Super Smash Bros. Galaxy Deluxe/Zelda Moveset

Zelda (ゼルダ, Zelda) is a playable character in Super Smash Bros. Ultimate. She was confirmed as a playable character along with Sheik and the rest of veterans on June 12, 2018. Unlike the game's predecessors, she is unlockable instead of being available from the start. Zelda is classified as Fighter #17.
In a similar vein to her fellow Zelda fighters Link and Ganondorf, Zelda is now voiced by Ayumi Fujimura, who reprises her role from The Legend of Zelda: A Link Between Worlds in all regions, replacing Jun Mizusawa from Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4. Similar to Star Fox characters in Melee, the former provides a single line of spoken Japanese dialogue in World of Light's opening; this line is dubbed in English by Brandy Kopp, who also voices Palutena. 
Zelda is ranked 75th out of 82 on the current tier list, placing her in the D+ tier. This is a slight improvement from her 52th/53rd out 54 placement in SSB4 where she was tied with Ganondorf, and is her best placement in the series.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Short Flash (ショートフラッシュ) / Rapid Flash (ラピッドフラッシュ) / Flash Finish (フラッシュフィニッシュ) 	2.5% (hits 1-2) 	Extends her palm to emit a burst of magical energy, then follows up with a series of several magical bursts before finishing with a slightly larger blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly, at frame 4. While it has decent disjoint range, it can miss shorter characters due to its high hitbox placement. The rapid jab is especially potent in calling out fast grounded approaches and some low non-disjointed aerial approaches. At low percentages, it is specifically good at setting up for Tech-chasing.
Neutral attack 	Neutral attack 	Short Flash (ショートフラッシュ) / Rapid Flash (ラピッドフラッシュ) / Flash Finish (フラッシュフィニッシュ) 	0.4% (loop), 3% (end) 	Extends her palm to emit a burst of magical energy, then follows up with a series of several magical bursts before finishing with a slightly larger blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly, at frame 4. While it has decent disjoint range, it can miss shorter characters due to its high hitbox placement. The rapid jab is especially potent in calling out fast grounded approaches and some low non-disjointed aerial approaches. At low percentages, it is specifically good at setting up for Tech-chasing.
Forward tilt 	Forward tilt 	Magical Cutter (マジカルカッター) 	15% (hand, blade), 11.5% (arm) 	A magically-infused outward knifehand strike. It can be angled and has two sweet spots (one on her hand and the other being a blade of magic) that possess respectable power. Its sweet spot KOs middleweights at around 93% while near the edge of Final Destination. It has three sour spots, which are located on Zelda's arm and take priority over the sweet spots, is also reliable for KOing in spite of being noticeably weaker. Its sour spots KO middleweights at around 109% while near the edge of Final Destination. Due to its somewhat low ending lag for its power (24 frames), it's safe on shield with good spacing, and thanks to its five hitboxes sharing almost identical knockback values, it has good range. However, it has noticeable startup lag at frame 12, as well as small and narrow hitboxes, and it can sometimes miss small or crouching characters.
Up tilt 	Up tilt 	Barricader (バリケーダー) 	7.2% 	Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having very long active duration and almost no ending lag, it is one of Zelda's most reliable combo starters. It can combo into itself, neutral attack, up smash, Nayru's Love, and Farore's Wind at low percentages; into neutral aerial from low to medium percentages as well as into Lightning Kick out of a reversed up tilt; and up aerial at medium percentages out of a reversed up tilt. It is also good as an anti-air attack thanks to its long active duration.
Down tilt 	Down tilt 	Low Kick (ローキック) 	5.5% 	A kneeling low-level roundhouse kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in SSB4, it has noticeably less combo potential, mostly serving as a fast safe poke. It can, however, combo into a dash attack or neutral aerial at mid percentages. With proper timing, it can also be a KO combo into forward aerial.
