Template:SSB4 to SSBU changelist/Zelda: Difference between revisions

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===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|Neutral attack has gained a rapid jab alongside a finisher, which can be transitioned into from the first portion of the move on frame 9.}}
**{{buff|It has significantly less startup lag (frame 11 → 4), no longer being the slowest neutral attack in the game.}}
**{{buff|It has significantly less startup lag (frame 11, 13, 15 → 4, 7), no longer being the slowest neutral attack in the game.}}
**{{nerf|The third hit has been removed. Combined with the move's faster startup, this makes the move much less safe on shield and eliminates its combo potential at low percents.}}
**{{buff|The first portion's third hit has been removed, with its first two hits having a lower [[hitlag]] multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to [[jab lock]] and connect more reliably into the rapid jab.}}
***{{buff|However, neutral attack has gained a rapid jab with a finisher, which can be transitioned into after the second hit. This partially compensates for the lost third hit by having similar damage output and higher KO potential.}}
**{{buff|The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.}}
**{{nerf|The first two hits deal less damage (3% → 2.5%). With the removal of the third hit, it deals much less total damage (11% 5%).}}
**{{buff|The first portion has gained a hitbox on Zelda's lower body, while the rapid jab and finisher have been placed lower and have bigger hitboxes (3.6u/3.6u/6.0u 6.0u/6.0u). This lets jab hit smaller characters more reliably.}}
**{{buff|The first hit lasts for 2 frames, up from 1.}}
**{{nerf|Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.}}
**{{change|The first two hits have a lower [[hitlag]] multiplier (0.6×), which, with the removal of the third hit, makes the move execute faster on hit and harder to react to.}}
**{{change|The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).}}
**{{change|They have more horizontal launch angles (361°/140°/140° → 361°/361°/180°), with only the outermost hitbox sending inward now.}}
**{{change|The first portion no longer has [[set knockback]] (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and has gained a [[hitstun modifier]] of 2. At high percents, this causes it to connect much less reliably into the rapid jab, but grants it [[jab cancel]] setups.}}  
***{{change|The outermost hit uses a separate outward angle (361°) for non-fighter targets, preventing Zelda from launching incoming items and projectiles toward herself.}}
***{{buff|Due to the inner two hits both using the Sakurai angle, they can now [[jab lock]] and trip until high percents. The outermost hit can do so at virtually any percent due to never lifting opponents off the ground until ridiculous percents.}}
**{{change|It no longer has [[set knockback]] (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25 base/25/20/25 scaling (hit 2)). The second hit has gained a [[hitstun modifier]] of 2.}}
***{{buff|This makes the inner hits deal more knockback at high percents, giving them [[jab cancel]] setups.}}
***{{nerf|Compared to the inner hits, the outermost hit has notably lower knockback, making it negative on hit until high percents and unable to jab cancel until unrealistically extreme percents. This makes the move riskier to use without transitioning into the rapid jab, and makes its jab cancel ability inconsistent.}}
***{{nerf|The knockback scaling eventually makes only the first hit connect, though this only occurs at ridiculous percents.}}
**{{nerf|It has smaller hitboxes (3.2u/3.2u/4u (hits 1-2), 3.6u/3.6u/6u (hit 3) → 2.4u/2.4u/3.2u (hit 1), 3u/3.2u/3.5u (hit 2)) which are positioned closer to Zelda (z-offset 5.5u/9.5u/13u (all hits) → 4u/7u/10u (hit 1), 5u/8u/11.5u (hit 2)), drastically reducing its horizontal range and spacing utility.}}
***{{nerf|The hitboxes are positioned lower (y-offset 12.5u (all) → 12u/12u/11.8u (hit 1), 11.8u/11.8u/11.5u (hit 2)), worsening their range above Zelda while not improving their reach below due to their smaller sizes.}}
***{{buff|However, there is a new hitbox in front of Zelda's lower body, improving its ability to hit shorter opponents at point-blank range.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt no longer has a blind spot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}}
**{{buff|It uses five small hitboxes (2.1u/2.2u/2.3u/2.4u/2.5u) instead of three medium-sized ones (3u/3.5u/4u), improving its horizontal range and making it more disjointed.}}
***{{nerf|However, it is much narrower, reducing its vertical range.}}
**{{nerf|It has more startup lag (frame 10 → 12).}}
**{{nerf|It has more startup lag (frame 10 → 12).}}
**{{buff|It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.}}
**{{buff|It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.}}
**{{buff|It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot)) with knockback not fully compensated on the sweetspot (50 base/88 scaling → 72/69), increasing its KO potential, especially near the horizontal blast zone.}}
**{{buff|Forward tilt no longer has a blind spot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}}
***{{buff|The sourspot has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 68). Combined with the increased damage, its KO potential is slightly higher overall, especially near the horizontal blast zone but is slightly worse from across stage.}}
**{{nerf|It uses five small hitboxes (2.1u/2.2u/2.3u/2.4u/2.5u) instead of three medium-sized ones (3u/3.5u/4u). This makes it much narrower, reducing its vertical range.}}
**{{nerf|The three sourspot hitboxes take priority over the two sweetspot hitboxes, making them much harder to land.}}
***{{buff|However, the outer hitbox is positioned farther out (x-offset 3.5u → 6.2u), improving its disjoint.}}
**{{buff|It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot), which with its lower ending lag makes it safer on shield.)}}
***{{buff|The knockback was not fully compensated on the sweetspot (50 base/88 scaling → 72/69), significantly increasing its KO potential, especially near the horizontal blast zone.}}
***{{buff|The sourspot has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 68). With its higher damage, its KO potential is slightly higher overall, especially near the horizontal blast zone, but is slightly worse from across stage.}}
**{{nerf|The three sourspot hitboxes take priority over the two sweetspot hitboxes, making the sweetspots much harder to land, especially with the aforementioned size reduction.}}
**{{change|The inner sweetspot hitbox has the same sound effect as the sourspots despite having identical strength to the outer sweetspot.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents [[Floor recovery|lying down]].}}
**{{buff|Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents [[Floor recovery|lying down]].}}
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**{{buff|Down tilt has less ending lag (FAF 25 → 22).}}
