Project M

Zelda (PM): Difference between revisions

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* Zelda's Jab
* Zelda's Jab
     +Priority on hitboxes altered to work better on heavyweights' hitstun animations
     * Priority on hitboxes altered to work better on heavyweights' hitstun animations
     +Animation and graphics cleaned up some
     * Animation and graphics cleaned up some
     +Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
     * Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.


* Zelda's Dash-Attack
* Zelda's Dash-Attack
     +Animation adjusted to be closer to Melee
     * Animation adjusted to be closer to Melee
     +Angle on sweetspot adjusted to be like other, similar attacks
     * Angle on sweetspot adjusted to be like other, similar attacks


* Zelda's Forward-Tilt
* Zelda's Forward-Tilt
     +Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos
     * Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos
     +Hit sound effects adjusted for sweetspot hitboxes
     * Hit sound effects adjusted for sweetspot hitboxes
     +Hitboxes adjusted to give proper spacing for the tipper hitbox
     * Hitboxes adjusted to give proper spacing for the tipper hitbox


* Zelda's Up-Tilt
* Zelda's Up-Tilt
     +Hit duration very slightly reduced as a visual correction (1 frame)
     * Hit duration very slightly reduced as a visual correction (1 frame)
     +Graphical effects edited to match the new timings
     * Graphical effects edited to match the new timings
     +Launch has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage
     * Launch has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage
     +Launch angle of first half of the attack increased slightly
     * Launch angle of first half of the attack increased slightly


* Zelda's Forward-Smash
* Zelda's Forward-Smash
     +Innermost hitboxes on linking hits have reduced hitlag
     * Innermost hitboxes on linking hits have reduced hitlag
     +Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
     * Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
     +Has a new linking hitbox far inside her only intended to prevent whiff issues in-close on heavyweights
     * Has a new linking hitbox far inside her only intended to prevent whiff issues in-close on heavyweights
     +Launch hit has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage, also taking greater effect with smash charge.
     * Launch hit has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage, also taking greater effect with smash charge.


* Zelda's Up-Smash
* Zelda's Up-Smash
     +Hit sound effects on linking hits altered to be softer
     * Hit sound effects on linking hits altered to be softer
     +Final hit has slightly increased base knockback
     * Final hit has slightly increased base knockback
     +Linking hits have slightly reduced SDI capacity, enough to control your launch point when hit by the move but never enough to escape it in any normal circumstances.
     * Linking hits have slightly reduced SDI capacity, enough to control your launch point when hit by the move but never enough to escape it in any normal circumstances.


* Zelda's Neutral-Air graphical effects terminate earlier, closer to when the move stops hitting
* Zelda's Neutral-Air graphical effects terminate earlier, closer to when the move stops hitting


* Zelda's Forward-Air and Back-Air
* Zelda's Forward-Air and Back-Air
     +Nonmagical flubs have more effectual damage and knockback growth values to not lead directly into sweetspots as easily
     * Nonmagical flubs have more effectual damage and knockback growth values to not lead directly into sweetspots as easily
     +Melee sized sweetspots (first frame) regained a bit more of their old damage and knockback power
     * Melee sized sweetspots (first frame) regained a bit more of their old damage and knockback power
     +Melee sized electric flubs (later frames) now use average KO move values instead of flub values
     * Melee sized electric flubs (later frames) now use average KO move values instead of flub values
     +Bair critical sweetspot deals slightly more knockback and shield damage
     * Bair critical sweetspot deals slightly more knockback and shield damage


* Zelda's Up-Air
* Zelda's Up-Air
     +Fire hitboxes (both) have slightly more base knockback
     * Fire hitboxes (both) have slightly more base knockback
     +Hit sound effect of large fire hitbox upgraded
     * Hit sound effect of large fire hitbox upgraded
     +Has very slightly increased shield damage on large fire hitbox
     * Has very slightly increased shield damage on large fire hitbox


