It is mostly useful as an anti-air, but its low endlag also makes it useful as a combo starter. Zelda's up tilt has quick startup, and hits an area above her head, going from her front to her back. Its startup is somewhat slow, but it has considerable knockback if the sweetspot hits. Zelda's forward tilt has great range, and can be used to poke at opponent from a distance. Zelda's dash attack is extremely fast, making it good for whiff punishing or catching landings. It has a rapid jab, which loops until the finisher, and can even KO at higher percents. Zelda's jab is very quick, making it good for a fast whiff punish, or as a get-off-me tool. Jumping into neutral B is another option, as intangibility will actually come out on frame 7, allowing her to avoid taking damage from an opponent's followup attack. Only use this on unsafe moves though, because it leaves Zelda extremely punishable if whiffed.īoth forward and back air can also KO if sweet spotted, making them good out of shield punishes as well. For opponents at higher percents, use Up B out of shield and continue holding up to carry them upward for a KO. Zelda has pretty good out of shield game, with most of her aerials coming out in 9 frames, as well as Up B, which comes out in 6 frames, and can KO. Zelda Frame Data and Moveset Best Out of Shield Options Move Use down special to send your Phantom off the stage in order to spike your opponent.
While executing the combo is fairly simple, pulling it off in a real match is extremely difficult. This combo can be used at various percents.
・Forward / Back Aerial have significant lag and are punishable ・Down Special can be charged to zone out opponents and deal heavy damage ・Several of her attacks deal high damage and knockback ・Neutral B is great as a combo breaker and get-off-me tool See Our Tier List Here! Zelda's Strengths and Weaknesses Strengths She relies heavily on her Down B other specials to zone out opponents and play from a safe distance. Her weakness mainly lies in her relatively slow frame data, which makes it tough for her to punish quicker characters. Moves such as Neutral Aerial, Neutral Special, and Forward Smash Attack can be used to wiff punish opponents and deal damage, while Forward/Back Aerial, Up Special, and Forward Smash are also used to take stocks. Smash Ultimate Zelda is a character who has several moves that deal heavy damage and can KO.