Zelda (Super Smash Flash 2)

Zelda is a veteran starter character in Super Smash Flash 2. Hailing from series, she is a slow but powerful magic centered fighter and has a unique mechanic that allows her to transform into . Her sprites in Super Smash Flash 2 are custom-made, based on her appearance in . Her moveset and voice clips are taken directly from .
Zelda currently ranks 28th of B tier on the 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.
== Attributes ==
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.
== Moveset ==
=== Ground attacks ===
Attack 	Description 	Damage
Neutral attack	Extends an arm in front of her, creating a small trail of magic. Hits three times with disjointed range and high hitstun, allowing her to follow up with another attack or a grab. Safe to hit shielding opponents with due to shieldstun. Can also jab lock opponents. 	
Forward tilt 	Swipes her arm in front of herself with a magic trail. Launches opponents behind her, allowing for combos into tilt attacks or aerial attacks depending on the opponent's DI. Deals high damage but has slow startup and little range. 	13%
Up tilt 	Waves her hand in an overhead arc with a magic trail. Has very little startup lag and a long duration with lingering hitboxes. Its high hitstun makes it a reliable combo starter, but it often depends on the opponent's DI due to its diagonally upward knockback angle. 	13%
Down tilt 	Kicks while crouching. Magic appears at the tip of her foot, indicating a powerful sweetspot that meteor smashes opponents hit. Has short range but little startup or ending lag. The sweetspot is useful for starting tech chases or edgeguarding, including to opponents hanging on a ledge. The sour spot pops opponents diagonally upward and is useful for starting and extending combos, including into dash attack. 	
Down tilt 	Kicks while crouching. Magic appears at the tip of her foot, indicating a powerful sweetspot that meteor smashes opponents hit. Has short range but little startup or ending lag. The sweetspot is useful for starting tech chases or edgeguarding, including to opponents hanging on a ledge. The sour spot pops opponents diagonally upward and is useful for starting and extending combos, including into dash attack. 	
Dash attack 	Thrusts her palms forward with magic emitting while dashing forward. An excellent combo starter due to its weak upward knockback, high hitstun, and low ending lag, allowing her to follow up with nearly any other move, such as up smash at low percents, neutral aerial at low and mid percents, and a sweetspotted forward aerial or up aerial at high percents. 	10%
Forward smash 	Thrusts her palm forward, blasting magic in front of her. Hits up to four times, with the final hit dealing high knockback. Has large disjointed range and transcendent priority but high ending lag and the multiple hits are often difficult to connect together, making it very punishable if she misses the attack. 	
Forward smash 	Thrusts her palm forward, blasting magic in front of her. Hits up to four times, with the final hit dealing high knockback. Has large disjointed range and transcendent priority but high ending lag and the multiple hits are often difficult to connect together, making it very punishable if she misses the attack. 	
Up smash 	Sweeps her hand above her head two times with magic trailing it. Hits up to nine times with the final hit launching opponents upwards. One of her strongest and most versatile moves, having minimal startup lag, a long duration, disjointed range, and transcendent priority along with high knockback and hitstun. Starts and extends combos into grounded moves such as itself at low percentages, combos into aerial attacks at low and mid percentages, and KOs at high percentages. However, the multiple hits are often difficult to connect together.	
Up smash 	Sweeps her hand above her head two times with magic trailing it. Hits up to nine times with the final hit launching opponents upwards. One of her strongest and most versatile moves, having minimal startup lag, a long duration, disjointed range, and transcendent priority along with high knockback and hitstun. Starts and extends combos into grounded moves such as itself at low percentages, combos into aerial attacks at low and mid percentages, and KOs at high percentages. However, the multiple hits are often difficult to connect together.	
Down smash 	Kicks low the the ground in front of her and then behind her while spinning. The front kick is stronger than the back kick. Has high knockback and launches at a low semi-spike angle to force opponents off-stage or edgeguard them. Held back by its short range and being able to land quickly tech after being hit due to the low angle. 	
Down smash 	Kicks low the the ground in front of her and then behind her while spinning. The front kick is stronger than the back kick. Has high knockback and launches at a low semi-spike angle to force opponents off-stage or edgeguard them. Held back by its short range and being able to land quickly tech after being hit due to the low angle. 	
Down smash 	Kicks low the the ground in front of her and then behind her while spinning. The front kick is stronger than the back kick. Has high knockback and launches at a low semi-spike angle to force opponents off-stage or edgeguard them. Held back by its short range and being able to land quickly tech after being hit due to the low angle. 	
=== Aerial attacks ===
Attack 	Description 	Damage
Neutral aerial	Spins around while releasing magic from her hands. Hits up to five times, sweetspotting at her head. A strong combo starter into each of her aerial attacks, as well as grounded moves when dragging the opponent down. Low startup lag but lacks in range. 	
Neutral aerial	Spins around while releasing magic from her hands. Hits up to five times, sweetspotting at her head. A strong combo starter into each of her aerial attacks, as well as grounded moves when dragging the opponent down. Low startup lag but lacks in range. 	
