ZZZZZZZZZZZ EEEEEEE LL DDDDD A ZZZ ZZ EE EEE LL DD DD AAA Z ZZZ EE E LL DD DD AA AA ZZ EE E LL DD DD AA AA ZZZ EEEEE LL DD DD AA AA ZZ EE E LL DD DD AAAAA ZZZ Z EE E LL L DD DD AA AA ZZ ZZZ EE EEE LL LL DD DD AA AA ZZZZZZZZZZZ EEEEEEE LLLLLLL DDDDD AA AA SSSS HH HH EEEEEE II KK KKK SS S HH HH EE III KK KKK SSS HH HH EE III KK KK SSS HH HH EEEEEEE II KKKKK SS HHHHHHHHH EEE II KKKK SS HH HH EE II KK KK S HH HH EE II KK KKK SSS S HH HH EE EE II KK KKK SSSSSS H HH EEEE I KK KK Super Smash Bros. Brawl Character Guide By Mega-Japan firstname.lastname@example.org Version 2.0 ------------------------------------------------------------------------- 04/13/08 - Ver. 0.8 FAQ is almost done, need to double check certain things. Is rejected by GameFAQs. 04/15/08 - Ver. 0.9 Zelda & Sheik's Pros and Cons were added. FAQ finalized and accepted by GameFAQs, still a lot of mistakes though. 04/17/08 - Ver. 1.0 Fixed some typos, added more info to the "From Melee to Brawl" section of Zelda & Sheik, and explained the difference between Zelda and Sheik's Light Arrow launching angle. 04/30/08 - Ver. 1.2 More typos were fixed. Easter Eggs/Interesting Facts section was added. Strategies for FFA and Team Battles were added. Overall Difficulty and Wiser Choice for specific characters were added. 04/31/08 - Ver. 1.3 Even more typos were fixed... More questions added to the FAQ section. 05/10/08 - Ver. 1.5 Details on everyone of Zelda's ground and aerial moves have been added. Details on everyone of Sheik's ground and aerial moves have been added. 05/31/08 - Ver. 1.7 After a lot more of experience fighting some characters, their difficulty and information might have changed. Some advance techniques and questions were added. 06/30/08 - Ver. 2.0 HUGE update. The size of this Faq has nearly doubled. Match up against every character has been separated for using both Sheik and Zelda separately. A whole bunch of more mistakes were fixed and some information was twisted. Added a Miscellaneous section as well as information on trophies regarding both Zelda and Sheik. 07/03/08 - Ver. 2.1 New Advance Techniques added for Sheik. Several typos were fixed. ------------------------------------------------------------------------- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ T A B L E O F C O N T E N T S +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 01) About 02) The Basics 03) Moves +3.1) Zelda +3.2) Sheik 04) Into Brawl +4.1) As Zelda +4.2) As Sheik +4.3) Against Zelda +4.4) Against Sheik +4.5) Zelda's Pros and Cons +4.6) Sheik's Pros and Cons +4.7) From Melee to Brawl 05) Brawling with +5.1) Bowser +5.2) Captain Falcon +5.3) Diddy Kong +5.4) Donkey Kong +5.5) Falco +5.6) Fox +5.7) Ganondorf +5.8) Ice climbers +5.9) Ike +5.10) Jigglypuff +5.11) King Dedede +5.12) Kirby +5.13) Link +5.14) Lucario +5.15) Lucas +5.16) Luigi +5.17) Mario +5.18) Marth +5.19) Meta Knight +5.20) Mr. Game & Watch +5.21) Ness +5.22) Olimar +5.23) Peach +5.24) Pikachu +5.25) Pit +5.26) Pokémon Trainer +5.27) R.O.B. +5.28) Samus +5.29) Snake +5.30) Sonic +5.31) Toon Link +5.32) Wario +5.33) Wolf +5.34) Yoshi +5.35) Zero Suit Samus 06) Advanced Stuff 07) Frequently Asked Questions 08) Easter Eggs/Interesting Facts 09) Miscellaneous 10) Contacts/Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[ 01) About ]----------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Um, hi there, I am japongt (better known as Mega-Japan elsewhere), I have done several FAQs and guides before but never Character FAQs, I expect this one to be a success as I put quite a good amount of time writing it. As much as I loved Zelda, I never really got into her back in Melee and instead, I used Sheik much more. However, it seems I prefer Zelda a lot more this time around as she has been significantly buffed. I hope this FAQ is able to help other Zelda/Sheik players such as myself and become better brawlers. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -------------------------[ 02) The Basics ]-------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ================== *ZELDA* ================== Strength: Medium Speed: Medium Weight: Light -Game(s): -The Legend of Zelda -The Legend of Zelda II: The Adventure of Link -The Legend of Zelda: A Link to the Past -The Legend of Zelda: Ocarina of Time -The Legend of Zelda: Oracles of Seasons -The Legend of Zelda: Oracles of Ages -The Legend of Zelda: Four Swords -The Legend of Zelda: Wind Waker -The Legend of Zelda: Four Swords Adventures -The Legend of Zelda: The Minish Cap -The Legend of Zelda: Twilight Princess -The Legend of Zelda: Phantom Hourglass -Bio: Zelda is the Princess of Hyrule whose role changes depending on each game. For example, she's a random pirate sailing the sea in LoZ: Wind Waker and nothing more than a sleeping Princess in LoZ II: Adventure of Link. The Hylian princess is able to cast powerful magic spells and it only takes one of these spells to allow her to change skin and eye color so that she takes the persona of Sheik as seen in LoZ: Ocarina of Time. -Stat-Wise: If used right, Zelda is one of the strongest character in the game, many of her attacks allow her to build up damage at a fast pace and others have a high KO ratio. Her speed is average and easy to deal with, however, her weight is quite light she can be KO'd by a powerful attack at a low percentage easy but if used right, her recovery is one of the best around. Not the best for beginners. ================== *SHEIK* ================== Strength: Weak Speed: Fast Weight: Light -Game(s): -The Legend of Zelda: Ocarina of Time -Bio: Sheik is an alter ego of Zelda shown in LoZ: Ocarina of Time. Zelda passes herself off as a Sheikah and takes the identity of Sheik. Her role within the game is to teach Link new songs to aid him on his quests. Sheik's new design in Super Smash Bros. Brawl is based off a concept model created for consideration in LoZ: Twilight Princess. -Stat-Wise: Sheik's most significant difference from Zelda is Speed. She falls in at least one of the top 5 fastest characters in the game, however, unlike Zelda, her attacks are not quite as strong and has more limited KO moves. Her weight class is a little lighter than her Zelda self, meaning relatively easy to KO as she falls in the Light weights as well. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------[ 03) Moves ]---------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I personally use the Wiimote/Nunchuck controllers for this game as I found it to be my favorite, however, in order to avoid confusion between the whole controller stuff I decided to name attacks by either their original given names (for special attacks) or simple DTilt (Down Tilt), UTilt (Up Tilt), FAir (Forward Air Attack), etc... for standard attacks. -----------------------------\ 3.1) ZELDA -----------------------------/ ================== -Standard Attacks ================== Neutral Attack (Tap A): Damage: 02% Neutral Attack (A + A + A): Damage: 06% Zelda will extend her left hand creating little magical sparkles. This move is not really too great and deals very little damage as most other Neutral Attacks out there. The great thing about this attack is that it has absolutely no start up lag and almost insignificant ending lag. You can use this attack over and over again and eventually hit the enemy before they get the chance to touch you. It is mostly used to distract the opponent into thinking that you simply did that weak attack but you can then follow up with her FSmash which has a slighter longer range and blow them away. Forward/Back Attack (Tilt > or < + A): Damage: 13% Zelda will wave her beautiful magical arm horizontally in front (or back) of her and deal decent damage and knockback. This move is very good to follow up with a Dash Attack or an Aerial. The range is also good enough to keep the opponent away from you as long as your spacing is good enough. This move is also strong enough to KO an opponent at high damage, rare but possible. Down Attack (Tilt v + A): Damage: 07% Zelda does a little low kick, kind of like one of those that those Hitmonlee fellows do all the time. While this moves seems lame at first, it isn't. It does low damage, but it can be used repeatedly, specially for juggling. For example, when opponent has low damage, this move can easily be spammed as it is very fast and when opponent has high damage, opponent will "bounce" upwards where you can easily combo with a USmash or UTilt. Don't overuse it though as some character may be easily get out of it and hit you or simply grab you during your juggle. Up Attack (Tolt ^ + A): Damage: 11% Zelda will wave her hand above her head creating a magical semi-circle. This move is surprisingly strong and good for KOing enemies. It is also much faster in duration time than the USmash but also loses some of its priority. It covers Zelda's north, north-east and north-west directions, protecting her from any enemy coming from above, with good timing of course. Dash Attack (Tap > or < + A): Damage: 09% Another one of Zelda's super awesome attacks. This move is very powerful and you are open to nothing as long as you land it. If the opponent blocks it be prepared for an easy shield grab though, as the ending lag time of this attack is slow. Try to do it when the opponent isn't expecting it or is simply wide opened and you need a quick reaction to take advantage of that. ================== -Aerial Attacks == ================== Neutral Air Attack (A while in midair): Damage: 13% During this move, Zelda is under the impression that she is a bayblade so she spins around hitting anything surrounding her. Most Zelda players fail to realize that this move is actually a pretty good and strong attack. While it has nearly not knockback and its range is not that great, it is quite an strong attack and that it has no start up lag and nearly no ending lag either. This move should mostly be used when shorthopping right next to your enemy to inflict the 13% damage, if not, you are likely to inflict less damage, otherwise, do this when you are in the air and not sure what other move to use, its priority is good, but not great. F/B Air Attack (Tilt > or < + A while in midair): Damage: 04% F/B Air Attack (When sweetspotted): Damage: 20% Zelda performs a weak-looking kick with her very shiny sandals (or is it magic? The world may never know...). You would need a lot of practice if you really want to master this move as it is not easy at all to hit a good moving player with it. Fail the sweetspot and it become Zelda's weakest move, do it correctly and it turns into her most powerful. It can KO opponents at very low percentages when sweetspotted. To sweetspot you need to hit the opponent with Zelda's heel, not her tip, not her leg. Usually her BAir has higher chances of getting a sweetspot due to it being almost "instantaneous" and it also has a little bit of stronger knockback, it is hard to notice the difference but there IS one. Down Air Attack (Tilt v + A in midair): Damage: 05% Down Air Attack (When sweetspotted): Damage: 16% The Lightning Meteor, this move is awesome if you can spike with it. Another weak-looking kick... man, no wonder Zelda is so underestimated by many... Like her side aerials, this will barely flinch the opponent if not sweetspotted and leave you wide opened for an attack. You will never sweetspot this attack so you should never use it when the opponent is flat on the ground. Use it only when you feel like the enemy trying to recover near the ledge. It is very risky but if you sweetspot it, it is a guaranteed spike KO. If the opponent's damage is above 120% and you use the sourspot move when the opponent is on the ground, they will slightly jump giving you the chance to follow with a free UTilt or USmash. Up Air Attack (Tilt ^ + A in midair): Damage: 15% Zelda will summon magical fire with her right hand and shoot it upwards. This is without a doubt one of the best killing moves in the whole game, the knockback is just incredibly strong, it can kill non-DI opponent at VERY low damage. You can use this underneath platform like those in Battlefield or Smashville. The actual hit is above Zelda's head, but watch out for opponents who see the move coming and air dodge it, which will leave you wide opened due to the move's ending lag time. Note: Zelda's Lightning Kicks (aka Sweetspotted kicks) are some of her most powerful attacks. In order to hit with them you must have timing and precision upon landing your attack directly. You know you have achieved the Lightning Kick when the game freezes for a fraction of a second (can be noticed even when opponent blocks the attack). Her Lighting kicks can KO opponents at very low percentages. ================== -Smash Attacks === ================== Forward/Back Smash: Damage: 17% Charged Forward/Back Smash: Damage: 23% Zelda will extend her arms forward and create magical sparkles. This attack creates a decent knockback and power that if landed, you will not be wide opened to an attack. This attack will also last for about a full second as it is a continuous that even if the opponent dodges and has the timing off by a fraction of a second, you can still hit it with the tip of the smash. Keep in mind that only the tip of the smash will do decent damage and knockback and that the opponent can use DI to avoid that tip. This attack can be used to cancel ground and aerial attacks as long as it is not above or behind you. You are also able to create a double smash by using this attack, which means using it in a very quick motion so that there is barely a spot open for your opponent to counter. This can be done with the C-Stick but if you are good enough, it can also be done with standard smashes as well. If the opponent is too close on you though, it is a much wiser choice to use either Naryu's Love or the DSmash as defense because if you use this smash instead, the opponent may use DI and move towards your back which will leave you wide open. Down Smash (In front of Zelda): Damage: 12% Down Smash (Behind Zelda): Damage: 10% Charged Down Smash (In front of Zelda): Damage: 16% Charged Down Smash (Behind Zelda): Damage: 14% Probably my favorite move and what I call the "GTFO" kick ^_^. Zelda will do some super-quick spin kick hitting everything and anything on her back and front, is without a doubt, one of the fastest down smashes out there. This move doesn't have great range so it should only be used when an opponent has closed up a bit too much. It has a decent knockback send the opponent horizontally. The move has almost no lag before and after the attack is performed