JigglyZelda003
Smash Hero
Welcome everyone to the new Sm4sh Zelda matchup thread.
For the Character Matchup discussion, we will be going in order of the cast on the Character select screen starting with Mario. Discussion will run for about 4 days to a week and then we will move onto the next character. Customs are being discussed as well just be sure to note in your explanations where customs are being considered. there is a format for summary below but you do not have to follow it when posting only use it if you so choose to.
At this time our redicsussion thread is located over here due to a lack of custom discussion in the beginning. It will also begin with Mario but will be open to suggestions for rediscussion.
Other than following general smashboards rules, I ask that even if you don't agree with someone's viewpoints on a matchup that you remain respectful and argue accordingly if you want to dispute someones post.
this will be the format for summary as follows:
Pros: The advantages zelda has over that character
Cons: The advantages that character has over zelda
Key Moves: important moves zelda needs in that match up
CounterPick Stage (Wii U): The recommended counterpick for that match up
CounterPick Stage (3DS): The recommended counterpick for that match up
Custom Temple: An indepth analysis on custom Zelda vs Custom foes *only moves, no equipment*
Score: The result of the data. Example/ 60-40 50-50 40-60, Custom score the results for customs
Zelda vs Mario 45:55
Cons | Mobility. Mario is short and very mobile making it easy for him to capitalize on anything Zelda does that is too laggy. This also allows mario to Uair Zelda from below if he gets her in the air. Zelda is also succeptible to Mario utilt combos. Fireballs, while shieldable do allow Mario to camp, approach, bait, and control space due to how they function and Marios mobility. despite Zelda being able to get an early Elevator kill Mario's Usmash kills at 108% is also partially invincible. Bair, btrhrow, and dsmash all kill around 120 near the ledge, offstage. outside of Elevator Zelda also kills Mario around these percents with other moves. Mario's Fsmash can contest with Zelda's reach and also can kill her around 85% with Rage but usually requires a read to land, but be wary. Cape and Fludd can mess with Zelda's spacing with fludd/cape potentially gimping Zelda's recovery if she's not careful or getting pushed off when using dins. Mario can pester Zelda offstage with fireballs and other aerials to rack up extra damage where even if he doesn't gimp her, she still took added percents on the way back to the stage.
Key Moves | Ftilt and Fsmash becausen you want to use your range so Mario will have to respect your space and to counter his faster attacks. Dtilt is fast enough to clash with mario's fast attacks and also leads to our own combos and followups. Dsmash is not easy to land, but worth going for if Mario is in the 100's because it can force a low recovery and open up Dair attempts. Elevator is worth keeping an eye open for an attempt because it does lead to a very early kill. Utilt while left unmentioned can swat away Mario from above out of his aerials, good for keeping Mario from dropping on you.
CounterPick Stage (WiiU) | Something flat an omega or FD, avoid platform stages due to Mario's mobility and better platform control. Zelda should opt for omega stages that have as little "understage" as possible, ie no 90° vertical-wall-to-the-pit kind of omegas.
CounterPick Stage (3DS) | Same as Wii U
Additional info | Phantom is a mixed bag here. while it is reflectable Phantom's non attack properties are helpful. It still creates a wall that Mario has to either break or go around to hit Zelda, it can absorb some Fireball spam and prevent Mario from free camping with it. at the ledge it can also mess with Marios recovery if he hits it during UpB. instant Phantom is also still a nice attack option for instant space against Mario that doesn't really hurt if reflected.
Score | most agree this is at least slightly in Mario's favor. 45:55 Mario
Zelda vs Luigi 45:55
Cons | CQC. Getting in on Zelda may be a bit hard for Luigi if Zelda is playing her spacing right but if he does get in Luigi is like Sheik, all damage. Luigi's grab leads to a plethora of damage and with fast low knockback moves like Fair Luigi could catch up from any percent disadvantage quickly and even reverse the whole situation into a KO. Zelda might escape without dying but may then be at a percent disadvantage that's very hard to come back from if she now has to approach Luigi who can opt to fireball her from max fireball range where Zelda doesn't have any approach. Cyclone can break into Zelda's wall of hitboxes inbetween her moves if Zelda's not careful and put her right into Luigi's zone. While Fsmash can stop it if timed right Cyclone is still something Zelda has to be wary of. Luigi is a One Hit Wonder nothing kills the morale faster than dying from a Misfire missile early, or eating a FJP combo at a low percent without having much to show for it on the next stock. Even Luigi's taunt can catch her recovery on the ledge if she forgets about it. Luigi has hidden powers that even if not spamable are still deadly things Zelda has to keep in mind and be wary of.
