Zelda (Smash Plus)

Zelda is a playable character in Super Smash Brothers Plus for the Nintendo Switch Plus. Representing the Legend of Zelda universe, Zelda is listed as Fighter #19 in Smash's modified numbering system, and is also classified as a Middleweight fighter. She is hidden at the start of the game, but may be unlocked through random encounters in Versus Mode, scoring at least 10 KOs on the Temple stage, or by defeating Classic Mode with Sheik.
Zelda plays very differently from Sheik. It is tempting, given her slightly higher weight class and more powerful KO moves, to treat Zelda as a fighter who can hold her own against really heavy hitters. And indeed, she isn't as easy to knock away as Sheik is. However Zelda's poor ground movement and the endlag on many of her strongest attacks make her very easy to punish in inexperienced hands. Spacing is very important when playing as Zelda, as she can very easily get rushed and find herself in a difficult situation. Still, Farore's Wind can send her a long distance away, giving her a decent escape method. Learn how to space your attacks well and Zelda will be a difficult fighter for anyone to face. Zelda has two normal jumps, but no other additional movement options.
==Moveset==
===Basic Attacks===
*Neutral Jab- Zelda extends her palm and fires off a burst of magical energy. This jolt can create a rapid looping attack that launches on the final shot.
*Side Tilt- Zelda performs a magically infused knifehand strike straight in front of herself.
*Up Tilt- Zelda waves her arm over her head from front to back, infusing it with magical energy as she does.
*Down Tilt- Zelda performs a low-level roundhouse kick, creating a spark of magic at the edge of her foot that acts as a sweet spot for the move.
*Dash Attack- Zelda performs a double palm thrust, emitting a magical burst at the end of the attack to launch foes.
*Grab & Pummel- Zelda grabs the opponent and holds them with a magical aura. She shocks them with magical energy as a pummel.
*Forward Throw- Zelda spins the opponent 360 degrees in place before launching them forward with magical energy.
*Back Throw- Zelda teleports a short distance behind the opponent and then launches them forward from her new facing direction.
*Up Throw- Zelda spins the opponent above her head and then tosses them straight up into the air.
*Down Throw- Zelda slams the opponent to the ground and then blasts them with a fiery magical spell which knocks them away at a low angle.
*Neutral Air- Zelda twirls around with her arms outstretched and infused with magical energy. It does more damage if the opponent is in front of Zelda rather than behind her when hit.
*Forward Air- Zelda performs a flying kick with a powerful magical shock at the edge of her foot. If it sweetspots right as the magical energy appears, then it becomes one of Zelda's most powerful moves. If it misses, it has bad endlag and does very little damage.
*Back Air- The same as her forward air, only with Zelda aiming behind herself instead of in front. While the endlag functions the same on the back air, it does do slightly more damage than the front air if it sourspots.
*Up Air- Zelda leans back and fires a magical explosion straight above herself to launch foes straight upwards.
*Down Air- Zelda performs a stomp attack with her feet infused with magic. Like her other aerial attacks it has bad endlag if it misses completely.
===Smash Attacks===
*Side Smash- Zelda performs a single palm thrust that detonates a powerful, multi-hitting burst of magic directly in front of her, launching foes with the final hit.
*Up Smash- Zelda waves her hand in a circle directly above herself, creating a trail of magic behind it. The attack damages foes multiple times before launching them on the final strike, hitting up to 7 times if the entire attack connects.
*Down Smash- Zelda spins around with her foot extended, performing a low level roundhouse kick in a 360 degree motion around herself. Zelda's quickest, but least damaging Smash Attack.
===Special Moves===
*Neutral Special: Nayru's Love- Zelda creates a crystalline barrier around herself briefly, before spinning around, causing the crystal to break and sending shards of it around herself a short distance in every direction. While the shards deal minimal, multi-hitting damage, while the barrier is in tact it acts as a projectile reflector, protecting Zelda from all projectiles for a short while.
*Side Special: Din's Fire- Zelda launches a mystical fireball forward that can be angled up or down, traveling faster the further it gets from Zelda. The fireball will explode in a powerful explosion when it either reaches its maximum distance or when the special button is released. The explosion does more damage the further distance it gets from Zelda, but becomes harder to steer up or down as it does so.
*Up Special: Farore's Wind- Zelda teleports herself in a given direction. The teleport goes a fair amount of distance, far greater than that of Sheik's teleport, but has more endlag. If an opponent is hit by Zelda's reappearance, then they will take decent damage but a huge amount of knockback.
*Down Special: Phantom Slash- Zelda will conjure a phantom soldier piece by piece for as long as the special button is held down. Once fully charged, the Phantom will remain in place for roughly a second, allowing Zelda time for a little movement before unleashing a powerful thrusting attack. The attack is stronger the longer the Phantom is charged. If Zelda is attacked before releasing the attack (if the Phantom isn't complete), the armor will be lost and fall apart. The phantom acts as a projectile, meaning it can be reflected, but Zelda has a chance to protect herself with Nayru's Love.
*Final Smash: Triforce of Wisdom- Zelda will create a triangle shaped vortex directly in front of her. Anyone caught in the vortex will be dealt several magical bolts worth of energy before being launched when the FS ends. While the knockback on the launch isn't great, anyone who enters the vortex with more than 100% damage will be instantly KO'ed instead of thrown away, making this a dangerous move to use on weakened opponents.
===Miscellaneous===
*Entry Animation- Zelda teleports in in a swirl of magical sparkles emanating from her cupped hands. She smiles and assumes her battle pose.
*Idle Animation 1- Zelda brushes her hair back out of her eyes.
*Idle Animation 2- Zelda smiles and performs an exaggerated thinking gesture with a playful "Hmmm..."
*Side Taunt- Zelda closes her eyes and summons a small Din's Fire between her hands. Enemies who get too close can be damaged by the fire.
*Up Taunt- Zelda puts her hands on her hip, scoffs and waves her hand around, generating a small magical trail behind it.
*Down Taunt- Zelda giggles and waves in front of her while smiling.
*Victory Animation 1- Zelda creates a magical trail with her fingers and waves it around, ending on a pose.
*Victory Animation 2- Zelda creates a magical fireball in her hand, waving it around while giggling and ending on a pose.
*Victory Animation 3- Zelda creates a Phantom behind her with a snap of her fingers, posing with it in Victory.
==How to Unlock==
Zelda can be unlocked any of the following ways:
*Playing Versus matches until she randomly shows up as a "Challenger Approaching" fight. Defeat her to unlock her.
*Scoring at least 10 KO's in a single match on the Temple stage. Doing this will give you a 50% chance of facing Sheik or Zelda in Challenger Approaching if neither has been unlocked through other means. If one is unlocked, then the other will appear in Challenger Approaching.
*Defeat Classic Mode with Sheik at starting difficulty 3.0 or higher.
*Unlock her in the Finale of World of Light by defeating her.
*Paying 1,000 gold in a shop where she can randomly appear (though rarely).
Category:Super Smash Bros. Characters
Category:Super Smash Bros. (series)
Category:Smash Plus Characters