Zelda (SSBU): Difference between revisions

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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D+
|tier = D-
|ranking = 75
|ranking = 73
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'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character along with {{SSBU|Sheik}} and the rest of veterans on June 12, 2018. Unlike the game's predecessors, she is [[Unlockable character|unlockable]] instead of being available from the [[Starter character|start]]. Zelda is classified as [[Fighter number|Fighter #17]].
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character along with {{SSBU|Sheik}} and the rest of veterans on June 12, 2018. Unlike the game's predecessors, she is [[Unlockable character|unlockable]] instead of being available from the [[Starter character|start]]. Zelda is classified as [[Fighter number|Fighter #17]].
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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 75th out of 82 on the current [[tier list]], placing her in the D+ tier. This is a slight improvement from her 52th/53rd out 54 placement in ''SSB4'' where she was tied with {{SSB4|Ganondorf}}, and is her best placement in the series.
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.
 
Overall, Zelda plays a strong zoning game, with tools for ledgetrapping and making space, but her precise hitboxes and poor mobility gives her a weak disadvantage state, making her a glass cannon with a focus on precision. Zelda is rarely represented in tournaments, but there have been dedicated players, such as {{Sm|Yn}} from Japan, {{Sm|Naskino}} in France, and {{Sm|Ven}} in the United States, with respectable results.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Zelda is a tall, floaty [[weight|lightweight]] character with overall slow mobility. While she has a slightly above-average [[air speed]], the 20th highest [[traction]], and a decent [[initial dash]], her jumping force and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are based on magic, making most of them [[disjoint]]ed or otherwise long-range attacks. They also boast generally quick startup; all of her attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her lightweight status, most of her attacks have [[KO]] potential and impressive damage output, giving her power comparable to heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon.
Zelda is a tall, floaty [[weight|lightweight]] character with overall slow mobility. While she has a slightly above-average [[air speed]], the 20th highest [[traction]], and a decent [[initial dash]], her jumping force and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are based on magic, making most of them [[disjoint]]ed albeit short-ranged attacks. They also boast generally quick startup; all of her attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her lightweight status, most of her attacks have [[KO]] potential and impressive damage output, giving her power comparable to heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon.


Her [[neutral attack]] is a small burst of magical energy in front of her, boasting decent range and good damage output before transitioning into a [[rapid jab]] of many magical bursts with a finishing hit. Forward tilt is a strong arm swipe with good range and little ending vulnerability, with the additional ability to be angled. [[Up tilt]] is a vertical, long-lasting, circular arm sweep, useful as an anti-air and [[combo]] tool across most percentages of damage. [[Down tilt]] is a quick crouching kick that lasts surprisingly long and is good for many combo setups and 2-framing opponents. Her [[dash attack]] is a dual hand thrust with a burst of magic most powerful closest to her hands. It’s best used throughout combos to gain distance. Her [[forward smash|forward]] and [[up smash|up]] smashes are both powerful, multi-hitting bursts of magic energy; the former being a thrust of the hand forward and the latter being a wave of the hand back and forth above her. [[Down smash]] is a very fast 360° leg sweep that launches opponents at a [[semi spike]] angle with decent knockback.
Her [[neutral attack]] is a small burst of magical energy in front of her, boasting decent startup before transitioning into a [[rapid jab]] of many magical bursts with a finishing hit. The first hit of jab is particularly useful for a variety of situations, such as jab-to-grab mixups, platform tech-chasing, and can confirm into downsmash at higher percentages. It can even catch immediate jumps in short-range. Forward tilt is a slow swipe with an extremely strong tipper hitbox, used to space, ledgetrap, and sometimes end combos. [[Up tilt]] is one of her most versatile moves, an arm sweep with lingering hitboxes used to anti-air, catch spot dodges, tech-chase, and start and extend combos across most percentages. It also an important move for KO confirms at mid percentages: inverting her up-tilt can confirm into lightning kick and upair at mid to mid-high percentages. [[Down tilt]], another one of her most important moves, is a fast and lingering crouching kick. It's speed and lingering hitbox allows it to be used as a fast poke and as a 2 framing option. The crouching animation allows her to pancake and evade moves in neutral, and although it is not safe on shield, the quick animation makes it difficult to punish if the opponent is not ready. It leads into her most important kill confirms at mid-percentages at or near the ledge, down-tilt to lightning kick, so proper utilization of this move is essential. Her [[dash attack]] is a dual hand thrust with a burst of magic most powerful closest to her hands. It is one of her most important burst options, with a good disjoint and excellent speed. It is also a good tool to end combos. Proper application of this move to catch landings and punish whiffed moves is essential, although overuse and misuse is easily punished as it is unsafe on shield. Her [[forward smash|forward]] and [[up smash|up]] smashes are both powerful, multi-hitting bursts of magic energy; the former being a thrust of the hand forward and the latter being a wave of the hand back and forth above her. [[Down smash]] is a very fast 360° leg sweep that launches opponents at a [[semi spike]] angle with decent knockback.


