Zelda (SSBB): Difference between revisions

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Confirmed on the [[Smash Bros. DOJO!!]] website on June 25, 2007, '''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable fighter in ''[[Super Smash Bros. Brawl]]''. The titular character of {{uv|The Legend of Zelda}} universe, Zelda's model from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' is reused in ''Brawl''.
Confirmed on the [[Smash Bros. DOJO!!]] website on June 25, 2007, '''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable fighter in ''[[Super Smash Bros. Brawl]]''. The titular character of {{uv|The Legend of Zelda}} universe, Zelda's model from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' is reused in ''Brawl''.


Having previously appeared in ''[[Super Smash Bros. Melee]]'', Zelda reappears in ''Brawl'' as a character utilizing strong magical attacks, but despite many of her attributes being strongly [[buff]]ed, her [[tier list|tier position]] is worse than in ''[[Melee]]'' at 37 out of 38 compared to 22 out of 26 in the earlier game. While Zelda possesses fast, powerful attacks, some of the most powerful aerials in ''Brawl'', and a fast and powerful multihit up smash that is nearly impossible to [[SDI]] out of and covers the area around her, Zelda suffers from a combination of severe character build flaws. These flaws include a very inconvenient combination of attributes similar to {{SSBM|Mewtwo}} (slow, light, tall, and floaty), her almost non-existent approach options, possessing a moveset that consists nearly entirely of unreliable finishers (which makes it difficult for her to KO despite her abundance of powerful attacks, and leaves her with one of the weakest comboing abilities, with her [[down tilt]] being her only move that can set up well), a very poor projectile that cannot force approaches, and her predictable and unreliable recovery (her primary recovery move suffers from major angular issues, and she does not have access to an alternate recovery move nor the [[air speed]] and [[jump]]ing abilities to make it back without using a recovery move). This has left her with terrible tournament results and having terrible matchups against many higher tiered characters, ultimately clocking her in F Tier right above the worst spot (with {{SSBB|Ganondorf}} being the only fighter ranked lower than her) - although the combination of her and her transformation, {{SSBB|Sheik}} is higher at 24/38, placed in the D tier (though this is based on theory rather than actual practice). While Zelda is ranked as one of the worst characters in the game in the American and European tier list, in [[Japanese tier list|Japan]] she is ranked significantly higher, in the high tier, along with Sheik as they are considered as a single character.
Having previously appeared in ''[[Super Smash Bros. Melee]]'', Zelda reappears in ''Brawl'' as a character utilizing strong magical attacks, but despite many of her attributes being strongly [[buff]]ed, her [[tier list|tier position]] is worse than in ''[[Melee]]'' at 37 out of 38 compared to 22 out of 26 in the earlier game. While Zelda possesses fast, powerful attacks, some of the most powerful aerials in ''Brawl'', and a fast and powerful multihit up smash that is nearly impossible to [[SDI]] out of and covers the area around her, Zelda suffers from a combination of severe character build flaws. These flaws include a very inconvenient combination of attributes similar to {{SSBM|Mewtwo}} (slow, light, tall, and floaty), her almost non-existent approach options, possessing a moveset that consists nearly entirely of unreliable finishers (which makes it difficult for her to KO despite her abundance of powerful attacks, and leaves her with one of the weakest comboing abilities, with her [[down tilt]] being her only move that can set up well), a very poor projectile that cannot force approaches, and her predictable and unreliable recovery (her primary recovery move suffers from major angular issues, and she does not have access to an alternate recovery move nor the [[air speed]] and [[jump]]ing abilities to make it back without using a recovery move). This has left her with terrible tournament results and having terrible matchups against many higher tiered characters, ultimately clocking her in F Tier right above the worst spot (with {{SSBB|Ganondorf}} being the only fighter ranked lower than her) - although the combination of her and her transformation, {{SSBB|Sheik}} is higher at 24/38, placed in the D tier (though this is based on theory rather than actual practice). While Zelda is ranked as one of the worst characters in the game in the American and European tier list, in [[Japanese tier list|Japan]] she is ranked significantly higher, 16th in the high tier along with Sheik, as they are considered as a single character.


