JigglyZelda003
Smash Hero
you CAN shield grab dash attack, it just has millions of active frames(dunno if Zelda can grab it). Usmash is dumb dumb
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I agree with what Macchiato said. I wouldn't even try to gimp GW though. Fire has a bs amount of invuln and if he uses it early he can cover himself with an aerial. GW gets all of his kill from gimps and anti air Usmash shenanigans, which we're not really vulnerable to, so I'm going to say it's slightly in Zelda's favor just because GW has trouble killing us.I'd say it's close even. Also in this MU never throw out a dins fire because a dins fire Bucketed kills at 0% and recharges the whole bucket. He gets killed by the elevator at like 55%, but he can keep us in the air with Uair making us not able to land which is one of Zeldas weakness. Also note that landing on Usmash is bad because it's invincible. I'd say other than his bair, we outrange him. He can't gimp us, we can still can gimp him but it's hard. I think dtilt gimps him and Dair isn't easy to get.
55-45 Zelda
IDK gorl...incoming THEORY SMASH!Oh god next is little Mac, it's not as bad as it was In the beginning but it's still bad.
Too much pessimism. NOOOO.This match-up is terrible and definitely nowhere close to even. Even 40:60 is way too optimistic in my opinion.
Sure Zelda can gimp Little Mac very early because of his super bad recovery, but there's one serious problem: getting him off the stage in the first place. Sure, Zelda can manage it against bad or mediocre Little Mac players who spam smash attacks or rush in for no reason, but what can Zelda do against a smart, patient Mac? Almost nothing.
His ground moves are too fast and have, for the most part, very little lag. The super armor on his smash attacks troll our transcendent priority moves, especially her multi-hit attacks like her forward smash, as she will not only take high damage while dealing as little as 1% but also be sent flying. All Mac has to do is get a good read on us and he can trade with us -- and it'll almost always be favorable to him. His jab and tilts shut us down.
His attacks can KO us incredibly early; combine that with their speed, super armor, and Zelda's laggy and punishable moves, and we're likely to be losing stocks much earlier than we'd like.
The KO punch makes this match incredibly stressful because one mistake and it's over. Even if we somehow manage to take the lead against a good Mac, because his KO meter goes up when we deal damage to him, he can retaliate and steal the lead by killing us as at percentages as low as 15-20%. It can't be shielded (though if we're careful our Phantom can stop it) and he can combo into it out of his super fast jab, so it's not really that difficult for them to land -- certainly not nearly difficult enough for how much of a game changer it is.
We can stress how easy it is to gimp him as much as we like, but remember: we could gimp Brawl Olimar even easier (just down smash or dash attack and edge-hog) and yet that match-up was 20:80 -- nearly unwinnable -- because we could almost never get him into that position in the first place.
Just look at Nairo's Zelda vs this Little Mac:
I hate to be the Debbie Downer, but in my opinion this is probably Zelda's worst match-up -- if not surely one of her worst -- and it's at least 30:70.
I'm more tempted to say it's even worse though and for my final score I'll say it's 25: 75 because I just don't see what Zelda can do against a highly skilled, patient Little Mac. Maybe it's different with customs, but I'm sticking with this score for non-custom matches.
I don't think its THAT bad for Zelda, I almost say it's even, but likely in Macs favor(we are talking about FG perspectives correct?)I agree with Jiggly and Ginger, this is a matchup that Zeldas should be terrified of. He gets you off stage and he can just edge guard you with his insane vertical ledge coverage, and the one thing Zelda has on that (Farore's) can be covered by a smart Mac that knows how to use his counter. On the other hand, one SS fair at 40%+ close to the edge can kill mac. If you ask me, this is a 25-75 in favor of Mac. He covers all of Zelda's options, and apart from our friends in S tier he can probably benefit the most from Zelda's poor frame data. It's not impossible for Zelda, but the pretty gurl in question is gonna have to pull some sick moves to make it happen.
well we are supposed to discuss matchups assuming both players are playing at an even high skill level. thats why i said in my first post what i believe the matchup will become because Roll Glory is a hit and miss place. its mostly a terrible place to learn matchups since it voids stage discussion (and littered with bad players) but it is possible to learn some things from Roll Glory if that's all one practices on and fights decent players.I don't think its THAT bad for Zelda, I almost say it's even, but likely in Macs favor(we are talking about FG perspectives correct?)
for Mac i believe so because its harder to punish the tiny openings Mac has as well as Perfect shield and space effectively, but Online makes Nayrus and Faroes more viable, its always been a hit and miss realm for ZeldaI wonder, do you think the slight Input delay in Online matches hurt Zelda more then Mac?
