Zelda (SSB4)

Zelda (, Zelda) is a playable character in Super Smash Bros. 4. Her return to the series was announced in a Director's Room Miiverse post on December 26th, 2013, which also commemorated being released in Japan on the same day. She is now completely separated from , no longer being able to transform mid-match.
Jun Mizusawa reprises her role as Zelda's voice actor, albeit via recycled voice clips from Super Smash Bros. Melee and Super Smash Bros. Brawl.
Zelda is ranked 52nd/53rd out of 54 on the tier list, so she is placed in the G tier, which ties her with . This is similar to her placement in Brawl, where she was ranked 37th out of 38. Zelda has a solid combo game, with her possessing multiple attacks which can set up into other moves. When coupled with her overall high damage output, Zelda is capable of racking up a solid amount of damage at a respectably fast rate. Zelda also boasts an array of KOing options, most notably her forward smash, up smash, sweetspotted Lightning Kicks, up aerial and sweetspotted down aerial. By extension, Farore's Wind is a very potent and powerful KO move, reliably KOing any character below 100% while near the upper blast line, which makes it especially potent from out of shield when it can be applied. She also has a solid grab game, with her back throw being a solid KO option near the ledge and her down throw being a potent combo throw, even at higher percents.
However, Zelda also has a fair amount of detrimental weaknesses. Her mobility is very poor (especially on the ground) and her approach options are risky, making it very difficult for her to approach. While she does have a projectile in Din's Fire, it is very slow and easy to avoid, and if used in the air causes Zelda to go into freefall. When combined with her tall hurtbox and her floatiness, this results in her neutral game being very poor, with opponents easily being able to keep her out, avoid her threat zone and put her into disadvantage where she also struggles. Additionally, her endurance is poor because of her light weight and low falling speed, which can both lead to her getting KOed early. Zelda's KO potential is also inconsistent: her strongest attacks have a combination of multiple traits including slow startup lag, having short durations, having drastically weaker sourspots and/or having punishable amounts of lag. Lastly, she does not have a particularly effective out of shield game, as her best options either have slow frame data or mediocre range.
As a result, Zelda's strong punish game is not enough to make up for her poor mobility, endurance, neutral game, disadvantage state, approach potential and inconsistent moveset, resulting in Zelda struggling against most of the cast, much like she did in the previous two games. Ultimately, this meant that Zelda retained extremely minimal representation in competitive play much like the previous two games and in turn, extremely sparse results. However, Zelda has nevertheless managed to find a few instances of success, especially from , , and .
==Attributes==
Zelda is a tall, floaty lightweight with largely slow mobility. Although her traction is average and her air speed is slightly above-average, her walking, dashing and falling speeds; gravity; air acceleration; and jump and double jump are each below-average. As a result of her attributes, Zelda's endurance, neutral game and approach are sub-par.
Zelda's playstyle is largely defensive, and benefits from her strong out of shield options and punishment potential. By extension, her special moveset supplements her defensive potential, with Farore's Wind being her most effective special move. It is a long-ranged teleport that grants intangibility, giving her a very reliable and, when used wisely, virtually unpredictable recovery option. In addition, Farore's Wind has become one of Zelda's most viable KOing options, especially from out of shield: its disappearing hitbox now launches opponents directly upward, which allows it to combo into its now stronger reappearing hitbox that, when sweetspotted, will KO any character below 100% while near the upper blast line.
Due to losing Transform, Zelda has a received a new down special called Phantom Slash. Phantom Slash is a chargeable projectile that boasts both offensive and defensive capabilities: it possesses enough power to KO at reasonable percentages when fully charged, especially when edge-guarding, while the Phantom itself can block Zelda from incoming attacks. While descending from the upper corners of a stage, Zelda can also use it as a fairly effective way to ward off edge-guard attempts from an opponent standing at the edge. Nayru's Love is a reflector that also has loop hitboxes, which grant it offensive and defensive potential like Phantom Slash. Lastly, Din's Fire can be useful for long-ranged edge-guarding, which is further supplemented by its new sweetspot's high knockback growth.
