Zelda (PM): Difference between revisions

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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Zelda
|name = Zelda
|image       = [[Image:Zelda SSBB.jpg|250px]]
|image = {{tabber|title1=Twilight Princess (PM)|content1=[[File:Zelda SSBB.jpg|250px]]|title2=Twilight Princess (P+)|content2=[[File:PPlus Zelda.png|250px]]|title3=Ocarina of Time (PM)|content3=[[File:OoT Zelda PM.png|250px]]|title4=Ocarina of Time (P+)|content4=[[File:PPlus Oot Zelda.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Zelda (SSBM)
|altcostume = ''Ocarina of Time'' Zelda
|moveset2     = Zelda (SSBB)
|moveset1 = Zelda (SSBM)
|altcostume  = Ocarina of Time Zelda
|moveset2 = Zelda (SSBB)
}}
}}
[[Image:OoT Zelda PM.png|thumb|right|Zelda's Ocarina of Time Costume in Project M 3.5]]
'''Zelda''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. She was one of the most buffed characters from ''Melee'' and ''Brawl'', going from being a bottom tier character in both ''Melee'' and ''Brawl'' to a formidable fighter that can be played without the need of {{PM|Sheik}}.
'''Zelda''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. She was one of the most buffed characters from ''Melee'' and ''Brawl'', going from being a bottom tier character in both ''Melee'' and ''Brawl'' to a formidable fighter that can be played without need of {{PM|Sheik}}.


Zelda is placed 38th out 41 on the [[Project M#Tier list|official]] [[tier list]], toward the bottom of the D tier. This is a slight drop over her 22nd out of 26 placement in ''Melee'' and a marginal improvement over her ''Brawl'' standing as 37th out of 38. Her tools are strong enough to make her a competent fighter, and numerous top placings by {{Sm|Zhime}} have shown her great potential.
Zelda is placed 38th out 41 on the [[Project M#Tier list|official]] [[tier list]], toward the bottom of the D tier. This is very similar to her 24th out of 26 placement in ''Melee'' and a marginal improvement over her ''Brawl'' standing as 37th out of 38. Her tools are strong enough to make her a competent fighter, and numerous top placings by {{Sm|Zhime}} have shown her great potential.


==Attributes==
==Attributes==
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==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
Zelda was immensely buffed from ''Brawl'' to ''Project M'' however, her buffs were not enough to keep up with most of the cast.
Zelda was immensely buffed from ''Brawl'' to ''Project M''. Her mobility has been improved and many of her attacks are faster. Many of her moves also have improved KO potential such as back throw and the back hit of her down smash. The changes to PM's mechanics also greatly benefit her as they improve her combo potential and her overall endurance is higher. Lastly, [[Transform]] is much faster and {{PM|Sheik}} much like in Melee is a more effective character.
 
She did see a few nerfs however. Her down tilt has more ending lag and can no longer [[trip]] opponents. Some of her KO moves such as down smash's front hit and her Lightning Kicks were weakened while some of her moves such as up smash, up aerial and neutral aerial are less reliable.
 
Overall, she is much more effective and viable than she has ever been; however, her buffs were not enough to keep up with most of the cast, resulting in her remaining one of the weaker characters in the game.


===Aesthetics===
===Aesthetics===
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*{{change|[[Spot dodge]] was given magical sparkling graphics.}}
*{{change|[[Spot dodge]] was given magical sparkling graphics.}}
*{{change|Like [[Transform]], down [[taunt]] now emits the characteristic "Puzzle Solved" jingle from ''Zelda'' games.}}
*{{change|Like [[Transform]], down [[taunt]] now emits the characteristic "Puzzle Solved" jingle from ''Zelda'' games.}}
===Attributes===
*{{buff|Zelda [[dash]]es faster (1.22 → 1.275)}}
*{{buff|Zelda's [[traction]] is higher (0.054 → 0.8) though it is still lower than in ''Melee''. This makes it easier for her to punish out of shield compared to ''Brawl'' while giving her a longer [[wavedash]] than in ''Melee''.}}
*{{nerf|However, her higher traction also limits the length of her new wavedash.}}
*{{nerf|Zelda's [[air speed]] is slower although the difference is negligible (0.987 → 0.98).}}
*{{buff|Zelda's [[weight]], [[fall speed]] and [[gravity]] have all been reverted to their Melee values (85 → 90 (weight), 1.13 → 1.4 (fall speed), 0.067 → 0.073 (gravity)). This significantly improves her endurance.}}
*{{nerf|Her higher weight however prevents her from being knocked down by {{PM|Fox}}'s shine making her vulnerable to his waveshine combos.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Jab has improved hitboxes which hit lower and connects with multiple hits much more reliably. The last hit also deals more damage (2% → 3%).}}
*{{buff|Jab has improved hitboxes which hit lower and connects with multiple hits much more reliably. The last hit also deals more damage (2% → 3%).}}
