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Zelda (SSBU): Difference between revisions

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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|ranking = 73
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{{cquote|''You might recognize Zelda's look from The Legend of Zelda: A Link Between Worlds game. In battle she uses magical moves to reflect and teleport, and for her Final Smash, she seals her opponents away in the Triforce of Wisdom. If an opponent has 100% damage or more, they will be instantly KO'd!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character along with {{SSBU|Sheik}} and the rest of veterans on June 12, 2018. Unlike the game's predecessors, she is [[Unlockable character|unlockable]] instead of being available from the [[Starter character|start]]. Zelda is classified as [[Fighter number|Fighter #17]].
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character on June 12, 2018. Zelda is classified as fighter #17.


Zelda is voiced in-game by {{s|wikipedia|Ayumi Fujimura}}, who previously voiced the character in ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}''. She speaks a single line in the [[Adventure Mode: World of Light]] opening, voiced by the former in Japanese and dubbed in English by Brandy Kopp, who also voices {{SSBU|Palutena}}.
In a similar vein to her fellow ''Zelda'' fighters {{SSBU|Link}} and {{SSBU|Ganondorf}}, Zelda is now voiced by {{s|wikipedia|Ayumi Fujimura}}, who reprises her role from ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' in all regions, replacing Jun Mizusawa from ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 4]]''. Similar to {{uv|Star Fox}} characters in ''Melee'', the former provides a single line of spoken Japanese dialogue in [[World of Light]]'s opening; this line is dubbed in English by Brandy Kopp, who also voices {{SSBU|Palutena}}.
 
Zelda is ranked 73rd out of 82 on the current [[tier list]], placing her in the D- tier. This is a slight improvement from her 52nd/53rd out of 54 placement in ''SSB4'' where she was tied with {{SSB4|Ganondorf}}, and is her best placement in the series. Zelda uses magic in her attacks, most of which have [[transcendent priority]], giving her disjointed range in general. She has strong zoning tools to keep her opponents out, namely [[Phantom Slash]], which is a very versatile move that can be useful in many other ways, such as applying pressure, negating projectiles, ledgetrapping, a way to combo into her finishers (or being a finisher itself), and forcing foes to approach her. She also has a good get-off-me option in [[Nayru's Love]] to interrupt strings as well as being a useful reflector. Despite being a lightweight, Zelda has an abundance of KO options, with power comparable to or exceeding that of heavyweights; her attacks come out surprisingly fast for how powerful they are, many of which are also effective out-of-shield options, most famously her [[Lightning Kick]], which has devastating launching power when sweetspotted. She also has one of the best recoveries in the game in [[Farore's Wind]], due to its unique property of being a teleport with a hitbox both on disappearance and reappearance as well as covering a great distance; it is also great as an out-of-shield and punish option that can KO at early percents. Her ledge trapping game is also great; she has several ways to put her opponent in unfavorable positions and intercept recoveries, like [[Din's Fire]], which, even if it doesn't outright hit or KO, can force an [[air dodge]] and a low recovery to a ledge trap situation. In addition, Zelda has some good ground normals such as dash attack, an essential punish/burst option with fast startup and a large disjoint, or up tilt, which is fast, has a long hitbox duration, low lag and a multitude of follow-ups, including KO confirms. She also has an outstanding array of throws, being able to combo with down throw until high percents and having two strong kill throws in up throw and back throw.
 
Despite these strengths, Zelda has notable weaknesses. Her overall mobility is among the worst in the game, with a below-average walk speed and one of the slowest dashing speeds. She has a low falling speed and a very low gravity, making her jumps committal and her return to the ground slow; overall her attributes leave her with a poor approach and [[neutral game]]. Having a below average weight means she is already easy to KO, but her other attributes only compound this problem. Being tall makes her easier to hit, and being floaty means she struggles to land safely and is especially vulnerable to juggling. She has one of the worst disadvantage states in the game, with Farore's Wind being risky to use to escape juggles due to its high ending lag and landing lag. The range on several of her attacks is also poor, limiting their utility, and many of her attacks also have small sweetspots; they become especially difficult to land with her poor approach and mobility, making her struggle against characters who can run away from her and camp her out like {{SSBU|Joker}} or {{SSBU|Zero Suit Samus}}, or characters that can outrange her and have better disjoints, like {{SSBU|Cloud}} and {{SSBU|Shulk}}. She has no fast, low-committal projectiles, making her susceptible to being outcamped. Phantom Slash cannot be charge-canceled, requiring her to commit to either an early release or to wait until she is actionable again. In addition, if Zelda enters hitstun at any point before releasing the Phantom, it falls apart, limiting the use of one of her best tools in neutral. In general, all her special moves have high lag and can be punished hard when not used carefully. While Zelda has several finishers, most of them are inconsistent, having very precise sweetspots, sourspots that lack KO potential, high ending lag or a combination of all; some of those sourspots, most notably her Lightning Kicks, are also punishable on hit. She also has a limited number of moves and rather small windows to confirm into other moves, forcing her to often rack up damage and secure KOs through Phantom setups or stray hits. While she has good tools for shield pressure, she lacks moves that are safe on shield; for the moves that are, like forward tilt and forward smash, Zelda needs to space correctly, or land the late frames for moves like down tilt and up tilt, all of which are difficult given her poor mobility. Most notably, none of her aerials are reliably safe on shield.
 
Overall, Zelda plays a decent zoning game and a strong trapping game, with tools for ledgetrapping and making space, but her precise hitboxes, inconsistency and poor mobility gives her a weak neutral and disadvantage state, making her a glass cannon with a focus on precision. Zelda is rarely represented in tournaments, but there have been dedicated players, such as {{Sm|Yn}} from Japan, {{Sm|Naskino}} in France, and {{Sm|Ven}} in the United States, with respectable results.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Pac-Man}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Pac-Man}}.
*Have Zelda join the player's party in [[World of Light]].
*Have Zelda join the player's party in [[World of Light]].
With the exception of the third method, Zelda must then be defeated on [[Temple]].
Zelda must then be defeated on [[Temple]] (the [[Ω form]] is used in World of Light).
 
==Attributes==
Zelda is a tall, floaty [[weight|lightweight]] character with overall slow mobility. While she has an above-average [[air speed]] and [[initial dash]], the 20th highest [[traction]], her jumps and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are based on magic, making most of them [[disjoint]]ed albeit short-ranged attacks. They also boast generally quick startup; all her normal attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her lightweight status, most of her attacks have impressive [[KO]] potential and damage output, giving her power comparable to that of heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon.
 
Her [[neutral attack]] is a small burst of magical energy in front of her, having the fastest startup of any of her moves before transitioning into a [[rapid jab]] of many magical bursts with a finishing hit. The first hit of jab, though short in range, can be useful for a variety of situations, such as shield mixups, platform tech-chasing, and confirms at higher percentages (namely down smash, though inconsistent). Forward tilt is a slow, precise swipe with an extremely strong tipper hitbox (the sweetspot being the highest-damage forward tilt in the game, and the second strongest behind Incineroar's), used to space (especially on shield), ledge trap and secure early KOs with its high base knockback. [[Up tilt]], an arm sweep with large, lingering hitboxes that hit all around her, is one of her most versatile moves, being used to anti-air, catch spot dodges and getups, tech-chase, and start and extend combos across most percentages. It also an important move for KO confirms; landing the back hit can confirm most notably into lightning kick and up air at mid and high percentages, respectively. [[Down tilt]], another one of her most important moves, is a fast crouching kick. Its fast startup, low lag and surprisingly long-lasting hitbox (7 frames) allows it to be used as a fast, low-committal poke, a 2-framing option (especially with a set-up Phantom) or for catching ledge getups. The crouching animation allows her to pancake and evade moves in neutral and out of shield. It can be relatively safe on shield if spaced and/or hit with the later frames, but even if not, the quick animation makes it difficult to punish if the opponent is not ready. It can lead into her most important kill confirms at mid-percentages at or near the ledge, down tilt to lightning kick, so proper utilization of this move is essential. Her [[dash attack]] is a dual hand thrust with a burst of magic most powerful closest to her hands. It is her most important burst option, with excellent speed, a good disjoint, a long-lasting hitbox and only moderate ending lag. It is also a good tool to end certain combos, namely from down tilt and neutral aerial. Proper application of this move to catch landings and punish whiffed moves is essential, although overuse and misuse is easily punished as it is unsafe on shield.
 
Her [[forward smash]] is a strong finisher, though weaker than average for a forward smash, with one of the largest disjoints of any of her normals. Due to its multiple hits, it is a decent option for catching ledge getups, especially when charged. Also, due to its rather tame ending lag it can be hard to punish on shield, especially if spaced. [[Up smash]] is also a powerful, multi-hitting burst of magic energy. It has a good vertical disjoint, being able to beat out many moves from above. It also has a very long duration with very few gaps, making it particularly effective for catching getups as well as landings, spot dodges and pre-emptively intercepting reckless approaches. While its horizontal range is quite poor, it has a relatively fast startup (frame 9) that can punish poorly spaced moves on shield. It is one of her laggiest moves, however, which in combination with its unspectacular range makes it a highly committal option that should only be used sparingly. [[Down smash]] is a very fast 360° leg sweep that launches opponents at a [[semi spike]] angle with decent knockback. At frame 5, it is one of her fastest moves and is a quick punish option. As it hits on both sides, it can be used for catching rolls. It can set up edge guards on characters with poor recoveries due to its nasty launch angle. However, due to being a simple leg sweep and one of her few non-magic attacks, it has a rather short range with only average power.
 
Zelda has unique high-risk, high-reward [[aerial]]s which boast immense kill power. The sole exception to this is her neutral aerial. It does not have a notable strong hit or sweetspot, instead being her least committal, most versatile aerial which ameliorates her subpar neutral and air-to-air game. It is her only aerial to auto-cancel in a short hop other than down aerial, and has a fast start-up with a long duration, hitting on both sides and dealing high damage. It is used as an anti-air and burst option, combo starter or extender, out-of-shield option, shield pressuring tool, and occasionally edge guarding. At lower percents, it can combo mainly into an up tilt when auto-canceled, or into a dash attack when fast-falled. At higher percents, it loses most of its follow-up potential, but gives Zelda enough space to set up a Phantom or a ledge-trap situation; additionally, for KOs it can edge guard or launch into a set up Phantom. A single hit of neutral air when fast-falled can pop grounded opponents up and lead into a variety of confirms at higher percents, but due to her mobility, this is not a very practical option. Despite being her most important aerial in neutral, it suffers from consistency issues. Due to lacking an autolink angle, opponents can occasionally fall out of the looping hits, particularly if she begins the move while moving upward too fast in a jump, or while drifting back. It is also hard to control which side the opponent ends up on due to to the looping hits' constantly inward-sending launch angles, making follow-ups difficult. The looping hits also have very low hitstun, failing to give the move any drag-down potential and leaving her very punishable if the opponent falls out.
 
Her forward and back aerials are known as Lightning Kicks. Both these aerials have fast startup at frame 6 and possess a devastating sweetspot at her toe, dealing as much as 24%, as well as higher knockback than the vast majority of smash attacks in the game. The kicks' fast startup and powerful knockback means they work well as punishes on whiffed attacks and as deadly out of shield options for misspaced attacks. However, the sweetspot is tiny and only active for the first frame, making it quite difficult to land. Additionally, they have notable landing lag, rarely going unpunished on shield (though the pancaking during her landing animation can mitigate this), but most significantly cannot auto-cancel in a short hop and have very high ending lag in the air, making them high-risk, high-reward. Furthermore, the sourspots deal pitiful damage with minimal knockback, being punishable even on hit at most percents. The sweetspot's high precision combined with the punishable sourspots and ending lag means they are very risky, especially when used as rising aerials, as missing the move or even landing the sourspot will often mean Zelda will get punished. This leaves her kicks with poor utility in neutral, especially for aerial moves which tend to be safer spacing options. Up air is a large, disjointed explosion with a good duration and excellent power, but significant startup and ending lag and little horizontal range. Relative to its power, it has low landing lag, having some combo potential at lower percents when fast falled, and being safe on shield if used on opponents on platforms while falling. Due to its massive disjoint, it can shark through certain stages. Down air, sometimes nicknamed the "Lightning Stomp", is a meteor smash with a powerful sweetspot on her foot, similar to her Lightning Kicks. While not as fast and strong as her Lightning Kicks, this sweetspot is much larger, making it much easier to connect despite similarly only being active for one frame. Also, unlike the Lightning Kicks, the sourspots linger for longer and always spike opponents downwards, making them more useful. It is one of Zelda's most useful aerials, having the lowest ending lag, being able to auto-cancel in a short hop and tying with neutral aerial for the lowest landing lag. Besides being a powerful meteor smash, the clean hit has great utility in platform chases and is a great punish tool, as hitting it on grounded opponents will allow Zelda to combo into Lightning Kick and up air, even at high percents. Even the sourspots can gimp opponents or lead into a follow-up, especially with the later frames and/or at high percents. Overall, her aerials are almost all unique high risk, high reward moves.
 
Her [[special move]]s take inspiration from various Zelda titles. Her neutral special move, [[Nayru's Love]], is a [[reflection|reflector]] that doubles as a melee attack; Zelda also is intangible from frames 4-13 of the move. These traits make it useful against [[projectile]] users as well as disrupting an opponent’s string. It also has a good duration and good horizontal range on both sides of her. [[Din's Fire]], her side special move, sends out a slow ball of fire that explodes on the release of the button or when reaching max charge, becoming more powerful and moving faster the longer it is charged. It possesses a powerful sweetspot in the inner part of the explosion, with a weak but otherwise large sourspot. The explosion itself can be reflected or absorbed, but the ball of fire cannot be interacted with. In addition, for the first time in the series, Zelda can use it to cover her recovery, as it no longer leaves her helpless in midair. While powerful, its trajectory is very limited, making it easy to avoid in most cases, and quite punishable if used in neutral. Instead, it is mostly used for off-stage play; while it can only really gimp opponents with poor recoveries, it can otherwise at least force an air dodge/low recovery, leading into a ledge trap opportunity with Phantom. Her up special move, [[Farore's Wind]], is a fantastic recovery tool, allowing her to make it back to stage in almost any off-stage situation. As a teleport recovery, it can be tricky to edgeguard Zelda due to its intangibility and impressive omnidirectional distance, but it has vulnerability during its startup, and certain characters can threaten her at ledge if they have a deadly 2-framing option. On top of this, it can have anti-2-frame and mindgame potential if one opts to use the aforementioned powerful second hitbox instead of snapping to ledge, or teleport from above ledge to avoid the two-frame vulnerability completely. Much like {{SSBU|Palutena}}'s [[Warp]], albeit significantly more difficult, she can completely avoid the move's ending lag by using a technique called [[edge cancel]]ling, which grants her access to otherwise-impossible approach and stage control options. Due to its quick startup and high knockback, it functions as a deadly out of shield option, though DIing out of the second hit is possible if the opponent is ready or has already buffered another move. The first hit can also be used on its own out of shield to simply reset neutral and avoid the risk of missing the second hit. It can work as a burst option to punish laggy options or anti-zone from a distance, but due to its high ending lag, this option is usually very risky.
 
Lastly, her down special, [[Phantom Slash]], is her most important tool. It's a unique projectile that she builds piece-by-piece until it is fully formed, which takes a little under a second; however, starting on frame 15, she can have it attack at any stage of its creation by pressing either the special or attack button. The Phantom has a hurtbox and HP; these as well as its attack properties vary depending on its charge. The earliest stages have low damage, knockback, range and HP, being limited to zoning or tanking weaker projectiles. However, it becomes increasingly more potent as it becomes more complete, with the later stages having an invincible shield (similar to Hero's and the Links'), and the final stage having high HP, damage output, impressive knockback and stellar range. After just over a second, Zelda will be able to move and attack freely. The Phantom will attack on its own after about another second if it is not manually released, granting Zelda much flexibility during this window. She can attack in tandem with it in ledge traps, to mitigate the vulnerability of laggy moves and perform shield-breaking combos. It is quite good at comboing into other moves or being a combo finisher itself, due to it and many of her other moves having high hitlag. Other usages include retreating behind it for protection, punishing opponents stuck in hitlag if they hit the Phantom, playing mind games on opponents stuck in shield, launching the opponent towards the Phantom, conditioning shield to go for a grab, and even covering her recovery (similar to Din's Fire) and especially her ledge getups. Phantom Slash forms the basis of Zelda's kit and is designed to compensate for Zelda's lackluster neutral, allowing her to gain stage control, cover options, pressure, zone and trap because of how much space it covers, how much damage it deals, and how many different mixups Zelda can do with it. With precise input, Zelda can also short hop behind the Phantom while charging it to create a "displaced Phantom," allowing it to block incoming projectiles while charging and making it harder for the opponent to interrupt Zelda. While reflectable, Zelda can mix up her timing by delaying the Phantom, leaving the opponent having to predict when to activate their reflector.


==Changes from ''[[Super Smash Bros. 4]]''==
Zelda has good range for her [[grab]], with her pivot grab being one of the most disjointed in the game. Her grab however, has notably slow startup. Her [[throws]] have great reward. [[Forward throw]] is good to set up edge guarding and ledge traps, while [[back throw|back]] and [[up throw]] are excellent kill throws and among the strongest of their kind. [[Down throw]] is most useful as a combo starter, and can reliably combo into neutral aerial, forward aerial, back aerial (depending on DI) from low to mid percents. All her throws can lead into a set up Phantom with proper timing for combos or KO confirms, though forward and down throw are the most practical.
Zelda has historically and consistently been regarded as one of the worst characters in previous games (and at some point the worst) due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes, being slow, light (except in ''Melee''), tall and floaty. While ''Smash 4'' had brought updates to her offensive game, her weaknesses still remained, causing her to nevertheless remain unviable. Likely as a result of being a poorly regarded character in competitive play, Zelda has been buffed overall in the transition from ''Smash 4'' to ''Ultimate''.
 
Despite her strengths, Zelda has big weaknesses. Chief among them is her poor mobility, which hamper her ability to approach and punish safely on the ground and in the air. This mobility issue is exacerbated through numerous frame data issues, as many of her attacks, while quick to start up, have punishing amounts of end lag and precise hitboxes, making her approach telegraphed. In particular, her floatiness makes her air-to-ground transition poor and exacerbates the downsides of her already awkward aerials. Since she is light, tall, and floaty, with no safe landing mixups or options to help her from ledge, she is extremely vulnerable to getting juggled and ledgetrapped, contributing to one of the worst disadvantages in the game. Other issues include poor range on her normals, limiting their utility, and extremely weak sourspots that can be punished even on hit. Her combo game is average to subpar; while up tilt is excellent, many of her moves have too much lag, mediocre launch angles and/or unfavorable knockback values for reliable follow-ups or wide combo windows. Her aerials especially have unusually limited follow-ups compared to other fighters due to their lag. Due to this, she partially relies on Phantom to start or finish combos for damage-racking. Some of her multi-hit moves also have consistency issues, namely neutral aerial and Nayru's Love.
 
