Katy Parry
The Only Zelda in Indiana
(All help is appreciated, this thread is currently under constant revision. Be sure to check back frequently as new information is made avaliable. It will be much more beautiful when I have an off day to devote.)
It might be jumping the gun six months early, but it looks like Sakurai has given Zelda some TLC and then some. However, here you’ll find every specific detail you could want on Zelda’s Ultimate Moveset.
JAB - Short Flash
This move has been reworked. It is now a frame 4 move, compared to always being 11 frames in previous iterations. While her jab had set knockback, it requires a hard read, and Zelda relies on reads more than anyone else in the cast, arguably.
On top of that, this move is a kill confirm, much like Rosalina’s jab.
You were warned. See the clip below.
DASH ATTACK - Magical Push
FORWARD TILT - Mystic Swipe
DOWNWARD TILT - Light Trip
UPWARD TILT - Protective Sweep
FORWARD SMASH - Shining Palm
DOWNWARD SMASH - Compass Spin
UPWARD SMASH - Powerful Sweep
IN THE AIR
NEUTRAL AERIAL - Magestic Spin
FORWARD AERIAL - Lightning Kick
UPWARD AERIAL - Condensed Explosion
BACKWARD AERIAL - Reverse Lightning Kick
DOWNWARD AERIAL - Meteor Heel
SPECIAL MOVES
STANDARD SPECIAL - Nayru’s Love
FORWARD SPECIAL - Din’s Fire
UPWARD SPECIAL - Farore’s Wind
This move has been been buffed in speed, and she can now drift much sooner and much much farther than in previous iterations. She can still elevator combo, and kill with a read. The first hit can still be DI’d, and the distance travels a shorter range.
DOWNWARD SPECIAL - Phantom Slash
ENTIRELY REWORKED
Phantom Slash has received a MAJOR overhaul in Ultimate.
Phantom Slash now is a single press chargeable move. Pressing B again will release the Phantom as its current charge level, and has SIX charge levels. (Thank you KlicKlac ) You can see this easily by watching the visual cue: counting the pieces as they fall and “shake“ as it forms. (The final piece, the head, is the visual indication the Phantom will be delayed.)
Each level is a different attack. Finally, Releasing the sixth level charge delays the phantom, invoking for crazy sets ups, baits, and edgeguarding. A very “traditional fighter” stylized projectile, allowing her to pressure opponents safely. The Phantom still acts as a shield as well.
Level One - Kick
Level Two - Fist
Level Three - Strike
Level Four - Overhead
Level Five - Slash
Level Six- Slash (Trap)
The move now seems to have priority and will clang and win against any move that doesn’t kill it instantly.
GRAB - Hex Hold
PUMMEL - Flash
FORWARD THROW - Levitation
BACKWARD THROW - Reverse Levitation
UPWARD THROW - Levitation Launch
DOWNWARD THROW - Plasma Beat
ITS ZELDA, *****.
It might be jumping the gun six months early, but it looks like Sakurai has given Zelda some TLC and then some. However, here you’ll find every specific detail you could want on Zelda’s Ultimate Moveset.
JAB - Short Flash
This move has been reworked. It is now a frame 4 move, compared to always being 11 frames in previous iterations. While her jab had set knockback, it requires a hard read, and Zelda relies on reads more than anyone else in the cast, arguably.
On top of that, this move is a kill confirm, much like Rosalina’s jab.
You were warned. See the clip below.
DASH ATTACK - Magical Push
FORWARD TILT - Mystic Swipe
DOWNWARD TILT - Light Trip
UPWARD TILT - Protective Sweep
FORWARD SMASH - Shining Palm
DOWNWARD SMASH - Compass Spin
UPWARD SMASH - Powerful Sweep
IN THE AIR
NEUTRAL AERIAL - Magestic Spin
FORWARD AERIAL - Lightning Kick
UPWARD AERIAL - Condensed Explosion
BACKWARD AERIAL - Reverse Lightning Kick
DOWNWARD AERIAL - Meteor Heel
SPECIAL MOVES
STANDARD SPECIAL - Nayru’s Love
FORWARD SPECIAL - Din’s Fire
UPWARD SPECIAL - Farore’s Wind
This move has been been buffed in speed, and she can now drift much sooner and much much farther than in previous iterations. She can still elevator combo, and kill with a read. The first hit can still be DI’d, and the distance travels a shorter range.
DOWNWARD SPECIAL - Phantom Slash
ENTIRELY REWORKED
Phantom Slash has received a MAJOR overhaul in Ultimate.
Phantom Slash now is a single press chargeable move. Pressing B again will release the Phantom as its current charge level, and has SIX charge levels. (Thank you KlicKlac ) You can see this easily by watching the visual cue: counting the pieces as they fall and “shake“ as it forms. (The final piece, the head, is the visual indication the Phantom will be delayed.)
Each level is a different attack. Finally, Releasing the sixth level charge delays the phantom, invoking for crazy sets ups, baits, and edgeguarding. A very “traditional fighter” stylized projectile, allowing her to pressure opponents safely. The Phantom still acts as a shield as well.
Level One - Kick
Level Two - Fist
Level Three - Strike
Level Four - Overhead
Level Five - Slash
Level Six- Slash (Trap)
The move now seems to have priority and will clang and win against any move that doesn’t kill it instantly.
GRAB - Hex Hold
PUMMEL - Flash
FORWARD THROW - Levitation
BACKWARD THROW - Reverse Levitation
UPWARD THROW - Levitation Launch
DOWNWARD THROW - Plasma Beat
Last edited: