Zelda (SSB4): Difference between revisions

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Zelda is currently ranked 55th out of 58 on the [[tier list]], placing her in the H tier. This is a marginal improvement from her placement in ''Brawl'', where she was ranked 37th out of 38. Zelda possesses some strengths, with [[Farore's Wind]] arguably being her most notable one: it has utility as both a long-distanced [[recovery]] move and her strongest finisher (especially from [[out of shield]]), with its power enabling her to KO middleweights and heavyweights as low as 50% and 70%, respectively. She has also gained a capable damage racking game, thanks to changes inherent during ''SSB4''{{'}}s launch and from subsequent game updates. Outside of these changes, Zelda retains a number of fairly powerful attacks, particularly her forward smash, up smash and [[Lightning Kick]]s.
Zelda is currently ranked 55th out of 58 on the [[tier list]], placing her in the H tier. This is a marginal improvement from her placement in ''Brawl'', where she was ranked 37th out of 38. Zelda possesses some strengths, with [[Farore's Wind]] arguably being her most notable one: it has utility as both a long-distanced [[recovery]] move and her strongest finisher (especially from [[out of shield]]), with its power enabling her to KO middleweights and heavyweights as low as 50% and 70%, respectively. She has also gained a capable damage racking game, thanks to changes inherent during ''SSB4''{{'}}s launch and from subsequent game updates. Outside of these changes, Zelda retains a number of fairly powerful attacks, particularly her forward smash, up smash and [[Lightning Kick]]s.


However, Zelda's numerous flaws are severe enough to completely outweigh these strengths: her mobility, [[hitbox]] placements, survivability, and [[neutral game]] are all among the worst, while her [[projectile]]s are middling. A large number of her attacks are KO moves that require the landing of a [[sweetspot]] to be effective, resulting in her KOing ability being rather weak and netting her an abundance of ineffective moves. Din's Fire is slow, easily avoidable and leaves Zelda vulnerable due to its lag and rendering her [[helpless]] in midair, though it has use in [[doubles]] by supporting a teammate. [[Phantom Slash]] requires charging to cover any actual distance and can even be rendered temporarily inactive if the Phantom is destroyed, but it can become a useful edge-guarding option if timed properly and also possesses impressive power when fully charged. Finally and most notably, Zelda can no longer [[Transform]] into {{SSB4|Sheik}} to alleviate her weaknesses, due to the latter having become an entirely separate character. This is compounded even further by the massive amount of buffs Sheik received.
However, Zelda's numerous flaws are severe enough to completely outweigh these strengths: her mobility, [[hitbox]] placements, survivability, and [[neutral game]] are all among the worst, while her [[projectile]]s are middling. A large number of her attacks are KO moves that require the landing of a [[sweetspot]] to be effective, resulting in her KOing ability being rather weak and netting her an abundance of ineffective moves. Din's Fire is slow, easily avoidable and leaves Zelda vulnerable due to its lag and rendering her [[helpless]] in midair, though it has use in [[doubles]] by supporting a teammate. [[Phantom Slash]] requires charging to cover any actual distance and can even be rendered temporarily inactive if the Phantom is destroyed, but it can become a useful edge-guarding option if timed properly and also possesses impressive power when fully charged. Finally and most notably, Zelda can no longer [[Transform]] into {{SSB4|Sheik}} to alleviate her weaknesses, due to Sheik becoming an entirely separate character. This is compounded even further by the massive amount of buffs Sheik received.


As a result of her numerous, glaring weaknesses, Zelda has garnered poor results and representation in competitive play.
Overall, Zelda's glaring flaws have resulted in her garnering poor representation in competitive play. However, she has nonetheless achieved a few decent placings at regional tournaments, thanks to {{Sm|ven}}, {{Sm|Fairess}} and {{Sm|Zolda}}.


