The Skyloft Library's Zelda Compendium!
(Otherwise known as The Guide to Beating Zelda)
Contents
I. Introduction
II. Summary of Zelda
III. Moveset
IV. Statistics
V. Advanced Techniques
VI. Strategy
VII. Matchup
VIII. Stage Choice
IX. Inspiration
X. Credits
X!. Update Log
(Otherwise known as The Guide to Beating Zelda)
Contents
I. Introduction
II. Summary of Zelda
III. Moveset
IV. Statistics
V. Advanced Techniques
VI. Strategy
VII. Matchup
VIII. Stage Choice
IX. Inspiration
X. Credits
X!. Update Log
I. Introduction
Zelda. Many of you may know her as the holder of the Triforce of Wisdom and the heroine of Hyrule. Unfortunately, Princess Zelda doesn't have a similar level of recognition in Super Smash Bros. Brawl so hopefully this community driven guide will attract some much needed attention. For current and potential Zelda players out there, this guide will be an excellent wealth of knowledge that has accumulated since 2008. After reading this guide, I hope that you will gain a better understanding of Zelda in Brawl and use this information to improve and rep our favourite princess.
II. Summary of Zelda
The first question before learning a new character is - why? Is Zelda my one way ticket to winning tournaments? Is she going to make me a better player the way Meta Knight does?
Unfortunately, the answer to both these questions is no. Zelda is not for the faint of heart. In fact, being successful with Zelda takes a lot of patience, determination, losses, and accepting the fact that Zelda just isn't as good as many of her peers.
For your convenience, here's a list of Zelda's Pros and Cons.
Pros
- Very powerful attacks
- Attacks have disjointed hitboxes
- Many attacks have transcendent priority
- Many defensive options
- Zelda's floatiness makes her immune to many chaingrabs and combos
- Long ranged non-tether grab
- Zelda's down tilt has the ability to trip, allowing for a combo or another down tilt
- Able to transform to her alter ego, Sheik
- Zelda is tall, making her a large target
- Zelda is light, making it easy to KO her
- Zelda is a slow faller, reducing her upward resistance
- Slow movement on the ground and in the air
- All specials suffer from ending lag (Farore's Wind has startup lag as well)
- Good DI shuts down some of Zelda's best attacks
- The lag/duration of many attacks allow Zelda to be easily punished
- Grab has long startup lag
- Projectile is slow and predictable
- Very few approach options
- No reliable way to force the opponent to approach
- Aerial game and recovery requires very high precision; many blindspots and can't shield poke
As you can see from this list, Zelda has some very good attributes but is hindered by her cons that outweigh many of her pros. Hang tough and never give up!
III. Moveset
In this section, every single attack and ability of Zelda will be discussed. The potential uses as well as weaknesses will be covered. The skill will also receive a rating out of 5
Frame data information found:
http://www.smashboards.com/showthread.php?t=218082. Credit goes to Kataefi.
http://www.smashboards.com/showthread.php?t=290399. Credit goes to KayLo!.
For information regarding attack hitboxes, check out http://www.smashboards.com/showthread.php?t=312816. Credit to MechaWave.
Credit to Aerodrome for pictures.
Ground Attacks
Jab
[COLLAPSE="Frame Data"]Startup Frames: 1-10
Hitbox Active: 11, 13, 15 (3 hits)
FAF: 24
Fresh Damage: 2.1, 2.1, 2.1
Advantage on Block: -8, -6, -4 (normal shield drop) / -15, -13, -11 (jump/grab oos)[/COLLAPSE]
Zelda raises her arm in front of her and a quick sparkle appears dealing 2% three times for a total of 6%.
Jab
[COLLAPSE="Frame Data"]Startup Frames: 1-10
Hitbox Active: 11, 13, 15 (3 hits)
FAF: 24
Fresh Damage: 2.1, 2.1, 2.1
Advantage on Block: -8, -6, -4 (normal shield drop) / -15, -13, -11 (jump/grab oos)[/COLLAPSE]
Zelda raises her arm in front of her and a quick sparkle appears dealing 2% three times for a total of 6%.
Zelda's most basic attack. Zelda's jab is one of the worst moves in her repertoire. It deals weak damage and weak knockback away from Zelda. A possible redeeming factor of the jab is its disjointed hitbox. Also, since the attack hits three times, your opponent can be hit during the second or third portion of the attack. On the other hand, the opponent can also DI out of Zelda's jab. Use sparingly to surprise your opponent and if you're quick, you can combo the jab into another move such as a grab or dash attack.
Jab also has decent IASA (Interruptable As Soon As) frames so be sure to keep this in mind.
Dash Attack
[COLLAPSE="Frame Data"]Startup Frames: 1-5
Hitbox Active: 6-13
FAF: 38
Fresh Damage: 12.6/9.45 (frames 6-8), 8.4/7.35 (frames 9-13) (more damage closer to Zelda)
Advantage on Block: -25, -22/-23 (normal shield drop) / -32, -29/-30 (jump/grab oos)[/COLLAPSE]
Zelda lunges forward while dashing, shocking the opponent for 12% (sweetspot) or 9% (sourspot), and nearly trips in the process.
Dash attack is one of Zelda's quickest ground attacks (though Zelda's dash itself isn't very fast). It should rarely be used to approach because dash attack is somewhat predictable, unsafe on block, and prone to over-usage. However, when used occasionally, it can catch the opponent off guard. When sweetspotted (closer to Zelda), dash attack deals 12% and vertical knockback. If the attack sourspots (Zelda's hands), dash attack deals 9% and horizontal knockback. One thing to note that at lower percentages, you can follow up a sourspot dash attack with another one if your opponent doesn't tech.
Dash attack can be used to punish landings and spot dodges with it's semi-long duration. It also applies some edge pressure by sending opponents off stage or shield pushing him or her back to the ledge.
Forward Tilt
[COLLAPSE="Frame Data, Up/Down Forward Tilt Images"]
Startup Frames: 1-11
Hitbox Active: 12-14
FAF: 40
Fresh Damage: 11.55/12.6/13.65 (less damage closer to Zelda)
Advantage on Block: -16 (normal shield drop) / -23 (jump/grab oos)[/COLLAPSE]
Zelda does a sparkly backhand slap that somehow flings the opponent behind her. Does 11-13% damage.
Forward tilt is a very decent spacing move for Zelda as her arm extends fairly long with disjointed hitboxes. The major downside is the ending lag that makes Zelda vulnerable to punishment.
The damage done by this move depends on the distance the opponent is from Zelda. The farther away you are from Zelda, the more damage forward tilt will do. If the opponent is closer to Zelda, the damage done will be lessened and the knockback will be in front of Zelda rather than behind. At early percents, forward tilt will put the opponent directly above you allowing for a followup, normally up smash or neutral air. A neat thing about this attack is that it can be aimed diagonally upwards, downwards, or perfectly horizontal. This can be helpful for shield pokes. Do not use this attack to finish off your opponent - there are better and more reliable ways to take that stock.
Down Tilt
[COLLAPSE="Frame Data"]Startup Frames: 1-4
Hitbox Active: 5-11
FAF: 25
Fresh Damage: 8.4/7.35 (more damage closer to Zelda)
Trip Rate: 40%
Advantage on Block: -9/-10 (normal shield drop) / -16/-17 (jump/grab oos)[/COLLAPSE]
Zelda crouches and summons the power of Sakurai into her leg, tripping all those who dare stand in her way. Deals 7-8%.