*{{buff|[[Forward smash|Forward]] and [[up smash]]es link much better; while the latter uses its superior ''Brawl'' format with reduced hitlag, the former has more favorable angles for the multiple hits, both hitting faster and with fewer [[freeze frame]]s.}}
*{{buff|Forward tilt now has a hitbox behind Zelda when she swings her arm backwards. It also has less startup lag with a longer duration (frames 12-14 → 10-16) and it has less ending lag (frame 40 → 32).}}
*{{nerf|[[Up smash]] has smaller hitboxes, and can no longer hit some grounded characters.}}
*{{change|Forward tilt now has a hitbox at the very tip that does slightly more damage (14%), but has reduced knockback (50 (base), 88 (scaling) → 65/60).}}
*{{change|[[Up smash]] has lower knockback, allowing it to combo better, but it does not kill as early.}}
*{{change|Forward tilt no longer has transcendent priority on most of its hitboxes. The "tip" hitbox retains transcendent priority.}}
*{{nerf|[[Down smash]] has lower knockback for the front-facing kick.}}
*{{nerf|Forward tilt has reduced knockback on all hitboxes (50 (base), 88 (scaling) (all) → 50/80 (hand), 50/100 (arm/body)) and deals less damage on the arm and body (12% (arm), 11% (body) → 10%/9%).}}
**{{buff|However, the kick behind Zelda has increased damage and knockback.}}
*{{buff|[[Up tilt]] deals more damage (11% → 15% (clean), 13% (late)) giving it more kill power despite its decrease knockback (65 (base), 105 (scaling) → 40/110 (clean), 30/120 (late)). It also has less startup lag with a longer duration (frames 10-24 → 8-28), it has less ending lag (frame 48 → 40) and sends opponents at a more vertial angle (70° → 75°/85°). It now has a strong early hitbox and a weaker late hitbox, but the late hitbox is still very strong.}}
*{{buff|[[Up tilt]] has much higher knockback, making it a very potent kill move. It now has a strong early hitbox and a weaker late hitbox, but the late hitbox is still very strong.}}
*{{buff|Up tilt now renders Zelda's moving arm invulnerable during the attack.}}
*{{buff|Up tilt now renders Zelda's moving arm invulnerable during the attack.}}
*{{buff|Forward tilt now has a hitbox behind Zelda when she swings her arm backwards.}}
*{{nerf|Due to having a strong hit and a late hit, the strong hit of up tilt has a shorter duration (frames 10-24 → 8-16).}}
*{{change|Forward tilt now has a hitbox at the very tip that does slightly more damage (14%), but has reduced knockback.}}
*{{change|Forward tilt no longer has transcendent priority on most of its hitboxes. The "tip" hitbox retains transcendent priority.}}
*{{nerf|Forward tilt has reduced knockback on all hitboxes.}}
*{{buff|Down tilt has increased damage (7% (leg), 8% (body) → 10/11%).}}
*{{buff|Down tilt has increased damage (7% (leg), 8% (body) → 10/11%).}}
*{{nerf|Down tilt has fewer [[Interruptibility|IASA frames]] (first actionable frame 25 30) after connecting the second down tilt.}}
*{{nerf|If Zelda uses down tilt again after connecting with it, the down tilt has more ending lag (frame 25 → 30). Down tilt also has a shorter duration (frames 5-11 → 5-8) and can no longer [[trip]] opponents.}}
*{{buff|Dash attack's clean hit deals more damage (12% → 13%) and the late hit has a longer duration (frames 9-13 → 9-17). Dash attack also has less ending lag (frame 38 → 36).}}
*{{buff|[[Forward smash|Forward]] and [[up smash]]es link much better; while the latter uses its superior ''Brawl'' format with reduced hitlag, the former has more favorable angles for the multiple hits, both hitting faster and with fewer [[freeze frame]]s. Forward smash also has a reduced SDI multiplier (0.5x → 0.25x) making it more difficult to escape from.}}
*{{buff|Up smash has less startup (frame 6 → 5) and ending lag (frame 57 → 51).}}
*{{nerf|Up smash has smaller hitboxes, and can no longer hit some grounded characters. It also has a higher SDI multiplier (0.1x → 0.25x) and the final hit deals less damage (5% → 4%) although its knockback growth was compensated (210 → 240).}}
*{{nerf|[[Down smash]] has lower knockback scaling for the front-facing kick (95 → 90). It also has a shorter duration (frames 4-6 → 4-5). Both hits also send opponents at a higher angle (20° (both) → 30° (front), 25° (back) making it less effective as a [[semi-spike]].}}
**{{buff|However, the kick behind Zelda has less startup lag with a longer duration (frames 12-14 → 11-14), increased damage (10% → 13%) and knockback scaling (85 → 90). Down smash also has less ending lag (frame 40 32).}}
*{{change|Zelda no longer has a unique voice clip when performing down smash.}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Neutral aerial has larger hitboxes and does more damage if all hits connect.}}
*{{buff|Neutral aerial has larger hitboxes and does more damage if all hits connect (13% → 15%). It also has less ending lag (frame 50 → 42) and it now has a landing hit. The final hit also has increased knockback (40 (base), 130/120 (scaling) → 15/175).}}
*{{nerf|Neutral aerial's linking hits can now be DI'd, making some Brawl combos that involved landing to interrupt the move no longer guaranteed.}}
