Zelda

 

(click to show Brawl trivia)

Zelda’s design is one of the most rigid in Brawl. Her natural ability for mix-ups is minimal thanks to her large number of single purpose moves, and she has almost no viable approach options, crippling her for experienced players. Zelda proved more resistant to improvement than any other character.

One thing was clear: Zelda had to be given some form of approach. We eventually settled on letting her slide during Nayru’s Love and made her forward tilt a safe move to throw out. Otherwise, lots of her moves have improved knockback, better angles, or are harder to SDI.

Zelda was one of the hardest characters to make competitive, but the effort paid off. Go try her out!

Balanced Brawl Bonus: Byrnian Charge

  • Zelda can now move forward or backward while using Nayru’s Love. Forward movement is about twice as fast as backward movement. She can use normal attacks earlier than usual out of Nayru’s Love now.

Other Major Changes

  • Smashes are more reliable.
  • Forward tilt recovers faster, sets up for up smash and other tricks.
  • Jab now more favorable on hit and imparts a flower on the foe.
  • Back throw is now better as a KO move.
  • Up tilt hits at a higher angle.
  • Neutral aerial does a little more damage.
  • Farore’s Wind used offensively has been tweaked.
  • Din’s Fire no longer puts Zelda in a helpless fall state.
  • Transforming to Sheik is now much faster.

Full Technical Change List

  • Jab loop hitbox 0 properties: Damage (2 -> 1), Weight Knockback (50 -> 20), Shield Damage (0 -> 3), Element (Electric -> Flower)
  • Jab loop hitbox 1 properties: Damage (2 -> 1), Weight Knockback (40 -> 16), Shield Damage (0 -> 3), Element (Electric -> Flower)
  • Jab loop hitbox 2 properties: Damage (2 -> 1), Weight Knockback (30 -> 12), Shield Damage (0 -> 3), Element (Electric -> Flower)
  • Jab loop hitbox 3 properties: Damage (2 -> 1), Weight Knockback (7 -> 4), Shield Damage (0 -> 3), Element (Electric -> Flower)
  • Jab final hitbox 0-3 properties: Angle (* -> 350), Knockback Growth (160 -> 0), Base Knockback (10 -> 45), Shield Damage (0 -> 3), Element (Electric -> Flower)
  • Forward tilt hitbox 0-1 properties: Knockback Growth (88 -> 15), Base Knockback (50 -> 70)
  • Forward tilt: interruptible on frame 27 (previously on frame 40)
  • Up tilt hitbox 0-2 properties: Angle (70 -> 90)
  • Down tilt hitbox 0-3 properties: Knockback Growth (80 -> 40), Base Knockback (20 -> 45), SDI Multiplier (1.00 -> 1.30)
  • Forward smash loop hitbox 0/3 properties: Knockback Growth (100 -> 110), SDI Multiplier (0.50 -> 0.20)
  • Forward smash loop hitbox 1-2 properties: Knockback Growth (100 -> 105), SDI Multiplier (0.50 -> 0.20)
  • Down smash frame 3 hitbox 0-2 properties: Angle (20 -> 25), Knockback Growth (95 -> 100)
  • Down smash frame 11 hitbox 0-2 properties: Angle (20 -> 25), Knockback Growth (85 -> 100)
  • Neutral aerial final hitbox 0-3 properties: Damage (5 -> 7)
  • Back throw throw box properties: Knockback Growth (60 -> 80), Base Knockback (80 -> 70)
  • Nayru’s Love loop hitbox 0 properties: Angle (10 -> 20), Knockback Growth (40 -> 0), Base Knockback (12 -> 40)
  • Nayru’s Love loop hitbox 1 properties: Angle (10 -> 160), Knockback Growth (40 -> 0), Base Knockback (12 -> 40)
  • Nayru’s Love loop hitbox 2 properties: Angle (10 -> 40), Knockback Growth (40 -> 0), Base Knockback (12 -> 30)
  • Nayru’s Love loop hitbox 3 properties: Angle (10 -> 140), Knockback Growth (40 -> 0), Base Knockback (12 -> 30)
  • Nayru’s Love loop hitbox 4 properties: Damage (1 -> 3), Angle (10 -> 90), Knockback Growth (40 -> 0), Base Knockback (12 -> 20)
  • Nayru’s Love final hitbox 0 properties: Damage (5 -> 3), Angle (* -> 85), Knockback Growth (100 -> 15), Base Knockback (50 -> 105)
  • Nayru’s Love final hitbox 1 properties: Damage (5 -> 3), Angle (* -> 95), Knockback Growth (100 -> 15), Base Knockback (50 -> 105)
  • Nayru’s Love final hitbox 2 properties: Damage (4 -> 3), Angle (* -> 88), Knockback Growth (100 -> 15), Base Knockback (50 -> 105)
  • Nayru’s Love final hitbox 3 properties: Damage (4 -> 3), Angle (* -> 92), Knockback Growth (100 -> 15), Base Knockback (50 -> 105)
  • Nayru’s Love final hitbox 4 properties: Angle (* -> 90), Knockback Growth (100 -> 15), Base Knockback (50 -> 105)
  • Nayru’s Love (grounded): Per frame on frames 8-28, adds 0.16 horizontal velocity if control stick is held forward and -0.12 horizontal velocity if stick is held backward.
  • Nayru’s Love (aerial): Per frame on frames 8-28, adds 0.11 horizontal velocity if control stick is held forward and -0.07 horizontal velocity if stick is held backward. Regardless of input, 0.01 vertical velocity is added.
  • Nayru’s Love: interruptible with normal attacks and grabs on frame 36
  • Din’s Fire: enters fall 1 instead of helpless fall state
  • Farore’s Wind initial hitbox 0 properties: Damage (6 -> 8), Angle (80 -> 25), Knockback Growth (100 -> 20), Base Knockback (40 -> 75)
  • Farore’s Wind final hitbox 0 properties: Damage (6 -> 10), Angle (* -> 270), Knockback Growth (100 -> 20), Base Knockback (40 -> 80)
  • Farore’s Wind: reappearance invincible on frames 1-2