* Zelda's Down-Air
* Zelda's Down-Air
     +Sweetspot duration reduced
     * Sweetspot duration reduced
     +Sweetspot now has shield damage
     * Sweetspot now has shield damage
     +Damage and knockback growth against grounded targets significantly increased
     * Damage and knockback growth against grounded targets significantly increased
     +Knockback growth against aerial targets slightly increased
     * Knockback growth against aerial targets slightly increased
     +Graphics altered to better match the presence of the sweetspot
     * Graphics altered to better match the presence of the sweetspot
     +Thigh flub hitbox has slightly improved power and combo potential from ground bounces
     * Thigh flub hitbox has slightly improved power and combo potential from ground bounces
     +Animation adjusted for the hitboxes to be aligned with the axis for its hit duration
     * Animation adjusted for the hitboxes to be aligned with the axis for its hit duration


* Zelda's Turn-Grab is able to grab very low crouching targets
* Zelda's Turn-Grab is able to grab very low crouching targets
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* Nayru's Love
* Nayru's Love
     +Ground version of the move deals more damage
     * Ground version of the move deals more damage
     +Air version of the move has quicker intangibility startup, equal to ground version
     * Air version of the move has quicker intangibility startup, equal to ground version
     +Knockback on air version adjusted slightly, uses less base but more growth to induce tumble later
     * Knockback on air version adjusted slightly, uses less base but more growth to induce tumble later
     +Grounded Nayru's is visually larger, and aerial Nayru's visually smaller to better show their hitbox size difference
     * Grounded Nayru's is visually larger, and aerial Nayru's visually smaller to better show their hitbox size difference
     +Size of the last hitbox on air version was reduced to consistent with the linking hits
     * Size of the last hitbox on air version was reduced to consistent with the linking hits


* Din's Fire
* Din's Fire
     +Has slightly quicker travel speed
     * Has slightly quicker travel speed
     +Has slightly lower maximum channel time
     * Has slightly lower maximum channel time
     +Projectile starts out smaller, but ending size is unchanged
     * Projectile starts out smaller, but ending size is unchanged
     +Damage growth with travel duration on explosion hitbox altered slightly, now does a minimum of 10 damage and a maximum of 20
     * Damage growth with travel duration on explosion hitbox altered slightly, now does a minimum of 10 damage and a maximum of 20
     +Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes
     * Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes


* Farore's Wind
* Farore's Wind
     +Landing lag reduced
     * Landing lag reduced
     +Air reappearance transitions properly into SpecialFall
     * Air reappearance transitions properly into SpecialFall


* Zelda's Transform graphical effects adjusted to better match their timing
* Zelda's Transform graphical effects adjusted to better match their timing

Revision as of 18:31, January 27, 2014

Stub.png
For the original version of Zelda which this mod's Zelda was based off of gameplay-wise, see Zelda (SSBM).
For the unmodded version of Zelda, see Zelda (SSBB).
Zelda
in Project M and Project+
File:SJS zelda.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Zelda (SSBB)

Zelda is a playable character in the Brawl mod Project M.

Attributes

Similar to Bowser, Zelda was one of the most buffed characters from Melee and Brawl to Project M, making her a reliable fighter without need of Sheik. General buffs include better KO power for her magic moves, as well as increased combo potential for weak moves, plus her special moves are more efficient and can be canceled earlier.

Changes from Melee to PM

  • Buff Neutral aerial's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.
  • Buff Zelda's Lightning Kicks have two sweetspots: a larger Melee sized one that is weaker than in Melee but still deals good knockback and damage, and Brawl sized sweetspots that are extremely powerful. They also have an electric flub sourspot and a body hitbox sourspot, both dealing decent damage, so the move is still effective at either damaging or KOing no matter where it hits.
  • Buff Up aerial has an early hitbox at the base of her fingertips which deals weak electric damage and links into her up air sweetspot. The explosion also deals more damage if it hits at the center.
  • Buff Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents. While sourspot deals stronger damage, sweetspot is significantly stronger than in Brawl, and both are more powerful on aerial foes.
  • Buff Nayru's Love is land cancelable after the attack frames end, and while the ground version has no such cancel, it posseses improved invulnerability.
  • Buff Din's Fire no longer enforces helplessness.
  • Buff Farore's Wind can air dodge to interrupt teleporting from the ground, giving Zelda the ability to waveland or pseudo-wavedash any time during the duration of the move. It also keeps its reappearing hitbox from Brawl, while the dissapearing one has Melee power.
  • Buff Can act out of Transform sooner, like Sheik.
  • Buff Pummel now does 4% damage (1% more than average pummels) per use, racking up damage better.
  • Buff Up throw can now be used to chaingrab opponents.
  • Buff Down throw is much stronger in terms of damage.
  • Nerf Up air has a sourspot at the bottom that deals less damage.
  • Nerf Reappearance hitbox of Farore's Wind deals weaker damage.
  • Nerf Up throw has weaker damage and knockback, no longer being able to KO reliably.
  • Change Din's Fire functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding, and upon making contact with a foe, it inflicts damage and vanishes. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles. After the fireballs are suspended for too long, they explode (like the original attack), possesing wide hitboxes that deal strong knockback.
  • Change Most magic attacks were given additional sparkles, denoting their increased strength.
  • Change Sidestep also has magical sparkling graphics.
  • Change Down taunt now emits the "Puzzle Solved" jingle.

