Zelda (Super Smash Flash 2)

Zelda is a starter character in Super Smash Flash 2. Her Final Smash is the Light Arrow. She can transform into Sheik. Her sprites in SSF2 are custom made and much like the case of, are based on her appearance in the game The Legend of Zelda: Twilight Princess. Her moveset is taken directly from Super Smash Bros. Brawl and her voice clips also come from said game.

Zelda is currently ranked 10th on the current tier list (the highest ranking The Legend of Zelda character), a large leap from her 17th place position last demo. Zelda has transcendent priority in a number of her attacks, good reach and strong kill moves in all her smash attacks, forward aerial, back aerial, up aerial, and down aerial, down tilt on the ledge, and back throw. Zelda has arguably one of the best punish games in the current demo. She has a controllable projectile in Din's Fire and can reflect projectiles with Nayru's Love. With this she can make her opponent approach her and stop their approach with Naryu's Love, neutral aerial, back aerial, forward aerial and forward smash. She has one of the best edgeguarding options in the game and she is hard to edge guard due to her good recovery options.

However, Zelda suffers from poor mobility with fast characters like and  being able to rush her down. She is tall which makes her easy to hit combined with her slow falling speed, below average weight makes her easy to KO both vertically and horizontally. Zelda has problems dealing with characters who can out range her attacks and stop her defensive options.

Her cons are overcome by her pros which is why she is ranked as a high tier character.

Zelda has a growing player base and has a growing representation in online tournaments. Zelda generally does well in tournaments and takes high to low spots.

Attributes
Zelda is a very defensive character. Zelda has good reach in a number of her attacks, along with a number of them possessing transcendent priority and deal powerful knockback. She has KO moves in all of her smash attacks, her foward, back and up aerial along with her dash attack. She has a controllable projectile in Din's Fire which she can use to make her opponents approach her. She can use Naryu's Love to reflect projectiles and gain invincibility frames. The majority of her attacks are hard to Smash D.I. out of. She arguably has one of the best punish games in the current demo in that she is able to make her opponents approach her and punish them for it. She has a good edge guarding option with Din's Fire and her powerful aerials. Farore's Wind gives her a long recovery that is hard to edge guard against and gimp along with having other options to help her recover.

However, Zelda is brought down by her poor mobility and slow attacks which allows characters with great mobility to be able to rush her down. This also gives her poor approach options which gives her the need to force her opponents to approach. She is tall which makes her easy to hit along with her weight being below average, slow falling speed and poor momentum canceling makes her easy to KO. Due to the high knockback of her attacks; this gives Zelda poor combo ability.

Ground attacks

 * Standard attack: Thrusts a hand in front of her, zapping opponent with magic. 4%
 * Down tilt: Thrusts her foot infront of her. 7% on the hitbox on Zelda's leg, 11% at her foot. Will always spike the opponent.
 * Down smash: Low spin kick. 15% if uncharged facing the opponent, 11% when uncharged facing away from the opponent. 20% if charged facing the opponent, 16% when uncharged facing away from the opponent.
 * Forward Tilt: Swipes her arm infront of herself. 15%
 * Forward Smash: Thrusts hands forward, blasting the opponent with magic. 13% uncharged. 27% fully charged
 * Up tilt: Waves hand in an overhead arc. 14%
 * Up smash: Sweeps her hand above her head multiple times, damaging the opponent with magic. Up to 9% uncharged. 21% fully charged
 * Dash attack: Thrusts hands forward at opponent. 11%

Aerial attacks

 * Neutral aerial: Rotary spin in mid-air. 8% if all hits connect.
 * Forward aerial: Lightning Kick. 7% when sour spotted. 16% if sweetspoted.
 * Back aerial: Lightning Kick. 6%. 21% if sweetspotted. Does slightly more knockback than the forward aerial version.
 * Up aerial: Points finger up in air as ball of fire appears above her. 15%
 * Down aerial: Kicks downwards, has a sweetspot similar to Forward & Back Air. 5% sour, 16% sweet

Grabs and throws

 * Grab: A unique hand motion that holds her opponent with magic.
 * Pummel: Zaps the opponent with magic. 1%
 * Forward throw: Throws opponent forward with magic. 11%
 * Back throw: Turns herself and opponent 180 degrees around and throws them with magic. 12%
 * Up throw: Lifts opponent above her head and throws them upward with magic. 10%
 * Down throw: Throws opponent beneath her and repeatedly strikes them with magic. 9%

Other

 * Ledge attack: Zelda climbs onto the stage and kicks her opponent. 8%
 * 100% ledge attack: None.
 * Floor attack: Does a low kick. 6%. Risky because like Sonic's and Super Sonic's, it only attacks in front of her.

Misc.

 * Entrance: Concentrates a ball of fire.
 * Taunts:
 * Neutral: Creates a fireball between her hands.
 * Up: Same as neutral taunt.
 * Side: Same as neutral taunt.
 * Fanfare:
 * Wins: Looks to the side.
 * Loses: Claps for the winner.

Changes from v0.9a
Zelda recieved buffs to her KO moves. While other moves such as her tilts, were nerfed in knockback to give her access to combos.

Ground attacks

 * Forward Smash has better trapping and is stronger.
 * Down Smash is slightly slower.
 * Up Smash has worse trapping.
 * Dash Attack has much less knockback, no longer KOing but is good for combos.
 * Utilt has muc less knockback, no longer KOing but is good for combos

Aerial attacks

 * Forward Air has a bigger sweetspot and is easier to land.
 * Back Air has a bigger sweetspot, is easier to land, and has much more knockback.
 * Neutral Air has more range.
 * Up Air is slightly slower and has less knockback.

Special moves

 * Nayru's Love no longer has invincibility and has low priority. But it has better trapping and is slightly stronger.
 * Din's Fire now travels faster and grows larger the farther it's travelled. Zelda has less vertical control over it and the explosion hitbox doesn't linger anymore.
 * The hitboxes on Faore's Wind are bigger and have more priority. Reappearing on the ground has slightly more lag. It also now travels downwind when moving horizontally midair. The reappearance hitbox was also significantly weakened.

Notable players

 * Zalozis
 * Doqtor Kirby
 * Shine!
 * Titan

External link

 * Zelda's page at Smash Flash DOJO!!!