Take note; The workings of damage seem unusual and inconsistent between hits, (Example: a hit-box doing 11% fresh one time, but 12% fresh the next.) and I've recorded two different percents for just about every attack. (The variation is only a 1% difference.) With that in mind, if you see two percents > 11\12% < connected like this, it means the varying percents.
Note 2: Everything here is subject to being changed before the full release.
MOBILITIES:
* Her running appears to be a slight bit faster. Not a whole lot, though...
* Her second jump is now much larger! It used to only be about "one Zelda high" but now it's equal in height to her first jump. (which is around "one-and-1/2 Zeldas high")
* Many people have reported that she falls faster. IDK how I like this...
NORMALS:
Jab:
* The attack does 7% over 3 hits. (Note, ONE of the hits does 3%. One time it was the third hit, another time it was the 2nd hit. This may have to do with that percent varying mentioned above.)
66A - Dash Attack:
* Seems to do some combination of 12\13%, 9\10%, and 6%. (It's unknown if the damage differences happen with different timing or placement.)
* The 90 degree angle seems to be done away with, and now the WHOLE attack does a 45 degree angle.
* The knockback of the hit-boxes seems "evened out" In that the tip and center of the move knock away the same amount.
* It also KO's at a percent BETWEEN the replaced brawl style; at around mid to high 100%s.
Ftilt:
* The move ONLY hits forward now; at an angle of around 45 degrees.
* Does some range of 10\11\12\13% (All fresh percents.) It seems somewhat... Inconsistent, though...
* It still has pretty decent knockback, KO'ing around mid 100%s.
Dtilt:
* Now does 4%. (Unknown if it ONLY does 4%.)
Utilt:
* The move has been drasticly changed:
* It now does only 5\6%. (Incredibly low damage.)
* Its knockback has been HUGELY reduced. (Only half a screen of KB at 100%.)
* Its angle is WAY higher. (It ranges from 90 degrees in the front, to around 100 degrees when hitting behind.)
-- Overall, far more combo friendly. Use as so.
Fsmash:
* Occasionally, people "fall out" of the multi-hits, disappointingly...
* Now does 17\18%.
* Retains very similar knockback to Brawl.
Dsmash:
* Front hit does 12\13%.
* Back hit does 10\11%.
* Retains very similar to Brawl knockback.
Usmash:
* Occasionally, people "fall out" of the multi-hits, disappointingly...
* Does 16\17% If all hits connect. It seems inconsistent at hitting fully, though...
* It appears to have some sort of IASA (Not confirmed) that makes it faster than it was in Brawl.
* It appears to be slightly weaker; (Not confirmed.) not being able to "off the top" KO ZSS even at 115%.
NAir:
* Does around 12%
FAir/BAir:
* The Sweetspot hit-lag is reduced from Brawl.
* Sweetspot does 21%, and hits at around 45 degrees. Still VERY powerful.
* Sourspot does 4\5%.
* The move has normal priority. (It could be seen cancelling a Samus homing missile.)
DAir:
* Sweetspot does 16\17% and still hits straight down.
* Sourspot does 4\5% and still hits straight down.
* The sweetspot can connect with grounded opponents!
UAir:
* The hit-box appears to be larger and there appears to be two different ones: The main hit-box, and the edging.
* The main hit-box does 15\16% and hits upwards. (Note, it may not hit straight up anymore. It's unknown.) Also, it appears to be slightly weaker. (Not confirmed.)
* The edging is a weaker hit-box edging the main one. It does 10%.
* There have been reports of some part of UAir hitting downwards somewhere on the move. The true workings are unknown, but I believe this may have to do with the edging. (Theory>) Perhaps the edging hits in the direction of the side you hit with. (AKA, hit by the top = upwards. Hit with the side = sideways. Note this is only a THEORY.)
SPECIALS:
Neutral Special - "Nayru's Love":
* The move appears to connect better than in Brawl.
* The final hit has increased knockback. (It nearly KO'ed ZSS ataround 150%.)
* If you're behind Zelda, the final hit in the back now knocks the opposite way Zelda is facing, (Like Melee/P:M) instead of only forward her direction like in Brawl.
Side Special - "Din's Fire":
* The move now consists of two different hit-boxes.
