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Guide A Link Between Duels : SSB4 Zelda Matchup Thread: [Upd2] Diddy Kong

JigglyZelda003

Smash Hero
Joined
Aug 17, 2006
Messages
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Location
Cleveland, OH



Welcome everyone to the new Sm4sh Zelda matchup thread.

For the Character Matchup discussion, we will be going in order of the cast on the Character select screen starting with Mario. Discussion will run for about 4 days to a week and then we will move onto the next character. Customs are being discussed as well just be sure to note in your explanations where customs are being considered. there is a format for summary below but you do not have to follow it when posting only use it if you so choose to.


At this time our redicsussion thread is located over here due to a lack of custom discussion in the beginning. It will also begin with Mario but will be open to suggestions for rediscussion.


Other than following general smashboards rules, I ask that even if you don't agree with someone's viewpoints on a matchup that you remain respectful and argue accordingly if you want to dispute someones post.


this will be the format for summary as follows:

Pros: The advantages zelda has over that character
Cons: The advantages that character has over zelda
Key Moves: important moves zelda needs in that match up
CounterPick Stage (Wii U): The recommended counterpick for that match up
CounterPick Stage (3DS): The recommended counterpick for that match up
Custom Temple: An indepth analysis on custom Zelda vs Custom foes *only moves, no equipment*
Score: The result of the data. Example/ 60-40 50-50 40-60, Custom score the results for customs




Zelda vs Mario :4zelda:45:55:4mario:

:4mario:|:4zelda: Discussion start Discussion end Pros | Range. With the exception of Mario's own Fsmash Zelda generally can outreach mario with moves like jab, Ftilt and Fsmash. To counter Marios speed you want to make good use of Zelda's range. The Elevator kills Mario @ 70% before rage and during rage the elevator kills at 50%, while not fullproof it does allow Zelda to Fish for a kill at an earlier percent than Mario can kill. We can dtilt Mario below the ledge, and Dsmash can still force Mario into a bad position because it forces him to recover low if it hits. Mario is weak from below, so attempts to Uair are optional. Mario has a average recovery, so Dair attempts are possible if Mario is recovering low. and even if he's not offstage harassment for a few added percents never hurts.
Cons | Mobility. Mario is short and very mobile making it easy for him to capitalize on anything Zelda does that is too laggy. This also allows mario to Uair Zelda from below if he gets her in the air. Zelda is also succeptible to Mario utilt combos. Fireballs, while shieldable do allow Mario to camp, approach, bait, and control space due to how they function and Marios mobility. despite Zelda being able to get an early Elevator kill Mario's Usmash kills at 108% is also partially invincible. Bair, btrhrow, and dsmash all kill around 120 near the ledge, offstage. outside of Elevator Zelda also kills Mario around these percents with other moves. Mario's Fsmash can contest with Zelda's reach and also can kill her around 85% with Rage but usually requires a read to land, but be wary. Cape and Fludd can mess with Zelda's spacing with fludd/cape potentially gimping Zelda's recovery if she's not careful or getting pushed off when using dins. Mario can pester Zelda offstage with fireballs and other aerials to rack up extra damage where even if he doesn't gimp her, she still took added percents on the way back to the stage.
Key Moves | Ftilt and Fsmash becausen you want to use your range so Mario will have to respect your space and to counter his faster attacks. Dtilt is fast enough to clash with mario's fast attacks and also leads to our own combos and followups. Dsmash is not easy to land, but worth going for if Mario is in the 100's because it can force a low recovery and open up Dair attempts. Elevator is worth keeping an eye open for an attempt because it does lead to a very early kill. Utilt while left unmentioned can swat away Mario from above out of his aerials, good for keeping Mario from dropping on you.
CounterPick Stage (WiiU) | Something flat an omega or FD, avoid platform stages due to Mario's mobility and better platform control. Zelda should opt for omega stages that have as little "understage" as possible, ie no 90° vertical-wall-to-the-pit kind of omegas.
CounterPick Stage (3DS) | Same as Wii U
Additional info | Phantom is a mixed bag here. while it is reflectable Phantom's non attack properties are helpful. It still creates a wall that Mario has to either break or go around to hit Zelda, it can absorb some Fireball spam and prevent Mario from free camping with it. at the ledge it can also mess with Marios recovery if he hits it during UpB. instant Phantom is also still a nice attack option for instant space against Mario that doesn't really hurt if reflected.

Score | most agree this is at least slightly in Mario's favor. 45:55 Mario


Zelda vs Luigi :4zelda:45:55:4luigi:

:4luigi:|:4zelda: Discussion Start Discussion End Pros | Payless shoes. Luigi still suffers from "lol no traction" This is golden for Zelda and something you want to abuse as much as possible. Luigi's lack of traction makes Zelda's unsafe moves safeish, her safeish moves safe, and her safe moves neigh unpunishable on regular shield. This aids Zelda in what she normally wants to do and that's keeping her opponents out. Zelda does lose out in a few follow ups such as Jab>Grab on Luigi for this same reason but its a minor loss for the safety she gains that she normally doesn't have.Faroes is again important because Elevator is Zelda's earliest kill move that you should be on the look out for to help score an early stock lead if possible. Luigi also has a slow horizontal air speed meaning that outside of a misfire Zelda has some added Safety if she needs to Emergency Faroes away while confronting Luigi in the Air. Range is once again a +1. Zelda generally out-ranges Luigi and her magical hitboxes can still take priority over Luigis attacks if he's not close enough to touch her hurtbox first. You want to keep Luigi at max range and out of Zelda's personal space.
Cons | CQC. Getting in on Zelda may be a bit hard for Luigi if Zelda is playing her spacing right but if he does get in Luigi is like Sheik, all damage. Luigi's grab leads to a plethora of damage and with fast low knockback moves like Fair Luigi could catch up from any percent disadvantage quickly and even reverse the whole situation into a KO. Zelda might escape without dying but may then be at a percent disadvantage that's very hard to come back from if she now has to approach Luigi who can opt to fireball her from max fireball range where Zelda doesn't have any approach. Cyclone can break into Zelda's wall of hitboxes inbetween her moves if Zelda's not careful and put her right into Luigi's zone. While Fsmash can stop it if timed right Cyclone is still something Zelda has to be wary of. Luigi is a One Hit Wonder nothing kills the morale faster than dying from a Misfire missile early, or eating a FJP combo at a low percent without having much to show for it on the next stock. Even Luigi's taunt can catch her recovery on the ledge if she forgets about it. Luigi has hidden powers that even if not spamable are still deadly things Zelda has to keep in mind and be wary of.
Key Moves | Ftilt,Fsmash, and Phantom are good at keeping Luigi at max distance out of Zelda's space. Jab is also good but no jab follow ups. Dtilt and Grab . Dtilt is Zelda's fastest close range option and last ditch effort to keep Luigi off of her. Grab is always good for some free damage either from Dthrow>Nair or just to toss Luigi away and force him to come to Zelda again. Dins can stop Luigi Missle on recovery helping aid in harassing Luigi offstage. It also helps on fishing for Luigi player reactions to Dins from far away.
CounterPick Stage (Wii U) | Big and open. No platforms because Luigi's fast aerials can give Zelda hell trying to get back to the solid ground. You also want a big stage to give Zelda more space to retreat and force Luigi to follow her around in a game of tag.
CounterPick Stage (3DS) |same as Wii u
Additional info | Luigi is one of those matchups where it can go either way. If he gets in Zelda loses, if he can't get in Zelda wins making this matchup very much about player ability dispite individual character pros/cons
Score | 45:55

Zelda vs Peach :4zelda:35:65:4peach:

:4peach:|:4zelda: Discussion Start Discussion End Cons| Dat Pressure. While nerfed, Peach pressure game on Zelda is still strong. Her floated aerials combined with her good jab and grab keep Peach frame speed ahead. This is hard for Zelda to deal with on the ground. Add to that Peach's floated aerials make peach uncommitted to landing for a time unlike other characters and allow her to space her air moves away from Zeldas grab and create float traps on Zelda while she is shielding. It also makes peach still able to edgeguard Zelda for long periods of time because she can hang out in the air for a long time and harrass and/or gimp Zelda. While tuned down and now sometimes reflectable Turnips are still a pain for Zelda to deal with. The ambiguous uses of Turnips gives Peach an instant advantage when holding one because attacking her shield isn't an option because OoS Turnip retaliation for varied amounts of damage depending on the face. Zelda is forced to pay attention because a turnip fakeout can end with Zelda taking damage or dying. Turnips can also edge gimp Zelda if shes not careful on recovery. Add to this the buffs to Mr. Saturn's instant shield breaking, making shielding risky until he's gone or you get him. Peach also benefits from her own type of Finisher spam. Peach has a variety of moves that can kill and in regards to Zelda many of these moves are hard to punish without prediction. Fsmash is quick and unpunishable from block. Fair while floating can be retreated for safety, her Dtilt can lead to Parasol finishes too. Dash attack is partially unsafe on block for Peach but as its more of a last resort so its rare to see it as a finish but still can kill. Usmash is also somewhat difficult for Zelda to punish. The worst part is these moves can kill Zelda just as fast as Zelda can kill Peach, so no more tanking out Peach in the matchup. Peach is a very flexible character. She has the option to play more defensively or aggressively leaving Zelda forced to be ready for a tactics switch that's equally hard to deal with regardless to how Peach approaches the fight. Shes either bringing hitboxes towards you or walling you out with them once she has a lead. Its never ending. Peach traded out a killing Uair for the most obnoxious AA move from below Zelda. You can't challenge her new Rainbowair it so it forces Zelda to get below Peach or get away. Peach Bomber is like the habit checker. Roll to much after x action? SideB. Try to punish a move that looks punishable? SideB. Trying to bait an action? SideB. Peach can sort of freely toss this out because on shield she can rebound into a float and on whiff peach lands so low to the ground its hard to punish her with much except dtilt. the speed of Peach bomber makes it hard to bait Peach because she can just throw her butt at you for trying.
Pros| Faroes. Elevator aside faroes is also good because if Peach isn't paying attention you can snipe her out of a turnip pull and Faroes crazy knockback can help get rid of Peach quicker. In an Air to Air situation due to Peach slower Air speed it is possible to abandon ship with Faroes to get away from Peach somewhat safer than other characters if not predicted. Faroes also allows Zelda to attempt offstage harassment and make it back to the ledge even if a gimp wasn't successful you mentally want to make Peach afraid of recovering recklessly. Quick Phantom is one of the best spacing tools we have to deal with Peach. even if Phantom is destroyed it still presents a wall and a hitbox with minimal lag Zelda can toss at Peach to help keep her from closing in on Zelda. You can use it to slow peach down on both a ground rush and air rush. Mid charge phantom has an even better hitbox for swating Peach away.
Key Moves| Phantom to aid in slowing Peach down and keeping her from going to town with hitboxes on Zelda's head. Nair is the Air to Air move that you can combat Peach with if you time your nair to intercept her in the air. Nair can also be used to advance on Peach while she's in the air and Zelda is on the ground, but it requires prediction and reading to nab Peach. its not a move to toss out whenever but you want Peach to respect you from the air. Dash Attack is faster than a Grab and can nab Peach in situations she's lagging or intercept her in the middle of actions. You can Utilt Peach's air moves and at least trade at times. It may not be a consistent answer to floating aerials but it does force Peach to respect your personal space if she is off spacing or getting predictable. You must remind Peach to respect your Feet like you respect her bum . if your really feeling a Dair go for it, even a fub could throw Peach off and gimp her in some cases. The same goes for Fair and Bair. you can't throw them out all willy nilly but a solid kick for 20% even if it doesn't kill can remind Peach she still has to respect Zelda's power.
CounterPick Stage (Wii U)| Platforms if you have a death sentence or like living on the edge. Otherwise your looking for a big open pasture for your Tea Party for 2.
CounterPick Stage (3DS)|Same as Wii u
Additional info| You command respect or get *****
Score| a bit nicer than Brawl, but still an uphill struggle of 35:65 Peach


