Zelda (SSBU): Difference between revisions

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|ssbgame3 = SSB4
|ssbgame3 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|ranking = 73
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'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character along with {{SSBU|Sheik}} and the rest of veterans on June 12, 2018. Unlike the game's predecessors, she is [[Unlockable character|unlockable]] instead of being available from the [[Starter character|start]]. Zelda is classified as [[Fighter number|Fighter #17]].
'''Zelda''' ({{ja|ゼルダ|Zeruda}}, ''Zelda'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was confirmed as a playable character along with {{SSBU|Sheik}} and the rest of veterans on June 12, 2018. Unlike the game's predecessors, she is [[Unlockable character|unlockable]] instead of being available from the [[Starter character|start]]. Zelda is classified as [[Fighter number|Fighter #17]].


In a similar vein to her fellow ''Zelda'' fighters {{SSBU|Link}} and {{SSBU|Ganondorf}}, Zelda is now voiced by {{s|wikipedia|Ayumi Fujimura}}, who reprises her role from ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'', replacing Jun Mizusawa from ''[[Melee]]'', ''[[Brawl]]'', and ''[[Smash 4]]''. Similar to {{uv|Star Fox}} characters in ''Melee'', the former provides a single line of spoken Japanese dialogue in [[World of Light]]'s opening; this line is dubbed in English by Brandy Kopp, who also voices {{SSBU|Palutena}}.
In a similar vein to her fellow ''Zelda'' fighters {{SSBU|Link}} and {{SSBU|Ganondorf}}, Zelda is now voiced by {{s|wikipedia|Ayumi Fujimura}}, who reprises her role from ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}'' in all regions, replacing Jun Mizusawa from ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 4]]''. Similar to {{uv|Star Fox}} characters in ''Melee'', the former provides a single line of spoken Japanese dialogue in [[World of Light]]'s opening; this line is dubbed in English by Brandy Kopp, who also voices {{SSBU|Palutena}}.
 
Zelda is ranked 73rd out of 82 on the current [[tier list]], placing her in the D- tier. This is a slight improvement from her 52nd/53rd out of 54 placement in ''SSB4'' where she was tied with {{SSB4|Ganondorf}}, and is her best placement in the series. Zelda has strong zoning tools to keep her opponents out. She uses magic in her attacks, giving her disjointed range in general. Her [[Phantom Slash]] a very versatile move that can be useful in many situations, such as applying pressure, ledgetrapping, a way to combo in her finishers and forcing foes to approach her. She also has a good get-off-me option in [[Nayru's Love]] to break free from combos as well as a useful reflector. Despite being a lightweight, Zelda has an abundance of KO options, with KO power on par with heavyweights, and her attacks come out surprisingly fast for how powerful they are, which is supported by her amazing grab game and powerful out-of-shield options. She also has a solid recovery in [[Farore's Wind]] to avoid edgeguards and safely return to the stage. Farore's Wind is also great as an out-of-shield option that can KO at high percents and as a surprise burst option to help her approach. Her edgeguarding game is also amazing, as she has several ways to put her opponent in unfavourable positions and intercept recoveries, like [[Din's Fire]], which can force them to [[air dodge]] and leave them open for her down aerial. Unlike in the previous games, Din's Fire doesn't leave her [[helpless]], allowing her to protect herself from afar when she's recovering. In addition, Zelda has good normals, most notably her forward aerial and back aerial; in other words, her [[Lightning Kick]], which can be a deadly out-of-shield option when sweetspotted.
 
Despite these strengths, Zelda has her notable weaknesses. Her overall mobility is among the worst in the game, with a below average walk speed and one of the slowest dashing speeds. Her range on some of her attacks is also not as good as other moves, and combined with her poor speed, she struggles against characters who can run away from her and camp her out like {{SSBU|Joker}} or {{SSBU|Zero Suit Samus}} or characters that can outrange her and have better disjoints, like {{SSBU|Cloud}} and {{SSBU|Shulk}}. A few of her attacks also have unfavourable hitbox placements, sometimes not connecting on small or crouching characters. Since she is tall, slow on the ground, floaty and has a below average weight, her endurance is lackluster, she struggles to land safely and is vulnerable to juggling, leaving her with a risky [[neutral game]] and a very poor disadvantage state, with Farore's Wind being risky to use to escape juggles due to its high ending lag and landing lag. While Din's Fire can only be absorbed and not reflected, Phantom Slash counts as a projectile, meaning that it can also be reflected due to the amount of time it takes to set up. She can use Nayru's Love to respond to this, since the Phantom will linger in place for a second when fully charged, but if it gets reflected back to her, it will cause her serious trouble. In addition, if Zelda gets hit at any point during the setup of Phantom Slash, the Phantom falls apart, preventing one of her best tools from being used in neutral. Nayru's Love is not to be overused, as it has enough ending lag to be punished hard when not used carefully. While Zelda has several finishers, most of them are inconsistent, either having sourspots that lack KO potential, high ending lag or a combination of both, and some of those sourspots, like with the Lightning Kicks or Din's Fire, are also unsafe on hit, meaning that she can be punished for not connecting with the sweetspot. While she has good tools for shield pressure, with moves that are safe on shield like forward tilt, forward smash or her aerials, Zelda needs to space correctly to use her moves at their best.
 
Overall, Zelda plays a strong zoning game, with tools for ledgetrapping and making space, but her precise hitboxes and poor mobility gives her a weak disadvantage state, making her a glass cannon with a focus on precision. Zelda is rarely represented in tournaments, but there have been dedicated players, such as {{Sm|Yn}} from Japan, {{Sm|Naskino}} in France, and {{Sm|Ven}} in the United States, with respectable results.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Pac-Man}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Pac-Man}}.
*Have Zelda join the player's party in [[World of Light]].
*Have Zelda join the player's party in [[World of Light]].
With the exception of the third method, Zelda must then be defeated on [[Temple]].
Zelda must then be defeated on [[Temple]] (the [[Ω form]] is used in World of Light).


==Attributes==
==Attributes==
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, floaty [[weight|lightweight]] character with overall slow mobility. While she has a slightly above-average [[air speed]], the 20th highest [[traction]], and a decent [[initial dash]], her jumping force and [[air acceleration]] are below average, and she has the 22nd slowest [[walk|walking speed]], the 16th slowest [[falling speed]], the 10th lowest [[gravity]], and is tied with {{SSBU|Byleth}} for the 9th slowest [[run|running speed]] in the game. Zelda's attacks are based on magic, making most of them [[disjoint]]ed albeit short-ranged attacks. They also boast generally quick startup; all of her attacks activate before frame 10, except for [[forward tilt]], [[up aerial]], [[down aerial]], and [[forward smash]]. Despite her lightweight status, most of her attacks have [[KO]] potential and impressive damage output, giving her power comparable to heavyweights. Due to these factors, Zelda can be generalized as a zoner glass cannon.
 
Her [[neutral attack]] is a small burst of magical energy in front of her, boasting decent startup before transitioning into a [[rapid jab]] of many magical bursts with a finishing hit. The first hit of jab is particularly useful for a variety of situations, such as jab-to-grab mixups, platform tech-chasing, and can confirm into downsmash at higher percentages. It can even catch immediate jumps in short-range. Forward tilt is a slow swipe with an extremely strong tipper hitbox, used to space, ledgetrap, and sometimes end combos. [[Up tilt]] is one of her most versatile moves, an arm sweep with lingering hitboxes used to anti-air, catch spot dodges, tech-chase, and start and extend combos across most percentages. It also an important move for KO confirms at mid percentages: inverting her up-tilt can confirm into lightning kick and upair at mid to mid-high percentages. [[Down tilt]], another one of her most important moves, is a fast and lingering crouching kick. It's speed and lingering hitbox allows it to be used as a fast poke and as a 2 framing option. The crouching animation allows her to pancake and evade moves in neutral, and although it is not safe on shield, the quick animation makes it difficult to punish if the opponent is not ready. It leads into her most important kill confirms at mid-percentages at or near the ledge, down-tilt to lightning kick, so proper utilization of this move is essential. Her [[dash attack]] is a dual hand thrust with a burst of magic most powerful closest to her hands. It is one of her most important burst options, with a good disjoint and excellent speed. It is also a good tool to end combos. Proper application of this move to catch landings and punish whiffed moves is essential, although overuse and misuse is easily punished as it is unsafe on shield. Her [[forward smash|forward]] and [[up smash|up]] smashes are both powerful, multi-hitting bursts of magic energy; 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.