Key Moves | Ftilt,Fsmash, and Phantom are good at keeping Luigi at max distance out of Zelda's space. Jab is also good but no jab follow ups. Dtilt and Grab . Dtilt is Zelda's fastest close range option and last ditch effort to keep Luigi off of her. Grab is always good for some free damage either from Dthrow>Nair or just to toss Luigi away and force him to come to Zelda again. Dins can stop Luigi Missle on recovery helping aid in harassing Luigi offstage. It also helps on fishing for Luigi player reactions to Dins from far away.
CounterPick Stage (Wii U) | Big and open. No platforms because Luigi's fast aerials can give Zelda hell trying to get back to the solid ground. You also want a big stage to give Zelda more space to retreat and force Luigi to follow her around in a game of tag.
CounterPick Stage (3DS) |same as Wii u
Additional info | Luigi is one of those matchups where it can go either way. If he gets in Zelda loses, if he can't get in Zelda wins making this matchup very much about player ability dispite individual character pros/cons
Score | 45:55
Zelda vs Peach 35:65
Pros| Faroes. Elevator aside faroes is also good because if Peach isn't paying attention you can snipe her out of a turnip pull and Faroes crazy knockback can help get rid of Peach quicker. In an Air to Air situation due to Peach slower Air speed it is possible to abandon ship with Faroes to get away from Peach somewhat safer than other characters if not predicted. Faroes also allows Zelda to attempt offstage harassment and make it back to the ledge even if a gimp wasn't successful you mentally want to make Peach afraid of recovering recklessly. Quick Phantom is one of the best spacing tools we have to deal with Peach. even if Phantom is destroyed it still presents a wall and a hitbox with minimal lag Zelda can toss at Peach to help keep her from closing in on Zelda. You can use it to slow peach down on both a ground rush and air rush. Mid charge phantom has an even better hitbox for swating Peach away.
Key Moves| Phantom to aid in slowing Peach down and keeping her from going to town with hitboxes on Zelda's head. Nair is the Air to Air move that you can combat Peach with if you time your nair to intercept her in the air. Nair can also be used to advance on Peach while she's in the air and Zelda is on the ground, but it requires prediction and reading to nab Peach. its not a move to toss out whenever but you want Peach to respect you from the air. Dash Attack is faster than a Grab and can nab Peach in situations she's lagging or intercept her in the middle of actions. You can Utilt Peach's air moves and at least trade at times. It may not be a consistent answer to floating aerials but it does force Peach to respect your personal space if she is off spacing or getting predictable. You must remind Peach to respect your Feet like you respect her bum . if your really feeling a Dair go for it, even a fub could throw Peach off and gimp her in some cases. The same goes for Fair and Bair. you can't throw them out all willy nilly but a solid kick for 20% even if it doesn't kill can remind Peach she still has to respect Zelda's power.
CounterPick Stage (Wii U)| Platforms if you have a death sentence or like living on the edge. Otherwise your looking for a big open pasture for your Tea Party for 2.
CounterPick Stage (3DS)|Same as Wii u
Additional info| You command respect or get *****
Score| a bit nicer than Brawl, but still an uphill struggle of 35:65 Peach
Zelda vs Bowser 45:55
Pros | That big body of Bowsers...makes him basically combo city for Zelda. Dthrow>Nair, Dthrow>Uair, Utilt>Nair, Bowser can't DI away from Zelda as easily as some other characters from Dthrow making combos the most viable. Even some set up follow ups such as Dthrow> Bair are more viable against Bowser due to his mass. This also makes landing kicks much easier since there is a bigger target to aim at. Zelda's ability to combo Bowser well actually helps her hold up with his big damage and come back if she's behind in percents and Bowsers not ready to die yet. Zelda has ranged options that have some utility here. Dins and to a lesser extent phantom can aid in inviting bower towards Zelda. He has no ranged option and despite his new speed Zelda can still put hitboxes near Bowser from long range while he cannot do the same to her, He can close in fast but Zelda would much rather him charge her than her try to hustle over to his flaming mouth and open claws.
Key Moves | Bowsers recovery is primarily horizontal so he can't afford to take a spike, even a fubbed one and expect to live. making edgeguarding with a Dair a great opportunity for Zelda when she can get Bowser away from the stage. Bowser has flame breath but this is one of the few matchups where " LOL Dins " is somewhat usable to make Bowser come closer. Helping Zelda not needing to approach first. It can also provide some offstage annoyance if Bowser is high and offstage if you don't feel its safe to jump out and meet him or to set him up into another move. There is also the possibility of nullifying his UpB with Dins. Fsmash hitrate goes up to 95% against Bowser due to his large frame so you have less to fear from pop outs its also safeish on shield from retaliation.Use Nayrus, fight invincibility with Invincibility. While Nayru's spamming isn't encouraged it can surprise Bowser if your in a situation you feel you can throw it out to hit him and not get hit go for it. Bowser is a big target and a perfect kick to his shield does nice shield damage and is safeish against a blocking Bowser. Zelda can also attempt to use kicks a little bit more ambigously against Bowser due to his size.