Finally, her special moves have exploitable weaknesses; Nayru's Love and Farore's Wind have large amounts of ending lag, making them easy to punish when overused. Farore's Wind also requires following DI to KO off the top. Din's Fire is for the most part too slow and telegraphed to be effective for camping, edge guards or in neutral. Most importantly, Phantom Slash is a large commitment, as Zelda is stuck either in startup if she wants to set up the Phantom as a trap, or she is stuck in ending lag if she releases it manually. This means that, with correct timing and spacing around the Phantom's possible attack ranges, opponents can punish Zelda by pre-emptively reading when she decides to charge Phantom, limiting her best ability to control space, zone and trap. If there is space, the opponent can also retreat to disengage with the Phantom, with Zelda not being able to do much about it except gaining some stage control. Especially against mobile characters, this forces her to play a neutral with her risky, short ranged neutral tools and subpar mobility.


Many of Zelda's moves have either reduced lag, better KO potential, or other improvements. Her [[neutral attack]], previously the slowest in the game, comes out significantly faster, and has been reworked to possess an infinite portion with better damage racking ability and knockback. Her already good grab game was improved to the point it is now among the most useful: her [[back throw|back]] and [[up throw]]s are much stronger, while down throw deals more damage and, although its knockback and angle were altered, its combo ability remains mostly intact. Her Lightning Kicks have been improved as well, with the back kick having a larger sweetspot while the forward kick is now active as fast as the back kick, increasing their potency for followups when landing with them, and making them more devastating [[out of shield]]. This allows Zelda to secure KOs more easily, and down throw's with the Lightning Kicks in particular possessing more reliable KO setups.  
Among favorable matchups, Zelda excels against slower characters with poor ground and aerial approaches where Phantom Slash can effectively wall them out (Ice Climbers), large characters that become easy targets for her normally precise sweetspots (King K. Rool), especially those without safe options on shield, allowing easy punishes with her deadly out of shield options (King Dedede), and characters with poor recoveries for whom Din's Fire becomes a legitimate threat in conjunction with Phantom (Ganondorf). Zelda's weaknesses mean she struggles with quick opponents who can bait out her options and keep her in disadvantage (Fox, Greninja, Zero Suit Samus), can be camped by characters with projectiles that are fast and/or dwarf the Phantom's range (R.O.B., Young Link, Min Min), can be outzoned and overwhelmed by characters with large disjoints who can challenge Knight setups and out-neutral her (Cloud, Aegis), and struggle against characters with better boxing options than her (Shotos).


Zelda's special moveset, considered one of the most lackluster in all previous games, has also seen various heavy improvements. [[Nayru's Love]] has faster startup and longer [[intangibility]], and preserves Zelda's momentum, strengthening its already remarkable defensive ability and allowing for edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option. [[Farore's Wind]] has faster startup, making it a more effective out of shield option, and more precise angles for reappearance, allowing her to land its second hit easier even if the enemy DIs the first hit, making "elevator" combos much more consistent. Most importantly, however, [[Phantom Slash]] has been heavily reworked to possess several more stages that can be unleashed faster, and the last stage allows Zelda to move around before it is unleashed, allowing for intricate trap setups and combos when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is now better used in her advantage state, though with sufficient spacing it is also a strong tool in the [[neutral game]]. With precise input, Zelda can also short hop behind the Phantom while charging it, allowing it to block incoming projectiles while charging.
Overall, Zelda's strengths include fast and powerful out of shield options, decent combo trees, good stage control and ledgetrapping with Phantom setups, and impressive kill power spread broadly across her moveset. Her weaknesses in mobility, range, frame data, consistency and sweetspot issues mean that she must be precise with how she spaces her attacks and sets up Phantom, and she must make the most out of ledgetrap situations. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and must mix up what she does to get out of a disadvantage due to her floaty nature and lack of safe landing options.


Additionally, Zelda has received noteworthy buffs from the universal changes. Despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag improve her the most, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably with her powerful Lightning Kicks, and improves her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], [[neutral aerial]], up throw, and down throw, which can dish out large amounts of damage. The changes to [[air dodging]] also marginally improve her edgeguarding game with Din's Fire and, in ocassions, give her a niche recovery option.
==Changes from ''[[Super Smash Bros. 4]]''==
Zelda had historically and consistently been regarded as one of the worst characters (and, at one point in ''[[Super Smash Bros. 4]]'', the overall worst) in previous games, due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes (slow, light, tall, and floaty). While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to remain unviable. Likely as a result of being a poorly regarded character in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate''.


However, Zelda has received some nerfs as well. Due to the changes to her neutral attack, is it no longer a nearly unpunishable option against shields, and none of her other attacks has had their ending lag reduced enough to compensate. [[Forward tilt]] has increased startup and decreased KO potential, reducing its utility, and [[neutral aerial]] notoriously fails to connect its hits reliably, due to no longer using the [[autolink angle]] nor [[set knockback]], although the first hit can still combo if SHFF'd. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, now only being usable for setting up edgeguards in a similar vein to {{SSBU|Ness}}' own forward throw.
One of Zelda's biggest buffs is her improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. Most notably, her aerials have significantly reduced landing lag across the board, making them much more usable. The sweetspots of her lightning kicks are significantly easier to land, especially in the z-axis, and their improved auto-cancel window and interruptibility make them less risky to use; forward aerial's improved startup also makes it a much stronger out of shield option. Examples of significantly stronger moves include [[forward tilt]], whose increased damage make the sweetspot safe on shield and improve its KO potential, and [[up aerial]] which is larger and stronger with a new late hit. Her already good grab game was improved to the point it is now among the most useful in the game: her [[back throw|back]] and [[up throw]]s particularly are much stronger, giving her two new viable kill throws among the strongest of their kind.


Lastly, although Zelda does benefit from the changes to the game's engine, some of the changes impair her; the universal increase in mobility doesn't benefit her as much due to her slow grounded movement, since it still doesn't allow her to catch up with most of the cast. The weakening of [[rage]] slightly hinders her KO power, as it hasn't got any notable improvements otherwise. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly impairs her out of shield game. In addition to these nerfs, Zelda also retains most of her weaknesses from previous, mainly her slow movement speed, light weight, a few poor hitbox placements, and extremely weak sourspots on her Lightning Kicks, which are otherwise her strongest KO moves; and despite the improvements she has received, her weaknesses can still be exploited by the rest of the cast.
Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. Among smaller changes, [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option, and has increased duration and a larger sweetspot, making it more useful, though still situational. [[Farore's Wind]] has faster startup and execution and reduced vulnerability, making it a more effective out of shield option and a more viable approach option; it has more precise angles for reappearance to follow opponent DI, making the "elevator" combo more likely to connect, while also being less unsafe if it doesn't.


Overall, Zelda's moveset has been considerably enhanced from previous installments, making her strengths much more defined, and allowing her to play defensive much more reliably. This makes her ''Ultimate'' iteration the strongest, although she still faces competition from several returning characters that have been likewise buffed to varying degrees. Her perception in the competitive metagame has been more positive than in previous games, and certain smashers such as {{sm|ZeRo}}, {{sm|Samsora}}, and {{sm|VoiD}} consider her a mid-tier character. However, Zelda's overall tournament representation remains very low, with few notable results, and combined with her polarizing traits and lack of major improvements in updates, other smashers still consider her to be low-tier. Overall, while Zelda is unarguably much better than she was in previous games, her true viability remains debatable.
[[Phantom Slash]] is, however, her greatest buffed special and arguably her greatest buff from Smash 4 out of any of her moves. It has been heavily reworked to possess several more stages that can be unleashed faster and cover a wider variety of ranges, improving its zoning usage, and the last stage allows Zelda to move around before it is unleashed, allowing for intricate trap setups and combos when edgeguarding and approaching. The Phantom also no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is now better used in her advantage state, though with sufficient spacing it is also a strong tool in the [[neutral game]].


===Aesthetics===
Additionally, Zelda noticeably benefits from some of the universal changes. Despite still having below-average mobility relative to the rest of the cast, her horizontal movement has been improved (both absolutely and relative to the cast) in her increased run speed, air speed, air acceleration and especially initial dash. The universal 3-frame [[jumpsquat]]s and reduced landing lag improve her noticeably, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably and slightly improves her combo potential from fast falled aerials—most notably down aerial, which, due to the removal of teching grounded spikes, gives Zelda a plethora of new combos and kill confirms from the move. The changes to [[air dodging]] also generally benefit her, as they improve her edgeguarding game with moves like Din's Fire, which also improves her ledge trapping game by forcing low recoveries and allowing time for a Phantom set up.  
*{{change|Zelda's appearance is based on her design from ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'' <ref name="SpecialSmash">{{cite web |url=https://sourcegaming.info/2018/06/20/smash-is-special-part-1-sakurais-famitsu-column-vol-557/
|title="Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557 |accessdate=2018-06-20 |author=Masahiro Sakurai (translated by Brando) |date=2018-06-20 |publisher=SourceGaming.info (original Japanese publication in ''Famitsu'') |quote= Zelda's new design is based on ''"The Legend of Zelda: A Link to the Past"''}}</ref><ref name="DirectJP">{{cite web |url=https://www.youtube.com/watch?v=VjAsmfiIK3E&t=8m33s |title=Dairantou Smash Bros. SPECIAL (E3 2018) |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= ''Breath of the Wild'' Zelda isn't interested in combat, so her design is from ''A Link to the Past''.}}</ref><ref name="PaluGuidance">[[Super Smash Bros. Ultimate]] (North America) - [[Palutena's Guidance#Zelda_2|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."</ref> and ''{{s|zeldawiki|A Link Between Worlds}}'',<ref name="DirectEN">{{cite web |url=https://www.youtube.com/watch?v=L93H7YC-83o&t=8m33s |title=Super Smash Bros. Ultimate - E3 2018 |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= 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''}}</ref> with her overall design being a combination of the two.<ref name="zeldatwitter">[https://twitter.com/PushDustIn/status/1087124591984562176 PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.]</ref>}}
*{{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]] animation. All of these animations depict her as more expressive and cheerful than her ''SSB4'' incarnation, which rarely showed emotion.}}
*{{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 [[taunt]]s have been altered:}}
**{{change|Her up taunt is entirely new; she draws a cross pattern with magic from her fingertips.}}
**{{change|Her side taunt has a faster and flashier animation. She also now makes kiai sound, whereas it was silent in previous games.}}
**{{change|Her down taunt is a more casual and joyful wave. She also now giggles, whereas it was silent in previous games.}}
*{{change|Zelda hangs onto ledges with one hand.}}
*{{change|Zelda's dress now has independent physics.}}
*{{change|Many of Zelda's attacks produce brighter, flashier magical effects.}}
*{{change|All of Zelda's [[victory pose]]s have been changed:}}
**{{change|For the first, she conjures a small flame out of her finger and swirls it around playfully.}}
**{{change|For the second, she summons the [[Phantom]] armor and proudly poses in front of it.}}
**{{change|For the third, she emits magic out of two fingers and points at the screen.}}


===Attributes===
However, Zelda has received some mixed changes and a few nerfs as well, most notably to the combo game of her normals. Despite the faster start-up of her neutral attack, it is drastically smaller and is no longer safe on shield nor has consistent combo potential, removing one of her best neutral/spacing tools. Down tilt has less ending lag, but is much smaller and has a considerably worse launch angle, hindering its combo ability past middle percents, especially with proper DI. Neutral aerial especially has been nerfed greatly, with the autolink removal and lower knockback drastically harming the looping hits' consistency, completely removing their drag-down combos and making the launch behavior volatile which hinders follow-ups. Down throw's increase in knockback scaling, combined with its more horizontal launch angle removes its 50/50s at high percents.
*{{buff|Like all characters, Zelda's [[jumpsquat]] takes 3 frames to complete (down from 6).}}
*{{buff|Zelda [[run]]s faster (1.3 → 1.43).}}
**{{buff|Her initial [[dash]] speed is much faster (1.6 → 1.958).}}
*{{buff|Zelda [[walk]]s slightly faster (0.87 → 0.914).}}
*{{buff|Zelda's [[air speed]] is slightly faster (1.04 → 1.092).}}
*{{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===
Other nerfs include her forward tilt, which is more precise due to its slower startup and narrow hitboxes, and due to the sweetspot losing highest priority and being drastically harder to land, the move is arguably weaker on average despite the damage buffs. Down aerial's late hit is worse at gimping due to its smaller hitboxes. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Farore's Wind is weaker, making the sweetspot especially worse at early KOs, cannot travel as far and is much harder to edge cancel with, hindering one of her movement options.
*[[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, 13, 15 → 4, 7), no longer being the slowest neutral attack in the game.}}
**{{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|The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.}}
**{{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 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|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 inflicts 2 additional frames of [[hitstun]]. At high percents, this causes it to connect less reliably into the rapid jab, but grants it [[jab cancel]] setups.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has slightly less ending lag (FAF 38 → 37).}}
**{{buff|It no longer has a blindspot 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 has more startup lag (frame 10 → 12).}}
**{{nerf|It has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 70), hindering its KO potential.}}
**{{nerf|The sourspot now takes priority over the sweetspot, making the sweetspot harder to land.}}
*[[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|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 now has 3 small unextended hitboxes instead of 1 medium-sized extended one. Overall it has less range.}}
**{{change|It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125). This allows it to combo more reliably into a dash attack, neutral aerial or forward aerial at mid percents in combination with its lower ending lag, but greatly hinders its combo potential into other moves at low and high percents.}}
*[[Dash attack]]:
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u), and the sweetspot is now extended (Z offset: 12.8 → 12.6-13.2), improving the move's range and making 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|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 blindspot due to the new [[jostle]] mechanics.}}
*[[Up smash]]:
**{{nerf|Up smash only has seven hits instead of eight, reducing its total damage (15.4% → 14.6%).}}
**{{change|It has different angles (90°/[[Autolink angle|366°]]/200°/200° → 90°/160°/100°/367°), allowing it to connect more reliably against aerial opponents, but no longer pulling opponents standing on either side of her into the looping hitboxes as easily.}}


===Aerial attacks===
Although Zelda benefits from some of the changes to the game's engine, other changes have impaired her as well. In particular, the new knockback speed-up effect further limits her already nerfed combo moves, as knockback was sped up more than her mobility was increased. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly worsens her respectable out of shield game.
*{{buff|All aerials have less landing lag (19 frames → 15 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).}}
*{{change|Lightning Kicks and [[down aerial]] have unique sound effects when used.}}
*[[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°/92°/270°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect much less reliably, despite the looping hits now using [[weight-independent]] knockback and having a lower hitlag multiplier (1× → 0.6×).}}
***{{buff|However, this improves the first hit's combo potential on grounded opponents if used in a [[short hop fast fall]].}}
**{{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×).}}
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|It [[auto-cancel]]s 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 now 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).}}
*[[Back aerial]]:
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|It auto-cancels earlier (frame 52 → 45).}}
**{{buff|The sweetspot has more base knockback (28 → 30).}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u), and now 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]]:
**{{buff|Up aerial auto-cancels earlier (frame 56 → 54), now matching the end of the animation.}}
**{{change|Up aerial's hitbox is higher up (Y offset: 23 → 26.5), improving its range above Zelda, but introducing a blindspot and making it virtually impossible to hit grounded opponents onstage.}}
**{{change|It has more base knockback (30 → 55), but less knockback scaling (84 → 70). This slightly improves its KO potential near the upper [[blast line]], but reduces it near ground level.}}
*[[Down aerial]]:
**{{buff|Down aerial's clean hit has an additional hitbox, giving it more reach, despite the original hitbox being made smaller.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/5u), noticeably worsening its gimping potential.}}


===Throws and other attacks===
Overall, Zelda's moveset has been enhanced from previous installments, making her strengths more defined, especially around Phantom Slash as the new crux of her game plan. The changes overall allow Zelda to fare better than in previous installments, with this incarnation being her strongest one yet. However, she still underperforms compared to the rest of the cast. Nerfs to her combo tools, consistency and precision have tempered her buffs while further centralizing her playstyle around Phantom. Game updates have brought her quality-of-life improvements, mostly making several moves across the board even stronger, while failing to address Zelda's core weaknesses. She still suffers from her more problematic attributes, i.e. her very low fall speed and gravity that have been left completely untouched, which leaves her with committal jumps and a poor air-to-ground transition, and significantly low endurance due to her light weight, despite her already slow speed. Most significantly, many of her normals are worse compared to previous iterations, suffering from lack of utility due to impractically small hitboxes, poor follow-up potential, punishable sourspots and/or heavy ending lag.
*[[Grab]]s:
**{{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), now 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.}}
*[[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.}}
*[[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.}}
*[[Up throw]]:
**{{buff|Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%.}}
**{{buff|It has increased combo potential due to 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 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|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.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


===Special moves===
{{SSB4 to SSBU changelist|char=Zelda}}
*[[Nayru's Love]]:
**{{buff|Nayru's Love has less startup lag (frame 13 → 11), with its total duration reduced as well (FAF 60 → 58).}}
**{{buff|Its intangibility starts one frame earlier (frame 5 → 4).}}
**{{buff|It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}}
**{{nerf|Its intangibility (frames 5-15 → 4-13) and reflective hitbox (frames 5-43 → 5-41) have a shorter duration.}}
*[[Din's Fire]]:
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}}
**{{buff|It travels a slightly longer distance.}}
**{{buff|Its hitboxes are slightly larger (2.1u/4.5u → 2.6u/4.8u).}}
**{{change|The flame has a more stylized appearance.}}
*[[Farore's Wind]]:
**{{buff|Farore's Wind has less startup lag with 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|Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).}}
**{{buff|Zelda can drift in the air much sooner after reappearing.}}
**{{buff|Zelda has more precise angles of reappearance, 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).}}
**{{change|It shows small green orbs that move in the direction Zelda is moving while before reappearing.}}
**{{change|A more intense green/yellow vortex is produced at the start and end of the move.}}
*[[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:}}
***1st: Kick (frame 15)
***2nd: Punch (frame 20)
***3rd: Outward slash (frame 28)
***4th: Downward slash (frame 38)
***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 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 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|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.}}
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 4.7% (1st), 6.6% (2nd), 8.5%-9.4% (3rd), 11.3%-12.2% (4th), 14.1% (5th)), and 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 [[instant KO|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.}}


==Update history==
==Update history==
Zelda has been slightly nerfed via update {{SSBU|3.0.0}}: as part of a near-universal nerfing of projectiles, each [[charge]] level of [[Phantom Slash]] deals less [[shield damage]]. Aside from this, update {{SSBU|4.0.0}} simply provided animation touch-ups.  
Zelda has been buffed overall via game updates, receiving significant changes in update 7.0.0 and 13.0.0. Notable buffs in version 7.0.0 include her neutral aerial connecting better and having less landing lag, her up aerial having more range, knockback and a longer duration, her forward tilt becoming stronger, and [[Phantom Slash]] dealing more damage at all charge levels. In 13.0.0, the first hit of her neutral attack was made slightly faster, somewhat improving its consistency as a combo starter, her up and down smash inflict more knockback, and her down aerial's sweetspot is significantly larger, making it an all around more reliable tool. Aside from these buffs, as of 10.1.0, her forward smash connects better and has more range.
However, Zelda has also received minor nerfs to Phantom Slash; in update 3.0.0, its shield damage was reduced, hindering its potency in shield break setups, while in update 9.0.2, a bugfix removed a technique that allowed Zelda to spawn the Phantom in front of her, granting more protection during the charge.
 