**{{buff|Down tilt has less ending lag (FAF 25 → 22).}}
**{{nerf|It has 3 small unextended hitboxes (2.6u) instead of 1 medium-sized extended one (3.6u). Instead of being attached to her leg, they are now static hitboxes positioned closer to each other. Overall this notably reduces its range.}}
**{{nerf|It has 3 small unextended hitboxes (2.6u) instead of 1 medium-sized extended one (3.6u). Instead of being attached to her leg, they are now static hitboxes positioned closer to each other. Overall this notably reduces its range.}}
**{{change|It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125).}}
**{{nerf|It sends opponents at a much lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125). This greatly worsens its combo potential at low and high percents, and no longer has a guaranteed set-up into up aerial.}}
***{{buff|This allows it to combo more reliably into a dash attack and neutral aerial at mid percents and gives it a new KO set-up into forward aerial in combination with its lower ending lag.}}
***{{buff|However, this allows it to combo more reliably into a dash attack and forward aerial at mid percents in combination with its lower ending lag.}}
***{{nerf|However, this greatly worsens its combo potential into other attacks at low and high percents, and no longer has a guaranteed set-up into up aerial.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u). The sourspot and late hit's z-offsets were compensated (13.8u → 13.6u), leaving their horizontal range unchanged, but the sweetspot is extended (z-offset: 12.8 → 12.6-13.2), improving the move's range and making it easier to land the sweetspot.}}
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u). The sweetspot is extended (z-offset: 12.8 12.6-13.2), but the sourspot and late hit's horizontal ranges were compensated on the far side (z-offset 7.8-13.8 → 7.8-13.6). Overall this improves the move's range and makes it easier to land the sweetspot.}}
**{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}}
**{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}}
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}}
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash's looping hits have been moved further out (Z offset: 8/16 → 9/17), as has its final hitboxes (Z offset: 9.5/16 → 10.5/17), increasing its horizontal range while not introducing a blind spot due to the new [[jostle]] mechanics.}}
**{{buff|The looping hits have been moved further out (Z offset: 8/16 → 9/17), as has its final hitboxes (Z offset: 9.5/16 → 10.5/17), increasing its horizontal range while not introducing a blind spot due to the new [[jostle]] mechanics.}}
**{{buff|Forward smash's looping hits have altered launch angles (25°/165° → 366°) and higher set knockback (40/50 → 60/60), improving their consistency.}}
**{{buff|The looping hits have altered launch angles (25°/165° → 366°) and higher set knockback (40/50 → 60/60), improving their consistency.}}
**{{buff|Forward smash's final hit is slightly larger (5.5u/6u → 5.7u/6u).}}
**{{buff|The final hit is slightly larger (5.5u/6u → 5.7u/6u).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|The looping hits are larger (3.5u/3.5u/3.5u/4.2u → 3.5u/4u/4u/4.6u) and are positioned higher (y-offset 11u/17u/17u/18u → 12u/18u/18u/19u), improving its range, though marginally decreasing its range below Zelda.}}
**{{buff|The looping hits are larger (3.5u/3.5u/3.5u/4.2u → 3.5u/4u/4u/4.6u) and are positioned higher (y-offset 11u/17u/17u/18u → 12u/18u/18u/19u), improving its range, though slightly decreasing its lower reach.}}
**{{buff|The looping hits use continuous hitboxes with a rehit rate, significantly reducing the gaps between its hits (frame 9/12/15/18/25/28/31/34 → 9-23/25-32 (rehit rate 4)).}}
**{{buff|The looping hits use continuous hitboxes with a rehit rate, significantly reducing the gaps between its hits (frame 9/12/15/18/25/28/31/34 → 9-23/25-32 (rehit rate 4)).}}
***{{nerf|However, this causes it to have only six looping hits, down from seven, reducing up smash's total damage (15.4% → 14.6%).}}
**{{change|The side looping hits use different launch angles for grounded and aerial opponents (200° → 100° (grounded)/160° (aerial)) and set knockback (40 → 60 (grounded)/20 (aerial)), allowing them to connect more reliably against aerial opponents, but no longer pulling in opponents standing on either side of her as easily.}}
**{{change|The side looping hits use different launch angles for grounded and aerial opponents (200° → 100° (grounded)/160° (aerial)) and set knockback (40 → 60 (grounded)/20 (aerial)), allowing them to connect more reliably against aerial opponents, but no longer pulling in opponents standing on either side of her as easily.}}
**{{change|The first four looping hits have lower knockback scaling (105 → 100), and the top looping hit has lower set knockback (40 → 20).}}
**{{change|The first four looping hits have lower knockback scaling (105 → 100), and the top looping hit has lower set knockback (40 → 20).}}
**{{nerf|Up smash has only six looping hits, down from seven, reducing its total damage (15.4% → 14.6%).}}
**{{buff|The final hit has more knockback scaling (214 → 222), improving its KO potential.}}
**{{buff|The final hit has more knockback scaling (214 → 222), improving its KO potential.}}
**{{nerf|The side hitboxes for the final hit are smaller (7.5u/7.5u → 6.5u/6.5u).}}
**{{nerf|The side hitboxes for the final hit are smaller (7.5u/7.5u → 6.5u/6.5u).}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (19 frames → 12 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).}}
*{{change|[[Lightning Kick]]s and [[down aerial]] have unique sound effects when used.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the [[autolink angle]] (366° → 70°/132°/230°/152°/210°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect less reliably, despite the looping hits using [[weight-independent]] knockback and having a lower hitlag multiplier (0.6×).}}