CounterPick Stage (Wii U) | Big open blue. Bowser can Usmash through platforms on like BF so having them there doesn't really benefit Zelda anymore than them not being there.
CounterPick Stage (3DS) | same as Wii u
Additional info | Bowsers ground moves also contain a partial invincibility meaning we have to be careful about trying to hit his moves or we could end up taking damage we don't need.
Score | 45:55 Bowser is big and scary but Zelda likes em big and meaty.
Zelda vs Yoshi 40:60 *short discussion*
Pros | Elevator kills Yoshi quickly...and that is all. Zelda really doesn't have anything to threaten Yoshi with outside of Elevator and she CAN gimp his recovery but the SA on his DJ make this complicated. Yoshi also has a some difficulty killing than some other characters due to needing to fish for a kill, but Zelda has telegraphed kill options outside of surprise Elevator. its a bonus because Yoshi can't just kill for free...but neither can Zelda? Shielding is good against Yoshi because at worst you will get grabbed or he might catch you in an egg lay for damage/attempted gimp. shield trust is very important in this matchup.
Key Moves | Zelda basically has to react accordingly to what Yoshi is doing. most of our general strategies of keep out are hard here because of Yoshi's speed.
CounterPick Stage (Wii U) |Undiscussed but more or less something open and flat. not necessarily large because you don't want to add space for Yoshi to egg camp
CounterPick Stage (3DS) |Same as Wii u
Additional info | Footstools can gimp Yoshi, if your feeling it go for it.
Score |4:6 Yoshi
Zelda vs Rosalina 49:51
Pros |Zelda has a bit of a Lumaraid against Rosie. Zelda is pretty decent at getting rid of Luma. Fsmash, dash attack, Dins, Faroes, Ftilt even Nayrus to an extent...Luma can't block making it easy pickings for Zelda to send it away if she scores a decent hit on Luma. Zelda has to be careful throwing out moves to get rid of Luma as to not get careless and take too much unnecessary damage sending luma to detention. Rosie has some properties that Zelda actually prefers in her opponents. Rosie is tall and floaty making it easier for Zelda to land kicks and also allows Zelda to KO Rosie at reasonable percents outside of the early Elevator kills. Rosie also has a pretty straightforward recovery that Zelda has an easier time pressuring for a spike when she is offstage due to it containing no hitbox and only going in one direction. Rosie also being kind of a Zelda+ means that if she can get Rosie alone the matchup becomes more of a ditto match.
Key Moves | Fsmash/Dins/DA/Ftilt/Nayrus to deal with Luma and remove it from play while also scoring some damage on Rosie in the process. Zelda should always be on the lookout for Elevator opportunities to net an early lead on Rosie. Dair is greatly important for when you have Rosie offstage because you do not want her to come back after you went through the trouble of tossing her off. Fair/Bair are also moves to for to using because Rosie is a large target.
CounterPick Stage (Wii U) |Zelda wants to go to her old faithfuls of FD/Omega because Rosie has better advantage with platforms than she does.
CounterPick Stage (3DS) |same as Wii u
Additional info | Despite star bits being unreflectable Luma when charged for Luma shot is very much reflectable. GP can suck up Phantom the moment Zelda releases him and sends him to....wherever Rosalina's dutch oven sends things.
Score |49:51 Rosie
Zelda vs Bowser Jr. 5:5*short discussion*
Cons | The Clown car takes less damage than if you hit Bowser Jr directly which means that KO percents can be kind of inconsistent since most likely Zelda will be hitting the kart more often Bowser Jr might live to some higher percents if he isn't gimped early. SideB gives Bowser Jr a variety of approach mixups and combos out of the clown car which while not detrimental can be very frustrating to deal with as it is reminiscent of Sonic spin dashes which are hard for Zelda to keep up with being slow . add to this The car gains super armor while doing SideB so Zelda has to be careful aiming as to not take a counter hit trying to stop Jrs approaching car. the spin out of the Car can also KO so its something to keep in mind . Bowser Jr is quite powerful . His smashes can KO Zelda as low as 60% and the hammer attack from his UpB hits very hard as does the explosion from his Clown car. Zelda being floaty is also prone to being juggled a bit by Jrs Uair which also hits pretty hard. Jr can also cover Zelda's ledge grab with a downward angled Fsmash and send her packing if she is caught in it while recovering.
