Princess Zelda (SSBM)

Template:Character Princess Zelda (ゼルダ姫, Zeruda Hime) is one of the more unique characters in the lineup for Super Smash Bros. Melee, from creating explosive blasts to wielding a defensive barrier and even possessing a moveset potentially twice the size of other characters. Most notable of Zelda is her wielding of powerful magical attacks, and her unique ability to transform herself into her alter ego, Sheik. This alter form of Sheik is very different from Zelda, helping to balance her overall weaknesses, and ideally, one would change between the two so to match the flow of battle. However, of the two, Sheik is a far more effective stand-alone character, to the point of being "broken." Thus, many rarely use Zelda at all aside from force of will, gimmicks, or for her better horizontal recovery when Sheik is knocked off the stage.

Pro Zelda's

ethanrodgers223

Kawn

DaRkNeSsOfHeArT

Overview

From the popular Legend of Zelda series, and 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 Super Smash Bros. Melee, she puts her magic to good use, combining power, high knockback, and good range into her attacks. Although because of this high knockback associated with many of her attacks, true combos will not generally extend beyond two or at most three hits. In light of this, a good Zelda player will then rely on tech-chasing, prediction/confusion, and beat-down of the opponent's shield (and therefore defense) to follow pursuit. Though powerful, she's not particularly fast in her movements on the ground or in the air, although some of her attacks themselves are quite quick. She's also very floaty, which can be a double edged sword; offering a way to get out of combos around mid percents, but also making it easier to be KO'd vertically at higher percents.

While her recovery can take her a great distance, her Up-B will not contour to stages and travel along walls, so it can only be used in limited angles, creating predictability, and the move is relatively easy to fend against due to said predictability and lag, offering an opponent several options for keeping her from returning to a stage safely. If fighting an experienced opponent, Zelda will not likely recover back to the stage if beyond a fair distance away unless she has the vertical height, and is in range, to simply float back or if she has the option to alternatively use a dodge to recover.

Zelda Match-ups

see Zelda Match-ups

Pros & cons

Pros

  • Good distance on recovery
  • Good at juggling fast falling characters
  • Powerful moves with high knockback
  • Many high priority attacks
  • Fastest down smash and up smash in the game
  • Very unpredictable if used well
  • Fair & Bair are fast and powerful

Cons

  • Very slow moving, vulnerable to run & shoot strategies
  • Easily edgeguarded due to predictable & laggy Up+B
  • Can be KO'd vertically easily due to her floatiness
  • Lacks true combos beyond two or three hits
  • Very poor grabs and throws (except uthrow, which can combo)
  • Short Dash-Dance
  • Short Wavedash
  • Slow projectile

Combos

Fast fallers

(First note: These combos are directional influence 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: Throw them up and connect it with a lightning kick. (Note: Should wait til 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 Zelda, jump right or left (Depending which edge is closer to Zelda) 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 Zelda is facing right Down+Throw and short hop Lightning kick to the left. If Zelda is facing left Down+Throw and short hop lightning kick to the right.
    1. If the enemy DI's away from Zelda, she can't connect it.
    2. If the enemy smashes buttons to break out of the 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 it can be connected.
    3. If the opponent seems to go straight to attempting to DI. Get a few bits of damage by tapping A before throwing. Then it's suggested that Zelda go 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.
    1. 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)

Average weight & floaty

  1. Down+throw -> lightning kick: If Zelda is facing right Down+Throw and short hop Lightning kick to the left. If Zelda is facing left Down+Throw and short hop lightning kick to the right.
    1. If the enemy DI's away from Zelda, she can't connect it.
    2. If the enemy smashes buttons to break out of the 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 it can be connected.
    3. If the opponent seems to go straight to attempting to DI. Get a few bits of damage by tapping A before throwing.
  2. Dash Attack -> Up+A: Around usually 0-10% depending on the character, if the player can get a Dash attack connected this early. (Near your enemy.) They'll fly just right above Zelda. Up+Smash or Up+tilt is good after this. Some characters(ex: Ganondorf, Roy), After Up+Smash, Zelda could jump to the side and lightning kick the opposite direction based on the enemies choice of DI.
  3. Dash Attack -> Grab: Same concept as the second combo listed for floatys, only if they go up right above Zelda's head. You can sometimes nail a grab. Only works around 0-10%.
  4. Forward Tilt-> Choice: If they are too far away it'll send the opponent away. If close enough to Zelda they usually end up behind her or sent right above her(DI based). At this point, any move the player choses could be connected. Lightning kick, Another Tilt, Jab-> to Smash, Dash Attack. If they DI above, Zelda could grab(If they don't fly too far away.), Up Tilt, Up Smash.
    1. Note: Some characters can spam a move to get out of these. Like Link or Samus' sex kicks can take out the Up DI Scenario.

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 (Din'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.