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.
Zelda has unique high-risk/high reward [[aerial]]s which boast immense kill power power. Zelda can auto-cancel both her [[neutral aerial|neutral]] and [[down aerial|down]] aerials in a short hop, and [[forward aerial|forward]] and [[back aerial]] auto-cancel from a fast fall. Though her neutral air lacks notable KO ability, it has a fast start-up with a long active duration, dealing decent damage. Her neutral air is her most versatile aerial, used as an anti-air and burst option, combo-extending tool (and sometimes starting them), out-of-shield option, shield pressuring tool, and occasionally edgeguarding. Although the horizontal knock-back on the last hit of neutral air makes comboing afterwards difficult, it often means giving Zelda enough space to setup phantom or a ledge-trap situation. The first hit of neutral air when auto-canceled can pop opponents up and lead into a variety of confirms, but due to her mobility, this mostly is not a practical option. Additionally, opponents can occasionally fall out of her neutral aerial, making it an inconsistent tool in practice.  


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.
Her forward and back aerials are known as Lightning Kicks. Both of these aerials possess a very small but powerful sweetspot at her foot, dealing 24% with high knockback. The sweetspot is only active for the first frame, with the late hit or "sourspot" dealing 4% with minimal knockback. Both kicks boast an extremely fast startup at frame 6, but have very punishable ending lag, making them high risk/high reward aerials. Their fast startup and powerful knockback means they work as landing aerials to punish whiffed attacks, and work decently as deadly out of shield options with misspaced attacks. Their short active frame for the sweetspot and punishable ending lag/sourspot means they are very risky when used as rising aerials (or if whiffed at all in any application), as missing or hitting opponents with the sourspot will almost always mean Zelda will get punished. Up air is a large, disjointed explosion with excellent damage and knockback, however with significant startup and no horizontal range. Down air, sometimes nicknamed the "Lightning Stomp", is a meteor smash with a powerful sweetspot on her foot, similar to her Lightning Kicks. However, unlike her Lightning kicks, this sweetspot is much larger, making it much easier to connect despite it short active window. Also unlike the lightning kicks, its sourspot has a large and lingering hitbox that always spike opponents downwards. It is amongst the most powerful meteor smashes in the game, and one of Zelda's most useful aerials. Besides being one of the best meteor smashes in the game, it also has great utility in platform chases and is a great punish tool as hitting it on grounded opponents will allow Zelda to combo into lightning kick and up-air. Overall, her aerials are all unique high risk, high reward moves.


Zelda's more prominent strengths are in the air, as she has some of the strongest [[aerial]]s in the game. Zelda can auto-cancel her [[neutral aerial|neutral]] and down aerial in a short hop, and [[forward aerial|forward]] and [[back aerial]] auto-cancel from a fast fall. Neutral air is her only air attack without KO potential, but it’s versatility shines through instead with large hitboxes in front of her and behind her. This move excels at creating combos and edge guarding setups. Forward and back air are known as the Lightning Kicks, possessing a “sweetspot” on her foot that deals a massive 24% damage (excluding factors such as rage and stale move negation) and launches the opponent very far. These moves have great range for their power and extremely fast startup at frame 6. Up air is a large, disjointed explosion of fire with excellent damage and knockback. Down air is a meteor smash with long active duration and low ending vulnerability. Down air’s sweetspot, other than being very strong at KOing, is useful to start and extend combos.
Her [[special move]]s take inspiration from various Zelda titles. Her neutral special move, [[Nayru's Love]], is a [[reflection|reflector]] that doubles as a melee attack; Zelda also is intangible from frames 4-13 of the move. These traits make it useful against [[projectile]] users as well as evading/halting opponent’s combos. [[Din's Fire]], her side special move, sends out an explosive ball of fire that explodes on the release of the button or when reaching max charge, becoming more powerful and flying further the longer it is charged. It possesses a powerful sweetspot in the inner part of the explosion, with an otherwise large explosion hitbox. The ball of fire does not count as a projectile, but the explosion can be absorbed. In addition, for the first time in the series, Zelda can use it to cover her recovery, as it no longer leaves her helpless in midair. Her up special move, [[Farore's Wind]], is a fantastic recovery tool, allowing her to make it back to the stage in almost any off-stage situation. Due to it's quick startup and deadly knock-back, it functions as a deadly out of shield option, though DIing out of the second hit is possible if the opponent is ready or has already buffered another move. It can work as a burst option to read predictable rolls or anti-zone, but she suffers from great ending lag so this option is extremely risky. As a teleport recovery, it can be tricky to edgeguard or ledgetrap Zelda due to its reappearance hitbox, but certain characters can threaten her at ledge if they have a deadly 2-framing option. On top of this, it can have anti-ledgetrap and mindgame potential if one opts to use the aforementioned powerful second hitbox instead of snapping to ledge. And, much like {{SSBU|Palutena}}'s [[Warp]], she can completely avoid the move's ending lag by using a technique called [[edge cancel]]ling, which grants her access to otherwise-impossible approach and stage control options.  


Her [[special move]]s take inspiration from various Zelda titles. Her neutral special move, [[Nayru's Love]], is a [[reflection|reflector]], yet it also functions as a melee attack. Zelda is intangible from frames 4-13 of the move. This means the move is good against [[projectile]] users as well as evading/halting opponent’s combos. [[Din's Fire]], her side special move, sends out an explosive ball of fire that explodes on the release of the button. It possesses a powerful sweetspot in the inner part of the explosion, and otherwise has a large exploding hitbox. Din’s fire gets stronger as it moves farther. The ball of fire does not count as a projectile, but the explosion can be absorbed. And for the first time ever, Zelda can use it to cover her recovery, as it doesn't leave her helpless in the air. Her up special move [[Farore's Wind]] is a great KO option, possessing very fast startup and elevator combos from the first hit on the ground to its very powerful second hit in the air. As for recovering, it is one of the most versatile recovery moves, as it can be angled in all directions and teleports Zelda a distance away. If you land on the edge of a platform with this move, you will avoid landing vulnerability entirely (as you technically land, then immediately fall again). Lastly, down special, [[Phantom Slash]], is her most versatile tool. A Phantom gets created piece by piece and is sent forward as a projectile with varying amounts of damage output. Depending on the Phantom's stage of creation, a second press of the special move button (or other attack button) will send the phantom forward differently, thus varying said damage output. The phantom has KO potential against high percentages of damage at it’s fully built form, but only a weak hit with poor range at minimum building. After a little more than a second of starting the move, the phantom finishes being built and Zelda will be able to move again without attack inputs sending the phantom early (an untethered sort of state). The phantom will attack on its own after about another second. Because of this state of acting without Zelda’s inputs influencing it, Zelda can make a lot of plays with her phantom, such as retreating behind it for protection, attacking in tandem with it, launching the opponent towards it, performing shield breaking combos, making grab setups, and even covering her recovery (similar to Din's Fire).
Lastly, her down special, [[Phantom Slash]], is her most important tool. It's a unique projectile that she builds piece-by-piece until it is fully formed, though she can use it at any stage of its creation by pressing either the special or attack button, which affects several of its properties. The earliest stages have rather low damage, knockback, and range, but it becomes increasingly more potent as it becomes more complete, with the final stage having high damage output, impressive knockback, and stellar range. It takes a little over a second to reach the final stage, after which Zelda will be able to move and attack freely in an untethered sort of state. The Phantom will attack on its own after about another second if it is not triggered, granting Zelda a lot of flexibility when using it, such as retreating behind it for protection, attacking in tandem with it, launching the opponent towards it, performing shield breaking combos, making grab setups, and even covering her recovery (similar to Din's Fire). Phantom Slash forms the basis of Zelda's kit and is designed to compensate for Zelda's lackluster neutral, allowing her to gain stage control, pressure, zone, and trap because of how much space it covers, how much damage it deals, and how many different mixups Zelda can do with it.


Zelda has an outstanding [[grab]], as she makes up for her noticeable vulnerability with long range. Her grab attack however is mostly average in speed and damage. Her [[throws]] are very useful for her fighting and overall advantage state maneuvers. [[Forward throw]] is good to setup edge guarding, while [[back throw|back]] and [[up throw]] are very strong KO throws. [[Down throw]] is most useful as a combo starter.
Zelda has outstanding range and reward for her [[grab]], with her pivot grab being one of the most disjointed in the game. Her grab however, has extremely slow startup. Her [[throws]] have great reward. [[Forward throw]] is good to setup edge guarding, while [[back throw|back]] and [[up throw]] are excellent kill throws. [[Down throw]] is most useful as a combo starter, and can combo into neutral aerial, forward and back aerial, up aerial, as well as stall long enough for a set up Phantom to hit.


Zelda has noticeable flaws among all her strengths. Her mobility, especially on the ground, is slow, and since she is light, tall, and floaty, she is vulnerable to juggling and can be KOd earlier than a good part of the roster. Not only does this limit her approaching maneuvers, she usually struggles against quick, fast-falling opponents like Fox. Her very poor disadvantage state makes her vulnerable to momentum changes, as well. While rage improves her excellent KO potential even further, her mediocre endurance doesn't make her able to take advantage of it as much as heavy characters. Her attacks overall might have great startup, but can leave her very vulnerable if she misses, so she must be careful to avoid being punished. Even though her KO options are strong, some of them have: sourspots that are unreliable (dash attack and Lighting Kicks), a punishable amount of ending vulnerability (up smash, up aerial and at some extents forward smash) or a combination of both (Din's Fire and Farore's Wind). Her neutral attack and forward tilt have hitboxes that are placed high or narrow, so they can have trouble hitting short or crouching fighters. Nayru's Love has noticeable ending vulnerability, making it punishable if overused. If Zelda gets hit before sending the Phantom with Phantom Slash, it will fall apart and she will have to reuse the move.
Despite her strengths, Zelda has big weaknesses. Chief among them is her poor mobility and floatiness, which hamper her ability to approach and punish safely on the ground and in the air. This mobility issue is exacerbated through numerous frame data issues, as many of her attacks, while quick to startup, have punishing amounts of end lag. Since she is light, tall, and floaty, with no safe landing mixups or options to help her from ledge, she is extremely vulnerable to getting juggled and ledgetrapped, contributing to one of the worst disadvantages in the game. Other issues include poor range on her normals, as well as her precise sweetspots on her moves, made worse with punishable amounts of ending lag. This means she will sometimes be punished even if she hits a move.


Overall, Zelda has an excellent advantage state and can easily KO opponents thanks to a variety of strong attacks and KO setups, but she has to be careful with the sourspots of her attacks, how she approaches, and what she does to get out of a disadvantage.
Finally, her special moves have exploitable weaknesses; Nayru's Love and Farore's wind have large amounts of endlag, making them easy to punish when overused. Most importantly, Phantom knight is a large commitment and Zelda is stuck either in startup if she chooses to charge the knight fully, and she is stuck in ending lag if she releases early. This means opponents can punish Zelda by reading when she decides to charge knight with correct timing and spacing, negating her best ability to control space, zone, and trap. This forces her to play a neutral with her risky, short ranged neutral tools and subpar mobility.
 
Zelda's weaknesses mean she can struggle with many matchups. She struggles with quick opponents who can bait out her options and keep her in disadvantage (Fox, Palutena, Zero suit samus), can be camped by characters with fast projectiles who sit outside of Phantom knight's range (ROB, Young Link), can be outzoned and overwhelmed by characters with large disjoints who can challenge knight setups and out-neutral her (Cloud, Aegis), and struggle against characters with better boxing options than her (Shotos).
 
Overall, Zelda's strengths include fast burst options, decent combo trees, good stage control and ledgetrapping with phantom setup, and extraordinary killpower. Her mobility, range, frame data, sweetspot issues mean that she must be precise with how she spaces her attacks and sets up phantom, and she must make the most out of ledgetrap situations. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and must mix up what she does to get out of a disadvantage due to her floaty nature and lack of safe landing options.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Zelda had 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 had 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 (slow, light, tall, and floaty). While ''SSB4'' had brought updates to her offensive game, her weaknesses remained, causing her to 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''.


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. [[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; [[forward tilt]] has more range, less ending lag, and increased damage that improve the sweetspot's KO potential; [[forward smash]] now uses an improved autolink angle, allowing it to connect reliably at both close range and when spaced.


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.
[[Neutral aerial]] has decreased landing lag, allowing it to start combos into multiple ground options, including down tilt into forward aerial. [[Up aerial]] has received a new weaker late hit that increases its duration, its 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. Her [[Lightning Kick]]s 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]]. 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. Additionally she has the longest range for a non-tether grab of any character in the game.


Additionally, Zelda noticeably benefits from some ofthe universal changes. Despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag improve her the most, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably with her powerful Lightning Kicks, and improves her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], neutral aerial, up throw, and down throw, which can dish out large amounts of damage. The changes to [[air dodging]] also generally benefit her, as they improve her edgeguarding game with moves like Din's Fire, and also give her an emergency recovery option.
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, deal more damage, 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]]; though with precise input, Zelda can also short hop behind the Phantom while charging it, allowing it to block incoming projectiles while charging.


However, Zelda has received some mixed changes and a few nerfs as well. Despite the improved speed and combo potential of her neutral attack, it is no longer a nearly unpunishable option against shields, and none of her other attacks has had their ending lag reduced enough to fully compensate. Down tilt has less ending lag, but has less range and its new angle worsens its combo potential in general, removing its ability to combo into up aerial, although it can now combo better into neutral aerial and dash attack and has a new KO setup into forward aerial. The changes to down aerial's hitboxes increase the clean hit's range and remove the blindspot located in Zelda's lower leg, but causes the late hit to have smaller hitboxes. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, now only being usable for setting up edgeguards in a similar vein to {{SSBU|Ness}}' own forward throw, though Farore's Wind is more consistent for self-combos due to faster startup and more precise DI options for reappearance that can hit opponents who DI the initial hit.
Additionally, Zelda noticeably benefits from some of the universal changes. Despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag improve her noticeably, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably and improves her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], neutral aerial, up throw, and down throw, which can dish out large amounts of damage. The changes to [[air dodging]] also generally benefit her, as they improve her edgeguarding game with moves like Din's Fire.


Lastly, while Zelda does benefit from some the changes to the game's engine, other changes have impaired her as well; 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 worsens her respectable out of shield game. Finally, of note is that Zelda keeps some of her weaknesses from previous games, mainly her slow movement speed, light weight, a few poor hitbox placements (such as 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.
However, Zelda has received some mixed changes and a few nerfs as well. Despite the improved speed and combo potential of her neutral attack, it no longer has frame advantage against shields, and none of her other attacks has had their ending lag reduced enough to fully compensate. Down tilt has less ending lag, but has less range and its new angle worsens its combo potential in general, removing its ability to combo into up aerial, although it can now combo better into neutral aerial and dash attack and has a new KO setup into forward aerial. The changes to down aerial's hitboxes increase the clean hit's range and remove the blindspot located in Zelda's upper leg, but causes the late hit to have smaller hitboxes. Up and down smash are both stronger, though the former has lost one of its looping hits and is more inconsistent on characters on the ground. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, now only being usable for setting up edgeguards in a similar vein to {{SSBU|Ness}}' own forward throw, though Farore's Wind is more consistent for self-combos due to faster startup and more precise DI options for reappearance that can hit opponents who DI the initial hit.


