Macchiato
Smash Hero
I do agree with most of this, but all of the tournament peaches ive fought or the ones from friendlies usually get hit by Din's more than 1 time. When they're floating to recover and a Zelda shoots dins, timing that nair is really important. The Din's sweetspot is really strong and offstage it would probably kill at 60%. It still makes peach have to nair and it does add pressure. For phantoms offstage use. In one of our matches I used it and you used peach bomber and you bounced off the phantom. It made you have to parasol. Maybe that could be an interesting edgeguard. Also I would like to play you again sometime, our matches were fun. Even though you won 70% of our matches, it was fun. If you have time to play today or tomorrow, tell me!Ok, I remember you. I just wanna point out some things based on a few post you made dealing with me.
You say some of the things I said before don't work. And make it seem like it is some problem of me being bias. Dins fire is not your-to-go tool vs me. I can easily ground Float Nair it and approach with it. The only time you would really land that a lot is if the player I just attacking or rushing in all the time. Or doing something laggy. Like a Turnip pull. I rarely have to block that move unless I am already doing something atm. Cause Grounded nairs is the best option to shut that move down.
The next thing you might say is that you was catching me with it off stage and the typical Up-B use Zeldas love to just throw out now as a gimmick. The matches we had had more imput delay then it should have. Meaning if I do something, it won't come out to nearly a sec later. That's why in some cases I was falling and you throw out dins fires and I seriously did not move and took the hit. I can easily Nair it which is what I was going for. I play based on player habits and reaction. Each time I went near you, you always side step and rolled to attacks ALOT. I would just bait these reactions out of you and punish you for it. When I failed to get the punish or screwed up due to execution, you just throw out moves and got the hit. This told you in your brain that this is actually legit and just keep doing it. No matter how many times I would bait these reactions out of you and punish you for it. You was just hoping for the best. Throw out moves and just hoped it worked. Hoping I goof and panic to an evasion or an attack. I told you this when you asked me for advice after the games. I baited up-B out of shield from you a lot and you still tries to get off no matter how many times I punished you for it. Just hope for the few times you actually get it. And cause of these, it lead to you thinking that the match up is even. It's not.
Even with the matches we had and me winning most of them, I am not gonna judge how this match up goes based on that. That's not how I do or judge things. What I am gonna based this on is player a high level player with Zelda. Cause that is important. More so the average level player. (though if you can't handle the typical play of said characters, you wont even make it to high level play of said character).
I just wanted to get this about the way to clear things up. Just hope I don't come off as a jerk or typical image people seem to have of me. Now with that out the way.
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I have to be a lil more careful with my ground approaches due to the Phantom. This just slows me down al il. Which makes things a lil better for you. But its really not that big of a deal. Cause if I don't try to commit to hard on approaches or don't challenge it, It just goes back to neutral position. This can be used in the air as well to also make me think more carefully on going for typical air approaches. If Zelda Mixups up both air and grounded phantoms. I have to think when and how to get in on you more than usual unlike brawl.
Outside of this lil tool, I don't see much to fear because:
- Zeldas approaches methods are weak and not really that safe. Very limited.
- While she has phantom to slow me down, its still a struggle to get in on a sold spacing Peach
- You have no answer to punish SPACED shield pressure. (Trying to get an up-B off me Or Naryu's love will get you killed)
- Not much of a threat edgeguarding me. Dins fair does nothing. Phantom can help a lil if you are smart with it.
Your goal here is to slow me down so you can get in my blind spot, where I can't do ****. Your moves here has more range and are faster then mines. So if I try to push a button out of shield I will get hit for it. Peach blind spot is standing out of her Nair/Jab range.
You have Phantom for this. And if your are smart with it, Dins fire and up-B. You cannot rush a smart Peach down. Your approaches are weak and The player can easily react/punish you for it. You seriously have to wait. Spacing Peach is also a hard one for you really cant be safe with your air moves. Short hop fair is laggy and Nair does not have that much range. You can use this move if you see the player getting too air happy with the typical dairs. It's a good move to punish her air moves and tell here to stay on the ground more.
But her ground game is also a problem and better then yours. Here is what it looks like so you can be aware of it.
And here is her neutral game here so you know how she moves, space, etc.
And lastly, ways she can approach someone so you can be aware of this and figure out how to respond to it.
I would give this match up 60:40 Peach I'm not going higher then this because of how I have to pay attention to her Phantom and the use of people throwing out up-B. Even If I bait the up- and Punish. can' really go in and extend my pressure for people might panic to the move or just throw it out thinking they can hit as an approach or out of shield option. If they don't then they can use this moment to get close to me (cover that blind spot)or get away from danger.
Also I don't think your bias. It's just during the old MUs thread you just pointed out everything zelda couldn't do. You sound bias in the old one. I hope I didn't come off as a jerk either. I really do respect you as a smasher
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