Zelda (SSBU): Difference between revisions

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Zelda is a tall and floaty [[weight|lightweight]] fighter with generally poor mobility. Although she has above-average traction, [[air speed]], and a decent [[initial dash]], she has the 16th slowest [[walk]]ing speed, is tied with {{SSBU|Byleth}} for the 8th slowest [[dash]]ing speed, has slow [[falling speed]], has low [[gravity]], and has low [[air acceleration]]. Zelda's attacks are based on magic, making most of them [[disjoint]]ed or otherwise large range attacks. They generally have quick startup; all of her attacks execute before frame 10 except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Even though Zelda is classified as floaty and lightweight, most of her attacks have [[KO]] potential and impressive damage output; this in turn makes her power comparable to heavyweights. Due to these factors, a general term to portray her fighting style is a zoning glass cannon.
Zelda is a tall and floaty [[weight|lightweight]] fighter with generally poor mobility. Although she has above-average traction, [[air speed]], and a decent [[initial dash]], she has the 16th slowest [[walk]]ing speed, is tied with {{SSBU|Byleth}} for the 8th slowest [[dash]]ing speed, has slow [[falling speed]], has low [[gravity]], and has low [[air acceleration]]. Zelda's attacks are based on magic, making most of them [[disjoint]]ed or otherwise large range attacks. They generally have quick startup; all of her attacks execute before frame 10 except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Even though Zelda is classified as floaty and lightweight, most of her attacks have [[KO]] potential and impressive damage output; this in turn makes her power comparable to heavyweights. Due to these factors, a general term to portray her fighting style is a zoning glass cannon.


Her [[neutral attack]] is a small burst of magical energy in front of her. It has decent range and good damage output before transitioning into a [[rapid jab]] of many magical bursts with a finishing hit. Forward tilt is a strong arm swipe with good range and little ending vulnerability. Forward tilt can also be angled up and down. [[Up tilt]] is a vertical, circular arm sweep with long duration and can be a useful anti-air and [[combo]] tool across most percentages of damage. [[Down tilt]] is a quick crouching kick that lasts surprisingly long and is good for many combo setups and 2-framing opponents. Her [[Dash attack]] is a dual hand thrust with a burst of magic most powerful closest to her hands. It’s best used throughout combos to gain distance.  
Her [[neutral attack]] is a small burst of magical energy in front of her. It has decent range and good damage output before transitioning into a [[rapid jab]] of many magical bursts with a finishing hit. Forward tilt is a strong arm swipe with good range and little ending vulnerability. Forward tilt can also be angled up and down. [[Up tilt]] is a vertical, circular arm sweep with long duration and can be a useful anti-air and [[combo]] tool across most percentages of damage. [[Down tilt]] is a quick crouching kick that lasts surprisingly long and is good for many combo setups and 2-framing opponents. Her [[Dash attack]] is a dual hand thrust with a burst of magic most powerful closest to her hands. It’s best used throughout combos to gain distance.


Forward and [[up smash]] are multi-hitting bursts of magic energy with great power; the former being a thrust of the hand forward and the latter being a wave of the hand back and forth above her. [[Down smash]] is a very fast 360° leg sweep that launches opponents at a [[semi spike]] angle with decent knockback.
Forward and [[up smash]] are multi-hitting bursts of magic energy with great power; the former being a thrust of the hand forward and the latter being a wave of the hand back and forth above her. [[Down smash]] is a very fast 360° leg sweep that launches opponents at a [[semi spike]] angle with decent knockback.
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Zelda has historically and consistently been regarded as one of the worst characters (and, at one point in ''[[Super Smash Bros. 4]]'', the overall worst) in previous games, due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes: being slow, light, tall, and floaty. While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to nevertheless remain unviable. Likely as a result of being a poorly regarded character in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate'', especially comparing to the game's initial release.