The majority of Zelda's air game is a case of "high-risk, high-reward": her Lightning Kicks and down aerial require considerable precision in order to hit their sweetspots, yet each of these attacks boast enough power to easily KO even super heavyweights when they are sweetspotted. By extension, sweetspotted down aerial boasts decent combo potential on grounded opponents, thanks to it being a very powerful meteor smash. Zelda's up aerial is the most damaging up aerial in the game, and while it also requires precision because of its short duration and fairly minimal horizontal range, its lack of sweetspots and sourspots makes it much more consistent at KOing in comparison to her Lightning Kicks and down aerial. Unlike Zelda's aforementioned aerials, neutral aerial is not suited for KOing outright, but nevertheless has respectable utility: it has a decent damage output and loop hitboxes; can function as a follow-up from down throw at low percentages; can start combos when SHFF'd; and its last hit's very high knockback growth makes it useful for edge-guarding.
Zelda's ground game is very middling in comparison to her air game, but each of her grounded attacks have some degree of utility. Her grab game, in particular, is widely agreed as the best aspect of her ground game. Zelda's grabs have fairly long ranges despite not being tether grabs, and her pummel is among the most damaging in the game in spite of its moderately slow speed. Forward and back throws are useful for setting up edge-guards, yet each have a certain quirk: the former is among the damaging forward throws in the game, whereas the latter has KO potential while near the edge. Up and down throws possess combo potential, but vary noticeably in effectiveness. Up throw is decent for combos at low percentages, although it is especially useful against heavyweights and fast-fallers. However, it can also be followed up by up air, which can KO fast-fallers, especially with rage. Down throw has greater combo versatility in comparison, most notably in the form of its up aerial combo, which KOs lightweights as early as 92% and super heavyweights as early as 115%.Zelda Zelda Finger Bangs Everyone. Although DI can occasionally make the set up harder to perform, the effectiveness of its up aerial combo will remain largely intact so long as Zelda utilizes it with proper timing.
Neutral attack, up tilt and especially down tilt are capable combo starters, thanks to their knockback values, launching angles and low ending lag. Forward tilt and dash attack are decent for spacing and KOing thanks to their strong sweetspots, while the latter also has one of the lowest amounts of start-up lag of any dash attack in the game. Zelda's forward and up smashes have impressive power and respectable shield pressuring potential thanks to their multiple hits, while the latter also has surprisingly low start-up lag for a smash attack. Down smash is Zelda's weakest smash attack, though it is nevertheless quite strong and, like neutral aerial, has decent utility. It hits on frame 5, which ties it with , , , and 's down smashes as the second fastest smash attacks of any kind in the game. When coupled with its low ending lag and semi-spike angle, down smash can reliably punish rolls and set up edge-guards.
However, Zelda possesses a number of glaring weaknesses. She has the inconvenient combination of being tall, light and floaty, which collectively make her susceptible to both combos and early KOs. Although Zelda's mobility has improved, it has only done so marginally at best, and thus remains overall sub-par. Despite her power, Zelda's KO potential is inconsistent: in addition to having very short durations, her strongest attacks are burdened with very weak sourspots (dash attack; down smash; Lightning Kicks; and down aerial), punishable amounts of lag (forward tilt; forward/up smashes; up aerial; and Phantom Slash), or both (Din's Fire and Farore's Wind). To further compound this, only up aerial has set-ups (up tilt, down tilt and down throw) that are largely consistent past medium percentages.
Although Zelda's special moves can help her defensive presence when used wisely, they are nevertheless lacking in regard to pressure. Short-ranged pressure can be problematic because Nayru's Love is rather laggy, while Phantom Slash is situational because of its ending lag, limited durability, poor range at low charges, and its susceptibility to reflection-based attacks. As a result, Zelda is forced to rely on her down smash instead of either of these options much more often than not. Conversely, Din's Fire is very unsuitable for long-ranged pressure because it is still very easy to evade, and is now burdened with a very weak sourspot. Lastly, Farore's Wind can cause Zelda to recover or evade pressure in the wrong direction if she recovers from a stage's slopes. Its high ending lag also makes her unable to move during her free fall animation until more than a second has passed.
The overwhelming majority of Zelda's custom moves are among the worst in the game, owing to their inability to alleviate her weaknesses. However, Zelda does have two custom moves that are more beneficial than the default versions. Din's Flare deals consistent damage regardless of its charge, travels much faster, and has both longer range and a faster detonation. However, it is much less maneuverable than Din's Fire. Phantom Breaker can break shields very easily and possesses KO potential like Phantom Slash, although it travels a set distance regardless of its charge and its slightly lower damage output results in it KOing later than Phantom Slash. Aside from these, Zelda's remaining custom moves are situational at best: Phantom Strike is stronger but has poor range, while Din's Blaze is stronger and easier to control, but is even slower and Farore's Windfall can meteor smash on the second hit, but completely loses its KO potential even beyond Sudden Death.
