Pierce7d
Wise Hermit
- Joined
- Dec 20, 2006
- Messages
- 6,289
- 3DS FC
- 1993-9028-0439
NOTE: I DO PLAY SHEIK. HOWEVER, THIS THREAD IS NOT DESIGNED TO TALK ABOUT SHEIK AT ALL. THIS MAY CHANGE IN THE FUTURE, BUT FOR NOW, PLEASE ONLY TALK ABOUT SOLO ZELDA.
I'm going to be expanding the OP, because I expect a lot of positive discussion to come as a result of this thread. I've been using the character a lot for fun lately. As quite a few of you know, I've frequently stated my opinion, and still hold onto it, that Zelda is the third worse character in the game, after Link and Ganondorf. However, Zelda players like you said, "Pierce, Zelda cannot be that bad."
So, trying to be open minded, I picked up Zelda for myself. I'm quite competent with her, and have beaten several talented players with her. In the process, I obviously learned many techniques, and strategies about the character. I'm now unsure if I think she's bottom three, but I do for sure know that Zelda isn't as entirely worthless as I previously thought.
Please feel free to bring in any topics regarding Zelda's competative play, including stuff already being discussed on other threads. I'm unlikely to read through the Zelda boards, so if you want to bring something to my attention (MUs, problems with the character, etc), we can talk about it here as well and I'll see if I can give you a different perspective.
I want to open up the discussion by talking about Zelda's approaches. I did memorize quite a bit of Zelda's frame data, but I cannot find the frame data thread to reference my research and double check my findings (because memory fails us all at some point.) If someone could provide a link for me, I would appreciate that tremendously.
Many people complain that Zelda's approaches are her weakest aspect. So the first thing I did when picking up Zelda was to analyze in what ways she could approach. It didn't take long for me to realize that camping with Din's Fire is as fail as previously expected, and it didn't take me much longer than that to realize that approaching with an aerial isn't that effective.
So basically, I needed to see if it was possible for Zelda to approach on the ground. Ew. I almost completely gave up when I saw Zelda's grab was frame 12 or 13. At this point, I nearly threw up, but for the sake of experiment, I continued on.
It turns out that Zelda can indeed approach from the ground. A cloud of relief hit me when I realized that Zelda's Dash Attack was an amazing frame 5. I also realized that her dash grab wasn't much slower if at all slower than her standing grab, and had a very good hitbox. Lastly, Zelda's running Usmash destroys spot dodges AND jumping. It could also shieldstab well, which was good, if you bombarded an opponent's shield with Din's Fire, or poked at them with her remarkably safe Dtilt and Fsmash walls (which I'm starting to mix in a tad bit of jab)
So my basic approach strategy was to use Dash attack or Usmash at key times to break my opponent's walls, and see how the opponent liked to react. From there, I mixed in grab with those two options to beat the shield, which would come much more often after my opponent perceived that I like to rush in with fast and powerful moves. Zelda's grab was very rewarding, making extremely good set-ups and having great base damage (note, I'm a Marth main, and our strongest throw is Dthrow, which does 5%).
Now, as a player, my basic strategies involve finding attack patterns that remove opponent's stocks very quickly. I'm aware that this game is limited in true combos, but it does have quite a few really solid attack strings. I found a lovely one for Zelda that I think all should be aware of.
Usmash an opponent, then read the opponent's DI and airdodge, and Usmash again. From there, guess either shield or no, and either dash attack or grab. If you grab, throw them forward off the stage, then run toward them and Uair. MANY, MANY, MANY GOOD PLAYERS WILL JUMP after being thrown forward by Zelda. The reasoning? Why would you try to go for the ledge which Zelda is standing near, when you can just go over her and recover to the stage? Also, you don't want to get hit by a forward air, Usmash, or some other obvious follow up, so players tend to try and jump out of range over these options. They also DO NOT airdodge. Why would you airdodge when you don't perceive the threat of an attack. This would normally only leave you open for attack. It's simply not in most player's habit set to avoid this nature of attack (rising death chase while pseudo recovering)
So, with this blitz attack pattern, I successfully have killed many people at 60% with Zelda's Uair. Often this is 0/20 - death, very early in the match.
