Neutral Attack / Special | Press the attack or special button only without using the Circle Pad. |
Side Attack / Special | Hold the circle pad to the left or right then press the attack / special buttons |
Down Attack / Special | Hold the circle pad down and press the attack / special buttons |
Up Attack / Special | Hold the circle pad up and press the attack / special buttons |
Up/ Side / Down Smash | Hold the circle pad to the corresponding direction and press the attack button at the same time. Smash attacks can be charged. It can be released prematurely or the character will release it after charging the move enough. |
Dash Attack | Tap left or right to dash then press the attack button. |
Air Attacks | Similar to basic attacks and specials, most characters perform different air attacks by using similar button and circle pad combinations. |
Recovery | This is the recommended move to get back to the edge of the stage ledge if ever you get blown off but not KO'd |
Final Smash | After successfully destroying a Smash Ball, press and hold the special button to unleash your character's Final Smash attack. |
Basic Attacks
Zelda releases a glimmer from her palm capable of dealing multi-hit damage to the opponent.
A horizontal glimmer swipe
A vertical glimmer swipe
A low kick
Dash Attacks
Zelda rushes at her target before finishing off with an energy ball emanating from her hand.
Smash Attacks
Zelda releases a charged energy ball that deals multi-hit damage to the opponent caught within its range.
Zelda slowly waves her hand in the air while producing glimmer. Any opponent caught on in mid-air or while on the ground will suffer multi-hit damage before being launched in the air.
Zelda will spin around quickly, damaging any opponent standing very close to her.
Special Attacks
Zelda spins around and produces a crystal barrier around her. This barrier can damage opponents making contact with it and reflect projectiles at the same time.
Zelda will fire a small projectile that explodes at a short distance. You can further increase its range and control its direction freely by holding the Special Button. Releasing the special button detonates the projectile, dealing damage to a fairly large radius.
Farore’s Wind (Up Special)
Using this move by default will make Zelda teleport directly above her original position. Like Palutena's teleport special, you can control where she'll appear by tilting the circle pad to the desired location. Since she'll fall freely after using this move, make sure you don't teleport offstage.
Phantom Slash (Down Special)
Zelda summons a phantom knight to attack in front of her, at a short distance. You can charge the move to increase the phantom knight's travel distance and power. The phantom knight will have a second delay before disappearing so its possible for it to soak some damage before it disappears. If it gets damaged too much, Zelda won't be able to call it for a while.
Air Attacks
Zelda spins around in mid-air
A standard flying kick
A standard backwards flying kick
Zelda causes an overhead explosion.
A mid-air stomp
Final Smash
Zelda fires a massive light arrow what can cover the whole length of the screen. It can pierce through multiple targets along the line but the damage will be diminished per enemy hit.
Recovery
Zelda's main recovery is Farore's Wind. This move covers a very good distance, both horizontally or vertically. Aside from using this for recovery, this can also be used for getting behind and enemy and following up with a ranged attack such as the Phantom Slash or Din's Fire. Charging up Din's fire in mid-air allows Zelda to float a bit until she releases the fire. Though this should not be used as a recovery move (using this will cause Zelda to free fall), it can be considered in case you need to cover extra distance and if you have the momentum to the direction you're heading to.
Zelda may lack good melee combos or reliable projectile moves but her default moveset is quite useful and potent, especially in the hands of a good player. Most of Zelda's basic attacks utilizes “glimmer” or bits of energy that emanate from her hand. These moves hit opponents multiple times and extend Zelda's range. Her movement speed is average and her jump height is higher than most characters.
As for Specials, Zelda's Nayru's Love move completely protects her for a moment, damaging any enemy touching her barrier and increases the speed and power of any projectile that it reflects. Din's Fire is a very good harassment projectile with good range and blast radius. The longer you hold it, the more powerful it becomes. Phantom Slash can be used in all ranges: short, medium, long – depending on how long you charged it. The only downside of this move is that if the opponent is too close for the phantom's attack, the phantom will just pass by the opponent without causing any damage. Additonally, the phantom knight will have a second delay before disappearing so its possible for it to soak some damage before it disappears. If it gets damaged too much, Zelda won't be able to call it for a while.
Zelda's normal attacks have extended range and can deal considerable damage. Her Up Air has good blast radius as well, and her Up and Side Smash attacks can hit an opponent multiple times before launching them. Fagore's Wind is very useful as both as a recovery move or offensive move since it allows you quickly vanish and reappear in the direction you desire.