QUEENS AND PRINCESSES AND SISTERS
I stand before you today to detail Zelda's moves and how they've changed from Brawl. Please stand by and witness the glorious evolution of Zelda's metagame.
Please keep in mind that these percentages are training mode percentages so will be affected by Stale Move Negation. With that out of the way, let us... Begin.
General Attributes
- Faster running speed
- Faster aerial speed
- Faster fast fall
- Same weight as Brawl
Jab
It's Brawl's jab. Might be a few frames faster to start up.
Ftilt
Ftilt has undergone some slight changes. It deals 10% close to Zelda and 12% everywhere else. The move used to have a strange angle, no longer! It uses the Sakurai Angle now, meaning it starts off at about 0 degrees and slowly turns into a 45 degree angle. The move can KO Bowser about about 170% in the center of FD with no DI. It can't combo into anything and I can't think of ways to combo into it.
Utilt
Massive changes incoming! The move no longer KOs, but pops people above you slightly to follow up. The move is VERY fast compared to Brawl's up tilt. The move's base damage is programmed at 6.5% and can combo into itself at lower percentages, or allow you to link into nair (not guaranteed) or a grab. It still has a sweeping hitbox like in Brawl, but its usage is no longer "I'll throw this out and hope I kill with it" to "I can use this at any percent and chase with it".
Dtilt
Probably our best move in Brawl. Does 4.5% now. Probably the same range? Maybe a bit more. Is basically out combo starter, this attack combos into basically anything since it pops people into the air. We've lost the lock, but lets be real, the lock didn't work on anyone who wasn't a complete vegetable. Did I mention it reliably links into fair at 70%? Have fun.
Fsmash
It's Brawl's fsmash
Usmash
It's Brawl's usmash except it seems much more reliable. The range was nerfed though, you can't usmash people on Battlefield's platforms anymore. It also does extra damage doing: 2%, 2%, 2%, 2%, 0.8%, 0.8%, 0.8%, 5% for a total of 15.41% (0.8039% really, I have no idea why they picked such random numbers to use)
Dsmash
Brawl dsmash with less range and maybe less kill potential. Still good, but also still unsafe on shield.
Nair
Brawl nair except you can't cancel it to lead into other things as well (only like, the first hit). The hitboxes in front of her only do 1% but the ones behind her do 2%. Arbitrary but basically if you hit people facing towards them you do 7% but it you hit them facing away you do 11%. It feels like it got nerfed? I'm not really sure.
Dair
Sweetspot does 16%, sourspot does 5%. The late hit does 4% but you should be sweetspotting 80% of the time because of how big the sweetspot is now.
F/Bair
They're still bad, but at least we can sweetspot a bit easier now. They feel the same as Brawl's. 4%/20%.
Uair
Range has been nerfed, knockback FEELS nerfed. Still does 15% damage.
Grab
ITS USABLE NOW OMFG, SHE GRABS ON THE FIRST EXTENSION OF HER HANDS, NOT THE SECOND
You know how she throws her hands out, then brings them back which effectively doubles her frame length? WELL NO LONGER.
Still good range.
Pummel still does 3% and is pretty fast now. Bthrow is good at killing and does 11%, uthrow does 11%, fthrow does 12% and dthrow is useless now (does 6%, can still be DI'd out of).
Din's Fire (Default)
Sucks. Avoid. 14% center, 7% outside.
Nayru's Love (Default)
It's melee Nayru's lol, does three 2% hits and a 5% hit. idk if it has intangibility.
Farore's Wind (Default)
Does 6% on start up, 10/14% at the end.
General Changes:
- MUCH faster start up (at least twice as fast as Brawl's)
- Will intercept ledges and grab them, kicking people off in the process, the appear hitbox will not happen though
- Still has no horizontal movement if you use it straight up
It can combo into itself at lower percentages for whatever reason
(I'll unlock the rest of my custom moves and post them later)
I stand before you today to detail Zelda's moves and how they've changed from Brawl. Please stand by and witness the glorious evolution of Zelda's metagame.
Please keep in mind that these percentages are training mode percentages so will be affected by Stale Move Negation. With that out of the way, let us... Begin.
General Attributes
- Faster running speed
- Faster aerial speed
- Faster fast fall
- Same weight as Brawl
Jab
It's Brawl's jab. Might be a few frames faster to start up.
Ftilt
Ftilt has undergone some slight changes. It deals 10% close to Zelda and 12% everywhere else. The move used to have a strange angle, no longer! It uses the Sakurai Angle now, meaning it starts off at about 0 degrees and slowly turns into a 45 degree angle. The move can KO Bowser about about 170% in the center of FD with no DI. It can't combo into anything and I can't think of ways to combo into it.
Utilt
Massive changes incoming! The move no longer KOs, but pops people above you slightly to follow up. The move is VERY fast compared to Brawl's up tilt. The move's base damage is programmed at 6.5% and can combo into itself at lower percentages, or allow you to link into nair (not guaranteed) or a grab. It still has a sweeping hitbox like in Brawl, but its usage is no longer "I'll throw this out and hope I kill with it" to "I can use this at any percent and chase with it".
Dtilt
Probably our best move in Brawl. Does 4.5% now. Probably the same range? Maybe a bit more. Is basically out combo starter, this attack combos into basically anything since it pops people into the air. We've lost the lock, but lets be real, the lock didn't work on anyone who wasn't a complete vegetable. Did I mention it reliably links into fair at 70%? Have fun.
Fsmash
It's Brawl's fsmash
Usmash
It's Brawl's usmash except it seems much more reliable. The range was nerfed though, you can't usmash people on Battlefield's platforms anymore. It also does extra damage doing: 2%, 2%, 2%, 2%, 0.8%, 0.8%, 0.8%, 5% for a total of 15.41% (0.8039% really, I have no idea why they picked such random numbers to use)
Dsmash
Brawl dsmash with less range and maybe less kill potential. Still good, but also still unsafe on shield.
Nair
Brawl nair except you can't cancel it to lead into other things as well (only like, the first hit). The hitboxes in front of her only do 1% but the ones behind her do 2%. Arbitrary but basically if you hit people facing towards them you do 7% but it you hit them facing away you do 11%. It feels like it got nerfed? I'm not really sure.
Dair
Sweetspot does 16%, sourspot does 5%. The late hit does 4% but you should be sweetspotting 80% of the time because of how big the sweetspot is now.
F/Bair
They're still bad, but at least we can sweetspot a bit easier now. They feel the same as Brawl's. 4%/20%.
Uair
Range has been nerfed, knockback FEELS nerfed. Still does 15% damage.
Grab
ITS USABLE NOW OMFG, SHE GRABS ON THE FIRST EXTENSION OF HER HANDS, NOT THE SECOND
You know how she throws her hands out, then brings them back which effectively doubles her frame length? WELL NO LONGER.
Still good range.
Pummel still does 3% and is pretty fast now. Bthrow is good at killing and does 11%, uthrow does 11%, fthrow does 12% and dthrow is useless now (does 6%, can still be DI'd out of).
Din's Fire (Default)
Sucks. Avoid. 14% center, 7% outside.
Nayru's Love (Default)
It's melee Nayru's lol, does three 2% hits and a 5% hit. idk if it has intangibility.
Farore's Wind (Default)
Does 6% on start up, 10/14% at the end.
General Changes:
- MUCH faster start up (at least twice as fast as Brawl's)
- Will intercept ledges and grab them, kicking people off in the process, the appear hitbox will not happen though
- Still has no horizontal movement if you use it straight up
It can combo into itself at lower percentages for whatever reason
(I'll unlock the rest of my custom moves and post them later)
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