Neutral aerial	Spins around while releasing magic from her hands. Hits up to five times, sweetspotting at her head. A strong combo starter into each of her aerial attacks, as well as grounded moves when dragging the opponent down. Low startup lag but lacks in range. 	
Neutral aerial	Spins around while releasing magic from her hands. Hits up to five times, sweetspotting at her head. A strong combo starter into each of her aerial attacks, as well as grounded moves when dragging the opponent down. Low startup lag but lacks in range. 	
Forward aerial	Performs a flying kick forward while emitting magic. Has a sweetspot on the very tip of her foot that deals very powerful knockback, being one of the strongest aerial attacks in the game and one of Zelda's best KO moves. Its quick startup allows it to be used as a combo finisher. The sour spot can also be used for starting combos when landing, including into a sweetspotted forward aerial. 	
Forward aerial	Performs a flying kick forward while emitting magic. Has a sweetspot on the very tip of her foot that deals very powerful knockback, being one of the strongest aerial attacks in the game and one of Zelda's best KO moves. Its quick startup allows it to be used as a combo finisher. The sour spot can also be used for starting combos when landing, including into a sweetspotted forward aerial. 	
Back aerial 	Performs a flying kick backward while emitting magic. Similar to her forward aerial, it has a sweetspot on the very tip of her foot, though the knockback is much lower. Its high knockback growth makes it a strong combo move at low percents, even comboing into itself, and a KO move at high percents. Very quick start-up and low ending lag, allowing her to use two back aerials in one short hop.	
Back aerial 	Performs a flying kick backward while emitting magic. Similar to her forward aerial, it has a sweetspot on the very tip of her foot, though the knockback is much lower. Its high knockback growth makes it a strong combo move at low percents, even comboing into itself, and a KO move at high percents. Very quick start-up and low ending lag, allowing her to use two back aerials in one short hop.	
Up aerial 	Points a finger upwards, creating a large explosion above herself. Long startup and ending lag, but very powerful knockback and has a huge disjoint above her, making it a powerful aerial KO option. Can follow up various moves. 	
Up aerial 	Points a finger upwards, creating a large explosion above herself. Long startup and ending lag, but very powerful knockback and has a huge disjoint above her, making it a powerful aerial KO option. Can follow up various moves. 	
Down aerial 	Stomps a foot down while emitting magic. Like her forward and back aerials, it has a sweetspot on the tip of her foot. Will always send opponents downward, but the sweetspot is a powerful meteor smash, enabling her to KO certain opponents at 0% off-stage. Can also start combos on grounded opponents due to its high hitstun. However, it lacks in range and duration. 	
Down aerial 	Stomps a foot down while emitting magic. Like her forward and back aerials, it has a sweetspot on the tip of her foot. Will always send opponents downward, but the sweetspot is a powerful meteor smash, enabling her to KO certain opponents at 0% off-stage. Can also start combos on grounded opponents due to its high hitstun. However, it lacks in range and duration. 	
=== Grab and throws ===
Attack 	Description 	Damage
Grab 	Moves her hands around to restrain an opponent with magic. 	
Pummel 	Zaps the opponent. 	1%
Forward throw	Throws opponent forward with magic. Launches at a low semi-spike angle. 	12%
Back throw 	Turns herself around with the opponent and throws them with magic. Can KO at high percents. 	11%
Up throw 	Lifts opponent above her head and throws them upward with magic. One of her best combo starters, 	9%
Down throw 	Throws opponent beneath her and repeatedly strikes them with magic. Can combo and chain grab certain characters if the opponent uses DI toward her.	
Down throw 	Throws opponent beneath her and repeatedly strikes them with magic. Can combo and chain grab certain characters if the opponent uses DI toward her.	
=== Other attacks ===
Attack 	Description 	Damage
Floor attack	Gets up and kicks low to the ground in front of and then behind her.	6%
Ledge attack	Gets up and kicks while crouching. 	7%
=== Special moves ===
Special move 	Name 	Description 	Damage
Neutral special move	Nayru's Love 	Surrounds herself with a blue barrier and spins around with it. Hits up to ten times and reflects projectiles. Has disjointed hitboxes but high startup and ending lag, and the multiple hits can be escaped from. Has three frames of intangibility before the barrier appears. When used in midair, it slows her descent. 	
Neutral special move	Nayru's Love 	Surrounds herself with a blue barrier and spins around with it. Hits up to ten times and reflects projectiles. Has disjointed hitboxes but high startup and ending lag, and the multiple hits can be escaped from. Has three frames of intangibility before the barrier appears. When used in midair, it slows her descent. 	
Side special move 	Din's Fire 	Projects a magical fireball across the stage that can be controlled by holding the special input. It quickly moves forward and can be trajected up or down, initiating when the input is released or upon hitting a surface. Initiating it near an opponent causes it to explode, dealing strong knockback forward or backward depending on where the fireball hits them. A KO move at high percents, and one of her strongest edgeguarding options due to the projectile's speed, power, and controllable location. However, she is left completely open while using the move, making it very punishable if the opponent is on-stage when used.	
