Zelda (SSBU)
Zelda in Super Smash Bros. Ultimate | |
---|---|
Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Triforce of Wisdom |
“ | You might recognize Zelda's look from The Legend of Zelda: A Link Between Worlds game. In battle she uses magical moves to reflect and teleport, and for her Final Smash, she seals her opponents away in the Triforce of Wisdom. If an opponent has 100% damage or more, they will be instantly KO'd! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Zelda (ゼルダ, Zelda) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character on June 12, 2018. Zelda is classified as fighter #17.
Zelda is voiced in-game by Ayumi Fujimura, who previously voiced the character in The Legend of Zelda: A Link Between Worlds. She speaks a single line in the Adventure Mode: World of Light opening, voiced by Fujimura in Japanese and dubbed in English by Brandy Kopp.
How to unlock
Complete one of the following:
- Play VS. matches, with Zelda being the 2nd character to be unlocked.
- Clear Classic Mode with Kirby or any character in his unlock tree, being the fourth character unlocked after Pac-Man.
- Have Zelda join the player's party in World of Light.
With the exception of the third method, Zelda must then be defeated on Temple.
Changes from Super Smash Bros. 4
In addition to a visual redesign, Zelda has been significantly buffed in Ultimate. Many of her moves have reduced startup and endlag and improved KO potential. Previously the slowest jab in the game, Zelda's jab comes out quicker and can KO at higher percents. Dash attack and up throw have enhanced knockback power, allowing Zelda to more easily secure KOs. Her special moves have seen the most improvements. Nayru's Love has one more frame of invulnerability and allows her to move in the air while during use. Din's Fire no longer puts her in freefall, travels in a tighter arc, and has better use offstage due to the new airdodge nerfs. Farore's Wind is faster, preserves more momentum, and allows Zelda to drift sooner upon reappearing. The biggest change she receives is the reworking of Phantom. Phantom Slash now assembles in six stages, with the final stage being able to use for trap setups, edgeguarding, and approaching. Zelda can also summon a new Phantom quicker than before. Her new Final Smash, Triforce of Wisdom, is better at trapping opponents and will secure a KO for anyone over 100% at the end of the move.
Nevertheless, she has some noticeable nerfs. Forward tilt has more startup and endlag. Her grabs have more endlag, making them more risky to use in neutral to start combos. Farore's Wind travels a shorter distance, hindering her recovery and edgeguarding ability. Since Phantom is formed behind Zelda, and when sent forward has to make up the distance to where it would have appeared from the portal in Smash 4, this makes her more vulnerable when using the move. If Zelda gets grabbed or takes any damage before the Phantom attacks, the Phantom will collapse. This makes Phantom Slash a move better used in the advantage state. Furthermore, although now they are less significantly hindering, she still retains her previous Smash iterations' weaknesses, those being poor range, terrible sourspots, lackluster neutral, and slow movement.
Despite these nerfs and weaknesses, people consider this to be the best Zelda has ever been in a Super Smash Bros. game.
Aesthetics
- Zelda's appearance is based on her design from The Legend of Zelda: A Link to the Past [1][2][3] and A Link Between Worlds.[4].
- Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.
- Zelda hangs onto the ledge with one hand.
- Zelda is more positively expressive, boasting a cheery smile during several animations.
- Many of Zelda's attacks produce brighter, flashier magical effects.
- Zelda's standing pose, idle poses, walking animation, up taunt, and down taunt have been changed.
- All of Zelda's victory poses have been changed:
- For the first, she conjures a small flame out of her finger and swirls it around playfully.
- For the second, she summons the Phantom armor and proudly poses in front of it.
- For the third, she emits magic out of two fingers and points at the screen.
Attributes
- Like all characters, Zelda's jumpsquat is now 3 frames (down from 6 frames).
- Zelda's initial dash speed (1.6 → 1.958) and running speed (1.3 → 1.43) are faster.
- Zelda walks slightly faster (0.87 → 0.914).
- Zelda's air speed is slightly faster (1.04 → 1.092).
- Zelda jumps higher.