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. Her perception in the competitive metagame has been more positive than in previous games, albeit rather inconsistent: Initially, Zelda was seen as a mid-tier character thanks to decent results from smashers such as {{sm|ven}} despite retaining some of her weaknesses from previous games. However, Zelda's overall tournament representation had at the time been below average, and her polarizing traits had led to her weaknesses to be exploited more easily as the metagame hads advanced, leading most players to believe that while Zelda fared much better in ''Ultimate'', she had not improved significantly compared to other previously lower-ranked characters in ''SSB4'', such as {{SSBU|Palutena}}, {{SSBU|Pac-Man}}, {{SSBU|Falco}} and {{SSBU|Wii Fit Trainer}}, with most players re-evaluating her as a lower mid-tier or low tier character once more (though not to the extent of ''SSB4''). Fortunately, {{SSBU|7.0.0}} has brought her meaningful improvements that have made her moveset more cohesive and consistent; thanks to her buffs, her representation, while still relatively average, has noticeably improved, leading to most smashers to believe that Zelda is a mid-tier character, with some such as {{sm|Mew2King}}, {{Sm|Salem}}, and {{Sm|Goblin}} considering her a high-tier character due to her out of shield options, KO power, and ledge trapping. As such, while she still faces competition from several returning characters that have been likewise buffed to varying degrees, this incarnation of Zelda is universally agreed to be the strongest one yet, and she is generally considered to be a viable character for the first time in the series.
Although Zelda benefits from some the changes to the game's engine, other changes have impaired her as well; 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 worsens her respectable out of shield game.
 
Overall, Zelda's moveset has been considerably enhanced from previous installments, making her strengths much more defined. Game updates also brought her meaningful improvements that have made her moveset more cohesive and consistent. This has allowed Zelda to fare better than in previous installments; though despite these changes and her strengths, Zelda still retains her core weaknesses from previous games. Zelda still underperforms compared to the rest of the cast, despite this incarnation being her strongest one yet.


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


==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}}.
Zelda has been buffed overall via game updates, receiving significant changes in update 7.0.0 and 13.0.0. Notable buffs in version 7.0.0 include her neutral aerial connecting better and having less landing lag, her up aerial having more range, knockback and a longer duration, her forward tilt becoming stronger, and [[Phantom Slash]] dealing more damage at all charge levels. In 13.0.0, the first hit of her neutral attack was made slightly faster, somewhat improving its consistency as a combo starter, her up and down smash inflict more knockback, and her down aerial's sweetspot is significantly larger, making it an all around more reliable tool. Aside from these buffs, as of 10.1.0, her forward smash connects better and has more range.
However, Zelda has also received minor nerfs to Phantom Slash; in update 3.0.0, its shield damage was reduced, hindering its potency in shield break setups, while in update 9.0.2, a bugfix removed a technique that allowed Zelda to spawn the Phantom in front of her, granting more protection during the charge.
 


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
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{{UpdateList (SSBU)/7.0.0|char=Zelda}}
{{UpdateList (SSBU)/7.0.0|char=Zelda}}


'''{{GameIcon|ssbu}} 9.0.2'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.2}}'''
{{UpdateList (SSBU)/9.0.2|char=Zelda}}
{{UpdateList (SSBU)/9.0.2|char=Zelda}}


'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
{{UpdateList (SSBU)/10.1.0|char=Zelda}}
{{UpdateList (SSBU)/10.1.0|char=Zelda}}
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Zelda}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}'''
{{UpdateList (SSBU)/13.0.0|char=Zelda}}


==Moveset==
==Moveset==
''For a gallery of Zelda's hitboxes, see [[Zelda (SSBU)/Hitboxes|here]].''
''For a gallery of Zelda's hitboxes, see [[/Hitboxes|here]].''


