Zelda (SSBB): Difference between revisions

161 bytes added ,  9 years ago
m (Reverted edits by Smokecrackdaily (talk) to last version by Smashgold347238.)
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*{{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 hitbox of Din's Fire now increases as it travels further, detonates quicker, deals more damage, has less lag, deals more knockback, and is faster to use. If Zelda is hit during the move, the fireball will travel the full distance as if it were fully charged and explode at the end of its path.}}
*{{buff|The hitbox of Din's Fire now increases as it travels further, detonates quicker, deals more damage, has less lag, deals more knockback, and is faster to use. If Zelda is hit during the move, the fireball will travel the full distance as if it were fully charged and explode at the end of its path.}}
*{{buff|Farore's Wind has an explosive hitbox when Zelda reappears, making it a safer recovery if she lands on stage.}}
*{{buff|Farore's Wind has an explosive hitbox when Zelda reappears, making it a safer move to use on stage.}}
*{{buff|Up aerial has improved knockback, making it easier to KO with.}}
*{{buff|Up aerial has improved knockback, making it easier to KO with.}}
*{{buff|Up smash has less [[Hitlag]], making it harder to escape from.}}
*{{buff|Up smash has less [[Hitlag]], making it harder to escape from.}}
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*{{buff|Down aerial has gained a sweetspot similar to that of her forward and back aerials, which powerfully meteor smashes foes. However, it cannot land on a grounded opponent.}}
*{{buff|Down aerial has gained a sweetspot similar to that of her forward and back aerials, which powerfully meteor smashes foes. However, it cannot land on a grounded opponent.}}
*{{nerf|The transition to ''Brawl'' exacerbates her flaws from ''Melee'' in spite of the buffs mentioned above; a combination of her barely improved low speed, unchanged low endurance, still nearly useless projectile, and marginally better finishing moves still make her a tough character to use against most of the cast, especially considering ''Brawl'''s predominant defensive play.}}
*{{nerf|The transition to ''Brawl'' exacerbates her flaws from ''Melee'' in spite of the buffs mentioned above; a combination of her barely improved low speed, unchanged low endurance, still nearly useless projectile, and marginally better finishing moves still make her a tough character to use against most of the cast, especially considering ''Brawl'''s predominant defensive play.}}
*{{nerf|[[Transform]] takes much longer to complete as a result of ''Brawl'' reading from the disk to load Sheik's model rather than preloading it before the match starts.}}
*{{nerf|[[Transform]] takes much longer to complete as a result of Sheik's model having to be loaded from the disc rather than having it loaded at all times as in ''Melee''. This allows the opponent to set up a punish on Zelda for simply performing the move, and makes Transforming into Sheik (or vice versa) for recovery purposes impossible.}}
*{{nerf|Zelda's sourspotted forward and back aerials are weaker. The sweetspots are also harder to land.}}
*{{nerf|Zelda's sourspotted forward and back aerials are weaker. The sweetspots are also harder to land.}}
*{{nerf|Up aerial has a smaller hitbox.}}
*{{nerf|Up aerial has a smaller hitbox.}}
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