- Zelda's spotdodge has one less frame of endlag (FAF 28→27) and one less frame of intangibility (3-18→3-17).
- Forward roll has less intangibility (4-17→4-15).
- Back roll has less intangibility (4-17→5-16) and more endlag (31→36).
- As with all fighters, Zelda's directionless airdodge has significantly more endlag (34-57), and she can now only air dodge once before needing to touch the ground, grab the ledge, or receive hitstun from a move.
- Zelda's directionless airdodge has more intangibility (3-28→3-30) and less landing lag (21 → 11).
- With the addition of directional airdodges, Zelda has has intangibility on frames 3-21, her FAF is 130, and it has more landing lag than her directionless air dodge (FAF 20).
- Zelda's full hop has less air time. This makes her faster for movement purposes but means she has less time to hit opponents with aerials (frames of air time 62 → 57)
Ground Attacks
- Neutral attack:
- Neutral attack is now a rapid jab with a finishing hit.
- Neutral attack has less startup (frame 11 → 4). Previously the slowest jab in the game, its speed is now on par with many other characters’ neutral attacks.
- Neutral attack's final hit deals much more knockback.
- Neutral attack has more endlag, is less safe on shield, and no longer reliably combos into dash attack or dash grab at low percents.
- The first hit of neutral attack has less hitstun, making it unsafe when used on its own.
- Dash attack:
- Dash attack deals more knockback, allowing it to KO much sooner.
- Dash attack has less endlag (FAF 40 → 36).
- Forward tilt:
- Forward tilt deals more knockback.
- Forward tilt no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.
- Forward tilt has more startup (10 → 12), and slightly more endlag (FAF 36 → 37), hindering its combo potential and making it riskier in neutral.
- Up tilt:
- Up tilt has a longer hitbox duration (7-18 → 7-19).
- Down tilt:
- Down tilt has slightly less endlag (25 → 22).
- Down tilt sends at a worse angle for comboing (80 degrees → 60 degrees).
- Forward smash:
- Forward smash deals more knockback.
- Up smash:
- Up smash has more horizontal range.
- Up smash deals more damage (10.4%→14.8% when uncharged).
- Up smash no longer pulls opponents standing on either side of her into the looping hitboxes as easily.
Aerial Attacks
- All aerials have less landing lag (19 → 16 (neutral aerial), 23 → 14 (forward aerial), 25 → 17 (back aerial), 19 → 13 (up aerial), 18 → 13 (down aerial).
- Neutral air now can launch opponents that touch the outer edges the first hitbox in its upper part, meaning opponents will not be pulled into the subsequent hits, making combos slightly more difficult.
- Neutral air's hits deals less damage (Front hits 1-4 2.5→2.1% Back hits 1-4 1.5→1.2% last hit 5→4.2%).
- Forward air is faster (frame 9 → 6), now being as fast as back aerial.
- Both lighting kicks deals more knockback
- Both lighting kicks now have less endlag (FAF 53 → 50).
- Lightning Kicks and down air have unique sound effects, even if the sweetspot misses.
Grabs and Throws
- Standing grab has more endlag (FAF 38 → 40).
- Pummel is faster.
- Pummel deals significantly less damage (3%→1.3%).
- Zelda grabs and pummels opponents with one hand instead of two.
- Forward throw, back throw, and up throw have altered animations, and Zelda's hands emit brighter trails of magic.
- Dash grab has slightly more startup and endlag (first frame of grab hitbox 11 → 13) (FAF 47 → 48). This means it is still one of the slowest non-tether dash grabs.
- Pivot grab has more startup (first frame of grab hitbox 11 → 14).
- Pivot grab has less endlag (FAF 45 → 43).
- Forward throw:
- Forward throw deals less damage (12% → 10%), and much less knockback growth, diminishing its KO potential despite receiving a base knockback increase.
- Up throw:
- Up throw has much more knockback growth, now having the ability to combo to low at mid percents and KO at high percents.
- Back throw:
- Back throw deals more damage (11% → 12%) and significantly more knockback, improving its KO potential.