Key Moves | Nair is decent as an air to air battle tool, Jrs body being round with the car makes him easier to hit with it. Elevator as always is good for an early KO option as well as Ferraris Wind is good for catching Jr either during a car spinout or charging up his canon. Nayrus is good for doing away with Jrs mecha koopas and canon ball. Kicks are easier to land on the Car so even though it won't do as much damage it never hurts to take advantage of an easier to hit target. also fub kicks can nip Jr during his upB and stop his car from respawning.
CounterPick Stage (Wii U) |more or less the trusty Omega's or FD. Jrs mechakoopas can make platforms unavailable for a time and it doesn't seem Zelda gains much from a platform in this matchup
CounterPick Stage (3DS) |same as Wii u
Additional info | Since all koopalings are playable you'll always be able to fight a different koopa kid regardless if the players fight the same.
Score |tenative 5:5
Zelda vs Wario 45:55
Pross |Zelda generally outreaches Wario on the ground and can stop his air approaches with moves like Utilt/Usmash/Jab. Bite can be neutralized with Nayru's if you catch it coming. Zelda can also Fsmash Wario's bike and still has a reach advantage if Wario is using a ground action. Other than bike Wario has no option of reaching Zelda from across the stage so it is possible to invite Wario towards Zelda with Dins and Phantom use.
Key Moves | Wario is going to be hanging out in the air alot so the basic strategy of box people out with Jab/Ftilt/Fsmash/Dtilt isn't as effective on Wario. instead Zelda will have to play a baiting game along with Wario. Utilizing Utilt/Usmash to stop Wario from dropping hitboxes on you from the air, Nayrus to stop Wario from dropping a Bite on your head, and Nair to combat Wario while he is in the air because he isn't on the ground much. Kicks are also good if you can make a read on which way Wario is moving because its harder to wait till he is on the ground to kick him.
CounterPick Stage (Wii U) |Undiscussed, but as the matchup is more based on baiting and Wario is a better air fighter than Zelda some place flat will probably be the best place to go unless you are confident in your use of platforms is greater than the Wario players.
CounterPick Stage (3DS) |same as Wii u
Additional info | Wario can't eat phantom.
Score |45:55 Wario
Zelda vs Donkey Kong 5:5
Cons | Range . DK has alot of range which can make it hard for Zelda to get in and remain safe in neutral because of DK ftilt/bair,dtilt all moves with reall good range than can poke at Zelda if she tries to get too close to DK in addition to UpB OoS to further thwart Zelda's attempts at getting close while DK is blocking . DK is another big guy meaning he can tank Zelda's hits and KO her early. add to this is DK has alot of moves that do massive shield damage like headbutt, downB, blocking smashes. Zelda has to be very careful about over blocking or she might get shield broken and DK Punched. DK also has ok air speed, but he can harass Zelda if she's offstage with Bair and a ledge trump Bair is practically guaranteed if Zelda gets ledge trumped, Zelda has to be aware when she is recovering or she might not make it back even to the ledge.
Key Moves |Dtilt/Jab/Dthrow> Combo City . Zelda wants to be on her game about her combos and not let DK get away once she has started her chains. Kicks are good because DK is a big guy and easier to hit, also Dair can end DK if he's caught offstage with Dair.
CounterPick Stage (Wii U) | undiscussed but more or less somewhere open, no platforms because DK has too much reach and can swat Zelda if she happens to be on one too easily.
CounterPick Stage (3DS) |same as Wii u
Additional info | hold up to break DK Fthrow hold
Score |5:5
Zelda vs Diddy Kong 35:65
Pros |Zelda can gimp Diddy really well so when the chance arises Zelda must capitalize on Diddy being offstage with Dair or Nair to keep him from coming back, she may not get another chance. Zelda can keep up with Diddy when it comes to KO power so as long as she keeps up with percent she can kill just as well as Diddy when her moves connect.
Key Moves | Nayrus , to stop banana's and monkey flip. Despite Diddys speed Zelda can still generally poke out at Diddy with her staples of Fsmash/Ftilt/Dtilt Fsmash can also beat his monkey flip. quick Phantom also has some use for poking at Diddy with some sense of safety Dair/Nair are important for offstage gimps .
CounterPick Stage (Wii U) |avoid platforms like the plague, op for the old faithfuls of FD and Omega stages.
CounterPick Stage (3DS) |same as Wii u
Additional info | peanuts from gun are catchable.
