Zelda (PM)
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Zelda in Project M and Project+ | |
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File:SJS zelda.png | |
Universe | The Legend of Zelda |
Base game appearance | Brawl |
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
- 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.
- 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.
- 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.
- 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.
- Nayru's Love is land cancelable after the attack frames end, and while the ground version has no such cancel, it posseses improved invulnerability.
- Din's Fire no longer enforces helplessness.
- 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.
- Can act out of Transform sooner, like Sheik.
- Pummel now does 4% damage (1% more than average pummels) per use, racking up damage better.
- Up throw can now be used to chaingrab opponents.
- Down throw is much stronger in terms of damage.
- Up air has a sourspot at the bottom that deals less damage.
- Reappearance hitbox of Farore's Wind deals weaker damage.
- Up throw has weaker damage and knockback, no longer being able to KO reliably.
- 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.
- Most magic attacks were given additional sparkles, denoting their increased strength.
- Sidestep also has magical sparkling graphics.
- Down taunt now emits the "Puzzle Solved" jingle.
Revisions
2.5b
- Zelda's Jab
* Priority on hitboxes altered to work better on heavyweights' hitstun animations * Animation and graphics cleaned up some * Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
- Zelda's Dash-Attack
* Animation adjusted to be closer to Melee * Angle on sweetspot adjusted to be like other, similar attacks
- Zelda's Forward-Tilt
* Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos * Hit sound effects adjusted for sweetspot hitboxes * Hitboxes adjusted to give proper spacing for the tipper hitbox
- Zelda's Up-Tilt
* Hit duration very slightly reduced as a visual correction (1 frame) * Graphical effects edited to match the new timings * Launch has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage * Launch angle of first half of the attack increased slightly
- Zelda's Forward-Smash
* Innermost hitboxes on linking hits have reduced hitlag * Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff. * Has a new linking hitbox far inside her only intended to prevent whiff issues in-close on heavyweights * Launch hit has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage, also taking greater effect with smash charge.
- Zelda's Up-Smash
* Hit sound effects on linking hits altered to be softer * Final hit has slightly increased base knockback * Linking hits have slightly reduced SDI capacity, enough to control your launch point when hit by the move but never enough to escape it in any normal circumstances.
- Zelda's Neutral-Air graphical effects terminate earlier, closer to when the move stops hitting
- Zelda's Forward-Air and Back-Air
* Nonmagical flubs have more effectual damage and knockback growth values to not lead directly into sweetspots as easily * Melee sized sweetspots (first frame) regained a bit more of their old damage and knockback power * Melee sized electric flubs (later frames) now use average KO move values instead of flub values * Bair critical sweetspot deals slightly more knockback and shield damage
- Zelda's Up-Air
* Fire hitboxes (both) have slightly more base knockback * Hit sound effect of large fire hitbox upgraded * Has very slightly increased shield damage on large fire hitbox
- Zelda's Down-Air
* Sweetspot duration reduced * Sweetspot now has shield damage * Damage and knockback growth against grounded targets significantly increased * Knockback growth against aerial targets slightly increased * Graphics altered to better match the presence of the sweetspot * Thigh flub hitbox has slightly improved power and combo potential from ground bounces * Animation adjusted for the hitboxes to be aligned with the axis for its hit duration
- Zelda's Turn-Grab is able to grab very low crouching targets
- Zelda's Forward-Throw slightly reduced in knockback growth
- Zelda's Down-Throw graphical effects altered to be prettier and similar to Melee
- Nayru's Love
* Ground version of the move deals more damage * Air version of the move has quicker intangibility startup, equal to ground version * Knockback on air version adjusted slightly, uses less base but more growth to induce tumble later * Grounded Nayru's is visually larger, and aerial Nayru's visually smaller to better show their hitbox size difference * Size of the last hitbox on air version was reduced to consistent with the linking hits
- Din's Fire
* Has slightly quicker travel speed * Has slightly lower maximum channel time * Projectile starts out smaller, but ending size is unchanged * Damage growth with travel duration on explosion hitbox altered slightly, now does a minimum of 10 damage and a maximum of 20 * Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes
- Farore's Wind
* Landing lag reduced * Air reappearance transitions properly into SpecialFall
- Zelda's Transform graphical effects adjusted to better match their timing
- Zelda's Final Smash uses the new Light element
2.6b
- Jab launching hitbox has a higher launch angle and slightly higher base knockback and less knockback growth
- Up-Tilt knockback increased very slightly
- Up-Smash's lifting hitboxes fine tuned to not throw certain characters out of the move after several connected hits. Has another linking hit and deals one more damage. IASA no longer increased from Melee, but equal to it
- Neutral-Air does consistent damage output depending on number of hits rather than placement of hits
- Forward-Air/Back Air flub damage increased slightly to be closer to Melee's, and are knockback compensated. Critical sweetspots increased in size slightly to offer more consistency while still being tiny (2/3 size of Rest). Critical Back air has slightly more BKB. Noncrit electric hits have increased damage/KB slightly closer to Melee. Noncrit Fair hitboxes have slightly lower launch angle similar to its critical but not quite as potent
- Up-Air's sweetspot size minutely increased. Weak electric hit slightly improved. Graphical effect/sound effect timers edited for accuracy
- Down-Air has somewhat increased shield damage and a less small sweetspot, and more knockback growth against grounded targets. Flub damage increased slightly
- Graphical effects on Grabs adjusted
- Forward-Throw damage increased slightly
- Down-Throw damage increased slightly
- Side-B's flashing graphics loop one more time than previously. Minimum time to set slowed down, and set animation has increased lag to deter walling. Set hitboxes are smaller, but activate sooner after setting the projectile. Explosions are significantly larger and deadlier
- Down-B (transform) intangibility adjusted slightly and also not as interruptible as soon
- Down-B (transform) startup is slightly faster
3.0
- Forward-Tilt's sweetspots have less knockback growth
- Forward-Air's strongest sweetspot has slightly less knockback growth
- Back-Air's strongest sweetspot has slightly less base knockback
- Nayru's Love's final grounded hit has normalized SDI modifiers
- Nayru's Love's aerial land cancel has slightly more lag
- Din's Fire static hitboxes do 2 less damage
- Transform now detonates all Din's Fire currently on screen
- Up-Taunt's hitboxes pull in further towards Zelda
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
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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
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |