Super Smash Bros. 4

Zelda (SSB4)

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This article is about Zelda's appearance in Super Smash Bros. 4. For the character in other contexts, see Princess Zelda.
Zelda
in Super Smash Bros. 4
Princess Zelda
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl

Availability Starter
Final Smash Light Arrow
Zelda (SSB4)

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 to someone standing at the ledge.

Like Mewtwo, Zelda has the inconvenient combination of being light and floaty making her easy to KO and also being 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 than 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, Zelda still retains most of her significant issues, 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, but none of her major flaws were addressed during the transition. Due to having her KOing ability toned down with her Lightning Kicks, up smash, down smash, up aerial, and up tilt having their knockback significantly reduced, her up and down smashes having less range, Din's Fire being less maneuverable and harder to hit with, and most notably her losing her ability to Transform into Sheik.

Zelda has also received some noticeable buffs. 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

  • Change 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.
  • Change Most of Zelda's magically augmented moves no longer have an electrical effect. They also have updated graphics and sound effects.
  • Change 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.
  • Change Zelda's air dodge, sidestep, Lightning Kick and up taunt have new animations.

Attributes

  • Nerf 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.
  • Buff Zelda dashes faster (1.224 → 1.3).
  • Buff Zelda walks faster (0.8 → 0.87).
  • Buff Zelda's air speed is faster (0.987 → 1.04).
  • Buff Zelda falls faster (1.13 → 1.35).

Ground attacks

  • Buff Neutral attack deals 2% more damage (6% → 8%) and its hits connects reliably.
  • Buff Dash attack's sweetspot has more base knockback (70/70 → 85/70 (body), 50/70 → 80/50 (hand)).
  • Buff Dash attack is now capable of KOing at low percents.
  • Change 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.
  • Nerf 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.
  • Buff 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.
  • Nerf 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.
  • Nerf Down tilt deals less damage (8%/7% → 5.5%), though its knockback scaling has been compensated (80 → 120).
  • Buff Forward smash has decreased SDI multipliers, so opponents can no longer escape the move. It is also stronger (30/105 → 37/110).
  • Nerf Up smash has less knockback scaling (20/210 → 24/190).
  • Nerf Up and down smashes have less range.
  • Buff Down smash's second hit has more knockback scaling (85 → 96).
  • Nerf 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

  • Buff Neutral aerial has more knockback scaling (130/120 → 160) and more combo potential.
  • Nerf Neutral aerial deals less damage (15% → 11%/7%) and has a smaller hitbox.
  • Buff Lightning Kicks (forward aerial and back aerial) are easier to land due to altered hitbox placements.
  • Nerf Both Lightning Kicks have reduced base knockback. They also have significantly longer endlag and landing lag.
  • Nerf Up aerial has less knockback scaling (110 → 90).
  • Buff Down aerial's sweetspot has a bigger hitbox and can now land on grounded opponents.
  • Nerf Down aerial's sweetspot is weaker (50/90 → 40/65).

Throws/other attacks

  • Buff Down throw now sends opponents at a 100° angle, allowing for better follow-up.
  • Nerf Down throw deals 4% less damage (10% → 6%).
  • Buff Up throw has less base knockback, allowing for better follow-ups.

Special moves

  • Buff Nayru's Love has less endlag.
  • Change Nayru's Love's back hit no longer swirls a trapped target in front of Zelda.
  • Nerf Nayru's Love deals 3% less damage (15% → 12%).
  • Buff Sweetspotted Din's Fire has stronger knockback.
  • Nerf 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.
  • Buff 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.
  • 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. 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.
  • Nerf 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.
  • Nerf 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, although she is not harmed by them either.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Up tilt deals 0.7% more damage: 6.5% → 7.2%.
  • Nerf Pivot grab's decreased z-offset: -4.0 – -18.7 → -4.0 – -15.7.

Super Smash Bros. for Nintendo 3DS 1.0.5

  • Change Pivot grab's animation altered.
  • Change Some of Zelda's attacks have improved visual effects.

Super Smash Bros. 4 1.0.6

  • Buff Forward smash's SDI multipliers decreased, enabling opponents to be kept in place better.
  • Buff Forward smash's loop hits' angles altered, enabling the move's hits to connect better.
  • Buff Phantom Slash's endlag decreased.
  • Buff Phantom stays out for roughly a quarter of a second longer.
  • Nerf Phantom's respawn time increased: 6 seconds → 9 seconds.
  • Change Back Lightning Kick has improved visual effects.

Super Smash Bros. 4 1.0.8

  • Buff Up smash's knockback increased and it KOs 20% earlier.
  • Buff Up smash's SDI multipliers decreased, enabling opponents to be kept in place better.
  • Buff Up smash's multi-hits' hitbox sizes increased: 3 → 3.5.
  • Buff Neutral, up, and down aerials' landing lag decreased by approximately 3 frames.
  • Change Neutral aerial's front hits and back hits have had their damage outputs reversed: 1% → 2% (front), 2% → 1% (back).

Super Smash Bros. 4 1.1.0

  • Buff Neutral attack deals 2% more damage: 6% → 8%.
  • Buff Neutral attack's final hit's base knockback increased: 24 → 35.
  • Buff Neutral attack's hits connect better and launches opponents at a more favorable angle.
  • Nerf Neutral attack's final hit's knockback growth decreased (150 → 130).
  • Change Neutral attack's heavy position, bone, angle, size, and weight-based knockback adjusted on all hits.
  • Buff Up tilt's endlag decreased: 32 frames → 29 frames. This now allows Zelda to perform true combos.
  • Buff Down tilt deals 1% more damage: 4.5% → 5.5%.
  • Buff 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.
  • Buff Phantom Slash's endlag decreased by 5 frames.

Super Smash Bros. 4 1.1.1

  • Buff Neutral aerial's back hits now drag opponents towards the front hits, allowing the move to deal more damage from this position.
  • Buff Farore's Squall's hitbox duration increased by 1 frame.
  • Buff Farore's Squall's endlag decreased by 6 frames.
  • Buff Nayru's Passion's explosion hitbox start-up decreased by 5 frames.
  • Buff Nayru's Passion's windbox start-up decreased by 2 frames.
  • Change 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

  • 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

  • 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. Identical to her Melee artwork.
  • 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 (SSB4) Zelda 1213 1313 1212 1312 1223
1323 3212 3312 2213 2312

Notable players

In Event Matches

Solo Events

Co-op Events

Trophies

Zelda
Ntsc This is the namesake of the Legend of Zelda games. Her appearance may change, but she always plays an important role. In Smash Bros., she's quick on the draw when it comes to magic, though a bit slow when moving. She has a new move that summons a Phantom to her aid.
Pal 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.
NES: The Legend of Zelda (08/1987)
Wii: The Legend of Zelda: Twilight Princess (11/2006)
Zelda (Alt.)
Ntsc Zelda's forward air attack, Lightning Kick, is a valiant kick with a magically charged tip. Striking with just the glowing spot will deal heavy damage and launch your opponent. Din's Fire, her explosive side special, can be guided up and down and has a greater blast if the button is held.
Pal 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.
NES: The Legend of Zelda (08/1987)
Wii: The Legend of Zelda: Twilight Princess (11/2006)
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!

Alternate costumes

Zelda Palette (SSB4).png
Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4) Zelda (SSB4)

Gallery