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{nerf|[[Phantom Slash]] deals less [[shield damage]] (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).}}
{{UpdateList (SSBU)/3.0.0|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{change|Adjusted Zelda's medium and fast [[walking]] animations in order to prevent her dress from clipping.}}
{{UpdateList (SSBU)/4.0.0|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.2}}'''
{{UpdateList (SSBU)/9.0.2|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
{{UpdateList (SSBU)/10.1.0|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Zelda}}
 
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}'''
{{UpdateList (SSBU)/13.0.0|char=Zelda}}


==Moveset==
==Moveset==
''For a gallery of Zelda's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname=&nbsp;
|neutralname=Short Flash ({{ja|ショートフラッシュ|Shōto Furasshu}}) / Rapid Flash ({{ja|ラピッドフラッシュ|Rapiddo Furasshu}}) / Flash Finish ({{ja|フラッシュフィニッシュ|Furasshu Finisshu}})
|neutral1dmg=2.5% (hits 1-2)
|neutral1dmg=2.5% (hits 1-2)
|neutralinfdmg= 0.2% (loop), 3% (end)
|neutralinfdmg= 0.4% (loop), 3% (end)
|neutraldesc=Extends her palm to emit a magic spark, follows up with a series of several magical bursts, and finishes with a final blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly, at frame 4.
|neutraldesc=Extends her palm to emit a burst of magical energy, then optionally follows up with a series of several magical bursts before finishing with a slightly larger blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly at frame 4 with a new rapid jab, but no longer has a third hit. While it has decent disjoint range, it can miss shorter characters due to its high hitbox placement. The rapid jab is especially potent in calling out fast grounded approaches and some low non-disjointed aerial approaches. At low percentages, it is specifically good at setting up for [[Tech-chasing]].
|ftiltname=&nbsp;
|ftiltname=Magical Cutter ({{ja|マジカルカッター|Majikaru Kattā}})
|ftiltdmg= 12% (blade), 10% (arm)
|ftiltdmg=15% (hand, blade), 11.5% (arm)
|ftiltdesc=A magically-infused, outward fanning knifehand strike, swinging a magically produced blade. It can be angled and its sweetspot, which is located on the magically produced blade, possesses respectable power. Its sweetspot KOs middleweights at around 93% while near the edge of {{SSBU|Final Destination}}. Its sourspot, which is located at Zelda's arm, is also reliable for KOing in spite of it being noticeably weaker. Its sourspot KOs middleweights at around 109% while near the edge of Final Destination. It is safe on shield if spaced correctly. However, it has noticeable overall lag and a narrow hitbox.
|ftiltdesc=A magically-infused outward knifehand strike. It can be angled and has two sweet spots (one on her hand and the other being a blade of magic) that possess respectable power. Its sweet spot KOs middleweights at around 93% while near the edge of {{SSBU|Final Destination}}. It has three sour spots, which are located on Zelda's arm and take priority over the sweet spots, is also reliable for KOing in spite of being noticeably weaker. Its sour spots KO middleweights at around 109% while near the edge of Final Destination. Due to its somewhat low ending lag for its power (24 frames), it's safe on shield with good spacing, and thanks to its five hitboxes sharing almost identical knockback values, it has good range. However, it has noticeable startup lag at frame 12, as well as small and narrow hitboxes, and it can sometimes miss small or crouching characters.
|utiltname=&nbsp;
|utiltname=Barricader ({{ja|バリケーダー|Barikēdā}})
|utiltdmg=7.2%
|utiltdmg=7.2%
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having minimal ending lag, it is a reliable combo starter. It can combo into itself, neutral attack, forward smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages; and up aerial at medium percentages. It is also good as an anti-air attack thanks to its long active duration.
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having a very long active duration and almost no ending lag, it is one of Zelda's most reliable combo starters. It can combo into itself, neutral attack, up smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages as well as into Lightning Kick out of a reversed up tilt; and up aerial at medium percentages out of a reversed up tilt. It is also good as an anti-air attack thanks to its disjoint and long duration.
|dtiltname=&nbsp;
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|dtiltdmg=5.5%
|dtiltdmg=5.5%
|dtiltdesc=A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in ''SSB4'', it has noticeably less combo potential, mostly serving as a fast safe poke. It can, however, combo into dash attack of forward aerial at mid percentages.  
|dtiltdesc=A kneeling low-level roundhouse kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in ''SSB4'', it has noticeably less combo potential, mostly serving as a fast safe poke. It can, however, combo into a dash attack or neutral aerial at mid percentages. With proper timing, it can also be a KO combo into forward aerial.
|dashname=&nbsp;
|dashname=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}})
|dashdmg= 12% (clean sweetspot), 9% (clean sourspot), 6% (late)
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to {{SSB4|Peach}}'s dash attack. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To compliment this, its sweetspot's base is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it has noticeable ending lag, while its other hitboxes lack KO potential.
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to [[Peach]]'s dash attack. The sweetspot lasts for two frames and is located on Zelda's hands. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To complement this, its sweetspot's base knockback is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it is small, with its other hitboxes lacking KO potential, and is unsafe especially on shield.
|fsmashname=&nbsp;
|fsmashname=Shining Palm Shot ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}})
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5)
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5)
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged. With proper spacing, it is safe on shield. Due to it hitting on frame 16, however, it has the highest start-up lag out Zelda's smash attacks. It also has a moderate amount of ending lag, with 26 frames.
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged, which combined with its moderate ending lag, with 26 frames, it is safe on shield and very hard to punish with good spacing. Due to it hitting on frame 16, however, it has the highest start-up lag out of Zelda's smash attacks.
|usmashname=&nbsp;
|usmashname=Power Steer ({{ja|パワースティア|Pawā Sutia}})
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7)
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7)
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. However, it has minimal horizontal range, long duration and 30 frames of ending lag, thus making it punishable if not used properly.  
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. While it has a long duration and good vertical range, it has minimal horizontal range and 30 frames of ending lag, thus making it punishable if not used properly.
|dsmashname=&nbsp;
|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdesc=A spinning shin kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}'s, {{SSBU|Dr. Mario}}'s, {{SSBU|Ryu}}'s, and {{SSBU|Ken}}'s down smashes for the second fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which make it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful, and has rather low ending lag. Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
|dsmashdesc=A spinning, low-level roundhouse kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, {{SSBU|Ryu}}, and {{SSBU|Ken}}'s down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still decently powerful and has rather low ending lag. The front hit deals higher damage and KOs at around 117% on middleweights while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
|nairname=&nbsp;
|nairname=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
|nairdesc=Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d; or as an edge-guarding option. It can also autocancel in a short hop. However, at higher percents, opponents are liable to being launched out of the multi hit portion, reducing its consistency and reliability.
|nairdesc=Twirls with her arms outstretched and her hands infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially if the opponents are hit from the front, can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage. The moved was changed resulting in the multi-hits being weaker and less consistent, with opponents being able to get launched out of the multi-hit portion at a multitude of percentages, reducing its consistency and reliability. This issue is made worse if Zelda is fast-falling in the multi-hit portion.
|fairname=[[Lightning Kick]]
|fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}})
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|fairdesc=A magically-infused flying kick. Its sweetspot is at the tip of her foot, and has both an outstanding damage output and high knockback growth. Its sweetspot KOs middleweights at around 59% while near the edge of Final Destination. Due to coming out on frame 6,it's extremely fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and has less landing lag. The sweetspot is easier to land if it hits the opponent at the beginning of the move. However, its sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted. Autocancels in a full hop.  
|fairdesc=A magically-infused flying kick. Its sweet spot is at the tip of her foot, has both an outstanding damage output and high knockback growth, KOing middleweights at around 59% while near the edge of Final Destination, similarly to Captain Falcon's Knee Smash, though slightly weaker, being the second strongest forward aerial in the game. Due to coming out on frame 6, it's also extremely fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and have less landing lag. However, the sweetspot only lasts for one frame when the hitboxes become active, and the sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and base knockback. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted, and due to the aforementioned very low damage and knockback, the sourspot can lock opponents and set-up in other moves at high percents but lacks utility otherwise. Autocancels in a full hop fast fall, just one frame after Zelda reaches the peak of her short hop, similarly to Kirby's forward aerial.
|bairname= Lightning Kick
|bairname=[[Lightning Kick|Lightning Kick (Back)]] ({{ja|稲妻キック(後)|Inazuma Kikku (Ato)}})
|bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only differences being that its sweetspot has slightly more base knockback and knockback growth. Its sweetspot KOs middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only difference being that its sweetspot has slightly more base knockback and knockback growth. It is the strongest back aerial in the game, with the sweetspot KOing middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|uairname=&nbsp;
|uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}})
|uairdmg={{ShortHopDmgSSBU|17}}
|uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit)
|uairdesc=Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, and when coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option, KOing middleweights at around 100% from a full hop. It can also clip through the bottom of a stage's edge. However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (40 frames), a short duration, and fairly short horizontal range. It autocancels in a full hop when the move ends.  
|uairdesc=Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, only slightly weaker than Shulk's up aerial if the second hit is sweetspotted, making it Zelda's most reliable aerial KOing option, as it KOs middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox. It also has a late hit that deals less damage but improves its ability to juggle. However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (35 frames) and a fairly short horizontal range. It autocancels in a full hop.
|dairname=Meteor Heel
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild Meteor Heel'')
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot)
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot)
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]], also known as the Lightning Stomp. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has low ending lag and the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. Safe on shield with proper spacing. However, it hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, but due to its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. It can also autocancel in a short hop.  
|dairdesc=A magically-infused stomp, also known as the Lightning Stomp. All of its hitboxes are [[meteor smash]]es, with its sweetspot being the most powerful among them and they can also lock opponents. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has low ending lag and the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. Can be safe on shield with proper spacing. It hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, but combined with its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. Like neutral aerial, it can also autocancel in a short hop.
|grabname=&nbsp;
|grabname=Holding ({{ja|ホールディング|Hōrudingu}})
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long ranges, with her pivot grab being the longest non-tether pivot grab, but noticeable start-up lag.
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long-range and are somewhat disjointed, with her pivot grab being one of the longest non-tether pivot grabs, but also have a noticeable start-up and ending lag.
|pummelname=&nbsp;
|pummelname=Holding Attack ({{ja|ホールディングアタック|Hōrudingu Atakku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A blast of magical energy. Moderate speed and damage.  
|pummeldesc= A blast of magical energy. Moderate speed and damage.
|fthrowname=&nbsp;
|fthrowname=Force Move ({{ja|フォースムーブ|Fōsu Mūbu}})
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is useful for setting up edge-guards thanks to its high base knockback and good damage output, but lacks KO potential because of its low knockback growth, often not KOing until 200% without rage. However, it puts the opponent in a dangerous position.  
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is useful for setting up edge-guards thanks to its high base knockback and good damage output but lacks KO potential because of its low knockback growth, often not KOing until 200% without rage. However, it puts the opponent in a dangerous position.
|bthrowname=&nbsp;
|bthrowname=Force Back Move ({{ja|フォースバックムーブ|Fōsu Bakku Mūbu}})
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edgeguards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edge guards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.
|uthrowname=&nbsp;
|uthrowname=Force Top Move ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}})
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game, and has both excellent KO potential and decent combo potential, the latter especially being apparent against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages; up aerial at medium percentages; and Farore's Wind at high percentages. However, each of these combos are heavily dependent on the opponent's DI. It can KO middleweights at around 146% from anywhere on Final Destination, similarly to Incineroar's, but unlike its' up throw, it has combo potential. Overall one of the best up throws in the game.  
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game and has both excellent KO potential and limited combo potential, but it only applies to heavyweights and fast-fallers, as it can combo into neutral aerial at low percentages against such characters; In addition to its combo potential, it can KO middleweights at around 146% from anywhere on Final Destination, and is tied with Incineroar and Lucas's up throws for the fifth strongest up throw in the game. Overall, these attributes make it one of the best up throws in the game.
|dthrowname=&nbsp;
|dthrowname=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}})
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches up and behind Zelda, which allows it to combo into neutral aerial, up aerial and, if timed precisely, back aerial. Its neutral aerial combos are easily avoidable with DI, especially past low percentages. In comparison, its up aerial and back aerial combo at mid percentages are more consistent, especially with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness if Zelda has too much [[rage]].
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It functions as Zelda's only reliable combo throw, launching up and behind Zelda. Its angle is heavily affected by DI, but DI can be reacted to for a guaranteed follow-up from low to mid percents. With DI in, it can combo into neutral aerial, back aerial, up aerial, neutral special and up special. With DI out, it can combo into a turnaround forward aerial fairly consistently with proper timing from low to mid percents. Its combo potential will be more limited the more [[rage]] Zelda has.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 276: Line 179:
|nsname=Nayru's Love
|nsname=Nayru's Love
|nsdmg=2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles)
|nsdmg=2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles)
|nsdesc=[[zeldawiki:Nayru's Love|Creates a crystalline barrier around herself]]. The barrier deals damage and [[Reflection|reflects]] projectiles with 25% more power and speed than they originally had. It also grants [[intangibility]] on frames 4-13, making it good as a defensive option against combos. However, it has moderate start-up and considerable ending lag.
|nsdesc=[[zeldawiki:Nayru's Love|Creates a crystalline barrier around herself]]. The barrier deals damage and [[Reflection|reflects]] projectiles with 25% more power and speed than they originally had. It also grants [[intangibility]] on frames 4-13, making it good as a defensive option against combos. However, it has a moderate start-up for its hitboxes (frame 11) and considerable ending lag, making it punishable if used recklessly, so it must be used carefully and not overused to avoid punishment.
|ssname=Din's Fire
|ssname=Din's Fire
|ssdmg=7%-14% (sweetspot), 3.5%-7% (sourspot)
|ssdmg=7%-14% (sweetspot), 3.5%-7% (sourspot)
|ssdesc=[[zeldawiki:Din's Fire|Launches a magical fireball]]. It can be aimed up or down, and releasing the button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot, which is located in the inner part of the explosion, is quite powerful, especially when fully charged. Fully charged sweetspotted Din's Fire KOs middleweights at around 87% while near the edge of Final Destination. However, it is very predictable, and its sourspot is very weak regardless of its charge.
|ssdesc=[[zeldawiki:Din's Fire|Launches a magical fireball]]. It can be aimed up or down, and releasing the button causes it to explode. It has a large hitbox, and only the explosion can be reflected or absorbed. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot, which is located in the inner part of the explosion, is quite powerful, especially when fully charged. It is very useful for edge guarding. Fully charged sweetspotted Din's Fire KOs middleweights at around 87% while near the edge of Final Destination. However, it is very predictable, and its sourspot is very weak regardless of its charge.
|usname=Farore's Wind
|usname=Farore's Wind
|usdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far)
|usdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far)
|usdesc=[[zeldawiki:Farore's Wind|Warps to a given direction]]. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweetspot near Zelda that has a decent damage output, high base knockback and high knockback growth, all of which make it very reliable at KOing, especially near the upper blast line. Its sweetspotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sourspot that, although safe, lacks KO potential because of its lower damage output and average base knockback, and due to it incurring [[helpless]]ness, it is highly punishable if whiffed. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.  
|usdesc=[[zeldawiki:Farore's Wind|Warps in a given direction]]. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing, and grants full intangibility during its travel. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweetspot near Zelda that has a decent damage output, high base knockback, and high knockback growth, all of which makes it very reliable at KOing, especially near the upper blast line. Its sweetspotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sourspot that, although safe on hit, lacks KO potential because of its lower damage output and average base knockback, and due to it incurring [[helpless]]ness, it is highly punishable if whiffed. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.
|dsname=Phantom Slash
|dsname=Phantom Slash
|dsdmg=4.7% (level 1), 6.6% (level 2), 8.5%/9.4% (level 3) 11.3%/12.2% (level 4), 14.1% (level 5)
|dsdmg=5.9% (level 1), 8.2% (level 2), 10.5%/11.8% (level 3) 14.1%/15.4% (level 4), 17.7% (level 5)
|dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on charge. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure, perform combinated combos or to retreat for protection. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.  
|dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the Phantom will delay its attack for around a second, giving Zelda time to add pressure, perform combined combos or to retreat behind it for protection, and if the opponent tries to reflect it, she can react by using Nayru's Love. When fully charged, the Phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.
|fsname=Triforce of Wisdom
|fsname=Triforce of Wisdom
|fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% (main)
|fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% (main)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Wisdom]] to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages, due to its long length and large vacuum hitboxes.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Wisdom]] to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages (such as {{SSB|Dream Land}} or [[Mushroom Kingdom II]]), due to its long duration and large vacuum hitboxes.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=85 | rweight=72-73
| dash=1.958 | rdash=36-37
| run=1.43 | rrun=81-82
| walk=0.914 | rwalk=68
| trac=0.116 | rtrac=20-28
| airfric=0.006 | rairfric=77-78
| air=1.092 | rair=40-41
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.055 | raddaccel=51-52
| gravity=0.071 | rgravity=80
| fall=1.35 | rfall=71-74
| ff=2.16 | rff=71-74
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=31.55 | rjumpheight=54
| shorthop=15.24 | rshorthop=57
| djump=31.55 | rdjump=61
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Zelda English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose.
*Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose.
<gallery>
ZeldaOnScreenAppearanceSSBU.gif|Zelda's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*Scoffs with a hand on her hip, while generating magic and twirling it in an cross shape in front of her.
*'''Up taunt''': Places her hand on her hip, while generating magic and twirling it in front of her.
*Closes her eyes and summons [[Din's Fire]] between cupped hands.
*'''Side taunt''': Closes her eyes and summons [[Din's Fire]] between cupped hands.
*Giggles and waves with a smile.
*'''Down Taunt''': Giggles and waves with a smile.
<gallery>
<gallery>
SSBUZeldaTaunt1.gif|Zelda's up taunt.
SSBUZeldaTaunt1.gif|Zelda's up taunt.
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*Smiles and performs a pondering gesture with a finger tapping her cheek.
*Smiles and performs a pondering gesture with a finger tapping her cheek.
<gallery>
<gallery>
SSBUZeldaIdle1.gif|Zelda's first idle pose
SSBUZeldaIdle1.gif|Zelda's first idle pose.
SSBUZeldaIdle2.gif|Zelda's second idle pose
SSBUZeldaIdle2.gif|Zelda's second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Zelda Cheer English SSBU.ogg|center]]||[[File:Zelda Cheer Japanese SSBU.ogg|center]]||[[File:Zelda Cheer Italian SSBU.ogg|center]]||[[File:Zelda Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Zelda Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Zelda Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Zel - da! || Zel - da! || Zeeeeel - da! || Zel - da! || Zel - da!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Zelda Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Zelda Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Zelda Cheer Spanish PAL SSBU.ogg|center]]||[[File:Zelda Cheer Russian SSBU.ogg|center]]||[[File:Zelda Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Zel - da! || Zeeeeel - da! || Zel - da! Zel - da! || Zelda!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
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*'''Up:''' Creates fire from her fingertip and waves it around while giggling.
*'''Up:''' Creates fire from her fingertip and waves it around while giggling.
*'''Right:''' Summons a [[Phantom]] behind her with a snap of her finger and poses with it.
*'''Right:''' Summons a [[Phantom]] behind her with a snap of her finger and poses with it.
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''[[zeldawiki:The Legend of Zelda (Game)|The Legend of Zelda]]'' and has since become the main theme of ''The Legend of Zelda'' series.]]
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
<gallery>
<gallery>
ZeldaVictoryPose1SSBU.gif
ZeldaVictoryPose1SSBU.gif
Line 323: Line 293:
</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
As one of the characters playable in the E3 demo build, players were fairly divided early on Zelda as a competitive character. Much of the optimism surrounding the character could be attributed to noticeably improved frame data, particularly on her Jab and out-of-shield options, which were key points of grievance with the character's past iterations, as well as [[Phantom Slash]]'s changes. However, just as players took notice of the character's improvements over ''SSB4'', they also found that not only did some other flaws pop up, but her mobility and height issues were retained from previous games as well. The loss of key kill confirms from ''Smash 4'' did much to offset some of the initial hype surrounding the character, leaving consensus on her potential standing in the metagame all over the place. The beginning of competitive ''Ultimate'' had players regard Zelda as a mid-tiered character.
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