Dash attack 	Dash attack 	Quick Palm Shot (クイックパームショット) 	12% (clean sweet spot), 9% (clean sour spot), 6% (late) 	A double palm thrust that emits a blast of magical energy from her hands, similarly to Peach's dash attack. The sweet spot lasts for two frames and is located on Zelda's hands. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game. To complement this, its sweet spot's base is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it has a noticeable ending lag, while its other hitboxes lack KO potential.
Forward smash 	Forward smash 	Shining Palm Shot (シャイニングパームショット) 	1% (hits 1-4), 13% (hit 5) 	A palm thrust that emits a multiple-hitting blast of magical energy. Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged, which combined with its moderate ending lag, with 26 frames, it is safe on shield and very hard to punish with good spacing. Due to it hitting on frame 16, however, it has the highest start-up lag out of Zelda's smash attacks.
Up smash 	Up smash 	Power Steer (パワースティア) 	2% (hits 1-4), 0.8% (hits 5-6), 5% (hit 7) 	Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. It also has some combo potential at low percents, and the looping hits of neutral aerial can connect into an up smash. However, it has minimal horizontal range, long duration and 30 frames of ending lag, thus making it punishable if not used properly.
Down smash 	Down smash 	Spinning Low Kick (スピニングローキック) 	12% (front), 10% (back) 	A spinning, low-level roundhouse kick. Due to it hitting on frame 5, it is tied with Mario, Dr. Mario, Pit, Dark Pit, Ryu, and Ken's down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by Meta Knight's buffered down smash. It is also a semi-spike that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful and has a rather low ending lag. Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.
Neutral aerial 	Neutral aerial 	Zelda Spin (ゼルダスピン) 	2.5% (hits 1-4, front), 1.5% (hits 1-4, back), 5% (hit 5) 	Twirls with her arms outstretched and her hands infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially if the opponents are hit from the front, can be used as a follow-up from down throw; as a combo starter when SHFF'd, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage. Although the move was buffed in order to make the multi-hit more consistent, opponents can get launched out of the multi-hit portion at a multitude of percentages, reducing its consistency and reliability. This issue is made worse if Zelda is fast-falling in the multi-hit portion.
Forward aerial 	Forward aerial 	Lightning Kick (Front) (稲妻キック（前）) 	20% (clean foot), 4% (clean leg, late) 	A magically-infused flying kick. Its sweet spot is at the tip of her foot, has both an outstanding damage output and high knockback growth, KOing middleweights at around 59% while near the edge of Final Destination, similarly to Captain Falcon's Knee Smash, although faster and marginally stronger, making it the strongest forward aerial in the game. Due to coming out on frame 6, it's also extremely fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and have less landing lag. However, the sweet spot only lasts for one frame when the hitboxes become active, and the sour spots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweet spotted, and due to the aforementioned very low damage and knockback, the sour spot can lock opponents and set-up in other moves, lacks utility otherwise. Autocancels in a full hop fast fall, just one frame after Zelda reaches the peak of her short hop, similarly to Kirby's forward aerial.
Back aerial 	Back aerial 	Lightning Kick (Back) (稲妻キック（後）) 	20% (clean foot), 4% (clean leg, late) 	A magically-infused flying kick. It functions almost identically to forward aerial, with the only difference being that its sweet spot has slightly more base knockback and knockback growth. Its sweet spot KOs middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.
Up aerial 	Up aerial 	Condense Blast (コンデンスブラスト) 	17% (clean hit), 12% (late hit) 	Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, only slightly weaker than Shulk's up aerial if the second hit is sweet spotted. When coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option, KOing middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox. However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (40 frames), a short duration, and a fairly short horizontal range. It autocancels in a full hop.
Down aerial 	Down aerial 	Meteor Heel (マイルドメテオヒール, Mild Meteor Heel) 	16% (clean), 5% (late, leg), 4% (late, foot) 	A magically-infused stomp, also known as the Lightning Stomp. All of its hitboxes are meteor smashes, with its sweet spot being the most powerful among them and they can also lock opponents. Its sour spot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries. It also has low ending lag and the lowest landing lag out of Zelda's aerials, which enables its sweet spot to start combos on grounded opponents quite reliably, as it can lock. Safe on shield with proper spacing. It hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials but combined with its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. It can also autocancel in a short hop.
