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 uses magic in her attacks, giving her disjointed range in general. She has strong zoning tools to keep her opponents out, namely [[Phantom Slash]], which is a very versatile move that can be useful in many other ways, such as applying pressure, negating projectiles, ledgetrapping, a way to combo into her finishers (or being a finisher itself), and forcing foes to approach her. She also has a good get-off-me option in [[Nayru's Love]] to interrupt strings as well as being a useful reflector. Despite being a lightweight, Zelda has an abundance of KO options, with power comparable to or exceeding that of heavyweights; her attacks come out surprisingly fast for how powerful they are, many of which are also effective out-of-shield options, most famously her [[Lightning Kick]], which has devastating launching power when sweetspotted. She also one of the best recoveries in the game in [[Farore's Wind]], due to its unique property of being a teleport with a hitbox both on disappearance and reappearance as well as covering a great distance; it is also great as an out-of-shield and punish option that can KO at early percents. Her ledge trapping game is also great; she has several ways to put her opponent in unfavorable positions and intercept recoveries, like [[Din's Fire]], which, if it doesn't outright KO, can force an [[air dodge]] and a low recovery to a ledge trap situation. In addition, Zelda has some good ground normals such as dash attack, an essential punish/burst option with fast startup and a large disjoint, or up tilt, which is fast, has a long hitbox duration, low lag and a multitude of follow-ups, including KO confirms. She also has an outstanding array of throws, being able to combo with down throw until high percents and having two strong kill throws in up throw and back throw.
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 uses magic in her attacks, most of which have [[transcendent priority]], giving her disjointed range in general. She has strong zoning tools to keep her opponents out, namely [[Phantom Slash]], which is a very versatile move that can be useful in many other ways, such as applying pressure, negating projectiles, ledgetrapping, a way to combo into her finishers (or being a finisher itself), and forcing foes to approach her. She also has a good get-off-me option in [[Nayru's Love]] to interrupt strings as well as being a useful reflector. Despite being a lightweight, Zelda has an abundance of KO options, with power comparable to or exceeding that of heavyweights; her attacks come out surprisingly fast for how powerful they are, many of which are also effective out-of-shield options, most famously her [[Lightning Kick]], which has devastating launching power when sweetspotted. She also one of the best recoveries in the game in [[Farore's Wind]], due to its unique property of being a teleport with a hitbox both on disappearance and reappearance as well as covering a great distance; it is also great as an out-of-shield and punish option that can KO at early percents. Her ledge trapping game is also great; she has several ways to put her opponent in unfavorable positions and intercept recoveries, like [[Din's Fire]], which, if it doesn't outright KO, can force an [[air dodge]] and a low recovery to a ledge trap situation. In addition, Zelda has some good ground normals such as dash attack, an essential punish/burst option with fast startup and a large disjoint, or up tilt, which is fast, has a long hitbox duration, low lag and a multitude of follow-ups, including KO confirms. She also has an outstanding array of throws, being able to combo with down throw until high percents and having two strong kill throws in up throw and back throw.


Despite these strengths, Zelda has 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. She has a low falling speed and a very low gravity, making her jumps committal and her return to the ground slow; overall her attributes leave her with a poor approach and [[neutral game]]. Having a below average weight means she is already easy to KO, but her other attributes only compound this problem. Being tall makes her easier to hit, and being floaty means she struggles to land safely and is especially vulnerable to juggling. She has one of the worst disadvantage states in the game, with Farore's Wind being risky to use to escape juggles due to its high ending lag and landing lag. The range on some of her attacks is also poor, and combined with her bad mobility, 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}}. Many of her attacks also have small sweetspots that are especially difficult to land with her poor approach and mobility. She has no fast, low-committal projectiles, making her susceptible to being outcamped. Phantom Slash in particular 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 it can in turn get reflected back to her for devastating damage. In addition, if Zelda enters hitstun at any point before releasing the Phantom, it falls apart, limiting the use of one of her best tools in neutral. Nayru's Love is not to be overused, as it has enough ending lag to be punished hard when not used carefully; in general, all her special moves have high lag. While Zelda has several finishers, most of them are inconsistent, having very precise sweetspots, sourspots that lack KO potential, high ending lag or a combination of all; some of those sourspots, most notably her Lightning Kicks, are also punishable on hit. While she has good tools for shield pressure, she lacks moves that are safe on shield; for the moves that are, like forward tilt and forward smash, Zelda needs to space correctly, or land the late frames for moves like down tilt and up tilt, all of which are difficult given her poor mobility. Most notably, none of her aerials are reliably safe on shield.
Despite these strengths, Zelda has 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. She has a low falling speed and a very low gravity, making her jumps committal and her return to the ground slow; overall her attributes leave her with a poor approach and [[neutral game]]. Having a below average weight means she is already easy to KO, but her other attributes only compound this problem. Being tall makes her easier to hit, and being floaty means she struggles to land safely and is especially vulnerable to juggling. She has one of the worst disadvantage states in the game, with Farore's Wind being risky to use to escape juggles due to its high ending lag and landing lag. The range on some of her attacks is also poor, and combined with her bad mobility, 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}}. Many of her attacks also have small sweetspots that are especially difficult to land with her poor approach and mobility. She has no fast, low-committal projectiles, making her susceptible to being outcamped. Phantom Slash in particular 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 it can in turn get reflected back to her for devastating damage. In addition, if Zelda enters hitstun at any point before releasing the Phantom, it falls apart, limiting the use of one of her best tools in neutral. Nayru's Love is not to be overused, as it has enough ending lag to be punished hard when not used carefully; in general, all her special moves have high lag. While Zelda has several finishers, most of them are inconsistent, having very precise sweetspots, sourspots that lack KO potential, high ending lag or a combination of all; some of those sourspots, most notably her Lightning Kicks, are also punishable on hit. While she has good tools for shield pressure, she lacks moves that are safe on shield; for the moves that are, like forward tilt and forward smash, Zelda needs to space correctly, or land the late frames for moves like down tilt and up tilt, all of which are difficult given her poor mobility. Most notably, none of her aerials are reliably safe on shield.
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