Diddy Kong -2 (Medium Disadvantage)
[COLLAPSE="Summary"]
Advantages
-Diddy's Bananas give access to Zelda's Glide Toss
Disadvantages
-Diddy applies enormous pressure with his Peanut Gun and Bananas
-Diddy's ground game surpasses Zelda's
-Banana set ups (such as down smash setups) kill Zelda at lower-than-average percents
Things to Keep in Mind
-The Z button will completely change the way you see the matchup. Using Z in the air allows Zelda the key ability to catch Bananas in the air. Alternatively, any aerial can be used.
-Glide Tossing will prove to be an excellent approach. Reverse Glide Tossing is helpful to create some distance. Prone to over-usage.
-Zelda's Nayru's Love is very helpful in reflecting Bananas. Don't be baited into using it and don't be predictable.
-As always, do not Din's Fire unless Diddy's Bananas can not reach you. Din's Fire can be cancelled by Diddy's forward air.
-By playing near the edge, Diddy's Bananas will push Zelda onto the ledge rather than tripping her. Be careful, Diddy has decent edgeguarding.
-If you are feeling confident, use Diddy's Bananas against him. Otherwise, keep the Bananas as far from Diddy as possible, while keeping them on stage.
-Watch out for Diddy's Side B. A quick and fairly high priority move.
-Diddy's throws are quick and deadly. Watch your DI!
Stage Selection
Counterpicks
-Battlefield
-Smashville
-Any stage really. Platforms are a good thing!
Stage Bans
-Final Destination
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Falco -3 (Large Disadvantage)
[COLLAPSE="Summary"]
Advantages
-Falco is lightweight, allowing Zelda to make earlier-than-average KOs compared to other characters.
-Falco's recovery is terribad. Take advantage of this.
Disadvantages
-Completely out-camps Zelda with his lasers.
-Falco's gameplay makes approaching extremely difficult.
-At earlier percentages, Falco has a chaingrab on Zelda.
Things to Keep in Mind
-Falco's jab is godlike. As if approaching Falco wasn't hard enough, his jab shuts down Zelda. By SDI-ing out of his jab upwards, you get a 20 frame advantage on Falco. By SDI-ing behind, there's a 14 frame advantage.
-Falco is one of the few characters with a DACUS. Expect this when you're at kill percentages. Buffered DACUS comes out quick, so watch out for this as well.
-Falco's chaingrab (done at early percent) can result in a spiking dair. Before this, SDI towards the stage. If done correctly, you have a 7 frame advantage to respond with a guaranteed down smash.
-Falco's forward smash is powerful, and a sweetspot that is actually behind the character. Be careful. Moves such as Nayru's Love can outspace it but use sparingly.
-Falco's Phantasm can be difficult to deal with. Counter with multi-hit moves or long lasting moves to counter this. Some examples are forward smash and up tilt
-Falco's Phantasm has invincibility frames, and multiple hitbox frames. Depending on when you hit Falco during the Phantasm, you can outright beat, clank, or get hit.
-When Zelda's in the air, expect back and down airs. They have a lot of priority.
-Falcos will space with their forward tilt. It is quick and safe on shield.
Random Facts
-On the right hand edge of Battlefield, Zelda can down throw stage spike Falco.
-Did you know this matchup discussion resulted in some of the most drama, infractions, and bans the Zelda boards have ever seen?
Stage Selection
Ban
-Lylat Cruise
-Brinstar
-Halberd
Counterpick
-Battlefield
-Smashville
-Final Destination
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Ice Climbers -3 (Large Disadvantage)
[COLLAPSE="Summary"]
Advantages
-Zelda can cause major damage if Popo and Nana are separated
-Zelda is able to apply good off stage pressure
Disadvantages
-Zelda is one of the easiest characters to chaingrab
-Zelda has no way to approach Ice Climbers
-Desynched Ice Blocks, Blizzard Wall, and Edge Hog heavily reduce Zelda's options
-Zelda is tall, making her easier to hobble
-If the Ice Climbers apply ISSDI shield grabs, Zelda's entire game is almost shut down
Things to Keep in Mind
-Don't approach the Ice Climbers!
-Know your moveset well! You'll want to avoid using moves with tons of endlag to prevent being grabbed. Farore's Wind and Nayru's Love are prime candidates.
-Players tend to play more campy and Zelda is no exception. However, don't use Din's Fire at close to medium range.