The core, a VERY powerful, but tiny hit-box in the center, that does 7-15%, and the edging, the rest of the explosion; an incredibly weak, set knockback hit-box. It does 3-7%.
* The fireball travels slightly faster (Not confirmed, but reported to be so by multiple people.)
* The channel distance, fireball maneuverability, and explosion hit-box, have all been nerfed.
* If used in the air, it no longer slows your descent. (Not Confirmed.)
* The fireball explosion still retains "normal" priority, and it still causes special fall if used in the air.
-- This is just terrible...
Up Special - "Farore's Wind":
* Farore's Wind now carries jump momentum during the startup animation. (Actually, It always did. It's just FAR more noticeable in SSB4 because her 2nd jump is so much bigger.)
* The vanishing animation, and the invisible travel time, are quicker. Apparently, though, the reappear animation length is the same.
* Reappearing while airborne still forces you to fall a great deal with no horizontal movement.
* The disappear hit-box does 7%. (Unknown if it does anything more.)
* The reappearing hit is now made up of two hit-boxes. The larger hit-box is larger than it was in Brawl, and does 7\8%. The second hit-box is smaller (Still large-ish.) and is centered on Zelda. This one does a whopping 12\13% and has very large knockback.
* The reappearing hit-box no longer has a flame effect, but instead, a slash effect. (FINALLY.)
* The disappearing animation can once again snap ledges! (Like in Melee. This feature was removed in Brawl.)
* It appears that Zelda will now auto-grab ledges at ANY TIME during her invisible travelling period if they're near enough to her.
Down Special - "Phantom Slash" AKA the NEW MOVE:
"Zelda creates a small-ish purple portal/vortex that once released, lets loose Phantom Armor (Like the one Zelda possesses in Spirit Tracks.) That lunges forward and swings its sword to attack opponents, and defend Zelda."
* The move can be charged, and doing so increases the range, power, and damage. (5-16%) More charge also changes the type of Slash it does.
* No charge and it does a small, horizontal slash. Mid charge and it does an overhead, downwards slash. Fully charge it and the Phantom lunges forward and then does a MASSIVE uppercut slash, doing two hits.
* The fully charged Phantom Slash is two hits, yes. But in fact, it can do up to 26%! The lunging hit does 11%, and the huge uppercut does 16%.
* When fully charged the purple vortex quickly flashes pink. It takes around 1.5 seconds to fully charge.
* It can be used while airborne and causes NO special fall afterwards. (woot!)
* The Phantom has NO gravity properties, and will stay on a single Y-plane when used. (It looks sorta funny when released in mid-air.)
* The Phantom can take hits from projectiles and shield Zelda. It can be seen taking 25% at full charge. It can take multiple projectiles before being destroyed too! (As it took one of Samus's missiles, and didn't die.)
* The Phantom is considered a projectile, and can be reflected by projectile reflecting moves. (UGH!!!)
* There is a brief period of time after the Phantom slashes where it's still there, and Zelda can act.
* Trying to use Phantom Slash while the Phantom is still on-screen causes Zelda to do a "no bullet whiff" animation.
* The Phantom appears to have some sort of "wall-like" properties. (Not Confirmed.) (It could be seen pushing Mega Man back slightly.)
Grab/Pummel:
* Her standing grab appears to connect significantly faster. ("And that day there was a collective sigh of relief and happiness.")
* Pummel does 3\4%.
Fthrow:
* Does 12\13% and sends at around a 45 degree angle.
* It has 'normal' knockback t low percent, but gains near KO like knockback in the mid 100%s.
Bthrow:
* Does 11\12% and sends at around a 135 degree angle (45 degrees behind her.)
* Its low percent knockback seems to be drasticly increased. (If any of you saw Kirby's Uthrow's craziness during the smash 4 invitational, I hope Zelda's bthrow is like that now.)
* Its KO power is drasticly increased. (It could be seen in one video causing the "red flash" on another Zelda at only around 75%.)
Dthrow:
* The damage it does has been reduced to 6% over 5 hits. (Like... Why...)
* It now knocks slightly farther at lower percents, and releases at a higher angle.
Final Smash is still The Light Arrow. It does 40%. It also seems to be slightly more powerful. Neat!