- Down throw:
- Down throw's looping hits deal more damage (1% → 1.5%) bringing the total damage from 6% to 8%
- Down throw deals more knockback, weakening its combo potential at very high percents.
- Down throw can no longer connect with up aerial at low-mid percents, but can lead to a sweetspot back air.
Special Moves
- Nayru's Love:
- Nayru's Love's intangibility starts at least 1 frame earlier (5 → 4).
- Nayru's Love no longer halts vertical momentum, allowing Zelda to move in the air while using the move. As well, during the move, horizontal momentum is slightly controllable
- Nayru's Love has less endlag (60→58).
- Nayru's Love hitbox appears earlier (13→11).
- Din's Fire:
- Din's Fire no longer leaves Zelda helpless in the air.
- Din's Fire can travel slightly farther and its trajectory can be more controlled.
- The changes to airdodge mechanics indirectly improve Din's Fire's edgeguarding utility. Since airdodges are riskier to use offstage, recovering opponents are left in a more vulnerable position if they try to avoid Din's Fire.
- Din's Fire deals more knockback, and the sweetspot appears to be larger than it was previously.
- Din's Fire's flame has a more stylized appearance.
- Farore's Wind:
- Farore's Wind has less startup and endlag. (Active frame 8 → 6).
- Farore's Wind travels faster after disappearing and preserves more momentum when used right after a jump.
- Zelda can drift in the air much sooner after reappearing.
- Farore Wind's first hitbox is slightly bigger and the second hitbox is much bigger, especially in the air.
- Farore Wind's sweetspot is bigger.
- Farore Wind has less endlag (81→77).
- Farore's Wind travels a shorter distance.
- Farore's Wind now shows small green orbs that move in the direction Zelda is moving while before reappearing.
- Farore's Wind produces a more intense green/yellow vortex at the start and end of the move.
- Phantom Slash:
- Phantom Slash has been heavily reworked. The Phantom armor now assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is now a single-press chargeable move; Pressing B again will cause the incomplete armor to attack at its current charge level. The move has six charge levels, each resulting in a different attack:
- 1. Kick (Frame 16)
- 2. Punch (Frame 21)
- 3. Outward slash (Frame 28)
- 4. Downward slash (Frame 38)
- 5. Upward slash (Frame 50)
- 6. Delayed upward slash (Frame 67)
- Phantom Slash's fully charged attack is now momentarily delayed, allowing Zelda to move around before the Phantom rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This also discourages the opponent from reflecting the Phantom since she now has enough time to respond with Nayru's Love.
- There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again.
- Fully charged Phantom deals more knockback.
- Phantom Slash's fully charged attack deals less damage since it no longer hits twice.
- The Phantom charges behind Zelda now, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.
- Phantom Slash has been heavily reworked. The Phantom armor now assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is now a single-press chargeable move; Pressing B again will cause the incomplete armor to attack at its current charge level. The move has six charge levels, each resulting in a different attack:
- Triforce of Wisdom:
- Zelda has a new Final Smash called Triforce of Wisdom. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are "sealed away" and instantly KO'd; otherwise, they receive mediocre knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes. As well, before an opponent gets sucked into the portal, it deals very large, periodic shock-waves of damage that launch opponents slightly and help to pull them into the portal itself.
Moveset
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Victory poses
- Creates magic with her fingertips and waves it around.
- Creates fire from her fingertip and waves it around while giggling.
- Summons a Phantom and poses with it.
Classic Mode: Wisdom Prevails
All of Zelda's battles are on The Legend of Zelda themed stages, and her opponents are all villains.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Wario | Great Plateau Tower | Main Theme - The Legend of Zelda: Breath of the Wild | |
2 | Bowser | Skyloft | Ballad of the Goddess | |
3 | 5 Mii Swordfighters | Temple | Temple Theme | Mii Swordfighters are dressed in Yiga Clan costumes. |
4 | King K. Rool | Bridge of Eldin | Dark World (for 3DS / Wii U) | CPU is Giant |
5 | Dark Samus | Gerudo Valley | Hidden Mountain & Forest | |
6 | 4 Dark Links | Hyrule Castle | Great Temple / Temple | |
Bonus Stage | ||||
Final | Ganondorf/Ganon | ? | Calamity Ganon Battle - Second Form (Ganondorf) Death Mountain (Ganon) |
Ganondorf transforms into Ganon upon defeat. |
Role in World of Light
Zelda was among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never!", and was present when Galeem unleashed his beams of light. She and Mewtwo attempted to reflect the beams using Nayru's Love and Confusion, respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding Kirby).