Zelda has historically and consistently been regarded as one of the worst characters (and, at one point in ''[[Super Smash Bros. 4]]'', the overall worst) in previous games, due to her combination of underwhelming frame data as a whole, a lackluster special moveset, bad hitbox placements, and an undesirable mix of attributes: being slow, light, tall, and floaty. While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to nevertheless remain unviable. Likely as a result of being a poorly regarded character in previous games, Zelda has been significantly buffed overall in the transition to ''Ultimate'', especially comparing to the game's initial release.


One of Zelda's biggest buffs is her greatly improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. Her [[neutral attack]], previously the slowest in the game, comes out significantly faster, and has been reworked to possess an infinite portion with better damage racking ability and knockback. Her [[forward tilt]] has more range, less ending lag, and increased damage that improve the sweetspot's KO potential, though it does have 2 more frames of startup, smaller hitboxes with the sweetspots outprioritized by sourspots and the latter have less KO potential, while [[neutral aerial]] now doesn't use the [[autolink angle]] and [[set knockback]] anymore, causing it to connect less reliably without the right momentum, but also has decreased landing lag, allowing it to start combos into multiple ground options, including down tilt into forward aerial. [[Up aerial]]'s hitbox is larger, has been moved upwards and its duration has been extended; while the placement makes it difficult to hit grounded opponents, this increases its already solid large vertical range and makes it more difficult to spot dodge, while also giving it a new late hit that deals 12% with less knockback. Her already good grab game was improved to the point it is now among the most useful in the game: her [[back throw|back]] and [[up throw]]s are much stronger, while down throw deals more damage and, although its knockback and angle were altered, its combo ability remains mostly intact. Her Lightning Kicks have been improved as well, having a larger sweetspot and the forward kick is now active as fast as the back kick, increasing their potency for followups when landing with them, and making them more devastating [[out of shield]]. This allows Zelda to secure KOs more easily, and down throw in particular possessing more reliable KO setups, as it can now combo into back aerial at mid percentages.  
One of Zelda's biggest buffs is her greatly improved moveset: many of her moves have either reduced lag, better KO potential, or other improvements. Her [[neutral attack]], previously the slowest in the game, comes out significantly faster, and has been reworked to possess an infinite portion with better damage racking ability and knockback. Her [[forward tilt]] has more range, less ending lag, and increased damage that improve the sweetspot's KO potential, though it does have 2 more frames of startup, smaller hitboxes with the sweetspots outprioritized by sourspots and the latter have less KO potential, while [[neutral aerial]] now doesn't use the [[autolink angle]] and [[set knockback]] anymore, causing it to connect less reliably without the right momentum, but also has decreased landing lag, allowing it to start combos into multiple ground options, including down tilt into forward aerial. [[Up aerial]]'s hitbox is larger, has been moved upwards and its duration has been extended; while the placement makes it difficult to hit grounded opponents, this increases its already solid large vertical range and makes it more difficult to spot dodge, while also giving it a new late hit that deals 12% with less knockback. Her already good grab game was improved to the point it is now among the most useful in the game: her [[back throw|back]] and [[up throw]]s are much stronger, while down throw deals more damage and, although its knockback and angle were altered, its combo ability remains mostly intact. Her Lightning Kicks have been improved as well, having a larger sweetspot and the forward kick is now active as fast as the back kick, increasing their potency for followups when landing with them, and making them more devastating [[out of shield]]. This allows Zelda to secure KOs more easily, and down throw in particular possessing more reliable KO setups, as it can now combo into back aerial at mid percentages.


Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option, has increased duration of effect and the sweetspot is larger and easier to land, making it more difficult to spot dodge and more effective in neutral or advantage state. [[Farore's Wind]] has faster startup, making it a more effective out of shield option, and more precise angles for reappearance, allowing her to land its second hit easier even if the enemy DIs the first hit, making "elevator" combos much more consistent. Most importantly, however, [[Phantom Slash]] has been heavily reworked to possess several more stages that can be unleashed faster, and the last stage allows Zelda to move around before it is unleashed, allowing for intricate trap setups and combos when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is now better used in her advantage state, though with sufficient spacing it is also a strong tool in the [[neutral game]]. It's damage and KO potential have also been improved post-release. With precise input, Zelda can also short hop behind the Phantom while charging it, allowing it to block incoming projectiles while charging.