However, as time went on and the game and its ensuing patches were released, counterplay measures to exploit Zelda's flaws were discovered and shared among opponents, all while patches did nothing to help her unlike other characters viewed as mid tier. It was at this point where Zelda greatly fell out of favor with the playerbase, and many who did play the character saw a sharp decline in their results, dropped Zelda entirely, or both, leaving only the most dedicated Zelda mains to continue playing her. She is currently seen as low tier by the community, with some even ranking her among the game's worst characters. This is heavily contested, however, as players such as {{Sm|Mystearica}}, {{Sm|Rizeasu}}, and {{Sm|ven}} continue to place well with her.
''See also: [[:Category:Zelda players (SSBU)]]''


===Notable players===
*{{Sm|Mystearica|USA}} - One of the best Zelda players in the world in 2019, most notably placing 3rd at {{Trn|Midwest Arena 2}} defeating {{Sm|Ned}} and {{Sm|Goblin}} and 5th at {{Trn|2GG: Run it Back}} defeating {{Sm|Tea}}, alongside some strong major/supermajor results such as 25th at {{Trn|Pound 2019}} and 33rd at {{Trn|Smash 'N' Splash 5}}. She dropped Zelda for {{SSBU|Palutena}} in 2020.
*{{Sm|Aikota|USA}} - One of the best Zelda players in the United States. Placed 25th at {{Trn|Super Smash Con 2019}} and 33rd at {{Trn|MomoCon 2019}}. He has defeated {{Sm|Fatality}}, {{Sm|Mr E}}, {{Sm|ScAtt}}, {{Sm|Sonido}}, and {{Sm|Maister}}.
*{{Sm|Naskino|France}} - The best Zelda player in Europe is a top 50 player on the continent in the post-online metagame, ranking 37th on the [[European Ultimate Power Rankings]] for the first half of 2023. He has consistently placed highly at several events, most notably 13th at {{Trn|King Of Fields 95 3}} and 17th at {{Trn|Temple: Hermès Edition}}. As of 2024, however, he has retired.
*{{Sm|Mystearica|USA}} - One of the best Zelda players in the United States. Placed 5th at {{Trn|2GG: Run it Back}}, 25th at {{Trn|Pound 2019}} and 33rd at {{Trn|Smash 'N' Splash 5}}. He has defeated {{Sm|Tea}}, {{Sm|Goblin}}, {{Sm|tyroy}}, {{Sm|DarkShad}}, and {{Sm|Ned}}.
*{{Sm|ven|USA}} - The best Zelda player from 2019 to 2022. His best results were in the early metagame thanks to strong performances such as 17th at {{Trn|2GG: Prime Saga}} defeating {{Sm|ESAM}} and 33rd at {{Trn|2GG: Kongo Saga}} defeating {{Sm|Elegant}}; he was also the first Zelda player ranked on a global ranking, ranking 83rd on the [[OrionRank Ultimate: Six Months In]]. Although less consistent since, he has still seen some strong results, including 9th at {{Trn|LVL UP EXPO 2023}}, tied as the best Zelda placement at a major.
*{{Sm|Riot|USA}} - The best Zelda in New England. Placed 5th at [https://smash.gg/tournament/push-the-limit-4 Push the Limit 4]. Ranked 2nd on the [[New Hampshire Power Rankings|New Hampshire Ultimate Power Rankings]] with wins on {{Sm|DM}}, {{Sm|LingLing}} and {{Sm|Pelca}}.
*{{Sm|Yn|Japan}} - The best Zelda player in the world since 2023. He has the best peaks for a Zelda player, including placing 9th at the supermajor {{Trn|Maesuma TOP 11}} defeating {{Sm|Tea}} and the major {{Trn|Maesuma TOP 14.5 "in Hyogo"}}.
*{{Sm|Rizeasu|Japan}} - The best Zelda player in Japan. Placed 5th at {{Trn|Sumabato SP 6}}, 13th at {{Trn|Sumabato SP 3}}, and 33rd at {{Trn|Sumabato SP 8}}.
 
*{{Sm|ven|USA}} - The best Zelda in the world. Placed 9th at {{Trn|LVL Up Expo 2019}}, 17th at {{Trn|2GG: Prime Saga}}, 25th at {{Trn|2GG: SwitchFest 2019}}, and 33rd at {{Trn|Smash 'N' Splash 5}} and {{Trn|Super Smash Con 2019}}. Ranked 2nd on the [[Las Vegas Power Rankings]]. He has defeated {{Sm|ESAM}}, {{Sm|Jw}}, {{Sm|Prodigy}}, {{Sm|Gackt}}, {{Sm|SweetT}}, {{Sm|Karna}}, and {{Sm|Megafox}}.
===Tier placement and history===
Players were initially divided on Zelda's competitive viability. Many players pointed out that her key issues, most notably her low mobility and poor endurance, were retained from previous games. On the other hand, other players were more optimistic towards the character due to improved frame data over her ''Smash 4'' iteration, particularly on her out-of-shield options, as well as [[Phantom Slash]]'s higher utility. However, players found that some of her key issues, such as her low mobility and poor endurance, were retained from previous games as well. This optimism, coupled with strong early performances from players such as {{Sm|Mystearica}}, {{Sm|Naskino}}, and {{Sm|ven}}, led many to believe the character was a solid mid-tier, with some arguing that she could be a potential high-tier.
 
This optimism did not last for long, as Zelda's polarizing nature became more noticeable as time went on: despite receiving buffs in updates 7.0.0 and 13.0.0 that improved her consistency, Zelda's poor mobility, disadvantage, and highly risky neutral remained critical weaknesses. As a result, Zelda players began struggling in the developing metagame, and they either dropped the character (such as Mystearica) or saw worse results and consistency than before (such as ven). Although Naskino continued to do well in Europe and {{Sm|Yn}} began making waves in Japan in early-2023, opinions on Zelda continued to decline, and as a result she sits at 75th out of 82 on the first tier list, rising two spots in the second and current one. Although it is her best placement in the series and she is far better than all her previous incarnations, she is currently placed in low-tier.


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


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''||
|1||{{CharHead|Wario|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''||
|-
|-
|2||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess}}''||
|2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}''||
|-
|-
|3||{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (x5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Mii Swordfighters are dressed in Yiga Clan Mask and Yiga Clan Outfit.
|3||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Horde Battle.<br>The Mii Swordfighters are dressed in the Yiga Clan Mask and Yiga Clan Outfit.
|-
|-
|4||Giant {{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||A possible reference to King Bulblin.
|4||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||A possible reference to King Bulblin.
|-
|-
|5||{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||
|5||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||
|-
|-
|6||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Black}} (x4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}} (×4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||
|-
|-
|colspan="5"|Bonus Stage
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px}}, then [[Ganon]]||Sacred Realm||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}'' <small>(Ganondorf)</small><br/>''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}'' <small>(Ganon)</small>||Ganondorf transforms into Ganon upon defeat.
|Final||{{CharHead|Ganondorf|SSBU|hsize=20px}}, then [[Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}'' <small>(Ganondorf)</small><br/>''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}'' <small>(Ganon)</small>|| A [[Maxim Tomato]] spawns on the stage after Ganondorf is KO'd.
|}
|}


Line 366: Line 340:
Zelda was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Zelda was among the fighters that were summoned to fight the army of [[Master Hand]]s.


During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never!", and was present when [[Galeem]] unleashed his beams of light. She and {{SSBU|Mewtwo}} attempted to reflect the beams using [[Nayru's Love]] and [[Confusion]], respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding {{SSBU|Kirby}}).
During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never!" ("{{ja|ここまで来たらやるしかないでしょう!|Koko made kitara yarushikanai deshō!}}", ''Now that we've made it this far, there's no turning back!''), and was present on the cliffside when [[Galeem]] unleashed his beams of light. She and {{SSBU|Mewtwo}} attempted to reflect the beams using [[Nayru's Love]] and [[Confusion]], respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding {{SSBU|Kirby}}).


Zelda was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. She is unlocked in the the Dark Realm at [[Sacred Land]], on the bottom left corner of the land which makes up the Triforce of Wisdom. The player must defeat the Spirit of Impa (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the Spirit of Uxie, Mesprit & Azelf. Unlocking her reveals the Triforce of Wisdom in the center of the map. If {{SSBU|Young Link}} is unlocked, the boulders leading to {{SSBU|Cloud}}'s unlock battle and the Master Sword clear out.
Zelda was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. She is unlocked in [[The Dark Realm]] at [[Sacred Land]], on the bottom left corner of the land which makes up the Triforce of Wisdom. The player must defeat the spirit of {{h2|List of spirits (The Legend of Zelda series)|Impa}} (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the {{h2|List of spirits (Others)|Zael}} and {{h2|List of spirits (Pokémon series)|Uxie, Mesprit, & Azelf}} spirits. Unlocking her reveals the Triforce of Wisdom in the center of the map. If {{SSBU|Young Link}} is unlocked, the boulders leading to {{SSBU|Cloud}}'s unlock battle and the Master Sword clear out.


Zelda is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
Zelda is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
Line 374: Line 348:


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 17
|17
| [[File:Zelda SSBU.png|center|108x108px]]
|[[File:Zelda SSBU.png|center|108x108px]]
| {{SSBU|Zelda}}
|Zelda
| {{color|#18aef5|Shield}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| 10,100
|10,100
| [[Temple]] ([[Ω form]])
|[[Temple]] ([[Ω form]])
| ''{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}''
|''{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Zelda's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Zelda's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Zelda has been unlocked. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in ''Ultimate''.


Additionally, different incarnations of Zelda make an appearance in various Primary and Support Spirits.
Additionally, different incarnations of Zelda appear as primary and support spirits.


