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At 0% 2 up tilts can combo to a nair and most of the time into a tipper bair or fair. Also, do not always load the phantom fully, release it when your opponent is near at you and approaching.
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Din's Fire and Phantom have their advantages. But occasionally edge guarding your opponent off stage with Zelda's aerials can mix things up. Especially after conditioning a few recoveries.
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It may be very fun to go for Zelda's good and high-damaging options (bair, fair, dair,), but they can be read and punished easily. Landing with the same thing is a very bad habit.
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You can ledge-cancel with Farore's Wind to mix up your options. However, failing to ledge-cancel may result to self-destruct.
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Zelda’s phantom before fully charged is the best option defensively and offensively. The upwards slash makes it almost impossible to dodge when close, and its a great for opponents trying to land.
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Learn to truly harness the power of Farore's Wind. Do not use it solely as a recovery option. Use it to dodge, use it to move about the stage, use it to fake dodge while in reality being on the attack
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Watch for people who like to recover low. You can possibly get a fully charged phantom when their ledge invincibility runs out or you can two frame them for an early kill.
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Use upB with a diagonal input to call out roll out or dash out sometime it's a good mixup to use once in a while
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Down-tilt into forward-air is a useful and fairly consistent confirm option.
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While edgeguarding near ledge, nayru's love sends at a really good angle to combo into an already charged phantom on stage allowing you to get stocks really early.
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At very low percent, up tilt into up smash is true.
Down throw up smash is also true (but not on every character)
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make life **** for the other player. And most importantly Up air camp ledge
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She's easy to punish, so be careful using her neutral special and down air.
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You can randomly use Farore's wind down to dodge and trick your enemy into a false security.
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Please don’t spam her neutral B, it’ll hurt you more than help you
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Always have items on. Choose Free for all battles. Make sure final smash ball and meter is on and use final smash off stage. AND THE MOST IMPORTANT THING TO DO IS SPAM THE B BUTTON *******
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USE PHANTOM WHENEVER YOU ARE IN ADVANTAGE. IT IS THE BEST LEDGE TRAPPING MOVE IN THE GAME. HIGH LEVEL ZELDAS ALWAYS SET UP PHANTOM AFTER SENDING THIER OPPONENTS OFF STAGE.
Learn displaced phantom
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learn to displace phanthom against projectiles
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Remember to practice your phantom tech every day. Also don't forget to never approach as Zelda except in one specific scenario. Approach young kids. That is right, be a pedophile
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Spam specials and run away wow I win yay I’m gonna go eat crayons now
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Spam Nayru's love, Farore's wind, Din's fire, Phantom, and up air. I got into elite smash doing this.
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This character can go to **** I SWEAR I HATE HER!
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this game has no landing lag so use disjointed aerials. Yoshi and swordsmen are good to use about 50 disjoints a second
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At 0% 2 up tilts can combo to a nair and most of the time into a tipper bair or fair. Also, do not always load the phantom fully, release it when your opponent is near at you and approaching.
-
Din's Fire and Phantom have their advantages. But occasionally edge guarding your opponent off stage with Zelda's aerials can mix things up. Especially after conditioning a few recoveries.
-
It may be very fun to go for Zelda's good and high-damaging options (bair, fair, dair,), but they can be read and punished easily. Landing with the same thing is a very bad habit.
-
You can ledge-cancel with Farore's Wind to mix up your options. However, failing to ledge-cancel may result to self-destruct.
-
Zelda’s phantom before fully charged is the best option defensively and offensively. The upwards slash makes it almost impossible to dodge when close, and its a great for opponents trying to land.