Score |35:65, this is hard
Zelda vs Game and Watch 45:55
Cons |Short and Powerful. G@W is very strong with a very good air game . Many of his attacks have long active frames or lots of reach to wall Zelda out . Bucket limits Dins already minuscule use and cuts it down further due to not wanting to charge his bucket because a Dins bucket gives G@W an OHKO option. G@W Usmash has invincibility making it a powerful threat to Zelda if she ends up in the air and trying to land. G@W recovery is also neigh gimpable due to its invincibility and his ability to attack out of it.
Key Moves | Zelda's staples of Fsmash/Ftilt/Jab/Dtilt are still usable here. Zelda wants to focus on capitalizing on any mistakes G@W makes when she can. Phantom also aids a bit in poking G@W with added protection. Elevator kills very early so be on the look out when G@W reaches 50% for an opening.
CounterPick Stage (Wii U) |G@W aerials, especially Uair, can pester Zelda. so you want to avoid platforms because it gives him extra space to keep Zelda up in the air.
CounterPick Stage (3DS) |same as Wii u
Additional info | Dins gives bucket a double charge at once.
Score |45:55
Zelda vs Little Mac 35:65
Pros | Shield . Mac has a meh grab game . some will grab in an attempt to throw you off or toss you off the ledge and edgeguard but generally they aren't deadly so feel free to Shield more as long as you don't get it broken. despite his speed Macs dash attack and Ftilt as is anything Perfect Shielded are grabbable which means this is the matchup for Zelda to become somewhat grab happy . it becomes her primary way of dealing damage because Mac has the worst air game , its all kick fub damage and the only thing you have to be aware of is his counter and a Nair>KO Punch set up if he has the punch ready, but if Zelda just threw him he more or less has lost the punch. Phantom despite being fragile can slow mac down a tiny bit and also presents a wall and a solid poke to deal a bit of damage while living, every bit counts. Zelda can rid Mac of his KO Punch if she lands a grab , all you need is a pummel or two and a Dthrow and its bye bye KO Punch as well as set Mac up for a landing mind game. When Mac is offstage Zelda only needs a fub Dair or a Nair to stop Mac from coming back if your not confident going out there you can even make false Dins assaults to make him counter whiff and not make it back.
Key Moves | Grab as its the safest way of initiating damage on Mac and putting him in a bad spot. Dtilt as a secondary way of damage that also leads to grabs. Timed Dtilts can also stop his dash attack. Dair/Nair when he's offstage and its time to make sure he doesn't come back. Phantom as a mix in way of spacing on Mac from time to time.
CounterPick Stage (Wii U) |you want to go to somewhere with Platforms and a moving stage is preferred as it will keep Mac slightly off balance due to changing elements. you never want to go to an all flat stage against Mac.
CounterPick Stage (3DS) |same as Wii u
Additional info | you can actually run from KO punch and it can whiff, you can also grab trade with it but both options blow Zelda away with a very powerful windbox.
Score |35:65 DING
Zelda vs Link 45:55
Cons | Link like most swordsmen can really wall Zelda out with his disjointed sword. jab can poke at her from very far away and she is susceptible to his Jab shenanigans on hit. Utilt can further swat at Zelda and prevent her from closing in and sending her in the air. Links Usmash is impossible to escape and can send Zelda flying. Then aided by his projectile game and Zair can really give Zelda a hard time. Link is heavy so therefore he can sustain a fair bit of damage and not die early from an Elevator or even any of Zelda's other KO moves early like some other characters. Links Air game is better than Zelda's. he has a quick Nair and Bair allowing him to break out of some things Zelda might try at times not to mention his far reaching Uair and Fair.
Key Moves | Nayrus smart use to minimize projectile damage and foil Links traps. Dtilt/Dthrow to begin the damage cycle on Links percent bar. Dair to gimp Link when he's offstage and prevent him from coming back.
CounterPick Stage (Wii U) |undiscussed but you may want to go somewhere to help foil Links projectile game such as battlefield or somethere where Link can have a harder time recovering.
CounterPick Stage (3DS) |same as Wii u
Additional info | Links Shield can block things by him standing still
Score |45:55
Zelda vs Zorldo 40:60
Zorldo vs Zelda 40:60
Pros | What Is! ... Zorldo can't approach so once you have the lead you can sit and wait. she can't camp for fear of being reflected or met with Ferrari's Wind and can only attempt to mixup her way in. Zorldo can't combo herself that well because she's floaty and slow so its possible to get away from combo attempts with minor injuries. Elevator kills Zorldo well.
Key Moves | What Is! ... Nayru's because clank fighting is the only way to glory. Spotdoodge>dsmash because only against another Zorldo can we try to relive the glories of Brawl. Faroes because Zorldo is light and dies early from the Elevator.
CounterPick Stage (Wii U) | What Is! ... we love big open places or low ceilings, and so does she. so go somewhere she doesn't like like
CounterPick Stage (3DS) | What Is! ... she probably doesn't play 3DS so have a field day and take her to some stage and tell her its legal because she probably doesn't know that its not!