Zelda vs Bowser :4zelda:45:55:4bowser:

:4bowser:|:4zelda: Discussion Start Discussion End Cons | Bowser has got a new body . He's big, fast, strong, heavy, and has super armor. Zelda only likes that he is big but not the rest. While easy to hit Bowser's large frame comes with the ability to take hits to very high percents making it where Zelda is in a race to either gimp him early or get him to kill percents and send him packing asap all while staying under 40%... Shield is Zelda's nemesis, combined with Bowsers OoS UpB, jab, tilts, claw, and grab it means poor shield spacing is going to hurt if you get caught slacking. The problem here is even with good spacing Zelda is still partially unsafe because Bowser has good reach and fast options OoS making even immaculate spacing feel unsafe. Zelda has to play a very safe game when confronting Bowser up close for fear of taking unnecessary damage. Super armor Usmash and Fsmash both contain protection and a death sentence if they connect. If Bowser expects an attack he could attempt to tank the damage and land a kill in the process. Bowser is also no slouch in the air, even though he prefers to be on the ground. all of Bowsers aerials have good reach and speed for a big person. Fair has a huge disjoint and Bair is lightning quick and strong meaning Zelda has to take care when confronting Bowser in the air especially if she didn't jump up there herself. Bowser bomb also hurts both on hit and on shield meaning you have to be wary hanging out underneath Bowser. Bowser is also pretty good at covering Zelda's ledge options . he has long lasting moves on the ground like Dsmash and UpB. UpB in particular can nab Zelda if she tries to roll back on. Add to that Bowser can simply waltz over and smoke Zelda off the ledge or prevent her from grabbing it with his flame breath. This makes Zelda sometimes have to make reads to get back on stage if Bowser stays onstage.
Pros | That big body of Bowsers...makes him basically combo city for Zelda. Dthrow>Nair, Dthrow>Uair, Utilt>Nair, Bowser can't DI away from Zelda as easily as some other characters from Dthrow making combos the most viable. Even some set up follow ups such as Dthrow> Bair are more viable against Bowser due to his mass. This also makes landing kicks much easier since there is a bigger target to aim at. Zelda's ability to combo Bowser well actually helps her hold up with his big damage and come back if she's behind in percents and Bowsers not ready to die yet. Zelda has ranged options that have some utility here. Dins and to a lesser extent phantom can aid in inviting bower towards Zelda. He has no ranged option and despite his new speed Zelda can still put hitboxes near Bowser from long range while he cannot do the same to her, He can close in fast but Zelda would much rather him charge her than her try to hustle over to his flaming mouth and open claws.
Key Moves | Bowsers recovery is primarily horizontal so he can't afford to take a spike, even a fubbed one and expect to live. making edgeguarding with a Dair a great opportunity for Zelda when she can get Bowser away from the stage. Bowser has flame breath but this is one of the few matchups where " LOL Dins " is somewhat usable to make Bowser come closer. Helping Zelda not needing to approach first. It can also provide some offstage annoyance if Bowser is high and offstage if you don't feel its safe to jump out and meet him or to set him up into another move. There is also the possibility of nullifying his UpB with Dins. Fsmash hitrate goes up to 95% against Bowser due to his large frame so you have less to fear from pop outs its also safeish on shield from retaliation.Use Nayrus, fight invincibility with Invincibility. While Nayru's spamming isn't encouraged it can surprise Bowser if your in a situation you feel you can throw it out to hit him and not get hit go for it. Bowser is a big target and a perfect kick to his shield does nice shield damage and is safeish against a blocking Bowser. Zelda can also attempt to use kicks a little bit more ambigously against Bowser due to his size.
CounterPick Stage (Wii U) | Big open blue. Bowser can Usmash through platforms on like BF so having them there doesn't really benefit Zelda anymore than them not being there.
CounterPick Stage (3DS) | same as Wii u
Additional info | Bowsers ground moves also contain a partial invincibility meaning we have to be careful about trying to hit his moves or we could end up taking damage we don't need.
Score | 45:55 Bowser is big and scary but Zelda likes em big and meaty.

Zelda vs Yoshi :4zelda:40:60 :4yoshi:*short discussion*
:4zelda:|:4yoshi: Discussion Start Discussion End Cons | Yoshi the body . Yoshi is fast, strong, has an obnoxious long ranged projectile, armor on DJ, shield pressures...Its like Zeldas nightmare before Christmas. Dair whittles her shield to toothpick size, eggs make it difficult for Zelda to not approach. most of Yoshi's normals are very quick and hard for Zelda to react too in a close range situation. how do you like your eggs ? scrambled?sunny side up? hard boiled? runny? Yoshi's got em all and more. Eggs are frustrating because its complicated to reflect them and Yoshi can toss them from afar unopposed outside of reading and egg toss for a Ferrari's Wind or reflect.
Pros | Elevator kills Yoshi quickly...and that is all. Zelda really doesn't have anything to threaten Yoshi with outside of Elevator and she CAN gimp his recovery but the SA on his DJ make this complicated. Yoshi also has a some difficulty killing than some other characters due to needing to fish for a kill, but Zelda has telegraphed kill options outside of surprise Elevator. its a bonus because Yoshi can't just kill for free...but neither can Zelda? Shielding is good against Yoshi because at worst you will get grabbed or he might catch you in an egg lay for damage/attempted gimp. shield trust is very important in this matchup.
Key Moves | Zelda basically has to react accordingly to what Yoshi is doing. most of our general strategies of keep out are hard here because of Yoshi's speed.
CounterPick Stage (Wii U) |Undiscussed but more or less something open and flat. not necessarily large because you don't want to add space for Yoshi to egg camp
CounterPick Stage (3DS) |Same as Wii u
Additional info | Footstools can gimp Yoshi, if your feeling it go for it.
Score |4:6 Yoshi

Zelda vs Rosalina :4zelda:49:51:rosalina:
:rosalina:|:4zelda: Discussion start Discussion end Cons | Luma, Rosies shining star is a very big con to Zelda. Luma allows Rosalina to control alot of space around her and can aid Rosie in trapping, pressuring, combos, and KOing Zelda at early percents. Luma can protect Rosie from close range pressure as well which forces Zelda to prioritize either separating or doing away with Luma to allow her space to deal with Rosie woman-to-woman. Luma also gives Rosie practically complete coverage of Zeldas ledge options making it almost impossible to get back on stage without having to make good guesses or ambiguous actions. On her own Rosie herself is kind of Zeldaish has relatively the same reach as Zelda with similar ground actions and tactics. fsmash and ftilt for spacing, a heavy grab game that can lead to air combos, Brawl Zelda Dsmash...add to this Rosies great jab and overall slightly faster ground game. Rosie also comes equipped with a fast and safe air game with good reach, damage, and some disjoints which is the opposite of Zelda's more power hit precision, but riskier air game Rosie's Uair can net Rosie early kills near the ceiling and her Dair can spike Zelda. this means Zelda has to approach the battle with Rosie as if she were fighting herself on the ground and fighting say Peach if she ends up in an air to air confrontation with Rosie.
Pros |Zelda has a bit of a Lumaraid against Rosie. Zelda is pretty decent at getting rid of Luma. Fsmash, dash attack, Dins, Faroes, Ftilt even Nayrus to an extent...Luma can't block making it easy pickings for Zelda to send it away if she scores a decent hit on Luma. Zelda has to be careful throwing out moves to get rid of Luma as to not get careless and take too much unnecessary damage sending luma to detention. Rosie has some properties that Zelda actually prefers in her opponents. Rosie is tall and floaty making it easier for Zelda to land kicks and also allows Zelda to KO Rosie at reasonable percents outside of the early Elevator kills. Rosie also has a pretty straightforward recovery that Zelda has an easier time pressuring for a spike when she is offstage due to it containing no hitbox and only going in one direction. Rosie also being kind of a Zelda+ means that if she can get Rosie alone the matchup becomes more of a ditto match.
Key Moves | Fsmash/Dins/DA/Ftilt/Nayrus to deal with Luma and remove it from play while also scoring some damage on Rosie in the process. Zelda should always be on the lookout for Elevator opportunities to net an early lead on Rosie. Dair is greatly important for when you have Rosie offstage because you do not want her to come back after you went through the trouble of tossing her off. Fair/Bair are also moves to for to using because Rosie is a large target.
CounterPick Stage (Wii U) |Zelda wants to go to her old faithfuls of FD/Omega because Rosie has better advantage with platforms than she does.
CounterPick Stage (3DS) |same as Wii u
Additional info | Despite star bits being unreflectable Luma when charged for Luma shot is very much reflectable. GP can suck up Phantom the moment Zelda releases him and sends him to....wherever Rosalina's dutch oven sends things.
Score |49:51 Rosie

