Zelda

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Template:Character

Overview

Princess Zelda (プリンセス ゼルダ, Purinsesu Zeruda) is one of the more unique characters in the lineup for SSBM. From the popular Legend of Zelda series, particularly Ocarina of Time, Zelda has been known to use her magic to help her fight with Link against Ganondorf as she wields the Triforce of Wisdom. In the game, she puts her magic to good use, from creating explosive blasts to wielding a defensive barrier and even transforming herself all together into her alter ego, Sheik. Though a bit on the slow side, Zelda has powerful knockback attacks that can send any opponent flying. She's also very floaty, so defeating her vertically usually isn't much of a challenge. She has excellent recovery, if not somewhat a loss of control due to the lack of DI if her exit point is in midair. Her ability to transform into Sheik helps balance her overall weaknesses, and ideally, one would change between the two in a match to mix up the flow of battle. However, of the two, Sheik is far more popular in usage, and one rarely uses Zelda at all.

Despite this, Zelda does have her good points, her most powerful one being the Lightning Kick. (Some have dubbed this simply "The Kick," or even "The Toe".) She does fairly well against fast fallers due to throwing potential and "kicking" finishers. The most important point with Zelda is to wait patiently and look for openings, then move in and hit hard.

Ledge Game

Down+A(Smash): Quick, and punishes characters who failed to sweet spot. Best against Ganondorf, and Captain Falcon.

Down+A Air(Meteor): Weak Meteor Smash, But can get the job done with good timing.

Forward+A (Smash): If timed correctly, it can punish a Fox or Falco player that attempted to Forward+B past you into the stage. Or any character who Up+B's over the ledge(Unlikely scenario If your opponent can Sweet spot well).

Forward+A Air(Lightning kicks): Time it well with your opponents Up+B. You can land your lightning kick really close to ground level.

Forward+B (Den's Fire): With great accuracy, you can destroy Samus's Bombs making it hard for her to recover. Or often set up a opponent for another lightning kick.(Note: Only good against players you know are going to make it back. Otherwise Ledge Hogging is a better choice.

Pros & Cons

Pros

  • Good distance on recovery
  • Good at juggling fast falling characters
  • Powerful knockback moves
  • Great aerial moves
  • Fastest down smash in the game
  • Very unpredictable if used well
  • Can moonwalk
  • After shielding a Laggy Attack, You can lightning kick out of the shield.

Cons

  • Slow and lacks jumping power
  • Easily edgeguarded due to laggy Up+B
  • Not alot of % damaging moves
  • Gets Star KO'd very easily because of her weight
  • Few, if any, combos
  • Short Dash Dance
  • Short Wave Dash

Combos

Fast Fallers

  (First Note: These combo's are DI based)

1.)Chain Throwing: Throw them up and attempt to grab again right before they land on your head. If they DI you can Follow a short distance to catch. Stops working around 30-40%.

2.)Up+Throw to Lightning Kick: You can Throw them up And connect it with a lightning kick. (Note: Should wait til your near the end of the Chain throwing process before doing this) IF they DI left Jump straight up and kick left. If they DI right Jump straight up and kick right. If they don't DI and they try to fall back into you, you'll have to jump right or left (Depending which edge your closer to) And connect it that way.

3.)Up+A(Smash): If caught just right you can connect a series of these at low damage. And Just like in Combo #2 you can depending on DI lightning kick them.

4.)Down+Throw -> lightning kick: If you're facing right Down+Throw and short hop Lightning kick to the left. If you're facing left Down+Throw and short hop lightning kick to the right.

Notes:

a.)If the enemy DI's away from you you can't connect it.

b.)If your enemy smashes buttons to break out of your grab, might be a good idea to throw down quickly and since they were too busy breaking out. Their chance to DI is gone and you can connect

c.)If your opponent seems to go straight to attempting to DI. You should get a few bits of damage by tapping A before throwing. Then I suggest going for Combo #2.(IF they are around the right damage)

5.)Dash Attack Spam: If your first Dash attack connects too early they will most likely be stunned a bit and pushed away. If you Dash attack as you nearly touch them they will be sent above you. You can dash away and back in for another Dash attack most likely. (Again depends on DI as they rack up damage). If they DI right above you, Change it to a Combo#3 or Combo#2 By grabbing them above you. From this point really you can connect any move Naryu's Love ect. Just choose the one that deals the most damage or will give you the K.O.

6.)Tilt Spam(Forward+A): If they are too far away when doing a mid aimed tilt, it will send them away. However if you catch them in it close They can DI straight up, or behind you. (Doesn't work too low damage cuz they can tech out of this, and doesn't work too high So very rare to pull this out). When DI'ing straight up you can do another one. Or Forward Smash, Dash Attack, Grab or anything that seems good for the situation. If they DI behind you. Short hop Lightning kick is a good idea, but so is going for another mid aimed or low aimed tilt if they are close enough.

    Note: This is extremely Damaged based. 

7.) Down tilt: This is useless but possible combo none the less. At really high percentages when the fast faller finally starts popping off the ground to this move. you can connect a few sometimes. (Not really worth while to try and do this)