Zelda has some of the strongest [[aerial]]s in the game kill power wise. Zelda can auto-cancel both her [[neutral aerial|neutral]] and [[down aerial|down]] aerials in a short hop, and [[forward aerial|forward]] and [[back aerial]] auto-cancel from a fast fall. Though her neutral air lacks notable KO ability, it pairs a long active duration with generously-sized hitboxes and decent damage. This, combined with its aforementioned early autocancel window, makes her neutral air her most versatile aerial, used for extending combos (and sometimes starting them), setting up edgeguards, pressuring shields, anti-airing, and edge-guarding. Unfortunately, opponents will occasionally fall out of her neutral aerial, making it an inconsistent tool.  
Zelda has unique high-risk/high reward [[aerial]]s which boast immense kill power power. Zelda can auto-cancel both her [[neutral aerial|neutral]] and [[down aerial|down]] aerials in a short hop, and [[forward aerial|forward]] and [[back aerial]] auto-cancel from a fast fall. Though her neutral air lacks notable KO ability, it has a fast start-up with a long active duration, dealing decent damage. Her neutral air is her most versatile aerial, used as an anti-air and burst option, combo-extending tool (and sometimes starting them), out-of-shield option, shield pressuring tool, and occasionally edgeguarding. Although the horizontal knock-back on the last hit of neutral air makes comboing afterwards difficult, it often means giving Zelda enough space to setup phantom or a ledge-trap situation. The first hit of neutral air when auto-canceled can pop opponents up and lead into a variety of confirms, but due to her mobility, this mostly is not a practical option. Additionally, opponents can occasionally fall out of her neutral aerial, making it an inconsistent tool in practice.  


Her forward and back aerials are known as Lightning Kicks. Both of these aerials possess a very small but powerful sweetspot at her foot, dealing 24% with high knockback. The sweetspot is only active for the first frame, with the late hit or "sourspot" dealing 4% with minimal knockback. Both kicks boast an extremely fast startup at frame 6, but have very punishable ending lag, making them high risk/high reward aerials. Their fast startup and powerful knockback means they excel as well spaced landing aerials, as well as deadly out of shield options. Their short active frame for the sweetspot and punishable ending lag/sourspot means they are very risky when used as rising aerials, as missing or hitting opponents with the sourspot will almost always mean Zelda will get punished. Up air is a large, disjointed explosion with excellent damage and knockback, however with significant startup. Down air, sometimes nicknamed the "Lightning Stomp", is a meteor smash with a powerful sweetspot on her foot, similar to her Lightning Kicks. However, unlike her Lightning kicks, this sweetspot is much larger, making it much easier to connect despite it short active window. Also unlike the lightning kicks, its sourspot has great utility, having large and lingering hitboxes that always spike opponents downwards. It is amongst the most powerful meteor smashes in the game, and one of Zelda's most useful aerials. Besides being one of the best meteor smashes in the game, it also has great utility in platform chases and is a great punish tool as hitting it on grounded opponents will allow Zelda to combo it to her other powerful aerials. Overall, her aerials are all high risk, high reward moves with polarizing strengths.
Her forward and back aerials are known as Lightning Kicks. Both of these aerials possess a very small but powerful sweetspot at her foot, dealing 24% with high knockback. The sweetspot is only active for the first frame, with the late hit or "sourspot" dealing 4% with minimal knockback. Both kicks boast an extremely fast startup at frame 6, but have very punishable ending lag, making them high risk/high reward aerials. Their fast startup and powerful knockback means they work as landing aerials to punish whiffed attacks, and work decently as deadly out of shield options with misspaced attacks. Their short active frame for the sweetspot and punishable ending lag/sourspot means they are very risky when used as rising aerials (or if whiffed at all in any application), as missing or hitting opponents with the sourspot will almost always mean Zelda will get punished. Up air is a large, disjointed explosion with excellent damage and knockback, however with significant startup and no horizontal range. Down air, sometimes nicknamed the "Lightning Stomp", is a meteor smash with a powerful sweetspot on her foot, similar to her Lightning Kicks. However, unlike her Lightning kicks, this sweetspot is much larger, making it much easier to connect despite it short active window. Also unlike the lightning kicks, its sourspot has a large and lingering hitbox that always spike opponents downwards. It is amongst the most powerful meteor smashes in the game, and one of Zelda's most useful aerials. Besides being one of the best meteor smashes in the game, it also has great utility in platform chases and is a great punish tool as hitting it on grounded opponents will allow Zelda to combo into lightning kick and up-air. Overall, her aerials are all unique high risk, high reward moves.