Zelda's special moveset, considered among the most situational in previous games, has seen various improvements. [[Nayru's Love]] has faster startup and [[intangibility]], and preserves Zelda's momentum, strengthening its already strong defensive ability and improving its edgeguarding applications. [[Din's Fire]] no longer causes [[helplessness]], giving it utility as an anti-edgeguarding option, has increased duration of effect and the sweetspot is larger and easier to land, making it more difficult to spot dodge and more effective in neutral or advantage state. [[Farore's Wind]] has faster startup, making it a more effective out of shield option, and more precise angles for reappearance, allowing her to land its second hit easier even if the enemy DIs the first hit, making "elevator" combos much more consistent. Most importantly, however, [[Phantom Slash]] has been heavily reworked to possess several more stages that can be unleashed faster, and the last stage allows Zelda to move around before it is unleashed, allowing for intricate trap setups and combos when edgeguarding and approaching, while the Phantom no longer has any cooldown if destroyed. Since the Phantom is formed behind Zelda, it is now better used in her advantage state, though with sufficient spacing it is also a strong tool in the [[neutral game]]. It's damage and KO potential have also been improved post-release. With precise input, Zelda can also short hop behind the Phantom while charging it, allowing it to block incoming projectiles while charging.
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==Update history==
==Update history==
Aside from minor animation adjustments and [[Phantom Slash]]'s shield damage output being decreased per [[charge]] level, Zelda was buffed via update {{SSBU|7.0.0}}.  
Aside from minor animation adjustments and [[Phantom Slash]]'s shield damage output being decreased per [[charge]] level, Zelda was buffed via update {{SSBU|7.0.0}}.


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
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|neutral1dmg=2.5% (hits 1-2)
|neutral1dmg=2.5% (hits 1-2)
|neutralinfdmg= 0.2% (loop), 3% (end)
|neutralinfdmg= 0.2% (loop), 3% (end)
|neutraldesc=Extends her palm to emit a burst of magical energy, then follows up with a series of several magical bursts before finishing with a slightly larger blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly, at frame 4. Decent range, although it can miss small characters due to its high hitbox placement.  
|neutraldesc=Extends her palm to emit a burst of magical energy, then follows up with a series of several magical bursts before finishing with a slightly larger blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly, at frame 4. Decent range, although it can miss small characters due to its high hitbox placement.
|ftiltname= 
|ftiltname= 
|ftiltdmg=15% (hand, blade), 11.5% (arm)
|ftiltdmg=15% (hand, blade), 11.5% (arm)
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|dtiltname= 
|dtiltname= 
|dtiltdmg=5.5%
|dtiltdmg=5.5%
|dtiltdesc=A kneeling low-level roundhouse kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in ''SSB4'', it has noticeably less combo potential, mostly serving as a fast safe poke. It can, however, combo into a dash attack or neutral aerial at mid percentages. With proper timing, it can also be a KO combo into forward aerial.  
|dtiltdesc=A kneeling low-level roundhouse kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in ''SSB4'', it has noticeably less combo potential, mostly serving as a fast safe poke. It can, however, combo into a dash attack or neutral aerial at mid percentages. With proper timing, it can also be a KO combo into forward aerial.
|dashname= 
|dashname= 
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
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|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7)
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-4), {{ChargedSmashDmgSSBU|0.8}} (hits 5-6), {{ChargedSmashDmgSSBU|5}} (hit 7)
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. It also has some combo potential at low percents, and the looping hits of neutral aerial can connect into an up smash. However, it has minimal horizontal range, long duration and 30 frames of ending lag, thus making it punishable if not used properly.  