so it can be used consecutively, but try not to be predictable. I recommend setting this move as a quick smash (like the C-stick) so that you can use it often to defend yourself. Up Smash: Damage: 15% Charged Up Smash: Damage: 20% Zelda will wave her hand above her creating a barrier of magic. The knockback of this move is great and will keep your opponent above you for about a full second while dealing great damage. It has tremendous priority and can pick up any non-midget character from the ground (don't even think about using this move when Olimar is flat on the ground). Just like her FSmash, this USmash can be DI-ed out of. This USmash can easily go through above platforms while keeping her safe, a good example is Battlefield. Also, do not forget that you can activate an USmash while running so this move is good to chase opponents and kills them on the spot. Note: In General, Smash attacks are the strongest in the game. They are more or less the essential key to KO opponents depending on the damage they hold or their weight class, use them wisely. Also, keep in mind that when charged, the smash will not only do more damage but will also increase the knockback significantly. ================== -Specials ======== ================== Neutral Special: Naryu's Love Damage: 11% Zelda will scream like a ninja and surround herself with crystals. Naryu's Love is more often used to reflect projectiles then it is used as an offensive move. It can reflect nearly all projectiles and items, specially straight-forward items such as Samus' missiles or Link's Arrows. Indirect projectiles such as the PK Thunder will reflect in a rather random direction depending on the angle at which it was reflected. Strong explosives such as the PK Flash or PK Freeze can't be reflected so don't try to use Naryu's Love against them or you will run the risk of being hit by them. As a regular offensive attack, it is only used when the opponent is close right next to you and you are able to push them back. Its reflector can't be hold like those of Fox, Wolf and Pit so you need timing to use it properly. Also, it has nearly no startup lag, meaning it is very fast but fail and you will be let wide open to any attack. Side Special: Din's Fire Damage: 08-16% Zelda will release a controllable magical fire ball out of her hand. Din's Fire has received a huge boost since Melee. By launching Din's Fire and holding the Special Move button, Din's Fire can travel large distances. The farther it goes, the larger explosion ratio and the larger damage it inflicts, 8% being the closest and 16% being the farthest. You can also control this move at will with the control stick. If used in midair this attack is treated as a Special Recovery move and won't allow you to jump or attack again so be careful where and when you use it. This move is also very strong and can KO opponent when they are near the top or too close to the sides. If Zelda is hit while conducting Din's Fire, it will travel independently to either its maximum reach or hit a solid ground/object and blow up. Up Special: Farore's Wind Damage: 06% Farore's Wind is not only Zelda's special recovery but also a good offensive move if used properly and can be difficult to master. Farore's Wind is a double hit move, it will inflict damage when Zelda disappears and when she reappears, both dealing an amount of 06%. If somehow you manage to hit both of them on the opponent, you would be dealing a total 12% but of course that is hard to do depending on the situation. Once you activate this attack, you can control the direction she can reappear and moving your control stick to that direction. Keep in mind that this move is not limited to 8 directions and this is the trick that prevents people from dominating the move. If you are very precise to where you move your control stick Zelda can reappear ANYWHERE as long as is in her move range and there is no obstacle in the way of course. Down Special: Transform Damage: None For whatever arbitrary reason, the Transform move that allows Zelda to turn into Sheik takes about twice the time it took back in Melee, making it a lot less used for strategy purposes. It takes about 2.75 seconds or so for the full transformation to take place and allow Sheik to move. During the transformation she is completely invulnerable to ANY attack but once the transformation is finished, she's entirely vulnerable for about half a second, enough time to prepare a full charged smash and strike. Surprisingly however, this move can be used to evade Final Smashes such as Cook Kirby or Critical Hit, but you must have a heck of a timing though. ================== -Throws ========== ================== Forward/Back Throw: Damage: 11% Zelda will throw the opponent with decent knockback in front of her or towards her back. If close to an edge, throw the opponent opposite from the stage's direction to attempt KO'ing them or you may as well follow up with an UAir or even the Lightning Meteor (DAir), just have great timing doing so. Down Throw: Damage: 10% Zelda will not exactly "throw" their oppoent, instead she will treat them like evil minions and put them right below her skirt... omg... Yeah so she will deal the damage and the opponent's knockback will be dealt to Zelda's back, where you can follow up with a BAir attempting to Lightning Kick them or simply dash after them and do an USmash. Up Throw: Damage: 12% She will throw her enemy directly above her. Being her most powerful throw, it is a good choice but ironically, it is also the least used for fear that the opponent may follow with an aerial attack from above. This can also KO opponents once they have reached high damage and if the have low damage, you can even follow up with your own UAir. Grab Attack (Tap A while in grab) Damage: 03% Note: Zelda's grab range is short like most other grabs in the game but also has nearly no lag to recover if fails so don't be afraid to use it once you get the chance. ================== -Misc ============ ================== Final Smash: Light Arrow Damage: 42% The Light Arrow is without a doubt one of the most powerful Final Smashes there is, once it hits, the opponent is pretty much done for. It hits ANYBODY horizontally in front of Zelda no matter the distance. On average it can't really KO when opponent when they're 0% like Marth's Critical Hit but the fact that it can attack several enemies even if they are separate from each other makes it a better attack on free for all and team battles. It can KO light weight characters at a minimum of 10% damage, medium weights need to have about a minimum of 15% damage and heavy weights about 20% damage for them to be KO'd. It counts as two hits, the first is dealt when the camera zooms at the character being hit and automatically dealing a damage of 03% and the second is when the real arrow is shot which deals the other 39% making it a total of 42%. Zelda's Light arrow launches the opponent at a powerful 45 degree angle so they may have the chance to come back by gaining the downward momentum as they fall (that is, IF they survive the attack). Ledge Attack (When coming from a ledge): Damage: 06% Ledge Attack (When coming from a ledge with 100%): Damage: 10% Zelda comes back from the ledge and performs a spin kick on the spot. If this is done when Zelda has 100% or more damage, she will do a slap instead, this will create more damage and knockback than her kick. Only do this when you know you are going to hit the enemy, otherwise you could be easily hit by an attack from above or simply a shield grab. Trip Attack (Press A or B when tripped) Damage: 05% Yet another spin kick... I was right about her having the impression of being a bayblade... Whenever she randomly trips, press A or B and she will do her spin kick and hit anyone in the small area. This won't send them anywhere far though. ================== -Taunts ========== ================== Up Taunt: Zelda poses and releases some small spell with her right hand towards the sky. Down Taunt (My personal favorite): Zelda waves her right arm towards direction she is looking as if saying "Sayonara!" or "Adios!" to her opponent. Side Taunt: Zelda focuses and releases a small spell with both hands as if meditating. On-Screen Appearance: Zelda will "magically" appear on the screen while casting some... white magic? She looks awesome. -----------------------------\ 3.2) SHEIK -----------------------------/ ================== -Standard Attacks ================== Neutral Attack (Tap A): Damage: 03% Neutral Attack (A + A): Damage: 06% Neutral Attack (Hold A after combo): Damage: 01-02% Sheik will slice her hands forward as if trying to cut the enemy in pieces. If you hold A after the A + A combo, she will enter into her slicing animation that takes some time to and may leave her wide open to projectiles if failed to hit though it is decent to annoy whoever gets caught in it. Forward/Back Attack (Tilt > or < + A): Damage: 05% Sheik will do some twirling kick that can be combo into the same attack over and over again and eventually into an aerial, smash or grab. This attack is unlike to kill anyone at all, but is easy to combo into one that does. Do this to trap and annoy your enemy while building damage. Down Attack (Tilt v + A): Damage: 08% Sheik will do a sweeping kick underneath with a little less knockback than her Forward Tilt but a little more damage. It does not really have many used other than doing it when on crawling mode. It is hard to combo such a move as it also has ending lag time. Up Attack (Tilt ^ + A): Damage: 13% She will kick upwards and the bring her leg down to the opponent for a double hit. I find it to be a good move as it is her strongest tilt and is possible to combo it into something else, most likely an aerial. It is also to do after a Forward Tilt. Dash Attack (Tap > or < + A): Damage: 07% Unlike in Melee, this move cannot be combo with effectively. Sheik will rush towards the opponent and do a cross attack with her hand (is so fast that it looks as if she's doing a head butt, lol). While it does not have decent damage compared to other moves, it is still quite a fast move. Unfortunately it has a bit of ending lag time leaving you wide open for a shield grab. Note #1: Sheik's Up Attack is a 2-hit combo, only if both hits connect, Sheik will deal 13% of damage, otherwise the first hit only deals 06% while the second hit deals 07%. Note #2: Be careful when using Sheik's Down Air Attack, using it carelessly may cost you a stock as it spikes straight down leaving you without a chance of recovery if done on bottomless spot. ================== -Aerial Attacks == ================== Neutral Air Attack (A while in midair): Damage: 05-13% Sheik will launch a funny looking kick in the air. Its knockback and range are decent only when done in a direct hit, otherwise it is very weak and the opponent will barely flinch. Is good to use this move when the opponent is approaching from the air. Because it is very quick, it might even trick those Marth players that mostly do aerial attacks. F/B Air Attack (Tilt > or < + A while in midair): Damage: 09-11% The Forward Air Attack and the Back Air Attack are actually two totally different moves with different properties. She will launch a small punch with her FAir, so small that you will barely be able to see it, and back kick with her BAir. For starters, her BAir will not only do more damage (11%) but will also have higher knockback, unlike her FAir which will do less damage (09%) and have very little knockback. Down Air Attack (Tilt v + A in midair): Damage: 10% Sheik will pause for half a second in the air and then shoot down with a kick. It is faster than fast falling but not faster than other DAirs such as Toon Link's. It is not a good edge guarding move and has very laggy start up and landing time, I do not recommend using it unless you know you are going to hit. Up Air Attack (Tilt ^ + A in midair): Damage: 06-11% Sheik will shape herself like a drill and shoot a kick upwards, like a drill... It has decent range and damage but low KO potential. The direct hit is obviously better than the late hit in both knockback and power. If you hit with the direct hit, you are most likely safe from a counter, but if hit with the late hit, you may be left wide open due to the move's lag landing time. Note #1: Sheik's Neutral Air Attack can deal either 05% or 13% depending whether it is a direct hit or not. Note #2: Sheik's Up Air Attack can do different damage whether it is a direct hit from the start (11%) or whether it is a late hit (06%). ================== -Smash Attacks === ================== Forward/Back Smash: Damage: 14% Charged Forward/Back Smash: Damage: 19% Sheik will perform a side double kick. The first one has like no knockback at all and will lead to the second one that does. Both are likely to hit if opponent has low damage and doesn't use DI to get out of the way. It can KO at about 130% damage as long as the opponent doesn't use DI. Down Smash: Damage: 11-13% Charged Down Smash: Damage: 14-18% As the winner of several breakdancing contests, Sheik would gladly show off her skills with her DSmash move. She will spin upside down sending kicks left and right. It has decent knockback and the closer you do it to the opponent, the more damage it will cause. Up Smash (Upper hit): Damage: 17-18% Charged Up Smash (Upper hit): Damage: 23% Up Smash (Side hit): Damage: 12% Charged Up Smash (Side hit): Damage: 16% Sheik will thrusts her hands upwards then bring them down to her sides. It hits in two different way, the strong upper hit which is when she has her hands upward will hit hard with a strong knockback and the unimpressive side hit which will still cause some damage but no significant knockback. Note #1: Sheik's Forward Smash is a two hit combo, the first dealing a total of 05% (07% when charged) damage and the second dealing the other 09% (12% when charged). Only the second hit has a significant knockback. Note #2: Sheik's Up Smash is also a two hit combo even if it doesn't look like one. If you are very close to the opponent, you will hit him/her with both causing a damage of 29-30% when uncharged or 40% when charged, that's a lot of damage for just one move... ================== -Specials ======== ================== Neutral Special: Needle Storm Damage: 03% By activating the Needle Storm Attack Sheik can start storing needles. She can store up to 6 needles in total, each needle amounts for 03% of damage each, making it a total of 18% if all 6 land. By pressing the special move button again while charging Sheik will release all the needles she stored up until then or a single needle if you pressed it right away. If you use this attack while in midair she will charge them or launch them at a 45 degree angle. This attack can also cancel other projectiles and still hit the opponent. Side Special: Chain Damage: 03-05% I find this move not to be very effective combat-wise as it will leave you wide open to any attack if you happen to miss. You can slightly control the direction of the chain with the control stick while holding the special move button and can also land multiple hits. By becoming in contact with the chain, the enemy will take of 03% per hit or 05% if enemy becomes in contact with the tip of the chain. This move is mostly useful for tether recovery. Up Special: Vanish Damage: 15% Vanish is just another name for Farore's Wind because the move is practically the same. Unlike Farore's Wind, Vanish can only hit the enemy as Sheik "vanishes" and its knockback and damage is much greater theb Zelda's Farore's Wind, however, Vanish does absolutely nothing at the spot where Sheik reappears. The move is as hard to master as Farore's Wind and the teleportation distance is also shorter so don't forget to use her Chain to grab the ledge if needed. It is also nearly impossible to sweetspot the ledge with this attack. Down Special: Transform Damage: None Absolutely no difference other then instead of taking about 2.75 seconds to transform into Sheik, Sheik takes about 2 seconds flat during the transformation into Zelda but the half a second of vulnerability is about the same so just watch out when and where you decide to transform. ================== -Throws ========== ================== Forward/Back Throw: Damage: 02% Just like you thought, Sheik will slam her opponent towards her front or back. This is usually not strong enough to KO anybody so do not hope to kill anybody with it. This is good however, to send the opponent off the stage and follow up with a FAir attempting to spike. Down Throw: Damage: 03% Sheik will put the opponent the ground and slam him/her/it with her right foot on the stomach, that must hurt, so why is it only 03%? >.