==Attributes==
==Attributes==
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==Changes from ''Melee'' to ''Brawl''==
==Changes from ''Melee'' to ''Brawl''==
Zelda has been given major, direct [[buff]]s from ''Melee'' to ''Brawl'': her already high power has been increased from ''Melee'' due to her gaining several, new powerful finishers like her down smash, down aerial and [[Din's Fire]]. Her moveset deals slightly more damage overall. However, changes to the physics mechanics have mitigated these buffs and severely [[nerf]]ed Zelda, making her even worse than in ''Melee'': her flaws from the previous game remain and were exacerbated by the physics changes due to her below average weight being lowered further and her slower falling speed and lower gravity making her even floatier. Her poor mobility also remains very slow despite the increases to her dashing and air speeds. Lastly, despite her moves doing more damage, her poor damage racking game has been further weakened: her powerful moves are harder to hit with due to their smaller hitboxes and the introduction of several sourspots, while her grab game was greatly weakened due to the slower falling speeds no longer allowing her to chaingrab with her up throws or removing many of her previous follow-ups with her down throw.
Zelda has been given major, direct [[buff]]s from ''Melee'' to ''Brawl'': her already high power has been increased from ''Melee'' due to her gaining several, new powerful finishers like her down smash, down aerial and [[Din's Fire]]. Her moveset deals slightly more damage overall. However, changes to the physics mechanics have mitigated these buffs and severely [[nerf]]ed Zelda, making her even worse than in ''Melee'': her flaws from the previous game remain and were exacerbated by the physics changes due to her below average weight being lowered further and her slower falling speed and lower gravity making her even floatier. Her poor mobility also remains very slow despite the increases to her walking, dashing and air speeds. Lastly, despite her moves doing more damage, her poor damage racking game has been further weakened: her powerful moves are harder to hit with due to their smaller hitboxes and the introduction of several sourspots, while her grab game was greatly weakened due to the slower falling speeds no longer allowing her to chaingrab with her up throws or removing many of her previous follow-ups with her down throw.


===Aesthetics===
===Aesthetics===
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*{{change|Zelda has a new [[tumbling]] animation.}}
*{{change|Zelda has a new [[tumbling]] animation.}}
*{{change|Zelda has three new taunts.}}
*{{change|Zelda has three new taunts.}}
*{{change|Zelda now vocalizes when jumping from the ground.}}
*{{change|Zelda does not wear gloves when using her red costume.}}