Additional info | Fujin/ALT is the holy mother and we must respect her until her next ressurection.
Score | What Is! ... 4:6 Zorldo
Zelda vs Sheik 35:65
Pros |Outside of tippered Usmash and near the ceiling Uair Sheik's only method of KOing is primarily off of gimps, she can't KO very well. with Zelda's good recovery it is possible to avoid being gimped and last out Sheik long enough to land a finisher with Zelda's Rage boosted attacks. Sheik has to rack up a ton of damage to get the kill and Zelda thrives off of Rage for earlier KOs against opponents. Zelda generally out ranges Sheik so despite her speed its possible to space Sheik so she may fall into Zelda's attacks due to their reach.
Key Moves | Nayrus smart use can aid Zelda in breaking out of Sheik's combo pressure and give her a little space to recollect herself. Jab and Utilt when placed correctly can stop Shiek from getting in if she jumps into the hitboxes when they are out. you want to try and lang a few grabs >Dthrows to help rack up damage and put Sheik in a position you may be able to take advanatage of. Nair is your go to air combat move against Sheik. staying in place in fear is what Sheik wants you to do so to deny her that pleasure you want to advance on her carefully with Nair as part of your keep moving strategy so Sheik can't just lock you in place. Fsmash new consistency and reach makes it a ok poking tool if you catch Sheik blocking or block a slightly laggy move.
CounterPick Stage (Wii U) |big open and bright, preferably a floating Island so Sheik has fewer options to recover with if she tries to follow you too far offstage or you knock her low and she is trying to recover. Avoid platform stages or suffer.
CounterPick Stage (3DS) |same as Wii U
Additional info | grenade sends Sheik into freefall in the air.
Score |35:65 we are quite hard on ourself...
Zelda vs Ganondorf 5:5
Cons | Ganon while big and somewhat on the slower side is still much faster than some other heavies. his Usmash has low cooldown as do much of his normal ground moves with decent reach and extreme power behind them. Even if he is behind in percents it only takes a few solid hits from Ganon for him to close the percent gap and even net the kill if Zelda isn't careful. Ganon has a pretty good airgame and can juggle Zelda if he gets her in the air.
Key Moves | Dthrow/Dtilt to set up damage on Ganon and follow with combos. Nayrus to prevent Flamechokes and Dair/Nair to prevent Ganon from returning to the stage once he is off stage.
CounterPick Stage (Wii U) |unless your comfortable platforms may give Zelda a hard time with Ganon under her so it may be best to go somewhere big and open like FD.
CounterPick Stage (3DS) |same as Wii U
Additional info | Flame choke is only untechable if you are grabbed while shielding.
Score |5:5
Zelda vs Toon Link 40:60
Cons |Toonie being faster means he is harder for Zelda to catch up to, his speedy legs let him run circles around Zelda and his faster camping game can give her quite a difficulty catching up to him as he runs about the stage throwing things at her like an angry housewife. Toonies projectiles lead to combos if they connect and his kill power while lower than Links is safer to compensate so Zelda has to be very patient and aware that while he doesn't kill as fast Toonie is a high speed threat on stage.
Key Moves | Nayrus can reflect all of Toonies projectiles which can be helpful when used smartly to minimize damage and lessen chances for air follow ups and shield pressure from Toonie. Phantom also has a bit of use here as a wall to soak up some damage from Toonie's projectiles. in addition it slows him down if he runs into it and is a farther reaching disjoint than any of his physical attacks. Dash Attack is good at chasing Toonies landing if he doesn't have a projectile available when landing. Elevator kills Toonie at a decent percent (75% or so) as well as Ferraris Wind can still be used at times to intercept Toonie tossing a boomerang or arrow from a distance.
CounterPick Stage (Wii U) |platform stages might be preferred because they limit Toonie tossing down bombs onto Zelda as well as giving Zelda a little head coverage aiming at Toonie in the air. a big open stage can also suffice if you feel platforms are giving you more trouble than its worth.
CounterPick Stage (3DS) |Same as Wii u
Additional info | like Link Toonie can also block projectiles by standing still
Score |40:60 Toonie
Zelda vs Samus 55:45
Pros |Zelda generally kills better than Samus despite her weight because she is floaty and Zelda is strong. as long as Zelda is cautious and waits for her opportunities she can land an earlier kill than Samus due to being stronger than her. Faroes and Nayrus do remind Samus to be cautious about her shooting as a good read on either a reflect or a Ferrari's Wind can net Zelda a nice KO and turn the tides of the matchup in an instant. Zelda's recovery is pretty good so she doesn't have to worry about being gimped often only some offstage harassment
Key Moves | Nayrus to help limit projectile damage and remind Samus to respect it. keep Ferrari's Wind opportunities in mind if you feel you have a chance to snipe Samus while she is camping or trying to zone you out. grabs to try and deal set damage and some combos against Samus and avoid her Oos options like UpB. Dtilt is also important as it is a fast ground option to fight Samus up close.