|usmashdesc=Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. It also has some combo potential at low percents, and the looping hits of neutral aerial can connect into an up smash. However, it has minimal horizontal range, long duration and 30 frames of ending lag, thus making it punishable if not used properly.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
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|fairname=[[Lightning Kick]]
|fairname=[[Lightning Kick]]
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|fairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|fairdesc=A magically-infused flying kick. Its sweet spot is at the tip of her foot, has both an outstanding damage output and high knockback growth, KOing middleweights at around 59% while near the edge of Final Destination, similarly to Captain Falcon's Knee Smash, although faster and marginally stronger, making it the strongest forward aerial in the game. Due to coming out on frame 6, it's also extremely fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and have less landing lag. However, the sweet spot only lasts for one frame when the hitboxes become active, and the sour spots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweet spotted, and due to the aforementioned very low damage and knockback, the sour spot can lock opponents and set-up in other moves, lacks utility otherwise. Autocancels in a full hop fast fall, just one frame after Zelda reaches the peak of her short hop, similarly to Kirby's forward aerial.  
|fairdesc=A magically-infused flying kick. Its sweet spot is at the tip of her foot, has both an outstanding damage output and high knockback growth, KOing middleweights at around 59% while near the edge of Final Destination, similarly to Captain Falcon's Knee Smash, although faster and marginally stronger, making it the strongest forward aerial in the game. Due to coming out on frame 6, it's also extremely fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and have less landing lag. However, the sweet spot only lasts for one frame when the hitboxes become active, and the sour spots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweet spotted, and due to the aforementioned very low damage and knockback, the sour spot can lock opponents and set-up in other moves, lacks utility otherwise. Autocancels in a full hop fast fall, just one frame after Zelda reaches the peak of her short hop, similarly to Kirby's forward aerial.
|bairname=Lightning Kick
|bairname=Lightning Kick
|bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
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|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit)
|uairdmg={{ShortHopDmgSSBU|17}} (clean hit), {{ShortHopDmgSSBU|12}} (late hit)
|uairdesc=Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, only slightly weaker than Shulk's up aerial if the second hit is sweet spotted. When coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option, KOing middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox. However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (40 frames), a short duration, and a fairly short horizontal range. It autocancels in a full hop.  
|uairdesc=Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, only slightly weaker than Shulk's up aerial if the second hit is sweet spotted. When coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option, KOing middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox. However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (40 frames), a short duration, and a fairly short horizontal range. It autocancels in a full hop.
|dairname=Meteor Heel
|dairname=Meteor Heel
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot)
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|5}} (late, leg), {{ShortHopDmgSSBU|4}} (late, foot)
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]], also known as the Lightning Stomp. All of its hitboxes are [[meteor smash]]es, with its sweet spot being the most powerful among them and they can also lock opponents. Its sour spot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has low ending lag and the lowest landing lag out of Zelda's aerials, which enables its sweet spot to start combos on grounded opponents quite reliably, as it can lock. Safe on shield with proper spacing. It hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials but combined with its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. It can also autocancel in a short hop.  
|dairdesc=A magically-infused [[Stomp (archetype)|stomp]], also known as the Lightning Stomp. All of its hitboxes are [[meteor smash]]es, with its sweet spot being the most powerful among them and they can also lock opponents. Its sour spot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has low ending lag and the lowest landing lag out of Zelda's aerials, which enables its sweet spot to start combos on grounded opponents quite reliably, as it can lock. Safe on shield with proper spacing. It hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials but combined with its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. It can also autocancel in a short hop.
|grabname=   
|grabname= 
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long-range and are somewhat disjointed, with her pivot grab being one of the longest non-tether pivot grabs, but also have a noticeable start-up and ending lag.
|grabdesc=Restrains the opponent with magic. Zelda's grabs have long-range and are somewhat disjointed, with her pivot grab being one of the longest non-tether pivot grabs, but also have a noticeable start-up and ending lag.
|pummelname= 
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A blast of magical energy. Moderate speed and damage.  
|pummeldesc=A blast of magical energy. Moderate speed and damage.
|fthrowname= 
|fthrowname= 
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is useful for setting up edge-guards thanks to its high base knockback and good damage output but lacks KO potential because of its low knockback growth, often not KOing until 200% without rage. However, it puts the opponent in a dangerous position.  
|fthrowdesc=Magically spins the opponent in front of herself and then throws them away. It is useful for setting up edge-guards thanks to its high base knockback and good damage output but lacks KO potential because of its low knockback growth, often not KOing until 200% without rage. However, it puts the opponent in a dangerous position.
