Since the 7 month dry spell after being unveiled on the Dojo, Zelda footage and other information has been slowly pouring in. Happy days will continue to follow. New gameplay videos from what appear to be printed versions of the game are circulating now. Study these videos carefully, as the gameplays and character movesets are the ones we will be experiencing! Let's open this with saying yes... Zelda looks much better than she was in Melee.
Princess Zelda
Gameplay videos:
As the game has been out and played, I feel that this section was now largely unnecessary. There will be video references to Zelda's moves as before, and some good matches, but not much more than needed.
-----------
For this section, I will do my best to link the best video examples first.
Returning B moves:
Farore's Wind: Compared with the Melee version of the move, we have:
(at 0:24)
http://www.youtube.com/watch?v=GFeXf8kvYLs - Here you can see the landing lag on Farore's is still edge cancelable like in Melee.
(at 1:06 and 2:55)
http://www.youtube.com/watch?v=gDOo7n3vvDI - these moments showcase
(at 1:20)
http://www.youtube.com/watch?v=rgVH9OGugSo - instant vulnerability after reappearing confirmed
(at 0:10)
http://uk.youtube.com/watch?v=tmG5mpyJk8g - instant falling after reappearing confirmed
(at 2:37 and 2:42)
http://www.gametrailers.com/player/29932.html
Din's Fire: First and foremost, this attack has received a number of buffs. It now has a very large explosion radius (which like Melee, still increases with how much time it travels before detonating, along with damage and knockback!), increased damage, increased travel speed, increased detonation speed, increased maneuverability of the fireball, and reduced afterlag. Yeah, that's a lot. You can reliably repeat this move, but this still isn't really a camper's projectile like Fox lasers. Also, if you use this as an aerial, you will still go into a danger fall afterwards like in Melee. You can't grab an edge until about a second after you detonate, so watch out for SDs.
Helpful diagram of Din's when used at long range:
1. http://www.youtube.com/watch?v=_HV2Aa9PuNw - At 0:50, this video showcases just how far up or down you can direct the fireball in Brawl, and also its capacity to KO.
2. http://www.youtube.com/watch?v=DMdEZABB22k - At 1:20, you can see how Din's can attack recovering opponents. It also displays its huge hitbox at long range at 1:22.
3. http://uk.youtube.com/watch?v=dTDO7mvZrAE - The AI's use of Din's is frequent in this SSE video. Notable moments include 1:26, 2:57, and 4:36, where the explosion was ENORMOUS from Din's traveling so far.
4. http://uk.youtube.com/watch?v=tmG5mpyJk8g - Ike vs. a high level CPU Zelda. Din's is used at 0:16, 0:45, and 0:54.
5. http://youtube.com/watch?v=c0AqeNUHY_g - At 0:27, we see that it's still entirely possible to SD with Din's in pretty much exactly the same way as in Melee.
Nayru's Love: The 3-minute video with Zelda vs. Ike features Nayru's Love being used in copious amounts. The move is confirmed to still function as a reflect with a power modifier. The counterattacking invincibility frames of this attack are still in, but they also still end before the attack portion of the move comes out. To successfully counterattack with this move, their attack window cannot not be active before the Nayru's attack comes out. Otherwise you'll wind up with an extremely pitiful trade. *This attack always pulls/sends people in the direction Zelda is facing when she casts it. This makes the attack much more reliable with hitting in its entirety when used back-turned, and also gives a you choice of where to send the opponent by using Neutral B turnarounds.
(at 4:50)
http://www.youtube.com/watch?v=Swmh2vHxVvM - This is a perfect example of how the invincibility frames in Nayru's Love can be used to counterattack.
(at 0:15, 0:28, 1:41, various)
http://au.youtube.com/watch?v=eAIofUYGj7Y
(At 3:00)
http://www.youtube.com/watch?v=6EPCxdEihxM
Transform: Zelda's Down+B special is in fact Transform, and she turns into Sheik, who has a new model "that was drafted up during the development of Twilight Princess." As for whether or not there will actually be any synergy between these two, one can only hope. The Transform into Sheik, for whatever arbitrary reason, appears to take twice as long as it did in Melee (no exaggeration). This prevents many practical uses of the Transform, especially when there are multiple enemies around.