==Attributes==
==Attributes==
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*{{buff|Neutral attack deals 5% more damage (6% → 11%), has decreased ending lag (25 frames → 24) and its hits connect together better.}}
*{{buff|Neutral attack deals 5% more damage (6% → 11%), has decreased ending lag (25 frames → 24) and its hits connect together better.}}
*{{buff|Sweetspotted dash attack has altered knockback (70 (base)/70 (growth) → 85/70 (body), 50 (base)/70 (growth) → 80/50 (hand)), granting it KO potential beginning at medium percents.}}
*{{buff|Sweetspotted dash attack has altered knockback (70 (base)/70 (growth) → 85/70 (body), 50 (base)/70 (growth) → 80/50 (hand)), granting it KO potential beginning at medium percents.}}
*{{nerf|Dash attack's hitbox duration is shorter (frames 6-13 → 6-10).}}
*{{nerf|Dash attack duration is shorter (frames 6-13 → 6-10).}}
*{{nerf|Forward tilt deals less damage (13%/12%/11% → 12%/10%) and its hitbox duration is shorter (frames 12-14 → 10).}}
*{{nerf|Forward tilt deals less damage (13%/12%/11% → 12%/10%) and its duration is shorter (frames 12-14 → 10).}}
*{{buff|Forward tilt has decreased start-up (frame 12 → 10) and ending lag (40 frames → 38). It also has a larger z-position (3u → 3.5u), improving its range.}}
*{{buff|Forward tilt has decreased start-up (frame 12 → 10) and ending lag (40 frames → 38). It also has a larger z-position (3u → 3.5u), improving its range.}}
*{{change|Forward tilt no longer launches opponents backward. This improves its KO potential when sweetspotted, but removes its follow-up potential into back [[Lightning Kick]].}}
*{{change|Forward tilt no longer launches opponents backward. This improves its KO potential when sweetspotted, but removes its follow-up potential into back [[Lightning Kick]].}}
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*{{nerf|Up and down smashes have slightly decreased ranges.}}
*{{nerf|Up and down smashes have slightly decreased ranges.}}
*{{change|Down smash's knockback growth has been altered (95 → 86 (front), 85 → 96 (back)). This makes it function like several other down smashes, such as {{SSB4|Mario}}'s and {{SSB4|Luigi}}'s, in which the second hit is stronger than the first.}}
*{{change|Down smash's knockback growth has been altered (95 → 86 (front), 85 → 96 (back)). This makes it function like several other down smashes, such as {{SSB4|Mario}}'s and {{SSB4|Luigi}}'s, in which the second hit is stronger than the first.}}
*{{nerf|Down smash has increased start-up lag (frame 4 → 5 (front), frame 12 → 13 (back)), resulting in it no longer being the fastest down smash. Its hitbox durations are shorter (frames 4-6 (front) → 5-6, frames 12-14 → 13-14 (back)) and it has lost the intangibility around Zelda's leg.}}
*{{nerf|Down smash has increased start-up lag (frame 4 → 5 (front), frame 12 → 13 (back)), resulting in it no longer being the fastest down smash. It duration is also shorter (frames 4-6 (front) → 5-6, frames 12-14 → 13-14 (back)) and it has lost the intangibility around Zelda's leg.}}
*{{buff|Down smash has decreased ending lag (40 frames → 37).}}
*{{buff|Down smash has decreased ending lag (40 frames → 37).}}


===Aerial attacks===
===Aerial attacks===
*{{change|Neutral aerial no longer deals consistent damage (13% → 15% (front)/11% (back).}}
*{{change|Neutral aerial no longer deals consistent damage (13% → 15% (front)/11% (back).}}
*{{buff|Neutral aerial's back hits now drag the opponent toward the front hits, allowing the move to deal more damage from that position.}}
*{{buff|Neutral aerial's back hits now launch the opponent toward its front hits, improving its damage racking potential.}}
*{{nerf|Neutral aerial's last hit has decreased knockback growth (130/120 → 130/110).}}
*{{nerf|Neutral aerial's last hit has decreased knockback growth (130/120 → 130/110).}}
*{{nerf|Both [[Lightning Kick]]s have decreased base knockback (35 (forward)/40 (back) → 20/28). They also have increased start-up (frame 8 → 9 (forward), frame 5 → 6 (back)), ending (40 frames (front)/36 frames (back) → 53 (both)), and landing lag (22 frames (both) → 23 (forward)/25 (back)), although they are still among the fastest and the most powerful aerial attacks in the game.}}