|bthrowname= 
|bthrowname= 
|bthrowdmg=12%
|bthrowdmg=12%
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|uthrowname= 
|uthrowname= 
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game and has both excellent KO potential and decent combo potential, but it only applies to heavyweights and fast-fallers, as it can combo into neutral aerial at low percentages against such characters; In addition to its combo potential, it can KO middleweights at around 146% from anywhere on Final Destination, and is tied with Incineroar and Lucas's up throws for the fifth strongest up throw in the game. Overall, these attributes make it one of the best up throws in the game.  
|uthrowdesc=Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game and has both excellent KO potential and decent combo potential, but it only applies to heavyweights and fast-fallers, as it can combo into neutral aerial at low percentages against such characters; In addition to its combo potential, it can KO middleweights at around 146% from anywhere on Final Destination, and is tied with Incineroar and Lucas's up throws for the fifth strongest up throw in the game. Overall, these attributes make it one of the best up throws in the game.
|dthrowname= 
|dthrowname= 
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
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|usname=Farore's Wind
|usname=Farore's Wind
|usdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far)
|usdmg=6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far)
|usdesc=[[zeldawiki:Farore's Wind|Warps in a given direction]]. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweet spot near Zelda that has a decent damage output, high base knockback, and high knockback growth, all of which makes it very reliable at KOing, especially near the upper blast line. Its sweet spotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sour spot that, although safe, lacks KO potential because of its lower damage output and average base knockback, and due to it incurring [[helpless]]ness, it is highly punishable if whiffed. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.  
|usdesc=[[zeldawiki:Farore's Wind|Warps in a given direction]]. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweet spot near Zelda that has a decent damage output, high base knockback, and high knockback growth, all of which makes it very reliable at KOing, especially near the upper blast line. Its sweet spotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sour spot that, although safe, lacks KO potential because of its lower damage output and average base knockback, and due to it incurring [[helpless]]ness, it is highly punishable if whiffed. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.
|dsname=Phantom Slash
|dsname=Phantom Slash
|dsdmg=5.9% (level 1), 8.2% (level 2), 10.5%/11.8% (level 3) 14.1%/15.4% (level 4), 17.7% (level 5)
|dsdmg=5.9% (level 1), 8.2% (level 2), 10.5%/11.8% (level 3) 14.1%/15.4% (level 4), 17.7% (level 5)
|dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure, perform combined combos or to retreat behind it for protection, and if the opponent tries to reflect it, she can react by using Nayru's Love. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.  
|dsdesc=Conjures a {{s|zeldawiki|Phantom}} piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure, perform combined combos or to retreat behind it for protection, and if the opponent tries to reflect it, she can react by using Nayru's Love. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.
|fsname=Triforce of Wisdom
|fsname=Triforce of Wisdom
|fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% (main)
|fsdmg=7% (initial vacuum), 3% (subsequent vacuum), 60% (main)
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During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never!" ("{{ja|ここまで来たらやるしかないでしょう!}}"), and was present on the cliffside when [[Galeem]] unleashed his beams of light. She and {{SSBU|Mewtwo}} attempted to reflect the beams using [[Nayru's Love]] and [[Confusion]], respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding {{SSBU|Kirby}}).
During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, "Stow your fear; it's now or never!" ("{{ja|ここまで来たらやるしかないでしょう!}}"), and was present on the cliffside when [[Galeem]] unleashed his beams of light. She and {{SSBU|Mewtwo}} attempted to reflect the beams using [[Nayru's Love]] and [[Confusion]], respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding {{SSBU|Kirby}}).


Zelda was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. She is unlocked in [[The Dark Realm]] at [[Sacred Land]], on the bottom left corner of the land which makes up the Triforce of Wisdom. The player must defeat the Spirit of [[List of spirits (The Legend of Zelda series)|Impa]] (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the [[List of spirits (Others)|Zael]] and [[List of spirits (Pokémon series)|Uxie, Mesprit & Azelf]] spirits. Unlocking her reveals the Triforce of Wisdom in the center of the map. If {{SSBU|Young Link}} is unlocked, the boulders leading to {{SSBU|Cloud}}'s unlock battle and the Master Sword clear out.
