LovinMitts
Smash Journeyman
I made a thread a few days ago that was entirely consisting of my gripes with how Zelda was designed. One of the people who replied asked how I would change her to make her less annoying (to me) to fight, but also keep her viable as a character.
The approach I took was to make her a more aggressive character by improving her approach while also making it less desirable to sit in one place on the defensive for too long.
Thoughts? What changes would you make to this? Do you see this is as too much of a change?
Also, a thanks to everyone who responded to my previous thread. It was really cool to see you all respond to someone practically bashing your main with such maturity and constructiveness.
EDIT 1: Changes were made to Nayru's Love, Din's Fire,Up Throw, Down Throw (reverted), Forward Throw, Up Air, Forward Tilt, Fall speed (reverted), Fair, Bair, and Nair based on suggestions.
The approach I took was to make her a more aggressive character by improving her approach while also making it less desirable to sit in one place on the defensive for too long.
If something isn't listed, then I didn't think it needed to be changed. Smashboards crashed the first time I tried this and I lost the whole thing, so let's try this again.
SPECIALS:
Nayru's Love- The two outermost hitboxes have been moved closer to Zelda. The final hit does 6 damage. Knockback compensated to remain the same. Angle changed to be more horizontal.
(Range was nerfed because this move was a tad centralizing and the goal of this post is to make Zelda more aggressive. Since the move is hard to approach, I often see it used as a panic button.)
Din's Fire- Changed to be a mix of Smash 4 and PM Din's. Detonates as soon as the button is released, but has two distinct sizes with different utilities.
At close range, it does 6 damage and has weak knockback with little growth to promote followups. When detonated at close range, Zelda can act out of it in 8 frames.
At mid to long range, it pops opponents up and does 11 damage.
It retains most of it's speed, but it is slightly slower for the purpose of being easier to control. 18 frames after detonation, it flies back to Zelda.
At close range, it doesn't fly back at all. At mid to long range, it flies back slowly, doing 5 damage if it connects with an opponent and almost no knockback.
(As a reference for the distances, think a quarter of dream land as close range hit, and 3/4's to Dreamland and 1/4th as the mid to long range hit )
Farore's Wind- The first hitbox has set knockback (Similar to Melee) that's low enough to have fastfallers put in a techchase situation. The knockback on the reappearing hitbox is changed to be more horizontal and it now does 5 damage. The move retains it's cancel mechanics.
NORMALS (grounded):
Dash Attack- Less knockback growth. Propels Zelda farther forward to make boost grabbing viable for her, similarly to Sheik.
Forward Tilt- Knocks opponents straight up rather that toward Zelda. Lower knockback growth.
(DIing the move is more effective)
Up Tilt- Hitbox appears on frame 10 and ends on frame 26. Right arm intangibility starts on frame 12 and ends on frame 24.
Forward Smash- Startup increased from 10 to 12. The move now lasts for 33 frames. Final hit does 15 damage from 13.
(This was to make it riskier to use, since it has such a high reward when landed.)
AERIALS:
Nair- Final hit does 7 damage. Knockback uncompensated.
Fair- Becomes active on frame 5 instead of 8 until frame 8, landing lag decreased to 16 frames. (8, L-cancelled)
Does 8 damage. Base knockback reduced, knockback growth reduced to where it doesn't kill at a reasonable percent. Knockback angle changed to be more vertical.
(Knockback at low %'s is enough to set up for grabs and sets up for aerials at mid %'s)
Bair- Gets old fair's frame data. Landing lag increased from 18 to 22. (11 when L cancelled)
Up Air- The small hitbox that connects into the big hit does 7 instead of 5.
Down Air- More knockback growth to knock opponents down at earlier %'s.
(It's a bit awkward that it has grounded opponents stumbling at certain percents instead of popping them up)
GRABS/THROWS:
Standing Grab- Comes out on frame 5 instead of 8, ends on frame 6 instead of 9.
Dash Grab- Comes out on frame 8 instead of 10, ends on frame 10 instead of 12.
Pivot Grab- Comes out on frame 12 instead of 13, ends on frame 13 instead of 14.
Pummel- Damaged decreased from 3 to 2.
Up Throw- Opponent thrown on frame 24 instead of frame 29. Animation sped up to compensate.
Forward Throw- Opponent thrown on frame 22 instead of frame 18. Animation slowed to compensate.
(Makes it easier to react to. Better solution than giving it higher knockback.)
MISC:
Traction slightly lower to allow for better wavedashes/wavelands.
Jumpsquat shortened from 5 to 4 frames.
Electric SFX are quieter.
SPECIALS:
Nayru's Love- The two outermost hitboxes have been moved closer to Zelda. The final hit does 6 damage. Knockback compensated to remain the same. Angle changed to be more horizontal.
(Range was nerfed because this move was a tad centralizing and the goal of this post is to make Zelda more aggressive. Since the move is hard to approach, I often see it used as a panic button.)
Din's Fire- Changed to be a mix of Smash 4 and PM Din's. Detonates as soon as the button is released, but has two distinct sizes with different utilities.
At close range, it does 6 damage and has weak knockback with little growth to promote followups. When detonated at close range, Zelda can act out of it in 8 frames.
At mid to long range, it pops opponents up and does 11 damage.
It retains most of it's speed, but it is slightly slower for the purpose of being easier to control. 18 frames after detonation, it flies back to Zelda.
At close range, it doesn't fly back at all. At mid to long range, it flies back slowly, doing 5 damage if it connects with an opponent and almost no knockback.
(As a reference for the distances, think a quarter of dream land as close range hit, and 3/4's to Dreamland and 1/4th as the mid to long range hit )
Farore's Wind- The first hitbox has set knockback (Similar to Melee) that's low enough to have fastfallers put in a techchase situation. The knockback on the reappearing hitbox is changed to be more horizontal and it now does 5 damage. The move retains it's cancel mechanics.
NORMALS (grounded):
Dash Attack- Less knockback growth. Propels Zelda farther forward to make boost grabbing viable for her, similarly to Sheik.
Forward Tilt- Knocks opponents straight up rather that toward Zelda. Lower knockback growth.
(DIing the move is more effective)
Up Tilt- Hitbox appears on frame 10 and ends on frame 26. Right arm intangibility starts on frame 12 and ends on frame 24.
Forward Smash- Startup increased from 10 to 12. The move now lasts for 33 frames. Final hit does 15 damage from 13.
(This was to make it riskier to use, since it has such a high reward when landed.)
AERIALS:
Nair- Final hit does 7 damage. Knockback uncompensated.
Fair- Becomes active on frame 5 instead of 8 until frame 8, landing lag decreased to 16 frames. (8, L-cancelled)
Does 8 damage. Base knockback reduced, knockback growth reduced to where it doesn't kill at a reasonable percent. Knockback angle changed to be more vertical.
(Knockback at low %'s is enough to set up for grabs and sets up for aerials at mid %'s)
Bair- Gets old fair's frame data. Landing lag increased from 18 to 22. (11 when L cancelled)
Up Air- The small hitbox that connects into the big hit does 7 instead of 5.
Down Air- More knockback growth to knock opponents down at earlier %'s.
(It's a bit awkward that it has grounded opponents stumbling at certain percents instead of popping them up)
GRABS/THROWS:
Standing Grab- Comes out on frame 5 instead of 8, ends on frame 6 instead of 9.
Dash Grab- Comes out on frame 8 instead of 10, ends on frame 10 instead of 12.
Pivot Grab- Comes out on frame 12 instead of 13, ends on frame 13 instead of 14.
Pummel- Damaged decreased from 3 to 2.
Up Throw- Opponent thrown on frame 24 instead of frame 29. Animation sped up to compensate.
Forward Throw- Opponent thrown on frame 22 instead of frame 18. Animation slowed to compensate.
(Makes it easier to react to. Better solution than giving it higher knockback.)
MISC:
Traction slightly lower to allow for better wavedashes/wavelands.
Jumpsquat shortened from 5 to 4 frames.
Electric SFX are quieter.
Thoughts? What changes would you make to this? Do you see this is as too much of a change?
Also, a thanks to everyone who responded to my previous thread. It was really cool to see you all respond to someone practically bashing your main with such maturity and constructiveness.
EDIT 1: Changes were made to Nayru's Love, Din's Fire,Up Throw, Down Throw (reverted), Forward Throw, Up Air, Forward Tilt, Fall speed (reverted), Fair, Bair, and Nair based on suggestions.
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