Zelda (SSB4): Difference between revisions
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==Attributes== | ==Attributes== | ||
{{incomplete|Still need more info.}} | {{incomplete|Still need more info.}} | ||
Zelda defies most other character archetypes resulting in a unique playstyle. Her approaching game is not the best while her out of shield and punish game is quite strong. She is generally played defensive but playing her aggressive without committing too much can offer large benefit. She has an average amount of combo starters such as falling neutral aerial (into grab or up tilt), up tilt (into more up tilts and aerials), down tilt (into tilts, grab or aerials) and down throw (into neutral and up aerials depending on rage and percents). Both her down aerial on grounded opponents and her jab can start combos or tech chases, depending on the opponent's percents and teching skills, [[Nayru's Love]] can also start tech chases. Zelda has some powerful KOing options: her up smash, forward smash and all of her aerials except of her neutral aerial can score KOs rather easily. In term of projectiles, she has a decent one in [[Phantom Slash]]. A chargeable attack, Phantom Slash sports both offensive and defensive capabilities and can even be used for edge-guarding against recovering opponents, as it can KO them surprisingly early if fully charged. However, its ending lag, its poor reach at the lowest charges and its susceptibility to being [[Reflection|reflected]] may hinder its use if it is not used wisely. As already mentioned, Zelda has many ways to punish mistakes out of shield: she can use her fast and strong [[Lightning Kick]]s, her neutral aerial and [[Nayru's Love]]. But her best out of shield option and unarguably her greatest strength is [[Farore's Wind]]. In addition to being long-ranged and virtually unpredictable for the opponent to counter if used wisely, Farore's Wind is now one of Zelda's most viable KOing options due to being heavily buffed. Its powerful disappearing hitbox sends opponents straight up, and if Zelda follows them straight up with its reappearing hitbox, it can KO characters as low as 65%. The viable things you can do against a recovering Zelda is getting a Snap Back if she recovers with | Zelda defies most other character archetypes resulting in a unique playstyle. Her approaching game is not the best while her out of shield and punish game is quite strong. She is generally played defensive but playing her aggressive without committing too much can offer large benefit. She has an average amount of combo starters such as falling neutral aerial (into grab or up tilt), up tilt (into more up tilts and aerials), down tilt (into tilts, grab or aerials) and down throw (into neutral and up aerials depending on rage and percents). Both her down aerial on grounded opponents and her jab can start combos or tech chases, depending on the opponent's percents and teching skills, [[Nayru's Love]] can also start tech chases. Zelda has some powerful KOing options: her up smash, forward smash and all of her aerials except of her neutral aerial can score KOs rather easily. In term of projectiles, she has a decent one in [[Phantom Slash]]. A chargeable attack, Phantom Slash sports both offensive and defensive capabilities and can even be used for edge-guarding against recovering opponents, as it can KO them surprisingly early if fully charged. However, its ending lag, its poor reach at the lowest charges and its susceptibility to being [[Reflection|reflected]] may hinder its use if it is not used wisely. As already mentioned, Zelda has many ways to punish mistakes out of shield: she can use her fast and strong [[Lightning Kick]]s, her neutral aerial and [[Nayru's Love]]. But her best out of shield option and unarguably her greatest strength is [[Farore's Wind]]. In addition to being long-ranged and virtually unpredictable for the opponent to counter if used wisely, Farore's Wind is now one of Zelda's most viable KOing options due to being heavily buffed. Its powerful disappearing hitbox sends opponents straight up, and if Zelda follows them straight up with its reappearing hitbox, it can KO characters as low as 65%. The viable only things you can do against a recovering Zelda is getting a Snap Back if she recovers with [[Farore's Wind]] or choose the rather risky option and go all the way offstage making it hard to edgeguard or gimp her. Zelda can also stall in the air with [[Nayru's Love]] while recovering or use [[Phantom Slash]] when coming down from the upper corners of the stage to apply pressure on the ledge. | ||
