Hyrule Castle Courtyard: A Zelda Strategy Guide (Not Yet Finished...)

Fluttershy

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#1
HYRULE CASTLE COURTYARD: A ZELDA STRATEGY GUIDE​

Picture
TABLE OF CONTENTS
I Opening, and Types of Strategies
II Moves
III ATs, Combos, Imperfect Combos, Miscellaneous Things
IV Stages and Recovery Methods
V Character Strategies
VI Doubles Character Strategies
VII
VIII

OPENING AND TYPES OF STRATEGIES I
This guide will contain everything you can think of that involves Zelda. If you can think of it will be in here. If it is not, I will ninja edit it before anyone realizes it that it wasn’t added.
Zelda is the Princess of Hyrule and the reincarnation of the goddess Hylia. She wields the Triforce of Wisdom. In pretty much every game she is in she gets captured by Ganon or Ganondorf who then gets defeated by Link. In SS and in OoT she has blond hair, but in TP she has brown. In Brawl she has one of the best defensive games. She is very strong but also very light and floaty, but due to this she can avoid most of the chain grab threats excluding the King/Queen of chain grabs IC, and Falco (though only can do it twice with practically anything after the second time). She can utilize Nayru’s as a reflector which most people forget is one.
Zelda has three main Strategies: Offensive, Defensive, and Balanced. (Camping isn’t a main or good strategy because din’s is just not camping material as it is too easy to avoid and/or cancel.)
Offensive:
Pros:​
1. Nair combos easily to most of her killing moves.
2. Can rack up damage quickly with a few moves.
3. Can kill easily.
4. Din’s can hinder those who are trying to recover. Dealing free damage
5. Good range on most of her moves

Flaws:​
1. No real good approach options
2. If Zelda is above anyone she has a major disadvantage against them
3. Not many fast moves to speak of…
Defensive:

Pros:​
1. One of the best defensive play styles in the game.
2. A lot of defensive moves and some of which have multi-hit properties.
3. Range (w/o sacrificing as much of her hurt-box.)

Flaws:​
1. Most people know not to approach her.
2. Doesn’t have the best range on a few moves.
3. ISSDI can beat her Fsmash if done correctly.