Her [[special move]]s take inspiration from various Zelda titles. Her neutral special move, [[Nayru's Love]], is a [[reflection|reflector]] that doubles as a melee attack; Zelda also is intangible from frames 4-13 of the move. These traits make it useful against [[projectile]] users as well as evading/halting opponent’s combos. [[Din's Fire]], her side special move, sends out an explosive ball of fire that explodes on the release of the button or when reaching max charge, becoming more powerful and flying further the longer it is charged. It possesses a powerful sweetspot in the inner part of the explosion, with an otherwise large explosion hitbox. The ball of fire does not count as a projectile, but the explosion can be absorbed. In addition, for the first time in the series, Zelda can use it to cover her recovery, as it no longer leaves her helpless in midair. Her up special move, [[Farore's Wind]], is a great KO option, possessing very fast startup and elevator combos from the first hit on the ground to its very powerful second hit in the air. This, combined with it being a omnidirectional teleport recovery that travels a very respectable distance, renders it a very potent recovery move and perhaps one of the most versatile in the game. As a teleport recovery, it's difficult to edgeguard against by default due to its intangibility between exit and reentry. On top of this, it can have anti-ledgetrap and mindgame potential if one opts to use the aforementioned powerful second hitbox instead of snapping to ledge. And, much like {{SSBU|Palutena}}'s [[Warp]], she can completely avoid the move's ending lag by using a technique called [[edge cancel]]ling, which grants her access to otherwise-impossible approach and stage control options. Lastly, her down special, [[Phantom Slash]], is perhaps her most versatile tool. It's a unique projectile that she builds piece-by-piece until it is fully formed, though she can use it at any stage of its creation by pressing either the special or attack button, which affects several of its properties. The earliest stages have rather low damage, knockback, and range, but it becomes increasingly more potent as it becomes more complete, with the final stage having high damage output, impressive knockback, and stellar range. It takes a little over a second to reach the final stage, after which Zelda will be able to move and attack freely in an untethered sort of state. The Phantom will attack on its own after about another second if it is not triggered, granting Zelda a lot of flexibility when using it, such as retreating behind it for protection, attacking in tandem with it, launching the opponent towards it, performing shield breaking combos, making grab setups, and even covering her recovery (similar to Din's Fire).
Her [[special move]]s take inspiration from various Zelda titles. Her neutral special move, [[Nayru's Love]], is a [[reflection|reflector]] that doubles as a melee attack; Zelda also is intangible from frames 4-13 of the move. These traits make it useful against [[projectile]] users as well as evading/halting opponent’s combos. [[Din's Fire]], her side special move, sends out an explosive ball of fire that explodes on the release of the button or when reaching max charge, becoming more powerful and flying further the longer it is charged. It possesses a powerful sweetspot in the inner part of the explosion, with an otherwise large explosion hitbox. The ball of fire does not count as a projectile, but the explosion can be absorbed. In addition, for the first time in the series, Zelda can use it to cover her recovery, as it no longer leaves her helpless in midair. Her up special move, [[Farore's Wind]], is a fantastic recovery tool, allowing her to make it back to the stage in almost any off-stage situation. Due to it's quick startup and deadly knock-back, it functions as a deadly out of shield option, though DIing out of the second hit is possible if the opponent is ready or has already buffered another move. It can work as a burst option to read predictable rolls or anti-zone, but she suffers from great ending lag so this option is extremely risky. As a teleport recovery, it can be tricky to edgeguard or ledgetrap Zelda due to its reappearance hitbox, but certain characters can threaten her at ledge if they have a deadly 2-framing option. On top of this, it can have anti-ledgetrap and mindgame potential if one opts to use the aforementioned powerful second hitbox instead of snapping to ledge. And, much like {{SSBU|Palutena}}'s [[Warp]], she can completely avoid the move's ending lag by using a technique called [[edge cancel]]ling, which grants her access to otherwise-impossible approach and stage control options.  
 
Lastly, her down special, [[Phantom Slash]], is her most important tool. It's a unique projectile that she builds piece-by-piece until it is fully formed, though she can use it at any stage of its creation by pressing either the special or attack button, which affects several of its properties. The earliest stages have rather low damage, knockback, and range, but it becomes increasingly more potent as it becomes more complete, with the final stage having high damage output, impressive knockback, and stellar range. It takes a little over a second to reach the final stage, after which Zelda will be able to move and attack freely in an untethered sort of state. The Phantom will attack on its own after about another second if it is not triggered, granting Zelda a lot of flexibility when using it, such as retreating behind it for protection, attacking in tandem with it, launching the opponent towards it, performing shield breaking combos, making grab setups, and even covering her recovery (similar to Din's Fire). Phantom Slash forms the basis of Zelda's kit and is designed to compensate for Zelda's lackluster neutral, allowing her to gain stage control, pressure, zone, and trap because of how much space it covers, how much damage it deals, and how many different mixups Zelda can do with it.


Zelda has outstanding range and reward for her [[grab]], with her pivot grab being one of the most disjointed in the game. Her grab however, has extremely slow startup. Her [[throws]] have great reward. [[Forward throw]] is good to setup edge guarding, while [[back throw|back]] and [[up throw]] are excellent kill throws. [[Down throw]] is most useful as a combo starter, and can combo into neutral aerial, forward and back aerial, up aerial, as well as stall long enough for a set up Phantom to hit.
Zelda has outstanding range and reward for her [[grab]], with her pivot grab being one of the most disjointed in the game. Her grab however, has extremely slow startup. Her [[throws]] have great reward. [[Forward throw]] is good to setup edge guarding, while [[back throw|back]] and [[up throw]] are excellent kill throws. [[Down throw]] is most useful as a combo starter, and can combo into neutral aerial, forward and back aerial, up aerial, as well as stall long enough for a set up Phantom to hit.


