Oh well I'll just main Ghirahim.
Also, Zelda lost her Ocarina of Time and old woman colours.
Also, Zelda lost her Ocarina of Time and old woman colours.
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Urgh... that's no good. Transcendence is pretty much the best thing it could get without really changing the move too much. Now people can SH aerial her again without any sort of threat. Hoping the phantom or her kicks cover that diagonal blindspot she has when defending!!!Din's Fire is confirmed to not be transcendent and was cancelled by Pikachu's nair. Din's also has decreased range and still puts you into fastfall. Din's doesn't seem to slow down your fall speed when used in the air.
Oh good it exists! Rejoice!Dtilt works just the way it does in Brawl... minus the tripping.
Rosalina looks like she will play a little like Lucario; being floaty and having big long lasting hitboxes. She could be good but it depends on if she's effective or ends up being gimmicky (lol, generic smash insight).& putting all my top/high tier hopes into WFT and Rosalina. Pika's looking solid but didn't really get anything new, so that's kinda boring.
About the same as quick claw activating at the right time to finish off your pokemon twice . Or one of your pokemon getting hit by two crits in the same turn after raising both def and sp def. Tbh it feels like the game favors them more than the human players..I was doing so well against Super Singles until someone used Ice Punch against my Hippowdon, made a crit and then Frost my 'mon.
What are even the odds for that to happen?
Gah.
Then again, I haven't even started raising pokes properly, I still roll with the guys of the Nuzlocke.
Take note; The workings of damage seem unusual and inconsistent between hits, (Example: a hit-box doing 11% fresh one time, but 12% fresh the next.) and I've recorded two different percents for just about every attack. (The variation is only a 1% difference.) With that in mind, if you see two percents > 11\12% < connected like this, it means the varying percents.
Note 2: Everything here is subject to being changed before the full release.
MOBILITIES:
* Her running appears to be a slight bit faster. Not a whole lot, though...
* Her second jump is now much larger! It used to only be about "one Zelda high" but now it's equal in height to her first jump. (which is around "one-and-1/2 Zeldas high")
* Many people have reported that she falls faster. IDK how I like this...
NORMALS:
Jab:
* The attack does 7% over 3 hits. (Note, ONE of the hits does 3%. One time it was the third hit, another time it was the 2nd hit. This may have to do with that percent varying mentioned above.)
66A - Dash Attack:
* Seems to do some combination of 12\13%, 9\10%, and 6%. (It's unknown if the damage differences happen with different timing or placement.)
* The 90 degree angle seems to be done away with, and now the WHOLE attack does a 45 degree angle.
* The knockback of the hit-boxes seems "evened out" In that the tip and center of the move knock away the same amount.
* It also KO's at a percent BETWEEN the replaced brawl style; at around mid to high 100%s.
Ftilt:
* The move ONLY hits forward now; at an angle of around 45 degrees.
* Does some range of 10\11\12\13% (All fresh percents.) It seems somewhat... Inconsistent, though...
* It still has pretty decent knockback, KO'ing around mid 100%s.
Dtilt:
* Now does 4%. (Unknown if it ONLY does 4%.)
Utilt:
* The move has been drasticly changed:
* It now does only 5\6%. (Incredibly low damage.)
* Its knockback has been HUGELY reduced. (Only half a screen of KB at 100%.)
* Its angle is WAY higher. (It ranges from 90 degrees in the front, to around 100 degrees when hitting behind.)
-- Overall, far more combo friendly. Use as so.
Fsmash:
* Occasionally, people "fall out" of the multi-hits, disappointingly...
* Now does 17\18%.
* Retains very similar knockback to Brawl.
Dsmash:
* Front hit does 12\13%.
* Back hit does 10\11%.
* Retains very similar to Brawl knockback.
Usmash:
* Occasionally, people "fall out" of the multi-hits, disappointingly...
* Does 16\17%. Is now only 7 hits. (2\3%, 2\3%, 2\3%, 2\3%, 1%, 1%, 5\6%. Note, it ONLY seems to do 15-17%, though.)
* It appears to have some sort of IASA (Not confirmed) that makes it faster than it was in Brawl.
* It appears to be slightly weaker; (Not confirmed.) not being able to "off the top" KO ZSS even at 115%.
NAir:
* Does around 12% at best.
FAir/BAir:
* The Sweetspot hit-lag is reduced from Brawl.
* Sweetspot does 21%, and hits at around 45 degrees. Still VERY powerful.
* Sourspot does 4\5%.
* The move has normal priority. (It could be seen cancelling a Samus homing missile.)
DAir:
* Sweetspot does 16\17% and still hits straight down.
* Lower Sourspot does 4\5%, and higher Sourspot does 6%.
* The sweetspot can connect with grounded opponents!
UAir:
* The hit-box appears to be larger and there appears to be two different ones: The main hit-box, and the edging.
* The main hit-box does 15\16% and hits upwards. (Note, it may not hit straight up anymore. It's unknown.) Also, it appears to be slightly weaker. (Not confirmed.)
* The edging is a weaker hit-box edging the main one. It does 10%.
* There have been reports of some part of UAir hitting downwards somewhere on the move. The true workings are unknown, but I believe this may have to do with the edging. (Theory>) Perhaps the edging hits in the direction of the side you hit with. (AKA, hit by the top = upwards. Hit with the side = sideways. Note this is only a THEORY.)
SPECIALS:
Neutral Special - "Nayru's Love":
* The move appears to connect better than in Brawl.
* The final hit has increased knockback. (It nearly KO'ed ZSS ataround 150%.)
* If you're behind Zelda, the final hit in the back now knocks the opposite way Zelda is facing, (Like Melee/P:M) instead of only forward her direction like in Brawl.
Side Special - "Din's Fire":
* The move now consists of two different hit-boxes.
The core, a VERY powerful, but tiny hit-box in the center, that does 7-15%, and the edging, the rest of the explosion; an incredibly weak, set knockback hit-box. It does 3-7%.
* The fireball travels slightly faster (Not confirmed, but reported to be so by multiple people.)
* The channel distance, fireball maneuverability, and explosion hit-box, have all been nerfed.
* If used in the air, it no longer slows your descent. (Not confirmed.)
* The fireball explosion still retains "normal" priority, and it still causes special fall if used in the air.
-- This is just terrible...
Up Special - "Farore's Wind":
* Farore's Wind now carries jump momentum during the startup animation. (Actually, It always did. It's just FAR more noticeable in SSB4 because her 2nd jump is so much bigger.)
* The vanishing animation, and the invisible travel time, are quicker. Apparently, though, the reappear animation length is the same.
* Reappearing while airborne still forces you to fall a great deal with no horizontal movement.
* The disappear hit-box does 7%. (Unknown if it does anything more.)
* The reappearing hit is now made up of two hit-boxes. The larger hit-box is larger than it was in Brawl, and does 7\8%. The second hit-box is smaller (Still large-ish.) and is centered on Zelda. This one does a whopping 12\13% and has very large knockback.
* The reappearing hit-box no longer has a flame effect, but instead, a slash effect. (FINALLY.)
* The disappearing animation can once again snap ledges! (Like in Melee. This feature was removed in Brawl.)
* It appears that Zelda will now auto-grab ledges at ANY TIME during her invisible travelling period if they're near enough to her.
Down Special - "Phantom Slash" AKA the NEW MOVE:
"Zelda creates a small-ish purple portal/vortex that once released, lets loose Phantom Armor (Like the one Zelda possesses in Spirit Tracks.) That lunges forward and swings its sword to attack opponents, and defend Zelda."
* The move can be charged, and doing so increases the range, power, and damage. (5-16%) More charge also changes the type of Slash it does.
* No charge and it does a small, horizontal slash. Mid charge and it does an overhead, downwards slash. Fully charge it and the Phantom lunges forward and then does a MASSIVE uppercut slash, doing two hits.
* The fully charged Phantom Slash does two hits, yes, but it can do up to 26%! The sliding lunging hit does 11%, and the uppercut slash does 16%.
* When fully charged the purple vortex quickly flashes pink. It takes around 1.5 seconds to fully charge.
* It can be used while airborne and causes NO special fall afterwards. (woot!)
* The Phantom has NO gravity properties, and will stay on a single Y-plane when used. (It looks sorta funny when released in mid-air.)
* The Phantom can take hits from projectiles and shield Zelda. It can be seen taking 25% at full charge. It can take multiple projectiles before being destroyed too! (As it took one of Samus's missiles, and didn't die.)
* The Phantom is considered a projectile, and can be reflected by projectile reflecting moves. (UGH!!!)
* There is a brief period of time after the Phantom slashes where it's still there, and Zelda can act.
* Trying to use Phantom Slash while the Phantom is still on-screen causes Zelda to do a "no bullet whiff" animation.
* The Phantom appears to have some sort of "wall-like" properties. (Not Confirmed.) (It could be seen pushing Mega Man back slightly.)
Grab/Pummel:
* Her standing grab appears to connect significantly faster. ("And that day there was a collective sigh of relief and happiness.")
* Pummel does 3\4%.
Fthrow:
* Does 12\13% and sends at around a 45 degree angle.
* It has 'normal' knockback t low percent, but gains near KO like knockback in the mid 100%s.
Bthrow:
* Does 11\12% and sends at around a 135 degree angle (45 degrees behind her.)
* Its low percent knockback seems to be drasticly increased. (If any of you saw Kirby's Uthrow's craziness during the smash 4 invitational, I hope Zelda's bthrow is like that now.)
* Its KO power has been drasticly increased. (It could be seen in one video causing a "red flash"--KO flash, on another Zelda at only around 60%.)
Dthrow:
* The damage it does has been reduced to 6% over 5 hits. (Like... Why...)
* It now knocks slightly farther at lower percents, and releases at a higher angle.
Final Smash is still The Light Arrow. It does 40%. It also seems to be slightly more powerful. Neat!