Zelda vs Bowser Jr. :4zelda:5:5:4wendy:*short discussion*

:4zelda:|:4wendy: Discussion start Discussion end Pros | Clown Car makes bowser Jr.s frame slightly large making him easier for Zelda to hit compared to some other characters. Kicks and Nayru's are easier to land on Jr in the air due to his rounder frame. Nayrus can steal Jr.s mechakoopa and easily reflect away his cannon ball back at him. Dins also moves faster than his canon can charge up to hit Zelda from far away this allows Zelda to pseudo camp with a combination of Dins and Phantom since there is no fear of reflection or being out camped by Bowser Jr. fub kicks on Jr. when he is using his upB can stop him from gaining his car back, essentially gimping him if you catch him with it in the air.Bowser Jr. suffers from some Zeldaisms in his Nair,Ftilt, Fsmash all have strange blindspots in them similar to Zelda's attacks which can help Zelda in a pinch if Jr is off in his aim.
Cons | The Clown car takes less damage than if you hit Bowser Jr directly which means that KO percents can be kind of inconsistent since most likely Zelda will be hitting the kart more often Bowser Jr might live to some higher percents if he isn't gimped early. SideB gives Bowser Jr a variety of approach mixups and combos out of the clown car which while not detrimental can be very frustrating to deal with as it is reminiscent of Sonic spin dashes which are hard for Zelda to keep up with being slow . add to this The car gains super armor while doing SideB so Zelda has to be careful aiming as to not take a counter hit trying to stop Jrs approaching car. the spin out of the Car can also KO so its something to keep in mind . Bowser Jr is quite powerful . His smashes can KO Zelda as low as 60% and the hammer attack from his UpB hits very hard as does the explosion from his Clown car. Zelda being floaty is also prone to being juggled a bit by Jrs Uair which also hits pretty hard. Jr can also cover Zelda's ledge grab with a downward angled Fsmash and send her packing if she is caught in it while recovering.
Key Moves | Nair is decent as an air to air battle tool, Jrs body being round with the car makes him easier to hit with it. Elevator as always is good for an early KO option as well as Ferraris Wind is good for catching Jr either during a car spinout or charging up his canon. Nayrus is good for doing away with Jrs mecha koopas and canon ball. Kicks are easier to land on the Car so even though it won't do as much damage it never hurts to take advantage of an easier to hit target. also fub kicks can nip Jr during his upB and stop his car from respawning.
CounterPick Stage (Wii U) |more or less the trusty Omega's or FD. Jrs mechakoopas can make platforms unavailable for a time and it doesn't seem Zelda gains much from a platform in this matchup
CounterPick Stage (3DS) |same as Wii u
Additional info | Since all koopalings are playable you'll always be able to fight a different koopa kid regardless if the players fight the same.
Score |tenative 5:5

Zelda vs Wario :4zelda:45:55 :4wario:

:4wario2:|:4zelda: Discussion start Discussion end Cons | Mobility . Wario moves almost as fluidly as Jigglypuff in the air. this allows him to weave around and either poke Zelda's shield while running away, or just weave around in an attempt to bait her into doing something so he can punish her with an air move or a grab or Bite if Zelda turtles in shield too long or is baited into shielding Wario can just drop down and munch her face off. Wario is also pretty strong and pretty heavy so KOing him is tough with him alway staying up in the air most of the match and can tank hits while Zelda can't take as many. Waft doesn't happen often, but it does give Wario not only another KO move but also give him an added recovery options to Wario's already good recovery that makes it hard to gimp him with Dair.
Pross |Zelda generally outreaches Wario on the ground and can stop his air approaches with moves like Utilt/Usmash/Jab. Bite can be neutralized with Nayru's if you catch it coming. Zelda can also Fsmash Wario's bike and still has a reach advantage if Wario is using a ground action. Other than bike Wario has no option of reaching Zelda from across the stage so it is possible to invite Wario towards Zelda with Dins and Phantom use.
Key Moves | Wario is going to be hanging out in the air alot so the basic strategy of box people out with Jab/Ftilt/Fsmash/Dtilt isn't as effective on Wario. instead Zelda will have to play a baiting game along with Wario. Utilizing Utilt/Usmash to stop Wario from dropping hitboxes on you from the air, Nayrus to stop Wario from dropping a Bite on your head, and Nair to combat Wario while he is in the air because he isn't on the ground much. Kicks are also good if you can make a read on which way Wario is moving because its harder to wait till he is on the ground to kick him.
CounterPick Stage (Wii U) |Undiscussed, but as the matchup is more based on baiting and Wario is a better air fighter than Zelda some place flat will probably be the best place to go unless you are confident in your use of platforms is greater than the Wario players.
CounterPick Stage (3DS) |same as Wii u
Additional info | Wario can't eat phantom.
Score |45:55 Wario

Zelda vs Donkey Kong :4zelda: 5:5 :4dk:

:4zelda:|:4dk: Discussion start Discussion end Pros |DK is still a big guy which means Combo City is live. add to this DK has trouble breaking out of combos which means that even if Zelda is behind she can really make a comeback with combo damage . being big also means DK is easier to Kick , making Bair OoS more viable on an unsafe blocked move from behind Zelda than some other characters. DK is a little too big for his shield so he is easier to shield poke with Fsmash than some other characters are if his shield is running low. DKs recovery is mainly horizontal so a Dair even fubbed is dangerous to him.
Cons | Range . DK has alot of range which can make it hard for Zelda to get in and remain safe in neutral because of DK ftilt/bair,dtilt all moves with reall good range than can poke at Zelda if she tries to get too close to DK in addition to UpB OoS to further thwart Zelda's attempts at getting close while DK is blocking . DK is another big guy meaning he can tank Zelda's hits and KO her early. add to this is DK has alot of moves that do massive shield damage like headbutt, downB, blocking smashes. Zelda has to be very careful about over blocking or she might get shield broken and DK Punched. DK also has ok air speed, but he can harass Zelda if she's offstage with Bair and a ledge trump Bair is practically guaranteed if Zelda gets ledge trumped, Zelda has to be aware when she is recovering or she might not make it back even to the ledge.
Key Moves |Dtilt/Jab/Dthrow> Combo City . Zelda wants to be on her game about her combos and not let DK get away once she has started her chains. Kicks are good because DK is a big guy and easier to hit, also Dair can end DK if he's caught offstage with Dair.
CounterPick Stage (Wii U) | undiscussed but more or less somewhere open, no platforms because DK has too much reach and can swat Zelda if she happens to be on one too easily.
CounterPick Stage (3DS) |same as Wii u
Additional info | hold up to break DK Fthrow hold
Score |5:5

Zelda vs Diddy Kong :4zelda: 35:65 :4diddy:

:4diddy:|:4zelda: Discussion start Discussion end Cons | Monkeys. Diddy is really fast both in movement and attack, he has very low cool down on his moveset, and to top it all off some moves like his Fsmash and Fair can outreach Zelda's moves leaving her with little options to press the offense. Fair is a nightmare for Zelda because its too fast and has a ton of reach forcing Zelda to respect it and try to work around it to punish Diddy for walling her out hoo-hah just adds insult to injury, due to the nature of Zelda blocking alot she's susceptible to Diddys hoo-hah very easily. and due to Zelda's poor air game she can be juggled for days on end. bananas aren't as big for Diddy now as they were in brawl but it still gives Diddy a projectile that Zelda has to be worried about either getting around or getting a hold of to avoid trips and banana games.
Pros |Zelda can gimp Diddy really well so when the chance arises Zelda must capitalize on Diddy being offstage with Dair or Nair to keep him from coming back, she may not get another chance. Zelda can keep up with Diddy when it comes to KO power so as long as she keeps up with percent she can kill just as well as Diddy when her moves connect.
Key Moves | Nayrus , to stop banana's and monkey flip. Despite Diddys speed Zelda can still generally poke out at Diddy with her staples of Fsmash/Ftilt/Dtilt Fsmash can also beat his monkey flip. quick Phantom also has some use for poking at Diddy with some sense of safety Dair/Nair are important for offstage gimps .
CounterPick Stage (Wii U) |avoid platforms like the plague, op for the old faithfuls of FD and Omega stages.
CounterPick Stage (3DS) |same as Wii u
Additional info | peanuts from gun are catchable.
Score |35:65, this is hard

Zelda vs Game and Watch :4zelda: 45:55 :4gaw:

:4gaw:|:4zelda: Discussion start Discussion end Pros |G@W is light so you can KO him with Elevator as early as 55%. in general he can be KOed pretty early which gives Zelda a bit of hope for the matchup. Phantom also can't be absorbed giving Zelda at least one partially ranged tool she can use on G@W.
Cons |Short and Powerful. G@W is very strong with a very good air game . Many of his attacks have long active frames or lots of reach to wall Zelda out . Bucket limits Dins already minuscule use and cuts it down further due to not wanting to charge his bucket because a Dins bucket gives G@W an OHKO option. G@W Usmash has invincibility making it a powerful threat to Zelda if she ends up in the air and trying to land. G@W recovery is also neigh gimpable due to its invincibility and his ability to attack out of it.
Key Moves | Zelda's staples of Fsmash/Ftilt/Jab/Dtilt are still usable here. Zelda wants to focus on capitalizing on any mistakes G@W makes when she can. Phantom also aids a bit in poking G@W with added protection. Elevator kills very early so be on the look out when G@W reaches 50% for an opening.
CounterPick Stage (Wii U) |G@W aerials, especially Uair, can pester Zelda. so you want to avoid platforms because it gives him extra space to keep Zelda up in the air.
CounterPick Stage (3DS) |same as Wii u
Additional info | Dins gives bucket a double charge at once.
Score |45:55

Zelda vs Little Mac :4zelda: 35:65 :4littlemac:

:4wiremac:|:4zelda: Discussion start Discussion end Cons | GROUND GAME. Zelda is grounded fighter, so is Mac. Unfortunately for Zelda Mac can basically Sonic Taunt Zelda's ground game. Mac is extremely fast on the ground , he has a great running speed a far moving fast roll, quick normal moves, plus Super Armor on all his smashes and variations on his Fsmash. Mac can run circles around Zelda on the ground. he's too fast to use Dins against and Phantom only slows him down a bit off of a read, but usually dies in the process. just about all of his moves outspeed Zeldas own ground moves and he can easily capitalize on any poor baits or whiffs due to Zelda's laggier moves. Zelda is also light and tall so she's easy to hit and can die really early sans KO Punch which is just an added worry if Mac has his meter up. Mac also doesn't need to leave the stage to bother Zelda offstage, he can dsmash the ledge with near impunity because it reaches so low. and Zelda can't risk an onstage landing cause Mac can easily catch her and send her packing. The Super Armor on his moves is the real killer. his smashes are so fast and laugh at Zelda's multihit magic because he can plow right through and deal 3x the damage Zelda can deal. Its almost to the point Zelda is better not attacking ...which leads to the next set
Pros | Shield . Mac has a meh grab game . some will grab in an attempt to throw you off or toss you off the ledge and edgeguard but generally they aren't deadly so feel free to Shield more as long as you don't get it broken. despite his speed Macs dash attack and Ftilt as is anything Perfect Shielded are grabbable which means this is the matchup for Zelda to become somewhat grab happy . it becomes her primary way of dealing damage because Mac has the worst air game , its all kick fub damage and the only thing you have to be aware of is his counter and a Nair>KO Punch set up if he has the punch ready, but if Zelda just threw him he more or less has lost the punch. Phantom despite being fragile can slow mac down a tiny bit and also presents a wall and a solid poke to deal a bit of damage while living, every bit counts. Zelda can rid Mac of his KO Punch if she lands a grab , all you need is a pummel or two and a Dthrow and its bye bye KO Punch as well as set Mac up for a landing mind game. When Mac is offstage Zelda only needs a fub Dair or a Nair to stop Mac from coming back if your not confident going out there you can even make false Dins assaults to make him counter whiff and not make it back.
Key Moves | Grab as its the safest way of initiating damage on Mac and putting him in a bad spot. Dtilt as a secondary way of damage that also leads to grabs. Timed Dtilts can also stop his dash attack. Dair/Nair when he's offstage and its time to make sure he doesn't come back. Phantom as a mix in way of spacing on Mac from time to time.
CounterPick Stage (Wii U) |you want to go to somewhere with Platforms and a moving stage is preferred as it will keep Mac slightly off balance due to changing elements. you never want to go to an all flat stage against Mac.
CounterPick Stage (3DS) |same as Wii u
Additional info | you can actually run from KO punch and it can whiff, you can also grab trade with it but both options blow Zelda away with a very powerful windbox.
Score |35:65 DING