**{{change|Neutral aerial has altered hitlag (1× (all) → 0.6× (looping hits)/2× (last hit)).}}
***{{buff|However, this improves the first hit's combo potential on grounded opponents if used in a [[short hop fast fall]].}}
**{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)).}}
**{{buff|The looping hits use [[weight-independent]] knockback.}}
**{{change|The looping hits now use different hitboxes for aerial versus grounded opponents.}}
**{{nerf|On aerial opponents, instead of 2 medium hitboxes, the looping hits now consist of 4 small extended hitboxes (4.7u/4.7u → 1.5u/1.5u/1.5u/1.5u). This gives them much less range in the z-axis, being significantly narrower than even a Lightning Kick sweetspot. Additionally, due to being extended, they no longer interpolate.}}
***{{nerf|They no longer use the [[autolink angle]] (366° → 132°/230° (front), 152°/210° (back)), causing the move to connect less reliably. Due to the angles constantly sending in toward Zelda's opposite side and no longer matching her movement, the opponent's final launch position and direction are far less controllable, making follow-ups more difficult, especially from an auto-canceled short hop.}}
***{{nerf|The aerial hitboxes have drastically lower knockback and thus hitstun (75 set/100 scaling → 30 base/10 scaling (bottom hits), 15 base/10 scaling (top hits)). This makes it much easier for the opponent to punish Zelda if they fall out of the looping hits, and completely removes neutral aerial’s drag-down combo potential at realistic percents despite the move’s lower landing lag.}}
**{{nerf|On grounded opponents, the looping hits' angles send more outward from Zelda (80° → 70°), making it harder to connect subsequent hits.}}
***{{nerf|They also no longer use set knockback (75 set/100 scaling 50 base/80 scaling), now sending into tumble at higher percents. Combined with the new knockback speed-up effect, at higher percents it becomes harder or even impossible to fully connect the move against grounded opponents, due to the first hit sending them too far.}}
***{{buff|However, the angle and knockback changes improve a single hit's combo potential on grounded opponents at high percents if used in a [[fast fall]].}}
***{{change|Due to the removal of set knockback, the front hit's higher damage now makes it stronger than the back hit.}}
***{{buff|The hitboxes are slightly larger (4.7u → 5u).}}
***{{change|The hitboxes have altered positions (y-offset 11 (front)/12 (back) → 10/13, z-offset 7.6/-6 → 7.6/-5).}}
**{{buff|The hand hitboxes for the final hit are larger (4u → 5u) and have altered positions (y-offset 11 (front)/12 (back) → 9/13.5, z-offset 7.6/-6 → 8.5/-7), increasing their range.}}
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}}
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}}
**{{change|The last hit has a higher hitlag multiplier (1× → 2×).}}
*[[Lightning Kick]]:
*[[Lightning Kick]]:
**{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}}  
**{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}}  
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|It auto-cancels earlier (frame 52 → 45).}}
**{{buff|It auto-cancels earlier (frame 52 → 45).}}
**{{buff|It has a longer duration (6/7-9 → 6/7-10.)}}
**{{buff|The sourspots have a longer duration (6-9 → 6-10.)}}
**{{buff|The sweetspot has more base knockback (28 → 30).}}
**{{buff|The sweetspot has more base knockback (28 → 30).}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}}
**{{buff|Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}}
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**{{buff|The hitbox is larger (8u → 9u).}}
**{{buff|The hitbox is larger (8u → 9u).}}
**{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}}
**{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}}
**{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier.}}
**{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier, especially near the top blast zone.}}
**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}}
**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, removing its blindspot and giving it more range despite the hitboxes are smaller (4u → 3.2u/3.2u). This makes it easier to land.}}
**{{buff|Down aerial's clean hit is larger, and has an additional hitbox that covers Zelda's lower leg, giving it more range (4u → 4.2u/4u). This removes its blind spot and makes it easier to land.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/4u), reducing its range and worsening its gimping potential.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/5u), reducing its range and worsening its gimping potential.}}
**{{buff|The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, combined with its reduced landing lag.}}
**{{buff|The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, combined with its reduced landing lag.}}


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***{{buff|However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.}}
***{{buff|However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.}}
**{{nerf|Dash grab has less range (Z2 offset: 14.5u → 13.3u).}}
**{{nerf|Dash grab has less range (Z2 offset: 14.5u → 13.3u).}}
**{{buff|Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), becoming one of the farthest reaching non-tether pivot grabs in the game.}}
**{{buff|Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), becoming one of the farthest-reaching non-tether pivot grabs in the game.}}
**{{buff|Pivot grab has less ending lag (FAF 45 → 43).}}
**{{buff|Pivot grab has less ending lag (FAF 45 → 43).}}
*[[Pummel]]:
*[[Pummel]]:
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**{{nerf|It deals much less damage (3% → 1.3%).}}
**{{nerf|It deals much less damage (3% → 1.3%).}}
**{{change|Zelda grabs and pummels opponents with one hand instead of two.}}
**{{change|Zelda grabs and pummels opponents with one hand instead of two.}}
*{{change|Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic.}}
*{{change|Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic. The speed of these throws no longer depends on the opponent's weight, making them slower for lighter opponents and faster for heavier opponents.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}}
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}}
***{{change|However, the changes to up throw more than compensate due to KOing earlier from any point on stage.}}
***{{buff|The low knockback scaling now gives Zelda a consistent throw to combo into a delayed Phantom.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential from center stage.}}
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential, especially from center stage.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150% without worsening its combo ability due to the change below, while in SSB4, it was unable to KO until around 200%.}}