Despite her toolkit's versatility and potency, Zelda has noticeable flaws. Chief among them is arguably her poor mobility—especially on the ground—which hampers her ability to approach effectively against those who outspeed her. As a result of this, she flounders against quick, fast-falling opponents like {{SSBU|Wolf}} and {{SSBU|Zero Suit Samus}}. This mobility issue is exacerbated through numerous frame data issues, as many of her attacks, while quick to startup, have punishing amounts of end lag. Since she is light, tall, and floaty, she is also vulnerable to juggling and can be KO'd earlier than a good part of the roster. Her very poor disadvantage state makes her vulnerable to momentum changes as well. While rage improves her excellent KO potential even further, her mediocre endurance doesn't allow her to take advantage of it as much as heavier characters. This riskiness is especially apparent in her KO options; though they're incredibly potent, they struggle with unreliable or weak sourspots (in dash attack and Lighting Kicks), punishable ending lag (in up smash, up aerial, and forward smash to an extent) or a combination of the two (in Din's Fire and Farore's Wind). Along with this, some parts of her moveset struggle with landing reliably. Her neutral aerial's multihits, though improved through patches, still sometimes struggle to connect with each other, and her neutral attack and forward tilt's hitboxes are placed high and narrow, respectively, so they sometimes have trouble hitting short or crouching fighters.  
Despite her strengths, Zelda has big weaknesses. Chief among them is her poor mobility and floatiness, which hamper her ability to approach and punish safely on the ground and in the air. This mobility issue is exacerbated through numerous frame data issues, as many of her attacks, while quick to startup, have punishing amounts of end lag. Since she is light, tall, and floaty, with no safe landing mixups or options to help her from ledge, she is extremely vulnerable to getting juggled and ledgetrapped, contributing to one of the worst disadvantages in the game. Other issues include poor range on her normals, as well as her precise sweetspots on her moves, made worse with punishable amounts of ending lag. This means she will sometimes be punished even if she hits a move.


Finally, her special moves have exploitable weaknesses; Nayru's Love has noticeable ending lag, making it punishable if overused. Most importantly, Phantom knight is a large commitment and Zelda is stuck either in startup if she chooses to charge the knight fully, and she is stuck in ending lag if she releases early. This means opponents can punish Zelda hard by reading when she decides to charge knight, and can either prevent her from setting up entirely or by jumping over the knight and punishing her while she is still stuck in startup.
Finally, her special moves have exploitable weaknesses; Nayru's Love and Farore's wind have large amounts of endlag, making them easy to punish when overused. Most importantly, Phantom knight is a large commitment and Zelda is stuck either in startup if she chooses to charge the knight fully, and she is stuck in ending lag if she releases early. This means opponents can punish Zelda by reading when she decides to charge knight with correct timing and spacing, negating her best ability to control space, zone, and trap. This forces her to play a neutral with her risky, short ranged neutral tools and subpar mobility.


Overall, Zelda has an excellent stage control, ledgetrapping, and can easily KO opponents thanks to a variety of strong attacks and KO setups. However, she has to be precise with how she spaces her attacks and sets up phantom knight due to startup and endlag. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and must mix up what she does to get out of a disadvantage due to her floaty nature and lack of safe landing options.
Zelda's weaknesses mean she can struggle with many matchups. She struggles with quick opponents who can bait out her options and keep her in disadvantage (Fox, Palutena, Zero suit samus), can be camped by characters with fast projectiles who sit outside of Phantom knight's range (ROB, Young Link), can be outzoned and overwhelmed by characters with large disjoints who can challenge knight setups and out-neutral her (Cloud, Aegis), and struggle against characters with better boxing options than her (Shotos).
 
Overall, Zelda's strengths include fast burst options, decent combo trees, good stage control and ledgetrapping with phantom setup, and extraordinary killpower. Her mobility, range, frame data, sweetspot issues mean that she must be precise with how she spaces her attacks and sets up phantom, and she must make the most out of ledgetrap situations. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and must mix up what she does to get out of a disadvantage due to her floaty nature and lack of safe landing options.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Zelda had historically and consistently been regarded as one of the worst characters (and, at one point in ''[[Super Smash Bros. 4]]'', the overall worst) in previous games, due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes: being slow, light, tall, and floaty. While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to nevertheless remain unviable. Likely as a result of being a poorly regarded character in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate'', especially comparing to the game's initial release.
Zelda had historically and consistently been regarded as one of the worst characters (and, at one point in ''[[Super Smash Bros. 4]]'', the overall worst) in previous games, due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes (slow, light, tall, and floaty). While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to remain unviable. Likely as a result of being a poorly regarded character in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate''.


One of Zelda's biggest buffs is her greatly improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. Her [[neutral attack]], previously the slowest in the game, comes out significantly faster, and has been reworked to possess an infinite portion with better damage racking ability and knockback. Her [[forward tilt]] has more range, less ending lag, and increased damage that improve the sweetspot's KO potential, though it does have 2 more frames of startup and smaller hitboxes with the sweetspots outprioritized by sourspots and the latter have less KO potential. [[Forward smash]] now uses an improved autolink angle, allowing it to connect reliably at both close range and when spaced. [[Neutral aerial]] has decreased landing lag, allowing it to start combos into multiple ground options, including down tilt into forward aerial. [[Up aerial]]'s hitbox is larger, has been moved upwards and its duration has been extended; while the placement makes it difficult to hit grounded opponents, this increases its already solid large vertical range and makes it more difficult to spot dodge, while also giving it a new late hit that deals 12% with less knockback. Her already good grab game was improved to the point it is now among the most useful in the game: her [[back throw|back]] and [[up throw]]s are much stronger, while down throw deals more damage and, although its knockback and angle were altered, its combo ability remains mostly intact. Additionally she has the longest range for a non-tether grab of any character in the game. Her Lightning Kicks have been improved as well, having a larger sweetspot and the forward kick is now active as fast as the back kick, increasing their potency for followups when landing with them, and making them more devastating [[out of shield]]. This allows Zelda to secure KOs more easily, and down throw in particular possessing more reliable KO setups, as it can now combo into back aerial at mid percentages.
One of Zelda's biggest buffs is her greatly improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. [[Neutral attack]], previously the slowest in the game, comes out significantly faster, and has been reworked to possess an infinite portion with better damage racking ability and knockback; [[forward tilt]] has more range, less ending lag, and increased damage that improve the sweetspot's KO potential; [[forward smash]] now uses an improved autolink angle, allowing it to connect reliably at both close range and when spaced.


Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option, has increased duration of effect and the sweetspot is larger and easier to land, making it more difficult to spot dodge and more effective in neutral or advantage state. [[Farore's Wind]] has faster startup, making it a more effective out of shield option, and more precise angles for reappearance, allowing her to land its second hit easier even if the enemy DIs the first hit, making "elevator" combos much more consistent. Most importantly, however, [[Phantom Slash]] has been heavily reworked to possess several more stages that can be unleashed faster, and the last stage allows Zelda to move around before it is unleashed, allowing for intricate trap setups and combos when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is now better used in her advantage state, though with sufficient spacing it is also a strong tool in the [[neutral game]]. It's damage and KO potential have also been improved post-release. With precise input, Zelda can also short hop behind the Phantom while charging it, allowing it to block incoming projectiles while charging.
[[Neutral aerial]] has decreased landing lag, allowing it to start combos into multiple ground options, including down tilt into forward aerial. [[Up aerial]] has received a new weaker late hit that increases its duration, its hitbox is larger, has been moved upwards and its duration has been extended; while the placement makes it difficult to hit grounded opponents, this increases its already solid large vertical range and makes it more difficult to spot dodge. Her [[Lightning Kick]]s have been improved as well, having a larger sweetspot and the forward kick is now active as fast as the back kick, increasing their potency for followups when landing with them, and making them more devastating [[out of shield]]. Her already good grab game was improved to the point it is now among the most useful in the game: her [[back throw|back]] and [[up throw]]s are much stronger, while down throw deals more damage and, although its knockback and angle were altered, its combo ability remains mostly intact. Additionally she has the longest range for a non-tether grab of any character in the game.


Additionally, Zelda noticeably benefits from some of the universal changes. Despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag improve her the most, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably with her powerful Lightning Kicks, and improves her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], neutral aerial, up throw, and down throw, which can dish out large amounts of damage. The changes to [[air dodging]] also generally benefit her, as they improve her edgeguarding game with moves like Din's Fire, and also give her an emergency recovery option.
Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option, has increased duration of effect and the sweetspot is larger and easier to land, making it more difficult to spot dodge and more effective in neutral or advantage state. [[Farore's Wind]] has faster startup, making it a more effective out of shield option, and more precise angles for reappearance, allowing her to land its second hit easier even if the enemy DIs the first hit, making "elevator" combos much more consistent. Most importantly, however, [[Phantom Slash]] has been heavily reworked to possess several more stages that can be unleashed faster, deal more damage, and the last stage allows Zelda to move around before it is unleashed, allowing for intricate trap setups and combos when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is now better used in her advantage state, though with sufficient spacing it is also a strong tool in the [[neutral game]]; though with precise input, Zelda can also short hop behind the Phantom while charging it, allowing it to block incoming projectiles while charging.


However, Zelda has received some mixed changes and a few nerfs as well. Despite the improved speed and combo potential of her neutral attack, it is no longer a nearly unpunishable option against shields, and none of her other attacks has had their ending lag reduced enough to fully compensate. Down tilt has less ending lag, but has less range and its new angle worsens its combo potential in general, removing its ability to combo into up aerial, although it can now combo better into neutral aerial and dash attack and has a new KO setup into forward aerial. The changes to down aerial's hitboxes increase the clean hit's range and remove the blindspot located in Zelda's lower leg, but causes the late hit to have smaller hitboxes. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, now only being usable for setting up edgeguards in a similar vein to {{SSBU|Ness}}' own forward throw, though Farore's Wind is more consistent for self-combos due to faster startup and more precise DI options for reappearance that can hit opponents who DI the initial hit.
Additionally, Zelda noticeably benefits from some of the universal changes. Despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag improve her noticeably, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably and improves her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], neutral aerial, up throw, and down throw, which can dish out large amounts of damage. The changes to [[air dodging]] also generally benefit her, as they improve her edgeguarding game with moves like Din's Fire.