-Use Din's Fire by aiming it to the ground so it still has a chance to connect if Zelda is interrupted with an Ice Block
-Try to keep the Ice Climbers away by pressuring with forward smash
-Careful with your lightning kicks. A power-shielded sweetspot kick will result in you being grabbed
-Ice Climbers have a very good up air. Don't let them juggle you with it!
-Avoid using Farore's Wind to recover on the stage, but keep this option open against a desynched edge hog
-Love Jumps aren't recommended as they take away Zelda's second jump and lags her at the end, reducing her options which can lead to a grab.
Stage Selection
Counterpicks
-Pokemon Stadium 2
-Rainbow Cruise
-Smashville
-Brinstar
Stage Bans
-Final Destination
[/COLLAPSE]
Marth -3 (Large Disadvantage)
[COLLAPSE="Summary"]
Advantages
-Marth is a light character, allowing for earlier KOs.
Disadvantages
-Marth completely outspaces Zelda
-Tippers devastate an already easy-to-kill character
-Marth is one of three characters that can consistently escape Zelda's up smash
Things to Keep in Mind
-Watch your spacing!
-Marth's major pressuring move on Zelda will be the forward air. Try to powershield this move.
-If Marth misses with many of his moves, it leaves him open to punishment.
-Zelda outcamps Marth causing Marth to approach, however he has excellent approaching options making things difficult for Zelda.
-Marth excels more than Zelda does in the air, and outspaces her as well so rely more on Zelda's ground game.
-Dancing Blade racks up damage and applies pressure. By holding upwards when it first begins there is a chance to escape and punish. The third hit can be power shielded and punished... take advantage of this!
-Beware of Marth's Shield Breaker. Charging it only increases damage and knockback - the Shield Breaking (80% of shield) remains constant. It can also be used to give Marth a boost while recovering. Power shielding still works, however.
-Marth's Dolphin Slash is very quick and can deal very high knockback. Be careful not to be hit by this while recovering. Also used as a panic move.
-Marth has a less than idea air dodge. Bait and punish!
Stage Selection
Counterpicks
A large stage is recommended so Zelda can more easily keep her distance and maintain spacing.
-Final Destination
-Smashville
Stage Bans
-Brinstar
-Battlefield
[/COLLAPSE]
Meta Knight -4 (Close to Unwinnable)
[COLLAPSE="Summary"]
Advantages
-Zelda has powerful attacks, allowing her to KO Meta Knight at lower-than-average percentages.
-Opponent may not have matchup experience against Zelda.
Disadvantages
-Meta Knight outspaces Zelda in almost all situations.
-Zelda has no approach options against Meta Knight.
-Zelda's gameplay is completely shut down in the air.
-Meta Knight's attacks have transcendent priority.
-Meta Knight has godlike planking.
Things to Keep in Mind
-While Meta Knight beats Zelda on both the air and ground, keep your game on the ground if possible.
-Focus on spacing to avoid Meta Knight's attacks. Shield his attacks, and punish when you can. Patience is key!
-Do not use Din's Fire unless at a very safe distance.
-Zelda has limited recovery options that are easily exploited. Mix it up with Love Jumps and Farore's Boost.
-When Meta Knight uses Tornado, SSDI your shield upwards to avoid being shield poked.
-Forward smash can beat Tornado, but don't rely on this. At times, Nayru's Love and down air can beat Tornado.
-After Shuttle Looping, Meta Knight frequently follows up with a Glide Attack. Be prepared.
-Try not to stale Up Smash. It has favourable hitboxes and can kill as early as 125%.
-Don't focus on gimping Meta Knight. On the other hand, Meta Knight gimps Zelda extremely well. Be careful!
-Reverse Nayru's Love Momentum Cancel is especially helpful!
-Dash attack may help because of its speed and range.
Stage Selection
Counterpicks
-Final Destination
-Smashville
-Pictochat
Stage Bans
-Delfino
-Rainbow Cruise
-Brinstar
-Halberd
-Norfair
Random Facts
-If you grab release Meta Knight while on Smashville's platform moving at full speed, Zelda has many options such as up smash, up tilt, or up air.
(Note: Do not go out of your way to do this.)
[/COLLAPSE]
Olimar -4.1 (Close to Unwinnable)
[COLLAPSE="Summary"]
Advantages
-Olimar has a below-average recovery
-Zelda's Down Smash can give Olimar trouble
-Lightweight and dies early from Zelda's attacks
Disadvantages
-Zelda is forced to approach but has no approach options
-Purple Up Smash kills Zelda at 80%-90%
-Very powerful moves, but lack priority which Zelda can not take advantage of
-Olimar's grab options prevent Zelda from approaching successfully
-Yellow Pikmin make Zelda have a harder time shaking them off with all her electrical attacks except Neutral Air. Neutral Air is in fact, one of her most viable ways of getting rid of Pikmin because it is not a laggy move, and staling it is not an issue.
