Smash Bros.: Reimagined Moveset: Zelda
Hello, everyone! Here is another one of my "Smash Bros: Reimagined Movesets!" series, where I take a character that seems to have somewhat or very poor moveset representation, and fixing them up with a brand new moveset that not only pays homage to the character's respective games a lot better, but also fit with the character's personality traits, too!
Now it's time for the almighty prfincess of Hyrule, Zelda! It's no surprise to anyone that Zelda is easily one of Smash's most hated characters, and it shows. Her design philosophy is to be that "Support" type character designed around playing smart and patient. What is Zelda in Smash now. UnGa BuNgA dOwN B gO bRrRr! She is SUPER lame in this game! Design wise and playstyle wise! Like, where is her Bow of Light? So today, I'm gonna change that, with this new moveset! I'm gonna have Zelda be inspired by Byleth with her moveset, having the elemental weapons of Fire Embelm, Im'ma do the same for Zelda, with the power of the Golden Goddesses! Neutral = Light, Side = Fire, Up = Wind, and Down = Water. Let's get to it!
Astectics: Zelda's design will now be based off of her Design/Appearance in Breath of the Wild. No, not that one, THIS one!
Grounded Attacks
Jab: Unchanged.
Forward Tilt: Unchanged, except Zelda uses Din's Fire as a particle effect, and deals fire damage.
Up Tilt: Unchanged, though the move will have a glowly green wind to it, to represent Farore's Wind.
Down Tilt: Zelda crouches, and summons a diamond from her hand from Nayru's Love. Is a lingering hitbox, kind of like Steve's Down Tilt.
Dash Attack: Unchanged, except Zelda uses Din's Fire as a particle effect. Deals fire damage.
Forward Smash: Zelda summons 3 pillars of light in front of her from the ground. Similar to Ike's Eruption, but smaller. Based on an attack that she can do in Age of Calamity.
Up Smash: Unchanged, though it will have a green, windy effect from Farore's Wind.
Down Smash: Zelda summons 2 blue crystals from Nayru's Love next to her with her hands! Hits multiple times!
Aerial Attacks
Neutral Air: Zelda summons a circle of light around herself. SImilar to Greninja's Neutral Air.
Forward Air: Zelda summons a fiery explosion of Din's Fire from her hand.
Back Air: Zelda turns around, and summons a fiery explosion of Din's Fire from her hand.
Up Air: Zelda summons a magical tornado from Farore's Wind that acts as a projectile going up, like Mega Man's Up Air!
Down Air: Zelda thrusts both her hands down, and summons a blue crystal from her hands. The crystal itself is a meteor smash.
Special Attacks
Neutral Special: Zelda's new Neutral Special will be the Bow & Arrow of Light! It'll work similar to Byleth's Failnaught. Zelda pulls out her Bow, charges it up, and fires a Light Arrow straight ahead by holding it, as usual! Zelda can move around slowly and jump while she's charging, and she can aim up and down while she's using it. When Zelda fully charges the bow, let go of the button, and she will fire a powerful light arrow that pierces through opponent and stuns them in place before being launched (just like her Brawl Final Smash), and can even break full sheilds!
Side Special: Zelda's Side Special will still be Din's Fire, but it'll work just like how it functions in Ocarina of Time, well sort of. Zelda's Din's Fire will have 3 chargable stages.
First stage - Zelda shoots a fireball forward, similar to Spehiroth's Flare, but faster and weaker.
Second stage - Zelda fires a long-ranged stream of fire forward, just like Hero's Zapple. Good for spacing.
Final stage - Zelda crouches down, raises her right hand into the air, and slams her left hand into the ground, creating a large fire barrier around her that hits multiple times, and launches foes! It's very powerful, but it has long startup, and leaves you wide open when it ends.
Up Special: Zelda's Up Special will remain mostly unchanged as Farore's Wind! Except, because it is a teleport recovery, the move will no longer have a hitbox. (Seriously, teleport recoveries should never have strong hitboxes. Plus, Farore's Wind in the games isn't even an attack at all.)
Down Special: Zelda's new Down Special will be Nayru's Love, which will remain mostly unchanged to what it is in Smash. Except this time, just like in the games, the move will also no longer have a hitbox, but instead will nulify knockback for Zelda by 50% when used. The move will still reflect projectiles, of course.
Grabs/Throws
Grab Pummel: Unchanged. Zelda uses Farore's Wind as a visual effect.
Forward Throw: Zelda telekentically throws the opponent, them launches a fireball at the opponent.
Back Throw: Zelda telekentically throws the opponent behind her, then she fires a fireball at the opponent.
Up Throw: Unchanged, though Zelda uses Farore's Wind as a particle effect.
Down Throw: Unchanged, except Zelda summons a Blue Crystal instead, hitting multiple times.
Final Smash Attacks
Final Smash: Unchanged, except the Final Smash will be a "Hit-or-miss" kind of final smash, just like DK's Final Smash. Once it hits, then it'll work it's magic as usual.
I don't mind Zelda's taunts and victory poses, really. Oh, and Zelda will have the ability to wall jump now.
And there you have it for my new Zelda moveset. It's definalely not my best effort in the series, but that's mainly because Zelda herself barely does anything all that much in her games, so I gotta come up with something somehow, so I centered her moveset around the 3 Goddess of Hyrule, and her Bow of Light. Zelda represents the Triforce of Wisdom, and her playstyle should reflect that with her moveset.
Posted Jul 8, 2021, 4:55 PM UTC