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♥ Zelda Combo Guide ♥

RoyalBlood

Smash Ace
Joined
May 4, 2008
Messages
764
Location
Mexico
..:::Zelda Combo Guide:::..




GENERAL INFO


ATTACKS


  • Forward tilt is a very good combo starter for Zelda at low percents, it leads to some of her smashes and aerials.
  • Forward tilt is an interesting move thanks to its different trajectories.
  • Zelda's Up-smash and Forward-smash are semi-spikes if the opponent DI's before the final hit.
  • Zelda's Jab has really nice range & low cooldown. It can stop most aerial approaches.
SPECIALS


  • Footstooling while you're using Farore's Wind gives you a little vertical boost.
  • You can use Love Jump to get out of multi-hit attacks e.g. Pit Angel Ring and Jab.
  • Din's Fire can prove useful as a spacing & retreating move since the fireball will have you covered.
COMBOS



~0%

  • Forward Tilt to Up Smash: Works on everyone since her normal forward tilt puts them above Zelda.
::Affected by DI::
  • Dash Attack x2: Depending how they DI your dash attacks, they may get popped upwards or get slayed on the floor, if they get in the floor, dash attack can tech chase them.
::Affected by DI::
  • Up Smash x2: Guaranteed to trap heavies and fast fallers two times if perfomed at 0%, maybe more if they're stupid enough to keep trying to get past it.
::Affected by DI:: // ::Guaranteed on Heavies & Fast Fallers::
  • Down Tilt x2: If the Frame Advantage is big enough they won't have a chance to retaliate. Flinching animation should be long enough.
::Affected by DI::
  • Down tilt to Down-smash/Forward-smash: Buffer & Chain unless they have a faster move. Don't do it on shields.
::Unaffected by DI::
  • Jab to Dash attack: Buffer the dash attack. Note that for this to work you have to be careful with the distance at which you are jabbing.
::Unaffected by DI::
  • Din's Fire to Forward air (Lightning Kick): Be sure to land on the tip of a platfrom to eliminate Din's Fire landing lag & proceed to use forward air on the airborne opponent.
::Unaffected by DI::
  • Nayru's Love to Dash attack: Buffer the dash attack into the direction they'll go after Nayru's Love. Rememeber NL sends the character hit to the side Zelda's facing.
::Unaffected by DI::
  • Down grab to Up smash/Back air: Follow closely the opponent's DI & strike if possible.
::Affected by DI::
  • Forward tilt x2: If they make use of BAD DI you'll be able to hit them with a 2nd tilt, maybe even a 3rd depending on damage percentage.
::Affected by DI::
  • Forward tilt to Up smash ---> Neutral Air: Forward tilt then Up smash & follow DI to execute Nuetral Air.
::Affected by DI::
  • Din to H-smash: Din Glide by hitting forwards hard while airborne, detonate when close, Hyphen-Smash.
::Unaffected by DI::
  • SHFFNair to H-smash: Short Hop Fast Fall the LAST FEW HITS of a N-air into opponent, catch with Hyphen Smash.
::Unaffected by DI::
  • Farore's Wind reappearance to dash attack: Farore's Wind has set knockback, follow up with a dash attack
::Affected by DI::


~40%


  • Nair to F-smash/D-smash: Shorthop Nair & get in only the last hits, you get a free smash if you know in which side they'll end.
::Unaffected by DI::


~75%


Farore's Wind Switches


  • FW Switch: FW from off the stage to opponents far side, follow up with spike
  • Reversed FW switch : FW into opponents close side from on stage, follow up with Spike.
  • LWF-air: Ledge warp to F-air
::Unaffected by DI::


~90%-130% (According to Weight/Size)


  • Down tilt to Up tilt/Up-smash: They can DI the the right or left. Read them.
::Affected by DI:: // ::Guaranteed on some characters::
  • Down tilt to Down air: Down tilt pops up, SH a Down Air & try to sweetspot. Situational but can work as a surprise meteor & K.O.
::Affected by DI::
  • Down throw to Up-air: If your back is facing to the edge, they'll DI away from it, and they'll end up above Zelda, Uair them.
::Affected by DI::


Special Thanks

SinkingHigher
 

-Mars-

Smash Hero
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Messages
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Hey this looks really good....I've been waiting for someone to post something on combos and stages:) I think you should add that back throw also leads into a bair or fair....thats another possible way to land a lightning kick. Also it's really hard to land an ftilt sometimes and it can be punished easily if you miss so ftilt into usmash is not going to work a lot of times. Nice work though, I can't wait for you to update it.
 