{{MovesetTable
{{MovesetTable
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|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname= 
|neutralname=Short Flash ({{ja|ショートフラッシュ|Shōto Furasshu}}) / Rapid Flash ({{ja|ラピッドフラッシュ|Rapiddo Furasshu}}) / Flash Finish ({{ja|フラッシュフィニッシュ|Furasshu Finisshu}})
|neutral1dmg=2.5% (hits 1-2)
|neutral1dmg=2.5% (hits 1-2)
|neutralinfdmg= 0.2% (loop), 3% (end)
|neutralinfdmg= 0.4% (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. While it has decent disjoint range, it can miss shorter characters due to its high hitbox placement. The rapid jab is especially potent in calling out fast grounded approaches and some low non-disjointed aerial approaches. At low percentages, it is specifically good at setting up for [[Tech-chasing]].
|ftiltname= 
|ftiltname=Magical Cutter ({{ja|マジカルカッター|Majikaru Kattā}})
|ftiltdmg=15% (hand, blade), 11.5% (arm)
|ftiltdmg=15% (hand, blade), 11.5% (arm)
|ftiltdesc=A magically-infused outward knifehand strike. It can be angled and has two sweet spots (one on her hand and the other being a blade of magic) that possess respectable power. Its sweet spot KOs middleweights at around 93% while near the edge of {{SSBU|Final Destination}}. It has three sour spots, which are located on Zelda's arm and take priority over the sweet spots, is also reliable for KOing in spite of being noticeably weaker. Its sour spots KO middleweights at around 109% while near the edge of Final Destination. Due to its somewhat low ending lag for its power (24 frames), it's safe on shield with good spacing, and thanks to its five hitboxes sharing almost identical knockback values, it has good range. However, it has noticeable startup lag at frame 12, as well as small and narrow hitboxes, and it can sometimes miss small or crouching characters.
|ftiltdesc=A magically-infused outward knifehand strike. It can be angled and has two sweet spots (one on her hand and the other being a blade of magic) that possess respectable power. Its sweet spot KOs middleweights at around 93% while near the edge of {{SSBU|Final Destination}}. It has three sour spots, which are located on Zelda's arm and take priority over the sweet spots, is also reliable for KOing in spite of being noticeably weaker. Its sour spots KO middleweights at around 109% while near the edge of Final Destination. Due to its somewhat low ending lag for its power (24 frames), it's safe on shield with good spacing, and thanks to its five hitboxes sharing almost identical knockback values, it has good range. However, it has noticeable startup lag at frame 12, as well as small and narrow hitboxes, and it can sometimes miss small or crouching characters.
|utiltname= 
|utiltname=Barricader ({{ja|バリケーダー|Barikēdā}})
|utiltdmg=7.2%
|utiltdmg=7.2%
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having very long active duration and almost no ending lag, it is one of Zelda's most reliable combo starters. It can combo into itself, neutral attack, forward smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages as well as into s Lightning Kick out of a reversed up tilt; and up aerial at medium percentages out of a reversed up tilt. It is also good as an anti-air attack thanks to its long active duration.
|utiltdesc=Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having very long active duration and almost no ending lag, it is one of Zelda's most reliable combo starters. It can combo into itself, neutral attack, up smash, [[Nayru's Love]], and [[Farore's Wind]] at low percentages; into neutral aerial from low to medium percentages as well as into Lightning Kick out of a reversed up tilt; and up aerial at medium percentages out of a reversed up tilt. It is also good as an anti-air attack thanks to its long active duration.
|dtiltname= 
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|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=Quick Palm Shot ({{ja|クイックパームショット|Kuikku Pōmu Shotto}})
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
|dashdmg= 12% (clean sweet spot), 9% (clean sour spot), 6% (late)
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to [[Peach]]'s dash attack. The sweet spot lasts for two frames and is located on Zelda's hands. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To complement this, its sweet spot's base is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it has a noticeable ending lag, while its other hitboxes lack KO potential.
|dashdesc=A double palm thrust that emits a blast of magical energy from her hands, similarly to [[Peach]]'s dash attack. The sweet spot lasts for two frames and is located on Zelda's hands. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To complement this, its sweet spot's base is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it has a noticeable ending lag, while its other hitboxes lack KO potential.
|fsmashname= 
|fsmashname=Shining Palm Shot ({{ja|シャイニングパームショット|Shainingu Pōmu Shotto}})
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5)
|fsmashdmg={{ChargedSmashDmgSSBU|1}} (hits 1-4), {{ChargedSmashDmgSSBU|13}} (hit 5)
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged, which combined with its moderate ending lag, with 26 frames, it is safe on shield and very hard to punish with good spacing. Due to it hitting on frame 16, however, it has the highest start-up lag out of Zelda's smash attacks.
|fsmashdesc=A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged, which combined with its moderate ending lag, with 26 frames, it is safe on shield and very hard to punish with good spacing. Due to it hitting on frame 16, however, it has the highest start-up lag out of Zelda's smash attacks.
|usmashname= 
|usmashname=Power Steer ({{ja|パワースティア|Pawā Sutia}})
|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=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|10}} (back)
|dsmashdesc=A spinning, low-level roundhouse kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, {{SSBU|Ryu}}, and {{SSBU|Ken}}'s down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful and has a rather low ending lag. Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
|dsmashdesc=A spinning, low-level roundhouse kick. Due to it hitting on frame 5, it is tied with {{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Pit}}, {{SSBU|Dark Pit}}, {{SSBU|Ryu}}, and {{SSBU|Ken}}'s down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by {{SSB4|Meta Knight}}'s [[buffer]]ed down smash. It is also a [[semi-spike]] that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful and has rather low ending lag. While its back hit has more knockback scaling, the front hit KOs earlier due to its higher damage. Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
|nairname= 
|nairname=Zelda Spin ({{ja|ゼルダスピン|Zeruda Supin}})
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
|nairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4, front), {{ShortHopDmgSSBU|1.5}} (hits 1-4, back), {{ShortHopDmgSSBU|5}} (hit 5)
|nairdesc=Twirls with her arms outstretched and her hands infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially if the opponents are hit from the front, can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage. However, at higher percents, opponents can get launched out of the multi-hit portion, reducing its consistency and reliability.
|nairdesc=Twirls with her arms outstretched and her hands infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially if the opponents are hit from the front, can be used as a follow-up from down throw; as a combo starter when [[SHFF]]'d, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage. Although the move was buffed in order to make the multi-hit more consistent, opponents can get launched out of the multi-hit portion at a multitude of percentages, reducing its consistency and reliability. This issue is made worse if Zelda is fast-falling in the multi-hit portion.
|fairname=[[Lightning Kick]]
|fairname=[[Lightning Kick|Lightning Kick (Front)]] ({{ja|稲妻キック(前)|Inazuma Kikku (Mae)}})
|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|Lightning Kick (Back)]] ({{ja|稲妻キック(後)|Inazuma Kikku (Ato)}})
|bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|bairdmg={{ShortHopDmgSSBU|20}} (clean foot), {{ShortHopDmgSSBU|4}} (clean leg, late)
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only difference being that its sweet spot has slightly more base knockback and knockback growth. Its sweet spot KOs middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|bairdesc=A magically-infused flying kick. It functions almost identically to forward aerial, with the only difference being that its sweet spot has slightly more base knockback and knockback growth. Its sweet spot KOs middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
|uairname= 
|uairname=Condense Blast ({{ja|コンデンスブラスト|Kondensu Burasuto}})
|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, making it Zelda's most reliable aerial KOing option, as it KOs 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. It also has a late hit that deals less damage but improves its ability to juggle. 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 (35 frames) and a fairly short horizontal range. It autocancels in a full hop.
|dairname=Meteor Heel
|dairname=Meteor Heel ({{ja|マイルドメテオヒール|Mairudo Meteo Hīru}}, ''Mild 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, 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=Holding ({{ja|ホールディング|Hōrudingu}})
|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=Holding Attack ({{ja|ホールディングアタック|Hōrudingu Atakku}})
|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=Force Move ({{ja|フォースムーブ|Fōsu Mūbu}})
|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=Force Back Move ({{ja|フォースバックムーブ|Fōsu Bakku Mūbu}})
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edge guards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.
|bthrowdesc=Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edge guards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.
|uthrowname= 
|uthrowname=Force Top Move ({{ja|フォーストップムーブ|Fōsu Toppu Mūbu}})
|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=Plasma Beat ({{ja|プラズマビート|Purazuma Bīto}})
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
|dthrowdmg=1.5% (hits 1-4), 2% (throw)
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches up and behind Zelda, which allows it to combo into neutral aerial, up aerial and if timed precisely back aerial. Its neutral aerial combos are easily avoidable with correct DI, especially past low percentages. In comparison, its up aerial and back aerial combo at mid percentages are more consistent, especially with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness if Zelda has too much [[rage]].
|dthrowdesc=Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It functions as Zelda's only true combo throw, launching up and behind Zelda, allowing it to combo into neutral aerial, up aerial, back aerial, forward aerial, as well as neutral special and up special. Its angle is heavily affected by DI, but DI can be reacted to for a guaranteed follow-up. Its up aerial and back aerial combo at mid percentages are fairly consistent, especially with proper timing. Its up aerial combo also boasts the ability to KO characters at high percentages. However, this combo will lose its effectiveness if Zelda has too much [[rage]].
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Wisdom]] to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages (such as {{SSB|Dream Land}} or [[Mushroom Kingdom II]]), due to its long duration and large vacuum hitboxes.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Wisdom]] to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages (such as {{SSB|Dream Land}} or [[Mushroom Kingdom II]]), due to its long duration and large vacuum hitboxes.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=85 | rweight=72-73
| dash=1.958 | rdash=36-37
| run=1.43 | rrun=81-82
| walk=0.914 | rwalk=68
| trac=0.116 | rtrac=20-28
| airfric=0.006 | rairfric=77-78
| air=1.092 | rair=40-41
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.055 | raddaccel=51-52
| gravity=0.071 | rgravity=80
| fall=1.35 | rfall=71-74
| ff=2.16 | rff=71-74
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=31.55 | rjumpheight=54
| shorthop=15.24 | rshorthop=57
| djump=31.55 | rdjump=61
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Zelda English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*Scoffs with a hand on her hip, while generating magic and twirling it in front of her.
*'''Up taunt''': Places her hand on her hip, while generating magic and twirling it in front of her.
*Closes her eyes and summons [[Din's Fire]] between cupped hands.
*'''Side taunt''': Closes her eyes and summons [[Din's Fire]] between cupped hands.
*Giggles and waves with a smile.
*'''Down Taunt''': Giggles and waves with a smile.
<gallery>
<gallery>
SSBUZeldaTaunt1.gif|Zelda's up taunt.
SSBUZeldaTaunt1.gif|Zelda's up taunt.
Line 186: Line 237:
*Smiles and performs a pondering gesture with a finger tapping her cheek.
*Smiles and performs a pondering gesture with a finger tapping her cheek.
<gallery>
<gallery>
SSBUZeldaIdle1.gif|Zelda's first idle pose
SSBUZeldaIdle1.gif|Zelda's first idle pose.
SSBUZeldaIdle2.gif|Zelda's second idle pose
SSBUZeldaIdle2.gif|Zelda's second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Zelda Cheer English SSBU.ogg|center]]||[[File:Zelda Cheer Japanese SSBU.ogg|center]]||[[File:Zelda Cheer Italian SSBU.ogg|center]]||[[File:Zelda Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Zelda Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Zelda Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Zel - da! || Zel - da! || Zeeeeel - da! || Zel - da! || Zel - da!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Zelda Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Zelda Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Zelda Cheer Spanish PAL SSBU.ogg|center]]||[[File:Zelda Cheer Russian SSBU.ogg|center]]||[[File:Zelda Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Zel - da! || Zeeeeel - da! || Zel - da! Zel - da! || Zelda!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
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</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
As one of the characters playable in the E3 demo build, players were fairly divided early on regarding Zelda as a competitive character. Much of the optimism surrounding the character could be attributed to noticeably improved frame data, particularly on her jab and out-of-shield options, which were key points of grievance with the character's past iterations, as well as [[Phantom Slash]]'s changes. However, just as players took notice of the character's improvements over ''SSB4'', they found that some of her key issues, such as her mobility and poor endurance, were retained from previous games as well. In spite of this, players such as {{Sm|ven}} used to her to a fair degree of success in the early metagame. This left consensus on Zelda as a mid-tiered character. However, as time went on and the metagame progressed, her flaws were only further exploited, and her success was not as high in comparison to the early metagame. This led to a more negative perspective early on, with the general consensus of professionals considering her as a low-tier character.
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