Like {{SSB4|Mewtwo}}, Zelda has the inconvenient combination of being light and floaty making her easy to KO and rather slow. Her main way of dealing with projectiles, [[Nayru's Love]], is rather laggy. [[Phantom Slash]], her other defense against long-ranged pressure, is slightly situational and, along with [[Din's Fire]], do not help her camp very well. She has very laggy attacks with a few poorly placed hitboxes, making it a little difficult for her to KO despite her power. | Like {{SSB4|Mewtwo}}, Zelda has the inconvenient combination of being light and floaty making her easy to KO and rather slow. Her main way of dealing with projectiles, [[Nayru's Love]], is rather laggy. [[Phantom Slash]], her other defense against long-ranged pressure, is slightly situational and, along with [[Din's Fire]], do not help her camp very well. She has very laggy attacks with a few poorly placed hitboxes, making it a little difficult for her to KO despite her power. |
Revision as of 01:43, October 23, 2015
Zelda in Super Smash Bros. 4 | |
---|---|
Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl |
Availability | Starter |
Final Smash | Light Arrow |
Zelda (ゼルダ, Zelda) is a playable character in Super Smash Bros. 4. She was announced on December 26th, 2013, the date on which The Legend of Zelda: A Link Between Worlds was released in Japan.
Her voice actress is Jun Mizusawa, who voiced her in Melee, Brawl, The Legend of Zelda: Ocarina of Time, and The Legend of Zelda: Twilight Princess. Her sound clips were reused from Brawl.
Attributes
Zelda defies most other character archetypes resulting in a unique playstyle. Her approaching game is not the best while her out of shield and punish game is quite strong. She is generally played defensive but playing her aggressive without committing too much can offer large benefit. She has an average amount of combo starters such as falling neutral aerial (into grab or up tilt), up tilt (into more up tilts and aerials), down tilt (into tilts, grab or aerials) and down throw (into neutral and up aerials depending on rage and percents). Both her down aerial on grounded opponents and her jab can start combos or tech chases, depending on the opponent's percents and teching skills, Nayru's Love can also start tech chases. Zelda has some powerful KOing options: her up smash, forward smash and all of her aerials except of her neutral aerial can score KOs rather easily. In term of projectiles, she has a decent one in Phantom Slash. A chargeable attack, Phantom Slash sports both offensive and defensive capabilities and can even be used for edge-guarding against recovering opponents, as it can KO them surprisingly early if fully charged. However, its ending lag, its poor reach at the lowest charges and its susceptibility to being reflected may hinder its use if it is not used wisely. As already mentioned, Zelda has many ways to punish mistakes out of shield: she can use her fast and strong Lightning Kicks, her neutral aerial and Nayru's Love. But her best out of shield option and unarguably her greatest strength is Farore's Wind. In addition to being long-ranged and virtually unpredictable for the opponent to counter if used wisely, Farore's Wind is now one of Zelda's most viable KOing options due to being heavily buffed. Its powerful disappearing hitbox sends opponents straight up, and if Zelda follows them straight up with its reappearing hitbox, it can KO characters as low as 65%. The viable only things you can do against a recovering Zelda is getting a Snap Back if she recovers with Farore's Wind or choose the rather risky option and go all the way offstage making it hard to edgeguard or gimp her. Zelda can also stall in the air with Nayru's Love while recovering or use Phantom Slash when coming down from the upper corners of the stage to apply pressure on the ledge.
Like Mewtwo, Zelda has the inconvenient combination of being light and floaty making her easy to KO and rather slow. Her main way of dealing with projectiles, Nayru's Love, is rather laggy. Phantom Slash, her other defense against long-ranged pressure, is slightly situational and, along with Din's Fire, do not help her camp very well. She has very laggy attacks with a few poorly placed hitboxes, making it a little difficult for her to KO despite her power.