<center>
<center>
<gallery>
<gallery>
Zelda Spirit.png|173. '''''Zelda'''''
SSBU spirit Zelda.png|173. '''''Zelda'''''
Young Zelda.png|189. Young Zelda
SSBU spirit Young Zelda.png|189. Young Zelda
Zelda oot Spirit.png|190. Zelda (Ocarina of Time)
SSBU spirit Zelda (Ocarina of Time).png|190. Zelda (Ocarina of Time)
Botwzelda.png|238. Zelda (Breath of the Wild)
SSBU spirit Zelda (Breath of the Wild).png|238. Zelda (Breath of the Wild)
Zelda Wind Waker Spirit.png|247. Zelda (The Wind Waker)
SSBU spirit Zelda (The Wind Waker).png|247. Zelda (The Wind Waker)
Zelda Spirit Tracks Spirit.png|259. Zelda (Spirit Tracks)
SSBU spirit Zelda (Spirit Tracks).png|259. Zelda (Spirit Tracks)
</gallery>
</gallery>
</center>
</center>
Line 413: Line 387:
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 430: Line 403:
|-
|-
|187
|187
|[[File:Marin Spirit.png|center|64x64px]]
|{{SpiritTableName|Marin|size=64}}
|{{anchor|Marin}}Marin
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|4,600
|4,600
|[[Tortimer Island]] ([[Battlefield form]])
|[[Tortimer Island]] ([[Battlefield form]])
|•Hazard: Slumber Floor
|•Hazard: Slumber Floor
|•The floor is sleep-inducing<br>•Timed battle
|•The floor is sleep-inducing<br>•Timed battle (1:30)
|{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}}
|{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}}
|-
|-
|189
|189
|[[File:Young Zelda.png|center|64x64px]]
|{{SpiritTableName|Young Zelda|size=64}}
|{{anchor|Young Zelda}}Young [[Zelda]]
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,700
|3,700
|[[Hyrule Castle]]
|[[Hyrule Castle]]
Line 454: Line 425:
|-
|-
|195
|195
|[[File:Malon Spirit.png|center|64x64px]]
|{{SpiritTableName|Malon|size=64}}
|{{anchor|Malon}}Malon
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,600
|3,600
|[[Smashville]]
|[[Smashville]]
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|-
|-
|201
|201
|[[File:Greatfairy.png|center|64x64px]]
|{{SpiritTableName|Great Fairy|size=64}}
|{{anchor|Great Fairy}}Great Fairy
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•Giant {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|•Giant {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,500
|9,500
|[[Fountain of Dreams]] (Battlefield form)
|[[Fountain of Dreams]] ([[Battlefield form]])
|•Health Recovery
|•Health Recovery
|•The enemy's special moves have increased power<br>•The enemy is healed significantly when the enemy's at high damage<br>•The enemy's FS Meter charges quickly
|•The enemy's special moves have increased power<br>•The enemy is healed significantly when the enemy's at high damage<br>•The enemy's FS Meter charges quickly
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|-
|-
|215
|215
|[[File:Din Spirit.png|center|64x64px]]
|{{SpiritTableName|Din|size=64}}
|{{anchor|Din}}Din
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}×2
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} (x2)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,000
|4,000
|[[Bridge of Eldin]] ([[Battlefield form]])
|[[Bridge of Eldin]] ([[Battlefield form]])
|•Hazard: Lava Floor
|•Hazard: Lava Floor
|•The floor is lava<br>•The enemy favors side specials
|•The floor is lava<br>•The enemy favors side specials
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix}})
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix)}}
|-
|-
|216
|216
|[[File:Nayru Spirit.png|center|64x64px]]
|{{SpiritTableName|Nayru|size=64}}
|{{anchor|Nayru}}Nayru
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×2
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×2)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,500
|3,500
|[[Bridge of Eldin]]
|[[Bridge of Eldin]]
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|-
|-
|236
|236
|[[File:Hilda.png|center|64x64px]]
|{{SpiritTableName|Hilda (The Legend of Zelda)|size=64}}
|{{anchor|Hilda}}Hilda
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,100
|9,100
|[[Temple]]
|[[Temple]]
|•[[Assist Trophy]] Enemies ([[Nightmare]])
|•Assist Trophy Enemies ([[Nightmare]])
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}}
|{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}}
|-
|-
|238
|238
|[[File:Botwzelda.png|center|64x64px]]
|{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
|{{anchor|Zelda (Breath of the Wild)}}Zelda (Breath of the Wild)
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}} (30 HP)<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (50 HP)
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,200
|9,200
|[[Great Plateau Tower]]
|[[Great Plateau Tower]]
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|-
|-
|258
|258
|[[File:Phantom.png|center|64x64px]]
|{{SpiritTableName|Phantom|link=y|size=64}}
|{{anchor|Phantom}}[[Phantom]]
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•Clear {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}
|•Clear {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,800
|3,800
|[[Spirit Train]] ([[Battlefield form]])
|[[Spirit Train]] ([[Battlefield form]])
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|-
|-
|582
|582
|[[File:Hinawa.png|center|64x64px]]
|{{SpiritTableName|Hinawa|size=64}}
|Hinawa
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Lucas}} (×2) ({{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Blue}})
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,100
|13,100
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
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|-
|-
|659
|659
|[[File:Mist.png|center|64x64px]]
|{{SpiritTableName|Mist|iw=fireemblem|size=64}}
|{{s|fireemblem|Mist}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,500
|3,500
|[[Reset Bomb Forest]] (hazards off)
|[[Reset Bomb Forest]] (hazards off)
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|-
|-
|1,053
|1,053
|[[File:Maria DX.PNG|center|64x64px]]
|{{SpiritTableName|Maria Renard|size=64}}
|Maria Renard
|''Castlevania'' Series
|''Castlevania series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,700
|3,700
|[[Reset Bomb Forest]] (hazards off)
|[[Reset Bomb Forest]] (hazards off)
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|-
|-
|1,065
|1,065
|[[File:Charlotte Aulin.png|center|64x64px]]
|{{SpiritTableName|Charlotte Aulin|size=64}}
|Charlotte Aulin
|''Castlevania'' Series
|''Castlevania series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,700
|3,700
|[[Bridge of Eldin]] ([[Battlefield form]])
|[[Bridge of Eldin]] ([[Battlefield form]])
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|-
|-
|1,174
|1,174
|{{anchor|Jenna}}[[File:Jenna Spirit.png|center|64x64px]]
|{{SpiritTableName|Jenna|iw=goldensununiverse|size=64}}
|{{s|goldensununiverse|Jenna}}
|''Golden Sun'' Series
|''Golden Sun series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,500
|3,500
|[[Temple]] ([[Battlefield form]])
|[[Temple]] ([[Battlefield form]])
|[[Assist Trophy]] Enemies (Isaac)
|•Assist Trophy Enemies ([[Isaac]])
|•Hostile assist trophies will appear<br>•The enemy favors side specials
|•Hostile assist trophies will appear<br>•The enemy favors side specials
|{{SSBUMusicLink|Nintendo|Battle Scene / Final Boss - Golden Sun}}
|{{SSBUMusicLink|Other|Battle Scene / Final Boss - Golden Sun}}
|-
|-
|1,236
|1,236
|{{anchor|Shop Assistant}}[[File:Protagonist.png|center|64x64px]]
|{{SpiritTableName|Shop Assistant|size=64}}
|Shop Assistant
|''Style Savvy'' Series {{Flag|North America}}<br>''Nintendo presents: Style Boutique'' Series {{Flag|PAL}}
|''Style Savvy series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,600
|3,600
|[[Tomodachi Life]]
|[[Tomodachi Life]]
|•Item: Transforming Types
|•Item: Transforming Types
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Nintendo|Style Savvy: Trendsetters}}
|{{SSBUMusicLink|Other|Style Savvy: Trendsetters}}
|-
|-
|1,241
|1,241
|{{anchor|Yuri Kozukata}}[[File:Yuri kozukata fatal frame.png|center|64x64px]]
|{{SpiritTableName|Yuri Kozukata|link=y|size=64}}
|[[Yuri Kozukata]]
|''Fatal Frame'' Series {{Flag|North America}}<br>''Project Zero'' Series {{Flag|PAL}}
|''Fatal Frame series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|4,700
|9,200
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
|•[[Assist Trophy]] Enemies (Yuri Kozukata)
|•Assist Trophy Enemies (Yuri Kozukata)
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}
|{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}
|-
|1,365
|{{SpiritTableName|Nakoruru|size=64}}
|''SAMURAI SHODOWN'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} (140 HP)<br>•Tiny {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}} (40 HP)
|{{SpiritType|Shield}}
|3,800
|{{SSBB|Yoshi's Island}} (winter)
|•Attack Power ↑<br>•Item: Swords
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Fatal Fury|Banquet of Nature - SAMURAI SHODOWN}}
|-
|rowspan="2"|1,442
|{{SpiritTableName|Aerith|link=y|size=64|dlcalt=y}}
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|7,500
|rowspan="2"|[[Fountain of Dreams]]
|rowspan="2"|•Health Recovery
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy is healed after a little while
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Aerith's Theme}}
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Aerith's outfit, Normal Voice Type 6)<ref group="SB" name="DLC"/><br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|-
|1,489
|{{SpiritTableName|Kokorowa|size=64}}
|''Sakuna: Of Rice and Ruin''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}}×2 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×2 (JP/CH/KR)
|{{SpiritType|Shield}}
|3,700
|[[Suzaku Castle]]
|N/A
|•Defeat the main fighter to win<br>•The enemy favors down specials
|{{SSBUMusicLink|Nintendo|Boss 1 - Sakura Samurai: Art of the Sword}}
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|1,107
|1,107
|[[File:SPI-Fighting Alloy Team.png|center|64x64px]]
|{{SpiritTableName|Fighting Alloy Team|link=y|size=64}}
|{{anchor|Fighting Alloy Team}}[[Fighting Alloy Team]]
|''Super Smash Bros.'' Series
|''Super Smash bros. series''
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}}×4<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}×4<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}×4<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}}×4
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} (×4)<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×4)<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (×4)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,300
|3,300
|{{SSBU|Final Destination}} ([[Battlefield form]])
|{{SSBU|Final Destination}} ([[Battlefield form]])
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|-
|-
|1,246
|1,246
|{{anchor|Orville}}[[File:Orville Spirit.png|center|64x64px]]
|{{SpiritTableName|Orville|size=64}}
|Orville
|''Takt of Magic''
|''Takt of Magic''
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,400
|3,400
|[[PictoChat 2]]
|[[PictoChat 2]]
|N/A
|N/A
|•Defeat the main fighter to win
|•Defeat the main fighter to win
|{{SSBUMusicLink|Nintendo|Struggle Against Chaos}}
|{{SSBUMusicLink|Other|Struggle Against Chaos}}
|Charlotte
|Charlotte (Takt of Magic)
|-
|-
|1,328
|1,328
|[[File:Hero's Comrades Spirit.png|center|64x64px]]
|{{SpiritTableName|Hero's Comrades|size=64}}
|Hero's Comrades
|''DRAGON QUEST'' Series
|''DRAGON QUEST series''
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}} (120 HP)<br>•Tiny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}} (120 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (100 HP)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}} (130 HP)<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (90 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}} (110 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}} (100 HP)
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}<br>{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,300
|13,300
|[[Yggdrasil's Altar]]
|[[Yggdrasil's Altar]]
|N/A
|N/A
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•Stamina battle
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{iw|dragonquestwiki|Serena|Dragon Quest XI}}
|Serena
|-
|1,411
|{{SpiritTableName|Duran & Angela|size=64}}
|''Mana'' Series
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•Tiny Bunny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×2
|{{SpiritType|Attack}}
|9,200
|[[Gaur Plain]] ([[Ω form]])
|•Item: [[Ramblin' Evil Mushroom]]
|•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Other|Filled with Hope}}
|Angela
|-
|1,456
|{{SpiritTableName|Seth & Gloria|size=64}}
|''Bravely Default'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset: [[Blurring Blade|3]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Chrom Wig, Dunban Outfit)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|9,400
|[[Delfino Plaza]] (Large Island)
|•Health Recovery<br>•Defense ↑<br>•Item: Swords
|•The enemy has increased defense after a little while<br>•The enemy is healed when the enemy's at high damage<br>•The enemy's melee blows will heal them when they hit
|{{SSBUMusicLink|Other|Jergingha - Planet Destruction Form}}
|Gloria
|-
|1,461
|{{SpiritTableName|Lora|size=64}}
|''Xenoblade Chronicles'' Series
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|{{SpiritType|Grab}}
|3,800
|[[Jungle Japes]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!!/Torna}}
|Haze
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|Zelda (Tears of the Kingdom)
|}
|}


===As an ally===
===As an ally===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|243
|243
|[[File:Calamity ganon.png|center|64x64px]]
|{{SpiritTableName|Calamity Ganon|size=64}}
|{{anchor|Calamity Ganon}}Calamity Ganon
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|13,900
|13,900
|[[Great Plateau Tower]] ([[Ω form]])
|[[Great Plateau Tower]] ([[Ω form]])
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|Zelda (Breath of the Wild)
|Zelda (Breath of the Wild)
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Zelda|Alternate costumes]]==
==[[Alternate costume (SSBU)#Zelda|Alternate costumes]]==
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The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account.
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account.
SSBU Zelda Number.png|Zelda's fighter card.
SSBU Zelda Number.png|Zelda's fighter card.
Zelda_unlock_notice_SSBU.jpg|Zelda's unlock notice.
SSBUWebsiteZelda1.jpg|Zelda idling on [[Temple]].
SSBUWebsiteZelda1.jpg|Zelda idling on [[Temple]].
SSBUWebsiteZelda2.jpg|Using her neutral aerial in her red costume on [[Tortimer Island]].
SSBUWebsiteZelda2.jpg|Using her neutral aerial in her red costume on [[Tortimer Island]].
Line 752: Line 790:
</gallery>
</gallery>


=== Character Showcase Video ===
===Fighter Showcase Video===
{{#widget:YouTube|id=fMDgFn3qQ_c}}
{{#widget:YouTube|id=fMDgFn3qQ_c}}


==Trivia==
==Trivia==
*Masahiro Sakurai chose to base Zelda's design in ''Ultimate'' off of her ''A Link to the Past'' and ''A Link Between Worlds'' incarnation instead of her more recent ''Breath of the Wild'' incarnation because that version of Zelda, according to him, "is more into research than fighting."<ref name="SpecialSmash" /><ref name="DirectJP" /><ref name="PaluGuidance" /><ref name="DirectEN" /> He also mentioned in a subsequent Nintendo Treehouse Live event that he chose this design to better represent the ''Zelda'' franchise as a whole, rather than having every character come from the same game.
*Masahiro Sakurai chose to base Zelda's design in ''Ultimate'' off of her ''A Link to the Past'' and ''A Link Between Worlds'' incarnations instead of her more recent ''Breath of the Wild'' incarnation because that version of Zelda, according to him, "is more into research than fighting."<ref name="SpecialSmash" /><ref name="DirectJP" /><ref name="PaluGuidance" /><ref name="DirectEN" /> He also mentioned in a subsequent Nintendo Treehouse Live event that he chose this design to better represent ''The Legend of Zelda'' franchise as a whole instead of having all of its fighters come from the same game.
*Zelda's current default design was previously [[Alternate costume (SSB4)#Zelda|an alternate costume]] in terms of coloration of her model, while her previous default design based on ''Twilight Princess'' has now become [[Alternate costume (SSBU)#Zelda|an alternate costume]] in that same regard.
*Zelda's current default design was previously [[Alternate costume (SSB4)#Zelda|an alternate costume]] in terms of coloration of her model, whereas her previous default design based on ''Twilight Princess'' has now become [[Alternate costume (SSBU)#Zelda|an alternate costume]] in that same regard.
**Coincidentally, Zelda was revealed in ''Smash 4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design.
**Coincidentally, Zelda was revealed in ''SSB4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design.
**Ironically, despite her ''Twilight Princess'' incarnation being retired after this game, even though Ganondorf's design from that game is still directly referenced via a spirit, as well as Link's Wolf from that game, Zelda is the only returning ''Zelda'' character from ''SSB4'' that doesn't have her ''Twilight Princess'' design directly referenced in ''Ultimate'' at all.
**Ironically, despite her ''Twilight Princess'' incarnation being retired after this game, even though Ganondorf's design from that game is still directly referenced via a spirit, as well as Link's Wolf form from that game, Zelda is the only returning ''Zelda'' character from ''SSB4'' that doesn't have her ''Twilight Princess'' design directly referenced in ''Ultimate'' at all.
*Zelda can be unlocked by Kirby referencing their team-up from Brawl's Adventure Mode, [[Subspace Emissary]].  
*Zelda can be unlocked by Kirby via his Classic Mode route, which may reference their team-up from ''Brawl''{{'}}s Adventure Mode, [[The Subspace Emissary]].
*Zelda is currently the only playable ''The Legend of Zelda'' character in ''Ultimate'' whose design originates from either a handheld game or a non-3D game.
*Zelda is currently the only playable ''The Legend of Zelda'' character in ''Ultimate'' whose design originates from either a handheld game or a non-3D game.
**She is also the only ''Zelda'' character whose design comes from the [[zeldawiki:Zelda Timeline#Fallen Hero Timeline|"Fallen Hero" timeline]].
**She is also the only ''Zelda'' character whose design comes from the [[zeldawiki:Zelda Timeline#Fallen Hero Timeline|"Fallen Hero" timeline]].
*The [[World of Light]] opening marks Zelda's first spoken line of dialogue in the ''Smash'' series. This is also the first time in the series that any ''Zelda'' character is voiced in English.
*The [[World of Light]] opening marks Zelda's first spoken line of dialogue in the ''Smash'' series. This is also the first time in the series that any ''Zelda'' character is voiced in English.
**She is one of the few characters to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress's battle grunts, after {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee''.
**Zelda is one of the few characters to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress's battle grunts, after {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee''. She is also the only character to speak English in a cutscene while still having a Japanese KO line (with her yelling "{{ja|いやぁっ!|Iyaa!}}" (''Nooo!'')).
**Zelda speaks English in all Western language versions of ''Ultimate'', unlike ''Breath of the Wild'', which was dubbed into multiple languages.
**Zelda speaks English in all Western language versions of ''Ultimate'', unlike ''Breath of the Wild'', which was dubbed into multiple languages.
**She is the second ''Zelda'' character to speak in ''Smash'', the first being {{SSBM|Sheik}} in ''Melee''.
**She is the second ''Zelda'' character to speak in ''Smash'', the first being {{SSBM|Sheik}} in ''Melee''.
*Zelda is the only ''The Legend of Zelda'' character whose animations are mirrored.
*Zelda is the only ''The Legend of Zelda'' character whose animations are mirrored.
*Zelda is one of four female fighters not to face [[Master Hand]] (and [[Crazy Hand]] if the difficulty is 7.0 or higher) as the final boss in Classic Mode, the other three being [[Rosalina]], [[Bayonetta]] and [[Inkling]].
*Zelda's Classic Mode route is vaguely similar to {{SSBU|Diddy Kong}}'s, as both characters fight villains and/or final bosses of various series for opponents.
*Zelda is the only female fighter to face a boss from her own universe in Classic Mode, being [[Ganon]].
*Zelda, {{SSBU|Peach}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, {{SSBU|Duck Hunt}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in Spirit Battles.
*Although Zelda's Classic Mode contains villains, despite [[Meta Knight]], [[Wario]], [[King Dedede]], and [[Dark Pit]] more often being considered anti-heroes, [[Wolf]], [[Bowser Jr.]], and [[Ridley]] do not appear as her opponents.
*''Ultimate'' marks the first time Zelda's Kirby hat no longer resembles Young Zelda's wimple from ''Ocarina of Time'', despite her appearance in ''Melee'' being based on her adult design from the same game, and her ''Brawl'' and ''SSB4'' designs both being based on her appearance in ''Twilight Princess'', which also makes it the first time said Kirby hat is based directly on how she appears in-game.
**Coincidentally, Zelda’s route is an inverse of her nemesis Ganondorf’s, as he fights heroes for opponents rather than villains.
*Gravity on Zelda's hair is temporarily disabled whenever she performs her hair-brushing idle pose.
*Zelda, {{SSBU|Peach}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, {{SSBU|Duck Hunt}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles.
*For some reason, despite her ''Twilight Princess'' design now being retired and replaced with her ''A Link Between Worlds'' design in this game, Zelda's Mii Fighter wig is still based on the former's hair, although now colored blonde.
*''Ultimate'' marks the first time Zelda's Kirby hat no longer resembles Young Zelda's wimple from ''Ocarina of Time'', despite her ''Melee'' being based on her adult design from the same game, and her ''Brawl'' and ''SSB4'' designs both being based on her appearance in ''Twilight Princess'', which also makes it the first time said Kirby hat is based directly on how she appears in-game.


==References==
==References==

Latest revision as of 18:40, May 26, 2024

This article is about Zelda's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Princess Zelda.
Zelda
in Super Smash Bros. Ultimate
Zelda SSBU.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Triforce of Wisdom
Tier D- (73)
ZeldaHeadSSBU.png

Zelda (ゼルダ, Zelda) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character along with Sheik and the rest of veterans on June 12, 2018. Unlike the game's predecessors, she is unlockable instead of being available from the start. Zelda is classified as Fighter #17.

In a similar vein to her fellow Zelda fighters Link and Ganondorf, Zelda is now voiced by Ayumi Fujimura, who reprises her role from The Legend of Zelda: A Link Between Worlds in all regions, replacing Jun Mizusawa from Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4. Similar to Star Fox characters in Melee, the former provides a single line of spoken Japanese dialogue in World of Light's opening; this line is dubbed in English by Brandy Kopp, who also voices Palutena.

Zelda is ranked 73rd out of 82 on the current tier list, placing her in the D- tier. This is a slight improvement from her 52nd/53rd out of 54 placement in SSB4 where she was tied with Ganondorf, and is her best placement in the series. Zelda uses magic in her attacks, most of which have transcendent priority, giving her disjointed range in general. She has strong zoning tools to keep her opponents out, namely Phantom Slash, which is a very versatile move that can be useful in many other ways, such as applying pressure, negating projectiles, ledgetrapping, a way to combo into her finishers (or being a finisher itself), and forcing foes to approach her. She also has a good get-off-me option in Nayru's Love to interrupt strings as well as being a useful reflector. Despite being a lightweight, Zelda has an abundance of KO options, with power comparable to or exceeding that of heavyweights; her attacks come out surprisingly fast for how powerful they are, many of which are also effective out-of-shield options, most famously her Lightning Kick, which has devastating launching power when sweetspotted. She also has one of the best recoveries in the game in Farore's Wind, due to its unique property of being a teleport with a hitbox both on disappearance and reappearance as well as covering a great distance; it is also great as an out-of-shield and punish option that can KO at early percents. Her ledge trapping game is also great; she has several ways to put her opponent in unfavorable positions and intercept recoveries, like Din's Fire, which, even if it doesn't outright hit or KO, can force an air dodge and a low recovery to a ledge trap situation. In addition, Zelda has some good ground normals such as dash attack, an essential punish/burst option with fast startup and a large disjoint, or up tilt, which is fast, has a long hitbox duration, low lag and a multitude of follow-ups, including KO confirms. She also has an outstanding array of throws, being able to combo with down throw until high percents and having two strong kill throws in up throw and back throw.