*{{nerf|Both [[Lightning Kick]]s have decreased base knockback (35 (forward)/40 (back) → 20/28). They also have increased start-up (frame 8 → 9 (forward), frame 5 → 6 (back)), ending (40 frames (front)/36 frames (back) → 53 (both)), and landing lag (22 frames (both) → 23 (forward)/25 (back)), although they are still among the fastest and the most powerful aerial attacks in the game.}}
*{{nerf|Both Lightning Kicks autocancel later (25 (forward)/26 (back) → 50>/52>) and they can no longer autocancel with a short hop.}}
*{{nerf|Both Lightning Kicks autocancel later (25> (forward)/26> (back) → 50>/52>) and they can no longer autocancel with a short hop.}}
*{{buff|Both Lightning Kicks are easier to land due to altered hitbox placements and less [[Hitlag|freeze frames]] when sweetspotted (5 frames → 2), making them behave similarly to down aerial.}}
*{{buff|Both Lightning Kicks are easier to land due to altered hitbox placements and less [[Hitlag|freeze frames]] when sweetspotted (5 frames → 2), making them behave similarly to down aerial.}}
*{{buff|Both Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks and has her arms positioned differently, both of which make her hurtbox narrower.}}
*{{buff|Both Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks and has her arms positioned differently, both of which make her hurtbox narrower.}}
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*{{nerf|Up aerial has decreased knockback growth (110 → 84), hindering its KO potential.}}
*{{nerf|Up aerial has decreased knockback growth (110 → 84), hindering its KO potential.}}
*{{buff|Down aerial's sweetspot has a larger hitbox and can now hit grounded opponents.}}
*{{buff|Down aerial's sweetspot has a larger hitbox and can now hit grounded opponents.}}
*{{nerf|Sweetspotted down aerial has decreased knockback (50 (base)/90 (growth) → 30/65).}}
*{{nerf|Sweetspotted down aerial has decreased knockback (50 (base)/90 (growth) → 30/65), hindering its KO potential.}}


===Throws/other attacks===
===Throws/other attacks===
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===Special moves===
===Special moves===
*{{nerf|[[Nayru's Love]] deals 4% less damage (15% → 11%) due to consisting of four hits instead of six. Additionally, the removal of [[momentum canceling]] makes Nayru's Love Jump gain significantly less vertical height, hindering its recovery potential.}}
*{{nerf|[[Nayru's Love]] deals 4% less damage (15% → 11%) due to consisting of four hits instead of six. The removal of [[momentum canceling]] also makes Nayru's Love Jump gain significantly less vertical height, hindering its recovery potential.}}
*{{buff|Nayru's Love has increased intangibility frames (5-11 → 5-15) and its hits connect together better.}}
*{{buff|Nayru's Love has increased intangibility frames (frames 5-11 → 5-15) and its hits connect together better.}}
*{{change|Nayru's Love now launches the opponent on whatever side of Zelda they are at, rather than launching them in the direction Zelda is facing.}}
*{{change|Nayru's Love now launches the opponent on whatever side of Zelda they are at, rather than launching them in the direction Zelda is facing.}}
*{{nerf|[[Din's Fire]] deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)) due to now consisting of a sweetspot and a sourspot. Additionally, its travel distance, maneuverability and explosion's range have been decreased to the point that it must travel a set distance away from Zelda before it can be detonated. Lastly, directing the move into the stage will no longer make it explode faster, but it will stop moving and explode at the same time as if releasing the special button at the same spot and time. Altogether, these changes significantly hinder its utility.}}
*{{nerf|[[Din's Fire]] deals less damage (8%-16% → 7%-14% (sweetspot)/3.5%-7% (sourspot)) due to now consisting of a sweetspot and a sourspot. Additionally, its travel distance, maneuverability and explosion's range have been decreased to the point that it must travel a set distance away from Zelda before it can be detonated. Lastly, directing the move into the stage will no longer make it explode faster, but it will stop moving and explode at the same time as if releasing the special button at the same spot and time. Altogether, these changes significantly hinder its utility.}}
*{{change|Din's Fire has altered knockback due to now consisting of a sweetspot and a sourspot (50 (base)/60 (growth) → 50/97 (sweetspot), 55/40 (sourspot)).}}