Zelda was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. She is unlocked in [[The Dark Realm]] at [[Sacred Land]], on the bottom left corner of the land which makes up the Triforce of Wisdom. The player must defeat the spirit of [[List of spirits (The Legend of Zelda series)|Impa]] (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the [[List of spirits (Others)|Zael]] and [[List of spirits (Pokémon series)|Uxie, Mesprit & Azelf]] spirits. Unlocking her reveals the Triforce of Wisdom in the center of the map. If {{SSBU|Young Link}} is unlocked, the boulders leading to {{SSBU|Cloud}}'s unlock battle and the Master Sword clear out.


Zelda is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
Zelda is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
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==[[Spirit]]s==
==[[Spirit]]s==
Zelda's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Zelda's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, different incarnations of Zelda appear as Primary and Support Spirits.
Additionally, different incarnations of Zelda appear as primary and support spirits.


<center>
<center>
<gallery>
<gallery>
Zelda Spirit.png|173. '''''Zelda'''''
SSBU spirit Zelda.png|173. '''''Zelda'''''
Young Zelda.png|189. Young Zelda
SSBU spirit Young Zelda.png|189. Young Zelda
Zelda oot Spirit.png|190. Zelda (Ocarina of Time)
SSBU spirit Zelda (Ocarina of Time).png|190. Zelda (Ocarina of Time)
Botwzelda.png|238. Zelda (Breath of the Wild)
SSBU spirit Zelda (Breath of the Wild).png|238. Zelda (Breath of the Wild)
Zelda Wind Waker Spirit.png|247. Zelda (The Wind Waker)
SSBU spirit Zelda (The Wind Waker).png|247. Zelda (The Wind Waker)
Zelda Spirit Tracks Spirit.png|259. Zelda (Spirit Tracks)
SSBU spirit Zelda (Spirit Tracks).png|259. Zelda (Spirit Tracks)
</gallery>
</gallery>
</center>
</center>
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|-
|-
|187
|187
|[[File:Marin Spirit.png|center|64x64px]]
|{{SpiritTableName|Marin|size=64}}
|{{anchor|Marin}}Marin
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}}
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|-
|-
|189
|189
|[[File:Young Zelda.png|center|64x64px]]
|{{SpiritTableName|Young Zelda|size=64}}
|{{anchor|Young Zelda}}Young Zelda
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|• ''Tiny'' {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|• ''Tiny'' {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
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|-
|-
|195
|195
|[[File:Malon Spirit.png|center|64x64px]]
|{{SpiritTableName|Malon|size=64}}
|{{anchor|Malon}}Malon
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}
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|-
|-
|201
|201
|[[File:Greatfairy.png|center|64x64px]]
|{{SpiritTableName|Great Fairy|size=64}}
|{{anchor|Great Fairy}}Great Fairy
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•Giant {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|•Giant {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
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|-
|-
|215
|215
|[[File:Din Spirit.png|center|64x64px]]
|{{SpiritTableName|Din|size=64}}
|{{anchor|Din}}Din
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} (×2)
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}} (×2)
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|-
|-
|216
|216
|[[File:Nayru Spirit.png|center|64x64px]]
|{{SpiritTableName|Nayru|size=64}}
|{{anchor|Nayru}}Nayru
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×2)
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×2)
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|-
|-
|236
|236
|[[File:Hilda.png|center|64x64px]]
|{{SpiritTableName|Hilda (The Legend of Zelda)|size=64}}
|{{anchor|Hilda (The Legend of Zelda)}}Hilda (The Legend of Zelda)
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
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|-
|-
|238
|238
|[[File:Botwzelda.png|center|64x64px]]
|{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
|{{anchor|Zelda (Breath of the Wild)}}Zelda (Breath of the Wild)
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}
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|-
|-
|258
|258
|[[File:Phantom.png|center|64x64px]]
|{{SpiritTableName|Phantom|link=y|size=64}}
|{{anchor|Phantom}}[[Phantom]]
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•Clear {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}
|•Clear {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}
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|-
|-
|582
|582
|[[File:Hinawa.png|center|64x64px]]
|{{SpiritTableName|Hinawa|size=64}}
|{{anchor|Hinawa}}Hinawa