Despite these strengths, Zelda has notable weaknesses. Her overall mobility is among the worst in the game, with a below-average walk speed and one of the slowest dashing speeds. She has a low falling speed and a very low gravity, making her jumps committal and her return to the ground slow; overall her attributes leave her with a poor approach and neutral game. Having a below average weight means she is already easy to KO, but her other attributes only compound this problem. Being tall makes her easier to hit, and being floaty means she struggles to land safely and is especially vulnerable to juggling. She has one of the worst disadvantage states in the game, with Farore's Wind being risky to use to escape juggles due to its high ending lag and landing lag. The range on several of her attacks is also poor, limiting their utility, and many of her attacks also have small sweetspots; they become especially difficult to land with her poor approach and mobility, making her struggle against characters who can run away from her and camp her out like Joker or Zero Suit Samus, or characters that can outrange her and have better disjoints, like Cloud and Shulk. She has no fast, low-committal projectiles, making her susceptible to being outcamped. Phantom Slash cannot be charge-canceled, requiring her to commit to either an early release or to wait until she is actionable again. In addition, if Zelda enters hitstun at any point before releasing the Phantom, it falls apart, limiting the use of one of her best tools in neutral. In general, all her special moves have high lag and can be punished hard when not used carefully. While Zelda has several finishers, most of them are inconsistent, having very precise sweetspots, sourspots that lack KO potential, high ending lag or a combination of all; some of those sourspots, most notably her Lightning Kicks, are also punishable on hit. She also has a limited number of moves and rather small windows to confirm into other moves, forcing her to often rack up damage and secure KOs through Phantom setups or stray hits. While she has good tools for shield pressure, she lacks moves that are safe on shield; for the moves that are, like forward tilt and forward smash, Zelda needs to space correctly, or land the late frames for moves like down tilt and up tilt, all of which are difficult given her poor mobility. Most notably, none of her aerials are reliably safe on shield.

Overall, Zelda plays a decent zoning game and a strong trapping game, with tools for ledgetrapping and making space, but her precise hitboxes, inconsistency and poor mobility gives her a weak neutral and disadvantage state, making her a glass cannon with a focus on precision. Zelda is rarely represented in tournaments, but there have been dedicated players, such as Yn from Japan, Naskino in France, and Ven in the United States, with respectable results.

How to unlock[edit]

Complete one of the following:

Zelda must then be defeated on Temple (the Ω form is used in World of Light).

Attributes[edit]

Zelda is a tall, floaty lightweight character with overall slow mobility. While she has an above-average air speed and initial dash, the 20th highest traction, her jumps and air acceleration are below average, and she has the 22nd slowest walking speed, the 16th slowest falling speed, the 10th lowest gravity, and is tied with Byleth for the 9th slowest running speed in the game. Zelda's attacks are based on magic, making most of them disjointed albeit short-ranged attacks. They also boast generally quick startup; all her normal attacks activate before frame 10, except for forward tilt, up aerial, down aerial, and forward smash. Despite her lightweight status, most of her attacks have impressive KO potential and damage output, giving her power comparable to that of heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon.

Her neutral attack is a small burst of magical energy in front of her, having the fastest startup of any of her moves before transitioning into a rapid jab of many magical bursts with a finishing hit. The first hit of jab, though short in range, can be useful for a variety of situations, such as shield mixups, platform tech-chasing, and confirms at higher percentages (namely down smash, though inconsistent). Forward tilt is a slow, precise swipe with an extremely strong tipper hitbox (the sweetspot being the highest-damage forward tilt in the game, and the second strongest behind Incineroar's), used to space (especially on shield), ledge trap and secure early KOs with its high base knockback. Up tilt, an arm sweep with large, lingering hitboxes that hit all around her, is one of her most versatile moves, being used to anti-air, catch spot dodges and getups, tech-chase, and start and extend combos across most percentages. It also an important move for KO confirms; landing the back hit can confirm most notably into lightning kick and up air at mid and high percentages, respectively. Down tilt, another one of her most important moves, is a fast crouching kick. Its fast startup, low lag and surprisingly long-lasting hitbox (7 frames) allows it to be used as a fast, low-committal poke, a 2-framing option (especially with a set-up Phantom) or for catching ledge getups. The crouching animation allows her to pancake and evade moves in neutral and out of shield. It can be relatively safe on shield if spaced and/or hit with the later frames, but even if not, the quick animation makes it difficult to punish if the opponent is not ready. It can lead into her most important kill confirms at mid-percentages at or near the ledge, down tilt to lightning kick, so proper utilization of this move is essential. Her dash attack is a dual hand thrust with a burst of magic most powerful closest to her hands. It is her most important burst option, with excellent speed, a good disjoint, a long-lasting hitbox and only moderate ending lag. It is also a good tool to end certain combos, namely from down tilt and neutral aerial. Proper application of this move to catch landings and punish whiffed moves is essential, although overuse and misuse is easily punished as it is unsafe on shield.

Her forward smash is a strong finisher, though weaker than average for a forward smash, with one of the largest disjoints of any of her normals. Due to its multiple hits, it is a decent option for catching ledge getups, especially when charged. Also, due to its rather tame ending lag it can be hard to punish on shield, especially if spaced. Up smash is also a powerful, multi-hitting burst of magic energy. It has a good vertical disjoint, being able to beat out many moves from above. It also has a very long duration with very few gaps, making it particularly effective for catching getups as well as landings, spot dodges and pre-emptively intercepting reckless approaches. While its horizontal range is quite poor, it has a relatively fast startup (frame 9) that can punish poorly spaced moves on shield. It is one of her laggiest moves, however, which in combination with its unspectacular range makes it a highly committal option that should only be used sparingly. Down smash is a very fast 360° leg sweep that launches opponents at a semi spike angle with decent knockback. At frame 5, it is one of her fastest moves and is a quick punish option. As it hits on both sides, it can be used for catching rolls. It can set up edge guards on characters with poor recoveries due to its nasty launch angle. However, due to being a simple leg sweep and one of her few non-magic attacks, it has a rather short range with only average power.

Zelda has unique high-risk, high-reward aerials which boast immense kill power. The sole exception to this is her neutral aerial. It does not have a notable strong hit or sweetspot, instead being her least committal, most versatile aerial which ameliorates her subpar neutral and air-to-air game. It is her only aerial to auto-cancel in a short hop other than down aerial, and has a fast start-up with a long duration, hitting on both sides and dealing high damage. It is used as an anti-air and burst option, combo starter or extender, out-of-shield option, shield pressuring tool, and occasionally edge guarding. At lower percents, it can combo mainly into an up tilt when auto-canceled, or into a dash attack when fast-falled. At higher percents, it loses most of its follow-up potential, but gives Zelda enough space to set up a Phantom or a ledge-trap situation; additionally, for KOs it can edge guard or launch into a set up Phantom. A single hit of neutral air when fast-falled can pop grounded opponents up and lead into a variety of confirms at higher percents, but due to her mobility, this is not a very practical option. Despite being her most important aerial in neutral, it suffers from consistency issues. Due to lacking an autolink angle, opponents can occasionally fall out of the looping hits, particularly if she begins the move while moving upward too fast in a jump, or while drifting back. It is also hard to control which side the opponent ends up on due to to the looping hits' constantly inward-sending launch angles, making follow-ups difficult. The looping hits also have very low hitstun, failing to give the move any drag-down potential and leaving her very punishable if the opponent falls out.

Her forward and back aerials are known as Lightning Kicks. Both these aerials have fast startup at frame 6 and possess a devastating sweetspot at her toe, dealing as much as 24%, as well as higher knockback than the vast majority of smash attacks in the game. The kicks' fast startup and powerful knockback means they work well as punishes on whiffed attacks and as deadly out of shield options for misspaced attacks. However, the sweetspot is tiny and only active for the first frame, making it quite difficult to land. Additionally, they have notable landing lag, rarely going unpunished on shield (though the pancaking during her landing animation can mitigate this), but most significantly cannot auto-cancel in a short hop and have very high ending lag in the air, making them high-risk, high-reward. Furthermore, the sourspots deal pitiful damage with minimal knockback, being punishable even on hit at most percents. The sweetspot's high precision combined with the punishable sourspots and ending lag means they are very risky, especially when used as rising aerials, as missing the move or even landing the sourspot will often mean Zelda will get punished. This leaves her kicks with poor utility in neutral, especially for aerial moves which tend to be safer spacing options. Up air is a large, disjointed explosion with a good duration and excellent power, but significant startup and ending lag and little horizontal range. Relative to its power, it has low landing lag, having some combo potential at lower percents when fast falled, and being safe on shield if used on opponents on platforms while falling. Due to its massive disjoint, it can shark through certain stages. Down air, sometimes nicknamed the "Lightning Stomp", is a meteor smash with a powerful sweetspot on her foot, similar to her Lightning Kicks. While not as fast and strong as her Lightning Kicks, this sweetspot is much larger, making it much easier to connect despite similarly only being active for one frame. Also, unlike the Lightning Kicks, the sourspots linger for longer and always spike opponents downwards, making them more useful. It is one of Zelda's most useful aerials, having the lowest ending lag, being able to auto-cancel in a short hop and tying with neutral aerial for the lowest landing lag. Besides being a powerful meteor smash, the clean hit has great utility in platform chases and is a great punish tool, as hitting it on grounded opponents will allow Zelda to combo into Lightning Kick and up air, even at high percents. Even the sourspots can gimp opponents or lead into a follow-up, especially with the later frames and/or at high percents. Overall, her aerials are almost all unique high risk, high reward moves.

Her special moves take inspiration from various Zelda titles. Her neutral special move, Nayru's Love, is a reflector that doubles as a melee attack; Zelda also is intangible from frames 4-13 of the move. These traits make it useful against projectile users as well as disrupting an opponent’s string. It also has a good duration and good horizontal range on both sides of her. Din's Fire, her side special move, sends out a slow ball of fire that explodes on the release of the button or when reaching max charge, becoming more powerful and moving faster the longer it is charged. It possesses a powerful sweetspot in the inner part of the explosion, with a weak but otherwise large sourspot. The explosion itself can be reflected or absorbed, but the ball of fire cannot be interacted with. In addition, for the first time in the series, Zelda can use it to cover her recovery, as it no longer leaves her helpless in midair. While powerful, its trajectory is very limited, making it easy to avoid in most cases, and quite punishable if used in neutral. Instead, it is mostly used for off-stage play; while it can only really gimp opponents with poor recoveries, it can otherwise at least force an air dodge/low recovery, leading into a ledge trap opportunity with Phantom. Her up special move, Farore's Wind, is a fantastic recovery tool, allowing her to make it back to stage in almost any off-stage situation. As a teleport recovery, it can be tricky to edgeguard Zelda due to its intangibility and impressive omnidirectional distance, but it has vulnerability during its startup, and certain characters can threaten her at ledge if they have a deadly 2-framing option. On top of this, it can have anti-2-frame and mindgame potential if one opts to use the aforementioned powerful second hitbox instead of snapping to ledge, or teleport from above ledge to avoid the two-frame vulnerability completely. Much like Palutena's Warp, albeit significantly more difficult, she can completely avoid the move's ending lag by using a technique called edge cancelling, which grants her access to otherwise-impossible approach and stage control options. Due to its quick startup and high knockback, it functions as a deadly out of shield option, though DIing out of the second hit is possible if the opponent is ready or has already buffered another move. The first hit can also be used on its own out of shield to simply reset neutral and avoid the risk of missing the second hit. It can work as a burst option to punish laggy options or anti-zone from a distance, but due to its high ending lag, this option is usually very risky.

Lastly, her down special, Phantom Slash, is her most important tool. It's a unique projectile that she builds piece-by-piece until it is fully formed, which takes a little under a second; however, starting on frame 15, she can have it attack at any stage of its creation by pressing either the special or attack button. The Phantom has a hurtbox and HP; these as well as its attack properties vary depending on its charge. The earliest stages have low damage, knockback, range and HP, being limited to zoning or tanking weaker projectiles. However, it becomes increasingly more potent as it becomes more complete, with the later stages having an invincible shield (similar to Hero's and the Links'), and the final stage having high HP, damage output, impressive knockback and stellar range. After just over a second, Zelda will be able to move and attack freely. The Phantom will attack on its own after about another second if it is not manually released, granting Zelda much flexibility during this window. She can attack in tandem with it in ledge traps, to mitigate the vulnerability of laggy moves and perform shield-breaking combos. It is quite good at comboing into other moves or being a combo finisher itself, due to it and many of her other moves having high hitlag. Other usages include retreating behind it for protection, punishing opponents stuck in hitlag if they hit the Phantom, playing mind games on opponents stuck in shield, launching the opponent towards the Phantom, conditioning shield to go for a grab, and even covering her recovery (similar to Din's Fire) and especially her ledge getups. Phantom Slash forms the basis of Zelda's kit and is designed to compensate for Zelda's lackluster neutral, allowing her to gain stage control, cover options, pressure, zone and trap because of how much space it covers, how much damage it deals, and how many different mixups Zelda can do with it. With precise input, Zelda can also short hop behind the Phantom while charging it to create a "displaced Phantom," allowing it to block incoming projectiles while charging and making it harder for the opponent to interrupt Zelda. While reflectable, Zelda can mix up her timing by delaying the Phantom, leaving the opponent having to predict when to activate their reflector.

Zelda has good range for her grab, with her pivot grab being one of the most disjointed in the game. Her grab however, has notably slow startup. Her throws have great reward. Forward throw is good to set up edge guarding and ledge traps, while back and up throw are excellent kill throws and among the strongest of their kind. Down throw is most useful as a combo starter, and can reliably combo into neutral aerial, forward aerial, back aerial (depending on DI) from low to mid percents. All her throws can lead into a set up Phantom with proper timing for combos or KO confirms, though forward and down throw are the most practical.

Despite her strengths, Zelda has big weaknesses. Chief among them is her poor mobility, which hamper her ability to approach and punish safely on the ground and in the air. This mobility issue is exacerbated through numerous frame data issues, as many of her attacks, while quick to start up, have punishing amounts of end lag and precise hitboxes, making her approach telegraphed. In particular, her floatiness makes her air-to-ground transition poor and exacerbates the downsides of her already awkward aerials. Since she is light, tall, and floaty, with no safe landing mixups or options to help her from ledge, she is extremely vulnerable to getting juggled and ledgetrapped, contributing to one of the worst disadvantages in the game. Other issues include poor range on her normals, limiting their utility, and extremely weak sourspots that can be punished even on hit. Her combo game is average to subpar; while up tilt is excellent, many of her moves have too much lag, mediocre launch angles and/or unfavorable knockback values for reliable follow-ups or wide combo windows. Her aerials especially have unusually limited follow-ups compared to other fighters due to their lag. Due to this, she partially relies on Phantom to start or finish combos for damage-racking. Some of her multi-hit moves also have consistency issues, namely neutral aerial and Nayru's Love.

Finally, her special moves have exploitable weaknesses; Nayru's Love and Farore's Wind have large amounts of ending lag, making them easy to punish when overused. Farore's Wind also requires following DI to KO off the top. Din's Fire is for the most part too slow and telegraphed to be effective for camping, edge guards or in neutral. Most importantly, Phantom Slash is a large commitment, as Zelda is stuck either in startup if she wants to set up the Phantom as a trap, or she is stuck in ending lag if she releases it manually. This means that, with correct timing and spacing around the Phantom's possible attack ranges, opponents can punish Zelda by pre-emptively reading when she decides to charge Phantom, limiting her best ability to control space, zone and trap. If there is space, the opponent can also retreat to disengage with the Phantom, with Zelda not being able to do much about it except gaining some stage control. Especially against mobile characters, this forces her to play a neutral with her risky, short ranged neutral tools and subpar mobility.

Among favorable matchups, Zelda excels against slower characters with poor ground and aerial approaches where Phantom Slash can effectively wall them out (Ice Climbers), large characters that become easy targets for her normally precise sweetspots (King K. Rool), especially those without safe options on shield, allowing easy punishes with her deadly out of shield options (King Dedede), and characters with poor recoveries for whom Din's Fire becomes a legitimate threat in conjunction with Phantom (Ganondorf). Zelda's weaknesses mean she struggles with quick opponents who can bait out her options and keep her in disadvantage (Fox, Greninja, Zero Suit Samus), can be camped by characters with projectiles that are fast and/or dwarf the Phantom's range (R.O.B., Young Link, Min Min), can be outzoned and overwhelmed by characters with large disjoints who can challenge Knight setups and out-neutral her (Cloud, Aegis), and struggle against characters with better boxing options than her (Shotos).

Overall, Zelda's strengths include fast and powerful out of shield options, decent combo trees, good stage control and ledgetrapping with Phantom setups, and impressive kill power spread broadly across her moveset. Her weaknesses in mobility, range, frame data, consistency and sweetspot issues mean that she must be precise with how she spaces her attacks and sets up Phantom, and she must make the most out of ledgetrap situations. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and must mix up what she does to get out of a disadvantage due to her floaty nature and lack of safe landing options.

Changes from Super Smash Bros. 4[edit]

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

One of Zelda's biggest buffs is her improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. Most notably, her aerials have significantly reduced landing lag across the board, making them much more usable. The sweetspots of her lightning kicks are significantly easier to land, especially in the z-axis, and their improved auto-cancel window and interruptibility make them less risky to use; forward aerial's improved startup also makes it a much stronger out of shield option. Examples of significantly stronger moves include forward tilt, whose increased damage make the sweetspot safe on shield and improve its KO potential, and up aerial which is larger and stronger with a new late hit. Her already good grab game was improved to the point it is now among the most useful in the game: her back and up throws particularly are much stronger, giving her two new viable kill throws among the strongest of their kind.

Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. Among smaller changes, Nayru's Love has faster startup and intangibility, and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. Din's Fire no longer causes helplessness, giving it utility as an anti-edgeguarding option, and has increased duration and a larger sweetspot, making it more useful, though still situational. Farore's Wind has faster startup and execution and reduced vulnerability, making it a more effective out of shield option and a more viable approach option; it has more precise angles for reappearance to follow opponent DI, making the "elevator" combo more likely to connect, while also being less unsafe if it doesn't.

Phantom Slash is, however, her greatest buffed special and arguably her greatest buff from Smash 4 out of any of her moves. It has been heavily reworked to possess several more stages that can be unleashed faster and cover a wider variety of ranges, improving its zoning usage, and the last stage allows Zelda to move around before it is unleashed, allowing for intricate trap setups and combos when edgeguarding and approaching. The Phantom also no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is now better used in her advantage state, though with sufficient spacing it is also a strong tool in the neutral game.

Additionally, Zelda noticeably benefits from some of the universal changes. Despite still having below-average mobility relative to the rest of the cast, her horizontal movement has been improved (both absolutely and relative to the cast) in her increased run speed, air speed, air acceleration and especially initial dash. The universal 3-frame jumpsquats and reduced landing lag improve her noticeably, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably and slightly improves her combo potential from fast falled aerials—most notably down aerial, which, due to the removal of teching grounded spikes, gives Zelda a plethora of new combos and kill confirms from the move. The changes to air dodging also generally benefit her, as they improve her edgeguarding game with moves like Din's Fire, which also improves her ledge trapping game by forcing low recoveries and allowing time for a Phantom set up.