Down tilt is one of Zelda's most useful moves. First of all, down tilt has a very high chance of tripping your opponent, allowing for a follow up. At higher percentages, down tilt will pop the opponent into the air, allowing for a nice aerial or up tilt/smash followup (don't be too hasty with the followup though). Not only that, but at mid percentages, down tilt can lock the opponent while you rack up the damage. The opponent can DI out of the lock though so don't be too greedy with the down tilts and follow up with something else. If that wasn't enough, down tilt can spike airborne opponents and can also lead into a forward/back air for larger opponents.
Finally, down tilt can clank with many attacks. For a more in-depth look at this, refer to this thread. Credits go to the thread's creator and contributors.
This is definitely one of Zelda's most useful skills so incorporate this skill into your gameplay!
Up Tilt
[COLLAPSE="Frame Data; Up Tilt Sideward Range Picture"]
Hitbox Active: 10-24
FAF: 48
Fresh Damage: 11.55
Advantage on Block: -31 (normal shield drop) / -38 (jump/grab oos)[/COLLAPSE]
Zelda creates the Disney Sparkle moving in its usual arc shape. The sheer amount of Disney magic does 11% and sends your enemy back to Neverland.
Up tilt is one of Zelda's more powerful attacks. Up tilt has very strong knockback, moreso than up smash, but the attack normally sends the opponent at an angle thus making up smash the preferred KO move. Also, up tilt usually requires the opponent to approach Zelda from above or Zelda to set something up (eg. Down tilt to up tilt). The attack itself lasts quite a while meaning it can be a good counter against Starfox's Side B skills. Like many of Zelda's moves, up tilt suffers from a lot of ending lag so be careful and use up tilt only when you are confident that it will connect.
Forward Smash
[COLLAPSE="Frame Data"]Startup Frames: 1-16
Hitbox Active: 16, 18, 20, 22, 24 (5 hits)
From Charge, Hits On: 6
FAF: 40
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 13.65
Advantage on Block: -16, -14, -12, -10, -9 (normal shield drop) / -23, -21, -19, -17, -16 (jump/grab oos)[/COLLAPSE]
Zelda charges up her sparkles and thrusts them forward. Does 17%.
One of Zelda's most well known attacks. Decent for spacing and does high damage and high knockback. Because this attack hits multiple times, the opponent can easily escape forward smash by SDI-ing upwards. If your space properly, you can make it so only the last portion of forward smash connects, keeping most of the damage while ensuring knockback. Also, if the opponent is very close to Zelda during the final part of forward smash, he or she will be sent flying behind Zelda.
Forward smash can also shield poke, making your opponent think twice about approaching if their shield is low.
Up Smash
[COLLAPSE="Frame Data; Up Smash Sideward Range Picture"]
Hitbox Active: 6, 8, 10, 12, 14, 16, 23, 25, 27, 29, 31 (11 hits)
From Charge, Hits On: 3
FAF: 57
Fresh Damage: 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 1.05, 5.25
Advantage on Block (first 10 hits): -42, -40, -38, -36, -34, -32, -25, -23, -21, -19 (normal shield drop) / -49, -47, -45, -43, -41, -39, -32, -30, -28, -26 (jump/grab oos)
Advantage on Block (final hit): -20 (normal shield drop) / -27 (jump/grab oos)[/COLLAPSE]
Zelda waves her hand in the air above her, creating fireworks for 15% that send your opponent flying.
This is probably one of Zelda's better attacks, and the most annoying one at that. It's difficult to SDI out of, and hits 11 times. The staler up smash is, the more difficult it is to escape. At lower percentages, up smash can combo into itself. At high percentages, it's one of Zelda's better KO moves and when the opponent respawns, the staleness will allow for up smash to up smash combos. This skill has transcendent priority, beating almost anything above her.
Keeping this move fresh for KO isn't always easy, since up smash is a pretty safe anti air move. On the ground, it is riskier since the attack lasts very long allowing for punishes. The long duration of this move also has its benefits though. It applies good shield pressure as well as being able to shield poke.
The following is a list showing the viability of up smash against the roster.
[COLLAPSE="Up Smash Viability List by Fuujin"]Up Smash Viability List
These characters can easily escape Zelda's Up smash with DI.
Marth
Lucas
Ness
These characters can escape Zelda's UP smash most of the time with DI.
Pit
Diddy Kong
Samus
Lucario
Ice Climber(single)
These characters are unlikely to escape Zelda's Up smash, even with DI.
Bowser
Captain Falcon
Donkey Kong
Falco
Fox
Ganondorf
Ike
Jigglypuff
King Dedede
Kirby
Link
Meta Knight
Mr. Game & Watch
Olimar
Pikachu
Pit
Pokémon Trainer
R.O.B.
Zero Suit Samus
Snake
Sonic
Toon Link
Wario
Wolf
Zelda
Yoshi
Sheik
Peach
Luigi
Mario
[/COLLAPSE]
Down Smash
[COLLAPSE="Frame Data; Picture of Zelda blowing up a mine."]
Hitbox Active: 4-6, 12-14 (2 hits)
From Charge, Hits On: 3
FAF: 40
Invincibility: 4-14 (right leg and knee only)
Fresh Damage: 12.6, 10.5
Trip Rate: 30%
Advantage on Block: -24, -17 (normal shield drop) / -31, -24 (jump/grab oos)[/COLLAPSE]
Zelda does a quick pirouette kick, dealing varying damage depending on the foe's location.
This is easily Zelda's best smash attack. It is tied with Rob's for the quickest down smash. This attack does 12% to the opponent and 10% if the first part of the kick sends you to the second. Down smash has very high horizontal knockback, and when knocked off-stage, the opponent will drop a little as well. It is also the only one of Zelda's smashes that is guaranteed to knockback your opponent (due to it not being a multi-hit move).
Due to down smash's disjointed hitbox, Zelda is able to kick nearby hazards such as mines without receiving any damage (provided your spacing is correct).
There's not much more to say about down smash. It's just a really great move which means it'll be overused. Make sure you have other KO options if you overuse down smash.
Aerial Attacks
Neutral Air
[COLLAPSE="Frame Data"]Startup Frames: 1-6
Hitbox Active: 6-7, 10-11, 14-15, 18-19, 22-23 (5 hits)
FAF: 50
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 5.25
Landing Lag: 12 frames
Autocancel: 1-5, 38-49
Advantage on Block: -36, -32, -28, -24, -22 (normal shield drop) / -43, -39, -35, -31, -29 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Zelda role plays as a Beyblade, spinning around doing 13%.
Neutral Air
[COLLAPSE="Frame Data"]Startup Frames: 1-6
Hitbox Active: 6-7, 10-11, 14-15, 18-19, 22-23 (5 hits)
FAF: 50
Fresh Damage: 2.1, 2.1, 2.1, 2.1, 5.25
Landing Lag: 12 frames
Autocancel: 1-5, 38-49
Advantage on Block: -36, -32, -28, -24, -22 (normal shield drop) / -43, -39, -35, -31, -29 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Zelda role plays as a Beyblade, spinning around doing 13%.
Neutral air is probably Zelda's most reliable aerial attack because her other aerials require excellent timing and precision. Zelda spins her arms in the air (only her arms), hitting 5 times in total. While being hit by this attack, the opponent is sucked towards Zelda making SDI-ing impossible until the last hit. Zelda can instantly use a move after jumping up from the ledge with neutral air. The frame advantage allows for a variety of followups.
One important thing to note about neutral air is that it has very low landing lag if Zelda lands on the ground before the fifth portion of the attack. You can do a fast fall neutral air to take advantage of this as well.
For more information about this, and possible combos, refer to this thread by Kataefi.
Forward Air
[COLLAPSE="Frame Data"]Startup Frames: 1-8
Hitbox Active: 8-12
FAF: 40
Fresh Damage: 4.2/21 (more damage at toe; sweetspot active on frame 8 only)
Landing Lag: 22 frames
Autocancel: 1-7, 25-39
Advantage on Block: -23/-33 (normal shield drop) / -30/-40 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Harnessing the lightning legs power of Chun Li, Zelda kicks in front of her, creating a devastating spark dealing 21% (sweetspot) or 4% (sourspot).
[COLLAPSE="Frame Data"]Startup Frames: 1-8
Hitbox Active: 8-12
FAF: 40
Fresh Damage: 4.2/21 (more damage at toe; sweetspot active on frame 8 only)
Landing Lag: 22 frames
Autocancel: 1-7, 25-39
Advantage on Block: -23/-33 (normal shield drop) / -30/-40 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Harnessing the lightning legs power of Chun Li, Zelda kicks in front of her, creating a devastating spark dealing 21% (sweetspot) or 4% (sourspot).
This is Zelda's trademark move. It's an attack that is feared by all, dealing extremely high knockback and damage... when sweetspotted. While this move sounds great, the execution of forward air is quite difficult. When Zelda uses this move, a quick spark appears and it must connect immediately for the "lightning" to take effect. When sourspotted, forward air does only 4% damage with extremely weak knockback. Also note that when the opponent has a very high damage percentage, a sourspotted forward air has the ability to trip the opponent.
All of Zelda's lightning kicks share another property. When sweetspotted on the opponent, shield, or other structure, there is a slight lag/stun. It was probably added in Brawl for dramatic effect. However, this does not benefit Zelda at all. The lag makes Zelda very punishable and if powershielded, the opponent has an even better chance to punish you. Finally, the stun from Zelda's lightning kicks gives the opponent that split second advantage to prepare DI, although given how strong the knockback is, it may or may not matter.
One use for this move in particular is the guaranteed grab release to forward air combo on Wario.
Back Air
[COLLAPSE="Frame Data"]Startup Frames: 1-5
Bair
Hitbox Active: 5-8
FAF: 36
Fresh Damage: 4.2/21 (more damage at toe; sweetspot active on frame 5 only)
Landing Lag: 22 frames
Autocancel: 1-4, 26-35
Advantage on Block: -22/-32 (normal shield drop) / -29/-39 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Zelda quickly kicks behind her, creating a spark with the force of a thousand suns. Does 21% (sweetspot) or 4% (sourspot).
[COLLAPSE="Frame Data"]Startup Frames: 1-5
Bair
Hitbox Active: 5-8
FAF: 36
Fresh Damage: 4.2/21 (more damage at toe; sweetspot active on frame 5 only)
Landing Lag: 22 frames
Autocancel: 1-4, 26-35
Advantage on Block: -22/-32 (normal shield drop) / -29/-39 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Zelda quickly kicks behind her, creating a spark with the force of a thousand suns. Does 21% (sweetspot) or 4% (sourspot).
This is pretty much identical to Zelda's forward air attack with one big difference - the speed of this move. Back air is faster than the forward air attack making it easier to land on opponents. One of Zelda's best out-of-shield options is to drop the shield and quickly back air. With practise, landing a sweetspot will not be too difficult.
Up Air
[COLLAPSE="Frame Data"]Startup Frames: 1-14
Hitbox Active: 14-16
FAF: 55
Fresh Damage: 15.75
Landing Lag: 22 frames
Autocancel: 1-13
Advantage on Block: -29 (normal shield drop) / -36 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Zelda points upwards, creating an explosion of 15% that is so powerful it takes out a stock and a half.
[COLLAPSE="Frame Data"]Startup Frames: 1-14
Hitbox Active: 14-16
FAF: 55
Fresh Damage: 15.75
Landing Lag: 22 frames
Autocancel: 1-13
Advantage on Block: -29 (normal shield drop) / -36 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Zelda points upwards, creating an explosion of 15% that is so powerful it takes out a stock and a half.
Up air has the most powerful knockback of all up airs in the game, able to KO the opponent at mid-high percentages (dependent on weight). The problem with this move is that this move is easily predicted although using this move while falling in the air is less telegraphable. Also, since the active frames of up air is very low in number, it requires precision to execute properly.
Down Air
[COLLAPSE="Frame Data"]Startup Frames: 1-13
Hitbox Active: 14-24
FAF: 45
Fresh Damage: 16.8 (frame 14), 5.25/4.2 (frames 15-24)
Landing Lag: 21 frames
Autocancel: 40-44
Advantage on Block: -24, -21 (normal shield drop) / -31, -28 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Zelda extends her legs downwards, meteor smashing the opponent with 16% damage, or 5% if sourspotted.
[COLLAPSE="Frame Data"]Startup Frames: 1-13
Hitbox Active: 14-24
FAF: 45
Fresh Damage: 16.8 (frame 14), 5.25/4.2 (frames 15-24)
Landing Lag: 21 frames
Autocancel: 40-44
Advantage on Block: -24, -21 (normal shield drop) / -31, -28 (jump/grab oos) (does not include landing lag)[/COLLAPSE]
Zelda extends her legs downwards, meteor smashing the opponent with 16% damage, or 5% if sourspotted.
Different from Melee, Zelda's down air has also become a lightning kick. The hitbox for the lightning kick is very small, from about her ankle to her feet. Afterwards, the sourspot hitboxes become active, which are much larger but doing far less damage but can still "meteor smash" the opponent a little bit. Occasionally, this small push downwards is enough to gimp the opponent.
Note that down air's sweetspot can't be activated when the opponent is on the ground, unless he or she is shielding.
Specials
Nayru's Love
[COLLAPSE="Frame Data"]Startup Frames: 1-13
Hitbox Active: 13, 16, 19, 22, 25, 28 (6 hits)
FAF: 60
Invincibility: 5-12
Reflects: 5-42
Fresh Damage: 1.05/2.1/1.05 (first 5 hits), 5.25/4.2/3.15 (final hit)
Advantage on Block: -39, -36, -33, -30, -27, -23 (normal shield drop) / -46, -43, -40, -37, -34, -30 (jump/grab oos)[/COLLAPSE]
Zelda casts Link's Nayru's Love and foolishly spins and breaks the barrier. Damage dealt depends on the foe's location.
Nayru's Love
[COLLAPSE="Frame Data"]Startup Frames: 1-13
Hitbox Active: 13, 16, 19, 22, 25, 28 (6 hits)
FAF: 60
Invincibility: 5-12
Reflects: 5-42
Fresh Damage: 1.05/2.1/1.05 (first 5 hits), 5.25/4.2/3.15 (final hit)
Advantage on Block: -39, -36, -33, -30, -27, -23 (normal shield drop) / -46, -43, -40, -37, -34, -30 (jump/grab oos)[/COLLAPSE]
Zelda casts Link's Nayru's Love and foolishly spins and breaks the barrier. Damage dealt depends on the foe's location.
Nayru's Love has many uses and properties. It acts as an attack, reflector, a GTFO move, and at more advanced levels of play (ATs), a c-c-combo breaker, momentum canceller, fast faller, and recovery. Nayru's Love also has invincibility frames to take advantage of.
When the opponent is behind you, Nayru's Love will knock him or her in front of Zelda taking even more damage (15%). Reversing Nayru's Love at the edge can be a nice surprise and send your opponent offstage while landing safely on the stage floor.