CounterPick Stage (Wii U) |no Platforms or long stages. you want to go somewhere short so it gives Samus less room to camp.
CounterPick Stage (3DS) |Same as Wii U
Additional info | Samus Utilt can apparently be teched on the ground when hit on the ground but not from the air.
Score |55:45 Zelda
Zelda vs Zero Suit Samus 35:65
Pros | Zamus is very light so in the event you get her with a KO move at anything over 100(especially near the blastzones) she probably will die. Zamus can be punished for some things, Zelda just has to be immaculate in her punishment for her few laggy moves like Dair and sideB and perfect shielding .
Key Moves | Dtilt>jab>grabxx Follow Up works generally up to mid high percents. Fsmash works now and can suck Zamus into it as it generally outreaches some of her basic attacks
CounterPick Stage (Wii U) |somewhere open, not necessarily big, but no platforms.
CounterPick Stage (3DS) |Same as Wii U
Additional info | Dtilt can clank with paralyzer shot
Score |35:65 Zamus
Zelda vs Pit ??:??
Cons |stuff
Key Moves |stuff
CounterPick Stage (Wii U) |stuff
CounterPick Stage (3DS) |stuff
Additional info | stuff
Score |stuff
Zelda vs Falco 5:5
Cons | in CQC Falco is still faster than Zelda as a whole and his Jab shuts down many of her options in CQC due to its priority and speed. it can be difficult for Zelda to space this move alone because Falco's other moves have almost as much reach as hers with better speed. SideB can be hard for Zelda to punish at times due to its speed without prediction which can frustrate her if Falco decided's to play a hit and run game with SideB. Falco's reflector can be a bit annoying for Zelda to approach through and it also renders charged Phantom useless due to the reach it covers on reflect.
Key Moves | Nayru's and Phantom in conjunction to block out camp attempts from Falco. Nayru's can also escape some follow up pressure from time to time. Fsmash can due to its disjoint outreach some of Falco's CQC game as well as a well timed one eats his SideB. Dtilt and Dsmash are Zelda's fastest options to fight Falco upclose and Dsmash can set Falco up for a Dair at high percents.
CounterPick Stage (Wii U) | Falco's feel open stages put the battle on more even terms and that platforms give Zelda a bit of an edge. so go platforms for once, but trust FD/Omega never hurts.
CounterPick Stage (3DS) |same as Wii U
Additional info | JigglyZelda theories: Duck Hunt could be an optimal stage. the unusual layout of the platforms combined with it being a long stage where Falco can't laser Zelda so well but she can stand on a tree and shoot if the situation presents itself. the flatwalls mean no diagonal ledge recoveries for Falco making easy spikes. /theories
Score |5:5
Zelda vs Villager 5:5 *short discussion*
Cons |Villager can pester Zelda with slingshots until she's weeps in defeat because she is tall and easy to aim at. combined with her bad approach it can be hard for her to hold a lead if Villager is content on pelting her until he has a lead back. he also juggles her pretty well if he knocks her up in the air and with a combination of lloid plus slingshot can have an easy time baiting Zelda into being grabbed and tossed. as well as lightly pokes her out with his grounded normal moves. Pocket makes Phantom charge almost unusable because the threat of him getting taken and used against Zelda is too great a risk. Zelda is forced to play a slow camping.
Key Moves | Most of this matchup is fighting over Villager's Pocket. he can only hold one thing in it at a time for 30 seconds and then its gone. for this reason Nayrus is usable against Villager. if he pockets a lloid he can fire two at once but he can only recapture one, if he has a slingshot he can't capture another one and if Zelda refuses to use charged Phantom she has no need to fear it being turned on her. Tree and bowling ball are also reflectable and very powerful when reflected. Dins is very important here at trying to force Villager to move closer with the slingshots and good aim can even allow some trade outs that work in Zelda's favor due to Dins doing more damage from a distance. Dtilt is good for starting close range combos as usually in addition to crouching Zelda. Dash attack is also good at closing in and catching some of Villagers landings.
CounterPick Stage (Wii U) |Someplace big and open preferably with easy recovery zones as Villager has a great recovery so gimps will be rare and you don't want to gimp yourself on a bad recovery stage. or someplace with close blastzones to make killing Villager faster.
