Zelda (SSBU): Difference between revisions
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*{{change|Zelda hangs onto the ledge with one hand.}} | *{{change|Zelda hangs onto the ledge with one hand.}} | ||
*{{change|Zelda is more positively expressive, boasting a cheery smile during several animations.}} | *{{change|Zelda is more positively expressive, boasting a cheery smile during several animations.}} | ||
*{{change|Many of Zelda's attacks produce brighter | *{{change|Many of Zelda's attacks produce brighter trails of magic.}} | ||
*{{change|Zelda's standing pose, [[idle poses]], [[walking]] animation, up [[taunt]], and down taunt have been changed.}} | *{{change|Zelda's standing pose, [[idle poses]], [[walking]] animation, up [[taunt]], and down taunt have been changed.}} | ||
*{{change|All of Zelda's [[victory pose]]s have been changed:}} | *{{change|All of Zelda's [[victory pose]]s have been changed:}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Zelda's [[jumpsquat]] | *{{buff|Like all characters, Zelda's [[jumpsquat]] animation now takes 3 frames to complete (down from 6).}} | ||
*{{buff|Zelda [[jump]]s higher.}} | *{{buff|Zelda [[jump]]s higher.}} | ||
*{{buff|Zelda | *{{buff|Zelda [[dash]]es faster.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]] | *{{change|[[Neutral attack]] is now a rapid jab with a finishing hit.}} | ||
**{{buff|Neutral attack has fewer startup frames. Previously the slowest jab in the game, its speed is now on par with many other characters’ neutral attacks.}} | |||
**{{buff|Neutral attack has | |||
**{{buff|Neutral attack's final hit deals much more knockback and is capable of KOing at high percents.}} | **{{buff|Neutral attack's final hit deals much more knockback and is capable of KOing at high percents.}} | ||
**{{nerf|Neutral attack has more endlag, is less safe on shield, and no longer reliably | **{{nerf|Neutral attack has more endlag, is less safe on shield, and no longer reliably combos into dash attack or dash grab at low percents.}} | ||
*[[Dash attack]] | *{{buff|[[Dash attack]] deals more knockback.}} | ||
**{{buff|Dash attack has less endlag.}} | **{{buff|Dash attack has less endlag.}} | ||
*[[Forward tilt]] | *{{nerf|[[Forward tilt]] has slightly more endlag.}} | ||
*{{buff|[[Down tilt]] has slightly less endlag.}} | |||
*[[Down tilt]] | **{{nerf|[[Down tilt]] now launches opponents a bit further away.}} | ||
*{{buff|[[Up smash]] has more horizontal range.}} | |||
**{{nerf|Down tilt launches opponents further away | |||
*[[Up smash]] | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
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===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{ | *{{change|[[Grab|Standing grab]] and [[pummel]] have altered animations.}} | ||
**{{buff|Pummel is faster.}} | **{{buff|Pummel is faster.}} | ||
*{{nerf|[[Dash grab]] has slightly more startup frames and endlag.}} | |||
*{{change|Forward throw | *{{change|[[Forward throw]] and [[up throw]] have altered animations with her hands emanating bright trails of magic.}} | ||
*{{buff|Forward throw has more knockback growth.}} | |||
**{{nerf|Forward throw deals less damage.}} | **{{nerf|Forward throw deals less damage.}} | ||
*{{buff|Up throw has more knockback growth and is now potentially one of the strongest up throws in the game.}} | |||
*{{buff|[[Down throw]] deals more damage.}} | |||
*[[Down throw]] | |||
===Special moves=== | ===Special moves=== | ||
*[[Nayru's Love]]: | *[[Nayru's Love]]: | ||
**{{buff|Nayru's Love no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}} | **{{buff|Nayru's Love no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}} | ||
**{{buff|Nayru's Love's intangibility frames start 1 frame earlier.}} | |||
*[[Din's Fire]]: | *[[Din's Fire]]: | ||
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}} | **{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}} | ||
**{{buff|Din's Fire can travel slightly farther and is slightly more maneuverable.}} | **{{buff|Din's Fire can travel slightly farther and is slightly more maneuverable.}} | ||
**{{buff|The changes to [[airdodge]] mechanics indirectly improve Din's Fire's edgeguarding utility. Since airdodges are riskier to use offstage, | **{{buff|The changes to [[airdodge]] mechanics indirectly improve Din's Fire's edgeguarding utility. Since airdodges are much riskier to use offstage, this also makes it riskier to dodge through Din's Fire.}} | ||
**{{change|Din's Fire's flame | **{{change|Din's Fire's flame is more stylized in appearance.}} | ||
*[[Farore's Wind]]: | *[[Farore's Wind]]: | ||
**{{buff|Farore's Wind has | **{{buff|Farore's Wind has fewer startup frames and less endlag.}} | ||
**{{buff|Farore's Wind travels faster after disappearing and preserves more momentum when used right after a jump.}} | **{{buff|Farore's Wind travels faster after disappearing and preserves more momentum when used right after a jump.}} | ||
**{{buff|Zelda can drift in the air much sooner after reappearing.}} | **{{buff|Zelda can drift in the air much sooner after reappearing.}} | ||
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*[[Masahiro Sakurai]] chose to base Zelda's design in ''Ultimate'' off of her ''A Link to the Past'' 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." | *[[Masahiro Sakurai]] chose to base Zelda's design in ''Ultimate'' off of her ''A Link to the Past'' 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." | ||
*Zelda's current default design was previously an alternate costume, while her previous default design based on ''Twilight Princess'' has now become an alternate costume. | *Zelda's current default design was previously an alternate costume, while her previous default design based on ''Twilight Princess'' has now become an alternate costume. | ||
**Coincidentally, Zelda was revealed in '' | **Coincidentally, Zelda was revealed in ''Smash 4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design. | ||
* | *Zelda is currently the only playable ''Legend of Zelda'' character in ''Smash'' whose design originates from a handheld game rather than a home console game. | ||
*The ''World of Light'' trailer marks the first time Zelda has spoken with dialogue in the ''Smash'' series. | |||
**This is also the first time Zelda has ever spoken with an American accent. Her ''Breath of the Wild'' incarnation spoke with a British accent. | |||
**Zelda speaks English in all Western language versions of ''Ultimate'', unlike her ''Breath of the Wild'' incarnation who was dubbed into multiple languages. | **Zelda speaks English in all Western language versions of ''Ultimate'', unlike her ''Breath of the Wild'' incarnation who was dubbed into multiple languages. | ||
*This is the first game where Zelda is no longer voiced by Jun Mizusawa, who had voiced her since ''Melee''; however, Mizusawa still voices Zelda's alter-ego, Sheik. | |||
*This is the first game where Zelda is no longer voiced by Jun Mizusawa, who had voiced her since ''Melee'' | |||
==References== | ==References== |