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 26, 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, Ocarina of Time, and Twilight Princess. Her sound clips were reused from Brawl.


Changes from Brawl

Zelda has received a mix of buffs and nerfs in the transition to SSB4. Opponents can now fall out of her up smash, and her KOing ability was toned down, such as her up tilt completely losing all its KO potential, and the base knockback of her Lightning Kicks have reduced. Her moves also have less range overall, and she lost her ability to transform into Sheik. However, Zelda still has usable offenses. Farore's Wind, while risky, is now a strong KOing move. At middle percentages as early as 40%, it can KO by comboing into itself. Zelda also receives an effective albeit short-ranged projectile in Phantom Slash, her down throw has become more effective for follow-ups, and both her ground speed and air speed have been improved. Her up tilt, though it only slightly improves her combo potential, is now better for follow-ups at very low percentages.

Aesthetics

  •   Zelda, like Link and Ganondorf, once again appears as her The Legend of Zelda: Twilight Princess incarnation. However, instead of retaining the subdued color scheme that was used in Twilight Princess and carried over to Brawl, her overall color scheme is, like a number of other characters, now noticeably brighter to appear in line with the more vibrant aesthetics used within SSB4.
  •   Most of Zelda's moves that involve the use of magic no longer have an electrical effect.

Attributes

  •   Zelda can no longer Transform into Sheik, with the latter becoming her own separate character.
  •   Zelda has a new air dodge animation and sidestep pose. The former is now a pose similar to Zero Suit Samus's air dodge's pose and the latter now resembles Peach's.
  •   Zelda's up taunt has a different animation.
  •   Zelda walks and dashes faster.
  •   Zelda has higher air speed.

Ground attacks

  •   Jab now connects reliably and starts combos.
  •   Dash attack now has a sweetspot with very good horizontal knockback.
  •   Forward tilt, down smash, and up smash have less range.
  •   Forward tilt no longer sends opponents backwards, making it more of a kill move when sweetspotted, but can no longer be followed up by her back Lightning Kick.
  •   Forward tilt has new visual effects to match its slash effect.
  •   Up and down tilts deal less damage.
  •   Up tilt has drastically lower knockback, no longer KOing until 200%.
  •   Up tilt is now faster. It can also follow up at very low percentage.
  •   Forward smash has decreased SDI multipliers, so opponents no longer fall out of the move.
  •   Opponents can fall out of her up smash's hitbox before the last hit connects, making it more difficult to use as a juggle, significantly reducing its usefulness. It is also weaker, KOing opponents at about 120% when uncharged.
  •   Down smash is slightly weaker and lost the intangibility on her leg.

Aerial attacks

  •   Neutral aerial has a smaller hitbox.
  •   Both Lightning Kicks (forward and back aerial) base knockback have been reduced. They also have significantly longer landing lag.
  •   Due to a change in the Lightning Kick's hitbox placement, they are now much easier to land.
  •   Both Lightning Kicks have different animations.
  •   Up aerial deals less knockback than in Brawl.
  •   Down aerial's sweetspot has a bigger hitbox and can now land on grounded opponents.

Throws/other attacks

  •   Down throw now has fire graphics added to its magic graphics, similarly to Ness's down throw.
  •   Down throw now send opponents at a 100° angle, increasing follow-up options.
  •   Up throw has less base knockback, allowing for better follow-ups.

Special moves

  •   Nayru's Love has significantly less ending lag.
  •   Nayru's Love no longer always swirls a trapped target to the front of Zelda. It now always repels them away for its ending, forward or backward.
  •   Nayru's Love deals less damage.
  •   Din's Fire now needs to be sweetspoted in order for it to kill at its fullest potential, and its circumference was changed to a sizable sourspot, making it far more unwieldy to control. Its vertical range, horizontal range, and hitbox size have been reduced. It also must travel a set distance and time away from Zelda before it can be detonated, leaving her open. It can no longer explode adjacent to her, but must travel one explosion's length away. Overall, with these changes, Din's Fire takes more skill to use properly than Brawl's version of the move.
  •   Farore's Wind deals more damage, travels farther, has significantly less start-up lag, and is now very effective at KOing upon reappearing. It can KO heavy characters at about 60%.
  •   The re-appearance hitbox of Farore's Wind is no longer fire-based, instead having a slash effect.
  •   The re-appearance hitbox of Farore's Wind now has a sourspot that deals less damage.
  •   To replace Transform, Zelda has a new down special move called Phantom Slash, where she summons a Phantom Armor that shoots out like a projectile, before materializing and attacking. It can also block attacks, and it can be charged to summon the Phantom at farther distances.
    •   The Phantom can be reflected.