*{{nerf|Neutral aerial's linking hits can now be DI'd due to having a higher SDI multiplier (0x → 0.5x), making some Brawl combos that involved landing to interrupt the move no longer guaranteed. It also has more landing lag (12 frames → 18) though this is compensated with the reintroduction of [[L-cancel]]ing.}}
*{{buff|Up aerial has an early hitbox at the base of her fingertips which starts earlier and deals weak electric damage, linking into the explosion itself. The explosion also deals more damage if it hits at the center.}}
*{{buff|Up aerial has an early hitbox at the base of her fingertips which starts earlier (frame 14 → frame 10) and deals 5% electric damage, linking into the explosion itself. The explosion also deals more damage if it hits at the center (15% → 17%) and it has a longer duration (frames 14-16 → 10-17). It also has less ending lag (frame 55 → 49) and it [[auto cancel]]s earlier (frame 56 → 38) allowing it to auto cancel out of a [[short hop]] like it could in ''Melee''.}}
**{{nerf|However, the rest of the explosion hitbox is weaker than the ''Brawl'' version in both damage and knockback. It still has more KO power than ''Melee's'' up aerial.}}
*{{change|the sweetspot has altered knockback (30 (base), 110 (scaling) → 32/102).}}
**{{nerf|The linking hitbox can be DI'd, which may cause opponents to fall out of range of the explosion.}}
*{{nerf|However, the new sourspot of the explosion is weaker in both damage (15% → 14%) and knockback (30 (base), 102 (scaling) → 5/115). Up aerial also has more landing lag (22 frames → 25).}}
*{{buff|Down aerial has also been made to sweetspot on grounded opponents in addition to aerial opponents, and does more damage. The sweetspot is a powerful KO move on a grounded opponent.''}}
*{{nerf|The linking hitbox of up aerial can be DI'd, which may cause opponents to fall out of range of the explosion making the move less reliable.}}
*{{buff|Both forward and back [[Lightning Kick|Lightning Kick]] are based off their Melee design with larger sweetspots and have more active frames. The sourspots also deals more damage (4% → 8%).}}
*{{buff|Down aerial has also been made to sweetspot on grounded opponents (18%) in addition to aerial opponents, and does more damage (16% → 20%) and has more knockback scaling (90 → 117). The sweetspot is a powerful KO move on a grounded opponent and it has less ending lag (frame 45 → 40).''}}
*{{nerf|Both forward and back [[Lightning Kick|Lightning Kick]] sweetspots are slightly weaker than in ''Melee'' and ''Brawl'', and do less damage (20% → 19/16% (forward), 18/15% (back)). The sweetspot also decays with time, so only the first frame has the strongest hitbox although this is still an improvement over ''Brawl''.}}
*{{nerf|Down aerial has a shorter duration (frames 14-24 → 14-17) and has slightly more landing lag (21 frames → 24). It also auto-cancels one frame later (frame 40 → 41).}}
*{{buff|Both forward and back [[Lightning Kick]]s are based off their ''Melee'' design with larger sweetspots and have more active frames (1 frame → 4) although the sweetspot now decays over time. They also have less ending lag (frame 40 (forward), frame 36 (back) → 36/33) allowing forward aerial to be performed twice in a short hop and they also have landing lag (22 frames → 18). The sourspots also deal more damage (4% → 8%).}}
*{{nerf|Both forward and back Lightning Kick sweetspots are slightly weaker than in ''Melee'' and ''Brawl'', and do less damage (20% → 19/16% (forward), 18/15% (back)) and knockback (34 (base), 95 (scaling) (forward), 40/96 (back) → 25/100 (forward), 30/105 (back). Forward aerial's sourspot also has a shorter duration (frames 9-12 → 9-11).}}
*{{change|The sweetspot and late sweetspot hitboxes of forward aerial send at a slightly lower angle. ([[Sakurai angle]] → 40°)}}


===Grabs, throws, and other===
===Grabs, throws, and other===
*{{buff|Grabs are faster (Frame 12 (standing), 11 (dash), 14 (pivot) → 8/10/13) and her dash and pivot grabs have slightly less end lag (FAF 40 (dash), 36 (pivot) 39/35).}}
*{{buff|Grabs are faster (frame 12 (standing), 11 (dash), 14 (pivot) → 8/10/13).}}
*{{nerf|Standing grab has more ending lag (frame 30 31).}}
*{{nerf|Forward throw deals less damage (12% → 10%).}}  
*{{nerf|Forward throw deals less damage (12% → 10%).}}  
*{{change|Forward throw has reduced knockback but also has a much faster animation that can catch opponents off guard.}}
*{{change|Forward throw has reduced base knockback (60 → 50) but also has a much faster animation that can catch opponents off guard. It also sends opponents at a higher angle (45° → 60°).}}
*{{buff|Back throw has increased knockback, and now has significant KO potential.}}
*{{buff|Back throw has increased knockback scaling (60 → 87) significantly improving its KO potential.}}
*{{buff|Due to universally increased fall speeds and the removal of [[hitstun canceling]], up throw and down throw can now be used to [[chaingrab]] opponents.}}
*{{buff|Due to universally increased fall speeds and the removal of [[hitstun canceling]], up throw and down throw can now be used to [[chaingrab]] opponents.}}