>'. Anyways, this will send the opponent upwards giving you time to combo with a short-hopped UAir, which often works. Up Throw: Damage: 02% Sheik will put herself on the ground with the opponent above her and kick the bastard with both feet. This should hurt even more and yet it does only 02% -_-'. Anyhow, if at low damage, this can be combo similar to her DThrow. Grab Attack (Tap A while in grab) Damage: 03% Note: Not only Sheik's grab have shorter range then Zelda's but also the damage she deals while grabbing is very unimpressive. Grabbing doesn't seem to be her favorite move, but at high damage, she's able to hit the opponent continuously making her able to deal great additional damage. ================== -Misc ============ ================== Final Smash: Light Arrow Damage: 48% For some strange reason, even though is the same "Light Arrow", Sheik's Light Arrow seems to be better then Zelda's damage-wise by a significant amount of 06% while still having the same powerful knockback, it still can't KO opponents at 0% though. The attack still counts as two hits, the first being dealt when the camera zooms at the character being hit and automatically dealing a damage of 03% and the second is when the real arrow is shot which deals the other 45% making it a total of 48%.However, the 06% difference in damage isn't the only thing, if you bother to take a closer look, you would notice that unlike Zelda's Light Arrow that launches the opponent at a 45 degree angle, Sheik's Light Arrow launches them straight forward at a 0 degree angle. Ledge Attack (When coming from a ledge): Damage: 08% Ledge Attack (When coming from a ledge with 100%): Damage: 08% She will come back from the ledge like any other character and do some kick or do and elbow attack if her damage is 100% or more. Nothing impressive here though just watch out what the opponent waiting for you will do as you can easily be shield grabbed once you come back. Trip Attack (Press A or B when tripped) Damage: 05% Sheik will stand through a short breakdancing. She's a pro breakdancer alright... Kicking both right and left, is not a great move or anything but if you can hit your opponent with it after your random tripping then just go for it. ================== -Taunts ========== ================== Up Taunt: Sheik stands upside-down with her left hand. Down Taunt: Sheik does some Martial Art sign while vibrating her left hand. Side Taunt: Sheik pulls out her chain and... shows it to the enemy... On-Screen Appearance: Like Zelda, Sheik will magically appear on-screen except she won't be doing any white magic with her hands... or is she? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -------------------------[ 04) Into Brawl ]-------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----------------------------\ 4.1) As Zelda: -----------------------------/ Zelda is awesome, period... I wanted to write just that but then this FAQ would have never been accepted... Anyways, she has had a very significant buff since Melee, and I consider her one of the top characters in the game hands down. If used correctly, her Din's Fire can entertain the enemy for quite a while. That move has a fire ratio can hit the enemy even if they don't fall within the attack's animation. Let's say you grab an opponent, you can toss him/her aside and start using Din's Fire to build damage. If the enemy has quite a large amount of damage, you may even KO him/her with it. This tactic works best on opponents that play close-range only (ex: Marth, Bowser, etc...). If you are fighting a projectile character (ex: Samus, Link, etc...), be prepared to use Naryu's Love at any time so that you can reflect that powerful Charge Beam or that fully charged Arrow and follow up with your own projectile attack, Din's Fire. When fighting heavy and strong character, be very, VERY careful. Zelda's most noticeable weakness is her weight, two of Dedede's FSmash and she's likely out of bounds. For this type of fight just stay away from them and... guess what? Yeah, you guessed right, Din's Fire, just don't let your guard down and start spamming the and the next second you have the opponent right in front of you and about to do a smash. If fighting someone big such as Bowser, you might as well try to play close-range, why? With characters that big is hard NOT to do a Lightning Kick on them. For average characters (ex: Mario, Link, etc...) just play safe, these kind of characters can be quick pulling out their attacks so you just have to be faster than they are and push them away your powerful smashes or your Lightning Kicks. A simple trick is to use Farore's Wind and playing with their minds having them to guess where you will reappear. Depending on the situation, decide if you want to steal their spot by reappearing right where they are and dealing damage or simply playing safe by teleporting away, just make sure you're not hit before you manage to actually teleport or you will be wide opened and Farore's Wind will be canceled. Fast and Light characters can be a trouble when playing Zelda. Characters such as Sonic or Toon Link are a pain everywhere, it is not wise to continuously use Din's Fire on them as they will be right in front of your eyes before you even manage to hit them. Naryu's Love are effective against both types, to reflect their projectiles or to push them away when they are ACTUALLY in front of your eyes. Her FSmash and USmash take about a full second to execute so even if they spin on you (Sonic's Dash or Side Special) you can easily push them back with these kind of smashes. Her smashes are quick to use and can be done repetitively quickly IF your fast enough. Her weight is a little average so she is not too easy to get rid of. Nayru's love is her best close range move. Her down toss from her grab would be the easiest to link to a combo along with her up toss and UAttack Her aerial back kick is her STRONGEAT move nest to her aerial down kick and her UAir getting the back kick to always be critical there is a secret to. Treat it as if you were doing a smash. Push the control stick in the direction of your target and press A together if done right it should always be at full and send your target. A good trick? Block then after the attack was blocked up lightly and use her side kick. Running grabs are a great thing to use with Zelda. Farore's wind makes a good surprise attack as well as a great trick. Warping into the same spot you stood is a move no one ever expects. -----------------------------\ 4.2) As Sheik: -----------------------------/ If you used to main Sheik back in Melee, you would notice right away that she has been nerfed... big time. I find her to be a tad slower (still pretty fast), her aerial moves have less knockback and her grab is nearly useless. You can no longer combo the Needle Storm as easy, most noticeably in midair and it just seems like most of her regular attacks have been shrunk in both damage and knockback. Sheik's most useful attack is probably her Needle Storm, not only it can cancel out most other projectiles but also it can pass through them and still hit the enemy. She plays like most fast characters and her most often used moves are the dash and midair attacks. She is still quite good at air juggling. Without L-Canceling though, her DAir has quite a wide lag and that could turn out very ugly. For her to KO characters is also a challenge due to little knockback. If used properly she's good against both Light and Heavy characters, however, be careful with projectile spammers as Toon Link's Boomerang/Arrows or Samus' Missiles. In these cases, Sheik should get close to them as fast as possible before the enemy starts building ridiculous amount of damage onto her, don't try to cancel all those Missiles with Needles, just roll/jump your way towards enemy as quick as possible and strike. If you manage to send an opponent far away, jump towards them and Vanish right in their faces and back to the stage, this move is likely to finish them off and you fall back on the map. You may as well just stand a little far from the ledge and pull out your chain and use it as a toy moving it around not letting your opponent get back as easy, this move is mostly useful as a recovery when thrown away though. -----------------------------\ 4.3) Against Zelda: -----------------------------/ As if I would tell you how to beat me... *sigh*... fine, ugh. Zelda's weakness is against a heck lot of Power or a heck lot of Speed. What do I mean? I mean if you are playing the type of opponent that you get killed and you don't know what hit you, Zelda is not the best choice. I often have trouble against Sonic pro player because of their super fast juggling and lightning speed. Think about it, while in Brawl Zelda is considered better then Sheik by most, usually in a Zelda pro Vs. a Sheik pro, the Sheik pro will win. So what about that "heck lot of Power"? Simple, about two or three Falcon Punches and you are out... As mentioned before, Zelda's light status is quite the troublesome handicap. While these sort of attacks are easy to dodge, is not like Zelda is super fast so just wait for the right moment to strike. Characters like Ike usually ring out Zelda within a few minutes, perhaps seconds. When the Zelda player starts spamming Din's Fire, just dodge/roll out of the explosion and go towards them in a flash. Also, when opponent tries to come back using Farore's Wind, jump and hit them before the teleportation is a success, this move has about a second of vulnerability before it is finally executed. -----------------------------\ 4.4) Against Sheik: -----------------------------/ Don't be afraid to go full force against Sheik. Like Zelda, she's relatively easy to ring out. If you are a slow character, you may have a heck of a time against them, she's not as fast as Sonic but still reaches the speed of sound (considering that Sonic is the speed of light). Most Sheik players will try to charge their Needle Storm whenever possible so don't get distracted and let them fully execute the Needle Storm or you might regret it. At this time, rush or jump towards them and strike during their charging time, even if they roll away, during that fraction of a second of vulnerability, you may still hit them. Because of Sheik's "not so awesome" recovery, they can be very easily edge-hogged. Why? Sheik's recovery special, Vanish, does absolutely nothing at the spot where Sheik reappears so even if it seems like Sheik can grab the ledge, as long as you are on the spot, she's done for, this is all besides the fact that Vanish can't travel as long as Zelda's Farore's Wind can. Watch out if the opponent decides to use Tether recovery though, as Sheik's chain can hit you, however, chances are that once the Chain hits you, it won't stick to the ledge giving Sheik a horrible lag time making her unable to come back. -----------------------------\ 4.5) Zelda Pros and Cons -----------------------------/ ================== -Pros ============ ================== -Din's Fire travels at a fast speed. -Incredibly good aerial moveset, specially if sweetspotted. -Din's Fire denotes at a quick speed. -Naryu's Love contains a few invincibility frames. -Farore's Wind strikes when disappearing and appearing. -Smashes have decent range. -Easy to catch an enemy off-guard by doing combos with Din's Fire. -All smashes have decent knockback and damage. -Smashes are quick and can be spammed if you are fast enough. -Din's Fire has a huge explosion radius. -Is very floaty, allowing her to break from most chaingrabs. ================== -Cons ============ ================== -A tiny lag if smash is blocked or dodged. -Transform move is WAY slower. -Din's Fire disallows her to move if used on midair. -Is a light weight. -----------------------------\ 4.6) Sheik Pros and Cons -----------------------------/ ================== -Pros ============ ================== -Is fast, very fast! -Has high jumps. -Needles are still powerful projectiles. -Good for combos. -Can chain grab into combos. -Good at building up damage quickly. -Needle Storm flinches the opponent. -Chain can be used for Tether Recovery. ================== -Cons ============ ================== -Awful at making KO's when low damage. -Is a light weight. -Recovery is much worse than Zelda's. -Nearly all of her attacks have very short range. -----------------------------\ 4.7) From Melee to Brawl -----------------------------/ ================== -Zelda Buffs ===== ================== -Zelda's Naryu's Love is her best close-range attack and has become slightly more powerful. -Zelda's lightning kick is easier to pull off. -Naryu's Love is also executed faster. -Farore's Wind is now an attack more then a recovery. -Din's Fire is much easier to control. -Din's Fire is about twice as powerful. ================== -Zelda Nerfs ===== ================== -Transform for both Zelda and Sheik takes MUCH longer. -Transform for both Zelda and Sheik leaves them extremely vulnerable. ================== -Sheik Buffs ===== ================== -Chain is faster. -Chain is easier to control. -Vanish's power increased and can KO an opponent with about 60% of damage (when not using DI), rare but possible. -FSmash hits harder and hits those who use DI easily. -Is able to crawl and cling onto walls. -Vanish's landing lag has significantly decreased. ================== -Sheik Nerfs ===== ================== -Transform for both Zelda and Sheik takes MUCH longer. -Transform for both Zelda and Sheik leaves them extremely vulnerable. -Sheik's Needle Storm is much harder to combo with. -Sheik's FAir doesn't have much KO potential anymore. -Needles are weaker not being able to cancel projectiles as easy as they did in Melee. -----------------------------\ 4.8) VSing in FFA -----------------------------/ When playing in a free for all game, such as those in "Basic Brawl", the wiser choice (in my opinion) is Zelda, why? Take a guess. Unlike Din's Fire, Needle Storm which is Sheik's only projectile will usually hit only one player at a time while Zelda can just blow up everyone in the area with Din's Fire amazing radius and speed. Also, Zelda's also add up, specially her USmash as it can throw anyone around up in the air followed up by easy combo with her UAir or Lightning Kicks. -----------------------------\ 4.9) VSing in Teams -----------------------------/ When playing in Team battles, the main factor that changes everything is whether Team Attack (aka Friendly Fire) is on or off. When Team Attack is off, there's really not much strategy involved, is more like a ffa or simply like a 1v1 but when it IS on, which is frequently used in tourneys and whatnot, it's everything about strategy, every move counts. Good team partners will rarely, if ever, hit each other, newbies and team battles will just embarrass each other to death. So first question is whether Sheik or Zelda is better... For normal Team battles (where Team Attack is off), either will do but is wiser to use Zelda since her Din's Fire can hit both enemies withing the Fire's radius and her smashes can just rape them on the spot, so can her Naryu's Love. For those where Team Attack is on, I recommend Sheik. While it is normal to think that Zelda would do better (and perhaps she might), she is most likely to end up raping everybody (including your own partner) most of her attacks just hit everyone around her. There's also that situation where you are using Zelda and your partner is using someone with a reflector (such as Pit or Fox) where Team Attack is on, if both players have good timings, you can do some crazy damage. Pit's FSmash can also cancel out Din's Fire on the spot canceling the damage to Pit while also dealing that FSmash to whoever is in front of him, so Zelda + Pit = Super Choice. Otherwise just use Sheik and keep the fight close range with the proper opponent. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----------------------[ 05) Brawling With ]------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----------------------------\ 5.1) Bowser: -----------------------------/ Wiser Choice: Either As Zelda- Overall Difficulty: Easy Ordinary Bowser players are usually no match for either Zelda or Sheik. That's what I used to think until I found myself with a really deadly Bowser pro. Just never allow them to do their kamikaze move on you (you know, the side special...). Use Zelda's Din's Fire or Sheik Needles to build damage from far away and just spot dodge their smashes follow by one of your smashes, that's usually easy to do. Zelda's Naryu's Love is able to reflect or at least cancel Bowser's Fire Breath in case your opponent decides to play with that. As with most large characters, Zelda is able to easily land a Lightning Kick on Bowser. As Sheik- Overall Difficulty: Easy Sheik's Speed will overwhelm most Bowsers but they are still not to be taken lightly. Sheik is mainly a short-range character, the distance where most Bowsers would attempt a DSmash, short-hop a DAir or even short-hop their Flying Slam. Great Bowser will jump over you like 4 times in a row trying to grab you or hit you with aerials, during this time they are hard to hit so I recommend using Vanish as this will probably hit the turtle flying above you. Tactics against Bowsers are simple, really, so just hit him normally and use Vanish or USmash for finisher. -----------------------------\ 5.2) Captain Falcon: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy After his huge nerfing operation, most characters are good against him, if played correctly of course. There is nothing to really fear here other then a random Falcon Punch coming out of nowhere and knocking you out. Just use your usual smashes and specials to get the job done. A dodging game is best against him as his moves are fast yet predictable. Also, watch out for random Knees as they may KO you once you have a few digits of damage on your counter. As Sheik- Overall Difficulty: Normal Really good Falcons will know how to use his Falcon Punch wisely, and I am telling you now, if that thing hits you when you have anything over 30% when as Sheik, just do not bother, even with DI this will send you flying to no return and Sheik's not-so-good recovery does not help at all. He is still very manageable as an opponent though so play him casually. Also, try not to go after him when edge guarding, his Raptor Boost's spike effect will have you done for. -----------------------------\ 5.3) Diddy Kong: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal Peanuts and Bananas can get REALLY annoying, BUT guess what? You can use that annoyance against that annoying monkey. Naryu's Love seems to be the key against the ape, while it is not that awesome at reflecting peanuts (and really, nothing is...), it can turn annoying banana peels into friendly ones. Once your reflect the banana peels when they're thrown at you, not only do they make your opponent fall on his apy butt but also does absolutely nothing to you. The rest is just like fighting any character, smash, special, smash, good bye... As Sheik- Overall Difficulty: Normal While Sheik is still faster than the chimpanzee, she can still be easily tricked into his mind games, banana peels included. He is better to deal with at close range, and Sheik is pretty good at that. Grabs, Dash Attacks and Aerials work pretty good against him as well, try not to trip on the peels as that can decide the fate of the battle. If the Diddy is good at mind games, yours must surpass his, do not let peanuts scare you. -----------------------------\ 5.4) Donkey Kong: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal While some people really underrate Donkey Kong, he is surprisingly a very good character. He is not as slow as someone like Ganondorf (and be honest, who is?) and he hits hard, and I mean HARD! All of his smashes are to fear. Watch out for the obvious combo of Head butt followed by a charged Giant Punch, this can be super devastating to the light Zelda/Sheik. As with most big slow characters, just roll away or shoot projectiles at it to get the job done. Zelda's smashes play a big roll here as she's good at landing them on such characters. As Sheik- Overall Difficulty: Normal Believe it or not, even with Sheik's large difference in speed, Donkey Kong is still a very tough opponent, if you have played Donkey Kong pros (Bum anyone?) then I am sure you have seen how deadly they can be against fast characters. His BAir kick is a move used very often by the Kong, so try to avoid it as that can build up quite the damage. As if that is not enough, his Spinning Kong move may be annoying at times and the damage it builds up is crazy, so shield-grab it whenever possible. -----------------------------\ 5.5) Falco: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy Piece of cake... You know, for some reason I used to be afraid of the space animals, maybe because those Fox pros left some trauma in me back in Melee, but now, they're not that great and can be dealt with fairly, especially when using Zelda. If he's a camper, you are in luck, Zelda is a camper hunter. When Falco starts spamming his Blaster, just use Naryu's Love to reflect the love back at him. Only thing to watch out is the annoying reflector, not because he will reflect your stuff but because it's knockback is just plain annoying, not such a big deal though. Another good thing is that Zelda's floaty ability prevents her from being stuck in a chaingrab, this is good so you don't have to worry of being gimped so often. Just jump whenever you see he DThrows you. As Sheik- Overall Difficulty: Hard Sheik has a lot tougher trouble dealing with the blue bird than Zelda would. First off, Sheik is fast and agile, but not floaty and this makes her a target for chain grabbing for the first few hits. Another thing is that she cannot reflect the lasers making her an easy target for yet another annoying tactic, the laser lock. So what to do? Just be fast, very fast and unpredictable. Use reverse grabs and all techniques you can think of on him. Aerials, lots of aerials and keep him at close range at all cost while avoiding his grab and Reflector. Watch out at the edge when the intend to spike you with a DAir as this could end the match right on the spot. -----------------------------\ 5.6) Fox: -----------------------------/ Wiser Choice: Either As Zelda- Overall Difficulty: Normal Just keep this mammal at close range, even if you keep reflecting his Blaster, not only it might not reach back at him but he would just keep shooting you... Follow him at all times and smash him whenever possible. If this was Melee you would probably stand no chance, but this is Brawl, Mr. McCloud isn't the Lion King anymore. Also, watch out for his annoying UTilt, try to DI out of it and counter with a DSmash or Naryu's Love. As Sheik- Overall Difficulty: Normal Similar tactics applied with Zelda also work with Sheik. Try to keep him at close range so that Fox does not camp half the match shooting lasers at you. His UTilt is still annoying and will be likely followed by an USmash, try to DI or jump out of it. Watch out for the obvious combo of DAir followed by DSmash, if you have high damage, this is likely to finish you off, but if you hold down your DI and use the chain in the direction of the ledge at the exact time when he DSmashes you, you will survive no matter how hard the hit. -----------------------------\ 5.7) Ganondorf: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy Din's Fire, Din's Fire, Din's Fire! Just keep this very dark fellow away from you. Nearly all his attacks can destroy Zelda/Sheik within a hit or two. If he manages to get close to you just use Naryu's Love or simply roll out of the way. Watch out for his Warlock Punch, have to hate that thing, thankfully it doesn't hit very often... Ganondorf is a fellow you must like to mess with, nearly anything hits him. Always watch out for his guard-breaking Flame Choke, if he predicts your move after it, this could decide the fate of the match. As Sheik- Overall Difficulty: Normal Sheik can still do pretty well against the Ganon, there's really nothing he can do about Sheik's Needle Storm but block, dodge or jump, which may give you the chance to rush towards him, grab and follow up a combo as he is an easy target for that. Aerials work pretty well on him as he's a large target and he is usually a ground player. Still watch out for his deadly Thunder Stomp and Wizard's Foot, both can rack up a lot of damage and have very high KO potential as pretty much all of his moves. Also, keep in mind that when Ganondorf is doing the Warlock Punch, the hit is in the punch itself, meaning it could easily be crouched with Sheik. -----------------------------\ 5.8) Ice Climbers: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy Separate them, as simple as that, otherwise you will be fighting them all they. Watch out for their Ice Shots as they cannot be reflected with Naryu's Love so try to jump over them and counter with Din's Fire. It is also relatively easy to appear into either of them with Farore's Wind and dealing damage, same with Din's Fire. These guys guys are vulnerable to nearly anything so just have them away from each other and you will have the easiest fight yet. Also, watch out for their annoying chaingrabs, these can follow up with devastating attacks Ice Climbers mainers have mastered and apply them on you through out the entire battle, so just dodge their grabs and follow up with a FSmash. As Sheik- Overall Difficulty: Hard As said above, Ice Climbers experts will have dozens of chaingrabbing combinations, whether they have Nana doing a DAir after a DThrow or a simple chaingrab, it is all unexpected what they will do next. These two fellow can do the unpredictable. You may try to rush into them but you may have a hard time doing so due to their Ice Shots or Squall Hammer attack which is almost as good as Donkey Kong's Spinning Kong. You may go ahead and try and Needle Storm them or catch them in your FTilt lock, but just watch out as you may catch one, the other may hardly punish you. -----------------------------\ 5.9) Ike: -----------------------------/ Wiser Choice: Sheik As Zelda- Overall Difficulty: Normal Ike is one annoying fellow no matter who you use. Even though Sheik may be a wiser choice for fighting Ike, I still think Zelda does surprisingly well against him, as attacking him close-range with Sheik is not the brightest of all ideas in my opinion. Watch out for his Quick Draw as Ike players use it very constantly, and try to blow a Din's Fire right where they appear. Is not hard really, hard will be if he manages to hit you with one of his FSmashes. As Sheik- Overall Difficulty: Easy Most would still agree that Sheik is a better match up against Ike for several reasons. First, the FTilt lock works like a charm against him, as he is a tall character with the perfect weight. Because of the lag within most of his moves, Sheik's quick ground attacks can punish him from every