1Jan

Zelda

1 Jan 2000admin

Step into a world of discovery, exploration and adventure in The Legend of Zelda™: Breath of the Wild. Mar 03, 2017  The Legend of Zelda for the Nintendo Wii U is embracing an open-world design and will be returning to the series' roots.

“You might recognize Zelda's look from The Legend of Zelda: A Link Between Worlds game. In battle she uses magical moves to reflect and teleport, and for her Final Smash, she seals her opponents away in the Triforce of Wisdom.

If an opponent has 100% damage or more, they will be instantly KO'd!”—,Zelda ( ゼルダ, Zelda) is a playable character in. She was confirmed as a playable character on June 12, 2018. Zelda is classified as fighter #17.This is the first time in the series to not have Zelda voiced by Jun Mizusawa since; instead, Zelda is now voiced by, who reprises her role from. Similar to characters in Melee, the latter provides a single line of spoken Japanese dialogue in 's opening; this line is dubbed in English by Brandy Kopp, who also voices. Contents.How to unlock Complete one of the following:.

Play, with Zelda being the 2nd character to be unlocked. Clear with or any character in his unlock tree, being the 4th character unlocked after. Have Zelda join the player's party in.With the exception of the third method, Zelda must then be defeated on.Attributes Zelda is a tall and floaty lightweight character, with generally poor mobility.

While she has above-average traction, and a decent, she has the 16th slowest walking speed, is tied with for the 8th slowest speed, slow, low, and low.Zelda's attacks are based on magic, making most of them disjointed attacks, and generally have decent range and quick startup lag: only four moves (forward tilt, up aerial, down aerial, and forward smash) come out after frame 10, yet most of them have KO potential and she has an impressive damage output, thus making her power comparable to heavyweights despite her below-average weight. Neutral attack has decent range, a good damage output, consists of two hits before transitioning into a rapid jab with a finisher that has KO at the ledge and at reasonable percents, while forward tilt is strong, has good range and low ending lag.

Up tilt and down tilt have minimal ending lag and can be used to start combos, with the former having long active duration and being a useful anti-air and combo tool from low to high percents, while the latter lasts surprisingly long and is good for 2-framing opponents, and dash attack has a powerful sweetspot at the hands. Moveset For a gallery of Zelda's hitboxes, see.Note: All numbers are listed as base damage, without the.NameDamageDescription2.5% (hits 1-2)Extends her palm to emit a magic spark then follows up with a series of several magical bursts and finishes with a final blast, which can KO near the edge at reasonable percentages. Unlike in the previous games, where it was the slowest at frame 11, it now comes out quickly, at frame 4.

Decent range, although it can miss small characters due to its high hitbox placement.0.2% (loop), 3% (end)15% (blade), 11.5% (arm)A magically-infused, outward fanning knife-hand strike, swinging a magically produced blade. It can be angled and its sweet spot, which is located on the magically produced blade, possesses respectable power. Its sweet spot KOs middleweights at around 93% while near the edge of. Its sour spot, which is located at Zelda's arm and takes priority over the sweet spot, is also reliable for KOing in spite of it being noticeably weaker.

Its sour spot KOs middleweights at around 109% while near the edge of Final Destination. Due to its somewhat low ending lag for its power (24 frames), it's safe on shield with good spacing, and thanks to its five hitboxes(three sour spots and two sweet spots with the same knockback values), it has good range. However, it has noticeable startup lag at frame 12, as well as small and narrow hitboxes, and it can sometimes miss small or crouching characters.7.2%Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to it hitting on frame 7 and having very long active duration and almost no ending lag, it is one of Zelda's most reliable combo starters. It can combo into itself, neutral attack, forward smash, and at low percentages; into neutral aerial from low to medium percentages; and up aerial at medium percentages.

It is also good as an anti-air attack thanks to its long active duration.5.5%A kneeling shin kick. Due to it hitting on frame 5, it is Zelda's fastest tilt attack. However, unlike in SSB4, it has noticeably less combo potential, mostly serving as a fast safe poke. It can, however, combo into a dash attack or neutral aerial at mid percentages. With proper timing, it can also be a KO combo into forward aerial.12% (clean sweet spot), 9% (clean sour spot), 6% (late)A double palm thrust that emits a blast of magical energy from her hands, similarly to 's dash attack. The sweet spot lasts for two frames and is located on Zelda's hands. Due to it hitting on frame 6, it is one of the fastest dash attacks in the game.