Revisions

2.5b

  • Zelda's Jab
   * Priority on hitboxes altered to work better on heavyweights' hitstun animations
   * Animation and graphics cleaned up some
   * Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
  • Zelda's Dash-Attack
   * Animation adjusted to be closer to Melee
   * Angle on sweetspot adjusted to be like other, similar attacks
  • Zelda's Forward-Tilt
   * Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos
   * Hit sound effects adjusted for sweetspot hitboxes
   * Hitboxes adjusted to give proper spacing for the tipper hitbox
  • Zelda's Up-Tilt
   * Hit duration very slightly reduced as a visual correction (1 frame)
   * Graphical effects edited to match the new timings
   * Launch has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage
   * Launch angle of first half of the attack increased slightly
  • Zelda's Forward-Smash
   * Innermost hitboxes on linking hits have reduced hitlag
   * Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
   * Has a new linking hitbox far inside her only intended to prevent whiff issues in-close on heavyweights
   * Launch hit has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage, also taking greater effect with smash charge.
  • Zelda's Up-Smash
   * Hit sound effects on linking hits altered to be softer
   * Final hit has slightly increased base knockback
   * Linking hits have slightly reduced SDI capacity, enough to control your launch point when hit by the move but never enough to escape it in any normal circumstances.
  • Zelda's Neutral-Air graphical effects terminate earlier, closer to when the move stops hitting
  • Zelda's Forward-Air and Back-Air
   * Nonmagical flubs have more effectual damage and knockback growth values to not lead directly into sweetspots as easily
   * Melee sized sweetspots (first frame) regained a bit more of their old damage and knockback power
   * Melee sized electric flubs (later frames) now use average KO move values instead of flub values
   * Bair critical sweetspot deals slightly more knockback and shield damage
  • Zelda's Up-Air
   * Fire hitboxes (both) have slightly more base knockback
   * Hit sound effect of large fire hitbox upgraded
   * Has very slightly increased shield damage on large fire hitbox
  • Zelda's Down-Air
   * Sweetspot duration reduced
   * Sweetspot now has shield damage
   * Damage and knockback growth against grounded targets significantly increased
   * Knockback growth against aerial targets slightly increased
   * Graphics altered to better match the presence of the sweetspot
   * Thigh flub hitbox has slightly improved power and combo potential from ground bounces
   * Animation adjusted for the hitboxes to be aligned with the axis for its hit duration
  • Zelda's Turn-Grab is able to grab very low crouching targets
  • Zelda's Forward-Throw slightly reduced in knockback growth
  • Zelda's Down-Throw graphical effects altered to be prettier and similar to Melee
  • Nayru's Love
   * Ground version of the move deals more damage
   * Air version of the move has quicker intangibility startup, equal to ground version
   * Knockback on air version adjusted slightly, uses less base but more growth to induce tumble later
   * Grounded Nayru's is visually larger, and aerial Nayru's visually smaller to better show their hitbox size difference
   * Size of the last hitbox on air version was reduced to consistent with the linking hits
  • Din's Fire
   * Has slightly quicker travel speed
   * Has slightly lower maximum channel time
   * Projectile starts out smaller, but ending size is unchanged
   * Damage growth with travel duration on explosion hitbox altered slightly, now does a minimum of 10 damage and a maximum of 20
   * Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes
  • Farore's Wind
   * Landing lag reduced
   * Air reappearance transitions properly into SpecialFall
  • Zelda's Transform graphical effects adjusted to better match their timing
  • Zelda's Final Smash uses the new Light element