**{{buff|Up throw has lower base knockback (50 → 80), but much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%, while in SSB4, it was unable to KO until around 200%.}}
**{{buff|It has increased combo potential due to Zelda's faster jumpsquat and jump speed.}}
**{{buff|It has increased combo potential due to the lower base knockback and Zelda's faster jumpsquat and jump speed.}}
**{{change|It sends opponents at a marginally less vertical angle (88° → 87°).}}
**{{change|It sends opponents at a marginally less vertical angle (88° → 87°).}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).}}
**{{buff|Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).}}
**{{change|It has less base knockback (85 → 75), but more knockback scaling (55 → 85), increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed, but reducing it at higher percents.}}
**{{change|The looping hits use the [[Flame|fire]] effect instead of [[Magic (effect)|magic]].}}
**{{change|It sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents, but allowing it to combo better into a sweetspotted back aerial.}}
**{{nerf|It has less base knockback (85 → 75), but more knockback scaling (55 → 85), marginally increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed while reducing it at higher percents.}}
**{{nerf|It has marginally more ending lag (FAF 70 → 71) and sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents and further hindering its follow-up potential at high percents.}}
***{{nerf|Due to the more outward angle, neutral aerial is no longer a consistent true follow-up on DI out, forcing the user to buffer a turnaround forward aerial instead, which is much more precise.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
Line 152: Line 173:
===Special moves===
===Special moves===
*[[Nayru's Love]]:
*[[Nayru's Love]]:
**{{buff|It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}}
**{{buff|Its intangibility and reflector start one frame earlier (frame 5 → 4).}}
**{{nerf|Its reflective hitbox has a shorter duration (frames 5-43 → 4-40). The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).}}
**{{buff|The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).}}
**{{buff|The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).}}
**{{buff|Its intangibility starts one frame earlier (frame 5 4).}}
**{{buff|The inner looping hit is larger (6u → 8.5u) and positioned lower (y-offset 8 7). This allows it to hit below stage.}}
**{{buff|It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}}
***{{nerf|However, the inner looping hit does not stretch as far (z-offset -4 to 4 → -0.5 to 0.5), slightly reducing the looping hits' horizontal range against aerial opponents.}}
**{{nerf|Its reflective hitbox timing (frames 5-43 → 5-40) has a shorter duration. The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).}}
***{{change|The final hit now has less vertical range than the looping hits, increasing the chance of the move not connecting fully.}}
*[[Din's Fire]]:
*[[Din's Fire]]:
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{change|Zelda has a lower gravity upon using the move (0.019 → 0.012).}}
**{{buff|It has improved maneuverability (angle addition per frame 1.375° → 1.645°, maximum angle 74.5° → 78°).}}
**{{buff|It travels a slightly longer distance.}}
**{{buff|It travels a slightly longer distance.}}
**{{buff|The explosion's duration is longer (1 frame → 6 frames).}}
**{{buff|Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot),  4.5u → 4.8u (sourspot)).}}
**{{buff|Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot),  4.5u → 4.8u (sourspot)).}}
**{{change|The flame has a more stylized appearance.}}
**{{change|The flame has a more stylized appearance.}}
*[[Farore's Wind]]:
*[[Farore's Wind]]:
**{{buff|Farore's Wind has less startup lag with the first hit having a longer duration (frame 8 → 6-7 (hit 1), 41-42 → 35-36 (hit 2)), and its total duration reduced as well (FAF 81 76).}}
**{{buff|Farore's Wind's first hit has less startup lag (frame 8 → 6), improving its out of shield utility. It also has a longer duration (1 frame 2).}}
**{{buff|Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).}}
**{{nerf|Zelda's speed is reduced on the move's startup, making her easier to hit and reducing the added distance from a jump.}}
**{{buff|Zelda can drift in the air much sooner after reappearing.}}
**{{buff|Zelda disappears faster (frame 21 → 17), and consequently begins her teleport sooner.}}
**{{buff|Zelda has more precise angles of reappearance, allowing her to land its second hit on enemies who DI the initial hit.}}
**{{buff|Zelda has more precise angles of teleport direction, allowing her to land its second hit on enemies who DI the initial hit.}}
**{{nerf|The second hit has less base knockback (90/70 80/60), hindering its KO potential despite the aerial version's sweetspot having higher knockback scaling (90 94).}}
**{{nerf|Its teleport duration is shorter (20 frames → 18), slightly decreasing its maximum distance.}}
**{{change|It shows small green orbs that move in the direction Zelda is moving while before reappearing.}}
***{{buff|However, in conjunction with the faster startup, this makes the second hit come out faster (frame 41-42 35-36) and the move interruptible sooner (FAF 81 → 76).}}
***{{buff|The intangibility duration is marginally shorter (frames 21-39 17-34) but is no longer shorter than the teleport duration. Furthermore, there is no longer a single frame of vulnerability before the reappearance hitbox comes out.}}
**{{change|It shows small green orbs that follow Zelda's path during her teleport.}}
**{{change|A more intense green/yellow vortex is produced at the start and end of the move.}}
**{{change|A more intense green/yellow vortex is produced at the start and end of the move.}}
**{{nerf|The second hit has less base knockback (90 (sweetspots)/70 (sourspots) → 80/60), with only the aerial version's sweetspot having its knockback compensated, though not fully (90 → 94). This hinders its KO potential, especially near the side blast zones for the grounded hits and the top blast zone for the aerial hits.}}
**{{nerf|Due to her higher [[traction]], Zelda does not slide as far on the ground on reappearance, making [[Ledge-canceling|edge canceling]] significantly harder.}}
**{{buff|Zelda can drift and fast fall in the air much sooner after reappearing, reducing her vulnerability.}}
*[[Phantom Slash]]:
*[[Phantom Slash]]:
**{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has five charge levels, each resulting in a different attack:}}
**{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has seven charge levels, with five different types of attacks:}}
***1st: Kick (frame 15)
***1st: Kick (frame 15)
***2nd: Punch (frame 20)
***2nd: Punch (frame 20)
***3rd: Outward slash (frame 28)
***3rd: Outward slash (frame 28)
***4th: Downward slash (frame 38)
***4th: Overhead slash (frame 38)
***5th: Upward slash (frame 50, can be delayed up to frame 120)
***5th: Upward slash (frame 50, can be delayed up to frame 120)
**{{buff|The move reaches full charge much faster and with less ending lag (FAF 67), and the Phantom can be delayed in place even after the charge is finished, allowing Zelda to move around before it rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.}}
**{{buff|Most notably, the new overhead slash makes it harder for opponents to jump over the Phantom to punish Zelda during the move's charge.}}
**{{buff|All levels have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (1st), 8-12 (2nd), 8-11 (3rd & 4th), 7-17 (5th)).}}
