Editing Zelda (SSBB)

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Zelda is a floaty, lightweight character with poor [[momentum canceling]] (making her very easy to KO but difficult to chain throw) with strong, graceful attacks, usually augmented with magic. She has abysmal grounded mobility overall, with her having the 4th slowest walking and dashing speeds. However, she has above-average air speed.
Zelda is a floaty, lightweight character with poor [[momentum canceling]] (making her very easy to KO but difficult to chain throw) with strong, graceful attacks, usually augmented with magic. She has abysmal grounded mobility overall, with her having the 4th slowest walking and dashing speeds. However, she has above-average air speed.


Arguably Zelda's most defining trait is the high KO power on a large portion of her moveset. Her aerials (except for neutral aerial) are among the absolute strongest in the game, with her forward, back and up aerials being the strongest in ''Brawl'' and her down aerial being the third most powerful meteor smash in the game. Her Lightning Kicks and down aerial are single, powerful blows that cause a lot of damage and knockback if landed properly, but they are extremely weak and have low stun when sourspotted, while her up aerial is likewise the most powerful in the game. On the ground, both her forward and up tilt are among the strongest, with the latter easily KOing most floaty characters under 100%, her forward and up smashes have fast start-up and hit multiple times with large damage output and powerful knockback on the final hit, with the latter being nearly impossible to SDI out of and being able to juggle at lower percentages, while her down smash has almost no start-up lag and is a decently powerful semi-spike, which can be extremely deadly against characters with poor recoveries.
Arguably Zelda's most defining trait is the high KO power on a large portion of her moveset. Her aerials (except for neutral aerial) are among the absolute strongest in the game, with her forward, back and down aerials being the strongest in ''Brawl'' and her down aerial being the third most powerful meteor smash in the game. Her Lightning Kicks and down aerial are single, powerful blows that cause a lot of damage and knockback if landed properly, but they are extremely weak and have low stun when sourspotted, while her up aerial is likewise the most powerful in the game. On the ground, both her forward and up tilt are among the strongest, with the latter easily KOing most floaty characters under 100%, her forward and up smashes have fast start-up and hit multiple times with large damage output and powerful knockback on the final hit, with the latter being nearly impossible to SDI out of and being able to juggle at lower percentages, while her down smash has almost no start-up lag and is a decently powerful semi-spike, which can be extremely deadly against characters with poor recoveries.


Zelda is also gifted with a solid defensive game. Her [[roll]]s and [[spot dodge]] are perfectly solid defensive options, although she does possess one of the slower [[air dodge]]s. She has some powerful out of shield options. Up smash is a frame 6 option which has solid KO power and it hits on both sides. Her back aerial is a frame 11 Out of Shield option and while it is difficult to land, it has incredible KO power when sweetspotted. This also applies to forward aerial although it is slower, being frame 14 OoS. She also has down smash as a frame 11 option which while much weaker than back aerial, it does hit in front and it is still a viable KO move. Down tilt is a frame 12 option which can lead into followups, especially if the opponent trips, or fails to [[SDI]] the move. Zelda also has other useful defensive tools. Her Nayru's Love is a reflector with high damage output, decent knockback and reasonable startup lag, while also having a projectile in Din's Fire to defend herself to some degree (even though it is extremely situational). Her strong defense is counterbalanced by her very low traction and her very poor mobility on the ground (very slow dash speed and slow falling speed). Her grab is disjointed, but it is very slow (at frame 12), while also having less range then numerous grabs which come out twice as fast, making it hard to land without set ups, and it is very difficult to land Out of Shield.
Zelda is also gifted with a solid defensive game. Her [[roll]]s and [[spot dodge]] are perfectly solid defensive options, although she does possess one of the slower [[air dodge]]s. She has some powerful out of shield options. Up smash is a frame 6 option which has solid KO power and it hits on both sides. Her back aerial is a frame 11 Out of Shield option and while it is difficult to land, it has incredible KO power when sweetspotted. This also applies to forward aerial although it is slower, being frame 14 OoS. She also has down smash as a frame 11 option which while much weaker than back aerial, it does hit in front and it is still a viable KO move. Down tilt is a frame 12 option which can lead into followups, especially if the opponent trips, or fails to [[SDI]] the move. Zelda also has other useful defensive tools. Her Nayru's Love is a reflector with high damage output, decent knockback and reasonable startup lag, while also having a projectile in Din's Fire to defend herself to some degree (even though it is extremely situational). Her strong defense is counterbalanced by her very low traction and her very poor mobility on the ground (very slow dash speed and slow falling speed). Her grab is disjointed, but it is very slow (at frame 12), while also having less range then numerous grabs which come out twice as fast, making it hard to land without set ups, and it is very difficult to land Out of Shield.

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