RoyalBlood
Smash Ace
![](http://i234.photobucket.com/albums/ee313/Wolf_Fang999/SSBB%20Sprites/zeldachan.gif)
![](http://i234.photobucket.com/albums/ee313/Wolf_Fang999/SSBB%20Sprites/zeldachan.gif)
GENERAL INFO
ATTACKS
- Forward tilt is a very good combo starter for Zelda at low percents, it leads to some of her smashes and aerials.
- Forward tilt is an interesting move thanks to its different trajectories.
- Zelda's Up-smash and Forward-smash are semi-spikes if the opponent DI's before the final hit.
- Zelda's Jab has really nice range & low cooldown. It can stop most aerial approaches.
SPECIALS
- Footstooling while you're using Farore's Wind gives you a little vertical boost.
- You can use Love Jump to get out of multi-hit attacks e.g. Pit Angel Ring and Jab.
- Din's Fire can prove useful as a spacing & retreating move since the fireball will have you covered.
COMBOS
~0%
- Forward Tilt to Up Smash: Works on everyone since her normal forward tilt puts them above Zelda.
::Affected by DI::
- Dash Attack x2: Depending how they DI your dash attacks, they may get popped upwards or get slayed on the floor, if they get in the floor, dash attack can tech chase them.
::Affected by DI::
- Up Smash x2: Guaranteed to trap heavies and fast fallers two times if perfomed at 0%, maybe more if they're stupid enough to keep trying to get past it.
::Affected by DI:: // ::Guaranteed on Heavies & Fast Fallers::
- Down Tilt x2: If the Frame Advantage is big enough they won't have a chance to retaliate. Flinching animation should be long enough.
::Affected by DI::
- Down tilt to Down-smash/Forward-smash: Buffer & Chain unless they have a faster move. Don't do it on shields.
::Unaffected by DI::
- Jab to Dash attack: Buffer the dash attack. Note that for this to work you have to be careful with the distance at which you are jabbing.
::Unaffected by DI::
- Din's Fire to Forward air (Lightning Kick): Be sure to land on the tip of a platfrom to eliminate Din's Fire landing lag & proceed to use forward air on the airborne opponent.
::Unaffected by DI::
- Nayru's Love to Dash attack: Buffer the dash attack into the direction they'll go after Nayru's Love. Rememeber NL sends the character hit to the side Zelda's facing.
::Unaffected by DI::
- Down grab to Up smash/Back air: Follow closely the opponent's DI & strike if possible.
::Affected by DI::
- Forward tilt x2: If they make use of BAD DI you'll be able to hit them with a 2nd tilt, maybe even a 3rd depending on damage percentage.
::Affected by DI::
- Forward tilt to Up smash ---> Neutral Air: Forward tilt then Up smash & follow DI to execute Nuetral Air.
::Affected by DI::
- Din to H-smash: Din Glide by hitting forwards hard while airborne, detonate when close, Hyphen-Smash.
::Unaffected by DI::
- SHFFNair to H-smash: Short Hop Fast Fall the LAST FEW HITS of a N-air into opponent, catch with Hyphen Smash.
::Unaffected by DI::
- Farore's Wind reappearance to dash attack: Farore's Wind has set knockback, follow up with a dash attack
::Affected by DI::
~40%
- Nair to F-smash/D-smash: Shorthop Nair & get in only the last hits, you get a free smash if you know in which side they'll end.
::Unaffected by DI::
~75%
Farore's Wind Switches
- FW Switch: FW from off the stage to opponents far side, follow up with spike
- Reversed FW switch : FW into opponents close side from on stage, follow up with Spike.
- LWF-air: Ledge warp to F-air
::Unaffected by DI::
~90%-130% (According to Weight/Size)
- Down tilt to Up tilt/Up-smash: They can DI the the right or left. Read them.
::Affected by DI:: // ::Guaranteed on some characters::
- Down tilt to Down air: Down tilt pops up, SH a Down Air & try to sweetspot. Situational but can work as a surprise meteor & K.O.
::Affected by DI::
- Down throw to Up-air: If your back is facing to the edge, they'll DI away from it, and they'll end up above Zelda, Uair them.
::Affected by DI::
Special Thanks
SinkingHigher