The most important fact of Nayru's Love is the massive ending lag. Suddenly, this move becomes far less viable, more easily predicted, baitable, and punishable. Use this move intelligently!
Din's Fire
[COLLAPSE="Frame Data"]Startup Frames: 1-22
Max Hold Duration: 55 frames
Endlag: 34 frames
Hitbox Active: ?
Fresh Damage: ?
Advantage on Block: ?[/COLLAPSE]
Zelda creates a fireball that searches and destroys. Does 9% to 16% depending on how long the fireball has been active.
[COLLAPSE="Frame Data"]Startup Frames: 1-22
Max Hold Duration: 55 frames
Endlag: 34 frames
Hitbox Active: ?
Fresh Damage: ?
Advantage on Block: ?[/COLLAPSE]
Zelda creates a fireball that searches and destroys. Does 9% to 16% depending on how long the fireball has been active.
Din's Fire - Zelda's standard opening move. The thing that sets Din's apart from all other projectiles is that it can be controlled, deals high damage, and has deceptively large hitboxes. Because of the damage and knockback (possibly KO-ing when the opponent is high), Din's Fire is a projectile that must be dealt with every single time it's sent applying at least some pressure. Hopefully, using Din's enough times will force your opponent to approach.
This move has many disadvantages as well. Din's Fire is an extremely slow attack, making it very predictable. Almost every character in the roster has some kind of move that can cancel Din's Fire (usually neutral air). Also keep in mind that this skill is off limits against Mr. Game and Watch, and do not use this skill when Ness and Lucas have damage because their Psi Magnet can cause Din's Fire to heal them. Using this move in the air also puts Zelda in her helpless mode (unable to take any action besides drift) so make sure your landing is safe.
By setting your C-stick to Special, Zelda can wavebounce with Din's Fire. Some skill is needed to make sure the attack doesn't detonate the moment the wavebounce is done though.
When the opponent is in the water, it becomes much easier to camp with Din's Fire.
The following is a quick summation of Din's Fire's viability against other characters.
[COLLAPSE="Din's Fail Camping List by Fuujin"]Din's Fail Camping List
List of characters that have moves that can cancel out Din's fire from any angle.
Meaning even if you aim the hitbox on just about any part of their body, this move will still cancel it out.
Some of these may have extremely small blind spots but are generally very safe against Din's.
Bolded moves are likely their best/easiest options that work very nicely for them.
These moves are generally very easy to time and won't leave the character in a bad position.
Bowser: N air, B air, Up air, Dash attack, *D smash
Captain Falcon:: U air, B air, N air, *Up smash
Diddy Kong: F air, B air,
Donkey Kong: N air B air, D air, D smash
Falco:, Reflector, *B air, D air
Fox: Reflector, *N air
Ganondorf: Up air *N air, Dash attack
Ice Climbers: None
Ike: Counter
Jigglypuff: Up air, B air, *N air, Pound, Up smash, D smash
King Dedede: B air, *N air
Kirby: B air, *N air D smash
Link: *N air, Up air
Lucario: N air(High percent), D smash
Lucas: PSI Magnet,F air, Up air, Up smash, PK Thunder 2
Luigi: N air, Green Missile
Mario: Cape, U air
Marth: Counter, Up smash
Meta Knight: Mach Tornado, Glide attack
Mr. Game & Watch Bucket (Didn't bother testing anything else :/)
Ness: PSI Magnet, N air, B air, D air, PK Thunder 2
Olimar: None
Peach: N air, U air, Toad
Pikachu: *N air, D air
Pit: Mirror Shield *B air
Pokémon Trainer
Squirtle: *N air, *B air, *F air, D smash
Ivy: F smash, *N air
Charizard: N air, *D air, *U air, F smash
R.O.B.: B air, N air, Arm Rotor
Samus: *N air
Zero Suit Samus: Up air, Back Air, Flip Jump
Snake:B air, Up air
Sonic: N air, B air, D air, D smash
Toon Link: Up air
Wario: D smash * N air
Wolf: Reflector
Yoshi: N air
Zelda: Nayru's Love
Sheik: *N air, *D smash, D air
*Will NOT cancel out if Din's is fresh, but will cancel out any fire balls that aren't completely fresh, or fully charged.[/COLLAPSE]
Farore's Wind
[COLLAPSE="Frame Data"]Farore's Wind (Part 1)
Hitbox Active: 11-12
Disappears On: 34
Fresh Damage: 6.3
Advantage on Block: -13 (normal shield drop) / -20 (jump/grab oos)
Farore's Wind (Part 2)
Hitbox Active: 1-2
FAF: 30
Fresh Damage: 6.3
Advantage on Block: -19 (normal shield drop) / -26 (jump/grab oos)[/COLLAPSE]
Zelda spins gracefully while waiting for Farore's current to guide her to danger. Does 6% when appearing beside the opponent.
[COLLAPSE="Frame Data"]Farore's Wind (Part 1)
Hitbox Active: 11-12
Disappears On: 34
Fresh Damage: 6.3
Advantage on Block: -13 (normal shield drop) / -20 (jump/grab oos)
Farore's Wind (Part 2)
Hitbox Active: 1-2
FAF: 30
Fresh Damage: 6.3
Advantage on Block: -19 (normal shield drop) / -26 (jump/grab oos)[/COLLAPSE]
Zelda spins gracefully while waiting for Farore's current to guide her to danger. Does 6% when appearing beside the opponent.
This move is Zelda's third jump. The developers of Brawl made sure that your tag doesn't give away the location you are warping to, which is good. The startup for Farore's Wind (the spinning) can block certain projectiles like Snake's grenades, but not the explosion caused by the grenade. Upon appearing, Zelda creates a small explosion.
This move has long distance but is completely linear. This makes recoveries difficult because of the need of precision. When landing on the stage, Farore's Wind can somewhat be predictable so make sure to mix your options around.
Farore's Wind has very long starting lag and ending lag so be careful.
If you warp to the very edge of the stage, Zelda has an auto-edge cancel allowing for an instant jump or aerial of your choice. For more information about Farore's Wind, check out these threads on teleporting/edge-cancelling and projectile clanking. Credits go to the threads' respective creators and contributors.
Transform (Zelda to Sheik)
[COLLAPSE="Frame Data"]Startup Frames: ?
Hitbox Active: Wii Dependent[/COLLAPSE]
Zelda puts on her running shoes, grabs her pouch of infinite needles & chain, dyes her hair blond, gets a suntan, puts her hair in a ponytail, puts on her coloured contacts, and rises several spots on the tier list. All in a day's work for our favourite ninja princess.
[COLLAPSE="Frame Data"]Startup Frames: ?
Hitbox Active: Wii Dependent[/COLLAPSE]
Zelda puts on her running shoes, grabs her pouch of infinite needles & chain, dyes her hair blond, gets a suntan, puts her hair in a ponytail, puts on her coloured contacts, and rises several spots on the tier list. All in a day's work for our favourite ninja princess.
Zelda is able to transform into her alter ego, Sheik of the Sheikah (lol). Keep in mind that you are completely immune to all attacks (including final smashes) for the duration of transform. However, you are vulnerable the moment the transformation is done so use Transform safely and smartly. The duration of transform depends entirely on the Wii. Consequently, if there is already a Sheik in the match, the transformation time is greatly reduced. (This is also the case when Sheik transforms to Zelda, with an existing Zelda.) Usually, when the opponent is being Star KO'd, there is enough time to transform and charge up Sheik's needles.