Princess tricks

Baiting

Concept of watching your opponent and baiting them to make the first move so you can either Dash dance away, short hop away, Shield to Lightning kick, or anything to make them miss. Zelda as a character shouldn't be too offensive since alot of her moves leave her vulnerable when missed, even if L-canceled.

  1. Long High Heels: Short hopping Away from your opponent when you anticipate an attack against you. And C-sticking toward your enemy.
  2. I'm back: Fox Trot away, and come back in after a missed attack. Dash attack, Crounch Canceled smash, or Lightning Kick is usually the best Idea.
  3. I'm open!: Zelda's short dash dance is actually useful in this baiting. Zelda appears kinda vulnerable, but she has tricks. Shield against long lag moves like Links+Up B, Marths Forward Smash, and Punish them buy kicking out of the shield.
  4. Reverse Shield Grab?: Again short dashdancing helps out with this. This only works on opponents who tend to try and land behind the player, after an Aerial. Dash dance, and as they wonder what the hell the player is doing they come in for a Aerial move. Dash dance and end it with Zelda facing away from the enemy and bring up the shield, after they land behind you hitting the shield, the player should grab them.
    1. Note: Doesn't work on everybody especially not Space animals who even if they land behind Zelda, they can just L-cancel it into a shine, and get away.
  5. Teleport: Realistcally if your opponent is well aware, the shift of the screen zooming in and out or left and right can tell them where you are going whether you have a game tag on or not. However Teleport is an ok baiting move if Zelda at the right distance. Knowing how to space Zelda is important here. Teleporting in place or quite a bit away from your enemy can bait them into thinking your so gonna be open when your teleport is done. Zelda's teleport is pretty laggy but that's why it can bait. Most opponents don't know when the lag ends making it easy to punish.
  6. Naryu's Love: When Zelda is fighting an opponent who has a ranged base of attacks, she can bait them by simply just reflecting thier attacks, or dodging them, until they come to Zelda.
    1. Note: Link, hard because right after a boomerang is thrown he can chuck a bomb he was already holding so it hits you after Naryu's Love is finished.
    2. Note: Won't work on Falco or Fox, their projectiles are just too fast.
    3. Note: Samus, alot easier to use against. Just be sure she doesn't have an already charged up Beam.
    4. Note: Peach, Easiest to bait. Catch her turnips or reflect them to your liking until she comes to you.

Offense

Zelda's Defense/baiting technique is normally better. But she has some tricks up her sleeve when on the offensive.

  1. Double Air: Short hop with a Lightning kick. If the opponent is facing Zelda have her aerial land behind them, and go for a L-canceled nuetral+A or another Lightning kick. Good to know if your first kick was countered with a shield, so it isn't as easy to shield grab the Zelda player.
  2. Jab Jab Grab: Good Idea to mix these up when Zelda is forced with a close encounter. So you opponent is thinking more about not getting grabbed or jabbed or which is coming.
    1. Note: They can definantly shieldgrab your jab if they are a quick grabber. Point is if they expect a jab, they will most likely shield and you can grab. If they expect a grab they background dodge or some other alternative like try and hit Zelda first since she's a slow grabber. Jab is rather quick, and can sometimes lead to a Forward Smash.
  3. Up+B out of shield: If Zelda is being overwhelmed with a barrage of attacks and the player needs Spacing this is a good idea to try. The beginning animation even stuns them momentarily. If it doesn't, a fast character like Captain Falcon can follow Zelda anyway. Depends on opponents character.

Priority

Many of Zelda's attacks have great priority; meaning large, extending(disjointed) hitboxes. This includes her Fsmash, Usmash, Fair/Bair, Uair, and even Dair. Her tilts also have decent priority. Other notes include:

  1. Up+Smash has Priority over Ganondorf and Captain Falcon's Forward+B if Zelda starts it just after they start their attack.
  2. Down+Air can be used for edgeguarding from the ledge, to at least disrupt the opponents sweetspot (Should be done just a split second before they reach Zelda). Can be followed up by a Fsmash if/once they meteor cancel it and aren't about to sweetspot again. An alternative could be to place a kick (fair/bair) at the ledge while on the stage as the opponent nears the edge.
  3. Forward Smash has priority on alot of aerial moves that are at the end of their leg. (Ex: Captain Falcon's Knee has more priority at start, but as the move nears the end, Zelda's Forward Smash has better Priority. Which is why Baiting is a good Idea to get the last leg of the aerials coming your way. Always exceptions; e.g. Marth or Ganon's F-air.)
  4. Naryu's Love: Just has alot of priority in General. Multi-hit, additionally to it's nice range. Zelda is open after this move however. So if blocked, or even just missed, she's most likely in trouble. Works on alot of horizontal approaching moves. Examples:
    1. Dash Attacks with the body of the character, like Fox, Ganon, Mario.
    2. Forward+B of Fox, Falco, Captain Falcon, Ganondorf, Peach.
    3. Priority over Projectiles of course.