MOVES II
Zelda’s move set
Jab​
Her Jab consists of three weak hits with the last one dealing the most knockback. So it’s better when used with opponents that have higher Percentage. Can also be used if the opponent
Ftilt​
Ftilt is one of Zelda’s anti-air moves (when it’s tilted up it can even beat Marth’s Fair). It is also a late killing move compared to her other kill moves.
Utilt​
Utilt is a slow anti-air move with the strongest knockback. However due to DI it doesn’t kill as easily as Snake’s.
Dtilt​
Dtilt is a spam-able damage dealing move that can become a combo starter. It can also cancel out a lot of moves Especially against Sonic.
Fsmash​
Fsmash is one of Zelda’s most iconic moves. Its multi-hit properties with a long range make it as a good spacing move. Just be careful with it around opponents that know their ISSDI. It is also a killing move that comes up at mid KO range for Zelda.
Usmash​
Usmash is another of Zelda’s anti-air moves with good range and strong knockback. This move can combo into its self when the opponent is at low percents.
Dsmash​
Her fastest smash is one of her best GTFO moves (at frame 4). It can also kill characters that don’t have good horizontal recoveries easily.
Nayru’s Love​
Nayru’s IS a reflector. Most people forget about this so it may be good to reflect stuff back at them once in a while. Otherwise use it as just a GTFO move as it has a few invincibility frames at the beginning. Opponent goes in the direction you are facing.
Din’s Fire​
Din’s Fire is a very unique projectile. It doesn’t have a hit box until it explodes allowing it to go through everything except solid objects. Unfortunately it is easy to both dodge and negate. But it still as uses such as pressuring opponents that are trying to recover. Avoid using it in the air unless you are sure that you are safe as whenever you use it you will become helpless.
Farore’s Wind​
Zelda’s only “reliable” (used loosely) recovery move has two hits (when she disappears and reappears. It’s very hard to have both hits connect. As a recovery this move has a slow start up and if Zelda doesn’t land on the ground or grab the ledge she will enter the helpless phase and you will not regain control for about a two seconds. This move can also be shortened by tilting the control stick at the minimal distance.
Transform​
Only use Sheik if you want to either refresh Zelda’s moves. Or just use Sheik in general. If you want to learn more about Sheik, head to their board by clicking here.
Nair​
Nair is one of Zelda’s most useful attacks (epically when used as a combo starter.) It is also Zelda’s best (and only) way to approach from the air. (Though she is not really good at approaching…)
Fair​
Another of her most iconic moves and one that is somewhat feared. One kick can kill very easily but only if it is sweet-spotted. Sour-spotted kicks only have little to no knockback power
Bair​
Bair is a faster version of her Fair. It is a good Out-Of-Shield (OoS) move that has as much power as Fair.
Uair​
Strongest up-air in the game and one that is easy to read. Try to bait an air dodge then use this move to easily kill opponents above you.
Dair​
Dair another lightning kick type move that can spike opponents to an early death. But when the opponent is on the ground this move is not good. The sweet-spot does not affect grounded targets and sour-spot does no knockback. Some Zelda’s use it to stun or trip them for them to land (shouldn’t be used on certain characters i.e. Lucas)
Dash Attack​
Her dash attack has good range and two possible directions to send the opponent
1. Forward
2. Straight up
Throws​
Uthrow: Throws the opponent up in the air where Zelda wants them to be
Dthrow: Her best throw to combo with but only when they DI in the wrong direction
Fthrow: Fthrow is her most damaging throw, but due to her speed, it has no combo potential aside from sending Din’s.
Bthrow: Bthrow sends her opponent behind her with enough to potentially KO her opponent with the correct spacing. It is also not combo worthy.

ATS, COMBOS, IMPERFECT COMBOS, AND MISCELLANEOUS THINGS III
ATs
Ledge Warp​
Ledge warping is when Zelda uses Farore’s wind and reappears in a certain spot at the ledge. The result gives Zelda no ending lag as well as the ability to use moves as a surprise attack. There are multiple area’s that she can do this from on all of the stages.
Love Jumping:​
After getting hit Zelda can use Nayru’s love and jump at the same time creating a “love jump”. This can be used to get away from your opponent if they are trying to chase you.
• Diagonal Love Jumping: Same thing as a love jumping but you gain a horizontal distance as well (hence “diagonal” love jumping)
Love Drop​
The opposite of love jumping you go down instead of up (just push B after you get hit). Using the same the same situation as love jumping you can use this to surprise the opponent and go
• Diagonal Love Drop: look at Diagonal love jump but change jump to drop

Momentum Canceling​
This is technically the same as love dropping but you are negating the momentum. To use her momentum cancel use an aerial move (preferably Fair, or Bair) then reverse Nayru’s. This tech requires practice as if you don’t reverse Nayru’s you will take the momentum that you were sent and you will most likely get KO’ed
Farore’s Boost​
Same thing that happens when you use Nayru’s love can be used with Farore’s wind (as well as transform) giving a boost for her
Combos​
Dtilt: At certain percentages the opponent will either pop-up or stay grounded
When the opponent remains on the ground you have up to 6 options: Dsmash, Fsmash, Ftilt, Usmash, continue to use Dtilt, or (depending on their trip animation Bair
When the opponent has been popped up Dtilt no longer comes into play but she still has moves to combo with. They are: Utilt, Bair, Usmash, Nair, Fair, and Ftilt
Nair: Only when you use Nair within hits 1-4 and when you land
When using Nair to combo with any possible move, one thing should be noted: IT, IS, A, PERFECT, COMBO! (When done correctly)
Combos are: Usmash, Bair, Utilt, Ftilt (still Angled up), and Nair
Dair:
Dair (Sour-spotted) to another Dair (also sour-spotted) or use a footstool (only when you and your opponent are both in the air.) A gimping combo...
“The Bobby Combo” (Dair to FF Bair/Fair while both players are in mid-air)


Imperfect Combo’s​
These sequence of moves are not guaranteed so they have a very good chance that they will not work
Dash attack to dash attack (repeat until no more room)
Dthrow: If opponent DI’s correctly nothing works (which is why it is here)
(Summarized from mechawave and with no DI)
DT->Usmash->Nair DT->Ftilt (up) ->Usmash, Nair, or Uair
DT->Fsmash DT->Fair
DT->Dash Attack-> Ftilt->Usmash, or Nair
DT->Dash Attack->Usmash, Nair, or Uair
DT->Dash Attack (x2 is possible) ->Ftilt->Usmash->Nair
DT->Bair, or Ftilt

DT while against a wall:
Dthrow->Usmash->Nair->Usmash, Dsmash, Fair, or Bair
DT-> Pivot->Pummel->Dthrow->Pummel->Nair
DT -> Dthrow->Bair DT -> Fair/Bair/Nair
DT ->Dsmash->Din's Fire

Chain grab
Dthrow->Pivot Dash Grab->Dthrow->any possible move
Miscellaneous Things​
There are two ways to diagonal Love Jump. wave-bounce the knock and jump at the same time which only gets you in two directions. Or jump into a desired direction then immediately use Nayru’s. This way can give you multiple directions (including a near-horizontal Love Jump)
Love sliding is not possible without cancelling both gravity and the height gained from jumping. The ground negates all movement from Nayru’s.
ISJR (Infinite Second Jump Recovery): Using this tech Zelda can “get” another jump but only if she uses any of the following: Uair, Fair, Bair, Nair, Dair, or Air dodge. Good for a surprise attack but some of them are a bit difficult to do (difficulty of the five are listed from easiest to hardest, Air dodge would be between Nair, and Dair)
Lag-less LK: Just as the name suggests Lightning kicks that don’t suffer from lag (or as much of a lag). This is very rarely seen but most likely to happen when certain frames are being blocked (Frame Interference), Multiple Targets are sweet-spotted, Fast Falling (FF), and diminishing the lag itself by over-using Fair or Bair. If ever encountered it is possible to get another LK in before they fly away. Also there are two types:
Pure lag-less: No visual lag.
Semi Lag-less: Zelda stops moving for less than a second.
STAGES AND RECOVERY METHODS IV
RECOVERY IN GENERAL​
Zelda’s recovery (aka Farore’s wind) gives her no hurt-box after she teleports however she does not auto-target the ledge during this time. This makes it difficult to try grabbing the ledge from above so only attempt it only if you are sure you will land near or next to the ledge. Trying to recover from below can be a bit difficult as well. Ideally you want at least an angle that isn’t 0 degrees in case some tries to edge-hog you and to have a better chance to grab the ledge (being behind the ledge has a smaller box where you can grab it).

STAGES​
Zelda likes having floating platforms that can help her with approaching the more platforms the better but other characters can also use these same platforms. Also stages that don’t hinder her recovery.
Final Destination​
FD is one of the most basic stages. It has no floating platforms which is a problem to Zelda who wants to use platforms to aid her approaching game. This stage is also a “Camper’s Paradise” which isn’t good for Zelda since she has a bad reflector, projectile, and poor mobility.
Pros:
1. Relatively close blast zones when near the edge of FD can give Zelda an easy KO
2. Against slower characters Din’s won’t be blocked by other platforms making it easier to “camp”
Cons:
1. Campers, campers everywhere…
2. No floating platforms
3. While recovering from below it can prevent Zelda from being “pushed” above the ledge
Battlefield​
BF is one of Zelda’s best stages and another basic stage. BF has one main platform and three Floating platforms. These platforms can help Zelda with her approach game

Pros:
1. Platforms aid with approaching
2. While underneath the ledges they can “push” Zelda just above the ledge where she can grab it
Cons:
1. Platforms can be used against Zelda
2. Other characters have certain advantages here
Smashville​
SV is another “good” stage for Zelda. It has a moving platform, is relatively a small stage, underneath the ledges helps if recovering from 0 degree angles
Pros:
1. The moving platform
2. Small stage closer blast-zones allows her to kill more effectively
3. Stage Helps recovery
4. Campers can’t camp as effectively
Cons:
1. Zelda can be killed easily due to her light weight and close blast-zones
Yoshi’s Island (Brawl)​
YI is one of her worst stages though some people like this stage due to its unpredictability.
Pros:
1. Platform
Cons:
1. Glitch with Zelda’s recovery against the wall at 0 degree angle
2. Can’t Ledge hop onto stage with any moves
3. If a Fly Guy gets sweet-spotted she will remain in hit-lag
Delfino Plaza​
A rather unique stage with multiple forms and destinations
Pros:
1. At times don’t need to rely on recovering from below stage unless glitch occurs
2. Platforms that change between destinations
3. Can Spike when others are in the water
Cons:
1. Grabbing ledge is difficult due to no auto-grab
2. If stuck between certain of the pillars she may need to use Farore’s Wind which can leave her open
Lylat Cruise​
LC is another bad stage for Zelda. This stage is composed of three rather small floating platforms with the Cruiser underneath that tilts side to side
Pros:
1. The tilts can help Zelda
2. Small Stage
3. Platforms
4. Tilt can help against projectiles
Cons:
1. Tilts can also help kill her
2. Ledge is hard to grab
Castle Siege​
CS is a stage that has 4 different forms. The first is on top of the castle, then inside the castle with no bottom blast-zones, third is a platform like FD but tilts, and last is the loading screen in-between the three no lower blast-zones which lasts for a few seconds
Pros:
1. First and second stage have platforms
2. First stage is rather small
3. During the second stage no need for Farore’s Wind
Cons:
1. First and third can hinder her recovery
2. Chain-grabs can be done better since there is no lower boundary (not counting the fall-through glitch)
Pokémon Stadium 1​
PS1 transforms into 4 different stages that don’t repeat in order. They are: Rock, Water, Fire and Grass
Pros:
1. Windmill can be abused with our up-smash
Cons:
1. Stage can hinder our recovery
2. Don’t take Pikachu here. Ever!
Pokémon Stadium 2​
Similar to PS1 except the stage transforms into Flying, Electric, Ground, and Ice
Pros:
1. Ice stage: lets Zelda slide with her Fsmash
2. Ground stage: has a small wall where Dtilt can be abused
3. Flying stage: makes her more floaty (also a negative effect)
Cons:
1. Ice stage: can force an opening if you run and stop or turn around (there is a small amount of time where Zelda can start running and stop without slide lag)
2. Electric stage: treadmills.
3. Flying stage: Due to more floatyness she will be in the air where she is most vulnerable
Brinstar​
Not really a good stage for Zelda but it’s also not a bad stage.
Pros:
1. Acid can knock Zelda out of helplessness if recovery failed but at the cost of Hp and the acid is at times under blast zone
2. Relatively close blast zones
Cons:
1. Recovery is tricky here and acid sometimes doesn’t help and potentially can KO you
2. If the main platform is destroyed you might overshoot Farore’s wind
Frigate Orpheon​
Frigate is composed of two stages that flip at random times (there will be an alarm before they switch).
Pros:
1. Right side (where the moving platform is) can be used against certain characters since it has no ledges that can be grabbed (also goes for Zelda but to a somewhat lesser account then most).
Cons:
1. Right side ^
2. Watch the use of Din’s when you hear the alarm as you may go into helplessness afterwards
Battleship Halberd​
BH is one of the few stages that have physical hazards and the only one that isn’t banned (not counting stages that have water) which are relatively easy to dodge or SDI.
Pros:
1. Floating platform
2. Below the ledge Zelda can be pushed closer to the ledge (but if she is too far she will not be pushed).
3. Zelda can cover the air while laser beam can cover in front of her (though opponents will just wait for the beam to be over).
Cons:
1. While on and not on the Halberd recovery can be difficult.
Rainbow Cruise​
RC is the only moving stage that isn’t banned. Zelda is ok on this stage but can still SD at times.
Pros:
1. Recovery is better than most for this stage.
2. Zelda’s floatyness
3. IC can’t keep chain grab going forever.
4. There is a certain spot where Zelda can Bthrow opponents into the stage for stage spike KO
Cons:
1. SDing is still possible.
2. Certain characters “rule” this stage and it is best to just avoid this stage when fighting them.

CHARACTER STRATEGIES V
Bowser
Caption Falcon
Diddy Kong
Donkey Kong
Falco
Fox
Ganondorf
Ice Climbers
Ike
Jigglypuff
King Dedede
Kirby
Link
Lucario
Lucas
Luigi
Mario
Marth​
-3/-2. Marth is a bit annoying with Fair/Bair and “dancing blades” but if you can get him out of his comfort zone and can damage him quite a bit before he gets back. As Scary has said Ftilt (angled up) can beat his Fair but timing needs to be done properly. Luckily Marth can’t kill as early as we can (though we are still lightweight and can be killed rather easily). (KO moves are Dsmash, Usmash, Fsmash, and Dair. Other KO moves come out latter they are mostly the tilts and Nair (second hit)
Meta Knight
Mr. Game and Watch
Ness
Olimar
Peach
Pikachu
Pit
Pokémon Trainer
R.O.B.
Samus
Sheik
Snake
Sonic
Toon Link
Wario
Wolf
Yoshi
Zelda​
This MU is 0 because everything you have your opponent will have as well. This is just a battle of who knows your character better.
Zero Suit Samus
DOUBLES CHARACTER STRATEGIES VI
Due to anything being able to happen this will only cover strategies with your ally
 

Alacion

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Alacion
#3
Looks good, the English is hardly a problem.

Jab is definitely better at lower percentages due to the possible combos that come after it.

Utilt is definitely good for punishing air dodges and phantasms due to its duration.

Correct me if I'm wrong, but Fsmash can probably kill pretty early but it doesn't because it's always stale.


Man I haven't done a Bobby combo in ages... :(

Ven's Din's Recovery is probably noteworthy enough for this guide, but definitely mention that it should not be used often though strangely it works a ton in friendlies...


The guide is looking great so far. Please make stages your next priority.
 

Fluttershy

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#4
Looks good, the English is hardly a problem.
My main concern was the random capital letters (as I've said) because i can't seem to keep off the shift button :mad:

Jab is definitely better at lower percentages due to the possible combos that come after it.
I realized it afterwards. going to add on to Jab

Please make stages your next priority.
It is my main priority for when i continue it. Which will most likely be tomorrow...
 

Fluttershy

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#5
For those that have MU match-up experience: if anyone wants to contribute with either Doubles or Single PM me or post in this thread and it will be updated.


Singles​
Requirements:
Best strategy for character

Stages:
Ban
CP
Neutral stages
And stages to avoid

"Best" way to Damage opponent
Getting the grab
KO'ing


Things to avoid, and to look out for (strategy Wise)
Not necessary
Misc things


Doubles:
Not sure yet


Random question was it known that Diagonal Love jumping can be done two different ways?

Also need Pics of stages before i can work on the stages. But most of the images I've seen are cut just off of the ledges...
(Plan on doing recovery for all stages since they have different methods for Zelda...)
 

Fluttershy

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#6
Going to restart guide since i got back into brawl because of playing with people at my college.
going to just go over everything...
 

Fluttershy

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#7
updated with some improvements if there is anything wrong let me know
Stages added
minor improvements to moves
can't remember anything else...
 
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