angle. His not-so-fast running speed can also allow Sheik to send Needle Storms at him and can work very effectively. Have a few hits on him and do a USmash for a finisher, it usually works pretty well. -----------------------------\ 5.10) Jigglypuff: -----------------------------/ Wiser Choice: Sheik As Zelda- Overall Difficulty: Normal Never pick an air fight with a Jigglypuff player, you will lose. Not only is hard to hit that pink marshmallow but her midair attacks are quite good, this is known as "The Wall of Pain". May be very annoying if you just do not know what to do while you are receiving hit after hit by him. Her FSmash is also surprisingly good, better than Kirby's. Do not worry about her specials as most of them are not really good EXCEPT for her rollout which is rigged O.O'. It goes about as fast as Sonic's running speed, can go back and forward, significantly decreases shield, it is very hard to dodge and a very HUGE knockback >_>. It can however easily be stopped but projectiles, but Zelda's Din's Fire will not be able to keep up so if possible, try to jump or grab a ledge when you see it coming. As Sheik- Overall Difficulty: Normal When you have been caught in the wall of pain, all you want, in that case, is keep her away from you, needles is a good strategy and Sheik's chain might actually be useful. Sheik's aerial are also pretty good to fight back, and even her Vanish may easily get a hit. If you see the Rollout coming (that is, IF you see it coming...), use Needles, but FAST, even if it is a single Needle to break the round thing from its rolling move, because if it hits you, it may be it for you. Watch out not getting put to sleep by her Sing and followed up by a Rest, as good Jigglys actually manage to do that often, I do not know how but they do... -----------------------------\ 5.11) King Dedede: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy While both Zelda and Sheik do fairly well against King Dedede, Zelda is significantly a better match up against him any day, anywhere. As Ganondorf, just keep this fat fellow away from you. You certainly do not want to test whether his FSmash is the strongest in the game or not. While his Waddle buddies may be effective against characters like Link and whatnot, they are little to nothing against super Zelda, as Din's Fire can easily pass through them and strike the penguin. Because of Zelda's "floatyness", King Dedede's chaingrabs will usually fail, though watch out, because as Donkey, the love doing that BAir kick. And do not forget the Jet Hammer, it kills, remember that o.o'. As Sheik- Overall Difficulty: Normal By all means, please do not be one of those people who go into Dedede's mouth when chasing after him while trying to edge guard... Unlike Zelda's strategy in this match up, try to be close to the King or you will have Waddle nightmares, as they block your Needles and that is all you have for long range attacks. Lock the penguin in the FTilt if possible and follow by hitting him with the tip of your USmash, you just cannot miss. Most of Dedede's ground moves have ending lag, whenever you see an opening, use that chance to grab him and follow up with a deadly combo. -----------------------------\ 5.12) Kirby: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal Last time I underestimated this walking pink jelly I ended up paying quite a large debt. Kirby's most annoying attack however has to be his Final Cutter, even if you do manage to reflect the little projectile it releases, it won't get back to him, get to close and he will slice your head like bread. I usually have a hard time against good Kirbys, but that is probably just me. Watch out for his DAir > FSmash combo of his, it can be quite deadly. Din's Fire works fairly well on him, and so does Farore's Wind if used as an offensive move. Nothing much I can say as he's pretty hard to hit. Also, watch out for his Stone move when trying to KO him upwards with an UAir, I have committed that mistake countless times... As Sheik- Overall Difficulty: Hard First, do not let him suck you up, you do not want your super needles to fall into the wrong hands. Second, roll or spot dodge his hammer, fail and it will send you flying quite the distance, a good KO move against you. They will often run towards you and do either the Hammer or DAir > FSmash combo. At this point, either do a DSmash before he gets to hit you, Vanish or simply dodge and counter. You may also try dodge whenever he uses the Air Cutter, its ending lag allows you to punish him severely after it is executed. -----------------------------\ 5.13) Link: -----------------------------/ Wiser Choice: Sheik As Zelda- Overall Difficulty: Normal My number one main on Melee, while I do not find him as good as back in the Cube days, he is still quite powerful. His smashes can well KO Zelda or Sheik at about 40% so watch out. Reflect his lightning-speed arrows right back at him, same with his Gale Boomerang follow up by Din's Fire. Play carefully and he's all yours. Link has the advantage of being a strong close-range character and also one of the best long range ones. I would suggest close-range combat as half of his arsenal will not be at hand. He is also a character you can juggle with, a few smashes and even an easy meteor target. Just watch out for his deadly DAir when trying to KO him from below. As Sheik- Overall Difficulty: Normal I find Sheik to be a better match up against him for simple reasons, combo target. Like Ike, Link is a combo hot spot for having the perfect weight and height. Your aerials are superior to his to use them wisely. Focus on close-range, use FTilt lock and moves like Vanish for finishers. If you manage to block his Spin Attack, rush and grab him and he is entirely vulnerable if the hit fails. Do DThrow, UAir and follow your combo from there. Try to be unpredictable, use reverse grabbing and dash attacks when less expected. -----------------------------\ 5.14) Lucario: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal This Anubis dog usually does not really stand a chance against Zelda, unless the skill difference between players is too much. He is part steel so Din's Fire is super effective against him... right? Um... Too bad Brawl does not follow much logic. Aura Sphere is one of the easiest attacks to reflect, throw it back at him and adios. The rest of his attacks are not that powerful, but they have huge range and KO power once you are at high damage, so just kill him fast while at low percentage or else you will have some trouble due to his masochist "more damage, more strength" tactic. Most Lucarios also tend to edge-guard by throwing Aura Spheres into the air trying to hit you as you come back, avoid this at all cost, they hurt. As Sheik- Overall Difficulty: Hard Fighting the Pogeyman as Sheik can be pretty challenging, after all, Needles are not very effective against Steel-type pogeymanz, oh wait... So yeah, you may have lots of trouble fighting the thing, he is a much faster slider than Sheik would ever be, so try to attack him and he will usually roll behind you, follow with a DSmash, Force Palm or a grab. Speaking of Force Palm, watch out for his Force Palm chain and his A, A, Force Palm combo, as most Lucarios do both tactics pretty often. Whenever Lucario attempts to counter you with Double Team, grab him as this is not countered by Double Team and do your stuff from there. -----------------------------\ 5.15) Lucas: -----------------------------/ Wiser Choice: Sheik As Zelda- Overall Difficulty: Hard I hate these psychic wannabes, the PK Barrage is annoying as they come. What to do? You can see this attack coming from a mile away so simple roll out of the way or something. PK Fire probably goes too fast for you to reflect so simply dodge it and get back at him. Spamming Din's Fire is a BAD idea! You will just end up bringing him back to life as he draws his PSI Magnet. Be careful with his deadly USmash, as it has insane knockback and inflicts high damage, otherwise, just beat him up while at close range with regular attacks. As Sheik- Overall Difficulty: Normal Thankfully Sheik's Needles are not made of magic, or are they? We can assume they are not as Lucas is unable to absorb them with his PSI Magnet, but um... wait... but can reflect them? Sure he can, by using his little stick as a bat Lucas can reflect any projectile throwing at him as well. Pretty tough, eh? Try to keep him at very close range preventing him from using his little PK Stuff... Watch out for all of his aerial, they have very good range and damage so try to keep him grounded. -----------------------------\ 5.16) Luigi: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal Luigi is a pimp, and by pimp I mean his is a tough fellow. His aerials are probably the fastest zero-lag in the game, meaning they are really good and that is what most Luigi mainers are all about, aerials. He can do four FAir in a single jump, try doing that with any other character. His ground game is not bad either, his FSmash is crazy strong and let's not even talk about his Super Jump Punch. Do not bother reflecting his Fireballs unless you are really close to him as its range is surprisingly lame for the power it has... What you should try and do though is do your smashes before he does, shield-grab him whenever a move fails as he has some ending lag on them. As for when he is in the air, try to roll away or USmash him, whatever the case, never do a move with high ending lag (like Farore's Wind or Naryu's Love) unless you are sure you will hit or else you will get a big Super Jump Punch in the face ending the match on the spot. As Sheik- Overall Difficulty: Hard Luigi has a lot of recovery options so getting rid of him is quite a pain. Watch out for his Green Missile whenever you try to edge guard Luigis tend to use either that or the Luigi Cyclone as primary recovery options and not his Super Jump Punch. Unlike Mario, Luigi has no cape so you are free to throw dozens of needles at him whenever he is on ground, the air is what will likely become your problem. Try to use Sheik's standard attacks to build up damage until an opportunity arises and you are able to land a free USmash or Vanish on him to do the finishing blow. -----------------------------\ 5.17) Mario: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal Good Marios tend to use the Cape very often, this allows Mario to prevent damage from moves like Din's Fire and the likes, however, if timed wrong by the slightest second and the move will still hit. I am telling you now though, DO NOT attempt to use Din's Fire while Mario's F.L.U.D.D., is fully charged, at least nowhere near an edge, because Mario will pretty much say "screw the fire, you are going down" and just laugh while watching you fall helplessly with no way of recovering. His Fireballs can be tricky but also predictable so simply return them with Naryu's Love and follow with a DSmash if he is close to you or Dash Attack or grab if he is taking his distance. As Sheik- Overall Difficulty: Hard Standard tilts and smashes are best against Mario, really, his Cape prevents nearly anything from touching him, while also inflicting damage and turning you around, OMG... In fact, the Cape does 8%, surprisingly one of his strongest moves besides smashes... F3aR du CapeZ D=. Anyways, Needles will not be of much use due to the fact that they can be turned against you, but you may try and use them for mind games and from afar so that they do not turn back and hit you. Try to destroy Mario with your standard attacks, a few FTilts and a DSmash here and there, Vanish to finish the job. -----------------------------\ 5.18) Marth: -----------------------------/ Wiser Choice: Sheik As Zelda- Overall Difficulty: Hard One of the problems I can see when fighting him is the annoying counter, but thankfully, the Counter's lag time has increased since Melee forcing Marth players to use the move less often (unless they are some kind of psychic geniuses able to predict your every move) and yet you can simply grab them whenever you see that counter is activated as it is not affected by the grab. Try to keep him at a distance as Marth is a close range character only (good spacing applies). Also... watch out for the tip of his blade, is quite annoying... He is also very fast in case you intend to camp half the battle, use Din's Fire, he will easily dodge it and tip the heck out of you so yeah, he is tough stuff. As Sheik- Overall Difficulty: Normal Sheik's speed can easily keep up with Marth's. Marth's spacing and tips will hit less as Sheik is a contact character, staying close to full blade and away from tip. When away, she can always resort to her Needle Storm, it usually does charm. FTilt lock him and combo until there is no tomorrow. Try to be faster than him and dodge his continuously FAir attacks, as that is what most Marth resort to. Also, either shield or roll their Dancing Blade, as this attack can easily be punished if missed. Definitely watch out for his Shield Breaker, as his name suggests, you know what would happen if you get hit by it, punish it if dodged. Dolphin Slash can also be very deadly if hit at point blank as this will sent you flying horizontally possibly finishing Sheik for good as her short recovery may not bring her back. -----------------------------\ 5.19) Meta Knight: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Hard As I and many others like to call him, "SpamKnight". This guy is SO annoying if you fight him close range, and he is also fast enough to get back to you if you try to run away. In this case, let him follow you while shooting Din's Fires towards him and do a FSmash or something of the sort when closed up, just don't let him use that extremely annoying and broken (not to mention spammable) Mach Tornado on you and try to punish him whenever he does, and avoid whenever he uses that annoying Drill Rush on you. Zelda's DSmash is quite effective against him. As Sheik- Overall Difficulty: Very Hard Needle Storm, hands down. Sheik may not be a good match up or anything but Needles are a good option to keep the distance while dealing damage, even though SpamKnight is fast enough to get to you wherever you try to hide. He has six jumps, his entire movelist can be used for recovery, and his specials can bring him back from whenever you send him to, oh and add gliding to that, wth? Gotta hate the masked midget. Good luck finding a blind spot to his countless disjointed hitboxes... -----------------------------\ 5.20) Mr. Game & Watch: -----------------------------/ Wiser Choice: Sheik As Zelda- Overall Difficulty: Intense I don't want anything to do with this shadow... I never thought he would become such a good character this time around. His DSmash has like 0 lag. Shadow pros tend to use that attack a lot and trust me, is very effective. Also, NEVER use Din's Fire on him, don't even THINK it. He'll pull out his super bucket a backfire at you with Oil Panic which is probably better then his own Final Smash. His BAir turtle can be extremely annoying as it is a shield stabbing move, his DAir has absolutely no ending lag whatsoever, his USmash is uberly strong, isn't he a bit TOO overpowered? Such a really good recovery that if it wasn't that he is the 2nd lightest character in the game, he would probably be banned... If you attempt to fight him with Zelda, I suggest to... I do not even know what to suggest, just do your best <_<;. As Sheik- Overall Difficulty: Very Hard Sheik has a slightly little less trouble with the drawing, as "it" is unable to absorb Needles into his little bucket. You have to be faster than he is if you want to stand a chance. Also, watch out for his Judge attack, the 9 is pretty much a 1 Hit KO and if he pulls out an apple from number 7, do your best to get it first. When caught in his DThrow, as Mr. Game & Watch players tend to do a lot, try to quickly roll out of the way or you will most likely be hit by its DSmash. Oh and when you do get hit by the DSmash, I wouldn't be surprised if you have a trauma where you tell to yourself, "I got DSmashed...". -----------------------------\ 5.21) Ness: -----------------------------/ Wiser Choice: Sheik As Zelda- Overall Difficulty: Hard Same strategy as used against Lucas, except that his PK Thunder and PK Fire are probably more annoying. Once again, do not use Din's Fire on him or you will just be healing him. If you successfully reflect his PK Thunder with Naryu's Love, he'll be wide open so use that chance to annihilate him at full force and send the kid back to PK Land. Be careful with his super kick, the BAir, it is almost as deadly as Zelda's Lightning Kick except that it doesn't need any sweetspotting. Try to use a lot of tilts against him, the DTilt lock works pretty well followed by a DSmash or UTilt. By no means get hit by his PK Flash, that thing KILLS. If you see it coming, neglect it with Naryu's Love or simply get out of the way and rush to hit Ness. PK Flash will not explode if Ness is hit. As Sheik- Overall Difficulty: Normal Ness is still kind of tough even for Sheik. Watch out for his DTilt lock which is similar to Zelda's but with shorter range. His yo-yo moves are also very tricky and can deal damage from many angles, for example, his USmash covers him as a whole. Also, when edge guarding, try to rush towards him and purposely get hit by his PK Thunder when he attempts to recover, this will give you a little bit of damage but in return, you will see him fall helplessly into the dark pit of death, lol. Use your Needles effectively as his PSI Magnet is unable to absorb them. If you get caught on his PK Fire, DI out of it as soon as possible or he will follow with either his FSmash or a grab. -----------------------------\ 5.22) Olimar: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Very Hard This midget is actually pretty freaking good... So unpredictable, most of his attacks are about throwing Pikmins around while camping, try to keep a fair distance from him and well, Din's Fire his colorful buddies. Watch out for his Meteor as it has like no lag at all and the floaty thing can juggle you like nothing. I believe Olimar is far too strong, he can rack up 100% in no more than 3 moves, >.>'. His Pikmin Chain is like "ZOMFG, did u jus did liek did mah dumaga!1". His grab is WAY too good, nearly no penalty lag for such a good range. The only "not-so-great" thing about Olimar is his recovery, and really, were it to be any better and he, along with Mr.Game&Watch (with higher weight) and it probably would be banned. As Sheik- Overall Difficulty: Very Hard Sheik would have just as much trouble with him as Zelda does. The Pikmins are able to block the Needles preventing them from reaching Olimar. Since 99% of the Olimars are all about camping while throwing Pikmins at you and finish it up with grab or smashes once you are at high damage, all you can do as Sheik is chase after as fast as possible before your damage meter goes above all else. Watch out for his strong UAir attack and careful not to get smashed by a purple Pikmin because that will probably it. If you think you have a chance to hit him while he is doing his Pikmin Pluck, go for it, you probably will not have another chance for the remaining of the battle. If you also get the chance to edge-hog him, please do not hesitate to or you will be sure to regret it. -----------------------------\ 5.23) Peach: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy As I've said before, no character in this game should be underestimated. Try to do stay close her and use your grabs and standard attacks and maintain her grounded. What 98% of Peach users do is use her floating to place right above you and kick you on the face a bunch of times, followed by her FAir to do the KO. What you should do is that instead of letting Peach come to you, you rush to her and burn her legs with your USmash magic, or simply an UTilt will do the job. Also, if you can predict her turnips, you may as well reflect them with Naryu's Love and send them right back at her, specially that ugly looking turnip that does 30% power and creates a huge knockback. She should be an easy target for most Zelda players but remember, do not get caught in her floaty legs, they could be quite annoying. As Sheik- Overall Difficulty: Normal While Sheik may not have as an easy time as Zelda does, she can still give the Mushroom Kingdom Princess a good fight. Her USmash is unlikely to reach Peach's legs so a better choice would be to do the FTilt lock and follow with an UTilt. Also, Needles win over Turnips (unless we are talking about the super-knockback-ugly-30%-turnip), so use Needles whenever you see that Peach's floating engine has ran out. Avoid her FAir and NAir at all cost, those are her primary killing move and counter with your own aerials if possible. -----------------------------\ 5.24) Pikachu: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal Most. Annoying. Rat. Ever. While theoretically Zelda seems to have the advantage in this sort of fight, Pikachu just tends to be too annoying to deal with. First comes his smashes, all of them except probably for the USmash do a significant amount of damage and have very powerful knockback. While his Thunder Jolt can be easily reflect, it may be used to take advantage of Naryu's Love lag time and launch a powerful strike, most notceably his Thunder. He is not much of a threat if you can get rid of him fast though as he IS a light weight as well. Do not forget that Thunder can be reflected with Naryu's Love and most Pikachu players are unaware of this, so if you are above the Pikachu and you predict Thunder, immediately pull out the love. As Sheik- Overall Difficulty: Hard Now Sheik will indeed have a tough time with the yellow rat bastard. I do not find Needles to work against him and using the chain offensively in this fight would be pretty useless. Vanish does not seem to be that great either unless you KNOW you have him, otherwise you will likely be punished for it. Try to stay under a platform at all times to prevent his Thunder unless of course, you are playing in Final Destination or perhaps SmashVille where there is little to none of the sort. If his Iron Tail (USmash) hits you at point blank, you are likely to die so try to attack him with Dash Attacks or throws in order to confuse him and avoid whatever he throws at you. As for Thunder Jolts, good luck dealing with that... What I suggest is you jump above them and immediately rush towards him before he gets a chance to spam them. -----------------------------\ 5.25) Pit: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal I find him to be quite the easy target for Zelda. His Mirror Shield is unable to reflect Din's Fire (and no reflector in the game is) but it can negate its damage. His attacks have shorter range than Zelda's and his Palutena's arrow is easily reflected right back at him with Naryu's Love UNLESS that is he purposely tilt the arrow so that when it is reflected, it goes against the floor or sky and still hit you with it if you fail to reflect it. Watch out for his Angel Ring though as neither Naryu's Love or Farore's Wind can drop out of it. If Angel Ring fails, try to roll to his back and do a DSmash, knowing that he is a medium weight he may not be thrown aside easily but don't give up, his insanely good recovery will bring him back in no time so be prepare to do a Lightning kick on him while in the air or simply play it safe by casting Din's Fire from far and burning his precious Wings of Icarus, and just laugh afterwards to see that his wings have become nonfunctional, what a shame. As Sheik- Overall Difficulty: Hard As expected, Sheik would have a harder trouble with him than Zelda would. Sheik is unable to absorb or reflect Palutena's Arrows by herself, and her Needle Storm are easily sent right back at her by Pit's Angel Ring or Mirror Shield. Pit's smashes and aerials can easily juggle Sheik, so do not let this happen to you, slam your control stick whenever you seem to have trouble with him in the air and shake him off with a NAir. Watch out for his BAir as it has very high KO potential. Try to get close to him and short-hop your aerial attacks, BAir work very well. And whenever you get caught into his continuous A, A, Hold A attack, DI out of it as soon as possible, that thing builds up damage very fast. -----------------------------\ 5.26) Pokémon Trainer: -----------------------------/ Wiser Choice: Either As Zelda- Overall Difficulty: Normal There are several strategies that you must watch out for and others that you can use in your favor. For example, I find Squirtle to be the most troublesome out of the three little pets as his Withdraw is hard to hit when coming at you BUT if the opponent tries to come back to stage with that attack, do a little of Din's Fire on it and the midget turtle will turn and fly towards the opposite direction and possibly causing him to get KO. Squirtle is most noticeable for his aerials, he is really good at those, not as good as Luigi but still very good. All you can do is either shield-grab or follow up with tilts. Like Mario's F.L.U.D.D., watch out for his Water Gun when performing Din's Fire, it may be your last. When fighting Ivysaur all you have to watch out for is his USmash, do not just stand there to test whether it is the most powerful USmash or not, just get out of the way as soon as possible or you will regret it. Watch out for his Vine Whip attack whenever you are sent flying as it is good, as well as his continuous A attack on ground. Reflect his Razor Leafs with Naryu's Love. DI out of Bullet Seed if you get caught. As for Charizard, since he has no long range attack and is relatively slow, just play away from him and use your very own projectiles. Don't let yourself hit by one of those Rock Smashes or be caught in Fly as both move can be devastating. Shoot a Din's Fire at it, oh wait... it's not very effective... oh wait... He is easy to juggle for being a large target so do not hesitate to land a few Lightning Kicks on him if possible. As Sheik- Overall Difficulty: Normal Sheik will be just as good as Zelda for fighting Ash/Red/whoever he is. She would probably have more trouble with Ivysaur than Zelda would but easier time with Squirtle. Both would normally own Charizard. For the little blue teenage mutant ninja turtle, it is best to attack him from afar with Needle Storm whenever possible, specially during his Withdraw. His Water Gun can also be devastating when trying to get back on the stage because of Sheik's not-so-great recovery, but it has no effect once you use Sheik's Chain to grab the ledge as a tether recovery. When fighting Ivysaur, just avoid his Razor Leafs and run towards the flower vegetable and send him crying back to his Pokéball. Watch out for his FSmash and USmash as they are very strong, same with his UAir and DAir. You will probably have some trouble if you get caught in his Bullet Seed as it builds up damage quickly so DI out of it. As for Charizard, what you should watch out for are pretty much all of his specials, including Fly. Rock Smash has insane knockback if hit directly, Flamethrower builds up damage quickly and can lock you for a while just like Bowser's Fire Breath and well, his Fly kills people. You FTilt lock should work pretty well on him though, and hitting him with the tip of your USmash should not be hard. -----------------------------\ 5.27) R.O.B.: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy Not a big deal really, his attacks are quite predictable, strong but still predictable. Try to play away from him if possible as his smashes are something you do not want to taste. You are able to reflect the Robo Beam, block it and even dodge it, if you have fast hands like me and are good at predicting, you will always see it coming from a mile away and reflect it with Naryu's Love, follow your attack with a Din's Fire. If he decides to pull out his Gyro, simply hurry and try to reflect it with Naryu's Love as this is probably his most predictable attack, if he manages to grab it and tries to throw it at you, reflect that too. Once the Gyro is reflected and it starts spinning, you can now grab it since Naryu's Love has claimed possession of it, or you can also simply leave it there to that it may hurt ROB whenever he gets close to it. Once his damage is at a high percentage, go to him and finish him off. Being a large target also makes him an easier match up for Zelda as you all should know by now, Lightning Kick works like a charm on them, and even the Lightning Meteor as ROB attempts to use his insanely good recovery move. As Sheik- Overall Difficulty: Hard Sheik will definitely have a much harder time fighting the plastic toy. She can, however, stay at very closed range to him preventing him from charging the Gyro and allow him to abuse his short-hopped NAir, and honestly that probably his most used move due to its enormous range and massive power. His BAir and DAir are similar and also hurt a lot. Definitely watch out for his DAir whenever getting back on a stage as it is an easy spike move for him. FTilt lock