Zelda vs Link :4zelda: 45:55 :4link:

:4link:|:4zelda: Discussion start Discussion end Pros | Nayru's can reflect all of Link's projectile game and ruin some of his set ups and traps. Link is heavy for if Zelda catches him with a Dtilt/Dthrow/Jab she can put quite a bit of damage on him which helps her catch up as she battles through the projectile barrage coming from Link. Links recovery is better than before and more protected in front but weak and vulnerable from partially behind meaning Zelda can gimp Link and a Dsmash further puts Link in a bad position offstage to try and recover from. Ferrari's Wind has a nitch use here if you read a projectile coming to snipe Link and close the distance all in one go.
Cons | Link like most swordsmen can really wall Zelda out with his disjointed sword. jab can poke at her from very far away and she is susceptible to his Jab shenanigans on hit. Utilt can further swat at Zelda and prevent her from closing in and sending her in the air. Links Usmash is impossible to escape and can send Zelda flying. Then aided by his projectile game and Zair can really give Zelda a hard time. Link is heavy so therefore he can sustain a fair bit of damage and not die early from an Elevator or even any of Zelda's other KO moves early like some other characters. Links Air game is better than Zelda's. he has a quick Nair and Bair allowing him to break out of some things Zelda might try at times not to mention his far reaching Uair and Fair.
Key Moves | Nayrus smart use to minimize projectile damage and foil Links traps. Dtilt/Dthrow to begin the damage cycle on Links percent bar. Dair to gimp Link when he's offstage and prevent him from coming back.
CounterPick Stage (Wii U) |undiscussed but you may want to go somewhere to help foil Links projectile game such as battlefield or somethere where Link can have a harder time recovering.
CounterPick Stage (3DS) |same as Wii u
Additional info | Links Shield can block things by him standing still
Score |45:55

Zelda vs Zorldo :4zelda: 40:60 :4zelda:
Zorldo vs Zelda :4zelda:
40:60 :4zelda:

:4zelda:|:4zelda: free Discussion/complaints start free Discussion/complaints end Cons | What Is! ... Zorldo can't approach and she's built to stop approaches. any attempts at ranged combat from full screen can be met with a Ferrari's Wind to the face or reflected and neutralized. Zorldo's floaty so she's hard to combo and gets away with not taking a ton of combo damage. Zorldo can Farore's away if she is in danger and its hard to catch her other than by Ferrari's Wind. Zorldo's moves are transcendent so its no clank only win/lose/draw. Zorldo isn't a good air fighter and can't air approach Zorldo without getting punished. in an air to air situation it looks like two drunk people who were watching too many Bruce Lee films. Elevator Kills Zorldo well.
Pros | What Is! ... Zorldo can't approach so once you have the lead you can sit and wait. she can't camp for fear of being reflected or met with Ferrari's Wind and can only attempt to mixup her way in. Zorldo can't combo herself that well because she's floaty and slow so its possible to get away from combo attempts with minor injuries. Elevator kills Zorldo well.
Key Moves | What Is! ... Nayru's because clank fighting is the only way to glory. Spotdoodge>dsmash because only against another Zorldo can we try to relive the glories of Brawl. Faroes because Zorldo is light and dies early from the Elevator.
CounterPick Stage (Wii U) | What Is! ... we love big open places or low ceilings, and so does she. so go somewhere she doesn't like like Lylat or Mario Kart 8 and hope she can't recover.
CounterPick Stage (3DS) | What Is! ... she probably doesn't play 3DS so have a field day and take her to some stage and tell her its legal because she probably doesn't know that its not!
Additional info | Fujin/ALT is the holy mother and we must respect her until her next ressurection.
Score | What Is! ... 4:6 Zorldo


Zelda vs Sheik :4zelda: 35:65 :4sheik:

:4sheik:|:4zelda: Discussion start Discussion end Cons | Speeeeeddddddd . Other than Bouncing Fish whiffs and freefall times Sheik is rarely if ever lagging or not able to move from point A to point B in the blink of an eye. Her speed lets her do things like pressure Zelda with Fair, Jabs, Ftilt, Dtilt practically any more in her aresenal to pressure Zelda and whittle down her defenses or make her flinch and open her up for a world of pain from Sheiks lightning fast attacks. Needles are hard to see and even harder to punish outside of point blank and they allow Sheik to force Zelda to move if she has gained a lead and chooses not to approach Zelda once she has it. Sheiks throws with Fthrow and Dthrow can set Zelda up to be air juggled and carried off the stage where despite Zelda's good recovery she could be gimped by Sheiks fast and far reaching Bair or Bouncing Fish while offstage or possible stage spiked if she managed to make it to the ledge but didn't get away before her safety frames run out.
Pros |Outside of tippered Usmash and near the ceiling Uair Sheik's only method of KOing is primarily off of gimps, she can't KO very well. with Zelda's good recovery it is possible to avoid being gimped and last out Sheik long enough to land a finisher with Zelda's Rage boosted attacks. Sheik has to rack up a ton of damage to get the kill and Zelda thrives off of Rage for earlier KOs against opponents. Zelda generally out ranges Sheik so despite her speed its possible to space Sheik so she may fall into Zelda's attacks due to their reach.
Key Moves | Nayrus smart use can aid Zelda in breaking out of Sheik's combo pressure and give her a little space to recollect herself. Jab and Utilt when placed correctly can stop Shiek from getting in if she jumps into the hitboxes when they are out. you want to try and lang a few grabs >Dthrows to help rack up damage and put Sheik in a position you may be able to take advanatage of. Nair is your go to air combat move against Sheik. staying in place in fear is what Sheik wants you to do so to deny her that pleasure you want to advance on her carefully with Nair as part of your keep moving strategy so Sheik can't just lock you in place. Fsmash new consistency and reach makes it a ok poking tool if you catch Sheik blocking or block a slightly laggy move.
CounterPick Stage (Wii U) |big open and bright, preferably a floating Island so Sheik has fewer options to recover with if she tries to follow you too far offstage or you knock her low and she is trying to recover. Avoid platform stages or suffer.
CounterPick Stage (3DS) |same as Wii U
Additional info | grenade sends Sheik into freefall in the air.
Score |35:65 we are quite hard on ourself...


Zelda vs Ganondorf :4zelda: 5:5 :4ganondorf:

:4zelda:|:4ganondorf: Discussion start Discussion end Pros |Ganon is another big slow man that Zelda loves because its her time to play combo city. Ganons large frame and being overall a tad on the slow side means Zelda's Dthrow/Dtilt combos work wonderfully as a way to rack up damage. Nayru's can block Ganons flame choke attempts and Zelda having a good roll meaning she is harder for Ganon to follow if she techs. Zelda's overall better disjoints help her in walling out direct aggression from Ganon with her fixed Fsmash and Ftilt she also has ranged annoyances in Dins and Phantom. Zelda also has an easy time gimping Ganon if he's not careful about how he recovers while he can't gimp her in return but beware of a possible Dair from Ganon if your not careful.
Cons | Ganon while big and somewhat on the slower side is still much faster than some other heavies. his Usmash has low cooldown as do much of his normal ground moves with decent reach and extreme power behind them. Even if he is behind in percents it only takes a few solid hits from Ganon for him to close the percent gap and even net the kill if Zelda isn't careful. Ganon has a pretty good airgame and can juggle Zelda if he gets her in the air.
Key Moves | Dthrow/Dtilt to set up damage on Ganon and follow with combos. Nayrus to prevent Flamechokes and Dair/Nair to prevent Ganon from returning to the stage once he is off stage.
CounterPick Stage (Wii U) |unless your comfortable platforms may give Zelda a hard time with Ganon under her so it may be best to go somewhere big and open like FD.
CounterPick Stage (3DS) |same as Wii U
Additional info | Flame choke is only untechable if you are grabbed while shielding.
Score |5:5

Zelda vs Toon Link :4zelda: 40:60 :4tlink:

:4tlink:|:4zelda: Discussion start Discussion end Pros |like Link, Toonie plays a similar game with Zelda just trading range/power for speed/mobility which leaves Zelda in a mixed situation. Toonie is light and therefore doesn't live that long if you can land a killing blow at early percents, he also has a short sword range which rivals Zelda's own range on the ground but still disjointed. His recovery is a bit lacking in range and distance meaning that Zelda has an easier time spiking him than some other characters on recovery.
Cons |Toonie being faster means he is harder for Zelda to catch up to, his speedy legs let him run circles around Zelda and his faster camping game can give her quite a difficulty catching up to him as he runs about the stage throwing things at her like an angry housewife. Toonies projectiles lead to combos if they connect and his kill power while lower than Links is safer to compensate so Zelda has to be very patient and aware that while he doesn't kill as fast Toonie is a high speed threat on stage.
Key Moves | Nayrus can reflect all of Toonies projectiles which can be helpful when used smartly to minimize damage and lessen chances for air follow ups and shield pressure from Toonie. Phantom also has a bit of use here as a wall to soak up some damage from Toonie's projectiles. in addition it slows him down if he runs into it and is a farther reaching disjoint than any of his physical attacks. Dash Attack is good at chasing Toonies landing if he doesn't have a projectile available when landing. Elevator kills Toonie at a decent percent (75% or so) as well as Ferraris Wind can still be used at times to intercept Toonie tossing a boomerang or arrow from a distance.
CounterPick Stage (Wii U) |platform stages might be preferred because they limit Toonie tossing down bombs onto Zelda as well as giving Zelda a little head coverage aiming at Toonie in the air. a big open stage can also suffice if you feel platforms are giving you more trouble than its worth.
CounterPick Stage (3DS) |Same as Wii u
Additional info | like Link Toonie can also block projectiles by standing still
Score |40:60 Toonie

Zelda vs Samus :4zelda: 55:45 :4samus:

