LovinMitts
Smash Journeyman
Why is Zelda so safe? She has ridiculously strong moves with low startup and ending/landing lag. She has forward smash, fair and bair. Forward smash is especially annoying because it can just be kinda tossed out because of how long it has active hitboxes compared to how little ending lag it has, AND it's disjointed.
Nayru's love is pretty jank too, since it has way too much range for how much damage it could do it you take enough of the multihits. And in the same way that forward smash is safe, Nayru's has almost no ending lag. It also reflects projectiles, so good luck approaching that.
Din's fire would be tolerable if Zelda didn't already have more than enough tools, but this makes it even worse because she can essentially make any part of the stage under her control. So not only can she beat out almost any approach, she can control space in a very passive manner with minimal effort.
I can tolerate her recovery since it's similar to Sheik's in how you deal with it, although slightly different. I'm not a fan of the hitbox when she reappears, but it's not a huge deal since it's not incredibly useful unless you're facing a spacie and want to set up techchase situation or whatever.
But the throws. The throws. I hated Sheik's DI traps with back throw and down throw in 3.5 (and I main her), and it's worse here since it can lead to an early stock. Since down throw is a free followup is you DI for back throw, and back throw is an early kill if you DI for down throw, it means you're either gonna get lightning kicked, or get killed at 90 by a throw. Screw that noise, man. Why wasn't that removed if they did it for Sheik?
It's nothing personal folks, just felt like venting about this character since my PM main (Ness) has a really awful matchup against her. If you managed to read this, you earn my respect.
TL;DR: I hate Zelda, she pisses me off, pls nerf, sackurye
Nayru's love is pretty jank too, since it has way too much range for how much damage it could do it you take enough of the multihits. And in the same way that forward smash is safe, Nayru's has almost no ending lag. It also reflects projectiles, so good luck approaching that.
Din's fire would be tolerable if Zelda didn't already have more than enough tools, but this makes it even worse because she can essentially make any part of the stage under her control. So not only can she beat out almost any approach, she can control space in a very passive manner with minimal effort.
I can tolerate her recovery since it's similar to Sheik's in how you deal with it, although slightly different. I'm not a fan of the hitbox when she reappears, but it's not a huge deal since it's not incredibly useful unless you're facing a spacie and want to set up techchase situation or whatever.
But the throws. The throws. I hated Sheik's DI traps with back throw and down throw in 3.5 (and I main her), and it's worse here since it can lead to an early stock. Since down throw is a free followup is you DI for back throw, and back throw is an early kill if you DI for down throw, it means you're either gonna get lightning kicked, or get killed at 90 by a throw. Screw that noise, man. Why wasn't that removed if they did it for Sheik?
It's nothing personal folks, just felt like venting about this character since my PM main (Ness) has a really awful matchup against her. If you managed to read this, you earn my respect.
TL;DR: I hate Zelda, she pisses me off, pls nerf, sackurye