|''EarthBound'' Series
|''EarthBound'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Lucas}} (×2) ({{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Blue}})
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Lucas}} (×2) ({{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Blue}})
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|-
|-
|659
|659
|[[File:Mist.png|center|64x64px]]
|{{SpiritTableName|Mist|link=y|iw=fireemblem|size=64}}
|{{anchor|Mist}}{{s|fireemblem|Mist}}
|''Fire Emblem'' Series
|''Fire Emblem'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}}
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|-
|-
|1,053
|1,053
|[[File:Maria DX.PNG|center|64x64px]]
|{{SpiritTableName|Maria Renard|size=64}}
|{{anchor|Maria Renard}}Maria Renard
|''Castlevania'' Series
|''Castlevania'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}
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|-
|-
|1,065
|1,065
|[[File:Charlotte Aulin.png|center|64x64px]]
|{{SpiritTableName|Charlotte Aulin|size=64}}
|{{anchor|Charlotte Aulin}}Charlotte Aulin
|''Castlevania'' Series
|''Castlevania'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Blue}}
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|-
|-
|1,174
|1,174
|[[File:Jenna Spirit.png|center|64x64px]]
|{{SpiritTableName|Jenna|link=y|iw=goldensununiverse|size=64}}
|{{anchor|Jenna}}{{s|goldensununiverse|Jenna}}
|''Golden Sun'' Series
|''Golden Sun'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
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|-
|-
|1,236
|1,236
|[[File:Protagonist.png|center|64x64px]]
|{{SpiritTableName|Shop Assistant|size=64}}
|{{anchor|Shop Assistant}}Shop Assistant
|''Style Savvy'' Series
|''Style Savvy'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
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|-
|-
|1,241
|1,241
|[[File:Yuri kozukata fatal frame.png|center|64x64px]]
|{{SpiritTableName|Yuri Kozukata|link=y|size=64}}
|{{anchor|Yuri Kozukata}}[[Yuri Kozukata]]
|''Fatal Frame'' Series
|''Fatal Frame'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
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|-
|-
|1,365
|1,365
|[[File:Nakoruru Spirit.png|center|64x64px]]
|{{SpiritTableName|Nakoruru|size=64}}
|{{anchor|Nakoruru}}Nakoruru
|''SAMURAI SHODOWN'' Series
|''SAMURAI SHODOWN'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}
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|-
|-
|1,107
|1,107
|[[File:SPI-Fighting Alloy Team.png|center|64x64px]]
|{{SpiritTableName|Fighting Alloy Team|link=y|size=64}}
|{{anchor|Fighting Alloy Team}}[[Fighting Alloy Team]]
|''Super Smash Bros.'' Series
|''Super Smash Bros.'' Series
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} (×4)<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×4)<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (×4)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4)
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} (×4)<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×4)<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (×4)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4)
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|-
|-
|1,246
|1,246
|[[File:Orville Spirit.png|center|64x64px]]
|{{SpiritTableName|Orville|size=64}}
|{{anchor|Orville}}Orville
|''Takt of Magic''
|''Takt of Magic''
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
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|-
|-
|1,328
|1,328
|[[File:Hero's Comrades Spirit.png|center|64x64px]]
|{{SpiritTableName|Hero's Comrades|size=64}}
|{{anchor|Hero's Comrades}}Hero's Comrades
|''DRAGON QUEST'' Series
|''DRAGON QUEST'' Series
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}<br>•Tiny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}}
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}<br>•Tiny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}}
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|-
|-
|1,411
|1,411
|[[File:Duran Angela Spirit.jpg|center|64x64px]]
|[[File:SSBU spirit Duran & Angela.jpg|center|64x64px]]
|Duran & Angela
|Duran & Angela
|''Mana'' Series
|''Mana'' Series
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|-
|-
|243
|243
|[[File:Calamity ganon.png|center|64x64px]]
|{{SpiritTableName|Calamity Ganon|size=64}}
|{{anchor|Calamity Ganon}}Calamity Ganon
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|•Giant {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Grey}}<br>•Ally: {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
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**Coincidentally, Zelda was revealed in ''SSB4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design.