:4zelda:|:4samus: Discussion start Discussion end Cons | projectiles . despite having a reflector Samus can pester Zelda from range with her variety of ranged options . missles, Zair, CS, these things force Zelda to close the gap to limit how often Samus can shoot her and belt her with things and whittle at her shield making even a large lead hard for Zelda to hold for long. Zair and Fair make it hard for Zelda to attempt aerial approaches on Samus and limits her access to air options outside of hard reads and precise inputs. Zelda's slower ground movement can make it difficult for her to outpace Samus upclose and give her some difficulty landing good hits to finish Samus. Add to this Samus is a decent up close fighter giving Zelda a run for her money in CQC. Samus is odd because she's heavy and floaty which makes her not easy to combo and lives a long time because of the slow pace of the matchup with both characters taking minimal risk which can drag out the matchup. Samus recovery is pretty good so even if she's offstage gimping is probably a low probability.
Pros |Zelda generally kills better than Samus despite her weight because she is floaty and Zelda is strong. as long as Zelda is cautious and waits for her opportunities she can land an earlier kill than Samus due to being stronger than her. Faroes and Nayrus do remind Samus to be cautious about her shooting as a good read on either a reflect or a Ferrari's Wind can net Zelda a nice KO and turn the tides of the matchup in an instant. Zelda's recovery is pretty good so she doesn't have to worry about being gimped often only some offstage harassment
Key Moves | Nayrus to help limit projectile damage and remind Samus to respect it. keep Ferrari's Wind opportunities in mind if you feel you have a chance to snipe Samus while she is camping or trying to zone you out. grabs to try and deal set damage and some combos against Samus and avoid her Oos options like UpB. Dtilt is also important as it is a fast ground option to fight Samus up close.
CounterPick Stage (Wii U) |no Platforms or long stages. you want to go somewhere short so it gives Samus less room to camp.
CounterPick Stage (3DS) |Same as Wii U
Additional info | Samus Utilt can apparently be teched on the ground when hit on the ground but not from the air.
Score |55:45 Zelda

Zelda vs Zero Suit Samus :4zelda: 35:65 :4zss:

:4zss:|:4zelda: Discussion start Discussion end Cons |meet Sheik from a different movie. Zamus comes equipped with many of the threats that comes with fighting Sheik. fast mobility, high damage output, low lag , some disjoints, Bouncing Fish , but add to this a bit better in the KO department and some more range in exchange for being a bit more committed to her buttons. Zelda has no chance to do any ranged options nor do anything laggy for fear of death or high punishment. Zamus juggles Zelda for days and Zelda has very little chance of making it back down at all. Zamus is so mobile that once Zelda loses the lead by any given amount her chances of winning keep declining as she can run circles around her all day...
Pros | Zamus is very light so in the event you get her with a KO move at anything over 100(especially near the blastzones) she probably will die. Zamus can be punished for some things, Zelda just has to be immaculate in her punishment for her few laggy moves like Dair and sideB and perfect shielding .
Key Moves | Dtilt>jab>grabxx Follow Up works generally up to mid high percents. Fsmash works now and can suck Zamus into it as it generally outreaches some of her basic attacks
CounterPick Stage (Wii U) |somewhere open, not necessarily big, but no platforms.
CounterPick Stage (3DS) |Same as Wii U
Additional info | Dtilt can clank with paralyzer shot
Score |35:65 Zamus

Zelda vs Pit :4zelda: ??:?? :4pit:

????|???? Discussion start Discussion end Pros |stuff
Cons |stuff
Key Moves |stuff
CounterPick Stage (Wii U) |stuff
CounterPick Stage (3DS) |stuff
Additional info | stuff
Score |stuff

Zelda vs Falco :4zelda: 5:5 :4falco:

:4zelda:|:4falco: Discussion start Discussion end Pros | Camping for once isn't a big deal , Nayrus reflects lasers and Phantom stops them from hitting Zelda, they also won't reach full stage length on some stages and are slower to fire with much more lag. while Zelda can sort of jank camp with aerial Dins at times as well as possibly snipe with Ferrari's Wind if she reads a laser shot. Zelda and Falco have about the same reach and outside of SideB, Falco doesn't move much faster than Zelda in the air or on the ground allowing Zelda to close the distance easier if she can stuff the SideB and retreat if she needs to because Falco's camping game isn't too strong. Falco is a bit of a fast faller making him susceptible to Zelda's Dthrow combos. Zelda's floatiness and better air speed allow her to escape some of Falco's non true combos because he isn't as fast to follow her in the air. Zelda has a pretty easy time stopping Falco's firebird on recovery with Dair which Dsmash forces a low recovery at high percents due to its KB angle. Falco can't go too far offstage and his Dair requires a bit more timing which makes it hard for him to gimp Zelda if she is offstage.
Cons | in CQC Falco is still faster than Zelda as a whole and his Jab shuts down many of her options in CQC due to its priority and speed. it can be difficult for Zelda to space this move alone because Falco's other moves have almost as much reach as hers with better speed. SideB can be hard for Zelda to punish at times due to its speed without prediction which can frustrate her if Falco decided's to play a hit and run game with SideB. Falco's reflector can be a bit annoying for Zelda to approach through and it also renders charged Phantom useless due to the reach it covers on reflect.
Key Moves | Nayru's and Phantom in conjunction to block out camp attempts from Falco. Nayru's can also escape some follow up pressure from time to time. Fsmash can due to its disjoint outreach some of Falco's CQC game as well as a well timed one eats his SideB. Dtilt and Dsmash are Zelda's fastest options to fight Falco upclose and Dsmash can set Falco up for a Dair at high percents.
CounterPick Stage (Wii U) | Falco's feel open stages put the battle on more even terms and that platforms give Zelda a bit of an edge. so go platforms for once, but trust FD/Omega never hurts.
CounterPick Stage (3DS) |same as Wii U
Additional info | JigglyZelda theories: Duck Hunt could be an optimal stage. the unusual layout of the platforms combined with it being a long stage where Falco can't laser Zelda so well but she can stand on a tree and shoot if the situation presents itself. the flatwalls mean no diagonal ledge recoveries for Falco making easy spikes. /theories
Score |5:5

Zelda vs Villager :4zelda: 5:5 :4villager: *short discussion*

:4zelda:|:4villagerf: Discussion start Discussion end Pros |Zelda overall is stonger than Villager which is her biggest advantage. gaining an early KO can make it hard for Villager to catch back up because with one stock ahead Zelda isn't forced to use her bad approach options to hurt Villager only defend and retaliate. Dtilt crouches Zelda's hurbox really low which can help her minimize some slingshot damage she may take during the match. Nayrus can reflect lloids and slingshots, it also can reflect villager riding the lloid back offstage if the situation presents itself. Dins Fire can't be pocketed so it actually allows Zelda to pester Villager from fullscreen and ruins tree setups because he can't hide and shoot from behind it. Phantom makes an ok wall for blocking Villager slingshots as well as a little quick damage if Villager decides to try and close in.
Cons |Villager can pester Zelda with slingshots until she's weeps in defeat because she is tall and easy to aim at. combined with her bad approach it can be hard for her to hold a lead if Villager is content on pelting her until he has a lead back. he also juggles her pretty well if he knocks her up in the air and with a combination of lloid plus slingshot can have an easy time baiting Zelda into being grabbed and tossed. as well as lightly pokes her out with his grounded normal moves. Pocket makes Phantom charge almost unusable because the threat of him getting taken and used against Zelda is too great a risk. Zelda is forced to play a slow camping.
Key Moves | Most of this matchup is fighting over Villager's Pocket. he can only hold one thing in it at a time for 30 seconds and then its gone. for this reason Nayrus is usable against Villager. if he pockets a lloid he can fire two at once but he can only recapture one, if he has a slingshot he can't capture another one and if Zelda refuses to use charged Phantom she has no need to fear it being turned on her. Tree and bowling ball are also reflectable and very powerful when reflected. Dins is very important here at trying to force Villager to move closer with the slingshots and good aim can even allow some trade outs that work in Zelda's favor due to Dins doing more damage from a distance. Dtilt is good for starting close range combos as usually in addition to crouching Zelda. Dash attack is also good at closing in and catching some of Villagers landings.
CounterPick Stage (Wii U) |Someplace big and open preferably with easy recovery zones as Villager has a great recovery so gimps will be rare and you don't want to gimp yourself on a bad recovery stage. or someplace with close blastzones to make killing Villager faster.
CounterPick Stage (3DS) |Same as Wii u
Additional info | Villager tree primarily drops a wood block when cut down, but an apple from time to time.
Score |5:5

Zelda vs Shulk :4zelda: 40:60 :4shulk:

:4shulk:|:4zelda: Discussion start Discussion end Cons |Shulk is this annoying hybrid of support character+swordsman . Monado Arts make it where Shulk can change his stats to give Zelda a bit of a hard time. Speed makes him move faster allowing him to get into Zelda's personal space like a rushdown character, Buster gives him increased damage potential and comboability , Jump lets him jump higher and recover better as well as air poke Zelda and juggle her easier, and then you have Smash which ups Shulks KO power on an already light Zelda. If it wasn't to add insult to injury Shulk also has the longest sword range in the game. He can poke Zelda from almost a mile away and make her life difficult if he ever gets a too far ahead lead because it makes Zelda's bad approach just look...silly. Shulks Vision is also one of the longest lasting counters and since Zelda's so strong any countered move from her is going to hurt very badly.
Pros |The Monado Arts give Shulks temporary bonuses but also weaknesses that Zelda can exploit if she is diligent and understands the Arts. Speed makes Shulk faster but lowers his damage output by 20% and jump height which makes Shulk take more damage and if you hit him offstage midjump he can have a harder time recovering. Buster lowers Shulk defense and makes him take more damage if he is hit which means Zelda can make a damage comback or a lead if she can turn Buster against Shulk. Smash makes Shulk very light and also more unsafe on shield which can help Zelda if she blocks an attack while Shulk is in Smash (beware Smash throws). Shulk overall even when under Speed Art is slowish on start up he just has a lot of reach so Zelda can punish him if she can get him to mess up his spacing. Shulk is somewhat comboable mean that Zelda's basic combos do work on him for damage and the threat of Vision can actually aid Zelda if she reads it and allow her to continue damage. offstage without a second jump and Jump Art available Shulks recovery is subpar so Zelda can gimp him if he gets knocked off the stage in a bad way.
Key Moves | Grab is one of safest thing Zelda can do as a way to rack up damage on Shulk as you'll mostly be positioning yourself to throw off his spacing. its also a way to wean him off of being ready to counter and opt for spotdodges giving Zelda more attack opportunities of a spotdodge read. Dtilt is one of Zelda's fastest ground options that lead to combos against Shulk and clanks with his fastest move (frame 5 Jab). Dsmash is good to put Shulk in a bad position offstage because it sends him low if he is knocked off by it. Phantom has its uses as an extra spacing too to contend with Shulks range. Phantom and Dins have niche uses here because Shulk has no ranged options so he can be harrassed from a distance if he doesn't have the lead.
CounterPick Stage (Wii U) |Shulk wants to avoid places with low ceilings such as Halberd so it may be best to go to such stages or go somewhere where Shulks non-jump sub-par recovery could be his undoing.
CounterPick Stage (3DS) |Same as Wii U
Additional info | MALLC(sp?) apparently Shulk can cancel his landing lag but cancelling his currently activated Monado Art. in some situations this could give Shulk an opening against Zelda if she blocked a move and thought she was safe.
Score |4:6, This is the Monado's Power

