Farore's Wind
Farore's Wind | |
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Farore's Wind in Ultimate. | |
User | Zelda |
Universe | The Legend of Zelda |
Article on Zelda Wiki | Farore's Wind |
Farore's Wind (フロルの風, Farore's Wind) is Zelda's up special move.
Overview[edit]
Yellow-green magic swirls around Zelda, damaging nearby opponents and launching them upward before she disappears. She then reappears in the direction held on the control stick, or directly upward by default. After reappearing in the air, Zelda becomes helpless.
In Super Smash Bros. Melee[edit]
Aesthetically, it is comprised of a distinct yellow ribbon and a radiant, cool green aura around Zelda's body, which would gradually blend together with a more windlike form in later titles. The original iteration of Farore's Wind has the lowest power, but the greatest travel distance and the least relative ending lag from the reappearance. It is also the only iteration of the move to use set knockback, and to lack a reappearance hitbox in-game, due to a coding error preventing it from activating.
In Super Smash Bros. Brawl[edit]
Zelda teleports a slightly shorter distance. The hitboxes are slightly stronger and have scalable instead of set knockback; the reappearance hitbox also now correctly appears in-game with a burning effect. Farore's Wind is difficult to sweet-spot the ledge with.
In Super Smash Bros. 4[edit]
Aesthetically, the magic around Zelda appears more wispy, windlike and uniform, and the reappearance uses slash effects instead of fire. The move is much easier to sweetspot the ledge with, and executes significantly faster with new large sourspots on reappearance, making it a drastically better recovery. Combined with adjustments to the grounded initial hitbox (which is now wider, reaches below ground level and has less percentage-dependent knockback) and engine changes to hitstun canceling, the move has gained viable out-of-shield usage and the ability to combo into itself. The reappearance is also much more powerful, although the grounded version has more relative ending lag to compensate. The aerial reappearance now launches diagonally upward, causing the combo from itself (colloquially dubbed "The Elevator") to KO off the top blast zone at around 70% on average if sweetspotted.
In Super Smash Bros. Ultimate[edit]
Aesthetically, Farore's Wind appears as a larger and more intense vortex of windy magic, and has shifted to a more uniform, vibrant and warm shade of green instead of distinct yellow and cool green components. Zelda now has intangibility during the entire teleport portion, improving the move's offense. It once again executes faster, improving its out-of-shield utility and reducing her startup vulnerability, albeit making the timing window to aim the direction the shortest it has been. Engine changes to upward launch angles have made the first hit's launch trajectory more consistent across the roster; combined with its more precise angles of teleport directions and Zelda's ability to drift and fast-fall much sooner in special fall, the elevator combo is more consistent and less risky. However, the travel distance and the reappearance's launch distance are both slightly lower. Large universal increases to traction have also made edge canceling the move much more difficult.
Instructional quotes[edit]
After spinning once, warp in the direction that you tilt | ||
Spin in midair and teleport far off in the direction you tilt the Control Stick. | ||
Warp in the direction of your choosing. | ||
Teleports herself in any direction. Deals damage when disappearing and reappearing. |
Customization[edit]
Special Move customization was added in Super Smash Bros. 4. These are the variations:
- Farore's Wind: Default.
- Farore's Squall: Is slower to teleport, does no damage but has more range, and pushes enemies away at the beginning and end. It has frame 1 wind box, allowing Zelda to DI and buffer Farore's Squall correctly to escape almost any multi-hit attacks and combos. Travels higher if used after a jump.
- Farore's Windfall: Can only teleport straight up, but deals meteor damage on reappearance. Due to the reappearing hitbox's new properties, it is far weaker overall, now KOing starting around 420%, where Farore's Wind could KO under 60%. Heavily inferior to Wind/Squall with almost no benefits aside from speed.
Origin[edit]
The original Farore's Wind is a spell from The Legend of Zelda: Ocarina of Time. Link can use it to mark a place in a Dungeon and then return to that warp point at a later time. It is the spell which is representative of Farore, the Goddess of Courage. Like Din's Fire, Farore's Wind's function in the Smash Bros. series is completely different to how it originally worked.
Link does not have this move in any Super Smash Bros. games, despite him being the one to use it in Ocarina of Time. Years later, Zelda herself would be able to use the move in the spinoff Zelda games such as Hyrule Warriors.
Gallery[edit]
Farore's Wind in Super Smash Bros. for Wii U.
Names in other languages[edit]
See also[edit]
Similar variations include: