NEUTRAL-B (NAYRUS):
• Character momentum resets properly.
• Cleaned up hitboxes so being hit by the edges of last hit has reversible KB, but being hit within the outer edges still sends the way Zelda is facing.
• Grounded: Final hit angle 45/40 -> 361, BKB 55/50->50, KBG compensated. Startup reduced by 3 frames.
• Aerial: Intangibility removed. Angle 60/55 -> 55, BKB 50/45 -> 45, KBG compensated. SDI 0.5x->0.8 on linking hits. Land cancel occurs slightly later and startup reduced by 3 frames for same total time.
Oh...where to start. It got pooped on. First off all, it should be pointed out that the changelist has completely neglected to detail how tiny Nayrus' range has been made. Bullet 1 is a cop-out fancy way of telling us Love Jumps / Diamond Dives are gone. I need some hitbox .gifs to make sure I'm understanding Bullet 2 correctly, but from the sounds of it and from trying it out myself, the reversible KB is much harder to get now than in 3.02. Is it trying to say that only the very last hit on the outer edge has reversible KB? Bullets 3+4 are...meh. Just the usual minor buffs that don't mean much, and SDI multiplier nerfs. We lose aerial invulnerability, too. Not sure what the implications of the Land-cancelling changes will have though, but they feel about the same to me. On that note, with the removal of Love Jumps, land-cancelling Nayrus out of hitstun is a viable option against opponents following-up carelessly. There's no invulnerability anymore so it's not super safe, but from my experience so far, it puts opponents on the defensive worrying about it while I'm still at low %s. The removal of Love Jumps also means that Zelda can at least stall with Nayrus, although that's not very safe unless you're fairly high up. Overall, Nayrus remains a good follow-up, break-out-of-combos, bad-approach-punisher, and oos option, albeit now terrible for spacing and lacking in its former flexible range of functions. Read: still pretty ok on stage, no longer usable for god-tier recovery. I sorta understand the reasoning there I guess, just hurts a bit :x
SIDE-B (DINS):
• Proximity hitbox increased in size, does more damage to shields, damage increases with charge time, and initial uncharged size is larger. Time out explosion is slightly larger and does more damage. Startup reduced. Air IASA matches the faster ground IASA. When placing the Din's, it now begins fast and decelerates as it gets bigger.
• Amount of Din's active on screen at one time decreased 3->1. Camera now tracks the Din's Fire and keeps it on screen.
• While in play, performing Forward Special again will activate the Din's, causing a small explosion before heading on a return path back towards Zelda with a weak hitbox, and refreshing the hitbox if the Din's was already in motion. If the proximity hitbox hits, is shielded, or is clanked while stationary this will also cause it to return to her. The returning movement and turning peed is slower the more it is charged, with sufficient charge allowing for Zelda to avoid re-catching it immediately. If it does not reach Zelda after a few seconds, it will expire and disappear on its own without being re-caught.
• If Zelda is hit/grabbed while it is in motion, it will unlink from her and travel in a straight line, unless she reactivates it (While linked a flashing red GFX on her hand is present). It will also not track Zelda or be re-caught and travel straight ahead if Zelda is invisible or KOed. If left stationary for a few seconds it will self detonate with a much larger and powerful explosion.
