|This article is outdated.
- This article is about Zelda's appearance in Super Smash Flash 2. For general information about the character, see Princess Zelda.
in Super Smash Flash 2
Zelda's official pixel art.
|Universe||The Legend of Zelda|
|Alternate form of||Sheik|
|Final Smash||Light Arrow|
Zelda is a veteran starter character in Super Smash Flash 2. Hailing from The Legend of Zelda series, she is a slow but powerful magic centered fighter and has a unique mechanic that allows her to transform into Sheik. Her sprites in Super Smash Flash 2 are custom-made, based on her appearance in The Legend of Zelda: Twilight Princess. Her moveset and voice clips are taken directly from Super Smash Bros. Brawl.
Zelda currently ranks 4th of S tier on the current tier list, an enormous jump from her 22nd-place position of B+ tier on the last tier list. She has transcendent priority in a great number of her attacks, good range and many strong kill moves such as her Lightning Kicks. Her combo game is above average, often enabling her to link into her strong attacks for early KOs. She has a good projectile game with Din's Fire and the ability to reflect projectiles with Nayru's Love. Her edgeguarding options are very strong and she herself is hard to edgeguard due to having one of the best recoveries in the game.
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.
- See also: Zelda (Super Smash Flash 2)/Hard data
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.
|Standard attack||Thrusts a hand in front of her, zapping opponent with magic.||4%|
|Down tilt||Thrusts her foot in front of her. If sweetspotted (the tip of her foot), it will meteor smash the hit opponent, which can set up into other moves.||7%-11%|
|Down smash||Low spin kick.||11%-20%|
|Forward tilt||Swipes her arm in front of herself.||15%|
|Forward smash||Thrusts hands forward, blasting the opponent with magic.||13%-27%|
|Up tilt||Waves hand in an overhead arc.||14%|
|Up smash||Sweeps her hand above her head multiple times, damaging the opponent with magic.||9%-21%|
|Dash attack||Thrusts hands forward at opponent.||11%|
|Neutral aerial||N/A||Spins horizontally, while releasing magic from her hands. Good combo starter and can lead into many followups.||8%|
|Forward aerial||Lightning Kick||A magic-infused flying kick. Has a sweetspot on the very tip of her foot that has very powerful knockback, being one of the most powerful aerials in the game along with the Knee Smash. Despite its power, it comes out rather quickly, allowing it to be an effective and quick KO option.||16%|
|Back aerial||Lightning Kick||A backward magic-infused flying kick. Very quick start-up and low ending lag, allowing Zelda to use two back aerials in one short hop. Functionally similar to her forward aerial, but is quicker and has slightly less knockback, though it can still kill very early.||15%|
|Up aerial||N/A||Points a finger upwards, creating an explosion above herself. Long start up, but very powerful knockback and has a huge disjoint above her, making it one of her most reliable aerial KO options.||15%|
|Down aerial||Meteor Heel||A magic-infused stomp. Like her forward and back aerials, it has a sweetspot on the tip of her foot. Will always send opponents downward, but the sweetspot will always meteor smash, enabling Zelda to kill certain opponents at 0% if sweetspotted||16%|
|Grab||A unique hand motion that holds her opponent with magic.||N/A|
|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%|
|Floor attack||Does a low kick.||6%|
|Ledge attack||Zelda climbs onto the stage and kicks her opponent.||8%|
|Standard special move||Nayru's Love||Surrounds herself with a blue barrier that damages opponents and reflects projectiles.||5%|
|Side special move||Din's Fire||Projects a controllable fireball across the stage that explodes when released near an opponent. It can act as a KO option or as an edgeguarding option due to its controllability||9%-15%|
|Up special move||Farore's Wind||Spins around with magic surrounding her and then disappears, reappearing a distance away. Very high knockback and startup, making this a good KO option out of shield. Additionally, it can be angled into any direction. However, Zelda herself has very little horizontal drift after teleporting, which can lead to a SD if not angled properly.||14%|
|Down special move||Transform||Surrounds herself in magic and transforms into her alternate form, Sheik. Can be used to switch between Zelda and Sheik and vice-versa mid-match.||N/A|
|Final Smash||Light Arrow||A Light Arrow is shot in a straight line, dealing high damage and knockback to opponents hit.||42%|
|On-screen appearance||Concentrates a ball of fire.|
|Taunts||Standard||Creates a fireball between her hands.|
|Side||Looks to the side and waves her right hand in the air.|
|Down/Up||Leans her head downwards, while closing her eyes, then puts her hands together momentarily.|
|Idle pose||Leans her head downwards, while closing her eyes.|
|Victory theme||A remix of the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda.|
|Victory pose||Looks to the side.|
|Lose||Claps for the winner.|
Changes from v0.9b
- Main article: Zelda (Super Smash Flash 2)/Changelog
Zelda has mainly received nerfs compared to last demo. Though she also received buffs, her nerfs overall outweighs her buffs.However some of her that got nerfs has received a trade-off so its not all nerfs.
- Zelda is lighter: (90 → 86)Worsening her already poor endurance
- Her attack appearances have been updated.
- Zelda's shorthop is higher.Now she can longer hit shorter characters with a shorthop.
- Though she can now somewhat perform 2 back airs from it.
- Get up attack now hits on both sides.
- Jab has more hits: 2 → 3. Giving it more damage.It now also stuns the enemy at an angle.Now letting Zelda follow up with combos or even link into her Lightning kick.
- F-Smash now links significantly better, and is much harder to SDI out of.
- Forward aerial is slower and has more landing lag
- However it is stronger: (15% → 16%)dealing significantly knockback capable of killing at early percents,now being stronger than back air.
- Back aerial deals less damage: (20% → 15%) knockback is drastically weaker and its now weaker than forward air.Along with more landing lag.
- Neutral aerial has an ending hitbox that launches opponents.
- It's design has been updated
- Din's Fire now has two hits
- If only the first hit lands.It deals drastically less damage: 9% → 1%-4%
- However,if both hits land it will deal more damage: (9% → 14%)while still retaining the reverse hitbox from 0.9b allowing her combo from Din's Fire if the reverse hitbox lands.
- Farore's Wind is now slower
- However both hits are now significantly stronger dealing significantly more knockback, now allowing Zelda to kill with her technique called the Elevator(her signature technique from Sm4sh and Ultimate)or with the second hit.
In competitive play
Tier placement history
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