Explore Zelda's powerful aerial attacks, devastating kill options, and strategic special moves in this Super Smash Bros. Brawl Part 10 guide. Learn to dominate the battlefield.
Walkthrough:
- Ground Attacks: Zelda has strong ground options. Her forward smash has good range and damage. Up smash is effective against aerial foes. Down smash is useful against rollers. Forward tilt can lead into up smash or up aerial at different percentages. Up tilt is a good defensive move. Down tilt can trip at low percentages or launch at high percentages, setting up for up smash. Jab and running attack are good for pushing enemies away.
- Aerial Attacks: Zelda is exceptionally deadly in the air. Forward and back aerials are powerful, with a magic burst that causes significant knockback and can kill early. Use these heavily. Up aerial creates an explosion above her, good for KOing opponents approaching from above. Neutral aerial hits a wide area and is a safe option. Down aerial is a lightning kick that sends foes straight down, useful for spikes but has a small hit area.
- Grabs and Throws: Back throw can be a kill option for hurt opponents. Down throw followed by a lightning kick is a strong combo. Up throw can set up for up aerial at mid-percentages. Up smash out of shield is useful against opponents trying to land behind you.
- Special Moves:
- Farore's Wind: A wonderful recovery move with good hitboxes that is hard to punish. Use it for recovery, repositioning, or to end in unexpected places. Practice its positioning.
- Nayru's Love: Can act as a reflector but has too much delay to be effective. Generally a bad move, only useful for a quick all-around hit.
- Din's Fire: A key special move that can be directed and detonated at will. Effective for harassing opponents from a distance and controlling space. Can lead to KOs off the top of the screen. Be cautious when using it in the air, as it leaves Zelda helpless until landing. Use it from the ground.
- Movement and Defense: Zelda cannot wall jump, wall cling, or crawl. She has one midair jump. Her roll is somewhat fast, and her spot dodge is a bit slow, but both are usable.
- Matchup Notes: Zelda performs well against lightweights like Jigglypuff, Kirby, and Meta Knight due to her aerial power. She can handle characters like Toon Link and Mr. Game & Watch. She might struggle against heavier, slower characters who can kill her more easily. Ness and Lucas can be challenging due to their projectile counters and high kill potential.
- Sheik Overview: Sheik is a pure speed character, contrasting with Zelda's power. Sheik is fast but weak and struggles to get kills. She appeals to a different playstyle and is generally considered a worse character than Zelda, but has her merits.
- Abuse Zelda's forward and back aerials heavily for early KOs.
- Practice Farore's Wind for effective recovery and repositioning.
- Use Din's Fire from the ground to control space and harass opponents.
- Be mindful of Zelda's limitations in the air after using Din's Fire.
- Zelda's down throw into lightning kick is a potent combo.
Tips
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