Zelda possesses arguably some of the worst custom moves in the game, as they fail to fix her significant problems. Nayru's Rejection reverses opponents, but has slighty increased starting lag and is overall weaker the Nayru's Love, with the saving grace being its increased intangibility. Farore's Windfall meteor smashes opponents, but only travels straight up while still halting her momentum while gaining no benefit from a double jump, and does not start KOing opponents regularly until the 400% range and higher, removing her most notable KOing option in the process. Aside from these, her remaining custom moves are only situational at best.
While she has received a significant number of useful buffs in game updates, there are some players that still view Zelda's flaws as being more prevalent than her strengths. Some players, such as ESAM, believe that Zelda is the worst character in the game. Conversely, some players, such as Nairo (who plays her as one of his secondaries), view Zelda as being comfortably within the mid-tier. This mixed consensus, coupled with her lack of tournament representation, makes it difficult to determine whether or not Zelda is an effective character overall, although she has become slightly better than she was in Brawl as of update 1.1.1.
Changes from Brawl
Zelda has received a mix of buffs and nerfs in the transition from Brawl to SSB4. Most notably, she lost her ability to Transform into Sheik, which is very problematic for Zelda due to Sheik having been significantly buffed in the transition from Brawl to SSB4. Zelda has also had her KOing ability toned down, with her Lightning Kicks, up smash, down smash and up aerial being weaker, while her up tilt had its knockback significantly reduced. Her up and down smashes are also had their less range decreased. Din's Fire is also much less maneuverable and harder to hit with. Despite these changes, Zelda has also received some noticeable improvements. Farore's Wind, while risky, is now a very viable KOing option and out of shield option due to the significant increases to its damage output and knockback. Due to losing Transform, Zelda received a new down special in Phantom Slash. In addition to being a fairly strong projectile and capable edge-guarding option, the Phantom itself can block opponents' attacks and enable Zelda to attack from behind it. Lastly, Zelda's combo game has been improved, courtesy of her up tilt's increased speed enabling it to chain into itself much like her down tilt can, while her down throw's altered launching trajectory sets her up for better aerial follow-ups.
Aesthetics
- Zelda once again appears as her Twilight Princess incarnation, but her overall color scheme is now noticeably brighter to appear in-line with SSB4's vibrant aesthetics. Her face is also more expressive.
- Most of Zelda's magically augmented moves no longer have an electrical effect. They also have updated graphics and sound effects.
- Zelda's down throw has additional fiery effects and the re-appearance hit of Farore's Wind now has a slash effect instead of fiery effects.
- Zelda's air dodge, sidestep, Lightning Kick and up taunt have new animations.
Attributes
- Zelda can no longer Transform into Sheik, with the latter becoming her own separate character.
- Since Sheik has been significantly buffed in the transition from Brawl to SSB4, Zelda no longer has access to the numerous benefits that her alter-ego now possesses.
- Zelda dashes faster (1.224 → 1.3).
- Zelda walks faster (0.8 → 0.87).
- Zelda's air speed is faster (0.987 → 1.04).
- Zelda falls faster (1.13 → 1.35).
Ground attacks
- Neutral attack deals 2% more damage (6% → 8%) and its hits connects reliably.
- Dash attack's sweetspot has more base knockback (70/70 → 85/70 (body), 50/70 → 80/50 (hand)).
- Dash attack is now capable of KOing at low percents.
- Forward tilt no longer sends opponents backwards. This makes it more of a KOing option when sweetspotted, though it can no longer be followed up by her back Lightning Kick as a result.
- Forward tilt deals less damage (13%/12%/11% → 12%/10%) and has slightly less range, which makes it slightly less reliable despite its KOing capability.
- Up tilt has increased knockback scaling (105 → 110) and is faster. It can also chain into itself at very low percents and be followed up by an aerial at higher percents.