The Transform into Zelda is slightly shorter than the one into Sheik. When she becomes a white ball of light, she completely invulnerable, although immediately vulnerable when the other form appears and unable to do anything.
(at 2:32)
http://uk.youtube.com/watch?v=9Zng57bUoz4 - Sheik transforming into Zelda, then immediately back to Sheik. The Zelda->Sheik transformation takes nearly a whole second longer than the Sheik->Zelda transformation. Both take much longer than the Transforms from Melee.
(at 1:35)
http://www.youtube.com/watch?v=728BnDcgnx4
Returning A moves:
Neutral ground: similar to the move from Melee, except this time it's not nearly as laggy. You can reliably repeat this move. Causes quite a bit of hit lag also, though. 3 hits for 6 damage. This attack's hitbox has been shrunk since Melee, and it can no longer hit targets that are slightly close to the ground.
(at 1:28)
http://youtube.com/watch?v=c0AqeNUHY_g
(At 0:08)
http://www.gametrailers.com/player/29745.html
Forward tilt: this much has significantly more horizontal range than in Melee according to the 5 minute video, which is great. It also has some increased killing power. As in Melee, this attack can be aimed up or down with proper input in the control stick. Use it well.
(at 2:12 and 3:53)
http://www.gametrailers.com/player/29932.html
(At 2:41 and 2:44)
http://www.youtube.com/watch?v=6EPCxdEihxM
Up tilt: it still only does 11 damage, but again, it has increased KO power and reach. It can hit targets standing on the side platforms of Battlefield from below.
(at 0:37, 0:48, 0:51, 1:26)
http://youtube.com/watch?v=eAIofUYGj7Y
(at 0:22)
http://www.gametrailers.com/player/29745.html
Down tilt: same move as in Melee, but is less laggy, easily repeatable, and has a more reliable stun on a successful hit at lower damages. It also hits people who are slightly behind you this time. With shields being weaker in this game, the shield stabbing properties of this move will be more useful than ever, especially with no CCing to counter it. With the increased floatiness of characters dtilt-kill move combos will be much more reliable. Dtilt-Dsmash in particular will still be a reliable combo. Dtilt to Usmash-utilt also work quite well. It also still Meteors.
(at 4:00)
http://www.youtube.com/watch?v=_HV2Aa9PuNw - It hit Lucas when he was behind Zelda. o.O
Dash attack: this move appears to push Zelda forward a lot more after the attack portion, and it can sweetspot at longer ranges than before. It's still rather easy to punish when blocked, however. Also has increased power, and serve as a back up KO move.
(at 0:14, 0:36, 0:43)
http://youtube.com/watch?v=eAIofUYGj7Y
(at 3:44)
http://www.gametrailers.com/player/29932.html
(at 2:36)
http://www.youtube.com/watch?v=6EPCxdEihxM
Forward Smash: it definitely comes out faster than in Melee, and also has hit lag. It is enitrely escapable by the opponent. The sending power of the move is a touch stronger than in Melee.
(at 0:59 and 1:39)
http://youtube.com/watch?v=c0AqeNUHY_g
(at 1:32 and 1:44)
http://www.youtube.com/watch?v=rgVH9OGugSo
Up Smash: has major horizontal range this time around. It's KO power has been
(at 1:43)
http://youtube.com/watch?v=c0AqeNUHY_g
(at 0:31)
http://au.youtube.com/watch?v=eAIofUYGj7Y
(at 3:39)
http://www.gametrailers.com/player/29932.html
(At 2:43 and after)
http://www.youtube.com/watch?v=6EPCxdEihxM
Down Smash: TheThis move is basically the same move as in Melee. Deals 13 damage and delivers a significantly stronger hit than before. One of Zelda's most useful ground moves in Melee, its buffed Brawl counterpart is even better, fearsome even. It still sends at a lower-than-average horizontal angle, making it a great attack at the edge. The back hit is still significantly weaker than the front, and Zelda's attacking leg is invulnerable to attacks giving it high priority.