Overall, Zelda cannot rely on heavy stage or shield pressure, and thus must rely on either reading and baiting, or playing defensively. Both of these playstyle's purpose is to punish opponents with her effective out of shield game to start combos, utilize her down throw's up aerial combo for KOing, or set up an edge-guard before attempting to score a KO. However, her poor approach, mobility and neutral game hinder her ability to escape rushdowns and pressure, while her heavy reliance on sweetspots makes her akin to a glass cannon.
==Changes from Super Smash Bros. Brawl==
Due to her status as the second lowest ranked character in Brawl, Zelda received a mix of buffs and nerfs in the transition to SSB4, being buffed overall. However, those buffs weren't enough to improve her standing compared to the rest of the cast. Farore's Wind is the most notable buff that she received; in addition to being a much safer recovery, it is now a risky but potent KO option, especially from out of shield, thanks to various hitbox and knockback adjustments. The removal of meteor canceling greatly improves down aerial's reliability off stage. Zelda's new down special, Phantom Slash, is a fairly strong projectile with a decent amount of utility: it is a capable edge-guarding option, helps her cover almost all edge get-up options, can protect and/or enable her to attack from behind the Phantom itself, and boasts KO potential when fully charged. Din's Fire now has a powerful sweetspot placed in the inner part of the explosion. Zelda's KO potential was also improved outside of the aforementioned attacks thanks to beneficial hitbox changes: her forward tilt and dash attack can now KO at high percentages to compensate for the loss of their combo potential, while her forward and up smashes possess stronger KO potential.
As a result of the removal of hitstun canceling, Zelda's combo game has also noticeably improved: neutral attack's angle adjustments make it a better set-up option at low percentages, up tilt's lower damage output and increased speed make it a reliable combo option, neutral aerial's multihit adjustments make it better at damage racking and follow-ups, and down throw's increased knockback and altered angle make it a reliable combo starter and KO set-up into up aerial and back aerial at high percentages.
However, Zelda also received noticeable nerfs. The most notable is the removal of her ability to Transform into Sheik, which is further compounded by the latter having been significantly buffed in the transition from Brawl to SSB4. Outside of this, most of Zelda's direct nerfs have been applied to her hitbox sizes and frame data: up and down smash have much shorter ranges with the former in particular having less utility and being slower, while the latter has slightly more startup and has a weaker front hit. Lightning Kicks have weaker sweetspots and are drastically laggier, preventing her from being actionable or auto-canceling in a short hop. This massively worsens their risk and greatly hinders their use in neutral. Din's Fire is much less maneuverable and more inconsistent due to having a sourspot in the outer area of the explosion, making it worse as a zoning tool. While rage can compound her already strong KO power, her low weight prevents her from consistently building up a high amount of rage, and it worsens her already poor endurance. While her combo game is stronger, she is also easier to combo not only due to the aforementioned removal of hitstun canceling but also because of her faster fall speed and gravity.
Overall, Zelda's much better combo game supplements her stronger out of shield game. However, she is still burdened with a poor approach and neutral game, owing to the buffs to her mobility being marginal at best (especially since many other characters also had their mobility improved to varying degrees), while she also received significant nerfs to some of her key moves in the previous game. While she overall greatly benefits from the changes to Smash 4s mechanics, they were not enough to offset her weaknesses. As a result, she is still considered to be one of the worst characters in the game.
===Aesthetics===
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* one of them being based on her appearance in either A Link to the Past or A Link Between Worlds (which would eventually inspire her current design in the next game). Her red alternate costume now depicts her as wearing gloves like her default color (in Brawl, her red costume did not have gloves for some reason, even though her other colors, including her default, still do). Her Ocarina of Time-based alternate costume is now colored purple instead of pink.