Lastly, while Zelda does benefit from some the changes to the game's engine, other changes have impaired her as well; the universal increase in mobility doesn't benefit her as much due to her slow grounded movement, since it still doesn't allow her to catch up with most of the cast. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly worsens her respectable out of shield game. Finally, of note is that Zelda keeps some of her weaknesses from previous games, mainly her slow movement speed, light weight, a few poor hitbox placements (such as extremely weak sourspots on her Lightning Kicks, which are otherwise her strongest KO moves). However, the nerfs she has received are not as meaningful as her buffs.
However, Zelda has received some mixed changes and a few nerfs as well. Despite the improved speed and combo potential of her neutral attack, it no longer has frame advantage against shields, and none of her other attacks has had their ending lag reduced enough to fully compensate. Down tilt has less ending lag, but has less range and its new angle worsens its combo potential in general, removing its ability to combo into up aerial, although it can now combo better into neutral aerial and dash attack and has a new KO setup into forward aerial. The changes to down aerial's hitboxes increase the clean hit's range and remove the blindspot located in Zelda's upper leg, but causes the late hit to have smaller hitboxes. Up and down smash are both stronger, though the former has lost one of its looping hits and is more inconsistent on characters on the ground. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, now only being usable for setting up edgeguards in a similar vein to {{SSBU|Ness}}' own forward throw, though Farore's Wind is more consistent for self-combos due to faster startup and more precise DI options for reappearance that can hit opponents who DI the initial hit.


Overall, Zelda's moveset has been considerably enhanced from previous installments, making her strengths much more defined, and allowing her to play defensive much more reliably. Her perception in the competitive metagame has been more positive than in previous games, albeit rather inconsistent: Initially, Zelda was seen as a mid-tier character thanks to decent results from smashers such as {{sm|ven}} despite retaining some of her weaknesses from previous games. However, Zelda's overall tournament representation had at the time been below average, and her polarizing traits had led to her weaknesses to be exploited more easily as the metagame hads advanced, leading most players to believe that while Zelda fared much better in ''Ultimate'', she had not improved significantly compared to other previously lower-ranked characters in ''SSB4'', such as {{SSBU|Palutena}}, {{SSBU|Pac-Man}}, {{SSBU|Falco}} and {{SSBU|Wii Fit Trainer}}, with most players re-evaluating her as a lower mid-tier or low tier character once more (though not to the extent of ''SSB4''). Fortunately, {{SSBU|7.0.0}} has brought her meaningful improvements that have made her moveset more cohesive and consistent. {{SSBU|11.0.0}} also improved the consistency of her forward smash, making it a much more reliable kill option, while {{SSBU|13.0.0}} brought additional consistency to her neutral game and ability to KO using smash attacks and her spike. She has had consistent tournament performance and a notable growth in her competitive player base over the past two years.  
Although Zelda benefits from some the changes to the game's engine, other changes have impaired her as well; the universal increase in mobility doesn't benefit her as much due to her slow grounded movement, since it still doesn't allow her to catch up with most of the cast. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly worsens her respectable out of shield game.


Despite these changes, she is still generally viewed as a lower mid tier character with many top ranked players placing her in low tier. Despite her powerful out of shield options, fast burst options, KO power, and ledge trapping, her poor disadvantage, mobility, and inconsistency are big weaknesses that prevent her from being higher up in the tier list. However, this incarnation of Zelda is universally agreed to be the strongest one yet, and she is generally considered to be a viable character for the first time in the series.
Overall, Zelda's moveset has been considerably enhanced from previous installments, making her strengths much more defined. Game updates also brought her meaningful improvements that have made her moveset more cohesive and consistent. This has allowed Zelda to fare better than in previous installments; though despite these changes and her strengths, Zelda still retains her core weaknesses from previous games. Zelda still underperforms compared to the rest of the cast, despite this incarnation being her strongest one yet.


{{SSB4 to SSBU changelist|char=Zelda}}
{{SSB4 to SSBU changelist|char=Zelda}}
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|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdesc=A spinning, low-level roundhouse kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, {{SSBU|Ryu}}, and {{SSBU|Ken}}'s down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful and has a rather low ending lag. Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
|dsmashdesc=A spinning, low-level roundhouse kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, {{SSBU|Ryu}}, and {{SSBU|Ken}}'s down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful and has rather low ending lag. While its back hit has more knockback scaling, the front hit KOs earlier due to its higher damage. Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
|nairname=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairname=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
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|uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}})
|uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}})
|uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit)
|uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit)
|uairdesc=Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, only slightly weaker than Shulk's up aerial if the second hit is sweet spotted. When coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option, KOing middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox. However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (40 frames), a short duration, and a fairly short horizontal range. It autocancels in a full hop.
|uairdesc=Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, only slightly weaker than Shulk's up aerial if the second hit is sweet spotted, making it Zelda's most reliable aerial KOing option, as it KOs middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox. It also has a late hit that deals less damage but improves its ability to juggle. However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (35 frames) and a fairly short horizontal range. It autocancels in a full hop.
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild Meteor Heel'')
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild Meteor Heel'')
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot)
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot)
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|fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% (main)
|fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% (main)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Wisdom]] to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages (such as {{SSB|Dream Land}} or [[Mushroom Kingdom II]]), due to its long duration and large vacuum hitboxes.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Wisdom]] to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages (such as {{SSB|Dream Land}} or [[Mushroom Kingdom II]]), due to its long duration and large vacuum hitboxes.
}}
===Stats===
{{Attributes
| cast=89
| weight=85 | rweight=72-73
| dash=1.958 | rdash=36-37
| run=1.43 | rrun=81-82
| walk=0.914 | rwalk=68
| trac=0.116 | rtrac=20-28
| airfric=0.006 | rairfric=77-78
| air=1.092 | rair=40-41
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.055 | raddaccel=51-52
| gravity=0.071 | rgravity=80
| fall=1.35 | rfall=71-74
| ff=2.16 | rff=71-74
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=31.55 | rjumpheight=54
| shorthop=15.24 | rshorthop=57
| djump=31.55 | rdjump=61
}}
}}


