Zelda (SSBU): Difference between revisions

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Tag: Mobile edit
Tag: Mobile edit
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Zelda has historically and consistently been regarded as one of the worst characters (and at some point in [[Super Smash Bros. 4|''Smash 4'']] the 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 ''Smash 4'' 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 competitive play, Zelda has been considerably buffed overall in the transition from ''Smash 4'' to ''Ultimate''.<!--While Zelda certainly has been buffed, she hasn't been buffed to the point where she's top tier. This, along with some of her flaws not being addressed in the transition, results in the community viewing her as a mid-to-low tier; this is why we have "buffed" and not "significantly buffed"-->
Zelda has historically and consistently been regarded as one of the worst characters (and at some point in [[Super Smash Bros. 4|''Smash 4'']] the 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 ''Smash 4'' 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 competitive play, Zelda has been significantly buffed overall in the transition from ''Smash 4'' 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 air. [[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 air. [[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.  
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Lastly, while Zelda does benefit from the changes to the game's engine, some of the changes impair her; the universal increase in mobility doesn't benefit her as much due to her slow grounded movement, since it still doesn't allow her to catch up with most of the cast. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly impairs her out of shield game. Finally, Zelda keeps some of her weaknesses from previous games that were not addressed, mainly her slow movement speed, light weight, a few poor hitbox placements, and extremely weak sourspots on her Lightning Kicks, which are otherwise her strongest KO moves. However, the nerfs she has received are not as meaningful as her buffs.
Lastly, while Zelda does benefit from the changes to the game's engine, some of the changes impair her; the universal increase in mobility doesn't benefit her as much due to her slow grounded movement, since it still doesn't allow her to catch up with most of the cast. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly impairs her out of shield game. Finally, Zelda keeps some of her weaknesses from previous games that were not addressed, mainly her slow movement speed, light weight, a few poor hitbox placements, and extremely weak sourspots on her Lightning Kicks, which are otherwise her strongest KO moves. However, the nerfs she has received are not as meaningful as her buffs.


Overall, Zelda's moveset has been considerably enhanced from previous installments, making her strengths much more defined, and allowing her to play defensive much more reliably. This makes her ''Ultimate'' iteration the strongest, although she still faces competition from several returning characters that have been likewise buffed to varying degrees. Her perception in the competitive metagame has been more positive than in previous games, and certain smashers such as {{sm|ZeRo}}, {{sm|Samsora}}, and {{sm|VoiD}} consider her a mid-tier character, while {{sm|Mew2King}} even sees her as a high tier character. However, while Zelda has gathered some decent results, her overall tournament representation remains low, and combined with her polarizing traits and lack of major improvements in updates, some other smashers still consider her to be a low-tier. That said, the buffs she received in [[7.0.0_(SSBU)|7.0.0]] has noticeably improved her consistency, which makes her less polarizing overall, though the effect towards her viability remains to be seen.
Overall, Zelda's moveset has been considerably enhanced from previous installments, making her strengths much more defined, and allowing her to play defensive much more reliably. This makes her ''Ultimate'' iteration the strongest, although she still faces competition from several returning characters that have been likewise buffed to varying degrees. Her perception in the competitive metagame has been more positive than in previous games, and certain smashers such as {{sm|ZeRo}}, {{sm|Samsora}}, and {{sm|VoiD}} consider her a mid-tier character, while {{sm|Mew2King}} even sees her as a high tier character. However, while Zelda has gathered some decent results, her overall tournament representation remains low, and combined with her polarizing traits and lack of major improvements in updates, some other smashers still consider her to be a low-tier. Nevertheless, her representation has improved in more recent times thanks to the buffs she received in [[7.0.0_(SSBU)|7.0.0]] which has noticeably improved her consistency, making her less polarizing overall. As such, while Zelda’s true viability remains debatable, all professions agreed that she’s unarguably much better than her previous incarnations, and she’s no longer considered to be unviable.  
 
Overall, while Zelda is unarguably much better than she was in previous games, her true viability remains debatable, although she’s no longer considered to be unviable by most professionals.


{{SSB4 to SSBU changelist|char=Zelda}}
{{SSB4 to SSBU changelist|char=Zelda}}
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