-Zelda's special attacks are slow and are easily punished.
Things to Keep in Mind
-When Pikmin are attached to you or about to land on you, do a quick Neutral Air to shake them off
-Get White Pikmin off you immediately, otherwise they are relatively harmless
-Yellow Pikmin are immune to Zelda's magical attacks minus Din's Fire. They have broken hitboxes so be careful.
-Purple Pikmin can't cling to Zelda but do knockback. Watch out for their powerful Smash attacks that can kill Zelda as early as 80%. If it's safe, kill the Purples immediately.
-Blue Pikmin are slightly less powerful than the Purple. Overall, very powerful.
-At the ledge, Olimar loves to shark an Up Air from under the stage. Be careful of this. Yellow Pikmin have extremely large hitboxes!
-Try to keep your Down Smash fresh, as it's possibly one of Zelda's only useful options against Olimar.
-Olimar's Whistle grants him a temporary Super Armour effect.
-OLIMAR CAN GRAB YOU WHILE YOU HANG ON THE LEDGE so be careful.
-What Pikmin Olimar plucks from the ground varies depending on the stage.
-When Olimar needs his Pikmin Chain to recover (and he doesn't have Purples to throw at you), stay on the ledge and hold up and diagonally away from the stage to prevent Olimar from recovering and stage spiking you.
Stage Selection
Counterpicks
-Rainbow Cruise
-Pokemon Stadium 2
-Castle Siege
Stage Bans
-Lylat Cruise
-Yoshi's Island
[/COLLAPSE]
Pikachu -2 (Medium Disadvantage)
[COLLAPSE="Summary"]
Advantages
-Due to her light weight and floatiness, Zelda is immune to both Pikachu's down and forward chain throws.
-Zelda can kill earlier than most other characters despite Pikachu's fast falling and excellent momentum cancelling though it is difficult to land at times.
Disadvantages
-Pikachu's camping game is better than Zelda's, forcing her approach.
-Pikachu is quick and small, which makes it difficult for Zelda to land attacks.
-Pikachu is able to land combos which are difficult to escape.
-Pikachu has good Star KO options, as well as set-ups into them.
Things to Keep in Mind
-The first thing Zelda will encounter is Pikachu's camping game. Powershielding is very useful here!
-Next, Pikachus love to forward throw to up smash at early percents! With excellent buffering/timing, Zelda can escape the up smash with a Love Jump.
-Thunder is an excellent edgeguard move. Be sure not to get hit by it right beside Pikachu - it has broken knockback.
-Thunder is often used as a follow up to a connected down smash, up smash, or up tilt for a KO. Try to predict this and DI, and time your airdodge. Don't be predictable with your DI either.
-Pikachu can approach with his quick mobility and Quick Attack cancelling.
-Another approach is Pikachu's down air. Possible counters to this are her up smash or up tilt.
-You can easily DI out of Pikachu's down smash by holding up. Try to tech the landing.
-Pikachus love going for forward smash hard reads, especially after throws. Be careful!
-Watch out for Pikachu's footstool to quick attack. It'll cause Zelda to "flop" on the ground. It forces her to uncontrollably get up, allowing Pikachu to land any move on her. Pikachu's jab can also do this.
-Din's Fire will stop Skull Bash's momentum. Be sure to use this against a recovering Pikachu.
-If Zelda's up smash isn't stale, don't use it for the kill until 12X%. Pikachu is a fast faller, and lives much longer than you'd think.
-Zelda is able to "reflect" Pikachu's Thunder with Nayru's Love because it is a projectile. It can be helpful if Pikachu uses Thunder on the ground where he will be guaranteed to be hit by the attack.
Random Facts
-Zelda actually has a better chance against Pikachu than Sheik due to Pikachu's chaingrab.
Stage Selection
Counterpicks
-Yoshi's Island
-Castle Siege
Stage Bans
-Pokemon Stadium 1
-Halberd[/COLLAPSE]
Snake -4 (Close to Unwinnable)
[COLLAPSE="Summary"]
Advantages
-Snake's recovery can be exploited for an early gimp.
Disadvantages
-Snake beats Zelda in all distances of play.
-Snake also beats Zelda in every other way, besides being bad.
-Snake's high damage output, and early KO moves devastate Zelda.
