Erotic&Heretic
Smash Master
After all, every characters have custom moves, so why don't we talk about them for our Hyrulean Princess?
Edit: Known Zelda's Moves (thanks to neogaf user JoeInky) http://www.neogaf.com/forum/showpost.php?p=129844715&postcount=3725
Nayru's Love
Variation 1: Nayru's Pulse
The Crystal on this one doesn't last as long as the default one and it only does 7% and does very small knockback (which is a set value, the other player's damage doesn't affect how far they go), it also flips the other player similar to Mario's cape, except that it doesn't always just turn them around, it always makes them face away from you.
Variation 2: Nayru's Explosion
Very similar to Ness' explosive PSI Magnet special, no crystal to reflect projectiles but it sucks people in and explodes dealing 15% damage and not too great knockback, but it's a good option if your opponent doesn't have a projectile.
Din's Fire
Variation 1: Fast Din's Fire
This version travels much faster and further but the tradeoff is that you have no vertical control over it, the range is enough that you'll practically be able to hit someone from anywhere other than maybe if you're both off stage.
The damage is spread evenly across the distance rather than increasing as it goes further, doing 7% clip damage/14% sweetspot damage wherever it hits, knockback also acts similarly, but seems to be higher than the default move.
Variation 2: Heavy Din's Fire
The third customisation gives you much greater vertical control, you can send it straight to the top of the screen without moving much horizontally, it's impossible to direct the move behind you though, and it moves a bit slower than the default.
When you release the button, the flame locks into position and explodes about a second later, the explosion gets larger the further it's traveled, being about the same size as the default one when fully charged at minimum charge and almost twice the size at maximum charge.
Damage and knockback at minimum charge is the same as the default special (3%/7%), but at maximum charge it goes up to 18% when sweetspotted and 9% when it clips.
KO potential is similar to Fast Din's fire, but the extra mobility and blast radius makes it easier to aim and connect, even if you miss the sweetspot. Be warned that the endlag on the move is definitely longer, so there's no combo shenanigans you can do like knocking someone into the stationary flame, so you are quite a bit more vulnerable.
Farore's Wind
Variation 1: Farore's Vortex
A move that forsakes damage for a greater distance traveled and a wind effect, the twirl hitbox pushes people away and the reappear hitbox knocks enemies vertically without doing any damage, an orb of light both telegraphs where you're going to be teleporting to and drags enemies with you.
I'm struggling to think of uses for this move, the improved recovery distance is ok, but her default recovery is already pretty damn good that the extra distance will only ever help in a few very specific situations, the endlag is still large enough that the second hitbox with the vertical knockback can't be used as a combo starter and the fact that it telegraphs where you are teleporting to makes you open to punishment as opposed to the unpredictability of the default Farore's Wind.
Variation 2: Farore's Meteor
In this customisation, you lose the ability to choose your direction, you must always go straight upwards, this limits the moves horizontal recovery potential but it comes with the benefit of a meteor effect on the second hitbox.
The damage on the twirl hitbox is slightly less (4%), but it does more vertical knockback and - at higher percents - the move quite nicely combo's into itself with the second hit smashing people diagonally downwards and doing 7% damage.
But don't be expecting too many quick kills, the fact that you have to take them up with you to meteor them means that they'll probably break out of the hitstun before they're even close to the blast zone at lower percents.
Phantom Slash
Variation 1: Phantom Push
This one is a strange one so there may be something I'm missing and if anyone knows anything I don't it would be great if they could point it out, this Phantom slash seems to be the opposite of the first one in that, if the opponent is next to you, the fully charged version will hit where the completely uncharged version will whiff.
The uncharged version does 5% damage and the fully charged version does 9% and 11% with similar knockback, both versions will push the player outwards.
This one seems very strange because it feels like I'm missing something, maybe the move has shield breaker properties or something?
Variation 2: Phantom CQC
This phantom will always appear right in front of you, no matter how charged it is, the two attack animations are both the same still with the uncharged version doing 8% damage and the fully charged version doing 13% and 15% damage, the knockback is also increased so it's a bit more of a KO move in this customisation.
Edit: Known Zelda's Moves (thanks to neogaf user JoeInky) http://www.neogaf.com/forum/showpost.php?p=129844715&postcount=3725
Nayru's Love
Variation 1: Nayru's Pulse
The Crystal on this one doesn't last as long as the default one and it only does 7% and does very small knockback (which is a set value, the other player's damage doesn't affect how far they go), it also flips the other player similar to Mario's cape, except that it doesn't always just turn them around, it always makes them face away from you.
Variation 2: Nayru's Explosion
Very similar to Ness' explosive PSI Magnet special, no crystal to reflect projectiles but it sucks people in and explodes dealing 15% damage and not too great knockback, but it's a good option if your opponent doesn't have a projectile.
Din's Fire
Variation 1: Fast Din's Fire
This version travels much faster and further but the tradeoff is that you have no vertical control over it, the range is enough that you'll practically be able to hit someone from anywhere other than maybe if you're both off stage.
The damage is spread evenly across the distance rather than increasing as it goes further, doing 7% clip damage/14% sweetspot damage wherever it hits, knockback also acts similarly, but seems to be higher than the default move.
Variation 2: Heavy Din's Fire
The third customisation gives you much greater vertical control, you can send it straight to the top of the screen without moving much horizontally, it's impossible to direct the move behind you though, and it moves a bit slower than the default.
When you release the button, the flame locks into position and explodes about a second later, the explosion gets larger the further it's traveled, being about the same size as the default one when fully charged at minimum charge and almost twice the size at maximum charge.
Damage and knockback at minimum charge is the same as the default special (3%/7%), but at maximum charge it goes up to 18% when sweetspotted and 9% when it clips.
KO potential is similar to Fast Din's fire, but the extra mobility and blast radius makes it easier to aim and connect, even if you miss the sweetspot. Be warned that the endlag on the move is definitely longer, so there's no combo shenanigans you can do like knocking someone into the stationary flame, so you are quite a bit more vulnerable.
Farore's Wind
Variation 1: Farore's Vortex
A move that forsakes damage for a greater distance traveled and a wind effect, the twirl hitbox pushes people away and the reappear hitbox knocks enemies vertically without doing any damage, an orb of light both telegraphs where you're going to be teleporting to and drags enemies with you.
I'm struggling to think of uses for this move, the improved recovery distance is ok, but her default recovery is already pretty damn good that the extra distance will only ever help in a few very specific situations, the endlag is still large enough that the second hitbox with the vertical knockback can't be used as a combo starter and the fact that it telegraphs where you are teleporting to makes you open to punishment as opposed to the unpredictability of the default Farore's Wind.
Variation 2: Farore's Meteor
In this customisation, you lose the ability to choose your direction, you must always go straight upwards, this limits the moves horizontal recovery potential but it comes with the benefit of a meteor effect on the second hitbox.
The damage on the twirl hitbox is slightly less (4%), but it does more vertical knockback and - at higher percents - the move quite nicely combo's into itself with the second hit smashing people diagonally downwards and doing 7% damage.
But don't be expecting too many quick kills, the fact that you have to take them up with you to meteor them means that they'll probably break out of the hitstun before they're even close to the blast zone at lower percents.
Phantom Slash
Variation 1: Phantom Push
This one is a strange one so there may be something I'm missing and if anyone knows anything I don't it would be great if they could point it out, this Phantom slash seems to be the opposite of the first one in that, if the opponent is next to you, the fully charged version will hit where the completely uncharged version will whiff.
The uncharged version does 5% damage and the fully charged version does 9% and 11% with similar knockback, both versions will push the player outwards.
This one seems very strange because it feels like I'm missing something, maybe the move has shield breaker properties or something?
Variation 2: Phantom CQC
This phantom will always appear right in front of you, no matter how charged it is, the two attack animations are both the same still with the uncharged version doing 8% damage and the fully charged version doing 13% and 15% damage, the knockback is also increased so it's a bit more of a KO move in this customisation.
Last edited: