Project M

Zelda (PM)

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For the original version of Zelda which this mod's Zelda was based off of gameplay-wise, see Zelda (SSBM).
For the unmodded version of Zelda, see Zelda (SSBB).
Zelda
in Project M and Project+
File:SJS zelda.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Zelda (SSBB)

Zelda is a playable character in the Brawl mod Project M.

Attributes

Similar to Bowser, Zelda was one of the most buffed characters from Melee and Brawl to Project M, making her a reliable fighter without need of Sheik. General buffs include better KO power for her magic moves, as well as increased combo potential for weak moves, plus her special moves are more efficient and can be canceled earlier.

Changes from Melee to PM

  • Buff Neutral aerial's multiple hits link into each other much better (an improvement that is also seen on the rest of her moveset) and the hitboxes are larger.
  • Buff Zelda's Lightning Kicks have two sweetspots: a larger Melee sized one that is weaker than in Melee but still deals good knockback and damage, and Brawl sized sweetspots that are extremely powerful. They also have an electric flub sourspot and a body hitbox sourspot, both dealing decent damage, so the move is still effective at either damaging or KOing no matter where it hits.
  • Buff Up aerial has an early hitbox at the base of her fingertips which deals weak electric damage and links into her up air sweetspot. The explosion also deals more damage if it hits at the center.
  • Buff Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents. While sourspot deals stronger damage, sweetspot is significantly stronger than in Brawl, and both are more powerful on aerial foes.
  • Buff Nayru's Love is land cancelable after the attack frames end, and while the ground version has no such cancel, it posseses improved invulnerability.
  • Buff Din's Fire no longer enforces helplessness.
  • Buff Farore's Wind can air dodge to interrupt teleporting from the ground, giving Zelda the ability to waveland or pseudo-wavedash any time during the duration of the move. It also keeps its reappearing hitbox from Brawl, while the dissapearing one has Melee power.
  • Buff Can act out of Transform sooner, like Sheik.
  • Buff Pummel now does 4% damage (1% more than average pummels) per use, racking up damage better.
  • Buff Up throw can now be used to chaingrab opponents.
  • Buff Down throw is much stronger in terms of damage.
  • Nerf Up air has a sourspot at the bottom that deals less damage.
  • Nerf Reappearance hitbox of Farore's Wind deals weaker damage.
  • Nerf Up throw has weaker damage and knockback, no longer being able to KO reliably.
  • Change Din's Fire functions significantly differently. Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for several seconds before exploding, and upon making contact with a foe, it inflicts damage and vanishes. Using the move again resets the timer on fireballs that already exist (up to three can exist at once). In addition to these changes, the control of fireballs is massively increased to the point where fireballs can almost loop in circles. After the fireballs are suspended for too long, they explode (like the original attack), possesing wide hitboxes that deal strong knockback.
  • Change Most magic attacks were given additional sparkles, denoting their increased strength.
  • Change Sidestep also has magical sparkling graphics.
  • Change Down taunt now emits the "Puzzle Solved" jingle.

Revisions

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Short Flash 3 hits of 2%
Forward tilt Mystic Swipe 13-14% (sweetspot) 10% (sourspot)
Up tilt Protective Sweep 12% (clean) 11% (late)
Down tilt Trip 7%
Dash attack Magical Push 13% (clean) 7% (late)
Forward smash Shining Palm 1% (first 2 hits) 2% (hit 3) 13% (final hit) 17% total uncharged, 1-2% (first 3 hits), 18% (final hit) 23% total fully charged
Up smash Power Sweep 1% (12 hits) 4% (13th hit), 16% if all hits connect uncharged, 1-2% (12 hits) 5% (13th hit) 21% fully charged if all hits connect
Down smash Compass Spin 12-13% (front kick) 13% (back kick) uncharged, 16% (front kick) 17% (back kick) fully charged
Neutral aerial Magic Spin 2% (first 5 hits) 5% (6th hit) 15% if all hits connect
Forward aerial Lightning Kick F 18% (Melee hit), 22% (Brawl hit), 15% (late hit), 8% (body)
Back aerial Lightning Kick B Same as above
Up aerial Condensed Blast 3% then 18% (center) or 12% (bottom)
Down aerial Meteor Heel Ground: 18%, 8% (sourspot); Air: 20%, 9% (sourspot)
Grab Magical Hold
Pummel Hex 4%
Forward throw Levitation 12%
Back throw Reverse Levitation 11%
Up throw Levitation Launch 9%
Down throw Plasma Beat 5 hits, 16% total
Floor attack (front) Floor Spin
Floor attack (back) Back Spin
Floor attack (trip) Sit Spin
Edge attack (fast) Quick Kick 7%
Edge attack (slow) Slow Swipe 11%
Neutral special Nayru's Love 2% (5 hits) 4% (6th hit) 14% total
Side special Din's Fire 6% if hit after release or while suspended in the air, 11% on explosion
Up special Farore's Wind 4% (both hits) Teleports in a given direction.
Down special Transform 0%
Final Smash Light Arrow 42%

In competitive play

Notable players

External links