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*Smiles and performs a pondering gesture with a finger tapping her cheek.
*Smiles and performs a pondering gesture with a finger tapping her cheek.
<gallery>
<gallery>
SSBUZeldaIdle1.gif|Zelda's first idle pose
SSBUZeldaIdle1.gif|Zelda's first idle pose.
SSBUZeldaIdle2.gif|Zelda's second idle pose
SSBUZeldaIdle2.gif|Zelda's second idle pose.
</gallery>
</gallery>


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Players were initially divided on Zelda's competitive viability. Much of the optimism surrounding the character could be attributed to her noticeably improved frame data over her ''Smash 4'' iteration, particularly on her jab and out-of-shield options, which were key grievances with the character's past iterations, as well as [[Phantom Slash]]'s higher utility. However, players found that some of her key issues, such as her low mobility and poor endurance, were retained from previous games as well. In spite of this, players such as {{Sm|ven}} had a fair degree of success with her upon ''Ultimate'''s release, leaving players considering Zelda as a mid-tier character. However, as time went on and the metagame progressed, her flaws were only further exploited, and her early success was not as high in comparison to the release metagame. This led to a more negative perspective as ''Ultimate'' continued to grow, with numerous professional players considering her as a low-tier character.
As the metagame developed, though, opinions on Zelda began to improve, as several players continued to place well with her. {{Sm|ven}}, in particular, has won sets against {{Sm|ESAM}} and {{Sm|Megafox}} and has had close sets with {{Sm|MkLeo}} and {{Sm|Glutonny}}. Furthermore, she has received noticeable improvements towards her consistencies (one of her key issues) in patches 7.0.0 and 10.1.0, which addressed her neutral aerial and forward smash, respectively. 13.0.0 brought additional consistency to her neutral game and ability to KO using smash attacks and her down air. Moreover, she has seen consistently good placements in tournaments and a notable growth in her player base over the past year. As such, many players now have a more positive opinion on Zelda, and she was considered to some as an upper-mid tier character, with players such as {{sm|Mew2King}}, {{Sm|Salem}}, {{Sm|Goblin}}, and ESAM, the latter initially believing Zelda to be low-tier, now considering her to be high-tier character. Others, however, claim that Zelda is still too polarizing as a character and believed she was still a mid-tier.
However, optimism for Zelda would prove to be short-lived as opinions of her would grow negative as time went on and the metagame progressed even further. Zelda saw a unanimous decrease in both her perception and results, and the return of offline play appeared to have little benefit for her. Zelda's flaws, such as her linear game plan and poor mobility, were only further exploited over time as most Zelda players would struggle with adapting to the progressing meta. This would lead to an increasingly negative perception of Zelda as collective opinions would grow in considering her as a low-tier character or lower-mid tier at best. Nonetheless, her best players such as {{Sm|ven}} and {{Sm|Yn}} have managed to continue place well with her in top-level play, with ven placing 9th at {{Trn|LVL UP EXPO 2023}} and Yn placing 9th at {{Trn|Maesuma TOP 11}}.
Currently, Zelda ranks 75th out of 82, placing her in the top of low tier. Due to all of her previous incarnations being bottom-three, it is generally agreed that she is much more viable than all of her previous incarnations and that this is the most viable she has been in the entire series.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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''See also: [[:Category:Zelda players (SSBU)]]''
''See also: [[:Category:Zelda players (SSBU)]]''


*{{Sm|Marf|Canada}} - The best Zelda player in Canada. Placed 3rd at {{Trn|Animethon 26}}, 4th at {{Trn|Salt Flats 2020}}, 7th at {{Trn|SKL: Prairie Pummel}}, and 13th at {{Trn|VORTEX}} with wins over players such as {{Sm|Exodia}}, {{Sm|Lights}}, and {{Sm|Alphicans}}. Ranked 3rd on the [[Alberta Power Rankings]].
*{{Sm|Mystearica|USA}} - One of the best Zelda players in the world in 2019, most notably placing 3rd at {{Trn|Midwest Arena 2}} defeating {{Sm|Ned}} and {{Sm|Goblin}} and 5th at {{Trn|2GG: Run it Back}} defeating {{Sm|Tea}}, alongside some strong major/supermajor results such as 25th at {{Trn|Pound 2019}} and 33rd at {{Trn|Smash 'N' Splash 5}}. She dropped Zelda for {{SSBU|Palutena}} in 2020.
*{{Sm|Mystearica|USA}} - One of the best Zelda players in the United States in the early metagame but has since dropped the character for {{SSBU|Palutena}}. Placed 5th at {{Trn|2GG: Run it Back}}, 25th at {{Trn|Pound 2019}}, and 33rd at both {{Trn|Smash 'N' Splash 5}} and {{Trn|DreamHack Atlanta 2019}} with wins over players such as {{Sm|Tea}}, {{Sm|Goblin}}, and {{Sm|Ned}}. Ranked 1st in the [[Indiana Power Rankings]].
*{{Sm|Naskino|France}} - The best Zelda player in Europe is a top 50 player on the continent in the post-online metagame, ranking 37th on the [[European Ultimate Power Rankings]] for the first half of 2023. He has consistently placed highly at several events, most notably 13th at {{Trn|King Of Fields 95 3}} and 17th at {{Trn|Temple: Hermès Edition}}.
*{{Sm|Naskino|France}} - The best solo-Zelda player in Europe. Placed 7th at {{Trn|Smash4Glory - Ultimate Edition}}, 9th at {{Trn|Ultimate WANTED 2}}, 17th at both {{Trn|Temple: Hermès Edition}} and {{Trn|Ultimate Fighting Arena 2022}}, and 33rd at {{Trn|Ultimate Fighting Arena 2019}} with wins over players such as {{Sm|Tarik}}, {{Sm|Leon}}, and {{Sm|Mr. E}}.
*{{Sm|ven|USA}} - The best Zelda player from 2019 to 2022. His best results were in the early metagame thanks to strong performances such as 17th at {{Trn|2GG: Prime Saga}} defeating {{Sm|ESAM}} and 33rd at {{Trn|2GG: Kongo Saga}} defeating {{Sm|Elegant}}; he was also the first Zelda player ranked on a global ranking, ranking 83rd on the [[OrionRank Ultimate: Six Months In]]. Although less consistent since, he has still seen some strong results, including 9th at {{Trn|LVL UP EXPO 2023}}, tied as the best Zelda placement at a major.
*{{Sm|ven|USA}} - One of the best Zelda players in the world. Placed 9th at both {{Trn|Wavedash 2022}} and {{Trn|LVL UP EXPO 2023}}, 13th at {{Trn|The Kid, the Goat, and the Mang0}}, 17th at {{Trn|2GG: Prime Saga}}, and 25th at {{Trn|2GG: SwitchFest 2019}} with wins over players such as {{Sm|ESAM}}, {{Sm|Gackt}}, and {{Sm|Kurama}}. Ranked 3rd on the [[Las Vegas Power Rankings]].
*{{Sm|Yn|Japan}} - The best Zelda player in the world since 2023. He has the best peaks for a Zelda player, including placing 9th at the supermajor {{Trn|Maesuma TOP 11}} defeating {{Sm|Tea}} and the major {{Trn|Maesuma TOP 14.5 "in Hyogo"}}.
*{{Sm|Yn|Japan}} - One of the best Zelda players in the world. Placed 7th at {{Trn|Sumabato SP 15}}, 9th at {{Trn|Maesuma TOP 11}}, 13th at {{Trn|KOWLOON 3}}, 17th at {{Trn|Mēsuma}}, and 25th at {{Trn|Umebura SP 9}} with wins over players such as {{Sm|Tea}}, {{Sm|Kome}}, and {{Sm|Asimo}}.
 
===Tier placement and history===
Players were initially divided on Zelda's competitive viability. Many players pointed out that her key issues, most notably her low mobility and poor endurance, were retained from previous games. On the other hand, other players were more optimistic towards the character due to improved frame data over her ''Smash 4'' iteration, particularly on her jab and out-of-shield options, as well as [[Phantom Slash]]'s higher utility. However, players found that some of her key issues, such as her low mobility and poor endurance, were retained from previous games as well. This optimism, coupled with strong early performances from players such as {{Sm|Mystearica}}, {{Sm|Naskino}}, and {{Sm|ven}}, led many to believe the character was a solid mid-tier, with some arguing that she could be a potential high-tier.
 
This optimism did not last for long, as Zelda's polarizing nature became more noticeable as time went on: despite receiving buffs in updates 7.0.0 and 13.0.0 that improved her consistency, Zelda's poor mobility, disadvantage, and highly risky neutral remained critical weaknesses. As a result, Zelda players began struggling in the developing metagame, and they either dropped the character (such as Mystearica) or saw worse results and consistency than before (such as ven). Although Naskino continued to do well in Europe and {{Sm|Yn}} began making waves in Japan in early-2023, opinions on Zelda continued to decline, and as a result she sits at 75th out of 82 on the first tier list, rising two spots in the second and current one. Although it is her best placement in the series and she is far better than all her previous incarnations, she is currently placed in low-tier.


=={{SSBU|Classic Mode}}: Wisdom Prevails==
=={{SSBU|Classic Mode}}: Wisdom Prevails==
[[File:SSBU Congratulations Zelda.png|thumb|Zelda's congratulations screen.]]
[[File:SSBU Congratulations Zelda.png|thumb|Zelda's congratulations screen.]]
All of Zelda's battles are on ''The Legend of Zelda''-themed stages, and all her opponents are antagonists. The final battle is against Ganondorf, who transforms into Ganon upon defeat.
Zelda's opponents are antagonists and she fights each of them on stages that hail from {{uv|The Legend of Zelda}} series.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}''||
|2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}''||
|-
|-
|3||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (x5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Horde Battle.<br>The Mii Swordfighters are dressed in Yiga Clan Mask and Yiga Clan Outfit.
|3||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Horde Battle.<br>The Mii Swordfighters are dressed in the Yiga Clan Mask and Yiga Clan Outfit.
|-
|-
|4||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||A possible reference to King Bulblin.
|4||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||A possible reference to King Bulblin.
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|5||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||
|5||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||
|-
|-
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}} (x4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}} (×4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 676: Line 700:
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!!/Torna}}
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!!/Torna}}
|Haze
|Haze
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|Zelda (Tears of the Kingdom)
|}
|}


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