Zelda vs Dark Pit :4zelda: ??:?? :4darkpit:

????|???? Discussion start Discussion end Pros |stuff
Cons |stuff
Key Moves |stuff
CounterPick Stage (Wii U) |stuff
CounterPick Stage (3DS) |stuff
Additional info | stuff
Score |stuff

Zelda vs Lucina :4zelda: 5:5 :4lucina:

:4zelda:|:4lucina: Discussion start Discussion end Pros | Lucina is the easy Marth in both a positive and a negative light. On the positive side Lucina lacks tipper outside of her Shield Breaker which gives Zelda a little relief. lacking tipper means Lucina isn't as safe on block from max range as well as Zelda doesn't have to worry so much about early deaths from a spaced Fsmash. Zelda is overall stronger than Lucina before Rage kicks in allowing her to get earlier KOs with Elevator and Fsmash and Rage makes Zelda even better at finishing where as Lucina is only deadlier in Rage or on a shield break . Zelda has a better combo game off of her Dthrow and Dtilt allowing her to rack up easy damage if she catches Lucina in these moves. Zelda also benefits from Ranged options to harass Lucina from a distance and invite her to approach Zelda when Zelda has the lead. Lucina's recovery is decent but its also straightforward allowing Zelda to get easier gimps on Lucina if she recovers poorly with Dair or just knocking her too far for her to recover.
Cons | Lucina is like the easy Marth in both a positive and negative light. on the negative she still retains many things that Zelda dislikes about Marth . Lucina has a sword, which allows her to play a spacing/poke game with Zelda that is hard for Zelda to deal with as it can keep Zelda from doing as much damage as she could if she could get closer by walling her out with moves like Dtilt/Ftilt/Fair. Lucina's Shield Breaker and Dancing Blade wear on Zelda's shield which she is reliant on for defense making Zelda forced to think very carefully about when and how much she is holding up her shield. Lucina juggles Zelda very well . with her sword she doesn't have to fear Zelda's aerials very much and with her good speed on both the air and ground can easily give Zelda a hard time getting her feet back on the ground with moves like Fair and Uair, even Dancing Blade can lightly juggle Zelda. Lucina can still harass Zelda offstage if she is in close proximity when Zelda gets knocked offstage with Fairs and even if not gimping her try to make her flinch and mess up her recovery. Due to Zelda's strength getting countered by Lucina can really hurt so Zelda has to be careful about throwing out power moves all willy nilly.
Key Moves | Dins/Phantom as a ranged assault to invite Lucina closer, you don't want to approach if you don't have to. Dtilt/Dthrow combos and follow ups. Lucina will spend most of the time trying to wall Zelda out so when you do get in you want to put on as much damage as possible to make her get desperate. Uair, Lucina isn't as well guarded from below in the air so if you get below her you want to look for opportunity to mix in an Uair for damage or surprise KO. Fsmash as it is the best spacer on a grounded Lucina if you have the upperhand and you want to space her out for more damage or a KO. Dair is also important if Lucina is offstage as even a fun can hinder her just enough that she can't make it back.
CounterPick Stage (Wii U) | Lucina makes better uses of platforms so you want to go to a trusty open world like FD or an Omega. or a low ceiling stage such as Halberd or Duck Hunt.
CounterPick Stage (3DS) |Same as Wii U
Additional info | Lucina got a recent Zelda buff to her smashes damage making them a tad safer than before thanks to based Metwo.
Score |5:5
 
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Salad Bowl

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@Aerodrome can you sticky this?

i think this MU is bad for zelda.

Mario can combo zelda over and over again and has more mobility and his projectile makes it even harder for zelda to approach. His moves have near to no lag and might be hard to punish. His small size also makes it hard to fair and bair. He also has good smashes and its pretty easy for him to KO her

Zelda can kill him at 70% with the elevator and rage makes it possible to kill him at 50%. His recovery is pretty predictable and does go that fair. Zelda can gimp him offstage. Grabs are a key part to this MU imo.

I think a good stage for zelda is just battlefield because mario abuses platforms better than zelda so we want to avoid that.

Nayru's love is a important move since oos its good. As usual, dthrow and nair will be important. This is a MU where dair comes into good use imo.

I personally think its 40-60 favoring mario
 

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https://www.youtube.com/watch?v=Dgys4-SkTWE

And so it starts.

Good:
It's probably worth noting that we can hit Mario with Dtilt below the edge. I don't think Phantom will work though, because Mario can reflect it with his cape, but still, small advantage there. Mario's also relatively light, so we can kill with Farore's super early, and he doesn't have many kill options. We definitely have an easier time killing him than he does us. He also can't really utilize a lot of his edgeguarding tools against us, since we can just teleport straight to the edge.

Bad:
Mario is fast, and can rush us down effectively. His Uair's a great juggle tool, and Zelda already has issues landing and his Bair is looks really hard to challenge/punish since it has like no lag. Mario's just super fast and agile in general. I'm not sure, but I'm also gonna assume he can still B-reverse his fireballs. If any Mario mains could confirm this it'd be much appreciated. Can't think of anything else right now, Mario just racks damage really well.

Key Moves:

Dair: Mario always recovers from below, and it's pretty predictable. I feel like the match linked would have been easier for Nairo if he had been more aggressive offstage.

Farore's Wind(Elevator): It kills him.

Dash Attack: Mario's hard to pin down, and we need to get that damage in any way we can.

Probably Uair: Mario doesn't seem to have good downwards options, so if we can get below him in the air this could secure a few kills.

Maybe Phantom?: It does outrange, but Mario can reflect, so... halp pls Mario players?

Counterpick Stage: Guessing FD. Mario already outmaneuvers Zelda, no need to give him any more options. Unwalled is preferable so he can't walljump.

Additional Info:
In the video I saw Mario hit Zelda out of Nayru's at some point with his Jab or something. Merits discussion.
If Mario capes us while Farore's is starting up we teleport in the other direction.
Mario's head has invuln during Usmash.
Silly Mario Tech(Battlefield Only)

Score: Going to wait for input from the Mario people, but probably not in our favor.
 
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ZombieBran

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Mario's also relatively light, so we can kill with Farore's super early
That's not his lightness (isn't he almost perfectly mid weight?) that's just our fab Elevator being ridiculous and killing everyone, including Bowser, super early.

In my limited experience Phantom is almost always a bad idea against him. Cape is still pretty generous in its reflection.
 
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UkeNicky

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That's not his lightness (isn't he almost perfectly mid weight?) that's just our fab Elevator being ridiculous and killing everyone, including Bowser, super early.

In my limited experience Phantom is almost always a bad idea against him. Cape is still pretty generous in its reflection.
Yeah, I don't think Phantom is even a good option for returning to the stage since he can reflect it.
But he can't reflect Din's Fire :awesome:
I still think that mastering Din's Fire sharp shooting would help even though it's unlikely to hit with it, it at least forces your enemy to alter the way they are returning to the stage and hopefully make it that much easier to read and punish their next move.
 
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JigglyZelda003

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remember girls to invite the marios over. I'm at work all day otherwise I'd link it for us, but my phone and smashboards are slow lol
 

Meek Moths

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Zelda is lucky that shes floaty and light so she can escape that annoying up tilt combo by jumping qucikly
 

mountain_tiger

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Zelda vs Mario is, IMO, an even match-up, although it definitely won't feel that way all of the time while playing it.

Pros: * Range! Mario's attacks are fast, but they don't reach very far. FTilt and FSmash both out-range any of his grounded attacks (except Fireball and FSmash, though his FSmash is less safe than ours is) On a similar note, his grab range is very short, whilst ours beats out his tilts - well-spaced grabs can really put a damper on his day.
* We have more opportunities to gimp his recovery than he does to gimp ours. Even a sourspotted Dair can put him in a lot of trouble - stalling with Cape won't help him much there. Nair also works well off-stage. Perhaps the most critical thing to remember is that we can afford to go deep off-stage to try and gimp his recovery, whereas he can't do that to try and gimp ours.

Cons: * Fireballs make approaching very annoying - they hug the ground, forcing you to go into the air (and his air game is much better than ours, so that's a problem), and if they hit, they cause you to be stunned briefly, potentially giving enough time to come in and land a tilt or a grab. Nayru's Love isn't much help here - even in a best-case scenario, where he eats the fireball, our end lag is too much to gain any momentum, and more likely than not he'll bait and punish. One potential solution is to bring out Phantom Slash, because he can absorb 3 or 4 before disintegrating, potentially allowing you enough ground to use FSmash... but that's still risky, since it takes a while, and he can punish the lag if he sees it coming.
* His close-range game is flat-out better than ours. DThrow into UTilt strings is infuriatingly effective at low percents, and once he's built up 40% damage or so he can still easily get you into the air and start pressuring you with Uair and Dair. Even if you see his attacks coming, many have little lag and are difficult to punish. The only move we have that even comes close to measuring up to his up-close game is DTilt... whilst he has jab, all of his tilts, and a number of aerials too.

Key Moves: FSmash - this attack out-ranges all of his attacks except for his own FSmash, but that move is highly punishable. FSmash is a vital tool to keeping Mario out.
FTilt - FTilt still has more range than most of Mario's attacks, and it's much more favourable on trade than FSmash is. Mixing these two up is vital to our mid-range game.
DTilt - as mentioned, this is our only move which has start-up and end lag frames comparable to Mario's attacks. It's also one of our only means of building up momentum against him from a neutral setting. Use this to intercept his close-range game. It's also a great way to set up for a grab.
Grab - Vital to keeping him in check at closer ranges than FSmash and FTilt. DThrow can provide you with momentum at low percents, UThrow at higher percents, and BThrow/FThrow are perfect for setting up edgeguarding.

CounterPick Stage: Final Destination, or any Omega stage that doesn't have walls that Mario can jump on. Mario can take far better advantage of platforms than we can. Furthermore, any stage where Mario can recover more easily (like Brinstar) is best avoided.

Additional info: Pretty much mentioned all I have to say on the MU tbh. Though to re-iterate, Phantom Slash to absorb Fireballs, whilst admittedly gimmicky, can make approaching slightly less of an uphill struggle.

Score: For the moment, I'm going to say 50-50. Mario may have a small advantage simply because he can build up momentum a lot more quickly than Zelda can, but for now it feels even. You have to play very patiently until you get him off-stage... then you chase him down relentlessly.
 