Grab 	Grab 	Holding (ホールディング) 	— 	Restrains the opponent with magic. Zelda's grabs have long-range and are somewhat disjointed, with her pivot grab being one of the longest non-tether pivot grabs, but also have a noticeable start-up and ending lag.
Pummel 	Pummel 	Holding Attack (ホールディングアタック) 	1.3% 	A blast of magical energy. Moderate speed and damage.
Forward throw 	Forward throw 	Force Move (フォースムーブ) 	10% 	Magically spins the opponent in front of herself and then throws them away. It is useful for setting up edge-guards thanks to its high base knockback and good damage output but lacks KO potential because of its low knockback growth, often not KOing until 200% without rage. However, it puts the opponent in a dangerous position.
Back throw 	Back throw 	Force Back Move (フォースバックムーブ) 	12% 	Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edge guards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.
Up throw 	Up throw 	Force Top Move (フォーストップムーブ) 	11% 	Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game and has both excellent KO potential and decent combo potential, but it only applies to heavyweights and fast-fallers, as it can combo into neutral aerial at low percentages against such characters; In addition to its combo potential, it can KO middleweights at around 146% from anywhere on Final Destination, and is tied with Incineroar and Lucas's up throws for the fifth strongest up throw in the game. Overall, these attributes make it one of the best up throws in the game.
Down throw 	Down throw 	Plasma Beat (プラズマビート) 	1.5% (hits 1-4), 2% (throw) 	Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It functions as Zelda's only true combo throw, launching up and behind Zelda, allowing it to combo into neutral aerial, up aerial, back aerial, forward aerial, as well as neutral special and up special. Its angle is heavily affected by DI, but DI can be reacted to for a guaranteed follow-up. Its up aerial and back aerial combo at mid percentages are fairly consistent, especially with proper timing. Its up aerial combo also boasts the ability to KO characters at high percentages. However, this combo will lose its effectiveness if Zelda has too much rage.
Floor attack (front)	Floor attack (front)	 	7% 	Kicks in front of herself and then behind herself.
Floor attack (back) 	Floor attack (back) 	 	7% 	Kicks in front of herself and then behind herself.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Kicks around herself.
Edge attack 	Edge attack 	 	9% 	Performs a kick while climbing up.
Neutral special 	Neutral special 	Nayru's Love 	2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles) 	Creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles with 25% more power and speed than they originally had. It also grants intangibility on frames 4-13, making it good as a defensive option against combos. However, it has a moderate start-up for its hitboxes (frame 11) and considerable ending lag, making it punishable if used recklessly, so it must be used carefully and not overused to avoid punishment.
Side special 	Side special 	Din's Fire 	7%-14% (sweet spot), 3.5%-7% (sour spot) 	Launches a magical fireball. It can be aimed up or down, and releasing the button causes it to explode. It has a large hitbox, and despite being a projectile, it cannot be reflected but only absorbed. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweet spot, which is located in the inner part of the explosion, is quite powerful, especially when fully charged. It is very useful for edge guarding. Fully charged sweet spotted Din's Fire KOs middleweights at around 87% while near the edge of Final Destination. However, it is very predictable, and its sour spot is very weak regardless of its charge.
Up special 	Up special 	Farore's Wind 	6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far)	Warps in a given direction. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweet spot near Zelda that has a decent damage output, high base knockback, and high knockback growth, all of which makes it very reliable at KOing, especially near the upper blast line. Its sweet spotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sour spot that, although safe, lacks KO potential because of its lower damage output and average base knockback, and due to it incurring helplessness, it is highly punishable if whiffed. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.