I have much more to talk about, but I'll end the OP here to start discussion.
I'm going to be expanding the OP, because I expect a lot of positive discussion to come as a result of this thread. I've been using the character a lot for fun lately. As quite a few of you know, I've frequently stated my opinion, and still hold onto it, that Zelda is the third worse character in the game, after Link and Ganondorf. However, Zelda players like you said, "Pierce, Zelda cannot be that bad."
So, trying to be open minded, I picked up Zelda for myself. I'm quite competent with her, and have beaten several talented players with her. In the process, I obviously learned many techniques, and strategies about the character. I'm now unsure if I think she's bottom three, but I do for sure know that Zelda isn't as entirely worthless as I previously thought.
Please feel free to bring in any topics regarding Zelda's competative play, including stuff already being discussed on other threads. I'm unlikely to read through the Zelda boards, so if you want to bring something to my attention (MUs, problems with the character, etc), we can talk about it here as well and I'll see if I can give you a different perspective.
I want to open up the discussion by talking about Zelda's approaches. I did memorize quite a bit of Zelda's frame data, but I cannot find the frame data thread to reference my research and double check my findings (because memory fails us all at some point.) If someone could provide a link for me, I would appreciate that tremendously.
Many people complain that Zelda's approaches are her weakest aspect. So the first thing I did when picking up Zelda was to analyze in what ways she could approach. It didn't take long for me to realize that camping with Din's Fire is as fail as previously expected, and it didn't take me much longer than that to realize that approaching with an aerial isn't that effective.
So basically, I needed to see if it was possible for Zelda to approach on the ground. Ew. I almost completely gave up when I saw Zelda's grab was frame 12 or 13. At this point, I nearly threw up, but for the sake of experiment, I continued on.
It turns out that Zelda can indeed approach from the ground. A cloud of relief hit me when I realized that Zelda's Dash Attack was an amazing frame 5. I also realized that her dash grab wasn't much slower if at all slower than her standing grab, and had a very good hitbox. Lastly, Zelda's running Usmash destroys spot dodges AND jumping. It could also shieldstab well, which was good, if you bombarded an opponent's shield with Din's Fire, or poked at them with her remarkably safe Dtilt and Fsmash walls (which I'm starting to mix in a tad bit of jab)
So my basic approach strategy was to use Dash attack or Usmash at key times to break my opponent's walls, and see how the opponent liked to react. From there, I mixed in grab with those two options to beat the shield, which would come much more often after my opponent perceived that I like to rush in with fast and powerful moves. Zelda's grab was very rewarding, making extremely good set-ups and having great base damage (note, I'm a Marth main, and our strongest throw is Dthrow, which does 5%).
Now, as a player, my basic strategies involve finding attack patterns that remove opponent's stocks very quickly. I'm aware that this game is limited in true combos, but it does have quite a few really solid attack strings. I found a lovely one for Zelda that I think all should be aware of.
Usmash an opponent, then read the opponent's DI and airdodge, and Usmash again. From there, guess either shield or no, and either dash attack or grab. If you grab, throw them forward off the stage, then run toward them and Uair. MANY, MANY, MANY GOOD PLAYERS WILL JUMP after being thrown forward by Zelda. The reasoning? Why would you try to go for the ledge which Zelda is standing near, when you can just go over her and recover to the stage? Also, you don't want to get hit by a forward air, Usmash, or some other obvious follow up, so players tend to try and jump out of range over these options. They also DO NOT airdodge. Why would you airdodge when you don't perceive the threat of an attack. This would normally only leave you open for attack. It's simply not in most player's habit set to avoid this nature of attack (rising death chase while pseudo recovering)
So, with this blitz attack pattern, I successfully have killed many people at 60% with Zelda's Uair. Often this is 0/20 - death, very early in the match.
I have much more to talk about, but I'll end the OP here to start discussion.