Meek Moths

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also something about the fireballs: you can punish him with well timed FW when hes casting them

also, it's possible to duck under them so you dont always have to jump
 

BJN39

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It may just be me, but I find his fireball the among easiest projectiles to Powershield in the game. I find myself able to Powershield as many as 6-7 consecutively if the Mario is simply spamming it.

I think a Zelda who can Powershield his fireballs well will get another decent siding on the MU. Mix that with dash attacks which are pretty good for ducking under falling fireballs and his fireballs seem to be hardly a problem.

One thing I'll note is that camping or any projectile (Mainly Din's) use on our side is almost 100% out of the question. Mario's fireballs can cover the distance well enough to easily hit you mid Din's cast. Then he can gain momentum on you being hit by a fireball. Use for an edge guard will just make you give up an opportunity to DAir him.

Phantom Slash may have SOME utility as a fireball stopper, but it comes with its own risks. I'd say going for it during a recovery, or as a horizontal ledge guard would be its primary uses here.

I'd say ATM the MU appears to be relatively even. 50:50
 
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Salad Bowl

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I can't help with the 3ds stages since I never got one sorry but there really aren't that much legal stages in the 3ds.
 

Salad Bowl

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is japes banned on 3ds? if so thats lame, same with distant planet lol
We need this

This is a bit off topic, but I thought it'd be a nice thing to post for you guys to think about for the Zelda match up in general!
________________________________________________________________

A bit of a Zelda realization I had: Jungle Japes is actually a great stage for her.

Not only do the side platforms protect her from speedier character shenanigans since it's disconnected from the main platform, but it also forces people to approach her in much more predictable way because you need to jump to get to her. For people with no projectiles (or good ones for that matter), you can basically throw Din's 'till the Cows come home. Even if you miss or if they dodge, the situation is either :

1. They are going to get knicked by a fire eventually, and that's gonna make them want to approach you because they're tired of the stalemate. This is most likely in your favor, since the only approach they can do is jumping onto the platform the engage you, which makes it much easier to anticipate their moves against you.

2. Even if they don't engage, there is going to be a point where they'll either give you enough spacing to make it safely onto the main platform to engage them instead, should you choose to.

So it's your advantage in either situation. She has enough tools and the stage advantage to deal with people that try to the reverse to her herself for the most part.

Also, because the stage has so many ledges you can get away with a lot of safe Farore teleport recoveries. You can either teleport to the one of the side ledges or you can even teleport to the main stage ledge because of how far her teleport goes.

Another plus would be gimping becomes extremely ridiculous in this stage, especially on the left side (since the current flows from right to left). Even if you sourspot, the rushing current basically will kill anyone that touches it really due to the super fast carrying it has (or a klaptrap if you're lucky). Not to mention for certain people with very vertical based recoveries, they won't be able to dip down too low because of the above, making it much easier to edgeguard them/punish them for over jumping the height.

Also Dsmash:


Need I say more? Okay, okay, that might have been a very lucky one I got there, but still!

This is a very good example of how the current really work in your favor when you're on the offensive. The speed of it is really not to be under estimated.

This is all still early conjecture, but I would like to explore this stage more with her. I really think it would be a pretty great counter pick against certain characters or even just an overall good stage for her in general. Hopefully I'm not too over my head on this, haha.
 

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I really don't think Japes is going to be unbanned on the 3DS anytime soon. We should probably just assume we can't counterpick with it. On the bright side, Lumiose and Brinstar are legal.
 

Salad Bowl

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I really don't think Japes is going to be unbanned on the 3DS anytime soon. We should probably just assume we can't counterpick with it. On the bright side, Lumiose and Brinstar are legal.
the 3ds version not even gonna be a big part of the competitive scene anyways so oh well.
 

rabbit.soaring

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the 3ds version not even gonna be a big part of the competitive scene anyways so oh well.
Ouchie. But yeah, you're right.

Does anyone know any Mario mains personally? No Marios are coming to help out.

EDIT: ...OK. So I stalked researched literally every persons who's made a thread in the Sm4sh Zelda forums and found one guy who plays Mario. @superange Please help.
 
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JigglyZelda003

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we posted a link but nobody has shown up yet. lets give it a few days and they may pop up. do we need to link some pipes or something so they don't get lost?
 

rabbit.soaring

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Maybe we should PM specific players we know are good? If we take the time to start a conversation they'd probably be willing to talk.
 

JigglyZelda003

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well do we know these players? i mean i don't know any marios off hand but if someone knows some please invite them over so its not us just talking about the matchup itself lol
 

rabbit.soaring

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well do we know these players? i mean i don't know any marios off hand but if someone knows some please invite them over so its not us just talking about the matchup itself lol
...neither do I D:. I'm just gonna send a very polite message to HeroMystic and see how things go lol
 

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Sorry for double post, but I found some good stuff on the Mario metagame thread that I think deserves it's own post.

I'll start this off by talking about making a point about Mario's playstyle, specifically, his lack of "respect". No one really has to respect any of Mario's stuff, while Mario has to respect everyone else, but I think the one thing we underestimate is how fast Mario is at reacting to any openings.

Mario's Reactionary playstyle takes advantage of Mario's quick aerials and attempts to take advantage of every single mistake a opponent makes and push it to the limit, then once it's reset to neutral (either through lack of follow-up or getting knocked away), Mario returns to the neutral game in attempt to do it again. The special thing about this style is it benefits Mario's frame data, which is actually one of the quicker ones in the game. B-air should be used as much as possible since it gives the highest damage as an aerial.

When people say Mario is a combo-oriented character, I sometimes feel this is only tell half the story. Typically, what Mario is usually doing is forcing opponents to play safe, because Mario is very capable of racking up damage just purely by opponents leaving themselves open. Every single aerial Mario possesses are capable of punishing, U-tilt and U-Smash can contest aerials, and F-tilt is a pretty decent poke whenever Mario is grounded.

And we can't forget grabs either. D-throw combos into Up-B for quite awhile (in general, we should be using Up-B a lot), but I'm of the opinion that our best option is actually to pummel as much as possible and then use B-throw or F-throw to squeeze in as much damage as possible, and getting the opponent off the stage to set up for B-air/Cape edgeguarding will do more than our standard D-throw.

So in a way, Mario does demand respect. It's just more about utilizing his fundamentals rather than having a scary move.

If you watch KirinBlaze's recent Mario videos, he demonstrates that when Mario is able to survive to high percents, he's potentially a great character with Rage. Yes, Rage universally benefits a lot of characters, and most heavy characters generally are better at practically making use of Rage due to raw survivability. But just think for a moment. One of Mario's biggest problems is poor KO options. Rage suddenly turns Mario into a character that actually does kill you after hitting you a bunch of times. In general, anything we can do that helps us avoid situations where we get gimped can be seen as bringing us closer to victory. Mario isn't a character who necessarily struggles to an extreme in finding hits. We more struggle finding meaningful hits, and Rage both benefits Mario by making many more of his moves potential KO moves, but also by improving his combos at very low percents.
Not sure how relevant this is since Zelda can start fishing for kills so early, but still interesting.

@ JigglyZelda003 JigglyZelda003 - We probably need to talk about customs too, I just checked and apparently Mario is completely different with them on.
 
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ZombieBran

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Yeah I posted a link in the Mario social. No one came! The only Mario I know of who has posted in the Zelda boards more than a few times is A2ZOMG.

With customs Mario gets a new good kill option and fireballs that are a lot more annoying to deal with. We get very little in comparison.
 
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A2ZOMG

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I don't see how this matchup is bad for Zelda. Due to Zelda's strong escape, Mario has basically no way to confirm a KO on Zelda except hoping for Rage boosted B-throw/aerials for the most part, meanwhile Mario is Mario, and all you need to do to KO him is trap his airdodge, or edgeguard him (just throw out a D-air at his Up-B. The weak hit will likely trade and gimp him). Mario also has a hard time getting past Zelda's disjoints, which mostly all outdamage him.

I'd lean 55/45 Zelda's advantage because Mario literally doesn't have a reliable KO confirm on Zelda. He can annoy her in neutral given Mario is relatively safe on shield, and he has some decent low percent juggles, but that's all you really need to worry about. He can't actually kill her at reasonable percents unless she makes a serious mistake, and Mario really dislikes Zelda's high damage disjoints and superior grab game.
 
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ZombieBran

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I don't know if it's in Zelda's favor just because Mario's movesets completely outspeeds Zelda's and he can punish pretty much everything she whiffs. Someone said we can FW through his fireballs, and that's true but then he'll just not spam fireballs. They're still a decent poke, Din's is not.

I've only fought Mario on For Glory so I really don't have much experience with him but pivot F-tilts and F-smash (even though he seems to fall out of it more than average) are really helpful. He can't compete with that range. If anything tips the matchup out of his favor, I'd say it was our range. And D-air. Always D-air.
 
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UkeNicky

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His fire balls shouldn't be a problem if you power shield them like BJN said. It takes practice but learning how do that will definitely give all of us an advantage in the matchup.
I'd say focus on getting him OFF STAGE then work on killing him there since our options on stage are a bit harder since he outspeeds us and can punish our mistakes. (Remember he can't reflect Din's Fire!)
Off stage is our territory and I think that that is where we are strongest especially against Mario whom has a fairly easy to ruin recovery game.

I'm trying to think of a reason to use Phantom in this matchup but I'm not feelin' it at all.
 

HeroMystic

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I've been requested to make a post about Mario, but I will say ahead of time the only Zeldas I've played were poor For Glory ones, so I'm going to avoid handing out a ratio and just giving a general synopsis on Mario to help everyone out. I'll also be correcting any misconceptions.

Good:
It's probably worth noting that we can hit Mario with Dtilt below the edge. I don't think Phantom will work though, because Mario can reflect it with his cape, but still, small advantage there. Mario's also relatively light, so we can kill with Farore's super early, and he doesn't have many kill options. We definitely have an easier time killing him than he does us. He also can't really utilize a lot of his edgeguarding tools against us, since we can just teleport straight to the edge.
Disregarding Shulk's Shield forms, Mario is Rank 21/22 (tied with Doc) in the game out of 51 characters. He's pretty much a midweight character and is not what I would consider a light character. His combination of being a midweight as well as his fall speed makes him suspectible to being juggled at low percents, though this is neutered since Mario has one of the fastest N-airs and U-airs in the game. However this won't work for this MU since Zelda's aerials are disjointed. Mario will be using Fireballs and cape stalling whenever he is above Zelda to cover his landing. Fireballs are the best tool to use against Zelda in this case.

Mario's edgeguarding consists of either using fireballs whenever a character is recovering low, or using B-air, or using a combination of Cape/FLUDD. Against Zelda he likely won't be getting much damage against her, but cape does reflect her teleport during start-up.