Down special 	Down special 	Phantom Slash 	5.9% (level 1), 8.2% (level 2), 10.5%/11.8% (level 3) 14.1%/15.4% (level 4), 17.7% (level 5) 	Conjures a Phantom piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure, perform combined combos or to retreat behind it for protection, and if the opponent tries to reflect it, she can react by using Nayru's Love. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.
Final Smash 	Final Smash 	Triforce of Wisdom 	7% (initial vacuum), 3% (subsequent vacuum), 60% (main) 	Uses the Triforce of Wisdom to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages (such as Dream Land or Mushroom Kingdom II), due to its long duration and large vacuum hitboxes.
== Appearing ==
Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose.
== Taunt ==
Up taunt: Places her hand on her hip, while generating magic and twirling it in front of her.
Side taunt: Closes her eyes and summons Din's Fire between cupped hands.
Down Taunt: Giggles and waves with a smile.
== Idle ==
Brushes her hair while looking back.
Smiles and performs a pondering gesture with a finger tapping her cheek.
== Victory Pose ==
Left: Creates magic with her fingertips and waves it around.
Up: Creates fire from her fingertip and waves it around while giggling.
Right: Summons a Phantom behind her with a snap of her finger and poses with it.
== Victory Theme ==
Zelda: The Legend Of Zelda Victory Theme
== Classic Mode: Wisdom Prevails ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Wario 	Great Plateau Tower	Main Theme - The Legend of Zelda: Breath of the Wild	Marth And Pit is a CPU ally.
2 	Bowser 	Skyloft 	Ballad of the Goddess (Original) 	Marth And Pit is a CPU ally.
3 	Mii Swordfighter (×5)	Temple 	Temple Theme 	Horde Battle.
The Mii Swordfighters are dressed in the Yiga Clan Mask and Yiga Clan Outfit.
4 	Giant  King K. Rool 	Bridge of Eldin 	Dark World (for 3DS / Wii U) 	A possible reference to King Bulblin.
5 	Dark Samus 	Gerudo Valley 	Hidden Mountain & Forest 	Marth And Pit is a CPU ally.
6 	Link (×4) 	Hyrule Castle 	Great Temple / Temple 	Marth And Pit is a CPU ally.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Ganondorf, then Ganon	Sacred Land 	Calamity Ganon Battle - Second Form (Ganondorf)
Death Mountain (Ganon)	A Maxim Tomato spawns on the stage after Ganondorf is KO'd. Marth And Pit is a CPU ally.
== Palutena's Guidance ==
: Pit: Is that...Princess Zelda?
: Palutena: Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help.
: Viridi: Pit... Pit... Go get me a cinnamon roll...
: Pit: Right away, Zel— HEY! Knock it off, Viridi!
: Palutena: Focus, Pit! Zelda has a projectile attack called Din's Fire. It can be steered through the air, kind of like your arrows. The trajectory of Din's Fire is really hard to see, so it's important to pay extra close attention when fighting her.
: Viridi: Pit... Pit... Get me a glazed donut with rainbow sprinkles...
: Pit: Yes, right away! A glazed donut with rainbo— STOP IT!
: Palutena: She's still joking, Pit!
: Pit: Oh, I see! are you joking!
: Viridi: Of course I do.
== Color ==
# Original
# Red
# Blue
# Purple
# Green
# Black
# Twilight Princess Artwork
# Yellow
# Champion's Tunic
# Champion's Tunic (Red)
# Champion's Tunic (Yellow)
# Champion's Tunic (Green)
== Story Mode ==
Zelda Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the excluding of Girl & Dog.
In Opening Scene Zelda and Mewtwo attempted to reflect the beams using Nayru's Love and Confusion, respectively, but this attempt failed, and both of them were vaporized and placed under Oleander's imprisonment along with the rest of the fighters (excluding Girl & Dog).
No.	Name 	Type 	Power 	Stage 	Music
17 	Zelda	Shield	10,100	Temple (Ω form)	Ocarina of Time Medley
== Spirit ==
Category:Character Movesets