After disappearing, the control stick can be guided into a direction, allowing Zelda to reappear in that direction. If the control stick is left neutral, Zelda will simply teleport above her previous location.
In Brawl and SSBWU/3DS, Zelda creates an explosion upon reappearing, dealing damage and knockback to opponents, but considerably more in the latter game. In addition, in SSBWU/3DS the first hit knocks the opponent upwards close to Zelda's reappearing location, allowing her to reliably connect with the explosion.
Farore's Wind is a great mobility move as it allows Zelda to teleport virtually anywhere without the risk of interception and position herself for attacking. The move also covers a great horizontal and vertical distance, resulting in Zelda having a good recovery.
|Zelda's Special Moves|
|Standard Special||Nayru's Love|
|Side Special||Din's Fire|
|Up Special||Farore's Wind|
|Down Special||Transform||Phantom Slash|
|Final Smash||—||Light Arrow|
Farore's Squall will not damage opponents, but can push them away with a gust of wind.
- Can set up grabs
- Opponents near Zelda when she reappears are launched upwards
- Slower to start
- More obvious where Zelda will reappear
- No damage
Farore's Squall deals no damage but instead pushes opponents around with windboxes as Zelda passes through them. A small orb of light travels from where Zelda vanishes to where she will reappear, making it more obvious to opponents where she will reappear; it is also much slower to start, making it a poor recovery that is easy to gimp and predictable. As the orb of light passes opponents, it pushes them towards where Zelda will reappear; at certain distances, it will push them close enough that when Zelda reappears she can execute a grab or pivot grab, making the move useful as a combo setup. Opponents close to Zelda when she reappears are launched into the air, and though still not receiving damage, can set up some aerial combos. This makes Farore's Squall more useful on stage as a maneuver for setting up combos than as a recovery move.
Farore's Windfall only teleports Zelda upward, but will Meteor Smash any opponent hit by Zelda reappearing. Does 4% when disappearing, then 7% upon reappearing.
- Meteor smashes opponents hit when Zelda reappears
- Doesn't sweetspot ledge
- Very restricting in recovery movement and options
- Difficult to even hit an opponent with
Farore's Windfall is perhaps the least useful of Zelda's up special custom variations because of its obvious weaknesses. Though it meteor smashes opponents when Zelda reappears, it is highly unlikely that it will even hit an opponent because an opponent would have to input no DI after an up throw and be at a high enough percentage for the move to connect at all, and even then the meteor smash is only useful near an edge. Speaking of edges, this move does not sweetspot the edge, and only teleports upwards, so Zelda has to use the move from very deep down on the stage in order to safely recover. If used at a height any higher than this, Zelda will teleport above the edge and leave her wide open for an edge-guard. The fact that the move only teleports Zelda upwards makes it very restricting to her recovery options and movement, especially considering her low horizontal air movement. This also makes the move predictable as the opponent will know that she will always go upwards when the move is used. The only real upside to this move is that it is executed very quickly which makes it difficult to gimp.
|Zelda's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Nayru's Rejection||Nayru's Passion|
|Side Special||Din's Flare||Din's Blaze|
|Up Special||Farore's Squall||Farore's Windfall|
|Down Special||Phantom Breaker||Phantom Strike|
It is based on a spell with the same name from The Legend of Zelda: Ocarina of Time. Link could 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.