Final Smash: Light Arrow

Frame Data:

Code: Final Smash: Frame 33-39: 1% 100f/80w 80° Stun Unblockable Frame 50-51: 39% 50b/100g (KO@ 4%) 361° Max Damage: 40% Article generated on real frame 1

Nayru's Love:

Frame Data:

Code: Nayru's Love: Frame 13-24: [2%]x3 12b/40g 160° Slash Frame 13-24: [1%]x3 12b/40g 160° Slash Ground-Target-Only Frame 28-28: 5% 50b/100g (KO@ 251%) 361° Slash Frame 28-28: 4% 40b/100g (KO@ 320%) 361° Slash Max Damage: 11%

Nayru's Rejection:

Tradeoffs:

Frame Data:

Code: Nayru's Rejection: Frame 18-25: [1%]x2 12b/40g 160° Slash Frame 26-26: 5%(+4) 0b/0g 110° 0.3-Trip Cape Frame 27-31: [0%(+4)]x2 100f/40w 361° 0.0-Hitlag Max Damage: 7%

Nayru's Passion:

Tradeoffs:

Frame Data:

Code: Nayru's Passion: Frame 13-24: [0%]x2 100f/40w 367° Frame 27-29: 15% 50b/65g (KO@ 151%) 361° Fire Max Damage: 15%

Vacuum:

Explosion:

Din's Fire:

Max Distance:

3/4 of FD/Omega Stages

Din's Flare:

Tradeoffs:

Max Distance:

Spacing:

Din's Blaze:

Tradeoffs:

Max Distance:

3/4 of FD/Omega Stages



Blaze Grabbing:

Blaze landing:

Reversed Blaze Landing: Notice how Din's Blaze remains behind Zelda. This protects your back while setting up an attack at the same time. Reversing Din's Blaze has an interesting effect on the move itself also! A regular Din's Blaze will launch opponents away from Zelda while a reversed Din's Blaze will launch opponents towards her. This can lead into some interesting combos.

Edge Guarding:

Farore's Wind:

Farore's Wind can travel in multiple directions and can also be shortened on the ground by tilting towards the stage. However, when using Farore's Wind in the air you are forced to go the maximum distance. This can cause you to overshoot the stage if are are not careful.

Frame Data:

Code: Farore's Wind (startup): Frame 7- 8: 6% 118b/30g (KO@ 438%) 91° Slash Max Damage: 6% Farore's Wind (reappearance): Frame 1- 3: 10% 90b/90g (KO@ 107%) 361° 1.5-Hitlag Slash Frame 1- 3: 7% 70b/90g (KO@ 184%) 361° 1.2-Hitlag Slash Max Damage: 10%

Farore's Squall:

Tradeoffs:

Frame Data:

Code: Farore's Squall (startup): Frame 1-43: 0% 50b/100g (KO@ 918%) 361° 0.0-Hitlag 0.0-SDI Frame 44-45: 0% 90b/100g (KO@ 632%) 361° 0.0-Hitlag 0.0-SDI Farore's Squall (reappearance): Frame 1- 2: 0% 90b/100g (KO@ 727%) 90° 0.0-Hitlag 0.0-SDI

Squall Boosting:

Squall Shifting:

Squall Walling:

Farore's Windfall:

Tradeoffs:

Frame Data:

Code: Farore's Windfall (startup): Frame 13-14: 4% 110b/100g (KO@ 190%) 90° Slash Max Damage: 4% Farore's Windfall (reappearance): Frame 1- 2: 7% 50b/100g (KO@ 331%) 300° Slash Max Damage: 7% Enables all ledge grabs on real frame 3

Phantom Slash:

Frame Data:

Code: Phantom Slash (uncharged horizontal slash): Frame 2-10: 0% 0b/0g 0° Slash Frame 11-11: 6% 30b/100g (KO@ 259%) 361° Slash Max Damage: 6% Phantom Slash (partially charged overhead slash): Frame 2-11: [0%]x2 100f/20w 361° Ground-Target-Only Frame 2-11: [0%]x2 100f/9w 361° Aerial-Target-Only Frame 2-14: 0% 0b/0g 0° Slash Frame 13-14: 8% 30b/80g (KO@ 257%) 361° Slash Max Damage: 8% Phantom Slash (fully charged uppercut slash): Frame 2-23: 0% 0b/0g 0° Slash Frame 6-15: [0%]x2 100f/25w 361° Ground-Target-Only Frame 6-15: [0%]x2 100f/12w 361° Aerial-Target-Only Frame 18-19: 3% 90b/10g 62° 2.0-Hitlag Slash Frame 24-27: 5% 32b/100g (KO@ 323%) 50° 1.2-Hitlag Slash Max Damage: 8%

Phantom has 3 different variants of attacking that depend on the charge time:

Lv. 1: With no charge the phantom remains in front of Zelda and does a single downward slash aimed toward the stage.

Lv. 2: At half charge (around 1 second) the Phantom will launch a short distance away from Zelda and do a single slash from the air down that is capable of punishing aerial and grounded approaches.

Lv. 3: At full charge the Phantom will launch a long distance and perform a two fold attack. The first hit is a dash attack with the Phantom's sword held out in front. The phantom then follows up this attack with another slash from the ground up into the air.

Phantom Breaker:

Tradeoffs:

Frame Data:

Code: Phantom Breaker (uncharged horizontal slash): Frame 2-10: 0% 0b/0g 0° Slash Frame 11-11: 5%(+10) 30b/100g (KO@ 298%) 361° Slash Max Damage: 5% Phantom Breaker (partially charged overhead slash): Frame 2-11: [0%]x2 100f/20w 361° Ground-Target-Only Frame 2-11: [0%]x2 100f/9w 361° Aerial-Target-Only Frame 2-13: 0% 0b/0g 0° Slash Frame 13-13: 7%(+15) 30b/80g (KO@ 288%) 361° Slash Max Damage: 7% Phantom Breaker (fully charged uppercut slash): Frame 2-23: 0% 0b/0g 0° Slash Frame 6-15: [0%]x2 100f/25w 361° Ground-Target-Only Frame 6-15: [0%]x2 100f/12w 361° Aerial-Target-Only Frame 18-19: 2%(+10) 90b/10g 62° 2.0-Hitlag Slash Frame 24-27: 4%(+20) 32b/100g (KO@ 380%) 50° 1.2-Hitlag Slash Max Damage: 6%

Phantom Strike:

Tradeoffs:

Frame Data:

Code: Phantom Strike (uncharged horizontal slash): Frame 2-10: 0% 0b/0g 0° Slash Frame 11-11: 8% 100f/90w 0° Slash Max Damage: 8% Phantom Strike (partially charged overhead slash): Frame 2-11: [0%]x2 100f/40w 361° Ground-Target-Only Frame 2-11: [0%]x2 100f/15w 361° Aerial-Target-Only Frame 2-13: 0% 0b/0g 0° Slash Frame 13-13: 10% 80f/120w 20° Slash Max Damage: 10% Phantom Strike (fully charged uppercut slash): Frame 2-17: 0% 0b/0g 0° Slash Frame 6-15: [0%]x2 100f/60w 361° Ground-Target-Only Frame 6-15: [0%]x2 100f/10w 361° Aerial-Target-Only Frame 18-19: 5% 90b/10g 80° 2.0-Hitlag Slash Frame 24-27: 7% 100f/130w 30° 1.2-Hitlag Slash Max Damage: 12%

Zelda summons a bow and shoots a piercing arrow of light across the stage. Anyone caught by the hit will take 1% damage and will freeze in a quick pause animation before taking another 39% damage with extreme knock back. This move will kill at very early percents but it's only available when you break the Smash Ball item.Zelda surrounds herself in a blue crystal and smaller crystals circle around her to deal damage to anyone in range. Nayru's Love reflects projectiles at 1.2x the power and speed while granting a short duration of intangibility. Good move to catch rolls and approaches with since it has a lingering hitbox. Hits 4 times for 11% total (2%,2%,2%,5%).This move acts similar to the default Nayru's Love except the outer diamonds are replaced with a gust of wind that has a spin effect similar to Mario's cape. 3 hits for 7% total (1%,1%,5%). Anyone hit by this move will be flipped into the other direction. This can be useful offstage to cause people to recover in the wrong direction. Nayru's Rejection reflects projectiles at 1.2x the power and speed while granting a short duration of intangibility.Nayru's Rejection is very similar to Nayru's Love overall. This move is slightly slower and deals less damage, but the outer diamonds are replaced with a cape effect that turns opponents in the opposite direction. The knock back from Nayru's Love is replaced with a weak push effect.This custom loses the ability to reflect projectiles and the intangibility, but turns into a raw damage move. The diamonds from Nayru's Love are replaced by a strong vacuum that draws opponents towards Zelda then creates an explosion to damage them after. 1 hit for 15% damage. This move has a great draw in distance and works well with B-reversing for mix-ups. The draw in range is also great for punishing rolls since it covers both sides of Zelda.This move sacrifices the defensive ability to reflect projectiles in exchange for an offensive explosion based attack. You also lose the intangibility from Nayru's Love which is replaced with a vacuum around Zelda that draws opponents into the explosion. Nayru's Passion has the longest range out of the 3 Nayru's Love options when factoring in the vacuum effect.The vacuum effect draws players directly to Zelda. Careful about your usage of this move because it will pull in opponents that are charging attacks also! The vacuum effect makes this custom an excellent option for edge guarding opponents offstage.The explosion effect sends opponents flying! This move can kill at decent percents and is a great spacing option when you don't need a reflector.Zelda channels a controllable ball of fire in front of her. She is unable to move while controlling Din's Fire and will be placed in a helpless state if this move is used in the air. Din's Fire deals more damage the longer it travels and has a sweet spot that can kill. Deals 14% damage on a sweet spot or 6% on sour spot at max distance and 8% damage on sweet spot or 4% damage on sour spot at minimum distance. This move is great for harassing opponents offstage and will be your main opportunity to use Din's Fire safely. You can use Din's Fire to force air dodges into landing traps and this is also your main move to force approaches. Careful about how you use this move because Zelda is easily punished during it.A smaller and faster version of the default with extended range. The explosion is instant and the damage is no longer dependent on distance, but it can't be aimed vertically (It can, just an extremely small amount). Deals 14% damage on sweet spots and 7% on sour spots. Din's Flare is great against fast characters since it allows you to cover a larger range at a faster rate. This is also a safer option to use since there is less time to be punished for use it. The only bad part about this custom is you lose the vertical movement that is useful for creating landing traps and offstage pressure.Din's Flare is the fastest and easiest version of Din's Fire to use. It has the longest reach and the explosion happens instantly. It can reach all the way across FD/Omega stages in 2 seconds. Unlike the default, Din's Flare does consistent damage no matter how far it travels. The trade off for this move is it's a lot faster and has an extended distance, but it loses the ability to travel vertical. This makes Din's Flare a very simple, but effective attack to use. One thing you will notice immediately when using Din's Flare is that it's very hard to punish players offstage with it.Edge to edge of FD/Omega Stages.Din's Flare is a great attack at any range since it is quick and has consistent damage. This custom is your main answer to Zelda's issue with fast characters since you can wall them out with a faster and more threatening projectile. They also have a harder time punishing you for using it!A slower and more powerful version of the default that gives you a large influence in directional control, but it has a delayed explosion. Deals 16.5% damage on sweet spots and 9% on sour spots. Din's Blaze is great for setting traps when the opponent is high in the air to force air dodges or offstage to punish recoveries. Din's Blaze deals more damage the longer it travels and has a sweet spot that can kill. This version of Din's can be very tricky to use and it's probably the most fun out of her customs to play around with.Din's Blaze is the hardest version of Din's Fire to use. The delayed explosion means it is even harder to sweet spot than the default and requires a lot of predicting/reads to use properly. However, the delay and increased control of Din's Blaze is what makes it a great move. The tradeoff for this move is it's the slowest version of Din's Fire and the hardest version to use effectively, but it has devastating power and total control of the movement.If you have ever played Robin then this probably looks familiar to you. Many Robin players will create frame traps by using Arc Fire and grabbing afterwords if you make the mistake of shielding it. This is a similar idea that uses the sour spot on Din's Blaze to follow up into a grab. Din's Blaze lacks the multi-hit effect of Arc Fire that traps players in shield so this only works if the sour spot actually hits the opponent.You can use Din's Blaze to cover your landings on stage. If Sheik were to approach Zelda in any way here they would risk taking a sweet spotted Din's Blaze as punishment.Din's Flare excels at edge