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Forward SmashThis is probably Zelda's most reliable smash. It comes out on frame 16 but it stays out until frame 24. Against some characters that have average run speed or a bad dash attack, this is move is safe on their shield. It also has pretty good range so it can be used for spacing. This also is great for covering ledge options. It does 17%. It can be perfect pivoted to avoid moves and punish them. It will most likely kill around 100%.
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Down SmashThis is one of the fastest Down Smashes in the game coming out on frame 5 and doing 12%. The back hit comes out on frame 13 and does 10%. This move is a great out-of-shield option and actually clanks with moves. It can also shield poke if your opponents shield is low. This is a great tool against characters with linear recoveries like Cloud, Doc, Little Mac, and etc. The only downfall is that it's low kill capability. It kills around 120% near the edge and 150% from center stage.
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Neutral AirThis is a very good aerial which comes out on frame 6 and SH ACs. It does lots of damage. The front deals 15% and the back deals 11% if all hits link. This move is great jugging your opponent in the air and pressuring them if they're on a platform. This is also one of Zelda's better approaches due to it catching jumps, catching your opponent if they drop shield, and beating out many moves. The knockback and duration of the move also make it a good edgeguarding tool. For example, dropping down to catch Jigglypuff with a Neutral Air. Although it has 19 frames of landing lag, if you catch your opponent with a landing Neutral Air, it will lead to combos and kills that are guaranteed.
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Up AirThe is one of Zelda's powerful kill moves. It has incredible range, but comes out slow on frame 14 with 19 frames of landing lag. As Zelda, you will find yourself getting many kills with Up Air, due to the fact that there are so many guaranteed set-ups into it. For example, Up Throw, Down Tilt, Down Throw, and the back hit of Up Tilt all combo into Up Air. Up Air has lots of kill potential killing normal at 80%. Use this move to catch jumps with it's range.
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Dash GrabJust like most other Dash Grabs, it's start-up and endlag are slower. It comes out on frame 11. It's not very good.
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Pivot GrabThis is Zelda's best grab due to it's great range. It has great range but still has the frame data downside like the other grabs. This makes this very good for baiting and catching bad landings. You can also cancel a roll into a pivot grab for slightly more range. It comes out on frame 11.
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Up ThrowThis is one of Zelda less used combo starters. Against fastfallers, this will combo at very low percents into a Up Smash, Up Tilt, or Neutral Air. It also true combos some characters into an Up Air at specific percents depending on weight and fall speed which can kill. It can also be used to get opponents in the air to get a read and/or building up damage. It does 11% which is pretty respectable.
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Forward ThrowThis is Zelda's worse throw utility wise. It does 12% which is decent. It doesn't kill at any reasonable percent or have any follow-ups. The only real use it has is gaining stage control by throwing opponents offstage.
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Back ThrowThis is Zelda's kill throw. It does 13% which is good and kills around 125% at the ledge and even earlier with rage. It can also be used to gain stage control which is good. Be sure to not stale it.
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Down ThrowThis is Zelda's most used throw due to it's combos from 0% - 100%. At lower percents, you can get a Neutral Air or Back Air depending on DI. At mid percents, you can still get a Neutral Air or Back Air but you can also get a Up Air instead. At high percents, on some characters you can still get a Back Throw but a Up Air will always get the kill if you read the DI. This gives Zelda a reliable 50/50 which adds to her repertoire.
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Nayru's LoveThis is Zelda's best defensive option due to it's intangibility. It's intangibility frames last from 5-15 while the hitbox last from 13-24. Since the intangibility overlaps the hitbox, it will beat out every single move if it does not hit Zelda before frame 5. This makes it decent at landing. It also works well out-of-shield. An AT, Love Jumping, is a very useful tool allowing Zelda to escape disadvantaged situations or to counter attack. A move that reflects is always useful so this will come in handy against campy projectile characters. This adds to Zelda's amazing edgeguarding game as well. This makes recoveries that would normally be extremely hard to hit or have some weird invincibility much easier to hit. For example, Ike, Little Mac, and Corrin. One downside to it though is it's high endlag and it could be punished if baited.
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Farore's WindFarore's Wind is a recovery with loads of utility. It goes extremely far and carries jump momentum to increase distance. You can overshoot the ledge by holding down to punish your opponents for trying to 2 frame or edgeguard even possibly netting you a kill in the process. By recovering from above you can shift your ledgesnap hurtbox, this can also avoid getting 2 framed. Not just that. this move can change the momentum of the match in just a click of a button. It combos into itself when holding up and with max rage, it can kill as early as 20%. It can be jump canceled out-of-shield making it a scary punish tool. It can also be comboed into from a Falling Neutral Air and Down Air. It can be used for tech chases after a Jab or Down Smash. Zelda has an AT, Teleport Canceling, where she can cancel endlag on the edge of the stage or a platform. This helps her mobility problem and gives her mix-ups.
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Din's FireMany may call this move useless, but it really isn't. This gives Zelda a reset in neutral by creating a reaction either making your opponent stop and shield or do something else. You can explode in front of your opponent when approaching to halt them. This also forces airdodges offstage to help with edgeguards. It can force a win/win situation against some characters but forcing them to airdodge too low to preventing them to reach the ledge or get hit and lose a stock. It may not be able to force an approach, but it's definitely not useless.
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Phantom SlashThis move is a great spacing tool. This helps Zelda's landing problems slightly by throwing an uncharged phantom to hit away foes and put a windbox in front of them. B-Reversing and Wavebouncing it allows for some movement, mix-ups, and mind games. Due to it's damageless hitbox and range it can cover every ledge option when charged. Limiting options is always nice. Linear horizontal recoveries will get stuffed out by the Phantom. It's odd windbox will push some characters to their death like Ike and Kirby for example. One charged Phantom will eat half a shield allowing you to break it with a Farore's Wind Snipe or a Kick and just add more pressure too. Just note that this move has a lot of endlag.
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Go to http://kuroganehammer.com/Smash4/Zelda for Zelda's Frame Data and find even other character's Frame Data on the site.