CounterPick Stage (3DS) |Same as Wii u
Additional info | Villager tree primarily drops a wood block when cut down, but an apple from time to time.
Score |5:5
Zelda vs Shulk 40:60
Pros |The Monado Arts give Shulks temporary bonuses but also weaknesses that Zelda can exploit if she is diligent and understands the Arts. Speed makes Shulk faster but lowers his damage output by 20% and jump height which makes Shulk take more damage and if you hit him offstage midjump he can have a harder time recovering. Buster lowers Shulk defense and makes him take more damage if he is hit which means Zelda can make a damage comback or a lead if she can turn Buster against Shulk. Smash makes Shulk very light and also more unsafe on shield which can help Zelda if she blocks an attack while Shulk is in Smash (beware Smash throws). Shulk overall even when under Speed Art is slowish on start up he just has a lot of reach so Zelda can punish him if she can get him to mess up his spacing. Shulk is somewhat comboable mean that Zelda's basic combos do work on him for damage and the threat of Vision can actually aid Zelda if she reads it and allow her to continue damage. offstage without a second jump and Jump Art available Shulks recovery is subpar so Zelda can gimp him if he gets knocked off the stage in a bad way.
Key Moves | Grab is one of safest thing Zelda can do as a way to rack up damage on Shulk as you'll mostly be positioning yourself to throw off his spacing. its also a way to wean him off of being ready to counter and opt for spotdodges giving Zelda more attack opportunities of a spotdodge read. Dtilt is one of Zelda's fastest ground options that lead to combos against Shulk and clanks with his fastest move (frame 5 Jab). Dsmash is good to put Shulk in a bad position offstage because it sends him low if he is knocked off by it. Phantom has its uses as an extra spacing too to contend with Shulks range. Phantom and Dins have niche uses here because Shulk has no ranged options so he can be harrassed from a distance if he doesn't have the lead.
CounterPick Stage (Wii U) |Shulk wants to avoid places with low ceilings such as Halberd so it may be best to go to such stages or go somewhere where Shulks non-jump sub-par recovery could be his undoing.
CounterPick Stage (3DS) |Same as Wii U
Additional info | MALLC(sp?) apparently Shulk can cancel his landing lag but cancelling his currently activated Monado Art. in some situations this could give Shulk an opening against Zelda if she blocked a move and thought she was safe.
Score |4:6, This is the Monado's Power
Zelda vs Dark Pit ??:??
Cons |stuff
Key Moves |stuff
CounterPick Stage (Wii U) |stuff
CounterPick Stage (3DS) |stuff
Additional info | stuff
Score |stuff
Zelda vs Lucina 5:5
Cons | Lucina is like the easy Marth in both a positive and negative light. on the negative she still retains many things that Zelda dislikes about Marth . Lucina has a sword, which allows her to play a spacing/poke game with Zelda that is hard for Zelda to deal with as it can keep Zelda from doing as much damage as she could if she could get closer by walling her out with moves like Dtilt/Ftilt/Fair. Lucina's Shield Breaker and Dancing Blade wear on Zelda's shield which she is reliant on for defense making Zelda forced to think very carefully about when and how much she is holding up her shield. Lucina juggles Zelda very well . with her sword she doesn't have to fear Zelda's aerials very much and with her good speed on both the air and ground can easily give Zelda a hard time getting her feet back on the ground with moves like Fair and Uair, even Dancing Blade can lightly juggle Zelda. Lucina can still harass Zelda offstage if she is in close proximity when Zelda gets knocked offstage with Fairs and even if not gimping her try to make her flinch and mess up her recovery. Due to Zelda's strength getting countered by Lucina can really hurt so Zelda has to be careful about throwing out power moves all willy nilly.
Key Moves | Dins/Phantom as a ranged assault to invite Lucina closer, you don't want to approach if you don't have to. Dtilt/Dthrow combos and follow ups. Lucina will spend most of the time trying to wall Zelda out so when you do get in you want to put on as much damage as possible to make her get desperate. Uair, Lucina isn't as well guarded from below in the air so if you get below her you want to look for opportunity to mix in an Uair for damage or surprise KO. Fsmash as it is the best spacer on a grounded Lucina if you have the upperhand and you want to space her out for more damage or a KO. Dair is also important if Lucina is offstage as even a fun can hinder her just enough that she can't make it back.
CounterPick Stage (Wii U) | Lucina makes better uses of platforms so you want to go to a trusty open world like FD or an Omega. or a low ceiling stage such as Halberd or Duck Hunt.
CounterPick Stage (3DS) |Same as Wii U
Additional info | Lucina got a recent Zelda buff to her smashes damage making them a tad safer than before thanks to based Metwo.
Score |5:5
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