Her attacks do have to be precise so I would imagine so.
Is it just me or did it look like Nairo wasn't playing to his usual standard in this match? It looked like he was floundering, throwing out attacks in hopes that they would hit. I also think this match showcases just how patient you have to be in this MU. Playing aggressively at all makes the match look like this. It was kinda scary, though, to see all of mac's attacks go right through Nayru's and his dtilt --> KO punch is so stupid. Even with this evidence I'd say that 30:70 is the worst this MU could be.This match-up is terrible and definitely nowhere close to even. Even 40:60 is way too optimistic in my opinion.
Sure Zelda can gimp Little Mac very early because of his super bad recovery, but there's one serious problem: getting him off the stage in the first place. Sure, Zelda can manage it against bad or mediocre Little Mac players who spam smash attacks or rush in for no reason, but what can Zelda do against a smart, patient Mac? Almost nothing.
His ground moves are too fast and have, for the most part, very little lag. The super armor on his smash attacks troll our transcendent priority moves, especially her multi-hit attacks like her forward smash, as she will not only take high damage while dealing as little as 1% but also be sent flying. All Mac has to do is get a good read on us and he can trade with us -- and it'll almost always be favorable to him. His jab and tilts shut us down.
His attacks can KO us incredibly early; combine that with their speed, super armor, and Zelda's laggy and punishable moves, and we're likely to be losing stocks much earlier than we'd like.
The KO punch makes this match incredibly stressful because one mistake and it's over. Even if we somehow manage to take the lead against a good Mac, because his KO meter goes up when we deal damage to him, he can retaliate and steal the lead by killing us as at percentages as low as 15-20%. It can't be shielded (though if we're careful our Phantom can stop it) and he can combo into it out of his super fast jab, so it's not really that difficult for them to land -- certainly not nearly difficult enough for how much of a game changer it is.
We can stress how easy it is to gimp him as much as we like, but remember: we could gimp Brawl Olimar even easier (just down smash or dash attack and edge-hog) and yet that match-up was 20:80 -- nearly unwinnable -- because we could almost never get him into that position in the first place.
Just look at Nairo's Zelda vs this Little Mac:
I hate to be the Debbie Downer, but in my opinion this is probably Zelda's worst match-up -- if not surely one of her worst -- and it's at least 30:70.
I'm more tempted to say it's even worse though and for my final score I'll say it's 25: 75 because I just don't see what Zelda can do against a highly skilled, patient Little Mac. Maybe it's different with customs, but I'm sticking with this score for non-custom matches.
SORRY SENPAI! BUT PEEP THAT EDIT THOUGH IT HIT ME WHILE I WAS REALLY THINKING ABOUT IT.nairo senpai pls
DID THE THOUGHT CAME IN LIKE A WRECKING BALLSORRY SENPAI! BUT PEEP THAT EDIT THOUGH IT HIT ME WHILE I WAS REALLY THINKING ABOUT IT.
I mostly said 30:70 because I like zeros, and it feels closer to a 3:7 if we're theorycrafting options and statistics because Little Mac should only really have to leave his comfort zone when 1) there are platforms and he's forced to approach, and 2) when he's forced in the air. Zelda has to force LM to make mistakes because she's significantly slower than him and he still has super armor, which totally screws her multi-hit attacks since they don't seem to break him out of it.I agree with @ Zylach , I'd seen that match before this, and Nairo (imo) was a little off from his usual play. (iirc, there was a non-YT battle between Nairo's Zelda and a Mac where it was way less horrible.) I also think some of y'all are putting the score a little out of proportion. Sure, it's definitely a disadvantage where one might even consider switching from Zelda, but 25:75 is downright horrid, and I definitely don't think this MU is on the same level as Brawl Snake/MK/Olimar of hopelessness. (Olimar only sort of as it sometimes gets scored even worse lol.)
Does Mac's UpB sweetspot the ledge at all?Hello Zelda mains, I've gotten some decent Mac play under my belt and would like to help the discussion with my input before you close it. I'm always delighted to see people actually taking Mac seriously with their theories. It seems like all I ever read on other boards is "Mac? Pfft, 80:20 advantage to us, easy. Next topic."
