Zelda (SSB4): Difference between revisions

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Although Zelda's special moves can help her defensive presence when used wisely, they are nevertheless lacking in regard to pressure. Short-ranged pressure can be problematic because Nayru's Love is rather laggy, while Phantom Slash is situational because of its ending lag, limited durability, poor range at low charges, and its susceptibility to [[reflection]]-based attacks. As a result, Zelda is forced to rely on her down smash instead of either of these options much more often than not. Conversely, Din's Fire is very unsuitable for long-ranged pressure because it is still very easy to evade, and is now burdened with a very weak sourspot. Lastly, Farore's Wind can cause Zelda to recover or evade pressure in the wrong direction if she recovers from a stage's slopes. Its high ending lag also makes her unable to move during her free fall animation until more than a second has passed.
Although Zelda's special moves can help her defensive presence when used wisely, they are nevertheless lacking in regard to pressure. Short-ranged pressure can be problematic because Nayru's Love is rather laggy, while Phantom Slash is situational because of its ending lag, limited durability, poor range at low charges, and its susceptibility to [[reflection]]-based attacks. As a result, Zelda is forced to rely on her down smash instead of either of these options much more often than not. Conversely, Din's Fire is very unsuitable for long-ranged pressure because it is still very easy to evade, and is now burdened with a very weak sourspot. Lastly, Farore's Wind can cause Zelda to recover or evade pressure in the wrong direction if she recovers from a stage's slopes. Its high ending lag also makes her unable to move during her free fall animation until more than a second has passed.


The overwhelming majority of Zelda's [[Character customization|custom moves]] are among the least effective in the game, owing to their inability to alleviate her weaknesses. However, Zelda does have two custom moves that are more beneficial than the default versions. Din's Flare deals consistent damage regardless of its charge, travels much faster, and has both longer range and a faster detonation. However, it is much less maneuverable than Din's Fire. Phantom Breaker can break shields very easily and possesses KO potential like Phantom Slash, although it travels a set distance regardless of its charge and its slightly lower damage output results in it KOing later than Phantom Slash. Aside from these, Zelda's remaining custom moves are situational at best: Phantom Strike is stronger but has poor range, while Din's Blaze is stronger and easier to control, but is even slower and Farore's Windfall can meteor smash on the second hit, but completely loses its KO potential even beyond Sudden Death.
The overwhelming majority of Zelda's [[Character customization|custom moves]] are among the worst in the game, owing to their inability to alleviate her weaknesses. However, Zelda does have two custom moves that are more beneficial than the default versions. Din's Flare deals consistent damage regardless of its charge, travels much faster, and has both longer range and a faster detonation. However, it is much less maneuverable than Din's Fire. Phantom Breaker can break shields very easily and possesses KO potential like Phantom Slash, although it travels a set distance regardless of its charge and its slightly lower damage output results in it KOing later than Phantom Slash. Aside from these, Zelda's remaining custom moves are situational at best: Phantom Strike is stronger but has poor range, while Din's Blaze is stronger and easier to control, but is even slower and Farore's Windfall can meteor smash on the second hit, but completely loses its KO potential even beyond Sudden Death.


Overall, Zelda cannot rely on heavy stage or shield pressure, and thus must rely on either reading and baiting, or playing defensively. Both of these playstyle's purpose is to punish opponents with her effective [[out of shield]] game to start combos, utilize her down throw's up aerial combo for KOing, or set up an edge-guard before attempting to score a KO. However, her poor approach, mobility and neutral game hinder her ability to escape rushdowns and pressure, while her heavy reliance on sweetspots makes her akin to a glass cannon. Due to the precision and patience needed to use her effectively, Zelda's tournament representation has consistently been very sparse. Despite this, her playerbase have brought her some instances of success; most notably, {{Sm|ven}} has achieved a handful of decent placings at the national level, including three top 50 placings in both singles and [[doubles]] play.
Overall, Zelda cannot rely on heavy stage or shield pressure, and thus must rely on either reading and baiting, or playing defensively. Both of these playstyle's purpose is to punish opponents with her effective [[out of shield]] game to start combos, utilize her down throw's up aerial combo for KOing, or set up an edge-guard before attempting to score a KO. However, her poor approach, mobility and neutral game hinder her ability to escape rushdowns and pressure, while her heavy reliance on sweetspots makes her akin to a glass cannon. Due to the precision and patience needed to use her effectively, Zelda's tournament representation has consistently been very sparse. Despite this, her playerbase have brought her some instances of success; most notably, {{Sm|ven}} has achieved a handful of decent placings at the national level, including three top 50 placings in both singles and [[doubles]] play.
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