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You can consistently pull off those ledge candles, provided you practice a ton on themI wonder how consistently it's possible to pull off those ledge cancels. It seems like you have to be pretty precise. And if you mess up once you SD if it's at the edge of the stage...
Hmm, I do want to try edge guarding with love jump though.
Zeldoo's only trash if your opponent is a passive/reactive fighter. Which means they wait for you to screw up and punish; while the rest of the time they are waiting, baiting, rolling, or running. So basically anyone who is anti-fighting in a fighting game is what Zelda has a hard time with.Excellent video, love the music! Maybe my Zelda won't be trash outside of doubles now xD
I've actually found that the love jump isn't all that practical since you have to be tumbling in order to use it. The love boost on the other hand is a very useful momentum switch. I've actually taught my Zelda Amiibo to use it and she uses it to approach. Not really the best way to use it since it's super punishable by just holding shield but I'm proud nontheless.tbh i find love jump kinda difficult to pull off. my controller is unofficial and worn so the stick sometimes stays in the place so instead of love jump i dins fire and die, so i prefer to not use it until i get soemthing better
this is neat but as you said its escaped easily but neat nonetheless. the bowser was trying to tech but he did it too late so he airdodged instead :/
Yeah, that Usmash thing could be done in Brawl as well.Love boosting was in Brawl and it was pretty useless, but maybe because of the new working aerial hitboxes it will be better in this game?
Cool to see love jumping back, but that still seems not so great.
Up smash thing is cool though.
Which I think people would normally do. I think it would catch them off guard, for the most part, and they'll react too slowly; essentially following up with another back-to-back.this is neat but as you said its escaped easily but neat nonetheless. the bowser was trying to tech but he did it too late so he airdodged instead :/
The GCC is the most solid in my opinion for all AT's but you can use the gamepad. I have a friend that's getting really good at the game with the gamepad while playing as Shulk who has a lot of weird AT's. The reason I prefer the GCC for these kinds of AT's is that these are incredibly precise teleports and the notches in the GCC's control stick make it a lot easier for me to aim in those directions. Otherwise, I find that I'm just a little off and teleport too short or too far.I main Zelda and This seems EXTREMELY helpful to her metagame, but is this best done with a gamecube controller? because I only have the gamepad and its nothing much like the old GCC
BTW is sharing my NNID allowed?
honestly, you can only be good with FW cancel only when you're a really good player. and im not talking only good. i mean almost Nairo good.This is great and all, but the FW ledge cancel is difficult for me to use effectively. It's probably because I'm using the 3DS. Any tips?
You really need to study the stage well & the distance of FW in order to do it consistently. Just pick any stage in training & just teleport to the ledge & it's all trial & error until you find the correct position to LCThis is great and all, but the FW ledge cancel is difficult for me to use effectively. It's probably because I'm using the 3DS. Any tips?
Pretty much yeah. It's something you really have to know before you put into practice, especially because of how precise you have to be with it (other characters like Palutena & Ganon have a lot more leeway for it & the latter doesn't go into helplessness if he messes up).That's exactly what I've been doing. I guess I got to keep going at it then.
Down B/Wiz Kick. If he overshoots the ledge with a grounded WK he'll just experience the ending lag offstage & he should be able to recover without too much difficulty & can still attack before recovering provided that he jumps first.You mean like how Ganon can still recover even when whiffing a Side-B from the ledge? Except only in this case, Zelda would just SD. So...yeah, what you said.
I guess i have something to practice on thursday when i get my group of friends together. Thanks.In order to do the lovejump, you have to be tumbling after the opponent hits you. As you're falling, input your second jump and Nayru's in VERY QUICK succession. The two inputs are basically input at the same time but the second jump should be an instant before Nayru's. Done right, you can also shift your momentum in a direction while inputting Nayru's (without accidentally doing din's which happens often) and you'll cover some decent horizontal and vertical distance. It's situational at best imo, not very useful.