Zelda (SSBB): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Tag: Mobile edit
Line 21: Line 21:


==Attributes==
==Attributes==
Zelda is a floaty, lightweight character with poor [[momentum canceling]] (making her very easy to KO but difficult to chain throw) with strong, graceful attacks, usually augmented with magic. Many of her moves hit multiple times before causing knockback. This allows her to easily deal large damage to multiple targets, but it also means that these attacks can be [[DI]]'d out of fairly easily. She has very good defensive options, with her up and side smashes having fast start-up and multiple hitboxes, her down smash having almost no start-up lag, and locking opponents with her down tilt. She can juggle at lower percentages thanks to her up smash's fast, multiple hitboxes. Her directional aerials are single, powerful blows that cause a lot of damage and knockback if landed properly, but they are extremely weak and have low stun when sourspotted. Many of her moves make powerful finishers, including her smash attacks, her up tilt, and aerials. Her strong defense is counterbalanced by her generally poor mobility (very slow dash speed and low aerial speed). Her grab is long ranged, but very slow (especially for a non-tether grab) making it hard to land without set ups, and it cannot be used out of shield in most cases like a normal grab. Zelda can be described as a glass cannon: she can pump out a lot of damage if the opponent approaches her, but she will not survive long once she starts getting hit.
Zelda is a floaty, sweaty, lightweight character (who pumps like Peach) with poor [[momentum canceling]] (making her very easy to KO but difficult to chain throw) with strong, graceful attacks, usually augmented with magic. Many of her moves hit multiple times before causing knockback. This allows her to easily deal large damage to multiple targets, but it also means that these attacks can be [[DI]]'d out of fairly easily. She has very good defensive options, with her up and side smashes having fast start-up and multiple hitboxes, her down smash having almost no start-up lag, and locking opponents with her down tilt. She can juggle at lower percentages thanks to her up smash's fast, multiple hitboxes. Her directional aerials are single, powerful blows that cause a lot of damage and knockback if landed properly, but they are extremely weak and have low stun when sourspotted. Many of her moves make powerful finishers, including her smash attacks, her up tilt, and aerials. Her strong defense is counterbalanced by her generally poor mobility (very slow dash speed and low aerial speed). Her grab is long ranged, but very slow (especially for a non-tether grab) making it hard to land without set ups, and it cannot be used out of shield in most cases like a normal grab. Zelda can be described as a glass cannon: she can pump out a lot of damage if the opponent approaches her, but she will not survive long once she starts getting hit.


Her special attacks are also assets to Zelda, granting her a projectile, reflector, a teleport with large range and the ability to transform into her alter ego, {{SSBB|Sheik}}. Din's Fire is long ranged, has a large hitbox when and deals good damage when fully charged, KOs at high percents, cannot properly be reflected, can be controlled, and be used for edgeguarding. However, it is predictable and avoidable against skilled players (easy to spot dodge or air dodge), being difficult to camp with against most characters (with few exceptions, like the {{SSBB|Ice Climbers}} and slow characters). Nayru's Love is a decent duration reflector attack and spacing tool but suffers from high ending lag. Despite her defensive game, it is easy to force her to play offensively and she has terrible approach options, because of her poor approach aerials and very slow dash speed and grab. As mentioned before, she cannot always camp with her Din's Fire either. This means despite her defensive game, she gets very few chances to use it and instead is forced to play with her horrible offensive game due to her very limited approach. Farore's Wind is a long distance recovery/attack, but her linear recovery is below average (falls almost straight down after it, and she has a small ledge sweetspot range) among cast members because of its low reliability as it's also easy to hit her before she disappears due to its slow start-up.
Her special attacks are also assets to Zelda, granting her a projectile, reflector, a teleport with large range and the ability to transform into her alter ego, {{SSBB|Sheik}}. Din's Fire is long ranged, has a large hitbox when and deals good damage when fully charged, KOs at high percents, cannot properly be reflected, can be controlled, and be used for edgeguarding. However, it is predictable and avoidable against skilled players (easy to spot dodge or air dodge), being difficult to camp with against most characters (with few exceptions, like the {{SSBB|Ice Climbers}} and slow characters). Nayru's Love is a decent duration reflector attack and spacing tool but suffers from high ending lag. Despite her defensive game, it is easy to force her to play offensively and she has terrible approach options, because of her poor approach aerials and very slow dash speed and grab. As mentioned before, she cannot always camp with her Din's Fire either. This means despite her defensive game, she gets very few chances to use it and instead is forced to play with her horrible offensive game due to her very limited approach. Farore's Wind is a long distance recovery/attack, but her linear recovery is below average (falls almost straight down after it, and she has a small ledge sweetspot range) among cast members because of its low reliability as it's also easy to hit her before she disappears due to its slow start-up.