Zelda (SSBU): Difference between revisions

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In a similar vein to her fellow ''Zelda'' fighters {{SSBU|Link}} and {{SSBU|Ganondorf}}, Zelda is now voiced by {{s|wikipedia|Ayumi Fujimura}}, who reprises her role from ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' in all regions, replacing Jun Mizusawa from ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 4]]''. Similar to {{uv|Star Fox}} characters in ''Melee'', the former provides a single line of spoken Japanese dialogue in [[World of Light]]'s opening; this line is dubbed in English by Brandy Kopp, who also voices {{SSBU|Palutena}}.
In a similar vein to her fellow ''Zelda'' fighters {{SSBU|Link}} and {{SSBU|Ganondorf}}, Zelda is now voiced by {{s|wikipedia|Ayumi Fujimura}}, who reprises her role from ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' in all regions, replacing Jun Mizusawa from ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 4]]''. Similar to {{uv|Star Fox}} characters in ''Melee'', the former provides a single line of spoken Japanese dialogue in [[World of Light]]'s opening; this line is dubbed in English by Brandy Kopp, who also voices {{SSBU|Palutena}}.


Zelda is ranked 73rd out of 82 on the current [[tier list]], placing her in the D- tier. This is a slight improvement from her 52nd/53rd out of 54 placement in ''SSB4'' where she was tied with {{SSB4|Ganondorf}}, and is her best placement in the series. Zelda has strong zoning tools to keep her opponents out. She uses magic in her attacks, giving her disjointed range in general. Her [[Phantom Slash]] a very versatile move that can be useful in many situations, such as applying pressure, ledgetrapping, a way to combo in her finishers and forcing foes to approach her. She also has a good get-off-me option in [[Nayru's Love]] to break free from combos as well as a useful reflector. Despite being a lightweight, Zelda has an aboundance of KO options, with KO power on par with heavyweights, and her attacks come out surprisingly fast for how powerful they are, which is supported by her amazing grab game and powerful out-of-shield options. She also has a solid recovery in [[Farore's Wind]] to avoid edgeguards and safely return to the stage. Farore's Wind is also great as an out-of-shield option that can KO at high percents and as a surprise burst option to help her approach. Her edgeguarding game is also amazing, as she has several ways to put her opponent in unfavourable positions and intercept recoveries, like [[Din's Fire]], which can force them to [[air dodge]] and leave them open for her down aerial. Unlike in the previous games, Din's Fire doesn't leave her [[helpless]], allowing her to protect herself from afar when she's recovering. In addition, Zelda has good normals, most notably her forward aerial and back aerial; in other words, her [[Lightning Kick]], which can be a deadly out-of-shield option when sweetspotted.
Zelda is ranked 73rd out of 82 on the current [[tier list]], placing her in the D- tier. This is a slight improvement from her 52nd/53rd out of 54 placement in ''SSB4'' where she was tied with {{SSB4|Ganondorf}}, and is her best placement in the series. Zelda has strong zoning tools to keep her opponents out. She uses magic in her attacks, giving her disjointed range in general. Her [[Phantom Slash]] a very versatile move that can be useful in many situations, such as applying pressure, ledgetrapping, a way to combo in her finishers and forcing foes to approach her. She also has a good get-off-me option in [[Nayru's Love]] to break free from combos as well as a useful reflector. Despite being a lightweight, Zelda has an abundance of KO options, with KO power on par with heavyweights, and her attacks come out surprisingly fast for how powerful they are, which is supported by her amazing grab game and powerful out-of-shield options. She also has a solid recovery in [[Farore's Wind]] to avoid edgeguards and safely return to the stage. Farore's Wind is also great as an out-of-shield option that can KO at high percents and as a surprise burst option to help her approach. Her edgeguarding game is also amazing, as she has several ways to put her opponent in unfavourable positions and intercept recoveries, like [[Din's Fire]], which can force them to [[air dodge]] and leave them open for her down aerial. Unlike in the previous games, Din's Fire doesn't leave her [[helpless]], allowing her to protect herself from afar when she's recovering. In addition, Zelda has good normals, most notably her forward aerial and back aerial; in other words, her [[Lightning Kick]], which can be a deadly out-of-shield option when sweetspotted.


