Jotari
Smash Journeyman
- Joined
- Apr 22, 2015
- Messages
- 438
So
Quillion
has certainly mentioned this enough in various threads talking about changing characters, but there doesn't seem to have been any proper, focused discussion on it. SImply put, Zelda, despite being a character that has been around since the 80s, really doesn't have a huge amount of potential canon inspiration for a moveset. As, aside from Hyrule Warriors, she's almost always featured in a non combat role. Yet the one thing that has been consistently associated with her throughout the years are Light Arrows. In almost all of her appearances since 1998 she either gives/creates Light arrows for Link or uses them herself at some point. They are pretty, inarguably, an integral part of her identity in her own series. And for Brawl and SSB4 they were represented in the form of her final smash. Ultimate removed that however with a final smash based around the Triforce. Which is fine and all, but where are the light arrows?
So, let's discuss two main things.
1. Does Zelda really need light arrows? Sure, they're iconic, but does that even matter? I can only speak for myself, but I actually like pretty much all of Zelda's moves in Smash. And I can't even say that about my mains. But they look good on her and all have well defined functions. And let's face it, her new Final Smash is kind of better than her old one, in fact I'd go as far as to say it's one of the best Final Smashes in the game. You just have to get close to the opponent and then watch them die. She already has a projectile in the form of Din's Fire (which yes, has ver variable quality form game to game, but is conceptually a very useful move), does she need another one?
2. Assuming that yes, she should get light arrows, where in her moveset should they be and how should they function? Replace a special move? A forward smash? An aerial? There are lots of choices depending on how you envision them working.
Personally I think yes, she should get light arrows some how. But honestly, other than bringing back custom specials (which I'm super in favor of), I don't really see how they can best be implemented without changing something that already works well for Zelda. Though I do have some loose, unsatisfactory ideas.
*Move Nayru's Love to neutral air. I think this will probably be unpopular as I think Nayru's Love is a well liked move for Zelda players as a quick get off me attack which it wouldn't really be able to do as an aerial, but personally it does look and feel like it would work really well as a neutral aerial too and it would be kind of cool and esoteric to have a reflector on a neutral aerial move. Having such a quick move on an aerial could considerably change Zelda's aerial game too, since right now it relies on very precise hits, so having a safe option could be most welcome. Plus, as it relates to this thread, it would open a Special Slot without outright removing something she could do before (current neutral aerial would be lost, but that's a pretty basic spinning attack so I don't think it'd be missed much).
*Move Nayru's Love to a shield special. Inkling and Steve have functionality by pressing Shield and Special at the same time. This is something that could theoretically be provided to more characters, but until it is and kind of becomes the standard then it's a bit weird to give it to Zelda. Especially since Steve and Inkling don't actually use their Shield Specials as an attack or even defensive move. It's purely gimmick related (to the extent I'm surprised they didn't put that stuff on their taunts, maybe they didn't because they knew they were removing taunts from online play).
*Make it a gimmick like KO Punch. Mac manages to have 5 specials utilizing a gimmick, why not Zelda? In fact, this is even how light arrows, kind of, work in Hyrule Warriors, wherein Zelda has to generate orbs before being able to use her more powerful light based moves. Such a mechanic could easily be ported over to Smash. The issue there would be how do you implement it when the is ready to use the attack? Mac works by replacing his neutral B, but for that to work as well for Zelda, light arrows would have to be so powerful that they justify losing temporary access to Nayru's Love (most likely, I guess you could put it on her side or down special either).
*Just add it to her throws. Make Zelda shoot a light arrow as a follow up to her throws like Fox and Falco do with their blaster. Only give it to all four of Zelda's throws to it's not a random one attack element. This might be the safest way to implement them as it would change the least. Zelda already has pretty good throws (at least for kill potential, I guess they're kind of hard to follow up on, but her grab is bad enough to the point you can't really rely on them for such at all, I think, I don't play Zelda a whole lot), so I don't think they exactly scream a need for a change, but so long as they remain good throws, this would mostly be an aesthetic thing (provided no one has a franklin badge).