An interesting fact about this move is that when done in the water, Zelda's / Sheik's drowning timer resets. Also, Zelda / Sheik can not lose a stock while transforming (including passing a blastline). Finally, Transforming completely refreshes all moves which is something to take advantage of when there's an opportunity to do this.
For details about Sheik, check out the Sheik Forums where fellow Sheik players offer their experience and research.
Grabs and Throws
Standing Grab
[COLLAPSE="Frame Data"]Startup Frames: 1-12
Hitbox Active: 12-13
FAF: 30
[/COLLAPSE]
Zelda attempts to trap the opponent in her psychic grip.
Standing Grab
[COLLAPSE="Frame Data"]Startup Frames: 1-12
Hitbox Active: 12-13
FAF: 30
[/COLLAPSE]
Zelda attempts to trap the opponent in her psychic grip.
A very slow grab, but with some of the best non-tether grab ranges in the game. Use this grab with caution.
Dash Grab
[COLLAPSE="Frame Data"]Startup Frames: 1-10
Hitbox Active: 11-12
FAF: 40[/COLLAPSE]
Zelda rushes towards her opponent, locking the opponent in her hold.
[COLLAPSE="Frame Data"]Startup Frames: 1-10
Hitbox Active: 11-12
FAF: 40[/COLLAPSE]
Zelda rushes towards her opponent, locking the opponent in her hold.
A little better than the standing grab in terms of range, and most likely used more as well. Slow and punishable as usual.
Pivot Grab
[COLLAPSE="Frame Data"]Startup Frames: 1-13
Pivot Grab
Hitbox Active: 14-15
FAF: 36[/COLLAPSE]
Zelda quickly switches direction, attempting to surprise the opponent and grab them.
[COLLAPSE="Frame Data"]Startup Frames: 1-13
Pivot Grab
Hitbox Active: 14-15
FAF: 36[/COLLAPSE]
Zelda quickly switches direction, attempting to surprise the opponent and grab them.
Zelda's best grab, though it is far from the best. Pivot grab boasts the largest grabbing range of all of Zelda's grabs. The pivot acts as a surprise to your opponent so do not overuse this. Suffers from slow startup as well.
Pummel
[COLLAPSE="Frame Data"]Startup Frames: 1-6
Hitbox Active: 7
Fresh Damage: 3.15[/COLLAPSE]
Zelda sends a shock of magic energy to her trapped opponent and deals 3%.
[COLLAPSE="Frame Data"]Startup Frames: 1-6
Hitbox Active: 7
Fresh Damage: 3.15[/COLLAPSE]
Zelda sends a shock of magic energy to her trapped opponent and deals 3%.
A pretty powerful pummel, but its incredibly slow speed makes it outclassed by other weaker but faster pummels. At high percentages, expect to land about two pummels before a grab release. Try to incorporate this the moment you land a grab, to help clear your attack queue.
Forward Throw
[COLLAPSE="Frame Data"]Startup Frames: 1 - 26
Hitbox Active: 27
Cooldown / IASA: 28 - 39, 40 (IASA)
[/COLLAPSE]
Zelda spins her opponent before sending them off ahead of her. Does 12%.
[COLLAPSE="Frame Data"]Startup Frames: 1 - 26
Hitbox Active: 27
Cooldown / IASA: 28 - 39, 40 (IASA)
[/COLLAPSE]
Zelda spins her opponent before sending them off ahead of her. Does 12%.
Not much to say here. Zelda throws the opponent forwards, but not a significant distance. There is no combo potential from this move.
Back Throw
[COLLAPSE="Frame Data"]Startup Frames: 1 - 23
Hitbox Active: 24
Cooldown / IASA: 25 - 39, 40 (IASA)
[/COLLAPSE]
Zelda flings her opponent behind her dealing 11%.
[COLLAPSE="Frame Data"]Startup Frames: 1 - 23
Hitbox Active: 24
Cooldown / IASA: 25 - 39, 40 (IASA)
[/COLLAPSE]
Zelda flings her opponent behind her dealing 11%.
Much like the forward throw, but with a little more knockback and minimally more KO potential. No combo potential.
Down Throw
[COLLAPSE="Frame Data"]Startup Frames: 1 - 24
Hitbox Active: 25, 34, 43, 52, 63 (5 hits)
Cooldown / IASA: 64 - 81, 82 (IASA)
[/COLLAPSE]
Zelda places her opponent on the ground then gives them a shocking back massage that does 10%.
[COLLAPSE="Frame Data"]Startup Frames: 1 - 24
Hitbox Active: 25, 34, 43, 52, 63 (5 hits)
Cooldown / IASA: 64 - 81, 82 (IASA)
[/COLLAPSE]
Zelda places her opponent on the ground then gives them a shocking back massage that does 10%.
This is Zelda's best throw. If the opponent doesn't DI away, there are many possible followups such as an up smash, a lightning kick, or even another grab.
In very few instances, down throw can stage spike the opponent. More on this in the advanced technique section.
The following is an excellent resource for down throw followups.
[COLLAPSE=Down Throw Followups by MechaWave]My testing of Zelda's dthrow shows these follow-ups. If the opponent DI's away from the move, Zelda cannot use any follow-ups, so reading is key.
This was tested with no DI, so if the opponent DI's upwards or backwards Zelda still has a follow-up advantage. Note that dthrow makes the opponent go behind her.
You can use Jab or Dtilt as a way to grab your opponent.
Dthrow → (buffer) Dash → Usmash → (buffer) Nair [36%-38% fresh, all hits connect]
*This will probably be your most used setup because of the range of Usmash/Nair will at least hit the opponent regardless of the DI.
Dthrow → (buffer) Walk → (buffer) Upward Ftilt → Usmash/Nair/Uair
Dthrow → (buffer) Walk/Dash → Fsmash
Dthrow → (buffer) Fair
Dthrow → Dash attack → Filt → Usmash/Nair
Dthrow → (DI'd up or no DI) Dash attack (sweet) → Usmash/Nair/Uair [50% fresh, all hits connect (with Usmash of choice)]
*This is the most damaging follow-up if you don't use Uair. It's also great for setting up some dtilts. That's a potential 0-70%+ right there!
Dthrow → (DI'd up or no DI) Dash attack (sour) (x1 or x2) → Ftilt → Usmash → Nair
Dthrow → (DI'd behind) (buffer) Bair or Ftilt
Against a Wall (like Rainbow Cruise)
Dthrow → Usmash → Nair → Usmash/Dsmash/Fair/Bair
Dthrow → Pivot → Pummel (x1) → Dthrow → Pummel (x1) → Nair
Dthrow → Dthrow → (buffer) Bair
Dthrow → (if DI'd up/behind) Fair/Bair/Nair
Dthrow → (if DI'd up/behind) Dsmash → Din's Fire
Zelda can even chain some characters with Dthrow.
Dthrow → (buffered) Pivot Dash Grab → Dthrow → whatever move
Still note if the opponent DI's away Zelda cannot chain.
There's many, many others because Zelda can take advantage. These follow-ups work best <15%. At higher percentages, you can use Dthrow as a way to land a KO move or just to make it easier for you to land something (the higher the percent the farther the opponent launches.) [/COLLAPSE]
Up Throw
[COLLAPSE="Frame Data"]Startup Frames: 1 - 23
Hitbox Active: 24
Cooldown / IASA: 25 - 39, 40 (IASA)
[/COLLAPSE]
Zelda rotates her opponent in the air before sending them upwards for 11%.