(at 1:27)
http://youtube.com/watch?v=c0AqeNUHY_g
(at 2:22)
http://www.youtube.com/watch?v=rgVH9OGugSo
(At 0:05)
http://www.gametrailers.com/player/29745.html
Neutral air: the duration of the (unhitting) move is much shorter and to-the-point than the Melee equivalent. Imagine Mewtwo's nair from Melee, and that's what Zelda has now. It's very useful when attack someone from below a platform.
(at 1:42 and 1:44)
http://www.youtube.com/watch?v=rgVH9OGugSo
(at 0:05)
http://www.gametrailers.com/player/29969.html
Forward air: Forward air and back air return as nearly identical, monstrous attacks. Zelda's overall best KO moves by far when they hit, however sweetspotting with them is much more difficult now.
(at 0:17, 0:40)
http://au.youtube.com/watch?v=eAIofUYGj7Y - note the new sweetspot mechanic, precise timing in addition to spacing is now required.
(At 2:39)
http://www.youtube.com/watch?v=6EPCxdEihxM
Back air: Kicks appeared to deal only 4ish damage unsweetspotted... 21(!) damage sweetspotted. However, the sweetspot only seems to last on the first frame of the attack's hit window. The kick can still hit after the first hit frame, but these will always sourspot, even if the attack hits at the proper aligned spot. The sweetspot itself is also quite small, and requires very precise positioning. It's possible to be too far from the target resulting in a sourspot, in addition to being too close.
(at 1:11)
http://www.youtube.com/watch?v=rgVH9OGugSo
Up air: appears to do a healthy 16% damage now, instead of the unimpressive 13% it did in Melee. Imagine Bowser's up air KO power in Melee... Zelda has it, too. Almost always sends people to their deaths at damages below 100%. However, people will dodge this move like herpes.
(at 2:10)
http://www.youtube.com/watch?v=BSXDr_kL1cI
(at 3:41)
http://www.gametrailers.com/player/29932.html
(at 2:58)
http://www.youtube.com/watch?v=6EPCxdEihxM
Down air: Down air now has Lightning Kick physics. I'm not kidding. It now has a sweetspot that hits for 16(!) damage, and is a very strong meteor. The weak spot now only does 5 damage however, and is an extremely weak hit in that event which could leave you open when used on the ground. Offstage though, even the unsweetspotted attack is good. The move itself also comes out a tad quicker than in Melee.
(at 1:51)
http://www.youtube.com/watch?v=QbnV4bX4KLc - Here you can see for yourself the Dair sweetspotting for 16 damage, plus electrical effects on hit. Lucas, who only had 26 damage to start, flies downward VERY fast.
(at 2:31)
http://www.youtube.com/watch?v=Swmh2vHxVvM - You can see here that the unsweetpotted Dair only hits for 5 damage, which is strangely a nerf compared to Melee.
Grab/Throws: finally, in the 3-minute Zelda vs. Ike video, Zelda's grab and a throw was seen. The grab itself is finally a normal speed grab, which is a godsend. As for the throws themselves, only the Back Throw was done at 0%, so they true effectiveness cannot be judged yet.
(at 1:49 and 1:52)
http://au.youtube.com/watch?v=eAIofUYGj7Y - two dash grabs were attempted. She slides a bit forward when doing this.
(at 2:02)
http://au.youtube.com/watch?v=eAIofUYGj7Y - successful dash grab + back throw. The grab connects at normal speed. /yay
(at 2:27)
http://youtube.com/watch?v=c0AqeNUHY_g - Zelda grabs and fthrows for 13 damage. It send a decent distance, but there's no telling if it can KO at higher percents from this.
Taunts: finally revealed in a SSE live feed vs. a computerized Zelda and Peach (Intense setting). I have no idea which taunt is which button, but all 3 were seen in this new video. The one from Melee, however, is gone.
(at 1:56)
http://uk.youtube.com/watch?v=dTDO7mvZrAE - she gives a wave, and wiggles her pelvis back and forth a bit. You'll have to see it for yourself. I found it a little strange.