guarding! You can set a trap anywhere offstage to catch players trying to get back to the ledge. The lingering effect on this move allows it to supply constant pressure while you get into position to punish an air dodge with a Dair spike if needed. Din's Flare basically allows you to control the opponents recovery.Zelda surrounds herself with wind and teleports away. Farore's Wind is a two hit move that combos from start up to finish and is a very good option out of shield. First hit deals 6% damage and the second hit deals 10% on sweet spots or 7% on sour spots. The direction traveled can be controlled and she becomes invisible and intangible during the teleport portion of this move. The ending hit of Farore's Wind is very strong and capable of killing at early percents. Farore's Wind is a great move to punish opponents across the stage.A non-damaging version of the default that pushes/pulls opponents with a wind box and throws them into the air on the second hit. During the teleport Zelda becomes a golden ball of light cloaked in wind that pulls anything she passes through with her. This may seem like a useless custom compared to the default but it can have some interesting results when used in teams. Farore's Squall can be used right behind your partner while they are charging an attack to push them towards the opponents team. Farore's Squall can also be used to aid your partner's recovery offstage. For example: Little Mac is very gimpable offstage but Zelda can easily carry him back on stage with Farore's Squall.Farore's Squall sacrifices the destructive power of Farore's Wind. In exchange, this custom grants a large amount of supportive properties in team battles. Farore's Squall is a non-damaging attack that pushes or pulls players with a wind box. This allows you to push or pull your teammates to extend their attacking range or save them offstage. It also allows you to do the opposite to your opponents by pushing them away from the stage when they are trying to recover. The start up of Farore's Squall is a little slower than Farore's Wind but it travels slightly farther.Farore's Squall can be an extremely effective custom in teams by using the push effect to extend your partners range and catch opponents by surprise. You can freely use it on your partner since this is a non damaging attack. You can basically mimic DACUS for every single one of your partner's moves. Look at that distance!Farore's Squall can be used to save your partner launched offstage using the pull effect. This can be extremely handy when you are paired with a character that has a poor recovery. You can also carry or reflect item based projectiles with Farore's Squall.Farore's Squall can block attacks while pushing the opponent away. For example, Sheik's Bouncing Fish was completely negated and she was pushed away in the images above. You can also gimp opponents offstage by using the push effect to blow them away from the stage.Only teleports up but the second hitbox has a meteor effect. Farore's Windfall can gimp players offstage at extremely early percents unless they have a great recovery. Deals 4% damage on the first hit and 7% on the second hit. The move is pretty gimmicky and situational but very effective if you can land it offstage. Farore's Windfall has horizontal movement after the teleport unlike the default option which makes it easy to use offstage and still recover.Farore's Windfall can only teleport up which cuts off a huge amount of your movement options compared to Farore's Wind. However, anyone caught by the second hit will be meteor smashed which can gimp players at very low percents. Farore's Windfall has horizontal movement after the teleport unlike Farore's Wind and Farore's Squall which makes it safe to use offstage.Zelda charges a phantom and launches it to attack in front of her. The power and distance of Phantom Slash increases the longer it is charged (6%, 7.5%, 11.5%, 14%, 24.5%). Unfortunately the charge cannot be stored meaning this move is very predictable since you are forced to charge it each time you want to use the phantom to attack. The phantom also has a blind spot in front of Zelda that will completely pass through opponents. While this is not so great in singles it can see some great use in doubles. Now that the bad news is out of the way, this move does have a lot of different uses! Uncharged phantom can catch approaches while putting something between you and the opponent. Mid charged phantom can be used to catch aerial approaches while a fully charged phantom is great for ledge guarding. If you space it correctly the phantom can catch opponents holding onto the ledge if fully charged. B-reversing (explained below under advanced tech) a phantom is a great option to catch players off guard and also covers Zelda for a safe spacing option. Kills at high percents (90+).The phantom always goes a set distance no matter the charge and it's also capable of breaking a fresh shield when fully charged (5%,6.5%,11.5%,12.5%,20%). This is a great spacing option for Zelda since it always goes the max distance and offers a large amount of shield pressure. This is easily one of her best customs. Only kills at very high percents (150+)Phantom Breaker always travels the max distance regardless of charge level. You lose your close range phantom attacks in exchange for medium ranged attacks that inflict a high amount of shield damage. Phantom Breaker offers the quickest mid range attacks since it always goes the set distance. A fully charged Phantom Breaker will break a fresh shield if it is held to block both slashes by the phantom.Charges faster than the default and inflicts a lot of damage, but the phantom remains next to Zelda regardless of charge level. This custom is a great option to punish approaches since it charges very fast and covers the floor and air with the phantom's attack. Phantom Strike also removes the blind spot in front of Zelda that the default has. This move loses the ability to kill but it deals 28% on full charge if both hits connect. (Phantom Strike only kills at 900%+)Phantom Strike remains in front of Zelda regardless of charge level. You lose your long ranged phantom attacks in exchange for powerful close ranged attacks. Phantom Strike fully charges in 1 second and offers a great anti-approach option. This custom also sacrifices the kill potential from Phantom Slash in exchange for an increase of damage.