***{{buff|Combined with the Phantom's much faster charge, the move has significantly improved zoning utility}}.
**{{buff|If she doesn't release the Phantom, Zelda can now move freely starting on frame 67 while the Phantom remains in place. This creates a significant overlap between frames 67 and 120 where Zelda can simultaneously move freely and manually release the fully charged Phantom at any moment.}}
***{{buff|Zelda can use the Phantom's automatic release on frame 120 as a trap and attack the opponent in tandem with the trap, retreat behind the Phantom for protection, or use the large window of manual release versus waiting as a mind game. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.}}
**{{buff|All attacks have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (kick), 8-12 (punch), 8-11 (outward/overhead slash), 7-17 (upward slash)).}}
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}}
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.}}
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.}}
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (1st), 8.2% (2nd), 10.5%-11.8% (3rd), 14.1%-15.4% (4th), 17.7% (5th)), as the fully charged hit only hits once. It has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}}
**{{buff|The Phantom's windboxes are stronger, especially for the highest charges. This improves the move's consistency and gimping potential.}}
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (kick), 8.2% (punch), 10.5%/11.8% (outward slash), 14.1%/15.4% (overhead slash), 17.7% (upward slash)), as the fully charged hit only hits once. It has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}}
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}}
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}}
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.}}
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.}}

Revision as of 19:44, May 23, 2024

Aesthetics

  • Change Zelda's appearance is based on her design from The Legend of Zelda: A Link to the Past,[1][2][3] and A Link Between Worlds,[4] with her overall design being a combination of the two.[5] Her slightly smaller eyes, red necklace, more detailed epaulets, belt and bracers, and the white dress is from A Link to the Past, while her crown, bangs, and the pink dress are from A Link Between Worlds. Her Twilight Princess design (which was her default in Brawl and Smash 4) is now the basis for an alternate costume.
    • Change Consequently, Zelda's hair and the jewel of her crown are once again blonde and red respectively, as opposed to brown and blue respectively, with the former being no longer tied at the bottom, similar to her predecessor in Melee; her eyes are larger; her epaulets are smaller; she wears a crimson, gem-like necklace; a sleeved, white dress with a cape and a sleeveless, pink dress with a yellow, Triforce embroidery, as opposed to a purple bodice and a white silk skirt; a more traditional, crimson belt with golden ornaments instead of a gold metallic belt with a tapestry; pants under her dress; bracers with being bare-handed instead of gloves; and high heels instead of boots.
    • Change As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, idle poses, and walking animations. All of these animations depict her as very cheerful and somewhat mischievous, making her far more expressive than her SSB4 incarnation, which rarely showed any emotion.
    • Change Zelda has an updated Palutena's Guidance conversation to coincide with the design change.
  • Change Many of Zelda's alternate costumes have been altered:
    • Change The skirt of her red and blue costumes are now white, instead of maroon and navy respectively.
    • Change Her black costume now features a purple gradation at the edges of the sleeve and the skirt.
    • Change The skirt of her Ocarina of Time-inspired costume is now lavender and violet, instead of white and dark purple, better matching the coloration of the original.
  • Change Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.
  • Change All of Zelda's taunts have been altered:
    • Change Her up taunt is entirely new; she draws a cross pattern with magic akin to her grab from her fingertips, uttering a short grunt similar to Daisy's down taunt.
    • Change Her side taunt has a faster and flashier animation.
    • Change Her down taunt is a more casual and joyful wave.
  • Change Zelda hangs onto ledges with one hand.
  • Change Zelda's dress has independent physics.
  • Change Many of Zelda's attacks produce brighter, flashier magical effects.
  • Change All of Zelda's victory poses are completely new:
    • Change For the left-inputted pose, she conjures a small flame out of her finger and swirls it around playfully, akin to Lucas' right-inputted victory pose.
    • Change For the right-inputted pose, she summons the Phantom armor and proudly poses in front of it.
    • Change For the up-inputted pose, she emits magic out of two fingers and points at the screen.
  • Change Zelda is significantly more vocal.
    • Change She vocalizes in all of her taunts and victory poses; she giggles during her down taunt and new up-inputted victory pose; makes a Kiai noise during her side taunt; makes a breath during her new right-inputted pose.
    • Change Zelda vocalizes upon waking up from sleep status when not suffering from any knockback, similar to a few other characters such as Palutena and Cloud. She shares this addition with Link, Ganondorf and Wolf.
    • Change Zelda's voice clips, in general, sounding significantly more dynamic and exaggerated than her predecessors, in a similar vein to Pit and Ike in their transition from Brawl. For instance, her attack and knockback voice clips are louder compared to their Brawl/Smash 4 counterparts, while stun and sleeping voice clips are quieter and longer.

Attributes

  • Buff Like all characters, Zelda's jumpsquat takes 3 frames to complete (down from 6).
  • Buff Zelda runs faster (1.3 → 1.43).
    • Buff Her initial dash speed is also much faster (1.6 → 1.958). This improves her approach on the ground and gives her an above average foxtrot.
  • Buff Zelda walks slightly faster (0.87 → 0.914).
  • Buff Zelda's air speed is slightly faster (1.04 → 1.092).
  • Buff Zelda's traction is much higher (0.054 → 0.116).
  • Change Zelda's full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 57).

Ground attacks

  • Neutral attack:
    • Buff It has significantly less startup lag (frame 11 → 4), no longer being the slowest neutral attack in the game.
    • Nerf The third hit has been removed. Combined with the move's faster startup, this makes the move much less safe on shield and eliminates its combo potential at low percents.
      • Buff However, neutral attack has gained a rapid jab with a finisher, which can be transitioned into after the second hit. This partially compensates for the lost third hit by having similar damage output and higher KO potential.
    • Nerf The first two hits deal less damage (3% → 2.5%). With the removal of the third hit, it deals much less total damage (11% → 5%).
    • Buff The first hit lasts for 2 frames, up from 1.
    • Change The first two hits have a lower hitlag multiplier (1× → 0.6×), which, with the removal of the third hit, makes the move execute faster on hit and harder to react to.
    • Change They have more horizontal launch angles (361°/140°/140° → 361°/361°/180°), with only the outermost hitbox sending inward now.