2.6b

  • Jab launching hitbox has a higher launch angle and slightly higher base knockback and less knockback growth
  • Up-Tilt knockback increased very slightly
  • Up-Smash's lifting hitboxes fine tuned to not throw certain characters out of the move after several connected hits. Has another linking hit and deals one more damage. IASA no longer increased from Melee, but equal to it
  • Neutral-Air does consistent damage output depending on number of hits rather than placement of hits
  • Forward-Air/Back Air flub damage increased slightly to be closer to Melee's, and are knockback compensated. Critical sweetspots increased in size slightly to offer more consistency while still being tiny (2/3 size of Rest). Critical Back air has slightly more BKB. Noncrit electric hits have increased damage/KB slightly closer to Melee. Noncrit Fair hitboxes have slightly lower launch angle similar to its critical but not quite as potent
  • Up-Air's sweetspot size minutely increased. Weak electric hit slightly improved. Graphical effect/sound effect timers edited for accuracy
  • Down-Air has somewhat increased shield damage and a less small sweetspot, and more knockback growth against grounded targets. Flub damage increased slightly
  • Graphical effects on Grabs adjusted
  • Forward-Throw damage increased slightly
  • Down-Throw damage increased slightly
  • Side-B's flashing graphics loop one more time than previously. Minimum time to set slowed down, and set animation has increased lag to deter walling. Set hitboxes are smaller, but activate sooner after setting the projectile. Explosions are significantly larger and deadlier
  • Down-B (transform) intangibility adjusted slightly and also not as interruptible as soon
  • Down-B (transform) startup is slightly faster

3.0

  • Forward-Tilt's sweetspots have less knockback growth
  • Forward-Air's strongest sweetspot has slightly less knockback growth
  • Back-Air's strongest sweetspot has slightly less base knockback
  • Nayru's Love's final grounded hit has normalized SDI modifiers
  • Nayru's Love's aerial land cancel has slightly more lag
  • Din's Fire static hitboxes do 2 less damage
  • Transform now detonates all Din's Fire currently on screen
  • Up-Taunt's hitboxes pull in further towards Zelda

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Short Flash 3 hits of 2%
Forward tilt Mystic Swipe 13-14% (sweetspot) 10% (sourspot)
Up tilt Protective Sweep 12% (clean) 11% (late)
Down tilt Trip 7%
Dash attack Magical Push 13% (clean) 7% (late)
Forward smash Shining Palm 1% (first 2 hits) 2% (hit 3) 13% (final hit) 17% total uncharged, 1-2% (first 3 hits), 18% (final hit) 23% total fully charged
Up smash Power Sweep 1% (12 hits) 4% (13th hit), 16% if all hits connect uncharged, 1-2% (12 hits) 5% (13th hit) 21% fully charged if all hits connect
Down smash Compass Spin 12-13% (front kick) 13% (back kick) uncharged, 16% (front kick) 17% (back kick) fully charged
Neutral aerial Magic Spin 2% (first 5 hits) 5% (6th hit) 15% if all hits connect
Forward aerial Lightning Kick F 18% (Melee hit), 22% (Brawl hit), 15% (late hit), 8% (body)
Back aerial Lightning Kick B Same as above
Up aerial Condensed Blast 3% then 18% (center) or 12% (bottom)
Down aerial Meteor Heel Ground: 18%, 8% (sourspot); Air: 20%, 9% (sourspot)
Grab Magical Hold
Pummel Hex 4%
Forward throw Levitation 12%
Back throw Reverse Levitation 11%
Up throw Levitation Launch 9%
Down throw Plasma Beat 5 hits, 16% total
Floor attack (front) Floor Spin
Floor attack (back) Back Spin
Floor attack (trip) Sit Spin
Edge attack (fast) Quick Kick 7%
Edge attack (slow) Slow Swipe 11%
Neutral special Nayru's Love 2% (5 hits) 4% (6th hit) 14% total
Side special Din's Fire 6% if hit after release or while suspended in the air, 11% on explosion
Up special Farore's Wind 4% (both hits) Teleports in a given direction.
Down special Transform 0%
Final Smash Light Arrow 42%

In competitive play

Notable players

External links