*{{change|Din's Fire has altered knockback due to now consisting of a sweetspot and a sourspot (50 (base)/60 (growth) → 50/97 (sweetspot), 55/40 (sourspot)).}}
*{{buff|[[Farore's Wind]] deals more damage (12% → 16%/13%/18%/14%) and has decreased start-up lag (frame 11 → 7). Additionally, its grounded first hit's angle has been altered (80° → 91°), allowing it to combo into its reappearance hit. Lastly, its reappearance hit has altered knockback (40 (base)/100 (growth) → 90/90), granting it KO potential.}}
*{{buff|[[Farore's Wind]] deals more damage (12% → 16%/13%/18%/14%). Additionally, its grounded first hit's angle has been altered (80° → 91°), allowing it to combo into its reappearance hit. Lastly, its reappearance hit has altered knockback (40 (base)/100 (growth) → 90/90). Altogether, these changes grant it KO potential}}
*{{buff|Farore's Wind travels farther, gains significantly more height when used with a jump, and it now snaps the edge when first used, rather than needing Zelda to reappear first. Altogether, these changes significantly improve its recovery potential.}}
*{{buff|Farore's Wind has decreased start-up lag (frame 11 → 7). Additionally, it travels farther and grants significantly more height when used with a jump. Lastly, it now snaps the edge when first used, rather than needing Zelda to reappear first. Altogether, these changes significantly improve its recovery potential.}}
*{{nerf|Farore's Wind's reappearance hit has received a sourspot that deals less knockback.}}
*{{nerf|Farore's Wind's reappearance hit has received a sourspot that deals less knockback.}}
*{{change|Farore Wind's reappearance hit is now a [[slash]] effect, rather than a [[flame]] effect.}}
*{{change|Farore Wind's reappearance hit is now a [[slash]] effect, rather than a [[flame]] effect.}}
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Zelda has been heavily buffed via game updates, beginning with update [[1.0.6]]. Her forward tilt became faster, making it a better punishing option, her neutral attack, up tilt, and down tilt had their damage outputs increased, while up tilt gained true combo potential. The hits of her forward and up smashes also connect together much better, while the latter smash attack had its knockback and range increased, and her down smash had its ending lag decreased. Her neutral, up, and down aerials had their ending lag decreased, and her neutral and up aerials' damage outputs were increased. Lastly, Phantom Slash also received improvements in the forms of decreased ending lag the removal of a blind spot. Zelda also benefited from the changes to the shield mechanics brought about in updates [[1.1.0]] and [[1.1.1]], due to her multiple hit attacks and Lightning Kicks becoming safer on shield, making her harder to punish.
Zelda has been heavily buffed via game updates, beginning with update [[1.0.6]]. Her forward tilt became faster, making it a better punishing option, her neutral attack, up tilt, and down tilt had their damage outputs increased, while up tilt gained true combo potential. The hits of her forward and up smashes also connect together much better, while the latter smash attack had its knockback and range increased, and her down smash had its ending lag decreased. Her neutral, up, and down aerials had their ending lag decreased, and her neutral and up aerials' damage outputs were increased. Lastly, Phantom Slash also received improvements in the forms of decreased ending lag the removal of a blind spot. Zelda also benefited from the changes to the shield mechanics brought about in updates [[1.1.0]] and [[1.1.1]], due to her multiple hit attacks and Lightning Kicks becoming safer on shield, making her harder to punish.


Update [[1.1.5]] brought about some of Zelda's more noteworthy buffs, such as increased damage outputs to her neutral attack, neutral aerial and up aerial, with the latter's hitbox size also increasing and thus becoming a more reliable KOing option. In addition, Zelda's grab had its range improved, while her forward tilt and down smash became less laggy. Although some of her attacks also saw a slight decrease in knockback growth via updates, they all now allow Zelda to rack up damage more reliably to set up a KOing option. Regardless, Zelda still remains at a disadvantage compared to most of the cast.