- Up tilt deals 3.8% less damage (11% → 7.2%) and has less base knockback (65 → 45). As a result, it no longer KOs until around 150% despite its increased knockback scaling.
- Down tilt deals less damage (8%/7% → 5.5%), though its knockback scaling has been compensated (80 → 120).
- Forward smash has decreased SDI multipliers, so opponents can no longer escape the move. It is also stronger (30/105 → 37/110).
- Up smash has less knockback scaling (20/210 → 24/190).
- Up and down smashes have less range.
- Down smash's second hit has more knockback scaling (85 → 96).
- Down smash's first hit comes out 1 frame later, lasts 1 frame shorter, and has less knockback scaling (95 → 86). Zelda's leg also lost the intangibility during the attack.
Aerial attacks
- Neutral aerial has more knockback scaling (130/120 → 160) and more combo potential.
- Neutral aerial deals less damage (15% → 11%/7%) and has a smaller hitbox.
- Lightning Kicks (forward aerial and back aerial) are easier to land due to altered hitbox placements.
- Both Lightning Kicks have reduced base knockback. They also have significantly longer endlag and landing lag.
- Up aerial has less knockback scaling (110 → 90).
- Down aerial's sweetspot has a bigger hitbox and can now land on grounded opponents.
- Down aerial's sweetspot is weaker (50/90 → 40/65).
Throws/other attacks
- Down throw now sends opponents at a 100° angle, allowing for better follow-up.
- Down throw deals 4% less damage (10% → 6%).
- Up throw has less base knockback, allowing for better follow-ups.
Special moves
- Nayru's Love has less endlag.
- Nayru's Love's back hit no longer swirls a trapped target in front of Zelda.
- Nayru's Love deals 3% less damage (15% → 12%).
- Sweetspotted Din's Fire has stronger knockback.
- Din's Fire deals less damage (16%/8% → 14%/7%) and knockback, while the explosion's range has been noticeably reduced. The maneuverability and travel distance of the fireball have also been lowered, making it far more unwieldy to control. It must also must travel a set distance away from Zelda before it can be detonated, leaving her open if it misses.
- Farore's Wind deals more damage (6% → 12%/13%/16%/18%), travels farther, has less start-up lag 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 risky but strong out of shield option.
- The re-appearance hitbox of Farore's Wind now has a sourspot that deals less damage.
- Zelda has a new down special move, Phantom Slash. Phantom Slash enables her to summon a 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.
- Due to it being able to act as a projectile, Phantom Slash can be reflected or Pocketed. The Phantom can also be destroyed, which temporarily prevents Zelda from re-using the move.
- Light Arrow deals 2% less damage (42% → 40%) and has weaker knockback.
Update history
Zelda began receiving notable buffs beginning with update 1.0.6. The hits of her forward and up smashes now connect together much better, while the latter smash attack has increased knockback and range. Phantom Slash has also received improvements in the forms of decreased endlag the removal of a blind spot. Her neutral attack, up tilt, and down tilt all inflict more damage, while her neutral, up, and down aerials have less endlag. Additionally, up tilt now has true combo potential and neutral aerial has become better for spacing. Despite the significant amount of buffs Zelda has received, they do not address her major issues. She is also one of the characters to not noticeably benefit from the changes to the shield mechanics brought about in updates 1.1.0 and 1.1.1.
- Up tilt deals 0.7% more damage: 6.5% → 7.2%.
- Pivot grab's decreased z-offset: -4.0 – -18.7 → -4.0 – -15.7.
- Pivot grab's animation altered.
- Some of Zelda's attacks have improved visual effects.
- Forward smash's SDI multipliers decreased, enabling opponents to be kept in place better.
- Forward smash's loop hits' angles altered, enabling the move's hits to connect better.
- Phantom Slash's endlag decreased.
- Phantom stays out for roughly a quarter of a second longer.
- Phantom's respawn time increased: 6 seconds → 9 seconds.
- Back Lightning Kick has improved visual effects.
