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Zelda is primarily a zoning character, keeping her distance from opponents with powerful projectiles that can easily disrupt a match, and high-powered aerials that can be easily sweetspotted to land devastating blows. If used downwards in such a way that a platform is in the way, it'll move Zelda sideways, making it a little risky and unpredictable in certain situations. In this case, it's impossible to survive as you cannot double-jump or use Farore's Wind again until you hit the ground. When using Farore's Wind, it's possible to accidentally teleport off-stage.It cannot do sharp turns and thus is only that effective at long range where the orb has time to adjust. Din’s Fire requires you to control the trajectory and detonation of the flame, which means Zelda is unable to move while doing this and thus can be punished for doing so.Also, it is technically a projectile, meaning it can be reflected and pocketed. Phantom Slash requires charging to execute, and cannot be shield-canceled, which makes it easily punishable.Nayru’s Love requires timing in order to properly reflect projectiles, and has high end lag, making it easy to punish.It also automatically kills if the enemy is at 100% by the end, making it a very reliable kill move. Her Final Smash, Triforce of Wisdom, has an extremely long pull range in all directions that is impossible to miss unless if used extremely carelessly and can OHKO if used next to a blast line, which is fairly simple to execute.It can also be angled, so you can alternatively use it as horizontal or vertical recovery.
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The latter is an excellent combo finisher and can kill opponents off the upper or side blast lines if used correctly.
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Possesses two projectiles, Din’s Fire and Phantom Slash.6 Classic Mode Itinerary: Wisdom Prevails.
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