Zelda (SSB4): Difference between revisions
→Special moves
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*{{buff|[[Farore's Wind]] travels farther, has less start-up lag, deals more damage, and has significantly more knockback, capable of KOing heavy characters below 85% and light characters below 60%. Its grounded first hit additionally sends the opponent straight up allowing it to combo into the re-appearance hit, creating a strong but risky option out of shield.}} | *{{buff|[[Farore's Wind]] travels farther, has less start-up lag, deals more damage, and has significantly more knockback, capable of KOing heavy characters below 85% and light characters below 60%. Its grounded first hit additionally sends the opponent straight up allowing it to combo into the re-appearance hit, creating a strong but risky option out of shield.}} | ||
*{{nerf|The re-appearance hitbox of Farore's Wind now has a sourspot that deals less damage.}} | *{{nerf|The re-appearance hitbox of Farore's Wind now has a sourspot that deals less damage.}} | ||
*{{buff|Zelda has a new down special move, [[Phantom Slash]], to replace [[ | *{{buff|Zelda has a new down special move, [[Phantom Slash]], to replace [[Transform]]. Phantom Slash enables her to summon a {{s|zeldawiki|Phantom}} that shoots forward like a projectile before slashing with its sword. The Phantom can block attacks, and the move can be charged to shoot the Phantom further, although the charge cannot be stored.}} | ||
*{{nerf|Phantom Slash can be [[Reflection|reflected]] or [[Pocket]]ed.}} | *{{nerf|Phantom Slash can be [[Reflection|reflected]] or [[Pocket]]ed.}} | ||
*{{nerf|[[Light Arrow]] deals overall less damage and has weaker knockback.}} | *{{nerf|[[Light Arrow]] deals overall less damage and has weaker knockback.}} |