- Up smash's knockback increased and it KOs 20% earlier.
- Up smash's SDI multipliers decreased, enabling opponents to be kept in place better.
- Up smash's multi-hits' hitbox sizes increased: 3 → 3.5.
- Neutral, up, and down aerials' landing lag decreased by approximately 3 frames.
- Neutral aerial's front hits and back hits have had their damage outputs reversed: 1% → 2% (front), 2% → 1% (back).
- Neutral attack deals 2% more damage: 6% → 8%.
- Neutral attack's final hit's base knockback increased: 24 → 35.
- Neutral attack's hits connect better and launches opponents at a more favorable angle.
- Neutral attack's final hit's knockback growth decreased (150 → 130).
- Neutral attack's heavy position, bone, angle, size, and weight-based knockback adjusted on all hits.
- Up tilt's endlag decreased: 32 frames → 29 frames. This now allows Zelda to perform true combos.
- Down tilt deals 1% more damage: 4.5% → 5.5%.
- Phantom Slash has a new 0% hitbox that leads into the sword's hitbox at low charges and pushes opponents away at high charges, essentially removing the move's blind spot.
- Phantom Slash's endlag decreased by 5 frames.
- Neutral aerial's back hits now drag opponents towards the front hits, allowing the move to deal more damage from this position.
- Farore's Squall's hitbox duration increased by 1 frame.
- Farore's Squall's endlag decreased by 6 frames.
- Nayru's Passion's explosion hitbox start-up decreased by 5 frames.
- Nayru's Passion's windbox start-up decreased by 2 frames.
- Nayru's Passion's windbox's position altered.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2.5% (hits 1-2) 3% (hit 3) | Zelda sticks her hand out in front of herself and shoots small magical sparks, pushing foes slightly back. A decent combo starter at low percents. | ||
Forward tilt | 12% (hand), 10% (arm) | Zelda performs an outward fanning knifehand strike while surrounding her hand in magical energy. Deals decent knockback and can be angled. | ||
Up tilt | 7.2% | Zelda waves her arm above her head in an arcing motion while surrounding her arm in magical energy. Due to its speed, it can combo into itself at low percents and into an aerial at medium percents. The back hit has much more combo potential than the front hit. | ||
Down tilt | 5.5% | Zelda crouches and performs a shin kick. Due to its speed and its ability to slightly pop opponents into the air, it can combo into itself at low percents and then be followed up with a forward tilt or a forward smash. | ||
Dash attack | 12% (clean base), 9% (clean tip), 6% (late) | Zelda performs a double palm thrust that produces a blast of magical energy. Sweetspot is located at the beginning of the move. | ||
Forward smash | 1% (hits 1-4), 13% (hit 5) | Zelda charges magic energy in her right hand and then performs a palm thrust that produces a blast of magical energy, hitting opponents multiple times before knocking them away. Pressures shields and deals decent knockback. | ||
Up smash | 2% (hits 1-4), 0.8% (hits 5-7), 5% (hit 8) | Zelda charges magic energy in her left hand and waves it in an arcing motion above her head twice, hitting opponents multiple times before knocking them away. Deals high knockback and KOs around the 80% range. | ||
Down smash | 12% (hit 1), 10% (hit 2) | Zelda performs a spinning shin kick that hits on both sides, knocking opponents away. The fastest down smash in the game, it is also a semi-spike and can be used as a set-up for her down aerial when knocking the opponent off-stage. | ||
Neutral aerial | 2% (hits 1-4 front), 1% (hits 1-4 back), 3% (hit 5) | Zelda spins and emits magical energy along her arms, hitting opponents multiple times around her before knocking them away. Useful for catching opponents off-guard and can be used as a follow-up from her down throw. | ||
Forward aerial | Lightning Kick | 20% (clean foot), 4% (clean leg, late) | Zelda performs a flying kick. It deals considerable damage and knockback if the opponent is hit at the beginning of the move and if just the tip of her boot strikes the opponent. Otherwise, it deals low damage knockback. Despite its positives, its endlag is considerable enough to warrant a punish even if the sweetspot connects. Sweetspot KOs around the 70%-80% range. | |