Last random thought more than a suggestion, her up tilt and up smash kind of look and feel too similar to me. So I could see one of them being removed, though Light Arrows don't exactly scream Up Smash material. They could work, but it'd probably feel quite contrived, especially if that's the only move that uses them.
Well anyway, tell me what your thoughts on Zelda and Light Arrows are. Do you think she should get them and if so, how should they be worked into her current moveset?
So, let's discuss two main things.
1. Does Zelda really need light arrows? Sure, they're iconic, but does that even matter? I can only speak for myself, but I actually like pretty much all of Zelda's moves in Smash. And I can't even say that about my mains. But they look good on her and all have well defined functions. And let's face it, her new Final Smash is kind of better than her old one, in fact I'd go as far as to say it's one of the best Final Smashes in the game. You just have to get close to the opponent and then watch them die. She already has a projectile in the form of Din's Fire (which yes, has ver variable quality form game to game, but is conceptually a very useful move), does she need another one?
2. Assuming that yes, she should get light arrows, where in her moveset should they be and how should they function? Replace a special move? A forward smash? An aerial? There are lots of choices depending on how you envision them working.
Personally I think yes, she should get light arrows some how. But honestly, other than bringing back custom specials (which I'm super in favor of), I don't really see how they can best be implemented without changing something that already works well for Zelda. Though I do have some loose, unsatisfactory ideas.
*Move Nayru's Love to neutral air. I think this will probably be unpopular as I think Nayru's Love is a well liked move for Zelda players as a quick get off me attack which it wouldn't really be able to do as an aerial, but personally it does look and feel like it would work really well as a neutral aerial too and it would be kind of cool and esoteric to have a reflector on a neutral aerial move. Having such a quick move on an aerial could considerably change Zelda's aerial game too, since right now it relies on very precise hits, so having a safe option could be most welcome. Plus, as it relates to this thread, it would open a Special Slot without outright removing something she could do before (current neutral aerial would be lost, but that's a pretty basic spinning attack so I don't think it'd be missed much).
*Move Nayru's Love to a shield special. Inkling and Steve have functionality by pressing Shield and Special at the same time. This is something that could theoretically be provided to more characters, but until it is and kind of becomes the standard then it's a bit weird to give it to Zelda. Especially since Steve and Inkling don't actually use their Shield Specials as an attack or even defensive move. It's purely gimmick related (to the extent I'm surprised they didn't put that stuff on their taunts, maybe they didn't because they knew they were removing taunts from online play).
*Make it a gimmick like KO Punch. Mac manages to have 5 specials utilizing a gimmick, why not Zelda? In fact, this is even how light arrows, kind of, work in Hyrule Warriors, wherein Zelda has to generate orbs before being able to use her more powerful light based moves. Such a mechanic could easily be ported over to Smash. The issue there would be how do you implement it when the is ready to use the attack? Mac works by replacing his neutral B, but for that to work as well for Zelda, light arrows would have to be so powerful that they justify losing temporary access to Nayru's Love (most likely, I guess you could put it on her side or down special either).
*Just add it to her throws. Make Zelda shoot a light arrow as a follow up to her throws like Fox and Falco do with their blaster. Only give it to all four of Zelda's throws to it's not a random one attack element. This might be the safest way to implement them as it would change the least. Zelda already has pretty good throws (at least for kill potential, I guess they're kind of hard to follow up on, but her grab is bad enough to the point you can't really rely on them for such at all, I think, I don't play Zelda a whole lot), so I don't think they exactly scream a need for a change, but so long as they remain good throws, this would mostly be an aesthetic thing (provided no one has a franklin badge).
Last random thought more than a suggestion, her up tilt and up smash kind of look and feel too similar to me. So I could see one of them being removed, though Light Arrows don't exactly scream Up Smash material. They could work, but it'd probably feel quite contrived, especially if that's the only move that uses them.
Well anyway, tell me what your thoughts on Zelda and Light Arrows are. Do you think she should get them and if so, how should they be worked into her current moveset?
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