      • Change The outermost hit uses a separate outward angle (361°) for non-fighter targets, preventing Zelda from launching incoming items and projectiles toward herself.
      • Buff Due to the inner two hits both using the Sakurai angle, they can now jab lock and trip until high percents. The outermost hit can do so at virtually any percent due to never lifting opponents off the ground until ridiculous percents.
    • Change It no longer has set knockback (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25 base/25/20/25 scaling (hit 2)). The second hit has gained a hitstun modifier of 2.
      • Buff This makes the inner hits deal more knockback at high percents, giving them jab cancel setups.
      • Nerf Compared to the inner hits, the outermost hit has notably lower knockback, making it negative on hit until high percents and unable to jab cancel until unrealistically extreme percents. This makes the move riskier to use without transitioning into the rapid jab, and makes its jab cancel ability inconsistent.
      • Nerf The knockback scaling eventually makes only the first hit connect, though this only occurs at ridiculous percents.
    • Nerf It has smaller hitboxes (3.2u/3.2u/4u (hits 1-2), 3.6u/3.6u/6u (hit 3) → 2.4u/2.4u/3.2u (hit 1), 3u/3.2u/3.5u (hit 2)) which are positioned closer to Zelda (z-offset 5.5u/9.5u/13u (all hits) → 4u/7u/10u (hit 1), 5u/8u/11.5u (hit 2)), drastically reducing its horizontal range and spacing utility.
      • Nerf The hitboxes are positioned lower (y-offset 12.5u (all) → 12u/12u/11.8u (hit 1), 11.8u/11.8u/11.5u (hit 2)), worsening their range above Zelda while not improving their reach below due to their smaller sizes.
      • Buff However, there is a new hitbox in front of Zelda's lower body, improving its ability to hit shorter opponents at point-blank range.
  • Forward tilt:
    • Nerf It has more startup lag (frame 10 → 12).
    • Buff It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.
    • Buff Forward tilt no longer has a blind spot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.
    • Nerf It uses five small hitboxes (2.1u/2.2u/2.3u/2.4u/2.5u) instead of three medium-sized ones (3u/3.5u/4u). This makes it much narrower, reducing its vertical range.
      • Buff However, the outer hitbox is positioned farther out (x-offset 3.5u → 6.2u), improving its disjoint.
    • Buff It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot), which with its lower ending lag makes it safer on shield.)
      • Buff The knockback was not fully compensated on the sweetspot (50 base/88 scaling → 72/69), significantly increasing its KO potential, especially near the horizontal blast zone.
      • Buff The sourspot has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 68). With its higher damage, its KO potential is slightly higher overall, especially near the horizontal blast zone, but is slightly worse from across stage.
    • Nerf The three sourspot hitboxes take priority over the two sweetspot hitboxes, making the sweetspots much harder to land, especially with the aforementioned size reduction.
    • Change The inner sweetspot hitbox has the same sound effect as the sourspots despite having identical strength to the outer sweetspot.
  • Up tilt:
    • Buff Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents lying down.
    • Buff The outermost hitbox is larger (5u → 5.5u), improving its range.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 25 → 22).
    • Nerf It has 3 small unextended hitboxes (2.6u) instead of 1 medium-sized extended one (3.6u). Instead of being attached to her leg, they are now static hitboxes positioned closer to each other. Overall this notably reduces its range.
    • Nerf It sends opponents at a much lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125). This greatly worsens its combo potential at low and high percents, and no longer has a guaranteed set-up into up aerial.
      • Buff However, this allows it to combo more reliably into a dash attack and forward aerial at mid percents in combination with its lower ending lag.
  • Dash attack:
    • Buff Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u). The sweetspot is extended (z-offset: 12.8 → 12.6-13.2), but the sourspot and late hit's horizontal ranges were compensated on the far side (z-offset 7.8-13.8 → 7.8-13.6). Overall this improves the move's range and makes it easier to land the sweetspot.
    • Buff The late hit has a longer duration (frames 8-10 → 8-12).
    • Buff Dash attack has less ending lag (FAF 40 → 36).
  • Forward smash:
    • Buff The looping hits have been moved further out (Z offset: 8/16 → 9/17), as has its final hitboxes (Z offset: 9.5/16 → 10.5/17), increasing its horizontal range while not introducing a blind spot due to the new jostle mechanics.
    • Buff The looping hits have altered launch angles (25°/165° → 366°) and higher set knockback (40/50 → 60/60), improving their consistency.
    • Buff The final hit is slightly larger (5.5u/6u → 5.7u/6u).
  • Up smash:
    • Buff The looping hits are larger (3.5u/3.5u/3.5u/4.2u → 3.5u/4u/4u/4.6u) and are positioned higher (y-offset 11u/17u/17u/18u → 12u/18u/18u/19u), improving its range, though slightly decreasing its lower reach.
    • Buff The looping hits use continuous hitboxes with a rehit rate, significantly reducing the gaps between its hits (frame 9/12/15/18/25/28/31/34 → 9-23/25-32 (rehit rate 4)).
      • Nerf However, this causes it to have only six looping hits, down from seven, reducing up smash's total damage (15.4% → 14.6%).
    • Change The side looping hits use different launch angles for grounded and aerial opponents (200° → 100° (grounded)/160° (aerial)) and set knockback (40 → 60 (grounded)/20 (aerial)), allowing them to connect more reliably against aerial opponents, but no longer pulling in opponents standing on either side of her as easily.
    • Change The first four looping hits have lower knockback scaling (105 → 100), and the top looping hit has lower set knockback (40 → 20).
    • Buff The final hit has more knockback scaling (214 → 222), improving its KO potential.
    • Nerf The side hitboxes for the final hit are smaller (7.5u/7.5u → 6.5u/6.5u).
  • Down smash:
    • Buff Down smash has higher knockback scaling (86 (front)/96 (back) → 89/100), improving its KO potential.

Aerial attacks

  • Neutral aerial:
    • Change Neutral aerial has altered hitlag (1× (all) → 0.6× (looping hits)/2× (last hit)).