*{{nerf|Up throw deals less damage (11% → 8%).}}
*{{nerf|Up throw deals less damage (11% → 8%) with its knockback scaling compensated (50 → 66).}}
*{{buff|Down throw deals more damage (10% → 14%) and is drastically faster. The "zapping" hitbox will launch other opponents away with high base knockback, making it more useful in team battles/free-for-all/vs. Ice Climbers.}}
*{{buff|Down throw deals more damage (10% → 14%) and is drastically faster. The "zapping" hitbox will launch other opponents away with high base knockback, making it more useful in team battles/free-for-all/vs. Ice Climbers.}}
*{{buff|Up taunt's magical swirl and side taunt's fireball now both have damaging hitboxes.}}
*{{buff|Up taunt's magical swirl and side taunt's fireball now both have damaging hitboxes.}}
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===Special Moves===
===Special Moves===
*{{buff|[[Nayru's Love]] is land cancelable after the attack frames end, and while the ground version has no such cancel, it possesses improved invulnerability. The invulnerability of the ground version overlaps with the first attacking frame, reducing the likelihood of unfavorable trades.}}
*{{buff|[[Nayru's Love]] is land cancelable after the attack frames end, and while the ground version has no such cancel, it possesses improved invulnerability. The invulnerability of the ground version overlaps with the first attacking frame, reducing the likelihood of unfavorable trades.}}
*{{change|[[Nayru's Love]] no longer sends opponents based on the direction Zelda is facing. }}
*{{change|Nayru's Love no longer sends opponents based on the direction Zelda is facing.}}
*{{change|Zelda has a different voice clip when performing Nayru's Love.}}
**{{buff|The linking hits now draw opponents in from both sides.}}
**{{buff|The linking hits now draw opponents in from both sides.}}
*{{nerf|The aerial version of [[Nayru's Love]] has no invulnerability.}}
*{{nerf|The aerial version of Nayru's Love has no invulnerability.}}
*{{nerf|The Love Jump AT (jumping and using [[Nayru's Love]] immediately after getting hit with enough knockback, making Zelda rise while reflecting projectiles) from ''Brawl'' no longer works. Instead, Zelda will be sent sideways, which is far less useful for recovery.}}
*{{nerf|The Love Jump AT (jumping and using Nayru's Love immediately after getting hit with enough knockback, making Zelda rise while reflecting projectiles) from ''Brawl'' no longer works. Instead, Zelda will be sent sideways, which is far less useful for recovery.}}
*{{buff|[[Din's Fire]] functions significantly differently, loosely based on Viola's magical orb from Soul Calibur V.<ref>http://soulcalibur.wikia.com/wiki/Viola</ref> Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for ~3.5 seconds before exploding and returning to Zelda. Both the standing "mine" and the returning "wisp" will inflict damage upon making contact with a foe. If a foe runs into or hits the "standing mine" with a hitbox, it will return to Zelda without exploding. In addition to these changes, the control of fireballs is massively increased. Using Transform will also force it to explode. Zelda can manually detonate a traveling or standing Din's Fire by inputting side-special again. This explosion is significantly weaker than the timed explosion or the transform explosion, but is excellent for comboing. It also no longer puts Zelda into free fall if used in the air.}}
*{{buff|[[Din's Fire]] functions significantly differently, loosely based on Viola's magical orb from ''Soul Calibur V''.<ref>http://soulcalibur.wikia.com/wiki/Viola</ref> Upon releasing a fireball, instead of quickly exploding it stops and hangs in the air for ~3.5 seconds before exploding and returning to Zelda. Both the standing "mine" and the returning "wisp" will inflict damage upon making contact with a foe. If a foe runs into or hits the "standing mine" with a hitbox, it will return to Zelda without exploding. In addition to these changes, the control of fireballs is massively increased. Using Transform will also force it to explode. Zelda can manually detonate a traveling or standing Din's Fire by inputting side-special again. This explosion is significantly weaker than the timed explosion or the transform explosion, but is excellent for comboing. It also no longer puts Zelda into free fall if used in the air. The timed explosion deals a high damage (10-25%).}}
*{{buff|Zelda can input B at any time in the middle of the "invisible" portion of [[Farore's Wind]] to cancel the move early, giving Zelda the ability to shorten her teleport, similar to [[Fox Illusion]] and [[Falco Phantasm]]. Interrupting the teleport removes the reappearance hitbox. If canceled on the ground, the move has significantly less endlag, giving Zelda a much-needed tool both in neutral and to chase down far away opponents.}}
*{{nerf|The regular explosion of Din's Fire deals less damage (8-16% → 7-12%) although its increased utility gives it more damage potential.}}
*{{buff|Zelda can now grab ledges behind her when she is spinning during Farore's Wind. (during the startup, and just after reappearing.)}}