-When trading damage, Snake always wins.
Things to Keep in Mind
-Patience is key. Snake takes damage like a tank so chances are he'll live after whatever you can throw at him.
-Watch the damage trading. Ideally, you want to hit Snake twice as much as he hits you.
-Snake forces Zelda's approach with his grenade game. Watch your spacing (especially that up tilt when at 100%+) and mix up your moves.
-Snake excels in the ground but struggles in the air.
-Keep your eyes on the grenades. Snake loves to hold on to grenades to trade damage!
-Snake keeps maintains his mobility and pressure with DACUS. Be prepared to shield or intercept if your reads are good.
-Snake's forward tilt does ridiculous damage. Try to shield the second hit.
-Snake's up tilt kills at ridiculously low percentages. Watch your spacing.
-Snake's down throw is good for tech chasing and follow ups in general. Watch out for a buffered up tilt after a down throw.
-Snake's down and neutral airs do crazy amounts of damage. Focus on SDI-ing out of them.
-Snake's back air is good edge guarding tool for those that don't know about it. Watch out!
-Always keep an eye on Snake's C4. It lasts approximately 25 seconds and can even be hidden on the side of the ledge on stages like Battlefield.
-Snake's final jab can be power shielded somewhat easily.
-Snake applies enormous edge pressure with his down smash, C4, Nikita, and impending up tilt.
-Snake's recovery is terrible. Exploit this with a kick!
Random Facts
-Did you know that Snake players will always go for the 4th controller port? This is so Snake's grenade will always KB the opponent and not himself when one is grabbing the other.
-Down tilt can spike Snake while he is recovering. Aim for where Snake's hands are grabbing the Cypher.
Stage Selection
Pick what stage suits your playstyle the most. If you feel like you want to keep close to Snake, then pick a stage like Battlefield. Be careful for up and forward tilts. If you wish to keep your distance from Snake, try a stage like Smashville or Final Destination. Be prepared for grenades and DACUS though.
[/COLLAPSE]
Wario -2 (Medium Disadvantage)
[COLLAPSE="Summary"]
Advantages
-Zelda has one of the most devastating grab release follow ups with her guaranteed forward air
Disadvantages
-Wario excels in the air and has excellent aerial approaches which gives Zelda a difficult time.
-Wario can be unpredictable.
-Powerful attacks such as forward smash, up air, and Wario Waft.
Things to Keep in Mind
-Take advantage of Wario's grab release weakness with a forward air, down air (at ledge), up tilt, or an up smash.
-Watch your spacing! (as usual)
-Careful with Zelda's smashes. They last a while and allow Wario to easily punish her.
-Wario's forward smash is very powerful with super armour. Watch out and punish the ending lag!
-Wario's neutral air can easily cancel Din's Fire.
-Watch out for Wario's up air (the clap!!), it has combo potential at lower percents, KO potential at mid-high percents and can shieldpoke a nearly full shield.
-Wario can DACUS. Thankfully it's not difficult to escape with DI and it can also be stopped with a down tilt.
-Watch out for Wario Waft. It is the most dangerous just before it is fully charged so watch the timer, and the attack has hitboxes all around him (even above). It's perfect to punish any of Zelda's laggy moves. Aim Farore's at the ledge to stay safe from the Waft.
-Play very defensive, and pivot grab! This can possibly make Wario think twice about approaching.
-Stay grounded where Zelda excels, unless you are sure you can safely punish.
-Watch out for a bouncing tire! The hitboxes are still active and are good for spacing and for devastating followups such as a forward smash.
-Watch out for Bite mindgames. Watch your spacing since the move lands more easily than you think and it can bypass Zelda's shield.
-Stay safe and be patient.
-Observe how Wario approaches you and what he does to stay safe. Learn these habits and punish.
-Watch the timer and keep in mind which moves are stale and fresh.
Random Facts
-When Wario's bike is on the floor, it has similar properties like the pillars in Luigi's Mansion or the statues in Castle Siege? By using a forward/up smash on the bike, the duration of those hitboxes extend and may fool Wario. (Keep in mind this also makes you vulnerable)
-Wario's Waft fully charges in approximately 1 minute and 50 seconds. It has the most knockback potential just before it is fully charged, and less knockback when fully charged. It activates on frame 3.
Stage Selection
Counterpicks
-Final Destination
-Smashville
Stage Bans
Any stage that most inhibits your grab release options.
-Battlefield
-Brinstar
-Rainbow Cruise
-Yoshi's Island
[/COLLAPSE]