[COLLAPSE="Frame Data"]Startup Frames: 1 - 23
Hitbox Active: 24
Cooldown / IASA: 25 - 39, 40 (IASA)
[/COLLAPSE]
Zelda rotates her opponent in the air before sending them upwards for 11%.
This is Zelda's least used throw by far. The advantage of this throw is that Zelda throws the opponent upward, and this kind of spacing is where Zelda thrives. The opponent can be up air'd but it's easy to air dodge, so try to bait it and follow up with an up smash.
IV. Statistics
The following are just some statistics such as Weight and Running Speed in regards to the entire cast. You'll find Zelda highlighted in purple. All of Zelda's statistics are not too great except for her Horizontal Air Speed which is pretty decent.
[COLLAPSE="Horizontal Air Speed"]
Rank
|
Character
|
Air Speed
1 | Yoshi | 4.04
2 | Jigglypuff | 3.87
3 | Wario | 3.71
4 | Wolf | 3.63
5 | Captain Falcon | 3.63
6 | Sonic | 3.36
6 | Donkey Kong | 3.36
7 | Lucas | 3.30
7 | Bowser | 3.30
8 | Squirtle | 3.27
9 | Mr. Game & Watch | 3.24
9 | Marth | 3.24
10 | Zero Suit Samus | 3.13
11 | Charizard | 3.07
12 | Zelda | 3.02
13 | Samus | 2.97
14 | Lucario | 2.95
15 |Ness | 2.92
15 | Mario | 2.92
16 | Snake | 2.88
17 | Toon Link | 2.83
17 | Ike | 2.83
18 | Pikachu | 2.74
18 | Peach | 2.74
19 | R.O.B. | 2.70
19 | Pit | 2.70
19 | Fox | 2.70
19 | Falco | 2.70
20 | Ganondorf | 2.62
21 | Kirby | 2.59
22 | Sheik | 2.57
23 | Olimar | 2.55
24 | Diddy Kong | 2.50
25 | Link | 2.45
26 | Meta Knight | 2.35
27 | Ivysaur | 2.32
27 | Ice Climbers | 2.32
28 | Luigi | 2.29
29 | King Dedede | 2.10
[COLLAPSE="Falling Speed"]
Rank
|
Character
|
Fall Speed
1 | King Dedede | 1.521
2 |Captain Falcon | 1.433
3 | Fox | 1.421
4 | Wolf | 1.402
5 | Snake | 1.351
6 | Falco | 1.329
7 | Ike | 1.288
8 | Ganon | 1.280
9 | Link | 1.248
10 | Sheik | 1.233
11 | Donkey Kong | 1.232
12 | Pikachu | 1.172
13 | Marth | 1.168
14 | Sonic | 1.138
15 | Zero Suit Samus | 1.123
16 | Diddy Kong | 1.121
17 | Pit | 1.106
18 | Wario | 1.088
19 | Meta Knight | 1.084
20 | Bowser | 1.083
21 | Lucas | 1.068
22 | Ivysaur | 1.051
23 | Charizard | 1.049
24 | Ness | 1.024
25 | Olimar | 1.020
25 | Squirtle | 1.020
26 | Yoshi | 1.007
27 | Toon Link | 1.005
28 | Mario | 1.000
29 | Mr. Game & Watch | 0.969
30 | Luigi | 0.954
31 | Ice Climbers | 0.941
32 | Lucario | 0.941
33 | R.O.B. | 0.939
33 | Kirby | 0.939
34 | Zelda | 0.884
35 | Samus | 0.833
36 | Peach | 0.825
37 | Jigglypuff | 0.768
[COLLAPSE="Weight"]
Rank
|
Character
|
Weight
1 | Bowser | 120
2 | Donkey Kong | 116
3 | Snake | 113
4 | King Dedede | 112
5 | Charizard | 110
6 | Ganondorf | 109
7| Samus | 108
8 | Wario | 107
9 | Yoshi | 107
10 | R.O.B. | 106
11 | Ike | 105
12 | Captain Falcon | 104
12 | Link | 104
13 | Wolf | 102
14 | Ivysaur | 100
14 | Lucario | 100
15 | Mario | 98
16 | Luigi | 97
17 | Sonic | 95
18 | Lucas | 94
18 | Ness | 94
18 | Pit | 94
19 | Diddy Kong | 93
20 | Ice Climbers | 92
20 | Toon Link | 92
21 | Peach | 90
22 | Marth | 87
23 |Sheik | 85
23 | Zelda | 85
24 | Falco | 82
24 | Olimar | 82
25 | Zero Suit Samus | 81
26 | Fox | 80
27 | Meta Knight | 79
27 | Pikachu | 79
28 | Kirby | 78
29 | Mr. Game & Watch | 75
29 | Squirtle | 75
30 | Jigglypuff | 68
[COLLAPSE="Walking Speed"]
Rank
|
Character
|
Speed
1 | Marth | 224
1 | Fox | 224
2 | Sonic | 236
3 | Sheik | 247
4 | Zero Suit Samus | 248
5 | Falco | 251
6 | Wolf | 252
7 | Pikachu | 260
8 | Diddy Kong | 261
9 | Meta Knight | 263
10 | Toon Link | 267
10 | Link | 267
11 | Squirtle | 269
12 | Donkey Kong | 271
13 | Pit | 272
14 | Yoshi | 279
15 | R.O.B | 290
16 | Mr. Game and Watch | 293
16 | Mario | 293
17 | Luigi | 298
18 | Samus | 301
19 | Ivysaur | 310
20 | Lucario | 317
21 | Ice Climbers | 332
22 | Kirby | 334
23 | King Dedede | 340
24 | Olimar | 357
25 | Ike | 364
26 | Peach | 367
27 | Ness | 370
28 | Captain Falcon | 372
29 | Wario | 375
29 | Snake | 375
30 | Lucas | 388
31 | Zelda | 393
32 | Bowser | 408
33 | Ganondorf | 438
34 | Jigglypuff | 449
35 | Charizard | 461
[COLLAPSE="Running Speed"]
Rank
|
Character
|
Speed
1 | Sonic | 100
2 | Captain Falcon | 146
3 | Fox | 153
4 | Zero Suit Samus | 164
5 | Sheik | 165
6 | Meta Knight | 171
7| Charizard | 176
8 | Pikachu | 178
9 | Diddy Kong | 184
10 | Marth | 186
11 | Yoshi | 188
12 | Toon Link | 191
13 | Donkey Kong | 195
14 | Pit | 201
15 | Mr. Game and Watch | 203
16 | Bowser | 207
17 | Ivysaur | 210
17 | Lucas | 210
17 | Mario | 210
17 | R.O.B. | 210
18 | Samus | 217
19 | Falco | 219
20 | Lucario | 222
21 | Olimar | 225
21 | Wolf | 225
22 | Ness | 226
23 | Ice Climbers | 227
24 | Ike | 230
24 | Kirby | 230
24 | Squirtle | 230
25 | Peach | 233
25 | Snake | 233
25 | Wario | 233
26 | Luigi | 235
27 | Link | 236
28 | King Dedede| 257
28 | Zelda | 257
29 | Ganondorf | 271
30 | Jigglypuff | 285
V. Advanced Techniques
Nayru's "Love Jump"
Zelda's Love Jump uses the properties of Nayru's Love to grant her a very large boost upwards or diagonally. Love Jump acts as a decent recovery while reflecting all projectiles in its way. Like Nayru's Love, the Love Jump suffers from some ending lag at the end.
