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.
EDIT: Some damages were recorded from the 3DS, which does NOT have this varying percent thing.
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 6% over 3 hits.
* It retains its Brawl IASA or very similar IASA.
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.
* It still has varying KB dependin on which damage you do. The strongest hit can KO at around 130%.
Ftilt:
* The move ONLY hits forward now; at an angle of around 45 degrees.
* Does some range of 10\11\12\13%
* It still has pretty decent knockback; KO'ing around 130%.
* It's unconfirmed, but Ftilt may hit VERY SLIGHTLY faster, and end VERY SLIGHTLY faster. Take with a large grain of salt.
Dtilt:
* Now does 4\5%, and ONLY hits at 80 degrees. (This was likely done to reduce the power of the Dtilt lock.)
* The move no longer trips.
* Retains very similar IASA to Brawl's, if not the same.
Utilt:
* It now does only 5%, and sends at 90 degrees in the front, and 80 degrees in the back.
* Its knockback has been HUGELY reduced. (Only half a screen of KB at 100%.) Now very combo friendly.
* The startup appears to be reduced, the swip goes faster, and the IASA happens earlier. Now very quick.
Fsmash:
* Occasionally, people "fall out" of the multi-hits, disappointingly...
* Now does 17\18%.
* Retains very similar knockback to Brawl. Still ends with a 45-ish degree angle.
Dsmash:
* Front hit does 12\13%.
* Back hit does 10\11%.
* Retains very similar to Brawl knockback. Still hits at 20 and 160 degree angles.
Usmash:
* Occasionally, people "fall out" of the multi-hits, disappointingly...
* Does 15-17% and is now only 8 hits. (The order goes "3, 3, 3, 3, 1, 1, 1, 5." But it only does around 15-17% by reducing the 3s to 2s.)
* It appears to have some sort of IASA (Not confirmed) that makes it faster than it was in Brawl.
NAir:
* Her hands do 1% per hit, the center of the move does 2% per hit, and the final hit does 3%. Can do 11% in 5 hits.
* The final hit still sends at around 45 degrees.
FAir/BAir:
* The Sweetspot hit-lag is reduced from Brawl.
* Sweetspot does 20%, and hits at around 45 degrees. Still VERY powerful.
* Sourspot does 4%.
* The move has normal priority. (It could be seen cancelling a Samus homing missile.)
* Landing lag appears to be quicker. (Un-confirmed.)
DAir:
* Sweetspot does 16% and still hits straight down.
* The lower Sourspot does 4%, and the upper Sourspot does 5%.
* The sweetspot can connect with grounded opponents!
* It can auto-cancelled land in a short hop.
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% and hits upwards. The KB appears to be nearly the same.
* The edging is a weaker hit-box edging the main one. It does 10%. (This hit-box was ONLY seen once by me, and seems weird. I don't even surely know if this is a real hit-bx on the move...)
SPECIALS:
Neutral Special - "Nayru's Love":
* Does 11% in 4 hits. (In the order "2, 2, 2, 5".)
* The move appears to connect better than in Brawl.
* The final hit has increased knockback. (It nearly KO'ed ZSS ataround 100%.)
* 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.
* The move can still be B reversed!
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 8-15%, 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.
* 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 6%. (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 10%. The second hit-box is smaller (Still large-ish.) and is centered on Zelda. This one does a whopping 12% 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 does two hits, yes, but it can do up to 26%! The sliding lunging hit does 12%, and the uppercut slash 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.
* Its knockback seems nearly the same as Brawl.
Bthrow:
* Does 11\12% and sends at around a 135 degree angle (45 degrees behind her.)
* The knockback MAY be different/stronger. It sure acts weird. (It could cause a "red flash"--KO styled flash at only 59% on another Zelda, but couldn't get very close to a KO on a bowser at 88%.)
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!
(Most recent: 6/18/14)