Update [[1.1.5]] brought about some of Zelda's more noteworthy buffs, such as increased damage outputs to her neutral attack, neutral aerial and up aerial, with the latter's hitbox size also increasing and thus becoming a more reliable KOing option. In addition, Zelda's grab had its range improved, while her forward tilt and down smash became less laggy. Although some of her attacks also saw a slight decrease in knockback growth via updates, this makes them more reliable at damage racking and functioning as set-ups into a KOing option. Regardless, Zelda still remains at a disadvantage compared to most of the cast.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Forward smash's SDI multipliers decreased and its loop hits' angles altered. These changes make its hits connecting together better.}}
*{{buff|Forward smash's SDI multipliers decreased and its loop hits' angles altered. These changes make its hits connecting together better.}}
*{{change|Back [[Lightning Kick]] has improved visual effects.}}
*{{buff|[[Phantom Slash]]'s ending lag decreased.}}
*{{buff|[[Phantom Slash]]'s ending lag decreased.}}
*{{buff|The Phantom's on-stage duration increased by roughly a quarter of a second.}}
*{{buff|The Phantom's on-stage duration increased by roughly a quarter of a second.}}
*{{nerf|The Phantom's respawn time increased|6 seconds|9.}}
*{{nerf|The Phantom's respawn time increased|6 seconds|9.}}
*{{change|Back [[Lightning Kick]] has improved visual effects.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Up smash has been improved. Its knockback increased, its multiple hits' hitbox sizes increased|3u|3.5u and its SDI multipliers decreased, improving its KO potential.}}
*{{buff|Up smash improved. Its knockback increased, its multiple hits' hitbox sizes increased|3u|3.5u and its SDI multipliers decreased, improving its KO potential.}}
*{{change|Neutral aerial's front hits and back hits' damage outputs reversed|1% (front)/2% (back)|2%/1%.}}
*{{change|Neutral aerial's damage outputs reversed|1% (front)/2% (back)|2%/1%.}}
*{{buff|Neutral, up and down aerials' landing lag decreased|22 (neutral, up)/21 (down)|19/18.}}
*{{buff|Neutral, up and down aerials' landing lag decreased|22 frames (neutral, up)/21 frames (down)|19/18.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Neutral attack has been improved. It deals 2% more damage|6%|8%, its hits connect together better and its angle altered, improving its combo potential.}}
*{{buff|Neutral attack deals 2% more damage|6%|8% and its hits connect together better, improving its combo potential.}}
*{{change|Neutral attack's last hit's knockback altered|24 (base)/150 (growth)|35/130.}}
*{{change|Neutral attack's last hit's knockback altered|24 (base)/150 (growth)|35/130.}}
*{{change|Neutral attack's heavy position, bone, angle, size, and weight-based knockback adjusted on all hits.}}
*{{change|Neutral attack's heavy position, bone, angle, size, and weight-based knockback adjusted on all hits.}}
*{{buff|Up tilt's ending lag decreased|32|29, improving its combo potential.}}
*{{buff|Up tilt's ending lag decreased|32 frames|29, improving its combo potential.}}
*{{buff|Down tilt deals 1% more damage|4.5%|5.5%.}}
*{{buff|Down tilt deals 1% more damage|4.5%|5.5%.}}
*{{buff|All variations of Phantom Slash have had their ending lag decreased by 5 frames.}}
*{{buff|Phantom Slash received a windbox that pushes opponents into the Phantom's sword at low charges and pushes them away at high charges. This essentially removes the move's blind spot.}}
*{{buff|Phantom Slash received a windbox that pushes opponents into the Phantom's sword at low charges and pushes them away at high charges. This essentially removes the move's blind spot.}}
*{{buff|Phantom Slash's ending lag decreased by 5 frames.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Neutral aerial's back hits now drag opponents toward its front hits, allowing the move to deal more damage from that position.}}
*{{buff|Neutral aerial's back hits now launch opponents toward its front hits, improving its damage racking potential.}}
*{{buff|Nayru's Passion's windbox and explosion hitbox's start-up decreased by 2 and 5 frames, respectively.}}
*{{change|Nayru's Passion's windbox's position altered.}}
*{{buff|Farore's Squall's hitbox duration increased by 1 frame.}}
*{{buff|Farore's Squall's hitbox duration increased by 1 frame.}}
*{{buff|Farore's Squall's ending lag decreased by 6 frames.}}
*{{buff|Farore's Squall's ending lag decreased by 6 frames.}}
*{{buff|Nayru's Passion's windbox and explosion hitbox's start-up decreased by 2 and 5 frames, respectively.}}
*{{change|Nayru's Passion's windbox's position altered.}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
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|neutralname= 
|neutralname= 
|neutral1dmg=3% (hits 1-2), 5% (hit 3)
|neutral1dmg=3% (hits 1-2), 5% (hit 3)
|neutraldesc=Extends her arm and emits a small blast of [[magic]]al energy from her hand. It launches opponents slightly backward, making it a decent combo starter at low percents. It hits on frame 11, making it the slowest neutral attack in the game, although it has minimal ending lag. The hitbox follows Zelda's palm, meaning it can miss if the opponent is either small and/or [[crouching]].