After the early metagame, opinions on Zelda began to improve, as players such as {{Sm|ven}}, {{Sm|Naskino}}, {{Sm|Marf}}, and {{Sm|ZeroTwoNone}} continued to place well with her. {{Sm|ven}}, in particular, has won sets against {{Sm|ESAM}} and {{Sm|Megafox}} and has had close sets with {{Sm|MkLeo}} and {{Sm|Glutonny}}. Furthermore, she has received noticeable improvements towards her consistencies in 7.0.0, which is one of her major weaknesses. As such, many players now have a more positive opinion on Zelda, and she is widely considered as at least a mid-tier character, with some such as {{sm|Mew2King}}, {{Sm|Salem}}, and {{Sm|Goblin}} considering her a high-tier character due to her out of shield options, KO power, and ledge trapping. {{Sm|ESAM}}, who once viewed her as a low-tier now believes that she has the potential to be an upper mid or even high-tier character, although some players claim that Zelda is still too polarizing as a character and believe she’s still a mid-tier. Overall, it is widely agreed that Zelda is much better than all of her previous incarnations.
''See also: [[:Category:Zelda players (SSBU)]]''


===Notable players===
*{{Sm|Mystearica|USA}} - One of the best Zelda players in the world in 2019, most notably placing 3rd at {{Trn|Midwest Arena 2}} defeating {{Sm|Ned}} and {{Sm|Goblin}} and 5th at {{Trn|2GG: Run it Back}} defeating {{Sm|Tea}}, alongside some strong major/supermajor results such as 25th at {{Trn|Pound 2019}} and 33rd at {{Trn|Smash 'N' Splash 5}}. She dropped Zelda for {{SSBU|Palutena}} in 2020.
*{{Sm|Naskino|France}} - The best Zelda player in Europe is a top 50 player on the continent in the post-online metagame, ranking 37th on the [[European Ultimate Power Rankings]] for the first half of 2023. He has consistently placed highly at several events, most notably 13th at {{Trn|King Of Fields 95 3}} and 17th at {{Trn|Temple: Hermès Edition}}.
*{{Sm|ven|USA}} - The best Zelda player from 2019 to 2022. His best results were in the early metagame thanks to strong performances such as 17th at {{Trn|2GG: Prime Saga}} defeating {{Sm|ESAM}} and 33rd at {{Trn|2GG: Kongo Saga}} defeating {{Sm|Elegant}}; he was also the first Zelda player ranked on a global ranking, ranking 83rd on the [[OrionRank Ultimate: Six Months In]]. Although less consistent since, he has still seen some strong results, including 9th at {{Trn|LVL UP EXPO 2023}}, tied as the best Zelda placement at a major.
*{{Sm|Yn|Japan}} - The best Zelda player in the world since 2023. He has the best peaks for a Zelda player, including placing 9th at the supermajor {{Trn|Maesuma TOP 11}} defeating {{Sm|Tea}} and the major {{Trn|Maesuma TOP 14.5 "in Hyogo"}}.


====Active====
===Tier placement and history===
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
Players were initially divided on Zelda's competitive viability. Many players pointed out that her key issues, most notably her low mobility and poor endurance, were retained from previous games. On the other hand, other players were more optimistic towards the character due to improved frame data over her ''Smash 4'' iteration, particularly on her jab and out-of-shield options, as well as [[Phantom Slash]]'s higher utility. However, players found that some of her key issues, such as her low mobility and poor endurance, were retained from previous games as well. This optimism, coupled with strong early performances from players such as {{Sm|Mystearica}}, {{Sm|Naskino}}, and {{Sm|ven}}, led many to believe the character was a solid mid-tier, with some arguing that she could be a potential high-tier.
*{{Sm|Bonren|USA}} - Placed 9th at {{Trn|Smashpoint}} and 97th at {{Trn|Frostbite 2020}} with wins over {{Sm|CaptainZack}} and {{Sm|Salem}}.
*{{Sm|Kisuke|Japan}} - Placed 25th at {{Trn|EGS Cup 2}} and 65th at {{Trn|Umebura SP 7}}. Has wins over {{Sm|HIKARU}}, {{Sm|Eim}}, and {{Sm|Arika}}.
*{{Sm|Marf|Canada}} - The best Zelda in Canada. Placed 3rd at {{Trn|Animethon 26}}, 4th at {{Trn|Salt Flats 2020}}, 7th at {{Trn|SKL: Prairie Pummel}}, and 13th at {{Trn|VORTEX}}. Ranked 3rd on the [[Alberta Power Rankings]].
*{{Sm|Meru|Netherlands}} - Uses Zelda as a secondary to {{SSBU|Peach}}. Placed 2nd at {{Trn|BURST 4}} and {{Trn|The Ultimate Performance 3}} with Zelda as one of his characters.
*{{Sm|Mystearica|USA}} - One of the best Zelda players in the United States. Mains Palutena. Placed 5th at {{Trn|2GG: Run it Back}}, 25th at {{Trn|Pound 2019}}, and 33rd at {{Trn|Smash 'N' Splash 5}} and {{Trn|DreamHack Atlanta 2019}}. She has defeated {{Sm|Tea}}, {{Sm|Goblin}}, {{Sm|Tyroy}}, {{Sm|Darkshad}}, and {{Sm|Ned}}. Ranked 1st in the [[Indiana Power Rankings]].
*{{Sm|Naskino|France}} - The best Zelda player in France and one of the best in the world. Placed 7th at {{Trn|Smash4Glory - Ultimate Edition}}, 9th at {{Trn|Ultimate WANTED 2}} and {{Trn|European SEL Clash}}, and 33rd at {{Trn|Ultimate Fighting Arena 2019}}.
*{{Sm|Rizeasu|Japan}} - While better known for his large character roster, he is also considered the best Zelda player in Japan. Placed 5th at {{Trn|Sumabato SP 6}}, 13th at {{Trn|Sumabato SP 3}}, and 33rd at {{Trn|Sumabato SP 8}}.
*{{Sm|Samsora|USA}} (#2) - Uses Zelda as a secondary to Peach. Placed 1st at {{Trn|CEO Dreamland 2020}} using both Peach and Zelda. Has wins over {{Sm|LingLing}} and {{Sm|MuteAce}}.
*{{Sm|ven|USA}} - The best Zelda player in the world. Placed 9th at {{Trn|LVL Up Expo 2019}}, 17th at {{Trn|2GG: Prime Saga}}, 25th at {{Trn|2GG: SwitchFest 2019}}, as well as 33rd at {{Trn|2GG: Kongo Saga}}, {{Trn|Frostbite 2020}}, and {{Trn|Super Smash Con 2019}}. Ranked 4th on the [[Las Vegas Power Rankings]]. He has defeated {{Sm|ESAM}}, {{Sm|Jw}}, {{Sm|Prodigy}}, {{Sm|Gackt}}, {{Sm|Elegant}}, {{Sm|SweetT}}, {{Sm|Karna}}, and {{Sm|Megafox}}.
*{{Sm|Yn|Japan}} - Placed 7th at {{Trn|Sumabato SP 15}}, 9th at {{Trn|HST SP 6}} and 17th at {{Trn|Maesuma TOP 1}} and {{Trn|Karisuma SP 7}}. Has taken sets off {{Sm|Ako}}, {{Sm|Tea}}, {{Sm|Mossan}}, {{Sm|tatsutsuyo}}, {{Sm|Nishiya}}, and {{Sm|Keroguchi}}.