Regardless, Mario has two main kill options: U-Smash, and F-Smash. F-Smash will come from hard reads, so if this lands you're being too predictable or you've used the laggiest move in the universe (most likely Zelda's U-smash). U-Smash however is extremely good and can be used OOS, and can punish any laggy attack or action. This can kill Zelda at 108% without Rage application, so it's very reliable against her, especially if you're above him. His U-Smash also has partial invincibility at his head.

If push comes to shove, Mario can use B-air, D-Smash, or B-throw at the ledge or off-stage to kill Zelda as well. They all kill at roughly 120%. With this in mind I wouldn't say Zelda has an easier time killing Mario than vice versa. This really depends on stage control and Mario's mobility and aerials allows him to control a lot of the stage.

It should be noted Din's Fire can be caped and negate any damage. He'll also be saving his second jump as long as possible.

Bad:
Mario is fast, and can rush us down effectively. His Uair's a great juggle tool, and Zelda already has issues landing and his Bair is looks really hard to challenge/punish since it has like no lag. Mario's just super fast and agile in general. I'm not sure, but I'm also gonna assume he can still B-reverse his fireballs. If any Mario mains could confirm this it'd be much appreciated. Can't think of anything else right now, Mario just racks damage really well.
Mario can indeed B-reverse his fireballs, and he can use this to significantly reverse his momentum, giving him a pretty strong mix-up when above his opponents.

With the exception of F-air, B-air is actually Mario's slowest aerial on start-up (starts on frame 6), with U-air starting on frame 4 and N-air starting on frame 3, and D-air starting on frame 5. Mario's biggest strength is his mobility, which is what makes his aerials work so well. He can cross-up shields with D-air and punish you letting go of shield with any aerial, N-air, or U-Smash. Going by frame data, I don't believe Zelda is capable of punishing D-air with Farore's Wind before he can N-air or shield if he lands.

Even though Zelda has teleport, Mario's edgeguard state should still be feared. Zelda lacks options and Mario is totally fine with going deep to scare her. Frankly, launching one fireball is enough to kill momentum and force an Up-B/Aerial Jump from any character, and Mario will be looking to get in damage any way he can.

Even better though is Mario's control of the ledge. With proper spacing, he can punish any basic ledge option. Rolling is easily punished by D-Smash or U-Smash, get up attacks can be punished with F-smash or grabbing or Up-B OOS, jumping is punished with any aerial, and getting up can be punished with F-Smash. If Mario wants to be extra safe, he can just spam fireballs from a safe distance.

Key Moves:

Dair: Mario always recovers from below, and it's pretty predictable. I feel like the match linked would have been easier for Nairo if he had been more aggressive offstage.

Farore's Wind(Elevator): It kills him.

Dash Attack: Mario's hard to pin down, and we need to get that damage in any way we can.

Probably Uair: Mario doesn't seem to have good downwards options, so if we can get below him in the air this could secure a few kills.

Maybe Phantom?: It does outrange, but Mario can reflect, so... halp pls Mario players?
-Mario actually doesn't recover from below a lot. This only happens if he fails to DI correctly, and I'm pretty sure with the exception of Zelda's D-Smash, there's not really anything that forces Mario to recover low. The reason why you see @Inferno3044 constantly recover low with Mario is because he literally had no MU experience with Zelda and had no idea what she could do, so he constantly did silly things like use his second jump off the ledge and do regrabs on the ledge. As long as Mario keeps his second jump he's not really going to get spiked.

-I don't really have much idea about the elevator but it seems from the match posted, it can be DI'd and she'll miss completely. Still, good to use as a surprise option when Mario isn't being safe on shield.

-A shielded dash attack means Mario can grab and force Zelda into a combo/juggle. This is only really good to use if Mario is poorly spacing his fireballs or completely whiffs an offensive aerial.

-Mario's weakspot is below him, so U-air is good idea. However Mario can use B-reversed fireballs and FLUDD to keep Zelda away while he gets back to the ground. I imagine this shouldn't really happen a lot.

-Even though Phantom can be caped, I would still recommend using it for off-stage application just so Mario doesn't get back on stage for free if he has to recover low for some reason. Just be smart about it because a good Mario will save his second jump and cape if he's sees trouble incoming.

About stages: Mario completely wrecks on stages with platforms. Mario has some of the best platform pressure in the game due to his mobility and D-air and U-air, and he can easily set it up with D-throw, U-throw, or U-tilt. After some quick testing I noticed Zelda's Farore's Wind won't stick her on the platform, so this may be useful to get out of pressure as long as you aren't facing away from the stage (if you do Zelda will just reappear off-stage and SD). Since Mario excels heavily when he's in Zelda's face, I strongly recommend to ban Battlefield and go with big flat stages like FD and Smashville.

It may just be me, but I find his fireball the among easiest projectiles to Powershield in the game. I find myself able to Powershield as many as 6-7 consecutively if the Mario is simply spamming it.
Mario won't really care if you powershield his fireballs. The point of them isn't for damage but rather to control space and to not allow you to do whatever you want. If you're shielding, it means you can't move and Mario can move closer and paitently wait for an opening to attack.

@ mountain_tiger mountain_tiger is pretty much the most correct with his assessment about the MU. Zelda's range and tilts are the most important for this MU since Mario has low range and it's pretty much her only way to force him to respect her. A good Mario will be patient and become aggressive when an opening is made.

I should note FLUDD is really good at messing up Zelda's spacing, and if you're using Din's Fire at the edge, he can use it to push you off and force you into a freefall.

Again, I'll refrain from giving a ratio, but to be completely honest I don't see this as an even MU for Zelda if Mario plays it correctly.

EDIT: I'd also like to note I pretty much disagree with A2's synopsis.
 
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A2ZOMG

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The problem HeroMystic is Zelda never has to get hit by Mario's U-smash. What is she going to do that's ever going to be punished by it? Jab, D-tilt, and F-smash are very safe on both whiff and shield. And when Zelda is above Mario, he has to factor that her innate aerial mobility is actually pretty good, and that Up-B can easily reposition her for landing. It's extremely difficult for Mario to set up U-smash on Zelda when he has to play very respectfully against her ground pokes, and when Zelda is one of the best characters in the game at getting out of the negative state.

As I stated, Mario loses this matchup because he can't really KO Zelda reliably, while Zelda in contrast has much easier ways of killing him given Mario has considerably worse options in the negative state. And it's still a chore for Mario to get around her disjoints.
 
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HeroMystic

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The problem HeroMystic is Zelda never has to get hit by Mario's U-smash. What is she going to do that's ever going to be punished by it? Jab, D-tilt, and F-smash are very safe on both whiff and shield. And when Zelda is above Mario, he has to factor that her innate aerial mobility is actually pretty good, and that Up-B can easily reposition her for landing. It's extremely difficult for Mario to set up U-smash on Zelda when he has to play very respectfully against her ground pokes, and when Zelda is one of the best characters in the game at getting out of the negative state.

As I stated, Mario loses this matchup because he can't really KO Zelda reliably, while Zelda in contrast has much easier ways of killing him given Mario has considerably worse options in the negative state. And it's still a chore for Mario to get around her disjoints.
My problem with your synopsis is you believe Zelda can just kill Mario off stage as if he's Lil'Mac and somehow Zelda is going to be spiking a Mario that is recovering low, when that realistically should never happen against a Mario who DI's correctly. D-Smash is the only move that forces this and Mario shouldn't be getting hit by it. Mario's recovery is average but his aerial speed and jump height is strong. He can reliably float back onto the stage.

I'm not going to argue on the ratio because I literally have no feel of this match-up (and I have a feeling you don't either), and I'm totally fine with my gut feeling being wrong, but MUs are about an accurate analysis between characters and I feel you've widely underrepresented Mario during this.
 

Meek Moths

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Just think about that a bit gorls....
The MU was about 45-55(-1) for Zelda in Brawl.
She lost the match up slightly.
Mario got majorly buffed in this game.
Zelda got nerfed.
wait a minute, this sounds like a hidden message..i cant seem to put my finger on it..just what could it be i cant figure it out, maybe reading it backwards or idk
 

A2ZOMG

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Mario wasn't buffed this game, just to clarify. Mario was far more nerfed than buffed (all of his moves do a lot less damage, combo game is still not reliable, Cape stalling got nerfed making him a lot easier to juggle and edgeguard) and meanwhile Zelda has a massively improved recovery that Mario can't exploit in this game, better throw combos than Mario, and she benefits from universally improved land trap options more than Mario, given she has better KO moves than him.

My problem with your synopsis is you believe Zelda can just kill Mario off stage as if he's Lil'Mac and somehow Zelda is going to be spiking a Mario that is recovering low, when that realistically should never happen against a Mario who DI's correctly. D-Smash is the only move that forces this and Mario shouldn't be getting hit by it. Mario's recovery is average but his aerial speed and jump height is strong. He can reliably float back onto the stage.

I'm not going to argue on the ratio because I literally have no feel of this match-up (and I have a feeling you don't either), and I'm totally fine with my gut feeling being wrong, but MUs are about an accurate analysis between characters and I feel you've widely underrepresented Mario during this.
I think the bigger picture you missed is there is basically no situation in which Mario has a good time offstage. Mario still has to deal with the fact that his high recovery options are among the worst in the game. When Mario is put offstage, he doesn't get a lot of distance to just simply land on stage. And against pretty much everyone, there's not a single character who doesn't basically force him to airdodge, given the short range on Mario's aerials. Zelda definitely can abuse this to land U-air, kicks (which still kill at like 70%), or other things. In contrast, when Mario is trying to capitalize on Zelda, his options to do so are much more limited, because Zelda actually has a good negative state with the massive range on her teleport and rarely needs to worry about being edgeguarded or juggled. Almost none of the universal hard read options really work for killing Zelda, while Zelda has full access to all of them against Mario, and generally speaking can kill really really early when she gets a successful read. The fact Zelda actually has a fairly easy time edgeguarding Mario's low recovery further seals the deal, and you should keep in mind that because Zelda doesn't worry about being edgehogged, she's able to edgeguard very deep in this game.

This matchup was close to even in Brawl, and Zelda comparatively speaking benefits more from Smash 4 changes than Mario, especially when you consider what things Mario needed to do to win this matchup in Brawl. It wasn't ever easy for Mario to capitalize on Zelda, and her range and disjoints were a chore for him, but he could always force her into bad positions when edgeguarding, and Zelda would rarely ever kill Mario in juggle situations in Brawl, and also rarely had the option of edgeguarding due to her horrible recovery. In Smash 4, Mario does a lot less damage, Zelda has one of THE best negative states in this game, and overall her options to followup and capitalize on the negative state are much more viable in this game. I call slight Zelda advantage as a result.
 
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Meek Moths

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Zelda has one of THE best negative states in this game, and overall her options to followup and capitalize on the negative state are much more viable in this game.
what does is the negative state mean i cant understand it, like when she's offstage?
 
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