|neutraldesc=Extends her arm to emit a small blast of [[magic]]al energy from her hand. It launches opponents slightly backward, making it a decent combo starter at low percents. It hits on frame 11, making it the slowest neutral attack in the game, although it has minimal ending lag. The hitbox follows Zelda's palm, meaning it can miss if the opponent is small and/or [[crouching]].
|ftiltname= 
|ftiltname= 
|ftiltdmg=12% (hand), 10% (arm)
|ftiltdmg=12% (hand), 10% (arm)
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|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-4), {{ChargedSmashDmgSSB4|13}} (hit 5)
|fsmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-4), {{ChargedSmashDmgSSB4|13}} (hit 5)
|fsmashdesc=A palm thrust that emits a blast of magical energy. Hits multiple times and deals decently high knockback, enabling it to KO around 108% and pressure shields.
|fsmashdesc=A palm thrust that emits a blast of magical energy. Hits multiple times and deals decently high knockback, making it capable at pressuring shields and enabling it to KO around 108%.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8)
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hits 1-4), {{ChargedSmashDmgSSB4|0.8}} (hits 5-7), {{ChargedSmashDmgSSB4|5}} (hit 8)
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|fthrowname= 
|fthrowname= 
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. One of the most damaging forward throws in the game. Useful for putting the opponent off-stage.
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. One of the most damaging forward throws in the game, it is also useful for initiating edge-guards.
|bthrowname= 
|bthrowname= 
|bthrowdmg=11%
|bthrowdmg=11%
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|uthrowname= 
|uthrowname= 
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. One of the most damaging up throws in the game. On fast-fallers, it can be followed up with a neutral aerial or up aerial if timed precisely.
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. One of the most damaging up throws in the game, it also has aerial follow-up potential against heavyweights and fast-fallers.
|dthrowname= 
|dthrowname= 
|dthrowdmg=1% (hits 1-4), 2% (throw)
|dthrowdmg=1% (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 the opponent overhead, which allows it to be followed up with a neutral aerial and, if timed precisely, an up aerial or a back aerial. At high percents, Zelda can also follow it up with an up aerial or back aerial to score a relatively secure KO.
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches the opponent almost directly overhead, which allows it to be followed up with a neutral aerial and, if timed precisely, an up aerial or a back aerial. The latter two combos can also be performed even at high percents to score a relatively secure KO.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|usc2desc=The teleport can only go straight upward, but it [[meteor smash]]es opponents when Zelda reappears. Unlike the other versions, it gains no benefits when combined with a jump, though there is some horizontal control over Zelda. It also has considerably less KOing power, as it does not start KOing until the 400% range.  
|usc2desc=The teleport can only go straight upward, but it [[meteor smash]]es opponents when Zelda reappears. Unlike the other versions, it gains no benefits when combined with a jump, though there is some horizontal control over Zelda. It also has considerably less KOing power, as it does not start KOing until the 400% range.  
|dsdefname=Phantom Slash
|dsdefname=Phantom Slash
|dsdefdmg=6% (uncharged), 14% (charged), 24% (fully charged), 11% (fully charged hit 1), 13% (fully charged hit 2)
|dsdefdmg=6% (uncharged), 14% (charged), 11% (fully charged hit 1), 13% (fully charged hit 2)
|dsdefdesc=Conjures a {{s|zeldawiki|Phantom}} and propels it forward, slashing opponents and blocking attacks. A chargeable projectile, charging longer increases the distance covered and the slashing attack is altered. When fully charged, it becomes a two-hit attack. However, since the Phantom is considered a projectile, it can be [[Reflection|reflected]] and [[Pocket]]ed. The Phantom is also considered a physical entity and provides a few benefits as a result: it can slow down opponents that try to move through it (except for the Zelda that conjured it) and block some non-penetrating hits due to the Phantom having set health on all charges (which also applies to its custom variations). Unlike Din's Fire, it will not render Zelda helpless if used in midair.