Zelda was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. She is unlocked in the Sacred Realm of the World of Dark on the bottom left corner of the land which makes up the Triforce of Wisdom. The player must defeat the Spirit of Impa (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the Spirit of Uxie, Mesprit & Azelf. Unlocking her reveals the Triforce of Wisdom in the center of the map. If Young Link is unlocked, the boulders leading to Cloud's unlock battle and the Master Sword clear out.
Zelda is later seen among several other fighters, making their last stand against Galeem and Dharkon. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
Spirits
Zelda's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Zelda makes an appearance in various Primary and Support Spirits.
- Botwzelda.png
238. Zelda (Breath of the Wild)
Alternate costumes
Gallery
Zelda on Temple.
Using her neutral aerial in her red costume on Tortimer Island.
Zelda using her forward tilt on King Dedede on Coliseum.
Kneeling next to a sleeping Pichu on Tortimer Island.
Using Farore's Wind on Luigi's Mansion.
Posing in her dark costume on Spirit Train.
Zelda taunting next to Ganondorf on Hyrule Castle.
Zelda giving Rosalina a high-five on Prism Tower.
Firing a Super Scope at Yoshi on Mario Galaxy.
Taunting near Donkey Kong on Kapp'n's bus on Temple.
Zelda, Ridley, Jigglypuff, and the Ice Climbers on Summit.
Using Phantom Slash on Mario Galaxy.
With all playable The Legend of Zelda veterans on the Great Plateau Tower.
Character Showcase Video
Trivia
- Masahiro Sakurai chose to base Zelda's design in Ultimate off of her A Link to the Past and A Link Between Worlds incarnation instead of her more recent Breath of the Wild incarnation because that version of Zelda, according to him, "is more into research than fighting."[1][2][3][4]
- Zelda's current default design was previously an alternate costume in terms of coloration of her model, while her previous default design based on Twilight Princess has now become an alternate costume in that same regard.
- Coincidentally, Zelda was revealed in Smash 4 at the same time A Link Between Worlds was released, which inspired her current design.
- Zelda is currently the only playable Legend of Zelda character in Smash whose design originates from a handheld game rather than a home console game.
- Additionally, seeing as she is based on A Link to the Past, this also makes her the only playable Zelda character whose design originates from a non-3D game.
- The World of Light trailer marks the first time Zelda has spoken with dialogue in the Smash series.
- Zelda speaks English in all Western language versions of Ultimate, unlike her Breath of the Wild incarnation who was dubbed into multiple languages. She is also the first character since Fox and Falco in Melee to have her cutscene dialogue dubbed in English, but to keep her Japanese voice actress' battle grunts in Western versions.
References
- ^ a b Masahiro Sakurai (translated by Brando) (2018-06-20). "Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557. SourceGaming.info (original Japanese publication in Famitsu). Retrieved on 2018-06-20. “Zelda's new design is based on "The Legend of Zelda: A Link to the Past"”
- ^ a b Dairantou Smash Bros. SPECIAL (E3 2018). Nintendo (2018-06-12). Retrieved on 2018-07-08. “Breath of the Wild Zelda isn't interested in combat, so her design is from A Link to the Past.”
- ^ a b Super Smash Bros. Ultimate (North America) - Palutena's Guidance: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."
- ^ a b Super Smash Bros. Ultimate - E3 2018. Nintendo (2018-06-12). Retrieved on 2018-07-08. “In The Legend of Zelda: Breath of the Wild, Zelda's more into research than fighting, so her design is from The Legend of Zelda: A Link Between Worlds”