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, 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 from Brawl to SSB4. Her KOing ability was toned down with her Lightning Kicks and up air being weaker and her up tilt having significantly reduced knockback. Her Up and Down smashes are also weaker and have less range, and she lost her ability to transform into Sheik. Din's Fire is also much less maneuverable and harder to hit with. Despite these changes, Zelda still has usable offenses. Farore's Wind, while risky, is now a surprisingly strong KO move. At middle percentages, the grounded first hit can combo into the second hit (known as "The Elevator.") Zelda also received an effective albeit short-ranged projectile in Phantom Slash that can block opponents' attacks and is useful for edgeguarding. Her quicker up tilt slightly improves her combo game, her down throw is more useful for aerial follow-ups, and both her ground speed and air speed have been slightly improved. Her down tilt also retains its function as a quick move with decent range that can chain into itself at low percent and lead into other moves. Altogether, Zelda is arguably a more well rounded character and better at racking up damage in SSB4, but she still has trouble approaching and landing the KO.

Zelda began receiving notable buffs beginning in the 1.0.6 update. Her up, down, and neutral aerials all have less landing lag, her forward and up smashes lock opponents in better due to reduced SDI multipliers with the latter having increased knockback and slightly more range, her up tilt has better follow-up potential, her jab and down tilt are more damaging, and Phantom Slash is better at close range thanks to a reduced blindspot.

Aesthetics

  •   Zelda once again appears as her The Legend of Zelda: Twilight Princess incarnation, but her overall color scheme is now noticeably brighter to appear in line with the more vibrant aesthetics used within SSB4. Her face is also more expressive.
  •   Most of Zelda's magically augmented moves no longer have an electrical effect. They also have updated graphics and sound effects.
  •   Zelda's down throw has additional fire graphics, and the re-appearance hit of Farore's Wind now has a slash effect instead of fire graphics.
  •   Zelda has new air dodge and sidestep animations
  •   Zelda's Lightning Kicks and her up taunt have new animations.

Attributes

Ground attacks

  •   Jab now connects reliably and deals more damage.
  •   Dash attack's sweetspot has more base knockback (70/70 → 85/70 (body), 50/70 → 80/50).
  •   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 slightly less range.
  •   Up tilt is faster. It can also chain into itself at very low percentage and be followed up by an aerial at higher percentages.
  •   Up tilt deals less damage making it weaker. Combined with less base knockback (65 → 45), it is significantly weaker overall, no longer KOing until around 200%, despite increased knockback scaling (105 → 110).
  •   Down tilt deals less damage, though with its knockback scaling compensated (80 → 120).
  •   Forward smash has decreased SDI multipliers, so opponents no longer fall out of the move. It is also stronger (30/105 → 37/110).
  •   Up smash has less knockback scaling (20/210 → 24/190).
  •   Up smash and down smash have less range.
  •   Second hit of down smash has more knockback scaling (85 → 96).
  •   First hit of down smash comes out 1 frame later, lasts 1 frame shorter, and has less knockback scaling (95 → 86). It also lost the intangibility on her leg.

Aerial attacks

  •   Neutral aerial has more knockback scaling (130/120 → 160).
  •   Neutral aerial has a smaller hitbox and deals less damage, especially on the back hits.
  •   Due to a change in the Lightning Kick's hitbox placement, they are now easier to land.
  •   Both Lightning Kicks (forward and back aerial) have reduced base knockback. They also have significantly longer end lag and landing lag.
  •   Up aerial has less knockback scaling (110 → 90).
  •   Down aerial's sweetspot has a bigger hitbox and can now land on grounded opponents.
  •   Down aerial's sweetspot is weaker (50/90 → 40/65).

Throws/other attacks

  •   Down throw now sends opponents at a 100° angle, increasing follow-up options.
  •   Down throw deals 4% less damage.
  •   Up throw has less base knockback, allowing for better follow-ups.

Special moves

  •   Nayru's Love has less end lag.
  •   The back hit of Nayru's Love no longer swirls a trapped target in front of Zelda.
  •   Nayru's Love deals less damage.
  •   Din's Fire has stronger knockback when sweetspotted at the center of the explosion.
  •   Din's Fire now has a sizable sourspot with weaker damage and knockback, and 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. Overall, Din's Fire takes more skill to use properly than in Brawl.
  •   Farore's Wind travels farther, has less start-up lag, deals more damage, and has significantly more knockback, capable of KOing heavy characters below 100%. Its grounded first hit additionally sends the opponent straight up allowing it to combo into the re-appearance hit, creating a strong but risky option out of shield.
  •   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 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. The Phantom Armor can be reflected or pocketed.

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.
Forward tilt   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, and into an aerial at mid percents. The back hit has much more combo potential than the front hit.
Down tilt   5.5% 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 high knockback, killing at ~80%.
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 front), 1% (hits 1-4 back), 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 ~70-80%. Has enough ending lag for opponent to punish a missed sweetspot even if the attack connects.
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 ~60-80%. Is slightly faster than her forward air. Has enough ending lag that the opponent can punish a missed sweetspot even if they are hit.
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. Can clip through stage ledges similar to Link up air.
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
  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. Has slight starting lag.
Custom 2 Nayru's Passion 15% Sucks in opponents and explodes; does not reflect. Has noticeable starting lag before explosion.
Side special Default Din's Fire 3-7% (Sourspot), 7-14% (Sweetspot) A controllable projectile that explodes on release.
Custom 1 Din's Flare 7% (Sourspot), 14% (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. The phantom is also considered a physical entity and can slow down players that try to move through it (except for the Zelda that used it), block some non-penetrating hits (Phantom has set health on all charges and customs), and won't put Zelda in free fall if she is in the air.
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.

Taunts

  • Holds one arm straight up, her hand glowing with magic.
  • Turns toward the screen, puts her hands together in front of her torso and creates a small flame between them. This was also one of her victory poses in Melee.
  • Waves to the side while leaning forward slightly.

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

  • Turns her head to the left and loosly holds one arm with the other, making an elegant stance.
  • Clasps her hands together, which glow with magic, and prays with her eyes closed, then turns her head and looks up towards the sky.
  • Conjures a pulsing 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 1213 1313 1212 1312 1223
1323 3212 3312 2213 2312

Notable players

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)

  1.0.5

  •   Pivot grab has a tweaked animation.
  •   Some Zelda's attacks have improved visual effects.

  1.0.6

  •   Forward smash has significantly reduced SDI multipliers and pulls opponents in much better.
  •   Forward smash's 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
  •   Back Lightning Kick has improved visual effects.

  1.0.8

  •   Up smash has much more knockback (KOing 20% earlier) and has significantly reduced SDI multipliers like her forward smash.
  •   Up smash (multi-hits) size: 3 → 3.5
  •   Neutral air, up air, and down air have reduced landing lag by approximately 3 frames.
  •   Neutral air front hits now deal 2% rather than 1% and back hits deal 1% rather than 2%.

  1.1.0

  •   Jab total damage: 6% → 8%
  •   Jab links better and sends opponents at a more favorable angle.
    •   Jab's final hit knockback growth decreased (150 → 130).
    •   Heavy position, bone, angle, size, and weight based knockback adjustments on all hits.
  •   Up tilt endlag: 32 frames → 29 frames
  •   Up tilt's decreased endlag now allows for true combos.
  •   Down tilt damage: 4.5% → 5.5%
  •   Phantom Slash has a new 0% hitbox that leads into the sword's hitbox at low charge and pushes opponents away at high charge, essentially removing the blindspot the move used to have.
  •   Phantom Slash has 5 less frames of endlag.

Alternate costumes

 
               

Gallery