    • Nerf Neutral aerial is vulnerable to SDI again (0× → 0.8× (looping hits), 1× (last hit)).
    • Buff The looping hits use weight-independent knockback.
    • Change The looping hits now use different hitboxes for aerial versus grounded opponents.
    • Nerf On aerial opponents, instead of 2 medium hitboxes, the looping hits now consist of 4 small extended hitboxes (4.7u/4.7u → 1.5u/1.5u/1.5u/1.5u). This gives them much less range in the z-axis, being significantly narrower than even a Lightning Kick sweetspot. Additionally, due to being extended, they no longer interpolate.
      • Nerf They no longer use the autolink angle (366° → 132°/230° (front), 152°/210° (back)), causing the move to connect less reliably. Due to the angles constantly sending in toward Zelda's opposite side and no longer matching her movement, the opponent's final launch position and direction are far less controllable, making follow-ups more difficult, especially from an auto-canceled short hop.
      • Nerf The aerial hitboxes have drastically lower knockback and thus hitstun (75 set/100 scaling → 30 base/10 scaling (bottom hits), 15 base/10 scaling (top hits)). This makes it much easier for the opponent to punish Zelda if they fall out of the looping hits, and completely removes neutral aerial’s drag-down combo potential at realistic percents despite the move’s lower landing lag.
    • Nerf On grounded opponents, the looping hits' angles send more outward from Zelda (80° → 70°), making it harder to connect subsequent hits.
      • Nerf They also no longer use set knockback (75 set/100 scaling → 50 base/80 scaling), now sending into tumble at higher percents. Combined with the new knockback speed-up effect, at higher percents it becomes harder or even impossible to fully connect the move against grounded opponents, due to the first hit sending them too far.
      • Buff However, the angle and knockback changes improve a single hit's combo potential on grounded opponents at high percents if used in a fast fall.
      • Change Due to the removal of set knockback, the front hit's higher damage now makes it stronger than the back hit.
      • Buff The hitboxes are slightly larger (4.7u → 5u).
      • Change The hitboxes have altered positions (y-offset 11 (front)/12 (back) → 10/13, z-offset 7.6/-6 → 7.6/-5).
    • Buff The hand hitboxes for the final hit are larger (4u → 5u) and have altered positions (y-offset 11 (front)/12 (back) → 9/13.5, z-offset 7.6/-6 → 8.5/-7), increasing their range.
    • Buff The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).
  • Lightning Kick:
    • Change Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles Fox, Falco, Pit and Dark Pit's voice clips when they perform Fox Illusion, Falco Phantasm, Palutena Bow and Silver Bow respectively.
    • Buff The sweetspot is slightly larger (1.9u → 2.2u) and extends into the Z-axis (X offset: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.
  • Forward aerial:
    • Buff Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).
    • Buff It auto-cancels earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.
    • Nerf Its initial auto-cancel window is shorter (frames 1-3 → 1-2).
  • Back aerial:
    • Buff Back aerial has less ending lag (FAF 53 → 50).
    • Buff It auto-cancels earlier (frame 52 → 45).
    • Buff The sourspots have a longer duration (6-9 → 6-10.)
    • Buff The sweetspot has more base knockback (28 → 30).
  • Up aerial:
    • Buff Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).
    • Buff It auto-cancels slightly earlier (frame 55 → 54), with its auto-cancel window no longer exceeding its animation length.
    • Buff The hitbox is larger (8u → 9u).
    • Change Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.
    • Buff It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier, especially near the top blast zone.
    • Nerf It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has interruptibility frames to compensate for its total duration.
  • Down aerial:
    • Buff Down aerial's clean hit is larger, and has an additional hitbox that covers Zelda's lower leg, giving it more range (4u → 4.2u/4u). This removes its blind spot and makes it easier to land.
    • Nerf The late hit has smaller hitboxes (6u/6u → 5u/5u), reducing its range and worsening its gimping potential.
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, combined with its reduced landing lag.

Throws and other attacks

  • Change Zelda's animation when holding a Super Scope or Gust Bellows has been altered, as she now holds the item in a manner similar to a rifle.
  • Grabs:
    • Nerf Standing grab has more ending lag (FAF 38 → 40).
    • Nerf Dash and pivot grabs have more startup lag (frame 11 → 13 (dash), 14 (pivot)).
      • Buff However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.
    • Nerf Dash grab has less range (Z2 offset: 14.5u → 13.3u).
    • Buff Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), becoming one of the farthest-reaching non-tether pivot grabs in the game.
    • Buff Pivot grab has less ending lag (FAF 45 → 43).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 7 → 2) and ending lag (FAF 25 → 8), shortening its duration.
    • Nerf It deals much less damage (3% → 1.3%).
    • Change Zelda grabs and pummels opponents with one hand instead of two.
  • Change Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic. The speed of these throws no longer depends on the opponent's weight, making them slower for lighter opponents and faster for heavier opponents.
  • Forward throw:
    • Nerf Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.
      • Change However, the changes to up throw more than compensate due to KOing earlier from any point on stage.
      • Buff The low knockback scaling now gives Zelda a consistent throw to combo into a delayed Phantom.
  • Back throw:
    • Buff Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential, especially from center stage.
  • Up throw:
    • Buff Up throw has lower base knockback (50 → 80), but much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%, while in SSB4, it was unable to KO until around 200%.
    • Buff It has increased combo potential due to the lower base knockback and Zelda's faster jumpsquat and jump speed.
    • Change It sends opponents at a marginally less vertical angle (88° → 87°).
  • Down throw:
    • Buff Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).
    • Change The looping hits use the fire effect instead of magic.
    • Nerf It has less base knockback (85 → 75), but more knockback scaling (55 → 85), marginally increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed while reducing it at higher percents.
    • Nerf It has marginally more ending lag (FAF 70 → 71) and sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents and further hindering its follow-up potential at high percents.
      • Nerf Due to the more outward angle, neutral aerial is no longer a consistent true follow-up on DI out, forcing the user to buffer a turnaround forward aerial instead, which is much more precise.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Nayru's Love:
    • Buff It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.
