Hero vs Zelda

Zelda Matchup (Hero)

Hero vs Zelda

Hero vs Zelda is most stable when you stop playing directly into Zelda's Rapid Jab and Grab, punish Rapid Jab Finisher and Jab, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Hero wants to stop Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt with Up B (3f), OOS Uair (9f), Grab (10f), and OOS Nair (11f), then force Zelda back outside Rapid Jab and Grab to keep stage control.
In Hero vs Zelda, the stable plan is to avoid playing directly into Zelda’s Rapid Jab and Grab and take the landing or ledge route before Zelda can reset.
The table shows that Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt can be answered by Hero’s Up B (3f), OOS Uair (9f), Grab (10f), and OOS Nair (11f), so those overcommitments should be cashed out immediately.
For Hero, Zelda’s Rapid Jab and Grab are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldHero OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • OOS Bair (21f)
Jab4/7-13
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
Forward Tilt12-13/-10
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (+1)
  • Up Smash (+3)
Up Tilt7-15
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (+2)
Down Tilt5-10
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (+1)
  • Up Smash (+3)
Dash Attack6-18
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (17f)
  • OOS Dair (+1)
  • OOS Bair (+3)
Forward Smash16/18/20/22/24-16
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (+1)
  • OOS Dair (+3)
Up Smash9/13/17/21/25/29/34-25
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • OOS Bair (21f)
Down Smash5/13-24/-17
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (17f)
  • OOS Dair (+2)
Neutral Air6/10/14/18/22-10/-9
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Nair (+2)
Forward Air6-8/-12
  • Up B (3f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Nair (+3)
Back Air6-8/-12
  • Up B (3f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Nair (+3)
Up Air14-6/-8
  • Up B (3f)
  • OOS Uair (+3)
Down Air14-6/-9
  • Up B (3f)
  • OOS Uair (+3)
Neutral B11…-25
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • OOS Bair (21f)
Side B44—70-18 to -10
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (+1)
  • Up Smash (+3)
Up B6/35-29 (ground) // -19 (air)
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (17f)
  • OOS Dair (19f)
  • OOS Bair (+2)
Down B26/32/38/46/59-127-19 to -15
  • Up B (3f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (13f)
  • OOS Fair (+2)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Hero should not play directly into Zelda’s Rapid Jab and Grab; wait for Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt and answer with Up B (3f), OOS Uair (9f), Grab (10f), and OOS Nair (11f).
  • After Hero blocks Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt, pick the reachable option from Up B (3f), OOS Uair (9f), Grab (10f), and OOS Nair (11f) immediately.
  • Hero should not mash after Zelda’s Rapid Jab and Grab; take the landing route, escape route, or ledge route first.
  • Hero should finish stocks by breaking Zelda’s landing and recovery routes so Rapid Jab and Grab does not get more neutral reps.

Actions to Avoid

  • Letting Zelda start the exchange on Rapid Jab and Grab terms and giving Hero’s stage control away for free.
  • Having Hero block Zelda’s Rapid Jab Finisher, Jab, and Forward Tilt but never answer with Up B (3f), OOS Uair (9f), Grab (10f), and OOS Nair (11f).
  • Sending Hero too deep after Zelda’s Rapid Jab and Grab and letting the reset punish the chase back.
  • Panicking at the ledge as Hero and simplifying Zelda’s Rapid Jab and Grab-driven advantage sequence.

Reference Links

Related Pages