Zelda
Do not discuss Sheik here, Zelda only.
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Not necessarily true. Zelda will be closing distance instead of throwing out near-useless Din's. This is how we deal with our approaching issues.Her side-b WILL be over used if you're out of her range,
Yeah... Marth's faster for sure. But... just saying here... Zelda's only poor in mobility, not attack speed. Her slowest attacks are Fsmash, uair, and I think utilt... but they aren't really "slow" attacks either. They do have some lag on the end of them though. I'm just saying that her attacks do come out surprisingly fast... well, a lot of them do.Do NOT let her sweetspot her fair. Space accordingly. You have much better aerial movement, and much better range than her. Not to mention, your moves are much faster than hers. Unfortunatly, her moves will devastate you if you're careless.
What? Do you mean Neutral B? Down B = Sheik.And again, space properly. Even on the ground, her down b is a pain in the *** if she gets in close.
I don't get why everyone says she's bad at dealing damage. In comparison to Sheik, she loses out on racking damage. Alone, it's very, very easy to rack damage with her. Usmash isn't meant to finish off. It's meant to punish and rack up damage. Same with Nayru's. Fsmash and ftilt... both can be used for racking damage or for killing. I usually assign a role for both moves. Sometimes, it's best to use one move or the other for fighting up close depending on the opponent. Nevertheless, both hit hard and are rarely meant to kill on their own. The main thing you need to watch out for, especially starting at around 60%, is her dtilt lock, but I am not 100% sure if Marth is affected by it or if his annoying Dolphin Slash can get him out of it. If it can, then good, just hope you don't trip. If it can't... then you're looking at easily getting into the 100s for this and then a Dsmash ending (or maybe ftilt/Fsmash, but Dsmash is my favorite). As for Dsmash... I believe it's the fastest smash in this fight, as it comes out on frame 5. Correct me if I'm wrong. Don't get hit by it, because it has an annoying trajectory.Zelda is easy imo, once you know how to fight her. Most of her move are ridiculously overpowered (especially her usmash) and are meant to finish off or punish - she isn't great at dealing dmg and dies in no time. Expect to shield a lot against her, since some of her move have surprisingly good range. Other than that, she isn't too tough. She's slow, can't rack up dmg (without overusing her smashes) and her recovery can be punished ver badly...
65:35 Marths favour
I would contest this. I am pretty sure that Zelda has a much, much harder time vs. lingering hitboxes that keep someone safe vs. "quick" hits up close that come out and go away in a flash. She's still got the basics down to deal with anyone's attacks. She doesn't fall apart in close range combat on the ground. That's her home.She can't really do anything once you are up close and set up your zoning.
I haven't played a zelda like that, but I'll take your word for it.Not necessarily true. Zelda will be closing distance instead of throwing out near-useless Din's. This is how we deal with our approaching issues.
In comparison to marth, they're pretty sluggish. Especially in the air, it's not too hard to air dodge or beat zelda to the hit(if you're spaced correctly with marth)Yeah... Marth's faster for sure. But... just saying here... Zelda's only poor in mobility, not attack speed. Her slowest attacks are Fsmash, uair, and I think utilt... but they aren't really "slow" attacks either. They do have some lag on the end of them though. I'm just saying that her attacks do come out surprisingly fast... well, a lot of them do.
Er ya...I had a long day >>What? Do you mean Neutral B? Down B = Sheik.
Dolphin slash has invincibility until frame 5 so Marth should be safe on the dtilt to dsmash. Not to mention Marth's dtilt outranges Zelda's by a lot. But thanks for pointing it out.As for Dsmash... I believe it's the fastest smash in this fight, as it comes out on frame 5. Correct me if I'm wrong. Don't get hit by it, because it has an annoying trajectory.
But that means that her range is shortened a lot. I'd use falcon's knee for example. It has a very small hitbox now, but the knockback is still pretty awesome. Still, it's not considered a great move anymore because it's so hard to hit with. Same thing here, only to a lesser extent. And ya, I agree with out. Zelda doesn't have too much trouble racking in damage since she only needs a few hits. But at the same time, Marth has a lot of tools to postpone those few hits from happening, since they're usually only for punishing mistakes. Dolphin slash, air dodge, fair, bair, dtilt, even shieldbreaker if you're careful with it. Range is one of his best weapons and even if Zelda has some moves that aren't quite booser slow, they are still slow in comparison to Marth. That in combination with smaller hitboxes less range, and not being disjointeds like Marth's tilt this way in Marth's favor.All aerials can kill (nair kills much later obviously, and it depends on positioning). All aerials can also rack up damage. Generally speaking, if you see that you can land a sweetspotted aerial with Zelda, go for it. The damage is nice for the most part. Fresh fair/bair do around 21%. They kill Marth pretty early on, too. The main downside to her aerials is that they don't do much if she misses the sweetspot. Many people see this as very, very bad for Zelda, but really, to me, it's the same as landing any other type of sweetspot. No aerial does anything if it just doesn't connect with the opponent, save G&W's uair. That said, you're not going to try to fair/bair someone for 3% when you could use nair instead for an infinitely better attack.
Fair enough. I can't argue too much with a throw other than don't get grabbed.Her throws are all strong. They all do at least 10% fresh. B-throw kills at moderate-high damage... I'm thinking 140% from the middle of FD, but I'm not on my Wii, so this is probably not as accurate as I want it to be. Watch for any follow-ups that d-throw can lead into. Fthrow can also kill, but it's not really used too much. I just use it to throw my opponent off-stage. Uthrow is my least used, as it isn't a reliable move for setting up anything. I just use it for free damage and when I want to attempt a U___.
The thing is she might have a few faster attacks, but it's more just the comparison between Marth and Zelda as I've said 1000 times already in this post. She may not be booser slow, but she's still very slow compared to Marth.Her mobility is terrible, agreed, but again, I just don't want people to think that she's "heavyweight slow." As in, it's just her mobility that is bad, not her attack speed.
This I have to disagree with you on. Zelda cannot compete with Marth at mid-close range. Understand Marth does not fight at close range. He fights at the tip of his sword. Not grab distance. Even if Zelda throws out attacks before hand, they come out slow and can be avoided. After that the lag is bad enough that Marth can simply punish her. Once she's in the air, it's Marth's game because her reach is shortened when she's in the air.I would contest this. I am pretty sure that Zelda has a much, much harder time vs. lingering hitboxes that keep someone safe vs. "quick" hits up close that come out and go away in a flash. She's still got the basics down to deal with anyone's attacks. She doesn't fall apart in close range combat on the ground. That's her home.
All of her moves work better the closer you are to her, save Din's and maybe Fsmash. If you're not keeping a wall of some sort against her, then you're not really stopping her from doing anything up close. What can Marth do, throw out aerials in a defensive manner? I just throw out Din's and detonate as soon as the aerial's hitbox is gone. Even if I miss, I won't get punished because chances are, a defensive person isn't approaching me. If Marth is going on the offensiive with his attacks, then you're stepping even further into her home turf by eliminating approaching issues and you're making her attacks safer to pull off for the most part.
Marth is harder to edgeguard than people give him credit for. The first hit of dancing blade is a great stall so actuall edgehogging is a bit more difficult, and the invincibility frames on dolphin slash make it even more difficult. Zelda has din's fire which I agree is problematic, but in a worst case scenario Marth will get hit upwards and has a better chance to recover. So Zelda might have an advantageous position while edgeguarding, but it's a bit harder to result in death at earlier percentages(unless Marth is high enough in damage to do a star K.O.)Not to mention, I don't see Marth is overbearingly difficult for anyone to edgeguard, not even Zelda, but I'm sure that you've heard that line before.
I might be wrong about Fsmash, but I know Usmash you tap up. I think it works the same way for Fsmash. You could just test it out in training mode or something(my roomate is in my room getting some so I can't test it out for ya =\)Also, anyone know the exact DI directions to get out of the Fsmash and Usmash?
True for the most part... but Zelda isn't meant to be in the air for the most part, especially not against Marth. If she's jumping at you, then do whatever it takes to attack her. Just don't get hit by uair or a lightning kick, because that usually means death if you have moderate damage.In comparison to marth, they're pretty sluggish. Especially in the air, it's not too hard to air dodge or beat zelda to the hit(if you're spaced correctly with marth)
Eh... ease of landing it in Melee <<<< practicing it in Brawl and getting the easy range down and then just learning to land it just like you would land it in Melee, because the payoff is definitely much higher this time around. I don't think there was a chance in hell that she could get you to 100% and then get a fresh kick off; you'd have to not use one kick if you wanted a fresh one. In Brawl, it's more like, "Fight normally and then when you kick, -1 stock." It's not EXACTLY like that, but you get my point, right? Zelda's kicks this time around kill MUCH earlier, so they're not really any worse. The Knee isn't as good because the knockback doesn't seem changed at all. Nonetheless, they're not great moves if you can't land them.But that means that her range is shortened a lot. I'd use falcon's knee for example. It has a very small hitbox now, but the knockback is still pretty awesome. Still, it's not considered a great move anymore because it's so hard to hit with. Same thing here, only to a lesser extent.
Actually, D-anything aside, Zelda's attacks are all disjointed. Ftilt and utilt appear jointed, but if you were to try and attack her through the moves and if you were using something like a jointed aerial or a sword attack (depending on what move you're attacking here), you'd find that they're actually jointed. Utilt probably doesn't appear to be disjointed because Marth is using a sword, so I guess it's a moot point here... but yeah, those are disjointed. Fsmash and Usmash are also disjointed. Her kicks are just like her magical tilts - they're *barely* disjointed moves. Nair is disjointed and has invincibility start-up (so don't try to attack her right before the hitboxes come out, unless you are safe from nair), and uair is a huge explosion overhead. All of her B moves are disjointed.And ya, I agree with out. Zelda doesn't have too much trouble racking in damage since she only needs a few hits. But at the same time, Marth has a lot of tools to postpone those few hits from happening, since they're usually only for punishing mistakes. Dolphin slash, air dodge, fair, bair, dtilt, even shieldbreaker if you're careful with it. Range is one of his best weapons and even if Zelda has some moves that aren't quite booser slow, they are still slow in comparison to Marth. That in combination with smaller hitboxes less range, and not being disjointeds like Marth's tilt this way in Marth's favor.
Alright.The thing is she might have a few faster attacks, but it's more just the comparison between Marth and Zelda as I've said 1000 times already in this post. She may not be booser slow, but she's still very slow compared to Marth.
Fair enough. I see where you're coming from now. Marth is MID-close. Zelda is CLOSE. That's where our differences came in. Marth doesn't want to fight close, but Zelda does, since that's where she's best at. Mid-close is a different story.This I have to disagree with you on. Zelda cannot compete with Marth at mid-close range. Understand Marth does not fight at close range.
Do you mean like... when Marth is approaching, she throws out attacks? Again, what most Zeldas do (or should be doing, like I do) is work past that tipper range and then get in where she stands a better chance. Throwing out attacks to stop anyone with a sword is generally a bad idea.He fights at the tip of his sword. Not grab distance. Even if Zelda throws out attacks before hand, they come out slow and can be avoided.
I don't really know Marth all that well, but dtilt, Dancing Blade, and utilt (I think?) aside, what ground-based moves does Marth have that lag significantly less than Zelda's? She is definitely slower than Marth, but I just don't see what other moves she has that make her lag super slow compared to Marth. As for aerials, I think your fair has significantly less lag than her kicks do... but what else? I'm not really that knowledgeable about Marth.After that the lag is bad enough that Marth can simply punish her. Once she's in the air, it's Marth's game because her reach is shortened when she's in the air.
Zelda has the major problem that her fast attacks are short ranged and her longer ranged attacks are slow and have after-lag. That's ultimately her biggest downfall here in my opinion.
I throw out Din's at someone who just happens to use neutral B to get in close. If they don't try it, I believe that Din's will outprioritize the first slash of Dancing Blade. (Also, I know it can be used in recovery, but I want to say that it just gives him distance once and then it does nothing but stall. What exactly does it do for Marth when used multiple times?) I also use it when someone is below the stage and jumping out to attack them isn't viable. I NEVER throw out Din's when the hit will prevent the opponent from dying. I only throw it out for free damage and to keep them from grabbing the ledge and instead having to contend with my Up-whatever.Marth is harder to edgeguard than people give him credit for. The first hit of dancing blade is a great stall so actuall edgehogging is a bit more difficult, and the invincibility frames on dolphin slash make it even more difficult. Zelda has din's fire which I agree is problematic, but in a worst case scenario Marth will get hit upwards and has a better chance to recover. So Zelda might have an advantageous position while edgeguarding, but it's a bit harder to result in death at earlier percentages(unless Marth is high enough in damage to do a star K.O.)
Eh... I say 60:40 at worst still. Don't think I could push for 55:45, not with that terrible mobility.I'm sticking with 65:35.
What are you talking about? You need to include gimps regardless. Marth can gimp Zelda and Zelda can gimp Marth.I agree this match-up should be about 65:35 but including gimp's it would be 70:30 marth's favor
On WiFi, I screw up and get put in this position and I just hope that my opponent messes up and tries to hog too early so I can hit them off the ledge. In real life, unless an actual attack puts me down there, I am *never* in that position. Besides dair, what else puts her in a position where she can only grab the ledge?If Zelda is forced to recover low, it's really unfavorable for her since she has nearly no horizontal DI from her ascend via Farore's Wind. Make sure to edgehog her if she's forced to do so.
Nebar.Also, anyone know the exact DI directions to get out of the Fsmash and Usmash?
For Fsmash, I tap up on direction pad, and side on C-stick, and that sometimes works...
Do tell, lol.
That's horrible. If WiFi wasn't a serious pain, I would play more Marths so I could see how you guys fight. I've beaten every Marth that I've been to tourney with so far, but a lot of them, in my opinion, could've been better. I don't know how I'm gonna find a good Marth to play without resorting to WiFi. The main thing I'd want to do is show you a different way to use Zelda (the non Din's spammy way + mindgaming to try and reduce predictability).And yes, I've never fought a Zelda that didn't try to Din's Fire you instead of closing into you. There are some that do both, but usually it's the former (Din's Fire spam).
This is true, but I only throw out Din's maybe once just so my opponent will start closing the gap for me. Then I go to my opponent to fight.Has anyone here tried spamming Din's Fire before? Honestly it's not a hard to hit with as you say. You need to vary the timing to keep shields and airdodge's offguard. I believe the farther away it gets from Zelda it increases in range. Sometimes you want to release to hit with the front of the hit box, sometimes you can bait a reaction and release it behind them. I know Marth's speed cuts down drastically on how much it can be used, but if you make a mistake, or end up at a large enough distance Zelda will start nailing you. Just wanted to throw that out there, not saying it completely changes the match-up or anything.
If you do make a mistake, if you are quick enough you can smash DI out of the up smash and fsmash too i believe.
Yes, this is in essence correct. I did some more testing and I can expand upon this a bit with certainty. I tested in multiplayer not training mode, so as to take stale moves into account. Having tested this hundreds of times for both f-smash and up-smash, I conclude that stale moves don't have any effect though. Anyways, here's what I came up with:And steel's right about smash DI'ing out of the usmash. Only I have run into a problem where if they usmash a little early and you run into it half way through you actually can't smash DI out of the knockback....but this should not happen since you should see it coming a mile away if they do it early