Despite these strengths, Zelda has her notable weaknesses. Her overall mobility is among the worst in the game, with a below average walk speed and one of the slowest dashing speeds. Her range on some of her attacks is also not as good as other moves, and combined with her poor speed, she struggles against characters who can run away from her and camp her out like {{SSBU|Joker}} or {{SSBU|Zero Suit Samus}} or characters that can outrange her and have better disjoints, like {{SSBU|Cloud}} and {{SSBU|Shulk}}. A few of her attacks also have unfavourable hitbox placements, sometimes not connecting on small or crouching characters. Since she is tall, slow on the ground, floaty and has a below average weight, her endurance is lackluster, she struggles to land safely and is vulnerable to juggling, leaving her with a risky [[neutral game]] and a very poor disadvantage state, with Farore's Wind being risky to use to escape juggles due to its high ending lag and landing lag. While Din's Fire can only be absorbed and not reflected, Phantom Slash counts as a projectile, meaning that it can also be reflected due to the amount of time it takes to set up. She can use Nayru's Love to respond to this, since the Phantom will linger in place for a second when fully charged, but if it gets reflected back to her, it will cause her serious trouble. In addition, if Zelda gets hit at any point during the setup of Phantom Slash, the Phantom falls apart, preventing one of her best tools from being used in neutral. Nayru's Love is not to be overused, as it has enough ending lag to be punished hard when not used carefully. While Zelda has several finishers, most of them are inconsistent, either having sourspots that lack KO potential, high ending lag or a combination of both, and some of those sourspots, like with the Lightning Kicks or Din's Fire, are also unsafe on hit, meaning that she can be punished for not connecting with the sweetspot. While she has good tools for shield pressure, with moves that are safe on shield like forward tilt, forward smash or her aerials, Zelda needs to space correctly to use her moves at their best.
Despite these strengths, Zelda has her notable weaknesses. Her overall mobility is among the worst in the game, with a below average walk speed and one of the slowest dashing speeds. Her range on some of her attacks is also not as good as other moves, and combined with her poor speed, she struggles against characters who can run away from her and camp her out like {{SSBU|Joker}} or {{SSBU|Zero Suit Samus}} or characters that can outrange her and have better disjoints, like {{SSBU|Cloud}} and {{SSBU|Shulk}}. A few of her attacks also have unfavourable hitbox placements, sometimes not connecting on small or crouching characters. Since she is tall, slow on the ground, floaty and has a below average weight, her endurance is lackluster, she struggles to land safely and is vulnerable to juggling, leaving her with a risky [[neutral game]] and a very poor disadvantage state, with Farore's Wind being risky to use to escape juggles due to its high ending lag and landing lag. While Din's Fire can only be absorbed and not reflected, Phantom Slash counts as a projectile, meaning that it can also be reflected due to the amount of time it takes to set up. She can use Nayru's Love to respond to this, since the Phantom will linger in place for a second when fully charged, but if it gets reflected back to her, it will cause her serious trouble. In addition, if Zelda gets hit at any point during the setup of Phantom Slash, the Phantom falls apart, preventing one of her best tools from being used in neutral. Nayru's Love is not to be overused, as it has enough ending lag to be punished hard when not used carefully. While Zelda has several finishers, most of them are inconsistent, either having sourspots that lack KO potential, high ending lag or a combination of both, and some of those sourspots, like with the Lightning Kicks or Din's Fire, are also unsafe on hit, meaning that she can be punished for not connecting with the sweetspot. While she has good tools for shield pressure, with moves that are safe on shield like forward tilt, forward smash or her aerials, Zelda needs to space correctly to use her moves at their best.
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