Moveset

  Name Damage Description
Neutral attack   2% (hits 1-3) Zelda sticks her hand out in front of herself and shoots small magical sparks, pushing foes slightly back.
Forward tilt rowspan="1" 12% (hand), 10% (arm) Zelda slashes her arm horizontally in front of her with a boost of magic power. Deals decent knockback, and can be angled.
Up tilt   7.2% Zelda waves her arm above her head in an arc with a boost of magic power. Fast, and can be comboed into itself at low percents.
Down tilt   4.5% Zelda crouches and kicks her foot in front of her, hitting opponents low. Hits opponents slightly into the air, with the possibility of following up.
Dash attack   12% (clean base), 9% (clean tip), 6% (late) Zelda shoves her arms in front of her and pushes foes in front of her away with a boost of magic power. 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 flashes it in front of her, 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 above her head twice, hitting opponents multiple times before knocking them away. Deals decent knockback
Down smash   12% (hit 1), 10% (hit 2) Zelda quickly kicks on both sides of herself, knocking opponents away. Hits very quickly and at a low angle.
Neutral aerial   2% (hits 1-4 back), 1% (hits 1-4 front), 3% (hit 5) Zelda waves her arms around her, hitting opponents multiple times around her before knocking them away. Useful for catching opponents off guard or in combo's/
Forward aerial Lightning Kick 20% (clean foot), 4% (clean leg, late) Zelda quickly kicks in front of her, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot strikes the opponent. Otherwise, the opponent is hit with low damage and knockback. Sweetspot KOs at 91%.
Back aerial Lightning Kick 20% (clean foot), 4% (clean leg, late) Zelda quickly kicks behind herself, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot strikes the opponent. Otherwise, the opponent is hit with low damage and knockback. Sweetspot KOs at 87%. Is slightly faster than her forward air.
Up aerial   15% Zelda brings her arm above her head and releases a fiery explosion above her head, dealing great knockback. Slow, and requires percise timing to strike, but can KO well.
Down aerial   16% (clean), 5% (late leg), 4% (late foot) Zelda stomps her foot below herself, meteoring opponents caught below her waist. The initial hitbox deals a powerful meteor, whereas later hitboxes hit opponents with less force, albeit still a meteor.
Grab   Zelda restrains her opponent in front of her with magical energy.
Pummel   3% Zelda waves her arms quickly in front of her victim, dealing small magic damage.
Forward throw   12% Zelda spins her opponent in front of her and throws her opponent away. Deals a good amount of damage.
Back throw   11% Zelda spins her opponent, circles them around herself and throws them behind her. Deals good damage.
Up throw   11% Zelda forces her opponent above her and throws them upward. Can be followed up with a Nair or Uair if timed well enough.
Down throw   1% (hits 1-4), 2% (throw) Zelda forces her opponent under her and shoots fire from her hands at them, before knocking them above her. Can be followed up with a Nair or Uair if timed well enough.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Zelda kicks in front and then behind her. As with all getup attacks, deals great shield damage, but can be punished.
Floor attack (back)
Floor getups (back)
  7% Zelda kicks in front and then behind her. As with all getup attacks, deals great shield damage, but can be punished.
Floor attack (trip)
Floor getups (trip)
  5% Zelda kicks behind and then in front of herself. As with all getup attacks, deals great shield damage, but can be punished.
Edge attack
Edge getups
Quick Kick 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.
Custom 1 Nayru's Rejection 1% (loop), 5% (last) Weaker overall but reverses opponents and pushes them away.
Custom 2 Nayru's Passion 15% Sucks in opponents and explodes; does not reflect.
Side special Default Din's Fire 3-7% (Sourspot), 7-14% (Sweetspot) A controllable projectile that explodes on release.
Custom 1 Din's Flare 9% (Sourspot), 18% (Sweetspot) Faster and deals the same damage regardless of how long it is held, but can barely be adjusted vertically.
Custom 2 Din's Blaze Much more vertical movement and explosion size, but slower to detonate.
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.
Custom 1 Farore's Squall 0% Has slightly more range (Much more range when combined with a jump), but takes longer to teleport, deals no damage, and simply pushing 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 meteors opponents on reappearance. No benefits when combined with a jump.
Down special Default Phantom Slash 6% (uncharged), 8% (charged), 3% (fully charged hit 1), 5% (fully charged hit 2) A chargeable attack that propels a Phantom forwards that slashes enemies and blocks attacks. Charging longer increases distance covered and the attack is altered slightly. At max charge, becomes a two-hit attack. However, since the phantom is considered a projectile, it can be reflected.
Custom 1 Phantom Breaker 5% (uncharged), 7% (charged), 2% (fully charged hit 1), 4% (fully charged hit 2) Travels a set distance and deals more shield damage. The set distance is approx. the distance of Phantom Slash at its 2nd charge, meaning a minimally charged Phantom travels farther and maximum charged Phantom travels less distance when compared to Phantom Slash.
Custom 2 Phantom Strike 8% (uncharged), 10% (charged), 5% (fully charged hit 1), 7% (fully charged hit 2) Travels a set distance right in front of Zelda and deals more damage. This move charges notably faster than Phantom Slash.
Final Smash Light Arrow 1% (hit 1), 39% (throw) 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.

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.

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
  Zelda 1213 1313 1212 1312 1223
1323 3212 3312 2213 2312

In Event Matches

Solo Events

Co-op Events

Trophies

Zelda
  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.
  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.
 : The Legend of Zelda (08/1987)
 : The Legend of Zelda: Twilight Princess (11/2006)
Zelda (Alt.)
  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.
  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.
 : The Legend of Zelda (08/1987)
 : 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!

Update history

  1.0.4

  •   Up tilt damage: 6.5% → 7.2%
  •   Pivot grab z-offset: -4.0 – -18.7 → -4.0 – -15.7 (less range)

  1.0.6

  •   Forward smash has significantly reduced SDI multipliers and pulls opponents in much better.
  •   Forward smash looping hit angles have been lowered to make the move connect better.
  •   Phantom Slash has slightly less ending lag.
  •   Phantom stays out for roughly 1/4 of a second longer.
  •   Destroyed Phantom regeneration time: 6 seconds → 9 seconds
  •   Phantom Slash is out three seconds longer.

  1.0.8

  •   Up smash has significantly more knockback (killing 20% earlier).
  •   Neutral air front hits now deal 2% rather than 1% and back hits deal 1% rather than 2%.

Alternate costumes

 
               

Gallery