====Inactive====
This optimism did not last for long, as Zelda's polarizing nature became more noticeable as time went on: despite receiving buffs in updates 7.0.0 and 13.0.0 that improved her consistency, Zelda's poor mobility, disadvantage, and highly risky neutral remained critical weaknesses. As a result, Zelda players began struggling in the developing metagame, and they either dropped the character (such as Mystearica) or saw worse results and consistency than before (such as ven). Although Naskino continued to do well in Europe and {{Sm|Yn}} began making waves in Japan in early-2023, opinions on Zelda continued to decline, and as a result she sits at 75th out of 82 on the first tier list, rising two spots in the second and current one. Although it is her best placement in the series and she is far better than all her previous incarnations, she is currently placed in low-tier.
*{{Sm|AceAttorney|USA}} - Placed 33rd at {{Trn|Let's Make Big Moves}} with wins over {{Sm|Jw}}, {{Sm|MattyG}}, and {{Sm|Dunston}}. Has since been permanently banned from competitive play following confirmed sexual harassment allegations.
*{{Sm|Aikota|USA}} - Tri-mained Zelda with {{SSBU|Mii Gunner}} and {{SSBU|Ness}}, and was considered one of the best Zelda players in the United States before dropping all three characters in favor of {{SSBU|Lucas}}. Placed 25th at {{Trn|Super Smash Con 2019}} and 33rd at {{Trn|MomoCon 2019}}. He has taken sets off players such as {{Sm|Fatality}}, {{Sm|Mr E}}, {{Sm|ScAtt}}, {{Sm|Sonido}}, and {{Sm|Maister}}. Ranked 7th in the [[Georgia Power Rankings]].
*{{Sm|Riot|USA}} - The best Zelda player in New England prior to his inactivity. Placed 5th at [https://smash.gg/tournament/push-the-limit-4 Push the Limit 4]. Ranked 2nd on the [[New Hampshire Power Rankings|New Hampshire Ultimate Power Rankings]] with wins on {{Sm|DM}}, {{Sm|LingLing}}, and {{Sm|Pelca}}.
*{{Sm|ZeroTwoNone|USA}} - The best Zelda player in the Tri-state. Placed 13th at {{Trn|Tri-state Showdown: Fall 2019}}. He has defeated {{sm|Zomba}}, {{sm|Stocktaker69}}, {{sm|The Great Gonzales}}, and {{sm|Sinji}}. Has since been permanently banned from competitive play following confirmed sexual harassment allegations.


=={{SSBU|Classic Mode}}: Wisdom Prevails==
=={{SSBU|Classic Mode}}: Wisdom Prevails==
[[File:SSBU Congratulations Zelda.png|thumb|Zelda's congratulations screen.]]
[[File:SSBU Congratulations Zelda.png|thumb|Zelda's congratulations screen.]]
All of Zelda's battles are on ''The Legend of Zelda''-themed stages, and all her opponents are antagonists. The final battle is against Ganondorf, who transforms into Ganon upon defeat.
Zelda's opponents are antagonists and she fights each of them on stages that hail from {{uv|The Legend of Zelda}} series.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|1||{{CharHead|Wario|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''||
|1||{{CharHead|Wario|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''||
|-
|-
|2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess}}''||
|2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}''||
|-
|-
|3||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (x5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Mii Swordfighters are dressed in Yiga Clan Mask and Yiga Clan Outfit.
|3||{{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (×5)||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Temple Theme}}''||Horde Battle.<br>The Mii Swordfighters are dressed in the Yiga Clan Mask and Yiga Clan Outfit.
|-
|-
|4||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||A possible reference to King Bulblin.
|4||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''||A possible reference to King Bulblin.
Line 244: Line 322:
|5||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||
|5||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Hidden Mountain & Forest}}''||
|-
|-
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}} (x4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}} (×4)||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||
|-
|-
|colspan="5"|Bonus Stage
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{CharHead|Ganondorf|SSBU|hsize=20px}}, then [[Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}'' <small>(Ganondorf)</small><br/>''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}'' <small>(Ganon)</small>||Ganondorf transforms into Ganon upon defeat.
|Final||{{CharHead|Ganondorf|SSBU|hsize=20px}}, then [[Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}'' <small>(Ganondorf)</small><br/>''{{SSBUMusicLink|The Legend of Zelda|Death Mountain}}'' <small>(Ganon)</small>|| A [[Maxim Tomato]] spawns on the stage after Ganondorf is KO'd.
|}
|}


Line 258: Line 336:
Zelda was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Zelda was among the fighters that were summoned to fight the army of [[Master Hand]]s.


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!|Koko made kitara yarushikanai deshō!}}", ''Now that we've made it this far, there's no turning back!''), 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 {{h2|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 {{h2|List of spirits (Others)|Zael}} and {{h2|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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|''{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}''
|''{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}''
|}
|}
{{-}}
{{clr}}