works really good on him, follow up with USmash and you may have the match down. Dodge the Robo Beam whenever you see it coming and when he attempts to use the Robo Burner to get back on stage, go after and hit him with whatever aerial you can think of, BAir works the best. If Needle Storm is used, watch out as his Arm Rotor can reflect those Needles. -----------------------------\ 5.28) Samus: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy Half of Samus' special attacks are projectiles that are very easy to reflect right back at her. When fighting against Samus, it is better to go with Zelda and fight it at mid range so that she doesn't have time to block her own reflections while you are still able to predict her moves. Good Samus players tend to use her double Super Missile attack, the one done during Missile canceling so that she can fire two consecutive missiles in a row with much lag. Well, this is double her doom because if timed right, Zelda's Naryu's Love is able to reglect both missiles with the single move. However, it is possible that the Super Missiles won't get back to her so if you are a bit too far you may try to follow up with Din's Fire, if not, you may go ahead and rush towards her and attack her on the spot. Another little trick Samus players tend to do is the DAir > Screw Attack combo which surprising works very well, but if you manage to perfect shield or dodge the DAir, its ending lag will cause Samus to be open for half a second where you can counter with your USmash or even an UTilt. As Sheik- Overall Difficulty: Easy Sheik would normally have a little bit harder trouble with Samus than Zelda would but nothing much significant, really. Sheik's moves are too fast for Samus to keep up and as long as Sheik can keep her close range, Samus cannot use her little Missiles. Samus is yet that Sheik can easily lock in her FTilt and follow up with a smash attack. Moves like Sheik's FSmash will easily double hit Samus, not to mention that in case you were to play against a campy Samus, you can pull out Sheik's Chain and blow up all the Missiles thrown at you before they get to touch you, as long as you swing the Chain around in front of you of course. Whenever you see Samus coming from above in her Morph Ball mode doing he DAir, do not be afraid of the Bombs as they do not blow up on contact so simply do what ever aerial you see fit at the moment to knock her out of it. -----------------------------\ 5.29) Snake: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal This guy is too broken so just give up, -_-'... Nah, he may be broken but not so much against Zelda who I find to be exceptionally good against him. Ugh, hi tilts are so broken... Anyways, I would personally suggest to fight Snake at long range with Zelda. His projectiles can easily be seen from miles, this include his Hand Grenades and Nikita. For the grenades, use Naryu's Love whenever you see them coming at you, this may send the grenade back to Snake. Do not do it if the grenade already has a while outside as this risks you from being blown up by them right when you attempt to reflect them. As for the Nikita, you may try to reflect it if it comes right straight at you, however, nearly no Snake users do this from long range, instead they will drop it right at your foot or try to release it above you so that it may blow up on you, in this case, rolling away is the best option. When edge guarding and Snake attempts to recover with his Cypher, go after him, he is very vulnerable during this move, allowing you to aim and perform a Lightning Meteor or Lightning Kick on him, either is almost guaranteed to finish him. Another thing is to never use Farore's Wind as an offensive attack against Snake as you run the risk of him dropping a grenade, shielding, and having you blow up for detonating the grenade he just dropped. As Sheik- Overall Difficulty: Hard First thing to do when fighting close range as Sheik is to avoid the tilts. I know the have broken range and crazy knockback and ridiculous power and no lag whatsoever and... Just avoid the friggin tilts... Attempt to lock Snake in your FTilt whenever possible allowing you to deal damage quickly and follow up with an USmash or UTilt or even Vanish can work pretty well, just do not do it when a grenade is right below or somewhere near you. Also, always be careful where Snake places his mines and C4, because if you are used to running around with Sheik (and who isn't?) then one of those could cost you. If Snake attempts to recover with Cypher while very close to the stage's edge, grab him, if you successfully do this WITHOUT hitting him or inflicting any sort of damage onto him and release him by default, he will helplessly fall unable to reuse his Cypher. Sheik's Needle Storm does not really work all that great against Snake as you may expect, as Snake can just throw away Hand Grenades washing away some of the needles, therefore reducing the damage taken while also leaving you with an explosive right by your foot so you must watch your every step. -----------------------------\ 5.30) Sonic: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal I never thought this blue hairy thing would be so fast... If used correctly, this guy can combo even more than Meta Knight can and at a much faster speed too. Block his Spin Dash whenever possible and just stay very close to him. What Sonic will usually do is the "every-sonic- user-knows-combo" which is the Spin Dash followed by a jump, followed by an UAir which is then followed by a Spring Jump which later followed by another UAir, -_-'... Either that or the even dumber combo of doing a Homing Attack right after the first UAir. How to break this "combo"? Pretty easy, just do not get hit by the initial Spin Dash >_>'. They are so predictable that if you dodge it and immediately do an USmash, it is almost guaranteed that you will hit them. Either that or the overall strategy is to patiently wait for them to dash at you with either Spin Dash or Spin Charge and right when you see him coming, release your FSmash, time it right and you will ALWAYS hit him. As Sheik- Overall Difficulty: Hard As expected, Sheik may have a bit more trouble with the blue pest. The lag in Sheik's smashes are so large that Sonic's speed could take advantage every single time. If Sonic's spin attacks are predicted, you can always Needle Storm him out of the way and go for the KO. When he attempts to do the combo listed above, you have several options, to shield or dodge and follow up with Vanish or a short-hopped NAir/UAir or to jump over the Spin Dash and attack as you see fit. The ways Sonic can kill are very limited, like doing that UAir at the end of the "combo" to pretty much take you out of the boundaries at the top, also his BAir and FSmash once you have high damage, and well, that is about it. As long as you block and avoid these moves accordingly, Sonic has more trouble killing you than Sheik would. -----------------------------\ 5.31) Toon Link: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal One of the characters that is considered "cheap" by many Brawlers who play against him, is little to no match against a good Zelda player. Apply Link's strategies but at a much faster pace, however, unlike Link, try to play him a little more at long range and reflect his Boomerang, Arrows and even his Bombs with Naryu's Love. His smashes are far too deadly for you to challenge him to a hand-to-hand combat. Din's Fire here and there and Dash Attack whenever possible. You must watch out for moves like his DAir, it really hurts and can be follow by more DAirs if you are at low damage or an UAir if at overall damage. His BAirs are as annoying as you may think as they have good knockback, damage and can also be combo easily into other attacks. Because of his light weight status, if you are a respectable Zelda player, the midget in the green tunic won't stand a ghost of a chance. As Sheik- Overall Difficulty: Very Hard Even if you think you are much better at using Sheik than Zelda, I still suggest you resort to using Zelda over Sheik no matter what, because the difficulty difference is huge. Sheik can be juggled with Toon Link's projectiles alone without really getting the chance to touch him, as a good Toon Link player will know how to do just that, build up damage with his projectiles and finish the job by sending you away with one of his insanely strong smashes, because all three have the force to knock you out of the stage. And what about your projectile? Even the use of your Needle Storm is limited as Toon Link's Hero Shield will block any projectile as long as he is... just standing there... What I can think of doing is jump over his arrows, boomerangs and bomb at all times and try to counter with an aerial and attempt to follow with a smash, if you can. Good luck fighting this toon brat, he is tough. -----------------------------\ 5.32) Wario: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal I don't know whether making a strategy to fight Wario is a good idea or not, his moves are some of the oddest out there making him quite hard to predict. If this Wario user is the one that loves to spam the Wario Bike (extremely super mega easy to dodge in my opinion) the roll towards the other side and Din's Fire his butt, pretty easy don't you think? But nah, good Warios are not dumb enough to do that, instead, the love to short-hop his DAir attack which is nothing more than an annoying shield stabbing move and unless you block the whole thing, it will hit you no matter what, unless you avoid it as a whole. Feel free to FSmash him to death and do that GTFO kick that us Zelda players love, the DSmash =). As Sheik- Overall Difficulty: Hard Nearly everything is harder for Sheik this time around, eh? Guess that is the difference in tiers for you, than again, tiers are for queets, lololololz... Anyways, Wario should not really be that hard, except that you will probably have much trouble with his Wario Bike than Zelda would, but even than, it is something you see coming and can easily dodge. Whenever you attempt to Dash Attack him, just be sure not to get caught in his Chomp, and whenever you see him "glowing" or "blinking", it is pretty much telling you "don't get caught in his dumb fart you dumb bastard!". Even his Corkscrew could be threatening, so make your moves wisely, and make them count. -----------------------------\ 5.33) Wolf: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Normal The last but not least talking animal is one of the deadliest characters around, some consider him to be one the best around. What do I think? Zelda >>> Wolf. Wolf doesn't have much originality, if any at all. Most Wolf players tend to spam his FSmash like if there is no tomorrow hoping for the hit to land, however, after seen it so many times, the move has become so predictable and easy to avoid. Wolf's Blaster is one of the slowest projectiles out there and can be avoided with your hands tied. His Reflector has nearly no difference than Fox's and his Wolf Flash and Fire Wolf aren't that good, so what makes him great? Being a relatively fast, heavy-medium weight and his attacks hurt pretty bad. Play him at your best, no real strategy is needed against him. Do your best to avoid his DSmash as it is surprisingly fast a packs quite a knockback. Do not use Din's Fire on him as it will be neglected by Wolf's reflector and possibly leaving wide opened for his attacks, so simply avoid him accordingly and counter with you smashes. As Sheik- Overall Difficulty: Hard Boo... Bah... Bleh... I believe keeping Wolf pressure is the key to winning against him, stay really close to him so that some of his attacks, specially the FSmash, lose its effect while having Sheik do her best attacks on him, this include the FTilt lock which works well on Wolf, the USmash and even Vanish. If he pulls out the Blaster on you, crouch it, yes, Sheik's crouch is almost as good as Snake's and can easily avoid the Blaster and you may follow up with a DTilt and combo it into something else. If you see his Fire Wolf coming from a distance, shield it and it will stop right in front of you with some ending lag, immediately counter with something like a FSmash. And do not hesitate to use your Needle Storm against him, even if they are reflected by his Reflector, they are unlikely to get back to you so use that time to re-counter him. -----------------------------\ 5.34) Yoshi: -----------------------------/ Wiser Choice: Zelda As Zelda- Overall Difficulty: Easy Another easily underrated characters, as an old friend always says "it's the quite ones you have to watch out for", right Snake? His offense may not be great and his projectile may not be the best (still quite annoying though) but if you are good, you would have no trouble against him, just try not to get caught in his aerials and smashes, those hurt, fighting outside his Egg Throw attack range and you will be fine. Most of his attacks have huge ending lag where even a noob would use to counter with a good smash or even the DTilt lock as it works great on the dino. If he uses Egg Throw at mid-range against you, use Naryu's Love, it will actually get back to him before hatching. As for what to do about his Egg Roll, it is nowhere as good as Jigglypuff's Rollout as it is much MUCH slower and a lot less deadlier, you can even stop it with a good Din's Fire thrown at him. Sending him flying into the air with an USmash and follow up with a UAir usually works pretty good against him. As Sheik- Overall Difficulty: Normal You should always watch out for Yoshi's FAir, it is one heck of a good spike and they tend to use it often for edge-guarding. His Egg Roll can easily be stopped by Sheik's Needle Storm, even if it is just a single needle, it works pretty well to knock him out of it. His Egg Throw on the other hand can be a pain if fighting him from a long distance, so try to shield it and run towards him. As expected, the FTilt locks work really well on this green Barney, and it is also fairly easy to get him with the tip of Sheik's USmash. What i suggest for Egg Lay is the same thing you should do when you are grabbed, start smashing buttons like crazy to break out of the egg as quick as possible, the more damage you have, the longer you will stay inside that egg. The Yoshi Bomb is also pretty good and has the same effect as King Dedede's Super Dedede Jump, it shoots little stars from the side when landing to prevent quick countering, but it still has enough ending lag to allow you to punish him with projectiles from afar or if you simply dodge the move. -----------------------------\ 5.35) Zero Suit Samus: -----------------------------/ Wiser Choice: Either As Zelda- Overall Difficulty: Normal Zero Suit Samus can be such a pain playing against, ugh... But is all good since she is so cool... Anyways, if you have played a really good Zero Suit Samus pro like I have, you have learned to fear her uber deadly combos. Omg, have you seen that DThrow > Plasma Wire > DSmash > DSmash > BAir? Yeah, so have I, the hard way... What you have to watch out the most are two things, her DSmash and her Plasma Whip. The Plasma Whip because it is her main killer move and her DSmash because she can stun you with it, deal damage and you are pretty much guaranteed to get hit by something else after it. Zero Suit Samus' Paralyzer can be reflected though it is likely that it won't get back at her, but if it does, you have a wide open woman in a blue athletic suit waiting to be tossed aside. I suggest you keep your distance since she is not a long range fighter, unless she uses her armor pieces, which you can reflect with Naryu's Love. Shoot Din's Fires at her but do not lower your guard as if you miss, she is fast enough to show up right next to you and grab you. As Sheik- Overall Difficulty: Normal However, when fighting Zero Suit Samus as Sheik, it can be benefitting for a good speed mind game, where Sheik may have the advantage due to Zero Suit Samus' lag in attacks. Zero Suit Samus would be wide opened if her smashes are dodged, and you can follow with your usual A, A, A combo or even with an FTilt lock after she attempt to stun you with her DSmash and you successfully blocked it. However, she is likely to have advantage in the air, her Plasma Wire can drag Sheik right to her feet for a free FAir or BAir possibly ending the fight. Use Needle Storm to slow her down and do not try to prove that your Chain is better than her Plasma Whip, because it isn't... One more thing, when you are recovering, try not to use the Chain as tether recovery if possible because if Zero Suit Samus does her Flip Jump right when you do it, it is pretty much the end for you as that is one heck of a spike move. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----------------------[ 06) Advanced Stuff ]------------------------ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ================== -Accurate Wind === ================== Ok, if you are the kind of Zelda player who suicides often when trying to recover and grab the ledge then here's a tip or two that might help you out, think of this as the controller stick: ___ / \ Ok, so maybe the "O" in the middle is some extremely small | O | joystick so just ignore that, concentrate on the weird, \___/ weird looking octagon. Now, you would normally think that when teleporting you're limited 8 teleporting directions because of the eight corners in the octagon, right? Wrong, if you are somehow able to move the joystick in-between those sides, your Farore's Wind or Vanish's directions have just been doubled. Let's say you are at 290 degree from Final Destination's left ledge, you would think it is nearly impossible to comeback because if you do Farore's Wind tilt up, you will die, tilt right and you will die, tilt up-right and you STILL die because you will just end up knocking yourself against Final Destination's horrible edge and well, go straight down until you die... Now, if you concentrate enough and move that joystick in-between the top corner and the top-right corner of the joystick, you will end up grabbing the ledge. The first attempts are likely to fail, but if you concentrate enough and have a good precision, you will end up grabbing the ledge and saving yourself from a horrible death. ================== -Naryu's Jump ==== ================== Ok, so this is quite an advance advanced technique that will require you to try it several times until you finally get it, this technique requires you to play as Zelda and Zelda only, Sheik has absolutely nothing to do with this, hence the name "Naryu's Jump"... So here's how it goes: When using Zelda and you are sent flying up high in the air, and the hit animation starts to show (this hit animation is shown when you have some decent damage on you and are sent flying, you will notice that you are in the hit animation when Zelda is spinning sideways, as if she is dizzy and falling, you have seen this animation countless times I'm sure), press the jump button and the special button at nearly the same time. What I mean is, press the jump button (X/Y in the GCN Controller, C in the Wiichuck) and about 0.20 seconds later (0.20, that's 1/5 of a second) press the special button (B on both GCN controller and Wiichuck). If done correctly, you will notice that Zelda will "float" a high vertical distance while performing her Naryu's Love attack. Not only will this protect her from projectiles while getting back on the stage but will also hit the enemy in case they come to pursue her. ================== -Vanish Glide ==== ================== This is done by using Sheik (yes, a Sheik A.T.), with her, all you to do is dash towards the edge and right before you are about to slip, use Vanish right out of the dash. The timing where you do the Vanish will determine how much you will "glide with" with it. Keep in mind that if you have tap jump "on" it may become a little harder as you will probably jump instead of pulling out Vanish after leaving the edge. This is best used to edge-guard with Vanish (and we all know is a killer move) or to simply do a fance edgehog which also works fairly well. You will know you did a Vanish Glide when you "float" away from the edge and Vanish on the air horizontally to the edge. And of course, turn the control stick towards the edge after you Vanish, you don't want a meaningless suicide going on. ================== -Mortal Chain ==== ================== Whether this is considered an Advance Technique or not, it is extremely useful and most Sheik players do not realize they are able to do this. You can pretty much do fortyish damage if you pull it right and it is pretty easy too. If you are very close to your opponent, pull out your Chain (Sheik obviously) and start moving your Chain very, VERY fast Down and Down- Right (or if you prefer, South and SouthEast) if you are to your opponents left or Down and Down-Left (South and SouthWest) if you are on your opponent's right. Do it right and you will do MASSIVE damage in an instant. It really has to be close because if you hit from afar, you will only touch them with the tip of the chain sending them away unable to trap them on it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----------------[ 07) Frequently Asked Questions ]------------------ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Question: Do you like pie? Answer: Sorry, Zelda/Sheik related questions only. Question: Is it possible to reflect an opponent's Din's Fire with your own Nayru's Love? Answer: In a Zelda-Zelda fight, it is impossible to reflect an opponent's Din's Fire with your Naryu's Love, however, Naryu's Love WILL cancel it so that you won't take damage from it. Question: How can one start the battle as Sheik without having to undergo the Transform move? Answer: In the Character Selection screen, you see in the in the box where the character's artwork appears, once Zelda is selected, move your hand cursor over to Sheik and press A, by doing this Sheik will be highlighted by being in front of Zelda instead of Zelda being in front of Sheik (same thing can be done with Pokémon Trainer). And the name "Sheik" will appear instead of "Zelda". If you remove the hand cursor from that box and place it there again, you will hear the announcer say "Sheik" instead of "Zelda". Question: What is DI? What does it stand for? Answer: DI stands for "Directional Influence". Basically it is a fancy word for slamming on the joystick to get out of a combo or continuous attack. For example, if you are caught in Bowser's Fire Breath, you can slam left and your character slowly moves left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --------------[ 08) Easter Eggs/Interesting Facts ]------------------ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -You can reflect Pikachu's thunder attack, even when you are high in the air though it doesn't really makes sense why this is able to happen. -The lag between connecting with a lighting kick and your enemy is not usually that useful, but if you happen to have grabbed a timer item, the lag is magnified for your enemy to a significant extent (assuming the timer works like it should.) They are left sitting there for around a second for you to, say, fast fall then jump back up and nail them with another lighting kick. And probably to repeat the process, as the second-long lag period restarts each time you kick them, until the timer runs out. Of course, this works best against fat characters like Bowser, and only when you're near enough to the ground. And it definitely doesn't happen too often, but it's very satisfying, especially since you get to wave good-bye with your down taunt after you've ensured your foe's demise. -As you all know. Zelda and Sheik's transform move take quite a while to execute, however, it only takes as long as the Wii needs in order to "produce" the new character, however, if you already done a transformation before or there is a Sheik on the screen and you are Zelda, the transformation time will be considerably shorter and vice-versa. This also applies to Pokémon Trainer and that's why some Pokémons take longer to than others. -Another thing to notice about the transformation. Because how Brawl works, that a move's damage and knockback is decreased after using it several times, if you transform into Sheik from Zelda or vice-versa, all of Zelda and Sheik's move will be reset to do the regular damage and knockback. So whenever you get the chance, try transforming and transforming back, gives good results. -If you happen to be playing with items on and you are Sheik and have found a Blast Box, you can do Vanish right on the box, reappear on the exact same spot and Sheik will take absolutely no damage whatsoever when the box blows up. This is because the Vanish attack is executed once Sheik is already gone and the explosion's radius spread in the quarter of a second that Sheik isn't on the screen. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----------------------[ 09) Miscellaneous ]------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ================== -Trophies ======== ================== -Zelda (Legend of Zelda, The Legend of Zelda: Twilight Princess) The princess of Hyrule. In other games, her role changes between titles. In Ocarina of Time, she was hunted by the would-be conqueror, Ganondorf. She deceived him, however, by adopting the persona of Sheik. In Twilight Princess, she surrendered to Zant and was held as his prisoner. -Light Arrow (Super Smash Bros. Brawl) [Zelda] Princess Zelda's Final Smash. She wields a mighty bow of light with which she can attack from afar. Her arrow travels in a straight line and flies through all characters unlucky enough to be in the way. This attack cannot be blocked. The more enemies there are, the higher the chances to get them all with one shot. More is always better! -Sheik (The Legend of Zelda: Ocarina of Time) The persona Zelda adopted to escape from Ganondorf. She completely hid all traces of her Zelda identity and appeared to Link as the last member of the Sheikah tribe. She taught Link essential ocarina melodies and then vanished in an instant. She didn't appear very often--rather, she would show up to support Link in crucial situations. -Light Arrow (Super Smash Bros. Brawl) [Sheik] Sheik's Final Smash. After grabbing a Smash Ball, Sheik will be able to wield a bow of light. The arrow fired from this bow has the power to pass through multiple targets, so it will damage all enemies in the direction it flies. This, coupled with its shield-breaking power, makes it even more terrible. Even in Sheik form, Zelda's ability as an archer is undiminished. -Robed Zelda (With Hood) (The Legend of Zelda: Twilight Princess) The princess of Hyrule, loved and trusted by the people. When Hyrule is invaded by Zant from the Twilight Realm, Zelda is resolute in opposing him...but she chooses to protect her people and must surrender. From then on, she is imprisoned in the Twilight Hyrule Castle. In memory of the lost people of Hyrule, Zelda wears a black robe of mourning. -Zelda (The Legend of Zelda: The Wind Waker) The rightful successor of the throne and descendant of the true royal bloodline of Hyrule. She strove to put an end to the ongoing battles with Ganondorf. As the bearer of the Triforce of Wisdom, she became a target of the resurrected Ganondorf. Although she was hidden in Hyrule Castle, Ganondorf managed to find and kidnap her. -Tetra (The Legend of Zelda: The Wind Waker, The Legend of Zelda: Phantom Hourglass) A pirate captain who roams the seas in search of sunken treasure. Her disposition garners trust from her followers. Even she doesn't realize that she's THE Princess Zelda. Once Ganondorf learns of her existence, the King of Red Lions explains to her the truth about her true self. She is often recognized by her cute pose, where she crosses her arms and winks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------[ 10) Credits/Contact ]------------------------ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ================== -Credit ========== ================== Me, I and Myself. I took a while writing this FAQ, maybe about 58 hours or so, counting all of the updates and I'm pretty sure I still have lots of mistakes but I hope to fix them all eventually. Miresu for helping me in a few things I was missing such as Zelda/Sheik's Pros and Cons. Flamedtechno for telling me about Zelda and Sheik's Light Arrow angle difference which I seemed to have overlooked. Sleddog116 for e-mailing me with details some of Zelda & Sheik's buffs and nerfs since Melee. GameFAQs for hosting this FAQ. Even after having it being rejected the first time, I didn't give up, added a few more things and wollah! Nintendo for publishing a good game and making it Wi-Fi enable. Nintendo fan forever! You for reading this FAQ. ================== -Contact ========= ================== If you have any questions or comment RELATED to this FAQ, please feel free to e-mail me at email@example.com, kk sayonara ^_^. This Guide is ©Copyright 2008 Mega-Japan and may not be used in any website other than Gamefaqs and its associates.