RoyalBlood

Smash Ace
Joined
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Messages
764
Location
Mexico
Hey this looks really good....I've been waiting for someone to post something on combos and stages:) I think you should add that back throw also leads into a bair or fair....thats another possible way to land a lightning kick. Also it's really hard to land an ftilt sometimes and it can be punished easily if you miss so ftilt into usmash is not going to work a lot of times. Nice work though, I can't wait for you to update it.
Yay ^^ thanks for the contribution, i'll be sure to update as you guys give some advice, but forward tilt comes surprisingly fast, it's very esay to mind game people with it lololololol
Well usually i try to fair them but i do it shorthopped and almost as the jump is finishing, so they'll think it'll hit, thus taking out their shield but because the move was not timed, the floor will cancel Zelda's Fair and after lag from it, and because they saw that you "missed" they'll drop their shield, but because you kept holding the contriol stick sideways and A while landing, F-tilt will come out fast and hit them, maybe kill them if they are in the 90%-120% range ^^

So it's something like Fake Fair to Forward tilt, of course the Fair doens't has to hit, and don't be in range of a shield grab, forward tilt has the range to prevent one, so space yourself correctly ^^
 

SinkingHigher

Smash Lord
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Messages
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I'm uploading some info to my Sheik Guide in the Sheik forums about KOs for Zelda. I've got a few things to share with you, so I'll edit this post when the post is done.

Anyway, they include:

FW Switches: FW from off the stage to opponents far side, follow up with spike
Reversed FW switch: FW into opponents close side from on stage, follow up with Spike.

LWF-air: Ledge warp to F-air

Din to H-smash: Din Glide by hitting forwards hard while airborne, detonate when close, Hyphen-Smash.

SHFFNair to H-smash : Short Hop Fast Fall the LAST FEW HITS of a N-air into opponent, catch with Hyphen Smash.

If you want me to, I can make a link to your post in the Sheik Guide under the Zelda Section?

I'm not sure about this one yet, but I think the last hit on the FIRST wave of the U-smash can spike. You'll notice on Battlefield when your opponent is above you that they get "poked" like with d-tilts. Since d-tilts can spike at the thigh, I think the Usmash can too.

Edit: Alright, here's a link. You might be especially interested in the B-Reversed Nayru's Glide Combo.

http://smashboards.com/showthread.php?p=4811526#post4811526
 

RoyalBlood

Smash Ace
Joined
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Messages
764
Location
Mexico
I'm uploading some info to my Sheik Guide in the Sheik forums about KOs for Zelda. I've got a few things to share with you, so I'll edit this post when the post is done.

Anyway, they include:

FW Switches: FW from off the stage to opponents far side, follow up with spike
Reversed FW switch: FW into opponents close side from on stage, follow up with Spike.

LWF-air: Ledge warp to F-air

Din to H-smash: Din Glide by hitting forwards hard while airborne, detonate when close, Hyphen-Smash.

SHFFNair to H-smash : Short Hop Fast Fall the LAST FEW HITS of a N-air into opponent, catch with Hyphen Smash.

If you want me to, I can make a link to your post in the Sheik Guide under the Zelda Section?

I'm not sure about this one yet, but I think the last hit on the FIRST wave of the U-smash can spike. You'll notice on Battlefield when your opponent is above you that they get "poked" like with d-tilts. Since d-tilts can spike at the thigh, I think the Usmash can too.
My, my ^^ thanks for the info :3 oh, and about the guide, you can choose which option fits you the best, i don't mind at all, oh!! i almost forgot ^^ could you tell me at which percents does this combos work ^_^', for now i'll list them at 0% ^^ Thank you very much :D
 

Villi

Smash Lord
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Nice work.

Downthrow to uair works, but it depends on bad DI. If your back is to the edge, many people will DI away from the edge and end up being propped directly above her. Works at maybe 90-100%. Usually high enough for uair to kill.
 

SinkingHigher

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Messages
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My, my ^^ thanks for the info :3 oh, and about the guide, you can choose which option fits you the best, i don't mind at all, oh!! i almost forgot ^^ could you tell me at which percents does this combos work ^_^', for now i'll list them at 0% ^^ Thank you very much :D

Alright, sure.

FW Switch/Reversed FW Switch/LWF-air are about 75+ depending on the character. Could be as low as 40% with Jiggs and up to 140% with Bowser.

Din to H-Smash and SHFFN-air > H-Smash work at any percentage below like 200% if you time them right. You should greatly reduce lag by landing at just the right time. Only hitting with the last few hits allows you to U-smash before they can escape.

B-Reversal Nayru's Glide Combo works at any percentage, but the more the merrier. You want them to fly away so they they recover out of sheer panic, allowing you to seize the moment.
 

Pappioll

Smash Apprentice
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Nice thread, and good to see that someone finally decided to make this :) Keep up the good work!
 