To activate Zelda's Love Jump, she needs to be in the momentum from being hit. Buffer jump (for an upwards Love Jump) or diagonal+jump (for a diagonal Love Jump) then use Nayru's Love.
At high percentages (or knockback speed), there may be enough time to use an aerial attack before using Love Jump.
Love Jump isn't very difficult after learning the timing. An easy way to practise, as suggested by Fuujin, is to create a custom stage with spikes and practise on that.
This video is a good demonstration of Love Jumping. Credit to the video uploader.
Nayru's "Love Drop"
Nayru's Love Drop is similar to Love Jump in technique. The application of this move could be to fastfall while protecting yourself from projectiles or to land directly on your opponent as a surprise.
The method is to buffer down or diagonally downwards then follow up with Nayru's Love. Buffering diagonally downwards may cause Zelda to use Transform, so instead of moving the joystick diagonally, try rolling it from downwards to sideways.
Instead of using the control stick, you can use forward air, back air, and down air then Nayru's Love to Love Drop.
Reverse Nayru's Love Momentum Cancel
Nayru's Love Momentum Cancel is a pretty handy move to use, and can even save your life if done correctly! Be warned though, doing it improperly might lead you to an early demise.
While being knocked a great horizontal distance, Zelda can use Nayru's Love to completely stop her trajectory.
To use this, Zelda needs to be facing the opposite direction than she is being sent flying. Then, activate Nayru's Love and immediately after, move the joystick in the direction Zelda is flying to do a Reverse Nayru's Love.
If the reverse isn't done well or in time, Nayru's Love will add to Zelda's trajectory, killing her. So a little tip is to hold the joystick to the side (the direction Zelda is being sent) and let go once you've successfully done the technique.
This video shows a demonstration of being sent flying regularly, using the momentum cancel, and improperly executing the technique. Credit goes to the video uploader.
Farore's Wind Ledge Cancel
This technique involves Zelda using Farore's Wind to warp to the very edge, making Zelda fall off without going into helpless mode. Any lag associated with Farore's Wind is cancelled and you can instantly follow up with a jump or any appropriate attack. The location for every stage is different though so it takes some experimentation to get the hang of this move.
Depending on the stage, such as Battlefield and Norfair, you can do a double ledge cancel with proper placement.
When used sparingly, Farore's Wind Ledge Cancel is a very good move to surprise your opponent or mind game him or her.
I will explain the locations for Final Destination and Smashville, but the rest is up to you to learn!
For Final Destination, the warp spots is just a single step left or right of the middle when teleporting sideways. A step or two left or right of the corner of the middle diamond when teleporting diagonally.
For Smashville, the warp spots are between the second post (from the left or right) and the nearest character in the background. For diagonal warps, it's the same as sideways except a step or two more towards the centre of the stage (keep in mind you are teleporting in the opposite direction compared to the totally horizontal warp).
This video shows the proper execution of this move. Credit to the uploader.
Farore's Boost
Farore's Boost is essentially the same as the Love Jump, but instead of using Nayru's Love, Farore's Wind is used. The result causes the startup of Farore's Wind to make Zelda move. A completely upwards Farore's Boost gives Zelda a very small upwards boost, while a diagonal Farore's Boost gives Zelda a significant boost horizontally.
To use this technique, Zelda must be in the momentum from being hit. Buffer jump / diagonal+jump, then use Farore's Wind. Alternatively, you can also make Farore's Boost drop downwards very slightly or diagonally downwards similar to the Love Drop. Same procedure except you use Farore's Wind instead of Nayru's Love.
This video shows the execution of an upwards Farore's Boost. Credit goes to the video uploader.
Rising Transform
While in flight from being hit from an opponent's attack, you can Jump -> Transform for a significant boost while transforming. This gives Zelda (or Sheik) some distance from the opponent allowing for a safer transformation. Zelda can experience more of a horizontal movement (directional buffering required) while Sheik's has a vertical boost.
Down Throw Spike
In certain stages and with certain characters, when Zelda does a down throw at the edge of a stage, a stage spike results. The following is a list of all known down throw spikes:
[COLLAPSE="Down Throw Spike Data"]Data taken from this thread. Credit to NinjaLink and KayLo!.
Battlefield
- right ledge
- right ledge
- right ledge
- both ledges
Smashville
- right ledge
- right ledge
Frigate Orpheon (transformation with moving platform)
- left ledge
Castle Siege - third transformation
- right ledge
[/COLLAPSE]
Glide Toss
Zelda is blessed with one of the farthest glide tosses in the game, traveling approximately half the distance of Final Destination. You'll find Glide Tossing to be very useful when equipped with Diddy's Banana Peels, Peach's Turnips, Wario's Tire Wheels, and Zero Suit Samus's Armour Pieces.
To execute this move, simply roll then throw an item immediately after. If the item is thrown on Frame 1, then Zelda does a regular Glide Toss traveling a very long distance. If the item is thrown on Frames 2-4, then Zelda performs a Weak Glide Toss.
VI. Strategy
Zelda isn't an extremely complicated character, preferring to jump into the fray and deal some major damage. Because Zelda doesn't have versatile options such as Link, try your best to mix up your gameplay so you don't get too predictable.
As you'll have noticed, Zelda's ground game is much better than her aerial game so do not rely on Zelda's aerial game to win matches. With that said, Zelda's aerials do major damage and have major KO potential so be smart and play safe. Some of Zelda's moves are "safe" and are prone to over-usage so be mindful of this. Some of these skills include down and up smash.
Zelda has abysmal approaching options, usually hoping for the opponent to approach and as Fuujin bluntly puts it, "spam smash attacks". A way to bait the opponent is to use Din's Fire to the point of annoyance, but it isn't reliable if your opponent is smart and knows to cancel Din's. Also, against Lucas, Ness, and Mr. Game and Watch, be sure not to use Din's Fire much (or at all).
Because of Zelda's reliance on opponents approaching, being able to read your opponent is especially important so you don't take too much damage (remember, Zelda dies early) while being able to punish.
Some attacks you may use to keep your opponent away are forward smash and down tilt. Down tilt can be devastating at mid % resulting in a semi-lock, and setting up your opponents for a KO at higher percentages.
Being the floaty and lightweight she is, Zelda will be relying on her shield a lot to protect herself from harm. Zelda has some out of shield options such as up smash and more notably the quick back air. Make sure to use these in your gameplay too!
A common habit that Zelda players may have are rolling and spotdodge -> down smash. Definitely use these in your gameplay, but not to the point where your opponent can predict these with ease.
Transform. This move is very helpful increasing your playing potential. The problem with this is that Sheik is completely different from Zelda and takes time to learn and get used to. If you put the time into learning both Zelda and Sheik, the effort will well be worth it and you have the privilege of calling yourself a Sheilda player (and there aren't many of those around so it's something to be prideful of).
VII. Matchup
Taking the matchup data from this thread (credits ZeldaMaster_1 and contributors), I have compiled a list of Zelda's matchup ratios. The rating will be the mean of the submitted matchup ratios.
Strangely, the thread started from Ganondorf moving their way up, meaning there is not much up-to-date matchup ratios on higher tiered characters. If the numbers don't have any additional information, it means I have pulled the matchup ratio from the Official Matchup Chart.
-4 means nearly unwinnable, 0 means even, and +4 (lol) means nearly unloseable.
