Phantom Slash
- "Phantom" redirects here. For the result when a move connects but deals no knockback, see Glancing blow.:For the smasher, see Smasher:Phantom.
Phantom Slash | |
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The Phantom striking Fox in Super Smash Bros. for Wii U. | |
User | Zelda |
Universe | The Legend of Zelda |
Article on Zelda Wiki | Phantom |
“ | Summon a Phantom to slash foes in front of you. Can be charged. | ” |
—Smash for 3DS's foldout |
Phantom Slash (ファントムアタック, Phantom Attack) is Zelda's down special move in Super Smash Bros. 4, replacing Transform from Melee and Brawl. The move involves Zelda shooting out a projectile that then materializes into a Phantom, a disembodied guardian suit of armor from The Legend of Zelda series, which attacks the opponent and disappears. It can be charged up to increase the range of the move. The Phantom is a solid object in the environment, so it can block movement and attacks of other fighters.
In Smash 4
The Phantom has three different attacks, based on the charge: an uncharged Phantom does a quick and weak inwards slash, a mid-charged one does a stronger outwards slash, and a max-charged one does a powerful upwards slash that hits twice. The initial projectile shot out by Zelda is reflectable; when reflected, the Phantom will target its summoner or other players.
The phantom is a solid object, so characters will take some time to move through it, which allows Zelda to use the Phantom to gimp recoveries; however, it can also block attacks which will destroy the Phantom if it takes 13% damage or more. At which time the Phantom cannot be summoned for another 9 seconds, and a purple cloud aura will appear over Zelda's hand for the duration of this recharge period.
Due to it acting as a solid object/entity, as aforementioned it cannot be bypassed easily; making use of this move allows Zelda to zone out her opponents since trying to reach her up front via any means of bypassing the Phantom (including rolling or air dodging through) allows her to punish accordingly, since Zelda recovers fairly quick. This type of tactic often works great with the uncharged version aimed right at the opponent, regardless if it's blocked or misses. Even then, Zelda will still be able to shield attacks in time and/or roll away if needed.
In Ultimate
The Phantom works slightly differently from Smash 4. In Ultimate, when charging, the Phantom appears behind Zelda and assembles itself. The move has four different charge stages; the first is a short-distance kick, the second is a medium distance punch, and the third is a long ranged sword slash. Once the Phantom is fully assembled at its fourth charge, Zelda is able to move and attack freely. The Phantom will remain on the spot until it attacks with a dashing sword slash.
Trophy information
- Phantom
- Sturdy guardians of the Tower of Spirits. Anjean says that normally they wouldn't attack anyone with a good heart, but evil spirits have possessed them and made them dangerous. If Link manages to stun one, Princess Zelda will swoop in and...possess it herself?!
- According to Anjean, the guardians of the Tower of Spirits are attacking Link because they've been possessed by evil spirits. Luckily, Zelda can possess them too! When Link finds himself in a tight spot, she can use a Phantom's might strength to help him out! Not bad, eh?
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Phantom Slash | 2. Phantom Breaker | 3. Phantom Strike |
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"Summon a Phantom that slashes foes in front of you. Can be charged." | "The Phantom travels a set distance and wears down enemy shields rapidly." | "The summoned Phantom strikes harder than normal but will not move forward much." |
- Phantom Slash: Default.
- Phantom Breaker: Travels a set distance regardless of charge, but deals more shield damage; a half-charged Phantom Breaker can break most shields in one hit.
- Phantom Strike: The Phantom appears next to Zelda regardless of charge, but deals more damage. Each possible hit except the first hit of the fully-charged Phantom Strike deals set knockback.
Origin
Phantoms first originated in The Legend of Zelda: Phantom Hourglass, as guardians of a temple that Link must visit at various points throughout the game. They are shown to be indestructible for a large portion of Phantom Hourglass, and getting attacked by one would result in Link being sent to the beginning of the temple. Phantoms in this game come in three variations, each with their own abilities.
They reappear in The Legend of Zelda: Spirit Tracks with the same function, although this time they guard the Tower of Spirits and now come in four variations. After Link and Zelda head to the Tower of Spirits, they are ambushed by Chancellor Cole and his apprentice Bryne who take away her body with plans to resurrect the evil Malladus. At some point, Zelda's soul becomes trapped in the Phantom, which results in her controlling its body, and she and Link must make use of the unique abilities of each Phantom.
This mechanic proved vital to proceed through Link's quest in restoring the tower and freeing Zelda's original body from Malladus' possession. As Zelda has control of the Phantom in SSB4, the move is most likely referencing Spirit Tracks.
The Phantom draws inspiration from the Zelda games for the Nintendo DS, though with some notable differences:
- Rather than having a cartoonish and cel-shaded design of the Hero of Winds, Zelda's Phantom in Smash is given a more detailed redesign in line with her own, more realistic design. Also, despite being recolored to Zelda's more femimine theme, the eyes do not glow at all (a reference to how non-possessed Phantoms have no visible eyes).
- Zelda's breaks automatically after using it and must wait a set time, compared to how she can control it indefinitely in Spirit Tracks (but only inside specific rooms).
Trivia
- Phantom Slash is the only special move of Zelda's to not be based on a spell from The Legend of Zelda: Ocarina of Time.
- When Phantom Slash is reflected by an opponent, the color of its armor changes. Its overall tone is darker, the pink armor becomes more of a rusted color, and its blue-purple armor becomes more of a grey-tinted blue. This is reminiscent to Spirit Tracks, where a Phantom possessed by Zelda would have a lighter color scheme than an independent one.
- In the Zelda games for the Nintendo DS, Phantoms are created merely by dark magic, but Zelda has not been seen to have any access to use dark magic.
- Her summoning one, however, is similar to Lokomo Anjean doing so for the final battle in Spirit Tracks, albeit without the use of dark magic.
- If Zelda summons a Phantom and it gets destroyed and she is KO'd afterwards, she will be temporarily unable to use the move as usual but the purple cloud on her hand will disappear.
- A Phantom summoned by a Master Shadow version of Zelda will be entirely black.
Gallery
Official artwork of a Phantom Zelda from The Legend of Zelda: Spirit Tracks.
The Phantom missing Yoshi doing his forward tilt in SSB4.