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===Attributes===
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*Super Smash Bros. Direct 4.8.2014
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===Ground attacks===
*Neutral attack:
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*Forward tilt:
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*Up tilt:
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*Down tilt:
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*Dash attack:
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*Forward smash:
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*Up smash:
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*Down smash:
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===Aerial attacks===
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*Neutral aerial:
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*Lightning Kicks:
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*Forward aerial:
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*Back aerial:
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*Up aerial:
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*Down aerial:
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===Throws/other attacks===
*Grabs:
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*Forward throw:
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*Back throw:
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*Down throw:
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===Special moves===
*Nayru's Love:
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*Din's Fire:
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*Farore's Wind:
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*Phantom Slash:
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*Light Arrow:
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==Update history==
Zelda has been buffed via game updates. After updates 1.0.4 and 1.0.6 granted her a mix of buffs and nerfs, she received a consistent number of direct and indirect buffs thereafter, beginning with update 1.0.8. 1.0.8 made up smash and neutral aerial much more difficult to escape, improved up smash's KO potential, and decreased the landing lag of neutral, up and down aerials. Update 1.1.0 improved the set-up and spacing potential of neutral attack, as well as the combo potentials of up tilt and down tilt. It also made Phantom Slash safer and more reliable by decreasing its ending lag and removing its blind spot. The changes to shield mechanics brought about by 1.1.0 and 1.1.1 also indirectly buffed Zelda, as they make her multiple hit attacks and Lightning Kicks safer on shield.
Lastly, update 1.1.5 brought about arguably Zelda's most noteworthy buffs. Neutral attack's damage output was increased yet again, though its utility remained intact thanks to its knockback being altered. Forward tilt and down smash became safer thanks to decreases to their lag, while the former also had its range improved. Neutral and up aerials has their damage outputs increased, while each of her grabs had their ranges increased. Lastly, Nayru's Love became safer thanks to its intangibility being increased.
Overall, Zelda's buffs have improved her KO and combo potential. Due to her mobility, neutral game and endurance remaining unaffected by game updates, however, she still remains at a disadvantage compared to most of the cast.
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==Moveset==
For a gallery of Zelda's hitboxes, see here.
===Stats===
===Announcer call===
Zelda English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
===On-screen appearance===
===Taunts===
===Idle poses===
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese)	Cheer (Spanish)
Cheer 	 	 	
Description	Zel - da! 	Zel - da! 	Zeeeeel - da!
 	Cheer (French) 	Cheer (German) 	Cheer (Italian)
Cheer 	 	 	
Description	Zel - da ! 	Zel - da! 	Zeeeeel - da!
===Victory poses===
==In competitive play==
===Official Custom Moveset Project===
===Most historically significant players===
See also: :Category:Zelda players (SSB4)
* - The best solo-Zelda player in Japan, finding great success at events such as placing 17th at both and , defeating in the former and in the latter, and 33rd at . Internationally, he is best known for placing 49th at .
* - Known for playing a variety of characters in tournament, with one of his most common choices being Zelda. He is considered the greatest Zelda player of all time and has piloted the character to great success despite her reputation for being one of the game's worst characters. This included placing 2nd at and 7th at with primarily Zelda and defeating with only Zelda at the latter event. He is ranked 68th on the PGR 100 as one of the few Smash 4 players ever ranked on a global ranking with a bottom 3 character.
* - One of the greatest Zelda players of all time and by far the best in North America. He is one of the first notable Zelda players in competitive play thanks to his performances at DVDA events, particularly placing 7th at . Throughout competitive-Smash 4 he was also one of the highest-placing Zelda players at majors, most notably being the only one to place top 32 by placing 25th at ; in addition, he has placed 49th at several majors, including and , and has a win over at .
===Tier placement and history===
Unlike her ancestor in Melee and her own appearance in Brawl, Zelda was immediately viewed as a non-viable character upon SSB4s release. This perception was because of the combination of her key flaws not being properly addressed, and becoming a standalone character who was buffed significantly in her own transition from Brawl. When coupled by her extremely minimal representation and results in competitive play, as well as players having yet to acknowledge 's status in competitive play, Zelda was ranked 56th on the first tier list, placing her at the bottom of the entire tier list.
Much like a number of other poorly perceived characters, Zelda received a multitude of buffs from game updates. These improvements contributed to her results slowly improving as time passed, most notably thanks to . However, Zelda's newfounded buffs were still overshadowed by her inherent flaws, as well as the greater significance of buffs gained by other low-tier and bottom-tier characters. To reflect this, Zelda was ranked 55th on the second and third tier lists and rose to 52nd/53rd on the fourth, tying her with as the second lowest ranking character on the entire list; with the restructuring of tier lists, however, the latter ranking placed her as a low-tier character.