To complement this, its sweet spot's base is strong enough to KO middleweights at around 99% while near the edge of Final Destination. However, it has a noticeable ending lag, while its other hitboxes lack KO potential.1% (hits 1-4), 13% (hit 5)A palm thrust that emits a multiple-hitting blast of magical energy.

Its last hit's respectable damage output and very high knockback growth make it strong enough to KO middleweights at around 65% while near the edge of Final Destination. Its multiple hits also make it useful for pressuring shields, especially when it is charged, which combined with its moderate ending lag, with 26 frames, it is safe on shield and very hard to punish with good spacing.

Due to it hitting on frame 16, however, it has the highest start-up lag out of Zelda's smash attacks.2% (hits 1-4), 0.8% (hits 5-6), 5% (hit 7)Waves her arm twice in an overhead fanning motion while her hand is infused with magical energy. It hits on frame 9, which is fairly fast for a smash attack. When coupled with its multiple hits and its last hit's extremely high knockback growth, it is useful for both KOing and pressuring shields. Its last hit KOs aerial middleweights at around 104% from anywhere on Final Destination. It also has some combo potential at low percents, and the looping hits of neutral aerial can connect into an up smash.

However, it has minimal horizontal range, long duration and 30 frames of ending lag, thus making it punishable if not used properly.12% (front), 10% (back)A spinning shin kick. Due to it hitting on frame 5, it is tied with, and 's down smashes for the second-fastest smash attack of any kind in the game, being surpassed only by 's down smash. It is also a that hits on both sides, which makes it very useful for punishing rolls or setting up an edge-guard. Although it is Zelda's weakest smash attack, it is still quite powerful and has a rather low ending lag.

Its front hit KOs middleweights at around 117% while near the edge of Final Destination. In comparison, its back hit KOs them at around 122% while near the edge of Final Destination.2.5% (hits 1-4, front), 1.5% (hits 1-4, back), 5% (hit 5)Spins with her arms outstretched and infused with magical energy. Due to it hitting on frame 6, it is tied with forward and back aerials for the lowest amount of start-up lag out of Zelda's aerials. It has a decent amount of utility: it has a great damage output, especially if the opponents are hit from the front, can be used as a follow-up from down throw; as a combo starter when 'd, or as an edge-guarding option, and it can autocancel in a short hop. The last hit also has decent knockback for its type, as it can KO middleweights at around 150% at the edge of Final Destination without rage.

However, at higher percents, opponents can get launched out of the multi-hit portion, reducing its consistency and reliability.20% (clean foot), 4% (clean leg, late)A magically-infused flying kick. Its sweet spot is at the tip of her foot, has both an outstanding damage output and high knockback growth, KOing middleweights at around 59% while near the edge of Final Destination, similarly to Captain Falcon's Knee Smash, although faster and marginally stronger, making it the strongest forward aerial in the game. Due to coming out on frame 6, it's also extremely fast for its power. Compared to back air, it has slightly less knockback, but autocancels slightly earlier and have less landing lag.

However, the sweet spot only lasts for one frame when the hitboxes become active, and the sour spots lack KO potential and are very unsafe because of their extremely low damage outputs and average knockback growth. Its considerable ending lag also makes it punishable at low percentages, even if it is sweet spotted, and due to the aforementioned very low damage and knockback, the sour spot can lock opponents and set-up in other moves, lacks utility otherwise. Autocancels in a full hop fast fall, just one frame after Zelda reaches the peak of her short hop, similarly to Kirby's forward aerial.Lightning Kick20% (clean foot), 4% (clean leg, late)A magically-infused flying kick. It functions almost identically to forward aerial, with the only difference being that its sweet spot has slightly more base knockback and knockback growth.

Its sweet spot KOs middleweights at around 54% while near the edge of Final Destination. However, it has the highest amount of landing lag out of Zelda's aerials.17% (clean hit), 12% (late hit)Leans back and turns slightly to extend her arm in order to use her magic to create a fiery explosion from her index and middle fingers. It is the most damaging and second strongest up aerial in the game, only slightly weaker than Shulk's up aerial if the second hit is sweet spotted.

When coupled with its consistent hitbox, it is Zelda's most reliable aerial KOing option, KOing middleweights at around 100% from a full hop. It can also clip through platforms or the bottom of a stage's edge and has a great vertical range thanks to its large hitbox.