*{{buff|Zelda can input B at any time in the middle of the "invisible" portion of [[Farore's Wind]] to cancel the move early, giving Zelda the ability to shorten her teleport, similar to [[Fox Illusion]] and [[Falco Phantasm]]. Interrupting the teleport removes the reappearance hitbox. If canceled on the ground, the move has significantly less endlag, giving Zelda a much-needed tool both in neutral and to chase down far away opponents. }}
*{{buff|The beginning hitbox of [[Farore's Wind]], when used in the air, sends foes at 40 degrees, instead of straight up, which is much more useful for edgeguarding.}}
*{{buff|Zelda can now grab ledges during Farore's Wind's startup. She can also act out of Farore's Wind much sooner improving it's recovery potential.}}
*{{nerf|[[Farore's Wind]]'s reappearance hitbox comes out on frame 2 of reappearance, rather than frame 1.}}
*{{buff|The beginning hitbox of Farore's Wind, when used in the air, sends foes at 40 degrees, instead of straight up, which is much more useful for edgeguarding.}}
*{{nerf|Reappearance hitbox of Farore's Wind deals weaker damage.}}
*{{change|Zelda now has a voice clip when using Aerial Farore's Wind (the same voice clip used for her full hop).}}
*{{buff|Can act out of [[Transform]] sooner, like {{PM|Sheik}}.}}
*{{nerf|Farore's Wind's reappearance hitbox comes out on frame 2 of reappearance, rather than frame 1.}}
*{{buff|[[Transform]] now switches Zelda with Sheik much faster due to their files no longer being loaded from the ''Brawl'' disc.}}
*{{nerf|Farore's Wind deals less damage (6% (both hits) → 4%).}}
*{{buff|Due to files being loaded from the SD card rather than the ''Brawl'' disc, [[Transform]] now functions significantly faster as in ''Melee'', allowing Zelda to act sooner once she finishes using the move. This trait is shared with {{PM|Sheik}}.}}


==Revisions==
==Revisions==
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|-
|-
! colspan=2| Neutral attack
! colspan=2| Neutral attack
| || 2% (hits 1-2), 3% (hit 3) || Zelda sticks her hand out in front of herself and shoots small magical sparks. Disjointed with decent range.
| || 2% (hits 1-2), 3% (hit 3) || Zelda sticks her hand out in front of herself and shoots small magical sparks. Disjointed with decent range, but very slow for a neutral attack.
|-
|-
! colspan=2| Forward tilt
! colspan=2| Forward tilt
| || 14% (tip), 13% (hand), 9% (body) || Zelda swipes her arm horizontally in front of herself with a boost of magic power. The attack has moderate knockback and sends enemies behind Zelda. Can be angled.
| || 14% (tip), 13% (hand), 9% (body) || Zelda swipes her arm horizontally in front of herself with a boost of magic power. The attack has moderate knockback and sends enemies behind Zelda, potentially comboing into other moves. The tip hitbox has lower knockback than the hand hitbox, facilitating combos to some degree. Can be angled.  
|-
|-
! colspan=2| Up tilt
! colspan=2| Up tilt
| || 15% (clean), 13% (late) || Zelda waves her arm above her head in an arc with a boost of magic power. Zelda's right arm is [[intangible]] while the hitboxes are out.
| || 15% (clean), 13% (late) || Zelda waves her arm above her head in an arc with a boost of magic power. Zelda's right arm is [[intangible]] while the hitboxes are out. Strong vertical KO power, even for the late hitbox.
|-
|-
! colspan=2| Down tilt
! colspan=2| Down tilt
| || 10% (leg), 11% (body) || Zelda crouches and kicks her foot in front of her, hitting opponents low. This attack can [[meteor smash]] opponents who come in contact with Zelda's body and grounded opponents who come in contact with her foot.
| || 10% (leg), 11% (body) || Zelda crouches and kicks her foot in front of her, hitting opponents low. This attack can [[meteor smash]] opponents who come in contact with Zelda's body, and grounded opponents who come in contact with her foot. If Zelda attempts another down tilt after connecting one on an opponent, she will suffer from additional lag after the move. Against opponents at high percents, down tilt has weak vertical knockback and can potentially combo into KO moves.
|-
|-
! colspan=2| Dash attack
! colspan=2| Dash attack
| || 13% (clean sweetspot), 9% (clean sourspot), 8% (late sweetspot), 7% (late sourspot) || Zelda shoves her arms in front of her and pushes foes in front of her away with a boost of magic power. Sweetspot is located close to her body.
| || 13% (clean sweetspot), 9% (clean sourspot), 8% (late sweetspot), 7% (late sourspot) || Zelda shoves her arms in front of her and pushes foes in front of her away with a boost of magic power. Sweetspot is located close to her body. The sweetspot can start combos or can kill at very high percents.
|-
|-
! colspan=2| Forward smash
! colspan=2| Forward smash
| || {{ChargedSmashDmgSSBM|1}} (hits 1-4), {{ChargedSmashDmgSSBM|13}} (hit 5) || Zelda charges magic energy in her right hand and flashes it in front of her, hitting opponents multiple times before knocking them away. Quick, with large range. However it can be escaped from with good [[SDI]].  
| || {{ChargedSmashDmgSSBM|1}} (hits 1-4), {{ChargedSmashDmgSSBM|13}} (hit 5) || Zelda charges magic energy in her right hand and flashes it in front of her, hitting opponents multiple times before knocking them away. Relatively low ending lag, with large range. However, it can be escaped from with good [[SDI]].  
|-
|-
! colspan=2| Up smash
! colspan=2| Up smash
| || {{ChargedSmashDmgSSBM|1}} (hits 1-11), {{ChargedSmashDmgSSBM|4}} (hit 12) || Zelda charges magic energy in her left hand and waves it above her head twice, hitting opponents multiple times before knocking them away. This move is powerful, but can be SDI'd out of.
| || {{ChargedSmashDmgSSBM|1}} (hits 1-11), {{ChargedSmashDmgSSBM|4}} (hit 12) || Zelda charges magic energy in her left hand and waves it above her head twice, hitting opponents multiple times before knocking them away with reasonably strong knockback. This move can be SDI'd out of, but it is difficult. Combos into itself or other moves at low percents, depending on the opponent.
|-
|-
! colspan=2| Down smash  
! colspan=2| Down smash  
| || {{ChargedSmashDmgSSBM|12}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Zelda quickly kicks on both sides of herself, knocking opponents away. This attack comes out very quickly and powerfully knocks enemies away horizontally. Zelda's leg is intangible while performing the move, making it a useful move for stopping projectiles.   
| || {{ChargedSmashDmgSSBM|12}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Zelda quickly kicks on both sides of herself, knocking opponents away. This attack comes out very quickly and knocks enemies away horizontally at a low angle. The back hit is stronger than the front hit in terms of both damage and knockback. Zelda's leg is intangible while performing the move.   
|-
|-
! colspan=2| Neutral aerial
! colspan=2| Neutral aerial
| || 2% (hits 1-5), 5% (hit 6), 3% (landing) || Zelda waves her arms around her, hitting opponents multiple times around her before knocking them away.
| || 2% (hits 1-5), 5% (hit 6), 3% (landing) || Zelda waves her arms around her, hitting opponents multiple times around her before knocking them away. Relatively fast startup.
|-
|-
! colspan=2| Forward aerial
! colspan=2| Forward aerial
| [[Lightning Kick]] || 19% (foot clean), 16% (foot late), 8% (body) || Zelda quickly kicks in front of her, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot strikes the opponent. Otherwise, it's extremely weak and doesn't KO until over 300% at the sourspot.
| [[Lightning Kick]] || 19% (foot clean), 16% (foot late), 8% (body) || Zelda quickly kicks in front of her, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot strikes the opponent. Otherwise, it's extremely weak and doesn't KO until over 300% at the sourspot. Sends opponents at a slightly lower angle than the back aerial.
|-  
|-  
! colspan=2| Back aerial
! colspan=2| Back aerial
| [[Lightning Kick]] || 18% (foot clean), 15% (foot late), 8% (body) || Zelda quickly kicks behind herself, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot strikes the opponent. Is slightly faster than her forward air but deals less damage at both the sweetspot and sourspot.
| [[Lightning Kick]] || 18% (foot clean), 15% (foot late), 8% (body) || Zelda quickly kicks behind herself, dealing great damage and knockback if the opponent is hit at the beginning of the move and just the tip of her boot strikes the opponent. Is slightly faster than her forward air but deals less damage at both the sweetspot and sourspot, and sends at a slightly higher angle. This is Zelda's fastest aerial at 5 frames of startup.
|-
|-
! colspan=2| Up aerial
! colspan=2| Up aerial
| || 5% (hit 1), 17% (explosion center), 14% (explosion sides) || Zelda brings her arm above her head and releases a fiery explosion above her head, dealing great knockback. Has a hitbox at startup that sends the enemy upward into the explosion afterward.
| || 5% (hit 1), 17% (explosion center), 14% (explosion sides) || Zelda brings her arm above her head and releases a fiery explosion above her head, dealing great knockback. Has a hitbox at startup that sends the enemy upward into the explosion afterward. The center of the explosion deals more damage and knockback, and launches at a perfectly vertical angle.
|-
|-
! colspan=2| Down aerial
! colspan=2| Down aerial
| || 18% (clean ground), 20% (clean air), 8% (late foot), 9% (late leg) || Zelda stomps her foot below herself. Like her forward & back aerials, if this hits within the first couple of frames with the foot, it causes a pause in the opponent's movement, then deals high damage and meteor smashes the opponent straight downwards very fast. If the opponent is grounded, it does slightly less damage and causes the enemy to bounce off the ground and into the air.
| || 18% (clean ground), 20% (clean air), 8% (late foot), 9% (late leg) || Zelda stomps her foot below herself. Like her forward & back aerials, if this hits within the first couple of frames with the foot, it causes a pause in the opponent's movement, then deals high damage and meteor smashes the opponent straight downwards very fast. If the opponent is grounded, it does slightly less damage and causes the enemy to bounce off the ground and into the air, with very high knockback.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
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|-
|-
! colspan=2| Forward throw
! colspan=2| Forward throw
| || 10% || Magically twirls her opponent and throws them forward.