Bullet 1 explains that the proximity hitbox (pre-explosion + stationary) is just better in general. Which may be the case, but it's much less threatening in this manner, given its just a single din by itself. The startup and air endlag reductions are obv. nice though. The timing and directional control for placing Dins is completely different; little vertical control, but much quicker horizontal speed at first (allowing for super quick, easy follow-ups after knocking them away). Because of this, placing Dins between yourself and a close opponent isn't really an option anymore, but you can still do so (and much more quickly) if they're further away, or put one behind them to zone / encourage further approaching. Bullet 2+3 are why Dins now come off as much more threatening. During their stationary and later mobile states, the now single, larger, more-quickly-placed Din is made more obvious by the camera influence. Now that they're more aware of it, opponents are more likely to pay more attention to avoiding Dins; take advantage of this if they approach you (after setting a Din behind them) by being careful to limit their escape options as you approach them, and punish any mistakes with Zelda stuff. You know...LKs, N-Air, U-Air, Nayrus, F-Tilt/U-Smash, etc. Bullet 4 isn't as bad as it sounds. If you get hit immediately after it starts following you, it'll leave its trajectory while it's still circling away from you...which sucks, but re-catching Dins is simply and can stall in the air to help recovery (opposite of when setting Dins, which gives her a ton of downward airborne momentum instead, reminiscent of Diamond Diving). The new Dins is amazing when placed past recovering opponents, too; I'm sure you've all tried it by now. Dins circle back downwards when withdrawn while level to Zelda, and circle back upwards if withdrawn while above. So Dins should be placed below stage level, just above the opponent if they're recovering low to catch them, or higher than Zelda, just below the opponent, if they're recovering high. It should also be noted that spamming the Din explosion on the return trip is great for stalling the Dins' travel and mixing up the timing against opponents that stay in shield or by the edge too much. Bigger+slower dins are obv. better for that stalling. So explode it once or twice while they have ledge invincibility on purpose, and then let it hit them once they get up as you go in with an LK/whatever after hit-confirm.
UP-B (FARORES):
• Airdodge interrupt out of ground only teleport removed, replaced with a B press to cancel/shorten movement during ground or aerial teleport that preserves sliding momentum and is able to snap onto platforms when passing upwards through them, similar to wavelanding.
• Ground to ground Farore cancel has shortest ending animation, comparable to airdodge landing lag. Ground startup hitbox changed from 95 BKB/0 KBG -> 95 WDSK.
• Aerial ending no longer halts vertical, allowing sliding up walls a bit after reappearing when teleporting upwards to edges. Aerial Farore FSM on ending removed, with air mobility when teleporting upwards through edges. Aerial Farore FSM on ending removed, with air mobility beginning later to increase commitment to her original travel direction. Land lag from reappearing in air increased from 20->30. KB of non-cancelled reappearance hit Angle 60->50, KBG 46->120, BKB 100->45.
Bullet 1 is where all the meat is. As others have mentioned, the new Teleshort B-cancel leaves Zelda with no momentum upon reappearance, so movements/actions out of teleshort are pretty much limited to standing actions, minus jump/dash. Even with standing options, she has a hefty bit more endlag more than she would out of Teledash's wavelands; on top of Teledash letting Zelda appear before opponents and waveland behind them for mindgame stuff, Teleshorts aren't nearly as safe. Cancel-able teleports that were started while airborne are great if recovering on stage from above, though. Stages with platforms by the edge are now much safer stage picks for Zelda, given her weakened recovery (no love jumps~...). Bullet 3 is something us Zeldas all noticed in 3.02 and prob wanted fixed, but tbh it has prob hurt us more than it helped. Leaving in the object collision going upwards really was only a bad thing if you didn't know to just return the control stick to neutral; it was more of just a game-design-completion-ist idea, so that Zelda scrubs & cpus wouldn't SD every time and not understand why. Now that the oject collision has been removed, sweetspotting from below the edge can sometimes be a huge pain in the arse, since she no longer snaps easily to the ledge and just goes straight over, until you get the Teleshort B-cancel timing down. It's really the only way to sweetspot, and at least for now, while I'm not 100% consistent with the timing...it seems pretty silly. If Zelda doesn't sweetspot edge and goes over, she'll just keep eating scrubby smash edgeguards. If she cuts the cancel teleshort too short, it's an instant SD. Even if you do get the timing down, since you're cancelling the teleport that has a hitbox on reapperance, it's super easy for the opponent to just edge hog. On a final note, the fact that horizontal momentum has been reduced for a short time after reappearance means Zelda can't simply wait to fall to the height at which she can sweetspot edge normally on Distant Planet with full-length teleport; now that the walls at the bottom curve outwards further than they do at the top, it'll push Zelda too far horizontally to effectively sweetspot the ledge using tele's full distance. She has to use the teleshort B-cancel on that stage now to sweetspot, if recovering from below, making it super easy for opponents to edgeguard her in a similar fashion to edgeguarding Sheik - steal ledge so she's forced to recover on to the stage, and then punish her hard during her (now longer) landing lag. If she chooses to go use the full length teleport distance (diagonally from below) instead, she'll probably eat a B-air/D-air from ledge if her opponent is any good.