===Attributes===
===Attributes===
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*{{buff|Zelda dashes faster (1.1 → 1.224).}}
*{{buff|Zelda dashes faster (1.1 → 1.224).}}
*{{change|Zelda's dashing animation is different.}}
*{{change|Zelda's dashing animation is different.}}
*{{nerf|Zelda's [[traction]] is significantly lower (0.1 → 0.054), especially when comparing with the returning veterans, now going from being tied out with other three characters for the highest traction to one of the lowest.}}  
*{{nerf|Zelda's [[traction]] is significantly lower (0.1 → 0.054), especially when comparing with the returning veterans, now going from being tied out with other three characters for the highest traction to one of the lowest. This makes it harder for her to punish out of shield.}}  
*{{buff|Zelda has slightly faster air speed (0.95 → 0.987).}}
*{{buff|Zelda has slightly faster air speed (0.95 → 0.987).}}
*{{change|As with the returning veterans, Zelda's [[falling speed]] is slower (1.4 → 1.13). Compared to the returning veterans, however, Zelda falls faster.}}
*{{change|As with the returning veterans, Zelda's [[falling speed]] is slower (1.4 → 1.13). Compared to the returning veterans, however, Zelda falls faster.}}
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===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack deals slightly more damage (2% hits 1-3 → 3%/3%/1.5%).}}
*{{buff|Neutral attack deals slightly more damage (2% hits 1-3 → 3%/3%/1.5%).}}
*{{buff|Up tilt has been greatly strengthened.}}
*{{buff|Up tilt has higher knockback.}}
*{{nerf|Dash attack's clean sweetspot deals 1% less damage (13% → 12%).}}
*{{change|Dash attack's clean sweetspot deals 1% less damage (13% → 12%), but it has higher knockback to compensate.}}
*{{buff|Forward smash is harder to be SDI'd out of, while up smash is now nearly impossible to be SDI'd out of.}}
*{{buff|Forward smash is harder to be SDI'd out of, while up smash is now nearly impossible to be SDI'd out of.}}
*{{nerf|Up smash hits one less time, making it deal 1% less damage if all hits connect (16% → 15%).}}
*{{change|Up smash hits one less time, making it deal 1% less damage if all hits connect (16% → 15%), but it has higher knockback to compensate.}}
*{{change|Down smash's front hit deals 1% more damage (11% → 12%), while the back hit deals 1% less (11% → 10%).}}
*{{change|Down smash's front hit deals 1% more damage (11% → 12%), while the back hit deals 1% less (11% → 10%).}}
*{{buff|Down smash has more knockback, especially the front hit. This, combined with its [[semi-spike]] trajectory, makes it much better for [[gimp]]ing characters with poor horizontal recoveries and setting up edgeguards.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial can no longer be SDI'd out of and the hits now connect properly.}}
*{{buff|Neutral aerial can no longer be SDI'd out of and the hits now connect properly.}}
*{{nerf|Neutral aerial's first hits deal slightly less damage (2.5% → 2%).}}
*{{nerf|Neutral aerial's first hits deal slightly less damage (2.5% → 2%).}}
*{{buff|Sweetspotted [[Lightning Kick]]s (forward and back aerials) are significantly stronger and now have significant hitlag.}}
*{{buff|Sweetspotted [[Lightning Kick]]s (forward and back aerials) are significantly stronger and now have significant amounts of hitlag.}}
*{{nerf|Sourspotted Lightning Kick is significantly weaker and deals drastically less damage (10% → 4%). The sweetspots now last for only 1 frame as opposed to 4 in ''Melee'', while the rest of the attack's frames deal the same damage a sourspotted Lightning Kick would deal. The sweetspotted hitbox's size is also significantly smaller, being around a third of the size from ''Melee''.}}
*{{nerf|Sourspotted Lightning Kick is significantly weaker and deals drastically less damage (10% → 4%). The sweetspots now last for only 1 frame as opposed to 4 in ''Melee'', while the rest of the attack's frames deal the same damage a sourspotted Lightning Kick would deal. The sweetspotted hitbox's size is also significantly smaller, being around a third of the size from ''Melee''.}}
*{{buff|Up aerial has increased knockback, making it easier to KO with. It also deals 2% more damage (13% → 15%).}}
*{{buff|Up aerial has increased knockback, making it easier to KO with. It also deals 2% more damage (13% → 15%).}}
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===Throws/other attacks===
===Throws/other attacks===
*{{buff|Grab range is higher, now being the 3rd longest non-tether grab in the game.}}
*{{nerf|Due to the slower falling speeds of ''Brawl'', up throw can no longer chaingrab fastfallers.}}
*{{nerf|Due to the slower falling speeds of ''Brawl'', up throw can no longer chaingrab fastfallers.}}
*{{nerf|Down throw has slightly higher base knockback, slightly weakening its combo ability.}}
*{{nerf|Down throw has slightly higher base knockback, slightly weakening its combo ability.}}
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===Special moves===
===Special moves===
*{{buff|[[Nayru's Love]] has slightly increased reflect duration and activates faster.}}
*{{buff|[[Nayru's Love]] has slightly increased reflect duration and activates faster.}}
*{{buff|The power of [[Din's Fire]] now increases as it travels further, detonates quicker, deals more damage (7-13% → 8-16%), has less lag, deals more knockback, and is faster to use.}}
*{{buff|The power of [[Din's Fire]] now increases as it travels further, can be controlled easier, detonates quicker, deals more damage (7-13% → 8-16%), has less lag, deals more knockback, and is faster to use.}}
*{{buff|[[Farore's Wind]] has an explosive hitbox when Zelda reappears, making it a safer move to use on stage.}}
*{{buff|[[Farore's Wind]] has an explosive hitbox when Zelda reappears, making it a safer move to use on stage.}}
*{{nerf|Farore's Wind travels slightly less distance and has longer start-up lag.}}
*{{nerf|Farore's Wind travels slightly less distance and has longer start-up lag.}}