RoyalBlood

Smash Ace
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Messages
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Nice thread, and good to see that someone finally decided to make this :) Keep up the good work!
Thanks for the support :3

And if you know something about an stage or more combos, feel free to contribute to this "guide", i'm not the brightest person out there (but i'm pretty intelligent :p )
 

SinkingHigher

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*If you don't mind me saying so, would you mind if I refurbished the main post? It is a little difficult to follow. You know, just some colours, bold/underlined text, large titles, etc... I don't know how I would do that from here. Perhaps I can copy all the info and edit this post. If you like it, I'll put spaces between the codes so you can just remove the spaces. Then once you're done I'll delete this post.*
 

RoyalBlood

Smash Ace
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Messages
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*Re-appearance

If you don't mind me saying so, would you mind if I refurbished the main post? It is a little difficult to follow. You know, just some colours, bold/underlined text, large titles, etc... I don't know how I would do that from here. Perhaps I can copy all the info and edit this post. If you like it, I'll put spaces between the codes so you can just remove the spaces. Then once you're done I'll delete this post.
Sure ^^ Help is appreciated and thanks for spelling *Re-appearance right for
me :embarrass
 

goodkid

Smash Lord
Joined
May 28, 2007
Messages
1,066
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Homewood, IL
decent guide, I wouldn't say all those combos work, but its good to use imagination. Like D-throw, bair/fair works better on taller characters, and it depends on DI.
 

RoyalBlood

Smash Ace
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May 4, 2008
Messages
764
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decent guide, I wouldn't say all those combos work, but its good to use imagination. Like D-throw, bair/fair works better on taller characters, and it depends on DI.
That's why they work, i wouldn't list them if they were impossible to perform ^^
Note that i didn't say, "this combos will always work", some of them depend on DI etc ^^
and i tested some on Level 9 CPU's , they have perfect DI and much more faster reflexes, so that means it would be harder for a human to escape it ^^

And this guide ALSO describes stages on Zelda and how to perform on them :3
 

RoyalBlood

Smash Ace
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Messages
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I like how you organized the first post. Nice!
Credit goes to SinkingHigher, i got the info posted , he organized the awesome guide you're looking at Oh! and he also contributed some info on combos, especially all the stuff about ledgewarping ^^
 

RoyalBlood

Smash Ace
Joined
May 4, 2008
Messages
764
Location
Mexico
I'm uploading some info to my Sheik Guide in the Sheik forums about KOs for Zelda. I've got a few things to share with you, so I'll edit this post when the post is done.

Anyway, they include:

FW Switches: FW from off the stage to opponents far side, follow up with spike
Reversed FW switch: FW into opponents close side from on stage, follow up with Spike.

LWF-air: Ledge warp to F-air

Din to H-smash: Din Glide by hitting forwards hard while airborne, detonate when close, Hyphen-Smash.

SHFFNair to H-smash : Short Hop Fast Fall the LAST FEW HITS of a N-air into opponent, catch with Hyphen Smash.

If you want me to, I can make a link to your post in the Sheik Guide under the Zelda Section?

I'm not sure about this one yet, but I think the last hit on the FIRST wave of the U-smash can spike. You'll notice on Battlefield when your opponent is above you that they get "poked" like with d-tilts. Since d-tilts can spike at the thigh, I think the Usmash can too.
Edit: Alright, here's a link. You might be especially interested in the B-Reversed Nayru's Glide Combo.

http://smashboards.com/showthread.php?p=4811526#post4811526
Woops, double post :3

Yay I saw your guide, you're a experienced user when it comes to guides don't you ^^

May i ask how to perform a B-reversal, The reverse Nayru combo seems pretty useful

And about Up-smash spiking, i don't know a lot but something similar happened to me

Zelda was F-smashing Falcon, then he DI ou of my F-smash but he got popped at a diagonal angle downwards, like a semi-spike same with Up-smash

So i think F-smash and Up-smash are semi-spikes if they DI before the final hit :O
 

Sonic The Hedgedawg

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honestly... I do really well vs. g&w... relatively speaking, on Battlefield
 

SinkingHigher

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Hahaha that Sheik guide was the first thing I ever made. Originally it was a question about Vanish Catching. Then it turned into a list of nifty tricks I found out about specials. Then I figured I'd add other things from other people. Then Attacks, then combos, then KOS, then Zelda, and so on.

B-Reversals are simple. Run off the edge, and as soon as you're off the side, flick the joystick in the opposite direction, then COMPLETELY release it, then hit B. You should turn around and move slightly towards the stage while doing NL.

No problem about the guide. I'm glad you liked it. Feel free to make whatever changes you feel would look nice.
 

Sonic The Hedgedawg

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But I always get ***** on Battlefield if i'm facing a G&W ;_;

Can you give me some advice so i can change it to recommended :3

Because his fuc**ng Key passes through the platforms ;_;
I used sheik and platfrom chased from the sides... only used Zelda once he was at higher damages.
 

popsofctown

Smash Champion
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Mar 13, 2008
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well, i wouldn't recommend anything with platforms against game & watch, but there's only one stage with no platforms. Most G&W playstyles gain great advantages from platforms, by nairing from below them, or using up air to try and make you land on them (which is usually bad).

Battlefield does have an absence of things that would help him even more though. Yoshi's Island is horrific, so is Frigate Orpheon and Halberd. All of which i have stupidly counterpicked, in tournament, against G-dub..... sighs.

I guess there's a place you want to take a fight with G-dub to, it's:

FD
Battle Field
Smashville
everything else.

So yeah, battlefield would be recommended.
 
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