However, Zelda has received some mixed changes and a few nerfs as well, most notably to the combo game of her normals. Despite the faster start-up of her neutral attack, it is drastically smaller and is no longer safe on shield nor has consistent combo potential, removing one of her best neutral/spacing tools. Down tilt has less ending lag, but is much smaller and has a considerably worse launch angle, hindering its combo ability past middle percents, especially with proper DI. Neutral aerial especially has been nerfed greatly, with the autolink removal and lower knockback drastically harming the looping hits' consistency, completely removing their drag-down combos and making the launch behavior volatile which hinders follow-ups. Down throw's increase in knockback scaling, combined with its more horizontal launch angle removes its 50/50s at high percents.

Other nerfs include her forward tilt, which is more precise due to its slower startup and narrow hitboxes, and due to the sweetspot losing highest priority and being drastically harder to land, the move is arguably weaker on average despite the damage buffs. Down aerial's late hit is worse at gimping due to its smaller hitboxes. Zelda's dash and pivot grabs, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Farore's Wind is weaker, making the sweetspot especially worse at early KOs, cannot travel as far and is much harder to edge cancel with, hindering one of her movement options.

Although Zelda benefits from some of the changes to the game's engine, other changes have impaired her as well. In particular, the new knockback speed-up effect further limits her already nerfed combo moves, as knockback was sped up more than her mobility was increased. The increased shieldstun both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly worsens her respectable out of shield game.

Overall, Zelda's moveset has been enhanced from previous installments, making her strengths more defined, especially around Phantom Slash as the new crux of her game plan. The changes overall allow Zelda to fare better than in previous installments, with this incarnation being her strongest one yet. However, she still underperforms compared to the rest of the cast. Nerfs to her combo tools, consistency and precision have tempered her buffs while further centralizing her playstyle around Phantom. Game updates have brought her quality-of-life improvements, mostly making several moves across the board even stronger, while failing to address Zelda's core weaknesses. She still suffers from her more problematic attributes, i.e. her very low fall speed and gravity that have been left completely untouched, which leaves her with committal jumps and a poor air-to-ground transition, and significantly low endurance due to her light weight, despite her already slow speed. Most significantly, many of her normals are worse compared to previous iterations, suffering from lack of utility due to impractically small hitboxes, poor follow-up potential, punishable sourspots and/or heavy ending lag.

Aesthetics[edit]

  • 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[edit]

  • 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[edit]

  • Neutral attack:
    • Buff It has significantly less startup lag (frame 11 → 4), now being her fastest move and 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 the move fail to connect fully, 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)). They 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 the move's 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 significantly 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/2.6u/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 and Zelda's faster jumpsquat.
  • Dash attack:
    • Buff Dash attack's sweetspot is larger (2.2u → 2.8u) and is now extended (z-offset: 12.8 → 12.6-13.2). Its other hitboxes are also larger (5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u), but their 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, especially for 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 use an autolink angle (25°/165° → 366°) and have 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 → 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 and higher launch angles for grounded and aerial opponents (200° → 100° (grounded)/160° (aerial)) and have different 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[edit]

  • 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 if used in a fast fall, especially the higher their percent.
      • 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 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.
    • Buff It auto-cancels slightly earlier (frame 55 → 54), with its auto-cancel window no longer exceeding its animation length.
    • 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[edit]

  • 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 (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 a less reliable follow-up on DI away, forcing the user to use a turnaround forward aerial instead, which is much more precise.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • 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, improving the Phantom's bodyblocking utility.
    • 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.

Update history[edit]

Zelda has been buffed overall via game updates, receiving significant changes in update 7.0.0 and 13.0.0. Notable buffs in version 7.0.0 include her neutral aerial connecting better and having less landing lag, her up aerial having more range, knockback and a longer duration, her forward tilt becoming stronger, and Phantom Slash dealing more damage at all charge levels. In 13.0.0, the first hit of her neutral attack was made slightly faster, somewhat improving its consistency as a combo starter, her up and down smash inflict more knockback, and her down aerial's sweetspot is significantly larger, making it an all around more reliable tool. Aside from these buffs, as of 10.1.0, her forward smash connects better and has more range. However, Zelda has also received minor nerfs to Phantom Slash; in update 3.0.0, its shield damage was reduced, hindering its potency in shield break setups, while in update 9.0.2, a bugfix removed a technique that allowed Zelda to spawn the Phantom in front of her, granting more protection during the charge.


Super Smash Bros. Ultimate 3.0.0

  • Nerf Phantom Slash deals less shield damage (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).

Super Smash Bros. Ultimate 4.0.0

  • Change Medium and fast walking animations have been adjusted to prevent her dress from clipping.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.
  • Buff Forward tilt deals more damage (10%/12% → 11.5%/15%), with knockback scaling not fully compensated (70/70 → 68/69). This significantly improves its KO potential to the point it is even stronger than in Smash 4, with the sweetspot KOing at around 120% from the center of Final Destination.
  • Buff Neutral aerial's looping hits launch at more horizontal angles (70°/92°/270°/92°/270° → 70°/132°/230°/152°/210°), allowing them to connect more reliably.
  • Buff Neutral aerial has less landing lag (15 frames → 12), matching its Brawl counterpart. This improves its combo potential, making KO setups into Lightning Kicks more reliable.
  • Buff Up aerial has a bigger hitbox (8u → 9u), increasing its range.
  • Buff Up aerial's clean hit has more knockback scaling (70 → 73).
  • Buff Up aerial has a new late hit that increases its duration (frames 14-16 → 14-19), and deals less damage (17% → 12%) with knockback not compensated.
  • Buff Din's Fire's sweetspot is larger (2.6u → 3.5u), and the explosion's hitbox is active for longer (4 frames → 6).
  • Buff Phantom Slash deals more damage on all charges (4.7% → 5.9% (level 1), 6.6% → 8.2% (level 2), 8.5%/9.4% → 10.5%/11.8% (level 3), 11.3%/12.2% → 14.1%/15.4% (level 4), 14.1% → 17.7% (level 5)), with knockback scaling partly compensated on the highest two charges (60 → 57 (level 4), 75 → 68 (level 5)).

Super Smash Bros. Ultimate 9.0.2

  • Bug fix Fixed an issue where Zelda's momentum after using Phantom in the air was different from what was intended.
    • Nerf This means she can no longer exploit this bug to improve the move's safety.

Super Smash Bros. Ultimate 10.1.0

  • Buff Forward smash has received various adjustments that allow the move to connect more reliably:
    • Buff The first four hits send at an autolink angle (25°/165 → 366° (both)) and have more set knockback (40/50 → 60 (both)).
    • Buff The last hit's hitbox at Zelda's arm is slightly larger (5.5u → 5.7u).
    • Buff All hits have received a -100% trip chance, preventing them from tripping opponents and missing subsequent hits due to the trip's intangibility.

Super Smash Bros. Ultimate 11.0.0

  • Change Changed the length of vulnerability when crumpling to be consistent with other fighters.

Super Smash Bros. Ultimate 13.0.0

  • Buff The first hit of neutral attack has less ending lag (FAF 25 → 24).
  • Buff Neutral infinite's loop hits deal more damage (0.2% → 0.4%).
  • Buff Up smash has higher knockback scaling (214 → 222).
  • Buff Down smash has higher knockback scaling (86 (front)/89 (back) → 96/100)
  • Buff Down aerial's clean hit has a larger hitbox (3.2u/3u → 4.2u/4u).

Moveset[edit]

For a gallery of Zelda's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Short Flash (ショートフラッシュ) / Rapid Flash (ラピッドフラッシュ) / Flash Finish (フラッシュフィニッシュ) 2.5% (hits 1-2) Extends her palm to emit a burst of magical energy, then optionally follows up with a series of several magical bursts before finishing with a slightly larger blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly at frame 4 with a new rapid jab, but no longer has a third hit. While it has decent disjoint range, it can miss shorter characters due to its high hitbox placement. The rapid jab is especially potent in calling out fast grounded approaches and some low non-disjointed aerial approaches. At low percentages, it is specifically good at setting up for Tech-chasing.
0.4% (loop), 3% (end)
Forward tilt Magical Cutter (マジカルカッター) 15% (hand, blade), 11.5% (arm) A magically-infused outward knifehand strike. It can be angled and has two sweet spots (one on her hand and the other being a blade of magic) that possess respectable power. Its sweet spot KOs middleweights at around 93% while near the edge of Final Destination. It has three sour spots, which are located on Zelda's arm and take priority over the sweet spots, is also reliable for KOing in spite of being noticeably weaker. Its sour spots KO middleweights at around 109% while near the edge of Final Destination. Due to its somewhat low ending lag for its power (24 frames), it's safe on shield with good spacing, and thanks to its five hitboxes sharing almost identical knockback values, it has good range. However, it has noticeable startup lag at frame 12, as well as small and narrow hitboxes, and it can sometimes miss small or crouching characters.
Up tilt Barricader (バリケーダー) 7.2% Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having a very long active duration and almost no ending lag, it is one of Zelda's most reliable combo starters. It can combo into itself, neutral attack, up smash, Nayru's Love, and Farore's Wind at low percentages; into neutral aerial from low to medium percentages as well as into Lightning Kick out of a reversed up tilt; and up aerial at medium percentages out of a reversed up tilt. It is also good as an anti-air attack thanks to its disjoint and long duration.
Down tilt Low Kick (ローキック) 5.5% A kneeling low-level roundhouse kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in SSB4, it has noticeably less combo potential, mostly serving as a fast safe poke. It can, however, combo into a dash attack or neutral aerial at mid percentages. With proper timing, it can also be a KO combo into forward aerial.
Dash attack Quick Palm Shot (クイックパームショット) 12% (clean sweet spot), 9% (clean sour spot), 6% (late) A double palm thrust that emits a blast of magical energy from her hands, similarly to Peach's dash attack. The sweetspot lasts for two frames and is located on Zelda's hands. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To complement this, its sweetspot's base knockback is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it is small, with its other hitboxes lacking KO potential, and is unsafe especially on shield.
Forward smash Shining Palm Shot (シャイニングパームショット) 1% (hits 1-4), 13% (hit 5) A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged, which combined with its moderate ending lag, with 26 frames, it is safe on shield and very hard to punish with good spacing. Due to it hitting on frame 16, however, it has the highest start-up lag out of Zelda's smash attacks.
Up smash Power Steer (パワースティア) 2% (hits 1-4), 0.8% (hits 5-6), 5% (hit 7) Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. While it has a long duration and good vertical range, it has minimal horizontal range and 30 frames of ending lag, thus making it punishable if not used properly.
Down smash Spinning Low Kick (スピニングローキック) 12% (front), 10% (back) A spinning, low-level roundhouse kick. Due to it hitting on frame 5, it is tied with Mario, Dr. Mario, Pit, Dark Pit, Ryu, and Ken's down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by Meta Knight's buffered down smash. It is also a semi-spike that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still decently powerful and has rather low ending lag. The front hit deals higher damage and KOs at around 117% on middleweights while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
Neutral aerial Zelda Spin (ゼルダスピン) 2.5% (hits 1-4, front), 1.5% (hits 1-4, back), 5% (hit 5) Twirls with her arms outstretched and her hands infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially if the opponents are hit from the front, can be used as a follow-up from down throw; as a combo starter when SHFF'd, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage. The moved was changed resulting in the multi-hits being weaker and less consistent, with opponents being able to get launched out of the multi-hit portion at a multitude of percentages, reducing its consistency and reliability. This issue is made worse if Zelda is fast-falling in the multi-hit portion.
Forward aerial Lightning Kick (Front) (稲妻キック(前)) 20% (clean foot), 4% (clean leg, late) A magically-infused flying kick. Its sweet spot is at the tip of her foot, has both an outstanding damage output and high knockback growth, KOing middleweights at around 59% while near the edge of Final Destination, similarly to Captain Falcon's Knee Smash, though slightly weaker, being the second strongest forward aerial in the game. Due to coming out on frame 6, it's also extremely fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and have less landing lag. However, the sweetspot only lasts for one frame when the hitboxes become active, and the sourspots lack KO potential and are very unsafe because of their extremely low damage outputs and base knockback. Its considerable ending lag also makes it punishable at low percentages, even if it is sweetspotted, and due to the aforementioned very low damage and knockback, the sourspot can lock opponents and set-up in other moves at high percents but lacks utility otherwise. Autocancels in a full hop fast fall, just one frame after Zelda reaches the peak of her short hop, similarly to Kirby's forward aerial.
Back aerial Lightning Kick (Back) (稲妻キック(後)) 20% (clean foot), 4% (clean leg, late) A magically-infused flying kick. It functions almost identically to forward aerial, with the only difference being that its sweetspot has slightly more base knockback and knockback growth. It is the strongest back aerial in the game, with the sweetspot KOing middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
Up aerial Condense Blast (コンデンスブラスト) 17% (clean hit), 12% (late hit) Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, only slightly weaker than Shulk's up aerial if the second hit is sweetspotted, making it Zelda's most reliable aerial KOing option, as it KOs middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox. It also has a late hit that deals less damage but improves its ability to juggle. However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (35 frames) and a fairly short horizontal range. It autocancels in a full hop.
Down aerial Meteor Heel (マイルドメテオヒール, Mild Meteor Heel) 16% (clean), 5% (late, leg), 4% (late, foot) A magically-infused stomp, also known as the Lightning Stomp. All of its hitboxes are meteor smashes, with its sweetspot being the most powerful among them and they can also lock opponents. Its sourspot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has low ending lag and the lowest landing lag out of Zelda's aerials, which enables its sweetspot to start combos on grounded opponents quite reliably. Can be safe on shield with proper spacing. It hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials, but combined with its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. Like neutral aerial, it can also autocancel in a short hop.
Grab Holding (ホールディング) Restrains the opponent with magic. Zelda's grabs have long-range and are somewhat disjointed, with her pivot grab being one of the longest non-tether pivot grabs, but also have a noticeable start-up and ending lag.
Pummel Holding Attack (ホールディングアタック) 1.3% A blast of magical energy. Moderate speed and damage.
Forward throw Force Move (フォースムーブ) 10% Magically spins the opponent in front of herself and then throws them away. It is useful for setting up edge-guards thanks to its high base knockback and good damage output but lacks KO potential because of its low knockback growth, often not KOing until 200% without rage. However, it puts the opponent in a dangerous position.
Back throw Force Back Move (フォースバックムーブ) 12% Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edge guards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.
Up throw Force Top Move (フォーストップムーブ) 11% Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game and has both excellent KO potential and limited combo potential, but it only applies to heavyweights and fast-fallers, as it can combo into neutral aerial at low percentages against such characters; In addition to its combo potential, it can KO middleweights at around 146% from anywhere on Final Destination, and is tied with Incineroar and Lucas's up throws for the fifth strongest up throw in the game. Overall, these attributes make it one of the best up throws in the game.
Down throw Plasma Beat (プラズマビート) 1.5% (hits 1-4), 2% (throw) Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It functions as Zelda's only reliable combo throw, launching up and behind Zelda. Its angle is heavily affected by DI, but DI can be reacted to for a guaranteed follow-up from low to mid percents. With DI in, it can combo into neutral aerial, back aerial, up aerial, neutral special and up special. With DI out, it can combo into a turnaround forward aerial fairly consistently with proper timing from low to mid percents. Its combo potential will be more limited the more rage Zelda has.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks in front of herself and then behind herself.
Floor attack (back)
Floor getups (back)
  7% Kicks in front of herself and then behind herself.
Floor attack (trip)
Floor getups (trip)
  5% Kicks around herself.
Edge attack
Edge getups
  9% Performs a kick while climbing up.
Neutral special Nayru's Love 2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles) Creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles with 25% more power and speed than they originally had. It also grants intangibility on frames 4-13, making it good as a defensive option against combos. However, it has a moderate start-up for its hitboxes (frame 11) and considerable ending lag, making it punishable if used recklessly, so it must be used carefully and not overused to avoid punishment.
Side special Din's Fire 7%-14% (sweetspot), 3.5%-7% (sourspot) Launches a magical fireball. It can be aimed up or down, and releasing the button causes it to explode. It has a large hitbox, and only the explosion can be reflected or absorbed. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot, which is located in the inner part of the explosion, is quite powerful, especially when fully charged. It is very useful for edge guarding. Fully charged sweetspotted Din's Fire KOs middleweights at around 87% while near the edge of Final Destination. However, it is very predictable, and its sourspot is very weak regardless of its charge.
Up special Farore's Wind 6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far) Warps in a given direction. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing, and grants full intangibility during its travel. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweetspot near Zelda that has a decent damage output, high base knockback, and high knockback growth, all of which makes it very reliable at KOing, especially near the upper blast line. Its sweetspotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sourspot that, although safe on hit, lacks KO potential because of its lower damage output and average base knockback, and due to it incurring helplessness, it is highly punishable if whiffed. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.
Down special Phantom Slash 5.9% (level 1), 8.2% (level 2), 10.5%/11.8% (level 3) 14.1%/15.4% (level 4), 17.7% (level 5) Conjures a Phantom piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the Phantom will delay its attack for around a second, giving Zelda time to add pressure, perform combined combos or to retreat behind it for protection, and if the opponent tries to reflect it, she can react by using Nayru's Love. When fully charged, the Phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.
Final Smash Triforce of Wisdom 7% (initial vacuum), 3% (subsequent vacuum), 60% (main) Uses the Triforce of Wisdom to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages (such as Dream Land or Mushroom Kingdom II), due to its long duration and large vacuum hitboxes.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 85 1.958 – Initial dash
1.43 – Run
0.914 0.116 0.006 1.092 0.01 – Base
0.055 – Additional
0.071 1.35 – Base
2.16Fast-fall
3 31.55 - Base
15.24 - Short hop
31.55

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose.

Taunts[edit]

  • Up taunt: Places her hand on her hip, while generating magic and twirling it in front of her.
  • Side taunt: Closes her eyes and summons Din's Fire between cupped hands.
  • Down Taunt: Giggles and waves with a smile.

Idle poses[edit]

  • Brushes her hair while looking back.
  • Smiles and performs a pondering gesture with a finger tapping her cheek.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Zel - da! Zel - da! Zeeeeel - da! Zel - da! Zel - da!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Zel - da! Zeeeeel - da! Zel - da! Zel - da! Zelda!