Back aerial | Lightning Kick | 20% (clean foot), 4% (clean leg, late) | Zelda performs a flying kick. It deals considerable damage and knockback if the opponent is hit at the beginning of the move and if just the tip of her boot strikes the opponent. Otherwise, it deals low damage and knockback. Despite its positives, its endlag is considerable enough to warrant a punish even if the sweetspot connects. Sweetspot KOs around the 60%-80% range and it comes out slightly faster than the forward Lightning Kick. | |
Up aerial | 15% | Zelda brings her arm above her head and launches a fiery explosion from her index and middle fingers. Although slow and requires precise timing to connect, it has impressive knockback and can KO. It can also clip through the bottom of stage ledges and have the hitbox go slightly above the ledge or narrow areas of the stage. | ||
Down aerial | 16% (clean), 5% (late leg), 4% (late foot) | Zelda performs a single foot stomp. It meteor smashes opponents caught below her waist; the initial hitbox deals a powerful meteor smash, whereas later hitboxes hit opponents with a weaker meteor smash. A very useful edge-guarding option, it can also work well as a follow-up from a down smash. | ||
Grab | — | Zelda restrains her opponent in front of her with magical energy. | ||
Pummel | 3% | Zelda waves her arms quickly in front of the opponent and strikes with a small spark of magical energy. | ||
Forward throw | 12% | Zelda spins her opponent in front of her and throws her opponent away. Deals a respectable amount of damage. | ||
Back throw | 11% | Zelda spins her opponent, circles them around herself and throws them behind her. Deals respectable damage and is a viable KOing option around the 110% range, especially while near the edge. | ||
Up throw | 11% | Zelda forces her opponent above her and throws them upward. On fast-fallers, can be followed up with a neutral aerial or up aerial if timed well enough. | ||
Down throw | 1% (hits 1-4), 2% (throw) | Zelda forces her opponent under her and blasts the opponent with fiery magic enegy from her hands, which launches them above her. A reliable combo starter, it can be followed up with a neutral aerial and, if timed precisely, an up aerial or a back aerial. At high percents, Zelda can follow it up with an up aerial or back aerial for a relatively secure KO. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Zelda kicks in front of herself and then behind herself. As with all getup attacks, deals great shield damage, but can be punished. | ||
Floor attack (back) Floor getups (back) |
7% | Zelda kicks in front of herself and then behind herself. As with all getup attacks, deals great shield damage, but can be punished. | ||
Floor attack (trip) Floor getups (trip) |
5% | Zelda kicks in front of herself and then behind herself. As with all getup attacks, deals great shield damage, but can be punished. | ||
Edge attack Edge getups |
7% | Zelda brings herself onto the edge and kicks her opponent away. | ||
Neutral special | Default | Nayru's Love | 2% (loop front), 1% (loop back), 5% (last front), 4% (last back) | Creates a crystal that slashes enemies and reflects projectiles. Has eight frames of intangibility near the beginning of the move. |
Custom 1 | Nayru's Rejection | 1% (loop), 5% (last) | Weaker overall, but reverses opponents and pushes them away. Has slight starting lag, but increased intangibility. | |
Custom 2 | Nayru's Passion | 15% | Sucks in opponents and explodes, though it does not reflect. Has noticeable starting lag before explosion. | |
Side special | Default | Din's Fire | 3-7% (sourspot), 7-14% (sweetspot) | Zelda shoots a controllable fireball when the special button is held. Releasing the button causes it to explode. The longer the button is held down, the farther the blast will travel, automatically detonating when it reaches its maximum distance. It will put Zelda in to a helpless state is used in midair. |