==[[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 {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Zelda has been unlocked. 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. Her fighter spirit has an alternate version that replaces it with her 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.
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===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|[[Tortimer Island]] ([[Battlefield form]])
|[[Tortimer Island]] ([[Battlefield form]])
|•Hazard: Slumber Floor
|•Hazard: Slumber Floor
|•The floor is sleep-inducing<br>•Timed battle
|•The floor is sleep-inducing<br>•Timed battle (1:30)
|{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}}
|{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}}
|-
|-
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|{{SpiritTableName|Young Zelda|size=64}}
|{{SpiritTableName|Young Zelda|size=64}}
|''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}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|3,700
|3,700
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|{{SpiritTableName|Din|size=64}}
|{{SpiritTableName|Din|size=64}}
|''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
|{{SpiritType|Attack}}
|{{SpiritType|Attack}}
|4,000
|4,000
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|{{SpiritTableName|Nayru|size=64}}
|{{SpiritTableName|Nayru|size=64}}
|''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
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|3,500
|3,500
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|{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
|{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
|''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}} (50 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}} (30 HP)<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (50 HP)
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|9,200
|9,200
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|{{SpiritTableName|Hinawa|size=64}}
|{{SpiritTableName|Hinawa|size=64}}
|''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}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|{{SpiritType|Attack}}
|13,100
|13,100
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|-
|-
|659
|659
|{{SpiritTableName|Mist|link=y|iw=fireemblem|size=64}}
|{{SpiritTableName|Mist|iw=fireemblem|size=64}}
|''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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|-
|-
|1,174
|1,174
|{{SpiritTableName|Jenna|link=y|iw=goldensununiverse|size=64}}
|{{SpiritTableName|Jenna|iw=goldensununiverse|size=64}}
|''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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|•Assist Trophy Enemies ([[Isaac]])
|•Assist Trophy Enemies ([[Isaac]])
|•Hostile assist trophies will appear<br>•The enemy favors side specials
|•Hostile assist trophies will appear<br>•The enemy favors side specials
|{{SSBUMusicLink|Nintendo|Battle Scene / Final Boss - Golden Sun}}
|{{SSBUMusicLink|Other|Battle Scene / Final Boss - Golden Sun}}
|-
|-
|1,236
|1,236
|{{SpiritTableName|Shop Assistant|size=64}}
|{{SpiritTableName|Shop Assistant|size=64}}
|''Style Savvy'' Series
|''Style Savvy'' Series {{Flag|North America}}<br>''Nintendo presents: Style Boutique'' Series {{Flag|PAL}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|{{SpiritType|Attack}}
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|•Item: Transforming Types
|•Item: Transforming Types
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Nintendo|Style Savvy: Trendsetters}}
|{{SSBUMusicLink|Other|Style Savvy: Trendsetters}}
|-
|-
|1,241
|1,241
|{{SpiritTableName|Yuri Kozukata|link=y|size=64}}
|{{SpiritTableName|Yuri Kozukata|link=y|size=64}}
|''Fatal Frame'' Series
|''Fatal Frame'' Series {{Flag|North America}}<br>''Project Zero'' Series {{Flag|PAL}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|{{SpiritType|Attack}}
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|{{SpiritTableName|Nakoruru|size=64}}
|{{SpiritTableName|Nakoruru|size=64}}
|''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}} (140 HP)<br>•Tiny {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}} (40 HP)
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|3,800
|3,800
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|-
|-
|rowspan="2"|1,442
|rowspan="2"|1,442
|{{SpiritTableName|Aerith|size=64|dlcalt=y}}
|{{SpiritTableName|Aerith|link=y|size=64|dlcalt=y}}
|rowspan="2"|''Final Fantasy'' Series
|rowspan="2"|''FINAL FANTASY'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|{{SpiritType|Shield}}
|rowspan="2"|7,3500
|rowspan="2"|7,500
|rowspan="2"|[[Fountain of Dreams]]
|rowspan="2"|[[Fountain of Dreams]]
|rowspan="2"|•Health Recovery
|rowspan="2"|•Health Recovery
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|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Aerith's Theme}}
|rowspan="2"|{{SSBUMusicLink|Final Fantasy|Aerith's Theme}}
|-
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Aerith's Outfit)<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}<ref group="SB" name="DLC"/>
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Chakram|3]][[Stone Scabbard|1]][[Reversal Slash|2]], Aerith's outfit, Normal Voice Type 6)<ref group="SB" name="DLC"/><br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|-
|1,489
|{{SpiritTableName|Kokorowa|size=64}}
|''Sakuna: Of Rice and Ruin''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}}×2 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×2 (JP/CH/KR)
|{{SpiritType|Shield}}
|3,700
|[[Suzaku Castle]]
|N/A
|•Defeat the main fighter to win<br>•The enemy favors down specials
|{{SSBUMusicLink|Nintendo|Boss 1 - Sakura Samurai: Art of the Sword}}
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 545: Line 632:
|{{SpiritTableName|Fighting Alloy Team|link=y|size=64}}
|{{SpiritTableName|Fighting Alloy Team|link=y|size=64}}
|''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
|{{SpiritType|Attack}}
|{{SpiritType|Attack}}
|3,300
|3,300
Line 563: Line 650:
|N/A
|N/A
|•Defeat the main fighter to win
|•Defeat the main fighter to win
|{{SSBUMusicLink|Nintendo|Struggle Against Chaos}}
|{{SSBUMusicLink|Other|Struggle Against Chaos}}
|Charlotte (Takt of Magic)
|Charlotte (Takt of Magic)
|-
|-
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|{{SpiritTableName|Hero's Comrades|size=64}}
|{{SpiritTableName|Hero's Comrades|size=64}}
|''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}} (120 HP)<br>•Tiny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}} (120 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (100 HP)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}} (130 HP)<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (90 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}} (110 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}} (100 HP)
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|13,300
|13,300
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|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{iw|dragonquestwiki|Serena|Dragon Quest XI}}
|Serena
|-
|-
|1,411
|1,411
|[[File:SSBU spirit Duran & Angela.jpg|center|64x64px]]
|{{SpiritTableName|Duran & Angela|size=64}}
|Duran & Angela
|''Mana'' Series
|''Mana'' Series
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•Tiny Bunny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×2
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•Tiny Bunny {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}×2
Line 590: Line 676:
|{{SSBUMusicLink|Other|Filled with Hope}}
|{{SSBUMusicLink|Other|Filled with Hope}}
|Angela
|Angela
|-
|1,456
|{{SpiritTableName|Seth & Gloria|size=64}}
|''Bravely Default'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset: [[Blurring Blade|3]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Chrom Wig, Dunban Outfit)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|9,400
|[[Delfino Plaza]] (Large Island)
|•Health Recovery<br>•Defense ↑<br>•Item: Swords
|•The enemy has increased defense after a little while<br>•The enemy is healed when the enemy's at high damage<br>•The enemy's melee blows will heal them when they hit
|{{SSBUMusicLink|Other|Jergingha - Planet Destruction Form}}
|Gloria
|-
|1,461
|{{SpiritTableName|Lora|size=64}}
|''Xenoblade Chronicles'' Series
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}
|{{SpiritType|Grab}}
|3,800
|[[Jungle Japes]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!!/Torna}}
|Haze
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|Zelda (Tears of the Kingdom)
|}
|}


===As an ally===
===As an ally===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 624: Line 745:
|Zelda (Breath of the Wild)
|Zelda (Breath of the Wild)
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Zelda|Alternate costumes]]==
==[[Alternate costume (SSBU)#Zelda|Alternate costumes]]==
Line 662: Line 786:
</gallery>
</gallery>


=== Character Showcase Video ===
===Fighter Showcase Video===
{{#widget:YouTube|id=fMDgFn3qQ_c}}
{{#widget:YouTube|id=fMDgFn3qQ_c}}


Line 669: Line 793:
*Zelda's current default design was previously [[Alternate costume (SSB4)#Zelda|an alternate costume]] in terms of coloration of her model, whereas her previous default design based on ''Twilight Princess'' has now become [[Alternate costume (SSBU)#Zelda|an alternate costume]] in that same regard.
*Zelda's current default design was previously [[Alternate costume (SSB4)#Zelda|an alternate costume]] in terms of coloration of her model, whereas her previous default design based on ''Twilight Princess'' has now become [[Alternate costume (SSBU)#Zelda|an alternate costume]] in that same regard.
**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 form 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]].
*The [[World of Light]] opening marks Zelda's first spoken line of dialogue in the ''Smash'' series. This is also the first time in the series that any ''Zelda'' character is voiced in English.
*The [[World of Light]] opening marks Zelda's first spoken line of dialogue in the ''Smash'' series. This is also the first time in the series that any ''Zelda'' character is voiced in English.
**She is one of the few characters to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress's battle grunts, after {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee''.
**Zelda is one of the few characters to have her cutscene dialogue dubbed in English, but otherwise keep her Japanese voice actress's battle grunts, after {{SSBM|Fox}} and {{SSBM|Falco}} in ''Melee''. She is also the only character to speak English in a cutscene while still having a Japanese KO line (with her yelling "{{ja|いやぁっ!|Iyaa!}}" (''Nooo!'')).
**Zelda speaks English in all Western language versions of ''Ultimate'', unlike ''Breath of the Wild'', which was dubbed into multiple languages.
**Zelda speaks English in all Western language versions of ''Ultimate'', unlike ''Breath of the Wild'', which was dubbed into multiple languages.
**She is the second ''Zelda'' character to speak in ''Smash'', the first being {{SSBM|Sheik}} in ''Melee''.
**She is the second ''Zelda'' character to speak in ''Smash'', the first being {{SSBM|Sheik}} in ''Melee''.
*Zelda is the only ''The Legend of Zelda'' character whose animations are mirrored.
*Zelda is the only ''The Legend of Zelda'' character whose animations are mirrored.
*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.
*''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.
*Gravity on Zelda's hair is temporarily disabled whenever she performs her hair-brushing idle pose.
*Gravity on Zelda's hair is temporarily disabled whenever she performs her hair-brushing idle pose.
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