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(Complete! (Zelda has some terrible customs))
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|fb3desc=Zelda launches a slow-moving ball of fire which takes longer to explode. Zelda has more control over the trajectory of the fireball, and the explosion is stronger than Din's Fire. This move is very tricky to use, but is much more rewarding when used effectively. Your increased control over the position of the fireball helps you set up traps or perform edgeguards more precisely. Even though it has a noticeable delay before exploding, its presence can intimidate foes into evading the move, which you can punish based on their maneuvers, It is also much stronger, and you can KO much earlier and closer to the stage with it if you manage to hit with its sweetspot.
|fb3desc=Zelda launches a slow-moving ball of fire which takes longer to explode. Zelda has more control over the trajectory of the fireball, and the explosion is stronger than Din's Fire. This move is very tricky to use, but is much more rewarding when used effectively. Your increased control over the position of the fireball helps you set up traps or perform edgeguards more precisely. Even though it has a noticeable delay before exploding, its presence can intimidate foes into evading the move, which you can punish based on their maneuvers, It is also much stronger, and you can KO much earlier and closer to the stage with it if you manage to hit with its sweetspot.
|ub1=Farore's Wind
|ub1=Farore's Wind
|ub1desc=Zelda turns invisible and warps to a direction of her choosing. Use the control stick to determine the direction you will travel in. Nearby opponents will be harmed when Zelda disappears and reappears.
|ub1desc=Zelda turns invisible and warps to a direction of her choosing. Use the control stick to determine the direction you will travel in. Nearby opponents will be harmed when Zelda disappears and reappears. This is one of Zelda's best moves, as it has uses both for her survivability and for offensive purposes. As a recovery move, it is extremely flexible, capable of teleporting in any direction. It is also safe from edgeguards, since you can't be hit while invisible. Your safest option is to aim for the ledge, as the you will cancel the move with a ledge grab even while teleporting as long as you're in range. As an attack, the reappearing part of Farore's Wind is a potent KO move and is one of Zelda's most well-known features. You can punish laggy moves from across the stage with good use of Farore's Wind. The initial hit of the move sends foes up and can consistently combo into the powerful finishing strike, giving you a reliable KO option up close or out-of-shield. It does carry some risk when you use it, as it is punishable if shielded, and you will be wide open to attack if you miss in the air.
|ub2=Farore's Squall
|ub2=Farore's Squall
|ub2desc=Zelda morphs into a gust of air and flies toward her chosen location. The move doesn't hurt foes when disappearing, but it has a strong wind effect at the beginning and during the move.
|ub2desc=Zelda morphs into a gust of air and flies toward her chosen location. The move doesn't hurt foes when disappearing, but it has a strong wind effect at the beginning and during the move. This variant has virtually no desirable qualities over Farore's Wind. It sacrifices Farore's Wind's reliable KO combo and replaces it with a practically useless pushback. Its one clear benefit is the increased recovery distance, but it travels significantly slower and gives away Zelda's direction, letting foes anticipate your reappearance. Even if you don't rely on Farore's Wind for KOs off the top, the improved recovery of Farore's Squall is not good enough to justify its use.
|ub3=Farore's Windfall
|ub3=Farore's Windfall
|ub3desc=Zelda warps strictly upward, causing a meteor smash to nearby enemies when she reappears.
|ub3desc=Zelda warps strictly upward, causing a meteor smash to nearby enemies when she reappears. This move slaughters Zelda's recovery, but it can potentially KO foes way earlier than Farore's Wind, as long as they're offstage. While it is a deadly offstage move, you must consider how badly it weakens Zelda's recovery before using it. As it only goes straight up, you are limited to recovering from directly below the ledge. Additionally, it is only worthwhile as an attack offstage, so you leave yourself extremely vulnerable if you miss. These flaws make Farore's Windfall a very undesirable custom move. You're better off learning to land sweetspotted Down Air meteors, as you don't sacrifice Zelda's amazing recovery this way.
|db1=Phantom Slash
|db1=Phantom Slash
|db1desc=Zelda charges up her summoning magic. When the button is released, a Phantom will rush out to attack foes. The Phantom moves further the more the move is charged, and will either do a weak swipe, a medium cleave, or a powerful upward swing depending on charge level. The Phantom can absorb hits, but will break down after taking enough damage, rendering the move temporarily useless until the Phantom recharges.
|db1desc=Zelda charges up her summoning magic. When the button is released, a Phantom will rush out to attack foes. The Phantom moves further the more the move is charged, and will either do a weak swipe, a medium cleave, or a powerful upward swing depending on charge level. The Phantom can absorb hits, but will break down after taking enough damage, rendering the move temporarily useless until the Phantom recharges. This move counts as a projectile, so it can be reflected. As with many chargeable moves without the ability to store the charge, Phantom Slash suffers from being sluggish and predictable. You need to charge it for it to hit hard, but opponents can easily avoid or interrupt you while charging. It also has an annoying blind spot between Zelda and a charged Phantom, so enemies can just roll closer to avoid the Phantom and attack you when you're vulnerable. It is mostly used while offstage as a risky edgeguarding move. Uncharged Phantoms can also be used as a quick shield, and even charged Phantoms can help against projectile zoning characters as a projectile tank.
|db2=Phantom Breaker
|db2=Phantom Breaker
|db2desc=Zelda's summoned Phantom will always move a set distance and does reduced damage, but it chips away at shields more severely.
|db2desc=Zelda's summoned Phantom will always move a set distance and does reduced damage, but it chips away at shields more severely. A fully-charged Phantom will break a fresh shield without fail. Although its shield breaking properties are advertised as its main feature, you won't find foes shielding the attack very often since they can readily react to Zelda's charge. Instead, its main use is as a mid-range projectile. As the Phantom will always go a set distance, you can quickly summon uncharged Phantoms to act as meatshields and harass your foes.
|db3=Phantom Strike
|db3=Phantom Strike
|db3desc=Zelda's summoned Phantom will only attack at close-range, but its attacks get a boost in power.
|db3desc=Zelda's summoned Phantom will only attack at close-range, but its attacks get a boost in power, although they have severely reduced KO potential. This variant is purely defensive, but it is a good replacement for the default Phantom Slash. Since the Phantom always attacks at close range, there will be no blind spot for your foes to exploit. This feature also makes the Phantom much more effective at absorbing attacks for you. Use it preemptively to drive back foes and stop approaches.
|utaunt=Zelda holds her hand up high and emits a glowing spark of magic.
|utaunt=Zelda holds her hand up high and emits a glowing spark of magic.
|ftaunt=Zelda puts her hands together and creates a ball of energy between them.
|ftaunt=Zelda puts her hands together and creates a ball of energy between them.