Custom 1 | Din's Flare | 7% (sourspot), 14% (sweetspot) | Faster, has more range and deals the same damage regardless of how long it is held, but can barely be adjusted vertically. | |
Custom 2 | Din's Blaze | 3.8-9% (sourspot), 7.6-18% (sweetspot) | Much more vertical movement and increased explosion size, but slower to detonate and travels much slower. | |
Up special | Default | Farore's Wind | 6% (hit 1), 10% (ground hit 2 near), 7% (ground hit 2 far), 12% (ground hit 2 near), 8% (ground hit 2 far) | Teleports in a given direction, dealing damage at both ends. When combined with a jump, can increase range greatly. Possesses very high knockback, being able to KO as low as 30% near the upper blast line (depending on weight and DI), making it one of Zelda's most reliable KOing options. |
Custom 1 | Farore's Squall | 0% | Has slightly more range, which is increased even further when combined with a jump. However, it takes longer to teleport, deals no damage, and simply pushes opponents away with a large windbox. If Zelda reappears at the opponents position, they will be knocked into the air with set knockback, but no damage. | |
Custom 2 | Farore's Windfall | 4% (hit 1), 7% (hit 2) | Can only teleport straight up, but meteor smashes opponents upon reappearing. No benefits when combined with a jump, though there is some horizontal control over Zelda. It also has considerably less KOing power, as it does not start KOing until the 400% range. | |
Down special | Default | Phantom Slash | 6% (uncharged), 14% (mid-charged), 24-26% (full charged), 11% (first hit, full charge), 13-15% (second hit, full charge) | A chargeable attack that propels a Phantom forwards that slashes enemies and blocks attacks. Charging longer increases the distance covered and the attack is altered slightly. When fully charge, it becomes a two-hit attack. However, since the Phantom is considered a projectile, it can be reflected and Pocketed. The Phantom is also considered a physical entity and provide a few benefits as a result; it can slow down players that try to move through it (except for the Zelda that used it), block some non-penetrating hits (due to the Phantom having set health on all charges and customs), and it will not put Zelda into a helpless state if used in midair. |
Custom 1 | Phantom Breaker | 5% (uncharged), 12% (mid-charge) 20% (fully charged), 9% (fully charged hit 1), 11% (fully charged hit 2) | Travels a set distance and deals more shield damage, but less regular damage. The set distance is approximately the distance of Phantom Slash at its second charge, which results in a minimally charged Phantom traveling farther and a fully charged Phantom traveling less distance when compared to Phantom Slash. | |
Custom 2 | Phantom Strike | 8% (uncharged), 20% (mid-charged), 28-30% (fully charged) 14% (fully charged hit 1), 14-16% (fully charged hit 2) | Materializes directly in front of Zelda instead of shooting forward at varying ranges, but deals more damage and reaches its full charge in half the time. | |
Final Smash | Light Arrow | 1% (hit 1), 39% (throw first opponent) 29% (throw second opponent) 21% (throw third opponent) | Fires an arrow of light sideways that deals significant damage. Knocks opponents at a 45 degree angle. Deals less damage for each consecutive enemy hit. |
Taunts
- ZeldaUpTauntSSB4.jpg
- ZeldaSideTauntSSB4.jpg
- ZeldaDownTauntSSB4.jpg
- Up Taunt: Holds one arm straight up, her hand glowing with magic. Her pose is more elegant than in Brawl.
- Side Taunt: Turns toward the screen, puts her hands together in front of her torso and creates a small magical flame between them.
- Down Taunt: Waves to the side while leaning forward slightly.
Idle Poses
- Loosely holds one arm and then looks in multiple directions.
- Brushes the back of her hair.
- With one hand on her elbow, she puts one hand on her neck, puts it back down and then taps her arm with one finger.
On-Screen Appearance
Zelda teleports onto the stage with magic glowing between her hands and sparkles rising up from the floor around her.
