|This article is outdated.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 stater 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, will perform a powerful meteor smash that can lead into many followups. The sweetspot is located at the tip of her foot||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||Spins, then kicks forwards while releasing magic from her foot. Almost identical to Zelda's Back Aerial in terms of functionality, though is a but slower and has much more power. Has a sweetspot on the very tip of her foot that has very powerful knockback. Very quick frame data.||16%|
|Back aerial||Lightning Kick||Kicks backwards while releasing magic from her toes, which forms a sweet spot there. Very quick start-up and low ending lag, allowing Zelda to use two Back Aerials in one short hope. Functionally similar to Zelda's Forward Aerial but is quicker and has slightly less knockback, though it can still kill very early.||15%|
|Up aerial||N/A||Points finger upwards, as a ball of fire appears and explodes above her. Long start up, but very powerful knockback and has a huge disjoint above her||15%|
|Down aerial||Meteor Heel||Kicks downwards, has a sweetspot similar to forward/aerial. 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%|
|Ledge attack||Zelda climbs onto the stage and kicks her opponent.||8%|
|Floor attack||Does a low kick.||6%|
|Standard special move||Nayru's Love||surrounds 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.||9%-15%|
|Up special move||Farore's Wind||Spins around with magic surrounding her and then disappears, reappearing a distance away. Very high knockback, making this a good kill option. 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. Can be used to switch between Zelda and Sheik and vise-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.|
|Idle pose||Leans her head downwards, while closing her eyes.|
|Victory theme||Remix of victory fanfare from Super Smash Bros Brawl.|
|Victory pose||Looks to the side.|
|Lose||Claps for the winner.|
Changes from v0.9a
Zelda has mainly received buffs compared to last demo. Her combo game was made better by reducing the knockback in her tilts and dash attack, while her KO moves were buffed. Her special attacks were also buffed.
- Forward smash is harder to SDI out of and is stronger.
- Down smash is slightly slower.
- Up smash is easier to SDI out of.
- Dash attack is better for comboing due to reduced knockback
- Up tilt does less knockback leading to more followups.
- Forward aerial has a bigger sweet spot and is easier to land.
- Back aerial has a bigger sweetspot, is easier to land, and does more knockback.
- Neutral aerial has more range.
- The sweet spot of down aerial has more freeze frames.
Grab and throws
- Nayru's Love no longer has Transcendent priority.
- Din's Fire travels faster and the hitbox grows in size the farther it has travelled.
- Farore's Wind has bigger hitboxes and more priority.
In competitive play
Tier placement history
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