Lucario vs Zelda

Zelda Matchup (Lucario)

Lucario vs Zelda

Lucario vs Zelda is about pressuring Zelda before Phantom is established, punishing Nayru's Love and Farore's Wind landings, and cashing out through ledge pressure instead of overchasing offstage.

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Matchup Summary (Win Condition and Game Plan)

Zelda is a defensive character that slows the pace with Phantom Slash, Din’s Fire, and Nayru’s Love, then threatens sudden kills with Lightning Kicks, Up Smash, and Farore’s Wind. If Lucario stays in a long-range projectile exchange for too long, Zelda gets to finish setups on her own terms, and Lucario’s lighter weight makes every anti-air or teleport callout hurt more.
The good news is that Zelda’s grounded buttons and panic tools have real stop points. Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B, Side B, the landing from Up B, and Down B can all be punished with Lucario’s shield answers centered on OOS Dair (7f), Grab (10f), and OOS Fair (10f). Simply cashing out on Nayru’s Love and the landing from Farore’s Wind already cuts down a large part of Zelda’s reversal pressure.
By contrast, Neutral Air, Up Air, and Down Air are mostly safe on shield, and shallow Forward Air or Back Air are also hard to stop on the spot. Instead of forcing a mash here, use walk-shield and Aura Sphere charge feints to move Zelda before Phantom is ready, then read the jump, drift, or teleport exit and carry her to the ledge. Aura Sphere works better here as a cue that interrupts setup timing than as a pure fireball duel.
For kills, Zelda’s lighter weight means Up Throw, Back Air, Up Air, and ledge traps are the most repeatable finishers. Chasing too deep offstage runs straight into Farore’s Wind, Nayru’s Love, and Lightning Kick reversals, so it is better to keep stage control and finish the stock on the ledge.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldLucario OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Jab4/7-13
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (+2)
  • OOS Bair (+3)
Forward Tilt12-13/-10
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (+3)
  • OOS Uair (+3)
Up Tilt7-15
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (+1)
Down Tilt5-10
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (+3)
  • OOS Uair (+3)
Dash Attack6-18
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Forward Smash16/18/20/22/24-16
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Up Smash9/13/17/21/25/29/34-25
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Down Smash5/13-24/-17
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Neutral Air6/10/14/18/22-10/-9
  • OOS Dair (7f)
  • Grab (+1)
  • OOS Fair (+1)
Forward Air6-8/-12
  • OOS Dair (7f)
  • Grab (+2)
  • OOS Fair (+2)
Back Air6-8/-12
  • OOS Dair (7f)
  • Grab (+2)
  • OOS Fair (+2)
Up Air14-6/-8
  • None
  • OOS Dair (+1)
Down Air14-6/-9
  • None
  • OOS Dair (+1)
Neutral B11…-25
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Side B44—70-18 to -10
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (+3)
  • OOS Uair (+3)
Up B6/35-29 (ground) // -19 (air)
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Down B26/32/38/46/59-127-19 to -15
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (+1)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Use Aura Sphere charge feints and walk-shield to force Zelda into jump, shield, or evasive movement first, then touch the body before Phantom Slash is fully set.
  • After blocking Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, Side B, the landing from Up B, or Down B, punish immediately with OOS Dair (7f), Grab (10f), or OOS Fair (10f) so Zelda cannot reset behind her reversal tools.
  • After blocking Neutral Air, Up Air, Down Air, or shallow Forward Air and Back Air, do not mash in place. Track the landing spot and the Farore’s Wind exit, then take the second touch that sends Zelda to the ledge.
  • At kill percent, favor Up Throw, Back Air, Up Air, and ledge traps over center-stage swings, and do not overchase offstage.

Actions to Avoid

  • Turning the matchup into a pure long-range projectile duel and giving Zelda all the time she wants to prepare Phantom Slash and Din’s Fire.
  • Jumping carelessly into the zones where Lightning Kick, Up Smash, or Neutral Air anti-airs are already waiting.
  • Blocking Nayru’s Love, Side B, or the landing from Farore’s Wind but still giving Zelda the reset because the punish comes too late.
  • Overcommitting offstage for the kill and giving up stage control to Farore’s Wind, Nayru’s Love, or Lightning Kick reversals.

Reference Links

Related Pages