How to train a Zelda amiibo in Super Smash Bros. 4

A complete summary of Zelda’s performance in Super Smash Bros. 4 can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.

Stats & Bonus Effects

Zelda’s best equipment setup consists of a strong focus on Defense (+30 Attack / +90 Defense / 0 Speed) while including a small boost to Attack. In terms of bonus effects, Auto-heal capability, Lifesteal, and Improved escapability are essential.

Zelda benefits from the Phantom Strike custom move. It charges faster and deals more damage and knockback but travels less distance. In a pinch, this move can be a lifesaver, and the AI is capable of fully charging this attack to either deal massive damage or break an opponent’s shield.

Recommended Training

An amiibo becomes strongest if it is mirror matched all the way to Level 50. This is done to teach the AI which moves to rely on; after reaching Level 50, it will use this training as a base and expand upon it with matchup experience. While training your amiibo, do not play aggressively or go off-stage; instead, remain grounded and keep the following moves in mind:

  • Neutral options: jab, forward tilt, and down tilt. Zelda’s jab is fast and has a respectable damage output. Her forward tilt can be angled and is strong enough to KO middleweights at 130% near the edge. Down tilt can also combo into a forward smash at low percentages.
  • Main KO moves: forward smash and up smash. These are Zelda’s most important kill moves. They both hit multiple times and can catch opponents off guard. Of these two attacks, you should prioritize forward smash, because its range is more effective against grounded enemies. Up smash should be used solely as an aerial punish.
  • Situational moves: neutral special (Nayru’s Love), side special (Din’s Fire), and down special (Phantom Strike). Not only does Nayru’s Love reflect projectiles, but it’s useful as an attack, too. Teach Zelda to use the move to reflect projectiles and guard edges. Din’s Fire is best used as a gimp to intercept recovering opponents. Don’t use this move in any other situation. If you try to use it as an attack, your amiibo could try it at an inappropriate time, leaving herself vulnerable. You only want her using this move as a gimp, and nothing else. Phantom Strike is most powerful if Zelda corners her opponent at the edge of the stage. With proper timing, Phantom Strike can shatter an enemy’s shield.

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