A complete summary of Zelda’s performance in Super Smash Bros. Ultimate 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 & Spirit Effects
In terms of stats, using a balanced spread (2100 / 2100) or a more defensive one (1800 / 2400) work well on the character; however, a fully defensive setup (0 / 4200) is not recommended, as Zelda needs Attack investment to close out games as quickly as possible.
As with all fighters, Zelda performs best alongside the Armor Knight and Move Speed ↑ Spirit effect combination. She also benefits from Magic Attack ↑, Toss & Meteor, Air Attack ↑, and Super Armor, though the latter is generally banned from tournaments.
An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.
Zelda’s fighting style is rather unique; on-stage, she plays like a heavyweight and goes for powerful attacks. Her off-stage play somewhat resembles Lucas’s (though Zelda’s is far inferior). Here is a complete breakdown of Zelda’s moveset and which moves to focus on during training:
- Neutral attack: A multi-hit high damage magic attack that opponents seem to have trouble blocking. It’s relatively fast and should be used fairly often.
- Forward tilt: A fast magical swipe with decent knockback. Good as an interrupter and also works as a “get-off-me” move.
- Up tilt: Strings into itself multiple times and covers a wide arc. A great move, albeit situational. Follow up with more up tilts and then finish the combo with a neutral aerial.
- Down tilt: Not very useful for the amiibo, as the move lacks range and combo potential.
- Dash attack: Somewhat slow, but powerful. Use it exclusively to punish whiffed smash attacks or to intercept landing lag.
- Forward smash: Zelda’s best neutral and KO option. Strikes multiple times, making it difficult to parry.
- Up smash: Only useful against airborne opponents. Doesn’t have much utility outside of that.
- Down smash: Covers edge options, but doesn’t have much use otherwise.
- Neutral aerial: Great for edgeguarding and combos. Definitely teach neutral aerial to the Figure Player.
- Forward aerial (Lightning Kick): Lovingly dubbed the “Toe of Civilization” by Splice, this move is essential to Zelda’s kit. The sweetspot is absolutely devastating and can turn the tide of battle in Zelda’s favor. Be sure to teach the FP this move and its proper spacing.
- Back aerial (Lightning Kick): Same as forward aerial: teach it to the FP as a primary option.
- Up aerial: A disjointed burst of fire with high KO potential. Use it against airborne opponents. Up aerial also hits through the ledge; if taught, the AI will use it to fend off edgeguarders.
- Down aerial (Meteor Heel): This move defines Zelda’s off-stage play. Its startup hitbox meteor smashes its victims, and the AI connects it well when trained properly. Anytime the opponent is off-stage and you are close enough to follow, go for a down aerial.
- Forward throw: Doesn’t hurt to teach, but only serves to create distance.
- Back throw: Useful for KOs, and begins to do so at about 100% on the edge. Good to teach.
- Up throw: Zelda’s AI uses up throw no matter what, so go with it. At medium-high percentages, it will combo into a deadly up aerial.
- Down throw: Highly damaging with solid combo potential, this move is another vital tool. At low percentages, it combos into a neutral aerial, and at medium percentages it combos into the sweetspot of back aerial. The latter combo is utterly devastating and can earn quick KOs.
- Neutral special (Nayru’s Love): A powerful reflector and “get-off-me” move. It’s essential to Zelda’s success, and should be used to ledgetrap or punish opponents who get too close.
- Side special (Din’s Fire): Should be used sparingly; specifically, only when an opponent is off-stage.
- Up special (Farore’s Wind): A useful recovery move. As far as offensive usage goes, Farore’s Wind is tricky: the AI is only aware of the startup hurtbox, but occasionally gets lucky and lands the second hit.
- Down special (Phantom Slash): Nearly useless for Figure Players. Use it infrequently and only when the opponent is off-stage. Outclassed by down aerial.
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