Zelda

However, it is slow, hitting on frame 14, which makes it tied with down aerial for the highest amount of start-up lag out of Zelda's aerials. It also has high ending lag (40 frames), a short duration, and a fairly short horizontal range. It autocancels in a full hop.Meteor Heel16% (clean), 5% (late, leg), 4% (late, foot)A magically-infused, also known as the Lightning Stomp. All of its hitboxes are, with its sweet spot being the most powerful among them and they can also lock opponents. Its sour spot, though significantly weaker, lasts deceptively long, allowing it to potentially gimp fighters with poor recoveries.

It also has low ending lag and the lowest landing lag out of Zelda's aerials, which enables its sweet spot to start combos on grounded opponents quite reliably, as it can lock. Safe on shield with proper spacing. It hits on frame 14, which ties it with up aerial for the highest amount of start-up lag out of Zelda's aerials but combined with its deceptively long duration and its low ending lag, it's somewhat fast for a meteor smash. It can also autocancel in a short hop.—Restrains the opponent with magic.

Zelda's grabs have long-range and are somewhat disjointed, with her pivot grab being one of the longest non-tether pivot grabs, but also have a noticeable start-up and ending lag.1.3%A blast of magical energy. Moderate speed and damage.10%Magically spins the opponent in front of herself and then throws them away. It is useful for setting up edge-guards thanks to its high base knockback and good damage output but lacks KO potential because of its low knockback growth, often not KOing until 200% without rage. However, it puts the opponent in a dangerous position.12%Magically spins the opponent and turns around with them in tow before throwing them away. In addition to being good for setting up edge guards, it is among the strongest throws in the game, KOing middleweights at around 105% while near the edge of Final Destination.11%Magically spins the opponent overhead and then throws them upward. It is one of the most damaging up throws in the game and has both excellent KO potential and decent combo potential, the latter especially being apparent against heavyweights and fast-fallers. It can combo into neutral aerial at low percentages; up aerial at medium percentages; and Farore's Wind at high percentages.

The latter two are KO confirms if landed at mid to high percents, but the aforementioned combos from up throw are heavily dependent on the opponent's DI. It can KO middleweights at around 146% from anywhere on Final Destination tied with Incineroar and Lucas's up throws for the fifth strongest up throw in the game, but like aforementioned, it has combo potential.

Overall, this attribute makes it one of the best up throws in the game.1.5% (hits 1-4), 2% (throw)Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches up and behind Zelda, which allows it to combo into neutral aerial, up aerial and if timed precisely back aerial. Its neutral aerial combos are easily avoidable with correct DI, especially past low percentages. In comparison, its up aerial and back aerial combo at mid percentages are more consistent, especially with proper timing. Its up aerial combo also boasts the ability to KO any character at high percentages. However, this combo will lose its effectiveness if Zelda has too much.7%Kicks in front of herself and then behind herself.7%Kicks in front of herself and then behind herself.5%Kicks around herself.9%Performs a kick while climbing up.2% (hits 1-3), 5% (hit 4, close), 4% (hit 4, tip) 1.25× (reflected projectiles).

The barrier deals damage and projectiles with 25% more power and speed than they originally had. It also grants on frames 4-13, making it good as a defensive option against combos. However, it has a moderate start-up for its hitboxes (frame 11) and considerable ending lag, making it punishable if used recklessly, so it must be used carefully and not overuse it to avoid punishment.7%-14% (sweet spot), 3.5%-7% (sour spot). It can be aimed up or down, and releasing the button causes it to explode.

It has a large hitbox, and despite being a projectile, it cannot be reflected but only absorbed. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance.

Its sweet spot, which is located in the inner part of the explosion, is quite powerful, especially when fully charged. It is very useful for edge guarding. Fully charged sweet spotted Din's Fire KOs middleweights at around 87% while near the edge of Final Destination.

However, it is very predictable, and its sour spot is very weak regardless of its charge.6% (hit 1), 10% (grounded hit 2 near), 7% (grounded hit 2 far), 12% (aerial hit 2 near), 8% (aerial hit 2 far). It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing, and grants intangibility on frames 21-39. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweet spot near Zelda that has a decent damage output, high base knockback, and high knockback growth, all of which makes it very reliable at KOing, especially near the upper blast line.