**Coincidentally, Zelda was revealed in ''SSB4'' at the same time ''A Link Between Worlds'' was released, which inspired her current design.
**Ironically, despite her ''Twilight Princess'' incarnation being retired after this game, even though Ganondorf's design from that game is still directly referenced via a spirit, as well as Link's Wolf from that game, Zelda is the only returning ''Zelda'' character from ''SSB4'' that doesn't have her ''Twilight Princess'' design directly referenced in ''Ultimate'' at all.
**Ironically, despite her ''Twilight Princess'' incarnation being retired after this game, even though Ganondorf's design from that game is still directly referenced via a spirit, as well as Link's Wolf from that game, Zelda is the only returning ''Zelda'' character from ''SSB4'' that doesn't have her ''Twilight Princess'' design directly referenced in ''Ultimate'' at all.
*Zelda can be unlocked by Kirby via his Classic Mode route, which may reference their team-up from ''Brawl''{{'}}s Adventure Mode, [[The Subspace Emissary]].  
*Zelda can be unlocked by Kirby via his Classic Mode route, which may reference their team-up from ''Brawl''{{'}}s Adventure Mode, [[The Subspace Emissary]].
*Zelda is currently the only playable ''The Legend of Zelda'' character in ''Ultimate'' whose design originates from either a handheld game or a non-3D game.
*Zelda is currently the only playable ''The Legend of Zelda'' character in ''Ultimate'' whose design originates from either a handheld game or a non-3D game.
**She is also the only ''Zelda'' character whose design comes from the [[zeldawiki:Zelda Timeline#Fallen Hero Timeline|"Fallen Hero" timeline]].
**She is also the only ''Zelda'' character whose design comes from the [[zeldawiki:Zelda Timeline#Fallen Hero Timeline|"Fallen Hero" timeline]].
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*Zelda is the only female fighter to face a boss from her own universe in Classic Mode, being [[Ganon]].
*Zelda is the only female fighter to face a boss from her own universe in Classic Mode, being [[Ganon]].
*Zelda's Classic Mode route is vaguely similar to {{SSBU|Diddy Kong}}'s, as both characters fight villains and/or final bosses of various series for opponents.
*Zelda's Classic Mode route is vaguely similar to {{SSBU|Diddy Kong}}'s, as both characters fight villains and/or final bosses of various series for opponents.
*Zelda, {{SSBU|Peach}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, {{SSBU|Duck Hunt}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles.
*Zelda, {{SSBU|Peach}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, {{SSBU|Duck Hunt}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in Spirit Battles.
*Despite her ''Twilight Princess'' design now being retired and replaced with her ''A Link Between Worlds'' design in ''Ultimate'', Zelda's Mii Fighter wig is still based on the former's hair, albeit colored blonde.
*Despite her ''Twilight Princess'' design now being retired and replaced with her ''A Link Between Worlds'' design in ''Ultimate'', Zelda's Mii Fighter wig is still based on the former's hair, albeit colored blonde.
*''Ultimate'' marks the first time Zelda's Kirby hat no longer resembles Young Zelda's wimple from ''Ocarina of Time'', despite her appearance in ''Melee'' being based on her adult design from the same game, and her ''Brawl'' and ''SSB4'' designs both being based on her appearance in ''Twilight Princess'', which also makes it the first time said Kirby hat is based directly on how she appears in-game.
*''Ultimate'' marks the first time Zelda's Kirby hat no longer resembles Young Zelda's wimple from ''Ocarina of Time'', despite her appearance in ''Melee'' being based on her adult design from the same game, and her ''Brawl'' and ''SSB4'' designs both being based on her appearance in ''Twilight Princess'', which also makes it the first time said Kirby hat is based directly on how she appears in-game.