(at 3:41)
http://uk.youtube.com/watch?v=dTDO7mvZrAE - she faces the screen and briefly forms a fireball in her hands. This is very similar in appearance to one of her match winning poses.
(at 2:40 and 4:49)
http://uk.youtube.com/watch?v=dTDO7mvZrAE - she faces the screen, lifts one arm up, then makes some sparkles in her hand. It's the taunt seen in this picture:
Final Smash: Light Arrow
Finally, there's been a leak (but still no Dojo update, of course). This card also confirms the return of the 3 goddess spells from Melee, apparently not renamed to Lanaryu/Eldin/Faron as speculated to honor the Twilight Princess theme. The 4th special move is conveniently NOT on Zelda's card as pictured here, unlike the other character cards that were revealed by Coro Coro magazine. However, the 4th special has just been revealed to be the Sheik transformation.
This reportedly deals massive (stuns for 3, then hits for 41) damage and knockback to anyone in Zelda's horizontal line of fire. It's very close to a one-hit KO. In this way it functions similarly to Samus's Zero Laser, but the attack comes out much faster (about 1 second) and las little vertical coverage, but *infinite and instant* horizontal coverage. When using it in the air, you stay where you are in the air and fire. The translated Famitsu text in regards to the Final Smash is as follows:
FS: (hikari no yumiya) light bow and arrow
Description: Fired from a side stance it penetrates any opponent directly in its line of fire delivering high damage.
Point: The penetrating force also has the ability to break through opponents' shields. [Hmm... what about dodgers?]
New - Video footage!:
1. http://youtube.com/watch?v=V-5CIZYzL9s - at 3:16, Zelda hits and KOs 3 targets
2. http://youtube.com/watch?v=2HU_AJbx10Q - at 4:00, she does it against Link. Sheik's Light Arrow is shown immediately after.
----------
Costumes:
These costumes have been confirmed by the Dojo to appear in Brawl.
Twilight Princess (default), an Ocarina of Time/Melee dress, a black dress with gold trim, green, and a dark, red dress. That's currently 5 known color schemes. The following depictions of the alternate costumes are Pappioli's recolored images, except for the default.
----------
More information will be added to this thread as it appears, and as I feel like updating.
Princess Zelda
Gameplay videos:
As the game has been out and played, I feel that this section was now largely unnecessary. There will be video references to Zelda's moves as before, and some good matches, but not much more than needed.
-----------
For this section, I will do my best to link the best video examples first.
Returning B moves:
Farore's Wind: Compared with the Melee version of the move, we have:
- slightly faster execution
- significantly less landing lag - amazing
- an attack where Zelda reappears
- landing lag no longer auto cancels when Zelda falls for a long time after the teleport. The landing lang however is still teeter cancelable by landing in front of an edge.
- infinite ledge stalling with Up+B appears to be out, as you cannot let go of the edge as quickly and thus you are not invincible the whole time.
- your name tag no longer follows the teleport!
- everything else is the same or negligibly different, including travel distance
http://www.youtube.com/watch?v=GFeXf8kvYLs - Here you can see the landing lag on Farore's is still edge cancelable like in Melee.
(at 1:06 and 2:55)
http://www.youtube.com/watch?v=gDOo7n3vvDI - these moments showcase
(at 1:20)
http://www.youtube.com/watch?v=rgVH9OGugSo - instant vulnerability after reappearing confirmed
(at 0:10)
http://uk.youtube.com/watch?v=tmG5mpyJk8g - instant falling after reappearing confirmed
(at 2:37 and 2:42)
http://www.gametrailers.com/player/29932.html
Din's Fire: First and foremost, this attack has received a number of buffs. It now has a very large explosion radius (which like Melee, still increases with how much time it travels before detonating, along with damage and knockback!), increased damage, increased travel speed, increased detonation speed, increased maneuverability of the fireball, and reduced afterlag. Yeah, that's a lot. You can reliably repeat this move, but this still isn't really a camper's projectile like Fox lasers. Also, if you use this as an aerial, you will still go into a danger fall afterwards like in Melee. You can't grab an edge until about a second after you detonate, so watch out for SDs.
Helpful diagram of Din's when used at long range:
2. http://www.youtube.com/watch?v=DMdEZABB22k - At 1:20, you can see how Din's can attack recovering opponents. It also displays its huge hitbox at long range at 1:22.
3. http://uk.youtube.com/watch?v=dTDO7mvZrAE - The AI's use of Din's is frequent in this SSE video. Notable moments include 1:26, 2:57, and 4:36, where the explosion was ENORMOUS from Din's traveling so far.
4. http://uk.youtube.com/watch?v=tmG5mpyJk8g - Ike vs. a high level CPU Zelda. Din's is used at 0:16, 0:45, and 0:54.
5. http://youtube.com/watch?v=c0AqeNUHY_g - At 0:27, we see that it's still entirely possible to SD with Din's in pretty much exactly the same way as in Melee.
Nayru's Love: The 3-minute video with Zelda vs. Ike features Nayru's Love being used in copious amounts. The move is confirmed to still function as a reflect with a power modifier. The counterattacking invincibility frames of this attack are still in, but they also still end before the attack portion of the move comes out. To successfully counterattack with this move, their attack window cannot not be active before the Nayru's attack comes out. Otherwise you'll wind up with an extremely pitiful trade. *This attack always pulls/sends people in the direction Zelda is facing when she casts it. This makes the attack much more reliable with hitting in its entirety when used back-turned, and also gives a you choice of where to send the opponent by using Neutral B turnarounds.
(at 4:50)
http://www.youtube.com/watch?v=Swmh2vHxVvM - This is a perfect example of how the invincibility frames in Nayru's Love can be used to counterattack.
(at 0:15, 0:28, 1:41, various)
http://au.youtube.com/watch?v=eAIofUYGj7Y
(At 3:00)
http://www.youtube.com/watch?v=6EPCxdEihxM
Transform: Zelda's Down+B special is in fact Transform, and she turns into Sheik, who has a new model "that was drafted up during the development of Twilight Princess." As for whether or not there will actually be any synergy between these two, one can only hope. The Transform into Sheik, for whatever arbitrary reason, appears to take twice as long as it did in Melee (no exaggeration). This prevents many practical uses of the Transform, especially when there are multiple enemies around.
The Transform into Zelda is slightly shorter than the one into Sheik. When she becomes a white ball of light, she completely invulnerable, although immediately vulnerable when the other form appears and unable to do anything.
(at 2:32)
http://uk.youtube.com/watch?v=9Zng57bUoz4 - Sheik transforming into Zelda, then immediately back to Sheik. The Zelda->Sheik transformation takes nearly a whole second longer than the Sheik->Zelda transformation. Both take much longer than the Transforms from Melee.
(at 1:35)
http://www.youtube.com/watch?v=728BnDcgnx4
Returning A moves:
Neutral ground: similar to the move from Melee, except this time it's not nearly as laggy. You can reliably repeat this move. Causes quite a bit of hit lag also, though. 3 hits for 6 damage. This attack's hitbox has been shrunk since Melee, and it can no longer hit targets that are slightly close to the ground.
(at 1:28)
http://youtube.com/watch?v=c0AqeNUHY_g
(At 0:08)
http://www.gametrailers.com/player/29745.html
Forward tilt: this much has significantly more horizontal range than in Melee according to the 5 minute video, which is great. It also has some increased killing power. As in Melee, this attack can be aimed up or down with proper input in the control stick. Use it well.
(at 2:12 and 3:53)
http://www.gametrailers.com/player/29932.html
(At 2:41 and 2:44)
http://www.youtube.com/watch?v=6EPCxdEihxM
Up tilt: it still only does 11 damage, but again, it has increased KO power and reach. It can hit targets standing on the side platforms of Battlefield from below.
(at 0:37, 0:48, 0:51, 1:26)
http://youtube.com/watch?v=eAIofUYGj7Y
(at 0:22)
http://www.gametrailers.com/player/29745.html
Down tilt: same move as in Melee, but is less laggy, easily repeatable, and has a more reliable stun on a successful hit at lower damages. It also hits people who are slightly behind you this time. With shields being weaker in this game, the shield stabbing properties of this move will be more useful than ever, especially with no CCing to counter it. With the increased floatiness of characters dtilt-kill move combos will be much more reliable. Dtilt-Dsmash in particular will still be a reliable combo. Dtilt to Usmash-utilt also work quite well. It also still Meteors.
(at 4:00)
http://www.youtube.com/watch?v=_HV2Aa9PuNw - It hit Lucas when he was behind Zelda. o.O
Dash attack: this move appears to push Zelda forward a lot more after the attack portion, and it can sweetspot at longer ranges than before. It's still rather easy to punish when blocked, however. Also has increased power, and serve as a back up KO move.
(at 0:14, 0:36, 0:43)
http://youtube.com/watch?v=eAIofUYGj7Y
(at 3:44)
http://www.gametrailers.com/player/29932.html
(at 2:36)
http://www.youtube.com/watch?v=6EPCxdEihxM
Forward Smash: it definitely comes out faster than in Melee, and also has hit lag. It is enitrely escapable by the opponent. The sending power of the move is a touch stronger than in Melee.
(at 0:59 and 1:39)
http://youtube.com/watch?v=c0AqeNUHY_g
(at 1:32 and 1:44)
http://www.youtube.com/watch?v=rgVH9OGugSo
Up Smash: has major horizontal range this time around. It's KO power has been
(at 1:43)
http://youtube.com/watch?v=c0AqeNUHY_g
(at 0:31)
http://au.youtube.com/watch?v=eAIofUYGj7Y
(at 3:39)
http://www.gametrailers.com/player/29932.html
(At 2:43 and after)
http://www.youtube.com/watch?v=6EPCxdEihxM
Down Smash: TheThis move is basically the same move as in Melee. Deals 13 damage and delivers a significantly stronger hit than before. One of Zelda's most useful ground moves in Melee, its buffed Brawl counterpart is even better, fearsome even. It still sends at a lower-than-average horizontal angle, making it a great attack at the edge. The back hit is still significantly weaker than the front, and Zelda's attacking leg is invulnerable to attacks giving it high priority.
(at 1:27)
http://youtube.com/watch?v=c0AqeNUHY_g
(at 2:22)
http://www.youtube.com/watch?v=rgVH9OGugSo
(At 0:05)
http://www.gametrailers.com/player/29745.html
Neutral air: the duration of the (unhitting) move is much shorter and to-the-point than the Melee equivalent. Imagine Mewtwo's nair from Melee, and that's what Zelda has now. It's very useful when attack someone from below a platform.
(at 1:42 and 1:44)
http://www.youtube.com/watch?v=rgVH9OGugSo
(at 0:05)
http://www.gametrailers.com/player/29969.html
Forward air: Forward air and back air return as nearly identical, monstrous attacks. Zelda's overall best KO moves by far when they hit, however sweetspotting with them is much more difficult now.
(at 0:17, 0:40)
http://au.youtube.com/watch?v=eAIofUYGj7Y - note the new sweetspot mechanic, precise timing in addition to spacing is now required.
(At 2:39)
http://www.youtube.com/watch?v=6EPCxdEihxM
Back air: Kicks appeared to deal only 4ish damage unsweetspotted... 21(!) damage sweetspotted. However, the sweetspot only seems to last on the first frame of the attack's hit window. The kick can still hit after the first hit frame, but these will always sourspot, even if the attack hits at the proper aligned spot. The sweetspot itself is also quite small, and requires very precise positioning. It's possible to be too far from the target resulting in a sourspot, in addition to being too close.
(at 1:11)
http://www.youtube.com/watch?v=rgVH9OGugSo
Up air: appears to do a healthy 16% damage now, instead of the unimpressive 13% it did in Melee. Imagine Bowser's up air KO power in Melee... Zelda has it, too. Almost always sends people to their deaths at damages below 100%. However, people will dodge this move like herpes.
(at 2:10)
http://www.youtube.com/watch?v=BSXDr_kL1cI
(at 3:41)
http://www.gametrailers.com/player/29932.html
(at 2:58)
http://www.youtube.com/watch?v=6EPCxdEihxM
Down air: Down air now has Lightning Kick physics. I'm not kidding. It now has a sweetspot that hits for 16(!) damage, and is a very strong meteor. The weak spot now only does 5 damage however, and is an extremely weak hit in that event which could leave you open when used on the ground. Offstage though, even the unsweetspotted attack is good. The move itself also comes out a tad quicker than in Melee.
(at 1:51)
http://www.youtube.com/watch?v=QbnV4bX4KLc - Here you can see for yourself the Dair sweetspotting for 16 damage, plus electrical effects on hit. Lucas, who only had 26 damage to start, flies downward VERY fast.
(at 2:31)
http://www.youtube.com/watch?v=Swmh2vHxVvM - You can see here that the unsweetpotted Dair only hits for 5 damage, which is strangely a nerf compared to Melee.
Grab/Throws: finally, in the 3-minute Zelda vs. Ike video, Zelda's grab and a throw was seen. The grab itself is finally a normal speed grab, which is a godsend. As for the throws themselves, only the Back Throw was done at 0%, so they true effectiveness cannot be judged yet.
(at 1:49 and 1:52)
http://au.youtube.com/watch?v=eAIofUYGj7Y - two dash grabs were attempted. She slides a bit forward when doing this.
(at 2:02)
http://au.youtube.com/watch?v=eAIofUYGj7Y - successful dash grab + back throw. The grab connects at normal speed. /yay
(at 2:27)
http://youtube.com/watch?v=c0AqeNUHY_g - Zelda grabs and fthrows for 13 damage. It send a decent distance, but there's no telling if it can KO at higher percents from this.
Taunts: finally revealed in a SSE live feed vs. a computerized Zelda and Peach (Intense setting). I have no idea which taunt is which button, but all 3 were seen in this new video. The one from Melee, however, is gone.
(at 1:56)
http://uk.youtube.com/watch?v=dTDO7mvZrAE - she gives a wave, and wiggles her pelvis back and forth a bit. You'll have to see it for yourself. I found it a little strange.
(at 3:41)
http://uk.youtube.com/watch?v=dTDO7mvZrAE - she faces the screen and briefly forms a fireball in her hands. This is very similar in appearance to one of her match winning poses.
(at 2:40 and 4:49)
http://uk.youtube.com/watch?v=dTDO7mvZrAE - she faces the screen, lifts one arm up, then makes some sparkles in her hand. It's the taunt seen in this picture:
Final Smash: Light Arrow
Finally, there's been a leak (but still no Dojo update, of course). This card also confirms the return of the 3 goddess spells from Melee, apparently not renamed to Lanaryu/Eldin/Faron as speculated to honor the Twilight Princess theme. The 4th special move is conveniently NOT on Zelda's card as pictured here, unlike the other character cards that were revealed by Coro Coro magazine. However, the 4th special has just been revealed to be the Sheik transformation.
This reportedly deals massive (stuns for 3, then hits for 41) damage and knockback to anyone in Zelda's horizontal line of fire. It's very close to a one-hit KO. In this way it functions similarly to Samus's Zero Laser, but the attack comes out much faster (about 1 second) and las little vertical coverage, but *infinite and instant* horizontal coverage. When using it in the air, you stay where you are in the air and fire. The translated Famitsu text in regards to the Final Smash is as follows:
FS: (hikari no yumiya) light bow and arrow
Description: Fired from a side stance it penetrates any opponent directly in its line of fire delivering high damage.
Point: The penetrating force also has the ability to break through opponents' shields. [Hmm... what about dodgers?]
New - Video footage!:
1. http://youtube.com/watch?v=V-5CIZYzL9s - at 3:16, Zelda hits and KOs 3 targets
2. http://youtube.com/watch?v=2HU_AJbx10Q - at 4:00, she does it against Link. Sheik's Light Arrow is shown immediately after.
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Costumes:
These costumes have been confirmed by the Dojo to appear in Brawl.
Twilight Princess (default), an Ocarina of Time/Melee dress, a black dress with gold trim, green, and a dark, red dress. That's currently 5 known color schemes. The following depictions of the alternate costumes are Pappioli's recolored images, except for the default.
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More information will be added to this thread as it appears, and as I feel like updating.