Its sweet spotted reappearance KOs middleweights at around 68% while near the upper blast line of Final Destination and in conjunction with the initial grounded hit, while the grounded reappearance can KO middleweights at around 71% from the edge of Final Destination. However, its reappearance has a sour spot that, although safe, lacks KO potential because of its lower damage output and average base knockback, and due to it incurring, it is highly punishable if whiffed. It can be edge-canceled, a trait it shares with Sheik's Vanish, Mewtwo's Teleport and Palutena's Warp.5.9% (level 1), 8.2% (level 2), 10.5%/11.8% (level 3) 14.1%/15.4% (level 4), 17.7% (level 5)Conjures a piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the phantom will delay its attack for around a second, giving Zelda time to add pressure, perform combined combos or to retreat behind it for protection, and if the opponent tries to reflect it, she can react by using Nayru's Love. When fully charged, the phantom can KO middleweights at around 84% from the edge of Final Destination. Very versatile and one of Zelda's best options in the neutral game and advantage state.7% (initial vacuum), 3% (subsequent vacuum), 60% (main)Uses the to generate a triangular portal that sucks in opponents using massive periodic shockwaves.

Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd. Very difficult to avoid on smaller stages (such as or ), due to its long length and large vacuum hitboxes.

R/RivalsCrews: A subreddit for Rock Band Rivals owners who are looking to join a crew or looking for members. Press J to jump to the feed. Press question mark to learn the rest of the keyboard shortcuts. Hello everyone! Today’s a big day for the Rock Band scene. We’ve got tons of information to tell you about the new Rock Band Rivals expansion that’s coming to Rock Band 4 this October. We’re introducing our major features coming with the expansion: the Rockudrama and Rivals. Rock band rivals news. The Rock Band Rivals Band Kit for Xbox One or PlayStation®4 is available for $199.99 USD, and includes a copy of Rock Band 4, a code for the Rock Band Rivals expansion, one ultra-marine. All 12 of the Rock Band Rivals pre-order songs will be sold separately in the Rock Band Music Store later this month for $1.99 each. The 10 non-Amazon tracks will be available in a bundle, the. The full Rock Band™ 4 experience; this bundle includes Rock Band 4 and the Rivals Expansion, giving you access to the full feature set of the best, most fully featured music game on the market today.

Appears facing the screen, generating magical sparkles from between cupped hands. Zelda then flourishes her hands while smiling before assuming her idle pose. Scoffs with a hand on her hip, while generating magic and twirling it in front of her.

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Closes her eyes and summons between cupped hands. Giggles and waves with a smile. In competitive play As one of the characters playable in the E3 demo build, players were fairly divided early on regarding Zelda as a competitive character. Much of the optimism surrounding the character could be attributed to noticeably improved frame data, particularly on her jab and out-of-shield options, which were key points of grievance with the character's past iterations, as well as 's changes.

However, just as players took notice of the character's improvements over SSB4, they found that some of her key issues, such as her mobility and poor endurance, were retained from previous games as well. In spite of this, players such as used to her to a fair degree of success in the early metagame. This left consensus on Zelda as a mid-tiered character.However, as time went on and the metagame progressed, her flaws were only further exploited, and her success was not as high in comparison to the early metagame. This led to a more negative perspective, with the general consensus of professionals considering her as a low-tier character.In more recent times however, opinions on Zelda began to improve, as players such as, and continued to place well with her. Furthermore, she has received noticeable improvements towards her consistencies in 7.0.0, which is one of her major weaknesses. As such, many players now have a more positive opinion on Zelda, and she is widely considered as a mid-tier character, with some such as, and considering her a high-tier character due to her out of shield options, KO power, and ledge trapping., who once viewed her as a low-tier now believes that she has the potential to be an upper mid or even high-tier character, although some players claim that Zelda is still too polarizing as a character and believe she’s still a mid-tier at best. For now, her viability remains debatable, although it is widely agreed that Zelda is much better than all of her previous incarnations.Notable players Active Any number following the Smasher name indicates placement on the, which recognizes the official top 50 players in the world in from July 13th, 2019 to December 15th, 2019.

Placed 33rd at with wins over, and. Placed 9th at and 97th at with wins over and. Placed 25th at and 65th at. Has wins over, and. The best Zelda in Canada. Placed 3rd at, 4th at, 7th at, and 13th at.

Ranked 3rd on the. Uses Zelda as a secondary to. Placed 2nd at and with Zelda as one of his characters. The best Zelda player in France and one of the best in the world.