For the rest of competitive-Smash 4, players generally agreed that this placement was accurate; however, several players have argued that the character was underrated, in part due to her having slightly greater representation in 2024 thanks to ven, , and . , in particular, ranked her higher on his own personal tier list.ESAM's FINAL SMASH 4 TIER LIST (PART 1)
==In Solo Modes==
===All-Star Mode===
In All-Star Mode, Zelda is fought in Stage 2 in the 3DS version or Stage 6 in the Wii U version alongside , , , , , and .
===Event Matches===
====Solo Events====
*All-Star Battle: Melee: Zelda is one of the opponents fought in this event. All of the opponents debuted in Melee.
*Identity Crisis: As , the player must defeat . After defeating her, the player must defeat . Zelda can appear if Sheik is KO'd.
*Princess Punch-Up!: Zelda and must defeat and .
*The Demon King and the Goddess: As , the player must initially defeat Link and Zelda. After the two are defeated or some time has passed, a giant appears and the player must defeat her as well.
*Unwavering Chivalry: As , the player must defeat without defeating Peach or Zelda. Defeating either of the princesses results in a failure.
====Co-op Events====
*Peach in Peril: Zelda is one of the opponents and must defeat without KOing Peach.
*The Ultimate Battle: Two players choose a character and must defeat everyone on the roster.
===Congratulations Screens===
====3DS====
SSB4-3DS Congratulations Classic Zelda.png|Classic Mode
SSB4-3DS Congratulations All-Star Zelda.png|All-Star Mode
====Wii U====
SSB4-Wii U Congratulations Classic Zelda.png|Classic Mode
SSB4-Wii U Congratulations All-Star Zelda.png|All-Star Mode
==Trophies==
Zelda's default trophy is obtained by clearing Classic Mode as Zelda. Her alternate trophy is obtained by clearing All-Star Mode as Zelda in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Zelda). The Light Arrow (Zelda) trophy is obtained only in the Wii U version by clearing All-Star Mode as Zelda.
==Alternate costumes==
							
							
==Gallery==
Zelda Direct.png|Zelda in the Nintendo Direct from April 8th, 2014.
Zelda amiibo.png|Zelda's amiibo.
Zelda Smash.4 Reveal.jpg|The Pic of the Day revealing Zelda.
SSB4 - Zelda Screen-1.jpg|A head shot of Zelda in .
SSB4 - Zelda Screen-10.jpg|Zelda and in .
SSB4 - Zelda Screen-2.jpg|Using Phantom Slash, her new down special, on .
SSB4 - Zelda Screen-3.jpg|Alongside Link as he uses his side taunt.
SSB4 - Zelda Screen-4.jpg|Zelda on Skyloft.
SSB4 - Zelda Screen-5.jpg|Alongside .
SSB4 - Zelda Screen-6.jpg|Zelda teetering as look on.
SSB4 - Zelda Screen-7.jpg|Zelda's pose when charging Phantom Slash.
SSB4 - Zelda Screen-8.jpg|Zelda looking at a prone Link.
SSB4 - Zelda Screen-9.jpg|Zelda looking at Link and from a distance.
SSB4 - Zelda Screen-11.jpg|Using her forward tilt.
Smash.4 - Zelda wave Taunt.jpg|Using her down taunt alongside and .
SSB4 - Zelda Screen-12.png|Zelda facing .
SSB4 - Zelda Screen-13.PNG|Using Farore's Wind alongside , who is in her Morph Ball form.
SSB4 - Zelda Screen-14.png|Using her side taunt.
SSB4 - Zelda Screen-15.png|Using her neutral aerial.
SSB4 - Zelda Screen-16.png|Zelda hanging on the edge of while Link and Peach are in the background.
SSB4 - Zelda Screen-17.PNG|Using her neutral aerial on Samus.
SSB4 - Zelda Screen-18.png|Using her down taunt as Toon Link is being launched.
SSB4 - Zelda Screen-19.png|Using her neutral aerial against Rosalina's neutral aerial.
SSB4 - Zelda Screen-20.png|Using her neutral attack.
SSB4 - Zelda Screen-21.PNG|Preparing to use Phantom Slash while Donkey Kong and Samus are in the background.
SSB4 - Zelda Screen-22.png|Using her forward tilt on Link.
SSB4 - Zelda Screen-23.png|Preparing to use her forward tilt against 's forward smash.
SSB4 - Zelda Screen-24.png|One of Zelda's idle poses.
SSB4 - Zelda Screen-25.png|Alongside and a Yellow Pikmin.
SSB4 - Zelda Screen-26.png|Using her forward smash against Mega Man's forward smash.
SSB4 - Zelda Screen-27.png|Alongside Peach and Rosalina on Mario Galaxy.
SSB4 - Zelda Screen-28.png|Zelda jumping away from Mario.
SSB4 - Zelda Screen-29.png|Zelda's idle stance.
SSB4 - Zelda Screen-30.png|Zelda's pose when using Din's Fire.
SSB4 - Zelda Screen-31.png|Zelda laying prone alongside a Purple Pikmin.
SSB4 - Zelda Screen-32.png|Another one of Zelda's idle poses.
SSB4 - Zelda Screen-33.jpg|The end of her forward tilt in .
SSB4 - Zelda Screen-34.jpg|Sidestepping in .
SSB4 - Zelda Screen-35.jpg|Posing in .
SSB4 - Zelda Screen-36.jpg|Using her neutral attack on Samus.
SSB4 - Zelda Screen-37.jpg|Using her forward smash.
SSB4 - King Dedede Screen-10.jpg|Taunting alongside and Peach.
Smash.4 - The Elf Princess and The Cute Penguin King 01.jpg|Alongside a stunned King Dedede.
Smash.4 - Viridi Stage Hazard.jpg|Fighting Rosalina on Reset Bomb Forest as Viridi appears in the background.
Smash.4 - Dins Fire.jpg|Using Din's Fire on Toon Link.
SSB4 - Yoshi Screen-2.jpg|Using Phantom Slash against 's forward tilt.
SSB4 - Sheik Screen-9.jpg|Alongside .
Polar Bear removed POTD.jpg|Zelda being attacked by a Polar Bear in Smash Run.
SSB4-WiiU - Zelda Light and Dark.png|Zelda taunting at the Bridge of Eldin.
==Trivia==
*Zelda's dress behaves differently in both versions of SSB4. In , her dress flows less freely via having set forms in accordance to the attacks she performs. Conversely, her dress flows more freely in , with certain wind-based physics on certain stages affecting it, and her legs clipping through it in different ways.
*Zelda's alt. trophy in Super Smash Bros. for Nintendo 3DS appears very similar to her ancestor's All-Star Mode trophy in Super Smash Bros. Melee.
*In Super Smash Bros. for Wii U, one of the tips about Phantom Slash refers to the Phantom using masculine pronouns: "If the Phantom takes 13% damage or more, he'll be destroyed. After that, you'll have to wait six seconds before summoning him again."
*Zelda was revealed at the same time The Legend of Zelda: A Link Between Worlds was released; interestingly, that game would eventually inspire her current design as of Ultimate.
*Zelda is the only playable character in SSB4 to have an alternate costume that inspired her default design in a subsequent Super Smash Bros. game. In this case, her incarnation from A Link Between Worlds (with some design elements of her incarnation from A Link to the Past) succeeded her Twilight Princess incarnation in Ultimate.
**Her Twilight Princess incarnation would become the basis of an alternate costume in Ultimate.
**Due to this, SSB4 is the only game where Zelda retains her design from a previous game.
*'s Zelda hat resembles Young Zelda's headdress from Melee, despite Zelda's Ocarina of Time incarnation being retired. SSB4 marks the third and final time where this was used as Kirby's Zelda hat.
*SSB4 marks the final appearance of Zelda as a starter character.
*SSB4 marks the final time Jun Mizusawa voices Zelda, who had voiced her since Melee.
*Originally, Zelda was still going to turn into Sheik in this game and vice versa, but the two characters were split apart instead due to the limitations of the Nintendo 3DS. A similar issue was also the case for Samus and Zero Suit Samus when their Final Smash was concerned, and Pokémon Trainer, who was dropped in favor of his Charizard operating on its own.
*Coincidentally, despite being released before SSB4, a figurine of Twilight Princess Zelda (as well as the figurine of her possessed form) by First 4 Figures is colored more like her appearance in this game than in the source game. For example, the tapestry on her dress is colored differently, being purple instead of gray.
*for Wii U is the only Smash game where Zelda's Ocarina of Time design (which based her design in Melee) is not directly referenced. On the other hand, for Nintendo 3DS features a trophy based on her appearance in that game.
==References==
 
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
es:Zelda (SSB4)