God Tier
[COLLAPSE="God Tier"] -4[/COLLAPSE]
Top Tier
[COLLAPSE="Top Tier"] -2
-3
-3
-3
-2
-2
-4
-2
[/COLLAPSE]
High Tier
[COLLAPSE="High Tier"] -1.88
Standard deviation: 0.25
Variance: 0.06
Min: -2
Max: -1.5
-1
-2.33
Standard deviation: 0.58
Variance: 0.33
Min: -3
Max: -2
-2.4
Standard deviation: 0.55
Variance: 0.30
Min: -3
Min: -2
-2.42
Standard deviation: 0.73
Variance: 0.54
Min: -3
Max: -1[/COLLAPSE]
Middle Tier
[COLLAPSE="Middle Tier"] -2.2
Standard deviation: 0.45
Variance: 0.20
Min: -3
Max: -2
-2.4
Standard deviation: 0.55
Variance: 0.30
Min: -3
Max: -2
-2.30
Standard deviation: 0.57
Variance: 0.33
Min: -3
Max: -1.5
-1.88
Standard deviation: 0.63
Variance: 0.40
Min: -2.5
Max: -1
-1.78
Standard deviation: 0.27
Variance: 0.07
Min: -2
Max: -1.5
-1.25
Standard deviation: 0.87
Variance: 0.75
Min: -2
Max: 0
-1.67
Standard deviation: 0.26
Variance: 0.07
Min: -2
Max: -1.5
-1.75
Standard deviation: 0.42
Variance: 0.18
Min: -2
Max: -1
-1.70
Standard deviation: 0.45
Variance: 0.2
Min: -2
Max: -1
-0.50
The MU ratios for Zelda and Sheik are used, respectively, with equal weight.
0(0.5) + -1(0.5)
= -0.5
-1.83
Standard deviation: 0.41
Variance: 0.17
Min:-2
Max: -1
-1.00
Standard deviation: 0
Variance: 0
Min: -1
Max: -1
-1.20
Standard deviation: 0.84
Variance: 0.70
Min: -2
Max: 0
-0.40
Standard deviation: 0.89
Variance: 0.80
Min: -2
Max: 0
+0.75
Standard deviation: 1.26
Variance: 1.58
Min: -1
Max: 2[/COLLAPSE]
Low Tier
[COLLAPSE="Low Tier"] -0.63
Standard deviation: 0.95
Variance: 0.90
Min: -2
Max: 0
-0.20
Standard deviation: 0.45
Variance: 0.2
Min: -1
Max: 0
+0.80
Standard deviation: 1.10
Variance: 1.20
Min: 0
Max: 2
-1.50
Standard deviation: 0.58
Variance: 0.33
Min: -2
Max: -1
-0.25
Standard deviation: 0.29
Variance: 0.08
Min: -0.5
Max: 0
+0.33
Standard deviation: 0.88
Variance: 0.77
Min: -1
Max: 1.5
+0.60
Standard deviation: 0.89
Variance: 0.80
Min: 0
Max: 2
0
Not much needs to be said.
+1.91
Standard deviation: 0.49
Variance: 0.24
Min: 1
Max: 2.5[/COLLAPSE]
VIII. Stage Choice
In this section, the different stages (legal in the Unity Ruleset) will be discussed in relation to Zelda.
[COLLAPSE="Battlefield"]Battlefield is a very good stage for Zelda. Firstly, there are platforms which is advantageous to Zelda because she thrives the best when the opponent is directly above her and the platforms do just that. It also helps Zelda mix her recovery a little since she can land on the platforms when Farore's Wind might not be able to take you to the ground.
Battlefield's advantage can also work against Zelda. Since she's so light and floaty, the platforms also help the opponent set up attacks to send Zelda flying.
As mentioned in the Advanced Techniques, Zelda does have some down throw stage spikes to take advantage of.[/COLLAPSE]
[COLLAPSE="Castle Siege"]Castle Siege is a different stage with three distinct transformations. The first transformation is rather small with two platforms on both sides. Because the area is so small, Zelda can't do much camping with Din's Fire so a possible plan could to just play aggressive and try to stall until the stage transforms.
While all three stages transform, you'll be in a grey area. It's pretty much a flat surface that has a walk-off. Take advantage of down smash here!
In the second transformation, there are numerous of platforms and there is a walk-off. Most notably are two statues at the bottom that shield you from most projectiles. It's an excellent way to camp with Din's Fire safely and bait the opponent into coming. Watch Zelda's % damage here, because if it's somewhat high, the walk-offs will be used against you!
In the third transformation, the stage is similar to Final Destination in that the stage is relatively flat (with a minor bump in the middle). Stick to one side, bait with Din's Fire if possible and get the opponent to approach.[/COLLAPSE]
[COLLAPSE="Final Destination"]To be added.[/COLLAPSE]
[COLLAPSE="Lylat Cruise"]To be added.[/COLLAPSE]
[COLLAPSE="Pokemon Stadium 1"]To be added.[/COLLAPSE]
[COLLAPSE="Smashville"]To be added.[/COLLAPSE]
[COLLAPSE="Yoshi's Island (Brawl)"]To be added.[/COLLAPSE]
[COLLAPSE="Halberd"]To be added.[/COLLAPSE]
[COLLAPSE="Brinstar"]To be added.[/COLLAPSE]
[COLLAPSE="Delfino Plaza"]To be added.[/COLLAPSE]
[COLLAPSE="Pokemon Stadium 2"]To be added.[/COLLAPSE]
[COLLAPSE="Rainbow Cruise"]To be added.[/COLLAPSE]
[COLLAPSE="Frigate Orpheon"]To be added.[/COLLAPSE]
IX. Inspiration
Picking a new character is always tough. There are 30+ other characters to choose from so why pick Zelda? Well, this section of the guide will bestow upon you some words of encouragement and inspiration to pick up Zelda.
Here are some words from fellow Zelda players (Kataefi says to listen to this while reading):
Definitely check these videos out. They are some of the best Zelda vids out there.ScaryLB59 said:Understand that no matter how bad a MU is, it can be won. No matter how bad a camp may seem, there's always a hole. No matter how bleak a situation can be, there's a way out. It doesn't matter that we play Zelda, we can still go in and fight, and win. There's always a way, but with that said, it's up to you to figure out your way. Now choose....Will you quit or will you rise to meet this challenge?
<None yet, lol.>
X. Credits
Aerodrome - Moveset, Images, Advanced Techniques
AlanHaTe - Advanced Techniques
AlMoStLeGeNdArY - Moveset
Fuujin - Summary of Zelda, Moveset, Up Smash Viability, Din's Fire Viability, Advanced Techniques
Hylian Auree - Moveset
JigglyZelda003 - Moveset
Kataefi - Summary
MechaWave - Moveset, Hitbox Info, Down Throw Followups
MochaMew - Moveset
ScaryLB59 - Moveset
Sonic The Hedgedawg - Moveset
ZeldaMaster_1 - Advanced Techniques
...and finally, you, the reader. Without you, this guide would be completely pointless!
XI. Update Log
[COLLAPSE="Click Here"]October 13, 2011 - Guide's creation!
October 14, 2011 - Added to moveset. Rating scale implemented. Collapse tags for frame data.
October 17, 2011 - Added to moveset. Fixed pros/cons.
October 18, 2011 - Added to moveset.
October 19, 2011 - "Completed" moveset. Started framework for ATs.
October 21, 2011 - Added ATs, Matchup
October 24, 2011 - Template for Stages, Inspiration. Added a bit for Strategy. Removed FAQs / Helpful Links
October 31, 2011 - Battlefield, Castle Siege
January 3, 2012 - Statistics added![/COLLAPSE]