Victory Fanfare
A flourished remix directly from Brawl. It is a remix of the tune that will play when Link obtained a Triforce Piece in The Legend of Zelda for the Nintendo Entertainment System. It is shared with Link, Sheik, Ganondorf, and Toon Link.
Victory Poses
- ZeldaPose1WiiU.png
- ZeldaPose2WiiU.png
- ZeldaPose3WiiU.png
- Clasps her hands together, which glow with magic, and prays with her eyes closed, then turns her head and looks up towards the sky.
- Turns her head to the left and loosely holds one arm with the other, making an elegant stance.
- Conjures a magical flame between her hands in front of her torso similar to her side taunt.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Zelda | 1213 | 1313 | 1212 | 1312 | 1223 |
1323 | 3212 | 3312 | 2213 | 2312 |
Notable players
In Event Matches
Solo Events
- All-Star Battle: Melee: Zelda is one of the eight opponents that must be fought in this event. These eight characters debut in Melee, and reappear in Smash 4.
- Identity Crisis: As Sheik the player must defeat Samus. After defeating her, the player must defeat Zero Suit Samus. Zelda can appear if Sheik dies.
- Princess Punch-Up!: As Zelda with Link as a CPU ally, the player must defeat a team of Peach and Mario.
- The Demon King and the Goddess: As Ganondorf, the player must defeat a team of Link and Zelda. After the two are defeated or some time has passed, Giant Palutena appears and the player must defeat her.
- Unwavering Chivalry: As Meta Knight, the player must defeat Marth without defeating Peach or Zelda. Defeating any of the princesses results in a failure.
Co-op Events
- Peach in Peril: Zelda is one of the opponents Bowser and Bowser Jr. must defeat without KOing Peach.
- The Ultimate Battle: Two players choose a character and must defeat everyone on the roster.
Trophies
- Zelda
- This is the Zelda they're talking about in the titles of all the Legend of Zelda games. Though her appearance can change from game to game, her importance in the story usually doesn't. In this game, she's a bit slow, but her impressive magic skills make up for it. Power up her brand new special, Phantom Slash, by holding down the button.
- Zelda (Alt.)
- Zelda's forward air attack, Lightning Kick, is a single-footed, electrically charged strike. Hit your opponent with just the glowing spot to deal heavy damage and launch them. Her Din's Fire side special can be guided up and down, and makes a bigger blast the longer you hold the button. It'll explode as soon as you let go.
- Light Arrow (Zelda)
- In many of the Legend of Zelda games, the sacred Light Arrows are required to defeat the final boss. In this game, Zelda fires one straight across the screen for her Final Smash. If it passes through multiple foes, the ones hit first will take the most damage. The Light Arrow has a lot of launching power, making it great for getting KOs!
- ZeldaAllStarTrophy3DS.png
Alt. (3DS)
Alternate costumes
Gallery
Zelda's amiibo.
Zelda and Link in the 3DS version.
Zelda using Phantom Slash to strike Fox.
Zelda next to Link summoning a fairy.
Zelda in Skyloft.
Zelda and Donkey Kong.
Zelda teetering in front of Rosalina.
Zelda's pose when she charges Phantom Slash.
Zelda near a knocked down Link.
Zelda with Toon Link.
Zelda using Farore's Wind.
Neutral aerial with Samus.
Down taunt with Toon Link.
Neutral aerial with Rosalina.
Posing with Donkey Kong and Samus.
Zelda and Link.
Being attacked by Marth.
With Olimar and a Yellow Pikmin.
Zelda and Mega Man's forward smash attacks.
Zelda jumping away from Mario.
Beginning of Din's Fire.
"Ah--soft and squishy." [1]
Zelda using Din's Fire on Toon Link.
Zelda using Phantom Slash only to miss Yoshi doing his forward tilt.
Back-to-back with Sheik.
Zelda being attacked by a Polar Bear in Smash Run.
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |