Trophy Description
This is the namesake of the Legend of Zelda games. Her appearance may change, but she always plays an important role. In Smash Bros., she’s quick on the draw when it comes to magic, though a bit slow when moving. She has a new move that summons a Phantom to her aid.
Statistics
Maximum Number of Jumps: 2
Can Wall Jump: No
Can Wall Cling: No
Can Crawl: No
Alternate Colors
Smash Attacks
SIDE SMASH DAMAGE 1~13% MAX DAMAGE 17% : 5 Hits
Zelda leans forward and casts a large multi-hitting magical blast in front of her.
DOWN SMASH DAMAGE 10~12%
Zelda spins to kick opponents close to her on both sides.
UP SMASH DAMAGE 0.8~5% MAX DAMAGE 15.4% : 8 Hits
Zelda waves her hand back and forth above her head. Anyone caught by this will be hit multiple times and knocked upward.
Basic Attacks
Standing Attack DAMAGE 2% MAX DAMAGE 6% : 3 Hits
Zelda lifts one hand and casts magic at her opponent. This hits multiple times but pushes opponents away quickly.
Side Tilt DAMAGE 10~12%
This arm swipe attack has good range and DAMAGE. It can be aimed up or down.
Up Tilt DAMAGE 6.5%
Zelda waves her arm overhead in a single swipe.
Down Tilt DAMAGE 4.5%
A crouching kick that has decent range.
Dash Attack DAMAGE 6~12%
Zelda rushes forward while casting a blast of magic in front of her.
Edge Attack
Zelda swoops back on stage with a double leg sweep.
Air Attacks
Neutral Air Attack DAMAGE 1~3% MAX DAMAGE 11% : 5 Hits
Zelda spins twice in the air with her arms outstretched while casting magic from her hands. Can hit multiple times before knocking opponents away.
Up Air Attack DAMAGE 15%
Zelda looks up then casts a fiery blast immediately above her.
Down Air Attack DAMAGE 4~16%
Zelda stomps downward with one foot, sending a small blast below her. The blast does minimal DAMAGE, but hitting deep will knock opponents down.
Forward Air Attack DAMAGE 4~20%
Zelda lunges forward with a far-reaching jump kick attack. This attack deals a lot of DAMAGE when you connect with the sweet spot at the tip.
Back Air Attack DAMAGE 4~20%
Zelda goes horizontal and kicks directly behind her. There is a sweet spot just above the tip of her feet, so if you can connect with this properly, the results are shocking!
Special Attacks
Nayru’s Love (Neutral Special) DAMAGE 1~5% MAX DAMAGE 11% : 4 Hits
Zelda summons a crystal barrier that can reflect projectiles. Unlike most Specials that reflect, this can also do DAMAGE by itself! Zelda has temporary invincibility when the crystal appears.
Nayru’s Rejection DAMAGE 1~5% MAX DAMAGE 7% : 3 Hits
Instead of hitting opponents, this variation spins them around. Zelda has some invincibility during this attack. The attack takes a bit longer to startup, but it also has slightly increased range.
Nayru’s Passion DAMAGE 15%
As Zelda spins, she pulls opponents in before dealing fire DAMAGE to them. Though it has increased DAMAGE, this version does not reflect projectiles.
| Reflection Data | ||||
|---|---|---|---|---|
| Reflect | Startup | Damage Scaling | Startup | |
| Nayru’s Love | 6th frame | 1.25x | 1.4x | |
| Nayru’s Rejection | 19th frame | 1.25x | 1.2x | |
Din’s Fire (Side Special) DAMAGE 3.5~7% MAX DAMAGE 7~14%
This fireball attack is an extension of Zelda. Although it has limited range, Zelda can direct it toward her opponents with directional input while holding the Special button and also control when it explodes by releasing the Special button. Release the attack right on your opponents for best results! Note, you are in a fall state after using this in the air.
Din’s Flare DAMAGE 7~14%
This version can travel farther and faster, but it can’t move up or down. The DAMAGE is the same regardless of the distance it has traveled.
Din’s Blaze DAMAGE 3.8~7.6% MAX DAMAGE 9~18%
A slow-moving fireball that floats through the air a bit before exploding. It moves at the same speed as the regular version, but you have more control over its vertical movement. The longer the fireball has been out, the more powerful it is. It is most powerful at its center.
Farore’s Wind (Up Special) DAMAGE 6~12%
Teleport Zelda in any direction by hitting a second directional input after the Up Special. She deals DAMAGE to nearby opponents both when she disappears and when she reappears. When reappearing in the air, Zelda is left in a fall state, so be careful near edges!
Farore’s Squall DAMAGE 0%
No Damage is dealt with this teleport, but a gust of wind from your path pushes opponents away. The startup is slower, but the distance you can teleport is farther. If you land on an opponent, that opponent is sent straight up from the wind, taking no Damage.
Farore’s Windfall DAMAGE 4~7%
Zelda is able to teleport upward only, but anyone hit when she reappears is meteor smashed. You have some horizontal control over Zelda after she reappears.
Phantom Slash(Down Special)
DAMAGE STAGE 1 6~8.4%
DAMAGE STAGE 2 11.6~15.2%
DAMAGE STAGE 3 11.4~13.4%
MAX DAMAGE 24.8% : 2 Hits
Zelda summons a phantom to attack in front of her. Charging the attack affects both the type of attack the phantom does and how far it travels. If the phantom takes too much Damage, Zelda won’t be able to summon it for a while. Take care against characters with reflect abilities, as they can reflect the phantom back toward Zelda!
Phantom Breaker
DAMAGE STAGE 1 5~7%
DAMAGE STAGE 2 10~13%
DAMAGE STAGE 3 9~11%
MAX DAMAGE 20% : 2 Hits
This phantom only goes a set distance but significantly wears down shields. Its attack Damage is slightly lower, as its primary focus is to break shields.
Phantom Strike
DAMAGE STAGE 1 8~10.4%
DAMAGE STAGE 2 13.6~17.2%
DAMAGE STAGE 3 13.4~15.4%
MAX DAMAGE 28.8% : 2 Hits
This phantom strikes harder, but it doesn’t travel as far forward. Compared to the regular version, this phantom charges to full in about half the time.
Final Smash
Light Arrow
Zelda pulls out a large bow and fires an arrow across the stage. It hits all targets in its path, but the Damage and knockback decrease per target. The first opponent receives 40% Damage, the second receives 30%, and the third receives 22%. The range is incredible, reaching across Gerudo Valley. The knockback of this Final Smash knocks opponents up at a 45-degree angle at its peak but lower angles for successive targets.
Strategy
Zelda’s toolset suggests she should be played in a zoner, campy style, but she actually has some strong attacks up close as well. She has a projectile she can control, a phantom to attack out in front of her, a teleport to attack or run away with, and a reflect tool to return projectiles and attack opponents. Combine this with her being one of the lightest characters in the game who has below-average mobility, and it becomes clear why she has so many tools to keep opponents away. Her Din’s Fire, however, can be spot-dodged, so you will need to be ready to fight up close as well. Fortunately, Zelda has some strong attacks up close with multiple hitting Smash Attacks and a strong Throw game. Note that she has above-average throw Damage, too, so use throws when possible! You can approach opponents with her Dash Attack or surprise them with her Farore’s Wind. Follow either of these up with her basic attacks or short aerial attacks to stack up Damage!
During Nayru’s Love, the crystal barrier essentially renders Zelda invincible for a moment. Additionally, note that the reflect duration is longer than the attack duration of this move, and any projectiles reflected will be faster and will deal more Damage! Yet Din’s Fire is still your main ranged attack. Though the blast grows larger the longer you control it, remember you can detonate it early by letting go of the button. You can also try to crash it into parts of the stage to trigger the explosion. Phantom Slash has three different attacks, depending on how long you’re able to charge it. The quickest charge causes the phantom to appear immediately in front of you with a quick diagonal upward swing of its sword. At the next level, the phantom comes out quickly and swings downward diagonally with his sword. The longest charge causes the phantom to dash forward before stabbing horizontally, then swinging the sword up for a two-hit combo. The higher-level phantom’s attacks have more recovery, so opponents will be able to attack it to get rid of it, but the phantom can also serve as a shield in front of Zelda. Try to protect the phantom by sending out Din’s Fire. Coincidentally, after a successful Din’s Fire is usually a good time to charge up a phantom! If opponents work their way around your Din’s Fire or Phantom Slash, you can try Farore’s Wind to escape in an unpredictable direction.
Though she has a lot of ranged attacks, Zelda’s normal attacks are fairly strong and useful. Forward Tilt has good range and Damage, and you can aim it up or down as well. Her Up Smash hits multiple times for a good chunk of Damage to protect her from airborne opponents. While her Up Tilt attack doesn’t deal much Damage, it can be useful during combos. Down Smash is a good option when looking for a KO because it is only one hit before it launches opponents away. Side Smash and Up Smash both hit multiple times and may be interrupted in a Free For All setting. Farore’s Wind is also particularly good for KOs, especially against characters without a counter. Zelda’s invincibility throughout helps a great deal here. In the air, Zelda has good single-hit attacks that can deal a ton of Damage with her Forward and Back Air attacks. These moves have a wide range of Damage, however, depending on where you hit them, so spacing is important. Neutral Air is a good move to keep opponents off of you, and Down Air has a meteor effect to keep in mind.
Recovery
While Zelda’s main recovery tool is her Farore’s Wind teleport, she also has some interesting ways to stall or protect herself while recovering. Farore’s Wind can be used as both a horizontal and vertical recovery tool. It takes some time to master this, though, as it requires very precise placement. For stalling, you can use Nayru’s Love—it pauses Zelda’s descent while it reflects projectiles. Because it’s also an attack, it can be useful to zone out opponents trying to meet you air to air. For much less stalling, Zelda has Phantom Slash, which stalls her as she sends the phantom out to attack and doesn’t leave her in a fall state. This can turn a battle by clearing opponents away from using their own edge-guard strategies. So, in one jump, you could potentially use Nayru’s Love, Phantom Slash, and Farore’s Wind! While this may not be the most effective strategy for recovery, it’s important to remember you have all of these options available.