Placed 7th at, 9th at and, and 33rd at. While better known for his large character roster, he is also considered the best Zelda player in Japan. Placed 5th at, 13th at, and 33rd at. (#2) - Uses Zelda as a secondary to Peach. Placed 1st at using both Peach and Zelda. Has wins over and. The best Zelda player in the world.

Placed 9th at, 17th at, 25th at, as well as 33rd at,. Ranked 4th on the. He has defeated, and.

The best Zelda player in the Tri-state. Placed 13th at. He has defeated, and.Inactive. Tri-mained Zelda with and, and was considered one of the best Zelda players in the United States before dropping all three characters in favor of. Placed 25th at and 33rd at.

He has taken sets off players such as,. Ranked 7th in the.

One of the best Zelda players in the United States prior to dropping her for. Placed 5th at, 25th at, and 33rd at.

She has defeated,. Ranked 1st in the. The best Zelda player in New England prior to his inactivity. Placed 5th at. Ranked 2nd on the with wins on, and.: Wisdom Prevails. Zelda's congratulations screen.All of Zelda's battles are on The Legend of Zelda-themed stages, and all her opponents are antagonists.

The final battle is against Ganondorf, who transforms into Ganon upon defeat.RoundOpponentStageMusicNotes123(x5)Mii Swordfighters are dressed in Yiga Clan Mask and Yiga Clan Outfit.4GiantA possible reference to King Bulblin.56(x4)Bonus StageFinal, thenSacred Realm(Ganondorf)(Ganon)Ganondorf transforms into Ganon upon defeat.roll after completing Classic Mode. Completing it as Zelda has accompany the credits. Finding Zelda in World of LightZelda was among the fighters that were summoned to fight the army of.During the opening cutscene, Zelda tried to rally the other fighters to fight the army of Master Hands by saying, 'Stow your fear; it's now or never!' (' ここまで来たらやるしかないでしょう!' ), and was present when unleashed his beams of light.

She and attempted to reflect the beams using and, respectively, but this attempt failed, and both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding ).Zelda was one of the many fighters that fell under 's control upon Galeem's first defeat. She is unlocked in the Dark Realm at, on the bottom left corner of the land which makes up the Triforce of Wisdom.

The player must defeat the Spirit of Impa (which is revealed by solving a clock-based puzzle) to clear a boulder that's blocking the path to her unlock battle and then the Zael and Uxie, Mesprit & Azelf spirits. Unlocking her reveals the Triforce of Wisdom in the center of the map. If is unlocked, the boulders leading to 's unlock battle and the Master Sword clear out.Zelda is later seen among several other fighters, making their last stand against Galeem. She is also seen in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light. Shield10,100 Zelda's Fighter Spirit can be obtained by completing. It is also available periodically for purchase in the shop for 500 coins. Unlocking Zelda in World of Light allows the player to preview the first spirit below in the Spirit List under the name '???'

As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.Additionally, different incarnations of Zelda appear as Primary and Support Spirits. Trivia. Masahiro Sakurai chose to base Zelda's design in Ultimate off of her A Link to the Past and A Link Between Worlds incarnations instead of her more recent Breath of the Wild incarnation because that version of Zelda, according to him, 'is more into research than fighting.' . ^ Masahiro Sakurai (translated by Brando) (2018-06-20). SourceGaming.info (original Japanese publication in Famitsu).

Retrieved on 2018-06-20. “Zelda's new design is based on 'The Legend of Zelda: A Link to the Past'”. ^. Nintendo (2018-06-12).

Retrieved on 2018-07-08. “ Breath of the Wild Zelda isn't interested in combat, so her design is from A Link to the Past.”. ^ (North America) -: 'Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help.' Nintendo (2018-06-12).

Retrieved on 2018-07-08. “In The Legend of Zelda: Breath of the Wild, Zelda's more into research than fighting, so her design is from The Legend of Zelda: A Link Between Worlds”.

It's not exactly the 'best' cartoon series but it's not the worst either. It's has some ups and downs but I am fine with that because I did like the idea of the 'Zelda world' being in a series and the characters interacting with one another. It's like my childhood dreams come true!

It's stories do get repetitive. Princess in trouble, save princess and so on. Some episodes I will admit were decent like the Singing Unicorn. Some good action scenes too! All in all, it wasn't too bad but it's just needed something more creative.