LiamBarrak1999
Smash Rookie
Zelda's really fun to use and I want to get good at using her. But I can't find anything. So does anyone got any Zelda tips?
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Ah.. I can go on all day about Zelda.. <3 So prepare for a long post.
Starting off with just Zelda, she's a fairly light character so she's able to be knocked out quickly, but if played and spaced right Zelda can dish out some really good damage, and KO characters at fairly low percents (80 - 90% KO's on even heavies if sweet spots are hit just right.)
The sweet spots on her Fair and Bair are the love of her life. Learn to land them and space them really well, as it's eccentric to her KO game.
Her Nair is also very good for converting off of certain things like Tattles said above, D-throws and D-tilts. Zelda's U-tilt is no longer as reliable of a KO move as it is a combo move now as it does not provide as much knockback, the KO potential of it is a lot less than it is in previous iterations of Zelda. But you can still create some combo possibilities off of it, so it didn't lose it's usefulness completely.
Zelda's Dair is an okay meteor, though much like her Fair and Bair, you need to sweetspot it to get a really good meteor going, otherwise it'll send the opponent down, but with not nearly enough power to kill; they'll be able to recover fairly easily.
Another great KO move however is Zelda's Uair. Her Uair has a sweetspot like her Dair, Fair and Bair, but this one still packs a pretty damn good punch even if you miss the sweetspot, I've killed certain characters at around 110 - 120% with a non-sweetspot Uair, and even 90% with a sweetspotted Uair. It's a great tool to use when playing zelda as you can also convert into an U-Air from a d-throw, though that's depending on the opponents percentage of course.
As for Zelda's specials, Din's Fire is a great spacing tool that you can use to create pressure in certain situations (Like forcing an enemy to move from the ledge if they are camping, or to force a high percentage enemy to approach you if they're trying to play the ranged game.) Though you don't want to use it too much or the enemy will be come privy to your tactics. It has a bit of a start-up time, so if the enemy is waiting to see your Din's fire come out, unless you're anticipating their approach and can detonate it early; you're going to more than likely be punished for using the move.
Dins Fire can also be used as a KO move, though like most other KO moves from Zelda that too has a sweetspot that you'd like to land to get the most out of the move, though the sweetspot isn't nearly as hard to land as say.. the Dair sweetspot, but there is still one there.
Farore's wind was buffed considerably from her last iterations, but there is a glaring issue that I would like to go over before I continue with my opinion/tips. Her Farore's wind is a little wonky in the fact that if you try to teleport downwards towards the ground, if the teleport reaches the ground during the teleport and you are still holding a direction.. Zelda will suddenly slide VERY QUICKLY to whatever direction you're holding.. To better explain this, watch this gif.
Props to Muhznit for putting the gif up:
You can go to this thread to discuss that here:
So be weary when you use your Farore's wind, this could possibly happen and it's happened to me more times than I can count, costing me a stock and at times the match.. However, moving on.
As I said before, Farore's wind was buffed considerably from it's last iteration, not only increasing the range in which you teleport with Zelda, but it has KO potential now, and a lot of it. You'll want to be weary however in using it too much, Farore's wind has a pretty long start up time as well as recovery time upon reaching the ground, and it CAN be shielded, so using it in an attempt to get a KO off on an opponent when they're grounded or able to spot-dodge/roll/air-dodge is a big no no unless you want to be punished.
But the move isn't without it's pluses. Aside from being a great KO move, you're also able to convert from an u-throw into Farore's wind, and if you can land it on the opponent at high percentages.. That's a guaranteed kill.
Moving onto Nayru's love. Like Tattles said it's very good for blocking advances from your opponents, though some moves will still go through Nayru's love; causing both yourself and the enemy to be hit for a moment. It also blocks most projectiles if not all of them, so it's good for going against most zoning characters. However the knockback and damage of the shield itself was nerfed slightly from it's brawl iteration.
And for the last special.. This one is an interesting one to talk about.. Zelda's Phantom Slash. Now this move is very interesting because it has very little perks to it but when you do use it correctly it becomes a very useful tool in that instance. From what I've learned Phantom Slash has only provided usage to me as an edge guarding tool of the sorts. I've had only a few successful edge guards with the phantom though, so it's tough to say if this good is useful for that or not. It has it's moments, you could say.
The Phantom is not a walking hitbox however, the only time the phantom does any sort of damage is when it slashes it's sword out towards the opponent, so using it on an approaching opponent that's close to you will merely push him away very slightly, not only causing damage but leaving you open to an attack since you're able to run straight through the phantom.
All in all, the Phantom is a bit of a situational move, not something I'd use all the time like.. Say Din's Fire. If you're looking for zoning and spacing, I'd rather go with Din's Fire than Phantom Slash in most cases.
And that does it for my long post on Zelda. Sorry that it was so long, I could go on for days with this character. Hopefully you'll enjoy playing her as much as I, she really is a fun character to use.. And beating all the stronger characters of the game (looking at you Rosalina and Sheik) with her feels great.
Have a good one.
It's a Zelda AT from Brawl, where if she gets hit, Jump & Neutral B at the same & she does Nayru's Love but she rises into the air while doing it. https://www.youtube.com/watch?v=8djTa_wHqtEThanks for the tips! Also, I wanted to ask, but whats this "love jump" move that I've being hearing about on Zelda?
Yes, this was useful. Thanks!Had to quit lurking to share some thoughts, since Zelda is far and away my favorite Sm4sh character. Everyone else has covered most of what you need to know, so I'll just add some observations.
Nayru's Love is AMAZING against roll spammers. It has a long animation, and its last hit has a fair bit of range on it. Also a great way to create some space if you're getting crowded.
Din's Fire is best used as a kill move, or a fake-out. Landing a sweetspot Din's against a recovering opponent isn't particularly hard (especially against larger foes), and can be an easy and very satisfying kill as they try to make it back on stage. Alternately, you can use it to bait a roll or an air dodge, and follow up with whatever's appropriate. Against slower opponents, you can use it on ground to halt an advance, and follow up with a dash while they're stunned, but fast opponents can quickly move in range and punish, so avoid using it if you're less than half a stage away.
Farore's Wind is your bread and butter, and is a crazy effective kill move. As others have said, it's very important to learn how to control this. It's both a strong evasive tool and a strong kill move. You can use it to recover from being knocked in the air and avoid an aerial combo (though be very wary of the start up lag), recover from being knocked off stage and either hit your opponent or avoid edgeguarding, recover to the ledge from below, can tele behind a charging opponent, or just stay in place to confuse / bait / taunt your opponent. On the offensive side, Farore's is a great way to punish laggy moves or to catch an unprepared opponent, and can kill as early as 110%. Very satisfying way to end a match. However, it does have laggy start up and ending, so don't use it if your opponent is close and not lagging, nor should you use it against a neutral opponent who can just shield and punish.
Phantom is underrated IMO. LeKevin describes why it's a good move very well, so read that. It's another good fakeout move, can absorb some attacks, can be a smokescreen for a dash or Din's or ftilt / fsmash. The second swing on a full charged Phantom is quite powerful, and can catch unaware opponents off guard. I tend to use it more as a distraction than as an offensive move.
This is getting long so I'll just briefly go over the standard attacks.
Jab is reasonably fast and has good range, useful when your opponent is close, and can be followed up with an ftilt.
Ftilt is really strong and has really good range and decent speed, but is useless against close opponents as the hitbox extends from Zelda's hand.
Dtilt can be used twice in a row at low %s, and can be followed up with a jab / ftilt / fsmash.
I almost never use Utilt or Usmash. Look like they'd be good for someone SH over you, but I've never been able to consistently use them, so can't say much about their effectiveness.
Fsmash is pretty strong, has good range, and lasts fairly long. You'll probably want to use ftilt instead most of the time, but fmash has its uses.
Dsmash has short range, but a fair amount of knockback and sends opponents horizontally. I usually prefer Nayru's over Dsmash against rollers.
Fair/Bair are your strongest kill moves, can KO at 70 - 80%. However, sourspot doesn't have a lot of knockback, and if you use it at low % and don't sweetspot you're very vulnerable to a punish during landing lag. As much as you may want to, don't chase a fair/bair, rather, wait until you have an opening. Combing out of a dthrow or a SH Bair over an attack is very effective.
Nair is also a good combo out of a dthrow, or any time you're in the air and your opponent is too close.
Uair is pretty powerful, but it's slow and requires very precise timing. Seems pretty easy for opponents to anticipate and air dodge out of it. Not something I use a lot, but I should learn to use it.
Dair is another powerful move if you sweetspot, but given the low knockback on a sourspot, it's easy to get punished if you use this. Another move I don't use much, so can't talk much about it.
Dash is excellent if timed right, as are most dashes. Her's has some good range, knockback, and stays out there awhile. Can sometimes follow up a dash with a dash after they land.
That ended up a lot longer than anticipated, hope there's some useful info here!