Great Fairy The Legend of Zelda series •Giant Zelda Zelda (SSBU)
Shield
9,500 Fountain of Dreams •Health Recovery •The enemy's special moves have increased power
•The enemy is healed significantly when the enemy's at high damage
•The enemy's FS Meter charges quickly
Ocarina of Time Medley
215 Din The Legend of Zelda series Zelda Zelda (SSBU) (x2)
Attack
4,000 Bridge of Eldin (Battlefield form) •Hazard: Lava Floor •The floor is lava
•The enemy favors side specials
Ballad of the Goddess (Original)
216
Nayru Spirit.png
Nayru The Legend of Zelda series Zelda Zelda (SSBU) (×2)
Shield
3,500 Bridge of Eldin •Temporary Invincibility •The enemy will occasionally be invincible after a little while
•The enemy favors neutral specials
Ballad of the Goddess (Original)
236 Hilda The Legend of Zelda series Zelda Zelda (SSBU)
Young Link Young Link (SSBU)
Shield
9,100 Temple Assist Trophy Enemies (Nightmare) •Hostile assist trophies will appear Lorule Main Theme
238 Zelda (Breath of the Wild) The Legend of Zelda series Zelda Zelda (SSBU)
Link Link (SSBU)
Inkling Inkling (SSBU)
Donkey Kong Donkey Kong (SSBU)
Falco Falco (SSBU)
Zero Suit Samus Zero Suit Samus (SSBU)
Shield
9,200 Great Plateau Tower N/A Stamina battle
•Reinforcements will appear after an enemy is KO'd
•Defeat an army of fighters
Main Theme - The Legend of Zelda: Breath of the Wild
258
Phantom.png
Phantom The Legend of Zelda series •Clear Zelda Zelda (SSBU)
Shield
3,800 Spirit Train (Battlefield form) N/A •The enemy's down special has increased power
•The enemy favors down specials
•The enemy is invisible
Full Steam Ahead
582 Hinawa Earthbound series Zelda Zelda (SSBU)
Lucas (×2) (Lucas (SSBU)Lucas (SSBU))
Attack
13,100 Yoshi's Island •Easy to Launch •All fighters are easy to launch Mother 3 Love Theme
659
Mist.png
Mist Fire Emblem series Zelda Zelda (SSBU)
Ike Ike (SSBU)
Grab
3,500 Reset Bomb Forest (hazards off) •Health Recovery
•Defense ↑
•The enemy has increased defense when the enemy's at high damage
•The enemy is healed when the enemy's at high damage
Victory Is Near
1,053
Maria DX.PNG
Maria Renard Castlevania series Zelda Zelda (SSBU)
Falco Falco (SSBU)
Charizard Charizard (SSBU)
Incineroar Incineroar (SSBU)
Grab
3,700 Reset Bomb Forest (hazards off) N/A •The enemy starts the battle with a Cucco Slash
1,065 Charlotte Aulin Castlevania series Zelda Zelda (SSBU)
Richter Richter (SSBU)
Attack
3,700 Bridge of Eldin (Battlefield form) N/A •The enemy's special moves have increased power
•The enemy favors side specials
•Reinforcements will appear during the battle
Hail from the Past
1,174
Jenna Spirit.png
Jenna Golden Sun series Zelda Zelda (SSBU)
Shield
3,500 Temple (Battlefield form) Assist Trophy Enemies (Isaac) •Hostile assist trophies will appear
•The enemy favors side specials
Battle Scene / Final Boss - Golden Sun
1,236
Protagonist.png
Shop Assistant Style Savvy series Zelda Zelda (SSBU)
Attack
3,600 Tomodachi Life •Item: Transforming Types •The enemy is easily distracted by items Style Savvy: Trendsetters
1,241
Yuri kozukata fatal frame.png
Yuri Kozukata Fatal Frame series Zelda Zelda (SSBU)
Attack
4,700 Luigi's Mansion Assist Trophy Enemies (Yuri Kozukata) •Hostile assist trophies will appear Main Theme - Luigi's Mansion (Brawl)

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,107
SPI-Fighting Alloy Team.png
Fighting Alloy Team Super Smash bros. series Captain Falcon Team Captain Falcon (SSBU) (×4)
Zelda Team Zelda (SSBU) (×4)
Mario Team Mario (SSBU) (×4)
Kirby Team Kirby (SSBU) (×4)
Attack
3,300 Final Destination (Battlefield form) N/A •Take your strongest team into this no-frills battle Cruel Smash Blue Alloy
1,246
Orville Spirit.png
Orville Takt of Magic Robin Robin (SSBU)
Pit Pit (SSBU)
Zelda Zelda (SSBU)
Grab
3,400 PictoChat 2 N/A •Defeat the main fighter to win Struggle Against Chaos Charlotte

As an ally

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
243 Calamity Ganon The Legend of Zelda series •Giant Ganondorf Ganondorf (SSBU)
•Ally: Zelda Zelda (SSBU)
Attack
13,900 Great Plateau Tower (Ω form) •Sudden Damage •You lose if your CPU ally is KO'd
•You'll occasionally take sudden damage after a little while
•The enemy is giant
Calamity Ganon Battle - Second Form Zelda (Breath of the Wild)

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

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."[1][2][3][4] He also mentioned in a subsequent Nintendo Treehouse Live event that he chose this design to better represent the Zelda franchise as a whole, rather than having every character come from the same game.
  • Zelda's current default design was previously an alternate costume in terms of coloration of her model, while her previous default design based on Twilight Princess has now become an alternate costume in that same regard.
    • 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 The Legend of Zelda character in Ultimate whose design originates from a non-3D game.
    • She is also the only Zelda character whose design comes from the {{zeldawiki:Zelda Timeline#Fallen Hero Timeline|"Fallen Hero" timeline}}.
  • The World of Light trailer marks Zelda's first spoken dialogue in the Smash series.
    • She is also the first character since Melee to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress' battle grunts.
    • Zelda speaks English in all Western language versions of Ultimate, unlike her Breath of the Wild incarnation, who was dubbed into multiple languages.
  • Zelda is the only The Legend of Zelda character whose animations are mirrored.
  • Zelda is one of the four female fighters not to face Master Hand (and Crazy Hand if the difficulty is 7.0 or higher) as the final boss in Classic Mode, the other three being Rosalina, Bayonetta and Inkling.
  • Zelda is the only female fighter to face a boss from her own universe in Classic Mode, being Ganon.
  • Though Zelda's Classic Mode route predominantly features villains for opponents, Wario is a notable exception, as he is more often viewed as an anti-hero.
  • Zelda, Peach, Falco, Olimar, and Dark Pit are the only fighters to appear as allies in spirit battles.

References

  1. ^ a b 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. ^ a b 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. ^ a b 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. ^ a b 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
  5. ^ PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.