However, Zelda suffers from poor mobility, having the worst walking speed and one of the slowest dashes. Her tall frame makes her easy to hit and her slow accelerated falling speed combined with below average weight (though she is close to being a medium weight) makes her easy to KO both vertically and horizontally. Zelda has problems dealing with characters who can out-range her attacks and fast characters who can easily rush her down while evading her somewhat slow defensive options.
Zelda is a very defensive character. She has good range in a number of her attacks, along with many of them possessing high priority and high knockback. She has KO moves in all of her smash attacks, her forward, back and up aerial, and her back throw.
She has a controllable projectile in Din's Fire which she can use to force her opponents approach. She can use Naryu's Love to reflect projectiles and approach due to its disproportionately large hitboxes that pull opponents in. Farore's Wind is a great recovery move due to its unpredictability and intangibility frames, which make it hard to punish.
She has arguably one of the best punish games in the current demo, as she is able to make her opponents approach and use one of her many tools to punish them for it. This is due in part to her strong combo game, which allows her to zero-to-death certain characters due to being able to combo into her strong kill moves, most notoriously back aerial.
However, Zelda is brought down by her poor mobility and slow attacks which allows characters with great mobility to rush her down. This also gives her poor approach options which gives her the need to force her opponents to approach, especially when it comes to characters with disjointed hitboxes. Her height makes her somewhat easy to hit, while her slightly below average weight and low accelerated falling speed makes her easy to KO.
Extends an arm in front of her, creating a small trail of magic. Hits three times with disjointed range and high hitstun, allowing her to follow up with another attack or a grab. Safe to hit shielding opponents with due to shieldstun. Can also jab lock opponents.
Swipes her arm in front of herself with a magic trail. Launches opponents behind her, allowing for combos into tilt attacks or aerial attacks depending on the opponent's DI. Deals high damage but has slow startup and little range.
Waves her hand in an overhead arc with a magic trail. Has very little startup lag and a long duration with lingering hitboxes. Its high hitstun makes it a reliable combo starter, but it often depends on the opponent's DI due to its diagonally upward knockback angle.
Kicks while crouching. Magic appears at the tip of her foot, indicating a powerful sweetspot that meteor smashes opponents hit. Has short range but little startup or ending lag. The sweetspot is useful for starting tech chases or edgeguarding, including to opponents hanging on a ledge. The sour spot pops opponents diagonally upward and is useful for starting and extending combos, including into dash attack.
Thrusts her palms forward with magic emitting while dashing forward. An excellent combo starter due to its weak upward knockback, high hitstun, and low ending lag, allowing her to follow up with nearly any other move, such as up smash at low percents, neutral aerial at low and mid percents, and a sweetspotted forward aerial or up aerial at high percents.
Thrusts her palm forward, blasting magic in front of her. Hits up to four times, with the final hit dealing high knockback. Has large disjointed range but high ending lag and the multiple hits are often difficult to connect together, making it very punishable if she misses the attack.
Sweeps her hand above her head two times with magic trailing it. Hits up to nine times with the final hit launching opponents upwards. One of her strongest and most versatile moves, having minimal startup lag, a long duration, and disjointed range along with high knockback and hitstun. Starts and extends combos into grounded moves such as itself at low percentages, combos into aerial attacks at low and mid percentages, and KOs at high percentages. However, the multiple hits are often difficult to connect together.
Kicks low the the ground in front of her and then behind her while spinning. The front kick is stronger than the back kick. Has high knockback and launches at a low semi-spike angle to force opponents off-stage or edgeguard them. Held back by its short range and being able to land quickly tech after being hit due to the low angle.
Spins around while releasing magic from her hands. Hits up to five times, sweetspotting at her head. A strong combo starter into each of her aerial attacks, as well as grounded moves when dragging the opponent down. Low startup lag but lacks in range.
Performs a flying kick forward while emitting magic. Has a sweetspot on the very tip of her foot that deals very powerful knockback, being one of the strongest aerial attacks in the game and one of Zelda's best KO moves. Its quick startup allows it to be used as a combo finisher. The sour spot can also be used for starting combos when landing, including into a sweetspotted forward aerial.
Performs a flying kick backward while emitting magic. Similar to her forward aerial, it has a sweetspot on the very tip of her foot, though the knockback is much lower. Its high knockback growth makes it a strong combo move at low percents, even comboing into itself, and a KO move at high percents. Very quick start-up and low ending lag, allowing her to use two back aerials in one short hop.
Points a finger upwards, creating a large explosion above herself. Long startup and ending lag, but very powerful knockback and has a huge disjoint above her, making it a powerful aerial KO option. Can follow up various moves.
Stomps a foot down while emitting magic. Like her forward and back aerials, it has a sweetspot on the tip of her foot. Will always send opponents downward, but the sweetspot is a powerful meteor smash, enabling her to KO certain opponents at 0% off-stage. Can also start combos on grounded opponents due to its high hitstun. However, it lacks in range and duration.
Surrounds herself with a blue barrier and spins around with it. Hits up to ten times and reflects projectiles. Has disjointed hitboxes but high startup and ending lag, and the multiple hits can be escaped from. Has three frames of intangibility before the barrier appears. When used in midair, it slows her descent.
Projects a magical fireball across the stage that can be controlled by holding the special input. It quickly moves forward and can be trajected up or down, initiating when the input is released or upon hitting a surface. Initiating it near an opponent causes it to explode, dealing strong knockback forward or backward depending on where the fireball hits them. A KO move at high percents, and one of her strongest edgeguarding options due to the projectile's speed, power, and controllable location. However, she is left completely open while using the move, making it very punishable if the opponent is on-stage when used.
Spins around with magic surrounding her and then disappears, reappearing a far distance away. She teleports in one of eight directions determined by the player. The far distance it travels makes it very useful for recovery, though it also leaves her helpless and has very little horizontal drift. The first hit deals set upward knockback when she disappears, and the second hit is a powerful semi-spike when she reappears. A good but risky KO option, as well as an out-of-shield KO option for certain opponents that can be hit both times when teleporting upward.
Wields a large bow and paralyzes opponents directly in front of her before firing a Light Arrow straight forward. The arrow deals very high knockback diagonally upwards, being able to KO at very low percents.