Victory poses[edit]

  • Left: Creates magic with her fingertips and waves it around.
  • Up: Creates fire from her fingertip and waves it around while giggling.
  • Right: Summons a Phantom behind her with a snap of her finger and poses with it.
A flourished and abridged remix of the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda and has since become the main theme of The Legend of Zelda series.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Zelda players (SSBU)

Tier placement and history[edit]

Players were initially divided on Zelda's competitive viability. Many players pointed out that her key issues, most notably her low mobility and poor endurance, were retained from previous games. On the other hand, other players were more optimistic towards the character due to improved frame data over her Smash 4 iteration, particularly on her out-of-shield options, as well as Phantom Slash's higher utility. However, players found that some of her key issues, such as her low mobility and poor endurance, were retained from previous games as well. This optimism, coupled with strong early performances from players such as Mystearica, Naskino, and ven, led many to believe the character was a solid mid-tier, with some arguing that she could be a potential high-tier.

This optimism did not last for long, as Zelda's polarizing nature became more noticeable as time went on: despite receiving buffs in updates 7.0.0 and 13.0.0 that improved her consistency, Zelda's poor mobility, disadvantage, and highly risky neutral remained critical weaknesses. As a result, Zelda players began struggling in the developing metagame, and they either dropped the character (such as Mystearica) or saw worse results and consistency than before (such as ven). Although Naskino continued to do well in Europe and Yn began making waves in Japan in early-2023, opinions on Zelda continued to decline, and as a result she sits at 75th out of 82 on the first tier list, rising two spots in the second and current one. Although it is her best placement in the series and she is far better than all her previous incarnations, she is currently placed in low-tier.

Classic Mode: Wisdom Prevails[edit]

Zelda's congratulations screen.

Zelda's opponents are antagonists and she fights each of them on stages that hail from The Legend of Zelda series.

Round Opponent Stage Music Notes
1 WarioHeadSSBU.png Wario Great Plateau Tower Main Theme - The Legend of Zelda: Breath of the Wild
2 BowserHeadSSBU.png Bowser Skyloft Ballad of the Goddess (Original)
3 MiiSwordfighterHeadSSBU.png Mii Swordfighter (×5) Temple Temple Theme Horde Battle.
The Mii Swordfighters are dressed in the Yiga Clan Mask and Yiga Clan Outfit.
4 Giant KingKRoolHeadSSBU.png King K. Rool Bridge of Eldin Dark World (for 3DS / Wii U) A possible reference to King Bulblin.
5 DarkSamusHeadSSBU.png Dark Samus Gerudo Valley Hidden Mountain & Forest
6 LinkHeadBlackSSBU.png Link (×4) Hyrule Castle Great Temple / Temple
Bonus Stage
Final GanondorfHeadSSBU.png Ganondorf, then Ganon Sacred Land Calamity Ganon Battle - Second Form (Ganondorf)
Death Mountain (Ganon)
A Maxim Tomato spawns on the stage after Ganondorf is KO'd.

Credits roll after completing Classic Mode. Completing it as Zelda has Hidden Mountain & Forest accompany the credits.

Role in World of Light[edit]

Finding Zelda in World of Light

Zelda was among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never!" ("ここまで来たらやるしかないでしょう!", Now that we've made it this far, there's no turning back!), and was present on the cliffside when Galeem unleashed his beams of light. She and Mewtwo attempted to reflect the beams using Nayru's Love and Confusion, respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding Kirby).

Zelda was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. She is unlocked in The Dark Realm at Sacred Land, on the bottom left corner of the land which makes up the Triforce of Wisdom. The player must defeat the spirit of Impa (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the Zael and Uxie, Mesprit, & Azelf spirits. Unlocking her reveals the Triforce of Wisdom in the center of the map. If Young Link is unlocked, the boulders leading to Cloud's unlock battle and the Master Sword clear out.

Zelda is later seen among several other fighters, making their last stand against Galeem and Dharkon. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
17
Zelda SSBU.png
Zelda
Shield
Shield
10,100 Temple (Ω form) Ocarina of Time Medley

Spirits[edit]

Zelda's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Zelda has been unlocked. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.

Additionally, different incarnations of Zelda appear as primary and support spirits.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
187
SSBU spirit Marin.png
Marin The Legend of Zelda Series Zelda ZeldaHeadVioletSSBU.png
Link LinkHeadGreenSSBU.png
Shield
4,600 Tortimer Island (Battlefield form) •Hazard: Slumber Floor •The floor is sleep-inducing
•Timed battle (1:30)
Tal Tal Heights
189
SSBU spirit Young Zelda.png
Young Zelda The Legend of Zelda Series Zelda ZeldaHeadPurpleSSBU.png
Young Link YoungLinkHeadRedSSBU.png
Shield
3,700 Hyrule Castle N/A •Take your strongest team into this no-frills battle Ocarina of Time Medley
195
SSBU spirit Malon.png
Malon The Legend of Zelda Series Zelda ZeldaHeadWhiteSSBU.png
Shield
3,600 Smashville •Item Tidal Wave
•Item: Cucco
•The enemy becomes more powerful after eating
•Certain items will appear in large numbers
Ocarina of Time Medley
201
SSBU spirit Great Fairy.png
Great Fairy The Legend of Zelda Series •Giant Zelda ZeldaHeadPurpleSSBU.png
Shield
9,500 Fountain of Dreams (Battlefield form) •Health Recovery •The enemy's special moves have increased power
•The enemy is healed significantly when the enemy's at high damage
•The enemy's FS Meter charges quickly
Ocarina of Time Medley
215
SSBU spirit Din.png
Din The Legend of Zelda Series Zelda ZeldaHeadRedSSBU.png×2
Attack
4,000 Bridge of Eldin (Battlefield form) •Hazard: Lava Floor •The floor is lava
•The enemy favors side specials
Ballad of the Goddess (Remix)
216
SSBU spirit Nayru.png
Nayru The Legend of Zelda Series Zelda ZeldaHeadBlueSSBU.png×2
Shield
3,500 Bridge of Eldin •Temporary Invincibility •The enemy will occasionally be invincible after a little while
•The enemy favors neutral specials
Ballad of the Goddess (Original)
236
SSBU spirit Hilda (The Legend of Zelda).png
Hilda (The Legend of Zelda) The Legend of Zelda Series Zelda ZeldaHeadBlackSSBU.png
•Bunny Young Link YoungLinkHeadBlueSSBU.png
Shield
9,100 Temple •Assist Trophy Enemies (Nightmare) •Hostile assist trophies will appear Lorule Main Theme
238
SSBU spirit Zelda (Breath of the Wild).png
Zelda (Breath of the Wild) The Legend of Zelda Series Zelda ZeldaHeadBlueSSBU.png (50 HP)
Link LinkHeadWhiteSSBU.png (60 HP)
Inkling InklingHeadPinkSSBU.png (30 HP)
Donkey Kong DonkeyKongHeadYellowSSBU.png (60 HP)
Falco FalcoHeadBlueSSBU.png (50 HP)
Zero Suit Samus ZeroSuitSamusHeadShortsBlueSSBU.png (50 HP)
Shield
9,200 Great Plateau Tower N/A Stamina battle
•Reinforcements will appear after an enemy is KO'd
•Defeat an army of fighters
Main Theme - The Legend of Zelda: Breath of the Wild
258
SSBU spirit Phantom.png
Phantom The Legend of Zelda Series •Clear Zelda ZeldaHeadBlackSSBU.png
Shield
3,800 Spirit Train (Battlefield form) N/A •The enemy's down special has increased power
•The enemy favors down specials
•The enemy is invisible
Full Steam Ahead
582
Hinawa
Hinawa EarthBound Series Zelda ZeldaHeadPurpleSSBU.png
Lucas LucasHeadOrangeSSBU.pngLucasHeadBlueSSBU.png
Attack
13,100 Yoshi's Island •Easy to Launch •All fighters are easy to launch Mother 3 Love Theme
659
SSBU spirit Mist.png
Mist Fire Emblem Series Zelda ZeldaHeadWhiteSSBU.png
Ike IkeHeadYellowSSBU.png
Grab
3,500 Reset Bomb Forest (hazards off) •Health Recovery
•Defense ↑
•The enemy has increased defense when the enemy's at high damage
•The enemy is healed when the enemy's at high damage
Victory Is Near
1,053
SSBU spirit Maria Renard.png
Maria Renard Castlevania Series Zelda ZeldaHeadPurpleSSBU.png
Falco FalcoHeadWhiteSSBU.png
Charizard CharizardHeadBlueSSBU.png
Incineroar IncineroarHeadWhiteSSBU.png
Grab
3,700 Reset Bomb Forest (hazards off) N/A •The enemy starts the battle with a Cucco Slash
1,065
SSBU spirit Charlotte Aulin.png
Charlotte Aulin Castlevania Series Zelda ZeldaHeadBlueSSBU.png
Richter RichterHeadBlueSSBU.png
Attack
3,700 Bridge of Eldin (Battlefield form) N/A •The enemy's special moves have increased power
•The enemy favors side specials
•Reinforcements will appear during the battle
Hail from the Past
1,174
Source: https://youtu.be/9HtomHkLa3Q?t=72
Jenna Golden Sun Series Zelda ZeldaHeadRedSSBU.png
Shield
3,500 Temple (Battlefield form) •Assist Trophy Enemies (Isaac) •Hostile assist trophies will appear
•The enemy favors side specials
Battle Scene / Final Boss - Golden Sun
1,236
protagonist
Shop Assistant Style Savvy Series North America
Nintendo presents: Style Boutique Series PAL
Zelda ZeldaHeadPurpleSSBU.png
Attack
3,600 Tomodachi Life •Item: Transforming Types •The enemy is easily distracted by items Style Savvy: Trendsetters
1,241
Yuri kozukata fatal frame
Yuri Kozukata Fatal Frame Series North America
Project Zero Series PAL
Zelda ZeldaHeadRedSSBU.png
Attack
9,200 Luigi's Mansion •Assist Trophy Enemies (Yuri Kozukata) •Hostile assist trophies will appear Main Theme - Luigi's Mansion (Brawl)
1,365
SSBU spirit Nakoruru.png
Nakoruru SAMURAI SHODOWN Series Zelda ZeldaHeadRedSSBU.png (140 HP)
•Tiny Falco FalcoHeadOrangeSSBU.png (40 HP)
Shield
3,800 Yoshi's Island (winter) •Attack Power ↑
•Item: Swords
•Defeat the main fighter to win
Stamina battle
•The enemy has increased attack power when the enemy's at high damage
Banquet of Nature - SAMURAI SHODOWN
1,442
SSBU spirit Aerith.png
Aerith FINAL FANTASY Series Zelda ZeldaHeadPurpleSSBU.png
Cloud CloudHeadSSBU.png
Shield
7,500 Fountain of Dreams •Health Recovery •Defeat the main fighter to win
•The enemy is healed after a little while
Aerith's Theme
Mii Swordfighter MiiSwordfighterHeadSSBU.png (Moveset 1312, Aerith's outfit, Normal Voice Type 6)[SB 1]
Cloud CloudHeadSSBU.png
1,489
SSBU spirit Kokorowa.png
Kokorowa Sakuna: Of Rice and Ruin Zelda ZeldaHeadBlackSSBU.png
R.O.B. ROBHeadSSBU.png×2 (INT)/ROBHeadGreySSBU.png×2 (JP/CH/KR)
Shield
3,700 Suzaku Castle N/A •Defeat the main fighter to win
•The enemy favors down specials
Boss 1 - Sakura Samurai: Art of the Sword

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,107
SSBU spirit Fighting Alloy Team.png
Fighting Alloy Team Super Smash Bros. Series Captain Falcon Team CaptainFalconHeadRedSSBU.png×4
Zelda Team ZeldaHeadBlueSSBU.png×4
Mario Team MarioHeadYellowSSBU.png×4
Kirby Team KirbyHeadGreenSSBU.png×4
Attack
3,300 Final Destination (Battlefield form) N/A •Take your strongest team into this no-frills battle Cruel Smash Blue Alloy
1,246
SSBU spirit Orville.png
Orville Takt of Magic Robin RobinHeadWhiteSSBU.png
Pit PitHeadBlueSSBU.png
Zelda ZeldaHeadRedSSBU.png
Grab
3,400 PictoChat 2 N/A •Defeat the main fighter to win Struggle Against Chaos Charlotte (Takt of Magic)
1,328
SSBU spirit Hero's Comrades.png
Hero's Comrades DRAGON QUEST Series Ike IkeHeadBlackSSBU.png (120 HP)
•Tiny King Dedede KingDededeHeadPinkSSBU.png (120 HP)
Zero Suit Samus ZeroSuitSamusHeadShortsBlueSSBU.png (100 HP)
Sheik SheikHeadRedSSBU.png (130 HP)
•Tiny Robin RobinHeadRedSSBU.png (90 HP)
Zelda ZeldaHeadGreenSSBU.png (110 HP)
Link LinkHeadTealSSBU.png (100 HP)
Shield
13,300 Yggdrasil's Altar N/A •The enemy has increased melee-weapon damage and move speed
•The enemy's smash attacks have increased power
Stamina battle
The Hero Goes Forth with a Determination Serena
1,411
SSBU spirit Duran & Angela.png
Duran & Angela Mana Series Roy RoyHeadGreenSSBU.png
Zelda ZeldaHeadRedSSBU.png
•Tiny Bunny Kirby KirbyHeadYellowSSBU.png×2
Attack
9,200 Gaur Plain (Ω form) •Item: Ramblin' Evil Mushroom •Reinforcements will appear after an enemy is KO'd Filled with Hope Angela
1,456
SSBU spirit Seth & Gloria.png
Seth & Gloria Bravely Default Series Mii Swordfighter MiiSwordfighterHeadSSBU.png (Moveset: 3223, Chrom Wig, Dunban Outfit)
Zelda ZeldaHeadBlueSSBU.png
Shield
9,400 Delfino Plaza (Large Island) •Health Recovery
•Defense ↑
•Item: Swords
•The enemy has increased defense after a little while
•The enemy is healed when the enemy's at high damage
•The enemy's melee blows will heal them when they hit
Jergingha - Planet Destruction Form Gloria
1,461
SSBU spirit Lora.png
Lora Xenoblade Chronicles Series Lucina LucinaHeadBlackSSBU.png
Zelda ZeldaHeadRedSSBU.png
Cloud CloudHeadSSBU.png
Grab
3,800 Jungle Japes (Battlefield form) N/A •Defeat the main fighter to win Battle!!/Torna Haze
1,514
SSBU spirit Rauru.png
Rauru The Legend of Zelda Series Mewtwo MewtwoHeadPurpleSSBU.png (100 HP)
Zelda ZeldaHeadSSBU.png (70 HP)
•Giant R.O.B. ROBHeadGreenSSBU.png (70 HP)
Robin RobinHeadRedSSBU.png (60 HP)
Inkling InklingHeadCyanSSBU.png (60 HP)
Charizard CharizardHeadYellowSSBU.png (60 HP)
Pit PitHeadSSBU.png (60 HP)
Neutral
13,000 Temple (Battlefield form) N/A Stamina battle
•The enemy favors neutral specials
•Reinforcements will appear after an enemy is KO'd
Calamity Ganon Battle - Second Form Zelda (Tears of the Kingdom)

As an ally[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
243
SSBU spirit Calamity Ganon.png
Calamity Ganon The Legend of Zelda Series •Giant Ganondorf GanondorfHeadGreySSBU.png
•Ally: Zelda ZeldaHeadBlueSSBU.png
Attack
13,900 Great Plateau Tower (Ω form) •Sudden Damage •You lose if your CPU ally is KO'd
•You'll occasionally take sudden damage after a little while
•The enemy is giant
Calamity Ganon Battle - Second Form Zelda (Breath of the Wild)
  1. ^ This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

Zelda Palette (SSBU).png
ZeldaHeadSSBU.png ZeldaHeadRedSSBU.png ZeldaHeadBlueSSBU.png ZeldaHeadVioletSSBU.png ZeldaHeadGreenSSBU.png ZeldaHeadBlackSSBU.png ZeldaHeadPurpleSSBU.png ZeldaHeadWhiteSSBU.png

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Masahiro Sakurai chose to base Zelda's design in Ultimate off of her A Link to the Past and A Link Between Worlds incarnations instead of her more recent Breath of the Wild incarnation because that version of Zelda, according to him, "is more into research than fighting."[1][2][3][4] He also mentioned in a subsequent Nintendo Treehouse Live event that he chose this design to better represent The Legend of Zelda franchise as a whole instead of having all of its fighters come from the same game.
  • Zelda's current default design was previously an alternate costume in terms of coloration of her model, whereas her previous default design based on Twilight Princess has now become an alternate costume in that same regard.
    • Coincidentally, Zelda was revealed in SSB4 at the same time A Link Between Worlds was released, which inspired her current design.
    • Ironically, despite her Twilight Princess incarnation being retired after this game, even though Ganondorf's design from that game is still directly referenced via a spirit, as well as Link's Wolf form from that game, Zelda is the only returning Zelda character from SSB4 that doesn't have her Twilight Princess design directly referenced in Ultimate at all.
  • Zelda can be unlocked by Kirby via his Classic Mode route, which may reference their team-up from Brawl's Adventure Mode, The Subspace Emissary.
  • Zelda is currently the only playable The Legend of Zelda character in Ultimate whose design originates from either a handheld game or a non-3D game.
  • The World of Light opening marks Zelda's first spoken line of dialogue in the Smash series. This is also the first time in the series that any Zelda character is voiced in English.
    • Zelda is one of the few characters to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress's battle grunts, after Fox and Falco in Melee. She is also the only character to speak English in a cutscene while still having a Japanese KO line (with her yelling "いやぁっ!" (Nooo!)).
    • Zelda speaks English in all Western language versions of Ultimate, unlike Breath of the Wild, which was dubbed into multiple languages.
    • She is the second Zelda character to speak in Smash, the first being Sheik in Melee.
  • Zelda is the only The Legend of Zelda character whose animations are mirrored.
  • Zelda's Classic Mode route is vaguely similar to Diddy Kong's, as both characters fight villains and/or final bosses of various series for opponents.
  • Zelda, Peach, Falco, Olimar, Duck Hunt, and Dark Pit are the only fighters to appear as allies in Spirit Battles.
  • Ultimate marks the first time Zelda's Kirby hat no longer resembles Young Zelda's wimple from Ocarina of Time, despite her appearance in Melee being based on her adult design from the same game, and her Brawl and SSB4 designs both being based on her appearance in Twilight Princess, which also makes it the first time said Kirby hat is based directly on how she appears in-game.
  • Gravity on Zelda's hair is temporarily disabled whenever she performs her hair-brushing idle pose.

References[edit]

  1. ^ a b 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. ^ a b 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. ^ a b 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. ^ a b 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.