| || 10% || Magically twirls her opponent and throws them forward. A very fast throw.
|-
|-
! colspan=2| Back throw
! colspan=2| Back throw
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|-
|-
! colspan=2| Down throw
! colspan=2| Down throw
| || 3% (hits 1-4), 2% (throw) || Throws the opponent on the ground and shocks them repeatedly with magical bursts. The enemy will be launches upwards behind Zelda. While it is easily DI'd away to prevent any follow-ups, it has very good follow-ups if the opponent DIs wrong. At the edge of the stage, she can set up an early edgeguard.
| || 3% (hits 1-4), 2% (throw) || Throws the opponent on the ground and shocks them repeatedly with magical bursts. The enemy will be launched upwards behind Zelda. While it is easily DI'd away to prevent any follow-ups, it has very good follow-ups if the opponent DIs wrong, and does very high damage for a throw. At the edge of the stage, she can set up an early edgeguard.
|-
|-
! colspan=2| Floor attack (front)
! colspan=2| Floor attack (front)
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|-
|-
! colspan=2| Neutral special
! colspan=2| Neutral special
| [[Nayru's Love]] || 1-2% (hits 1-5), 4% (hit 6 ground), 3% (hit 6 air) || Creates a crystal that slashes enemies and reflects projectiles. Has a few frames of invincibility near the beginning of the move when used on the ground.
| [[Nayru's Love]] || 1-2% (hits 1-5), 4% (hit 6 ground), 3% (hit 6 air) || Creates a crystal that slashes enemies and reflects projectiles. Has a few frames of invincibility near the beginning of the move when used on the ground. When used in the air, it has no invincibility but the lag can be cancelled if Zelda lands after the hitboxes are done.
|-
|-
! colspan=2| Side special
! colspan=2| Side special
| [[Din's Fire]] || 7-12% (fireball), 6-13% (set explosion), 10-25% (auto explosion), 4-9% (return) || Casts a fireball that explodes in a few seconds. The longer the hitbox is out, the bigger the ending explosion will be. The fireball slows down the longer the the button is held.
| [[Din's Fire]] || 7-12% (fireball), 6-13% (set explosion), 10-25% (auto explosion), 4-9% (return) || Allows Zelda to place a fireball on the field, which can damage opponents upon contact. After a few seconds or if Side+B is pressed again, the fireball explodes and returns as a "wisp" to Zelda, dealing damage to opponents it touches along the way. If an opponent makes contact with the fireball before the initial explosion, it will do damage but not explode, but still become a "wisp". The "wisp" can be detonated with Side+B, creating a small explosion before it resumes travelling back to Zelda. The more time Zelda spends placing the fireball, the bigger and stronger the ending explosion will be, and the more slowly the "wisp" travels.  
|-
|-
! colspan=2| Up special
! colspan=2| Up special
| [[Farore's Wind]] || 4% (warp & return) || Teleports in a given direction, dealing damage at both ends
| [[Farore's Wind]] || 4% (warp & return) || Teleports in a given direction, dealing damage at both ends. Press B while teleporting to shorten the teleport but lose the ending hitbox. With good timing and positioning, Zelda can teleport onto platforms and cancel most of the ending lag.
|-
|-
! colspan=2| Down special
! colspan=2| Down special
| [[Transform]] || &mdash; || Transforms into [[Sheik_(PM)|Sheik]], detonating any undetonated fireballs.
| [[Transform]] || &mdash; || Transforms into [[Sheik_(PM)|Sheik]], detonating any undetonated fireballs. Invulnerable during the transformation (blue sparks).
|-
|-
! colspan=2| Final Smash
! colspan=2| Final Smash
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==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
*{{Sm|A-Wall|USA}}
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Chard|USA}}-Ranked 1st on the [[Las Vegas Power Rankings]] for Project M. Placed 5th at [[EVO 2017]].
*{{Sm|Dr.|USA}} - Best Zelda on the West Coast. Honorable mention on [[PMRank 2017]].
*{{Sm|Dr.|USA}}-Best Zelda on the West Coast and one of the best in the world. Ranked 11th on the [[SoCal Power Rankings]] for Project M.
*{{Sm|evil lesbian|USA}} - The best active Zelda main in the world. Ranked #38 on [[PMRank 2023]] with wins on {{Sm|techboy}} and {{Sm|ORLY}}.
*{{Sm|Face|USA}}
*{{Sm|Kalne|Japan}} - One of the two best ''Project M'' players in Japan.
*{{Sm|Goode|USA}}-Ranked 7th on the [[MD/VA Power Rankings]] for Project M..
*{{Sm|Zhime|USA}} - Best Zelda in the world. Ranked 32nd on the PMRank 2016.
*{{Sm|Idea|Canada}}
*{{Sm|kate|USA}} - Recently ranked 5th on the MAPM power ranking in mid 2021. Wins on {{Sm|Twisty}}, {{Sm|Flipp}}, {{Sm|Flarp}}, {{Sm|Motobug}}, and {{Sm|Plagavis}}.