    • Buff Its intangibility and reflector start one frame earlier (frame 5 → 4).
    • Nerf Its reflective hitbox has a shorter duration (frames 5-43 → 4-40). The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).
    • Buff The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).
    • Buff The inner looping hit is larger (6u → 8.5u) and positioned lower (y-offset 8 → 7). This allows it to hit below stage.
      • Nerf However, the inner looping hit does not stretch as far (z-offset -4 to 4 → -0.5 to 0.5), slightly reducing the looping hits' horizontal range against aerial opponents.
      • Change The final hit now has less vertical range than the looping hits, increasing the chance of the move not connecting fully.
  • Din's Fire:
    • Buff Din's Fire no longer leaves Zelda helpless in the air.
    • Change Zelda has a lower gravity upon using the move (0.019 → 0.012).
    • Buff It has improved maneuverability (angle addition per frame 1.375° → 1.645°, maximum angle 74.5° → 78°).
    • Buff It travels a slightly longer distance.
    • Buff The explosion's duration is longer (1 frame → 6 frames).
    • Buff Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot), 4.5u → 4.8u (sourspot)).
    • Change The flame has a more stylized appearance.
  • Farore's Wind:
    • Buff Farore's Wind's first hit has less startup lag (frame 8 → 6), improving its out of shield utility. It also has a longer duration (1 frame → 2).
    • Nerf Zelda's speed is reduced on the move's startup, making her easier to hit and reducing the added distance from a jump.
    • Buff Zelda disappears faster (frame 21 → 17), and consequently begins her teleport sooner.
    • Buff Zelda has more precise angles of teleport direction, allowing her to land its second hit on enemies who DI the initial hit.
    • Nerf Its teleport duration is shorter (20 frames → 18), slightly decreasing its maximum distance.
      • Buff However, in conjunction with the faster startup, this makes the second hit come out faster (frame 41-42 → 35-36) and the move interruptible sooner (FAF 81 → 76).
      • Buff The intangibility duration is marginally shorter (frames 21-39 → 17-34) but is no longer shorter than the teleport duration. Furthermore, there is no longer a single frame of vulnerability before the reappearance hitbox comes out.
    • Change It shows small green orbs that follow Zelda's path during her teleport.
    • Change A more intense green/yellow vortex is produced at the start and end of the move.
    • Nerf The second hit has less base knockback (90 (sweetspots)/70 (sourspots) → 80/60), with only the aerial version's sweetspot having its knockback compensated, though not fully (90 → 94). This hinders its KO potential, especially near the side blast zones for the grounded hits and the top blast zone for the aerial hits.
    • Nerf Due to her higher traction, Zelda does not slide as far on the ground on reappearance, making edge canceling significantly harder.
    • Buff Zelda can drift and fast fall in the air much sooner after reappearing, reducing her vulnerability.
  • Phantom Slash:
    • Change Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has seven charge levels, with five different types of attacks:
      • 1st: Kick (frame 15)
      • 2nd: Punch (frame 20)
      • 3rd: Outward slash (frame 28)
      • 4th: Overhead slash (frame 38)
      • 5th: Upward slash (frame 50, can be delayed up to frame 120)
    • Buff Most notably, the new overhead slash makes it harder for opponents to jump over the Phantom to punish Zelda during the move's charge.
      • Buff Combined with the Phantom's much faster charge, the move has significantly improved zoning utility.
    • Buff If she doesn't release the Phantom, Zelda can now move freely starting on frame 67 while the Phantom remains in place. This creates a significant overlap between frames 67 and 120 where Zelda can simultaneously move freely and manually release the fully charged Phantom at any moment.
      • Buff Zelda can use the Phantom's automatic release on frame 120 as a trap and attack the opponent in tandem with the trap, retreat behind the Phantom for protection, or use the large window of manual release versus waiting as a mind game. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.
    • Buff All attacks have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (kick), 8-12 (punch), 8-11 (outward/overhead slash), 7-17 (upward slash)).
    • Buff Releasing the Phantom has less ending lag (FAF 47 → 40).
    • Buff There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.
    • Buff The Phantom's windboxes are stronger, especially for the highest charges. This improves the move's consistency and gimping potential.
    • Nerf Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (kick), 8.2% (punch), 10.5%/11.8% (outward slash), 14.1%/15.4% (overhead slash), 17.7% (upward slash)), as the fully charged hit only hits once. It has also received negative shield damage (0 → -1, -1.5, -2, -2.5, -3).
    • Nerf The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.
    • Change The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.
  • Final Smash:
    • Change Zelda has a new Final Smash called Triforce of Wisdom. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are "sealed away" and instantly KO'd; otherwise, they receive set knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes.
    • Buff Compared to Light Arrow, Triforce of Wisdom has a significantly longer duration and more range covering the entire stage, making it almost impossible to avoid. It also deals more total damage (40% → 67%).
    • Nerf Triforce of Wisdom can only trap one opponent, making it less effective in battles with more than two players.
    • Change Triforce of Wisdom does not produce the Home-Run Bat sound effect, unlike Light Arrow.
  1. ^ Masahiro Sakurai (translated by Brando) (2018-06-20). "Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557. SourceGaming.info (original Japanese publication in Famitsu). Retrieved on 2018-06-20. “Zelda's new design is based on "The Legend of Zelda: A Link to the Past"
  2. ^ Dairantou Smash Bros. SPECIAL (E3 2018). Nintendo (2018-06-12). Retrieved on 2018-07-08. “Breath of the Wild Zelda isn't interested in combat, so her design is from A Link to the Past.”
  3. ^ Super Smash Bros. Ultimate (North America) - Palutena's Guidance: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."
  4. ^ Super Smash Bros. Ultimate - E3 2018. Nintendo (2018-06-12). Retrieved on 2018-07-08. “In The Legend of Zelda: Breath of the Wild, Zelda's more into research than fighting, so her design is from The Legend of Zelda: A Link Between Worlds”.
  5. ^ PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.