|dsdefdesc=Conjures a {{s|zeldawiki|Phantom}} and propels it forward. A chargeable projectile, holding the special button longer increases the distance it covers and alters the slashing attack. When fully charged, it becomes a two-hit attack that deals impressive damage and knockback. However, since the Phantom is considered a projectile, it can be [[Reflection|reflected]] and [[Pocket]]ed. The Phantom is also considered a physical entity and provides a few benefits as a result: it can slow down opponents that try to move through it (except for the Zelda that conjured it) and block some non-penetrating hits due to the Phantom having set health on all charges (which also applies to its custom variations). Unlike Din's Fire, it will not render Zelda helpless if used in midair.
|dsc1name=Phantom Breaker
|dsc1name=Phantom Breaker
|dsc1dmg=5% (uncharged), 12% (charged) 20% (fully charged), 9% (fully charged hit 1), 11% (fully charged hit 2)
|dsc1dmg=5% (uncharged), 12% (charged) 20% (fully charged), 9% (fully charged hit 1), 11% (fully charged hit 2)
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Teleports onto the stage with magic glowing between her hands and magical sparkles rising up from the floor around her.
|desc=Teleports onto the stage with magic glowing between her hands and magical sparkles rising up from the ground around her.
|char=Zelda
|char=Zelda
|game=SSB4}}
|game=SSB4}}
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|victory-theme=ZeldaUniverseTheme.ogg
|victory-theme=ZeldaUniverseTheme.ogg
|victory-desc=An orchestral remix of Get Triforce Fanfare, 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.
|victory-desc=An orchestral remix of Get Triforce Fanfare, 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.
|desc-1=Clasps her hands together, which glow with magic, as if praying. She then turns her head and looks up toward the sky.
|desc-1=Clasps her hands together, which are briefly infused with magic, as if praying. She then turns her head and looks up toward the sky.
|desc-2=Turns her head to the left and loosely holds one arm with the other to pose in an elegant stance that is identical to her ''Melee'' artwork. At the end of the animation, she will either {{GameIcon|ssb4-3ds}}look into the distance or {{GameIcon|ssb4-u}}look at the camera.
|desc-2=Turns her head to the left and loosely holds one arm with the other to pose in an elegant stance that is identical to her ''Melee'' artwork. At the end of the animation, she will either {{GameIcon|ssb4-3ds}}look into the distance or {{GameIcon|ssb4-u}}look at the camera.
|desc-3=Puts her hands together in front of her torso, conjures [[Din's Fire]] between them and stares at it. Appears almost identical to her side taunt.
|desc-3=Puts her hands together in front of her torso, conjures [[Din's Fire]] between them, and stares at it. Appears almost identical to her side taunt.
|char=Zelda}}
|char=Zelda}}


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===Tier placement and history===
===Tier placement and history===
Due to Zelda's key flaws not being properly addressed in the transition from ''Brawl'', as well as the fact that {{SSB4|Sheik}} was made into a completely separate character and buffed significantly in the transition from ''Brawl'', Zelda was ranked 56th, placing her at the bottom of the entire tier list. Since then, game updates granted Zelda some helpful buffs, such as decreased lag on some moves, higher damage outputs and increased grab ranges. As a result, she is currently ranked 55th, which is a marginal improvement over her initial placement in ''SSB4'' and her placement in ''Brawl''. However, Zelda's initial and subsequent buffs are generally considered to be outweighed by the prominence of her inherent weaknesses, resulting in her having poor representation and results in tournaments.
Due to Zelda's key flaws not being properly addressed, as well as the fact that {{SSB4|Sheik}} was made into a completely separate character and buffed significantly in the transition from ''Brawl'', Zelda was ranked 56th, placing her at the bottom of the entire tier list. Since then, game updates granted Zelda some helpful buffs, such as decreased lag on some moves, higher damage outputs and increased grab ranges. As a result, she is currently ranked 55th, which is a marginal improvement over her initial placement in ''SSB4'' and her placement in ''Brawl''. However, Zelda's initial and subsequent buffs are generally considered to be outweighed by the prominence of her inherent weaknesses, resulting in her having poor representation and only a few decent placings at regional tournaments.


==Trophies==
==Trophies==