*{{Sm|Irish|USA}}
*{{Sm|Kalne|Japan}}-One of the two best Project M players in Japan. Has taken multiple sets off of {{Sm|Charby}}.
*{{Sm|Riot|USA}}
*{{Sm|Romance|USA}}-Power Ranked in Colorado for Project M.
*{{Sm|Zhime|USA}}-Best Zelda in the world. Ranked 32nd on the PMRank 2016.
 
====Inactive====
*{{Sm|Seibrik|USA}}-Placed 13th at [[SKTAR 3]] using a combination of Sheik and Zelda.
*{{Sm|zerothetheif|Brazil}}-Placed 25th at [[Paragon Orlando 2015]] and 5th at [[CEO 2015]].


==Alternate costumes==
==Alternate costumes==
Zelda now has an alternate costume that is more closely based off [[Zelda (SSBM)|her appearance]] in ''Melee'', which itself was based off her appearance in ''The Legend of Zelda: Ocarina of Time''. Oddly, the ''Brawl'' color palette which references the design featured in the alternate costume stays, despite Ganondorf's ''Ocarina Of Time'' based palette swap being replaced with the default color for his alternate costume, which is again based off of his ''Ocarina'' design.
===Project M===
Zelda now has an alternate costume that is more closely based off [[Zelda (SSBM)|her appearance]] in ''Melee'', which itself was based off her appearance in ''The Legend of Zelda: Ocarina of Time''. Oddly, the ''Brawl'' color palette which references the design featured in the alternate costume stays, despite Ganondorf's ''Ocarina Of Time'' based palette swap being replaced with the default color for his alternate costume, which is again based off of his ''Ocarina'' design. Zelda has the Triforce symbol in her right hand after getting a Final Smash with her Ocarina of Time costume.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Zelda Palette (PM).png|frame|center|Zelda's alternate costumes in PM]]
|colspan=8|[[File:Zelda Palette (PM).png|frame|center|Zelda's alternate costumes in PM]]
|-
|-
|[[Image:ZeldaHeadSSBB.png]]
|[[File:ZeldaHeadSSBB.png]]
|[[Image:ZeldaHeadRedSSBB.png]]
|[[File:ZeldaHeadRedSSBB.png]]
|[[Image:ZeldaHeadBlueSSBB.png]]
|[[File:ZeldaHeadBlueSSBB.png]]
|[[Image:ZeldaHeadPinkSSBB.png]]
|[[File:ZeldaHeadPinkSSBB.png]]
|[[Image:ZeldaHeadGreenSSBB.png]]
|[[File:ZeldaHeadGreenSSBB.png]]
|[[Image:ZeldaHeadBlackSSBB.png]]
|[[File:ZeldaHeadBlackSSBB.png]]
|[[Image:ZeldaHeadOoTPM.png]]
|[[File:ZeldaHeadOoTPM.png]]
|}
|}
===Project+===
Zelda gained more alternate costumes, with most of them being reworked in Project+ 2.3:
*Pink/Blue: Based on her appearance as a resident of Skyloft in ''The Legend of Zelda: Skyward Sword''.
*Red (OOT): Given brown hair, better resembling the ending of ''The Legend of Zelda'' if Link rescues her with the Red Ring equipped.
*Green (OOT): Based on her appearance in the ending of ''The Legend of Zelda''  if she was rescued by Link with no ring equipped.
*Blue (OOT):
*Violet (OOT): A more accurate portrayal of Zelda's appearance as seen in official artwork for ''The Legend of Zelda: Ocarina of Time''.
*Dark Purple (OOT): Based on Princess Hilda from ''The Legend of Zelda: A Link Between Worlds''.
[[File:Zelda Palette (P+).png|800px|thumb|center|Zelda's alternate costumes in P+]]
'''Z-Secret Costume:''' Young Zelda clothing
'''R-Secret Costume:''' Hyrule Warriors Zelda


==Trivia==
==Trivia==
*Two players can use the same costume for Zelda (and Sheik) as long as one chooses Zelda and the other chooses Sheik with the corresponding palette swap (i.e. default costumes or team colors). This is likely an oversight as a result of being able to choose Zelda and Sheik separately. Upon exiting the results screen and going back to the character select screen, one of the character portraits will use a different alternate costume instead.
*Two players can use the same costume for Zelda (and Sheik) as long as one chooses Zelda and the other chooses Sheik with the corresponding palette swap (i.e. default costumes or team colors). This is likely an oversight as a result of being able to choose Zelda and Sheik separately. Upon exiting the results screen and going back to the character select screen, one of the character portraits will use a different alternate costume instead.
==External links==
*[https://www.reddit.com/r/SSBPM/comments/der1bz/labbing_discord_results_zelda/ Labbing Discord Tech Post]


==References==
==References==
<references />
{{reflist}}


{{Project M}}
{{Project M}}
[[Category:Zelda]]
[[Category:Zelda]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]
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