Side special move 	Din's Fire 	Projects a magical fireball across the stage that can be controlled by holding the special input. It quickly moves forward and can be trajected up or down, initiating when the input is released or upon hitting a surface. Initiating it near an opponent causes it to explode, dealing strong knockback forward or backward depending on where the fireball hits them. A KO move at high percents, and one of her strongest edgeguarding options due to the projectile's speed, power, and controllable location. However, she is left completely open while using the move, making it very punishable if the opponent is on-stage when used.	
Side special move 	Din's Fire 	Projects a magical fireball across the stage that can be controlled by holding the special input. It quickly moves forward and can be trajected up or down, initiating when the input is released or upon hitting a surface. Initiating it near an opponent causes it to explode, dealing strong knockback forward or backward depending on where the fireball hits them. A KO move at high percents, and one of her strongest edgeguarding options due to the projectile's speed, power, and controllable location. However, she is left completely open while using the move, making it very punishable if the opponent is on-stage when used.	
Up special move 	Farore's Wind	Spins around with magic surrounding her and then disappears, reappearing a far distance away. She teleports in one of eight directions determined by the player. The far distance it travels makes it very useful for recovery, though it also leaves her helpless and has very little horizontal drift. The first hit deals set upward knockback when she disappears, and the second hit is a powerful semi-spike when she reappears. A good but risky KO option, as well as an out-of-shield KO option for certain opponents that can be hit both times when teleporting upward. 	
Up special move 	Farore's Wind	Spins around with magic surrounding her and then disappears, reappearing a far distance away. She teleports in one of eight directions determined by the player. The far distance it travels makes it very useful for recovery, though it also leaves her helpless and has very little horizontal drift. The first hit deals set upward knockback when she disappears, and the second hit is a powerful semi-spike when she reappears. A good but risky KO option, as well as an out-of-shield KO option for certain opponents that can be hit both times when teleporting upward. 	
Down special move 	Transform 	Surrounds herself in magic and transforms into . Can be used to switch from Zelda to Sheik mid-match. She is also intangible while surrounded in magic. 	
Final Smash 	Light Arrow 	Wields a large bow and paralyzes opponents directly in front of her before firing a Light Arrow straight forward. The arrow deals very high knockback diagonally upwards, being able to KO at very low percents. 	
Final Smash 	Light Arrow 	Wields a large bow and paralyzes opponents directly in front of her before firing a Light Arrow straight forward. The arrow deals very high knockback diagonally upwards, being able to KO at very low percents. 	
=== Misc. ===
Misc. 	Description 	Description 	Description
On-screen appearance	Concentrates a ball of fire. 	Concentrates a ball of fire. 	Concentrates a ball of fire.
Taunts 	Neutral 	Creates a fireball between her hands. 	
Taunts 	Side 	Looks to the side and waves her right hand in the air. 	
Taunts 	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. 	Leans her head downwards, while closing her eyes. 	Leans her head downwards, while closing her eyes.
Victory theme 	A remix of the theme that plays when Link obtains a Triforce Piece in .	A remix of the theme that plays when Link obtains a Triforce Piece in . 	A remix of the theme that plays when Link obtains a Triforce Piece in .
Victory pose 	Looks to the side. 	Looks to the side. 	Looks to the side.
== Changes and revisions ==
Zelda was mostly buffed since the last patch, Beta 1.1. Below is a summary of her major changes:
*
*
== In competitive play ==
Zelda is considered a high tier character in competitive play. She has a growing player base and good representation in online tournaments, having above average results and placements.
=== Match ups ===
=== Notable players ===
* Zeldad
=== Tier placement history ===
== Gallery ==
=== Costumes ===
=== Artworks ===
SSF2 Zelda v0.9.png|Zelda's first artwork. Used from v0.9a to Beta 1.3.1.2.
=== Screenshots ===
Sneak.png|Zelda running away from on Bowser's Castle.
SattackBeta.png|Zelda using her neutral attack on Lake of Rage.
zelda sheik.png|Zelda and taunting on Hyrule Castle.
Zelda 1.png|Zelda next to White Mage on Bomb Factory.
Zelda 2.png|Zelda and using Nayru's Love on .
Zelda 3.png|Zelda crouching next to while he is stunned on The World That Never Was.
Ball - Zelda.png|Ball version.
=== Early designs ===
Zelda1.png|Zelda using Nayru's Love while uses Shadow Clone Toss on Twilight Town.
Zelda2.png|Zelda hitting with her Lightning Kick on Mushroom Kingdom III.
Zelda4.png|Zelda using air dodging next to Mithos Yggdrasill on Tower of Salvation.
Zelda3.png|Zelda using her neutral attack while crouches on Meteo Campaigns.
=== Misc. ===
SSF2 - Classic mode - Zelda Sheik.png|Zelda's and Sheik's congratulations screen on Classic mode.
SSF2 - All-Star mode - Zelda Sheik.png|Zelda's and Sheik's congratulations screen on All-Star mode.
Category:First-party characters
Category:Starter characters
Category:Veteran characters
Category:Super Smash Flash 2
Category:Super Smash Flash series