Reading your analysis thus far, you've all got a good enough grasp of Mac's strengths. But let's recap some important points. Mac's moves have low end lag and come out quicker than most of the cast. Frame 1 jab, frame 3 dtilt, frame 4 ftilt (first hit), frame 2 Nair, and frame 3 UpB which includes invulnerability for the first few frames, making for an excellent OoS option. Mac's super armor smashes are all about trades just as much as killing It's important to realize that Mac is the one character in this game that wants to take damage. Rage boosts the KO potential of his mostly kill oriented moveset. Mac's KO meter builds up three times more from taking damage, rather than dealing damage. Having more damage means getting sent higher to help Mac recover, and farther to help mac escape combos and gimps. Finally, when sitting at around 100% Mac can, and will take advantage of the opponent's desperation. Patiently and defensively looking for ways to punch through an opponent's increasingly risky options. When you're a stock down against Mac be sure to play calmly and smartly.
Luckily, Zelda, like every character has access to Mac's eternal foe - grabs. Now, hear me out. Grabs don't have super armor in Smash 4, and Mac has a frame 1 jab. Believe me, I understand this better than most. But remember that the one thing that beat's Mac's super armor smashes is a grab, or command grab, but Zelda doesn't have any. And many of Mac's attacks are indeed shield grabbable, particularly F tilt and dash attack Do not miss an opportunity to punish these. Mac's moves are not easy to punish without perfect shielding, but sitting in your shield is better than throwing a move of your own for him to trade with. The super armor on his moves lasts only a few frames before the hitbox is active, in case you were wondering. So, I wouldn't rely on multihits like jab and Fsmash, but they can work if you catch him before his charge window.
I should mention that Mac's grabs are poop. Low range and pretty punishable on whiff. That means he has a bad shieldgrab, which explains why we challenge every aerial thrown at us with our smashes, not shield. Keep that in mind when considering aerials.
Also, use Din's Fire on Mac as he's recovering. Yes he can counter it and actually get closer to the ledge because of it. That's why you're going to detonate Din's Fire before it actually reaches Mac. When Mac counters offstage, and it's unsuccessful, he'll fall far enough that he usually can't reach the ledge. The proper response from Mac would be to save his double jump so that he can air dodge with it without killing himself. Still, it's an intimidating move for him. You can also go out offstage to meet him as he recovers to further mind game him. By falling to him and not attacking, you force him to choose between airdodge jump and counter. If you choose to attack, keep that finger over your shield button in case you need to tech a stage spike from counterattack.
Doesn't Zelda's Dsmash have a low knockback angle? You should use that. Like, a lot. These moves are killer on Mac because they afford him no height to aid his recovery. If Mac does reach the ledge, it may be your best opportunity to use Dsmash, since it covers the options that Mac will ideally want to use. Ledge getup, ledge getup attack, and ledge roll.
I hope I've provided some good theories. I do not play Zelda, so if the real key to this MU was somehow Phantom or something, I couldn't tell you about that. But I feel an affection for anybody trying to make these less fortunate characters work in a competitive setting. Keep your chin up and don't leave any chink in your armor. This is boxing.
Not at all. The move must finish completely before he can grab a ledge. Getting hit while rising has always been the least of my worries while recovering, but yeah, you can hit him then with a timed Dins Fire. Aerials are risky because of Rising Uppercut's exceptional speed and hitbox priority. Jolt Haymaker (side B) is similar. The hitbox must come out before he can grab a ledge, but Mac has control over when that punch comes out. Aerials work better on that because of its horizontal use.Does Mac's UpB sweetspot the ledge at all?
oh dearIf we're following the order I think we're following, It ought to be Link.
Correction, people still fall out of his fsmash.@ Seki_ we are on Link for this week, but if it helps any we did do a discussion on Lucy so maybe that will help? just add tipper onto everything.
as for Link though...
i like how Sakurai fixed your Fsmash, but not mine
i like how Sakurai made your Fsmash inescapable but mine still has 90% accuracy
i like how Sakurai made you faster, but not me
I like how sakurai lets you keep your camp game but can't give me one
at least my face looks better
in all seriousness though Link is still obnoxious, not Toonie obnoxious but coming dangerously close especially since being floaty has no meaning anymore because no DI. we can faroes into predicted camping shenanigans like a bomb pull or boomerang toss but i still feel Zelda is pretty hard pressed and frustrated dealing with Link. 40:60
Yea I think it's pretty even, they both have some laggy attacks, Both have good power, both are slow, both have lackluster approach.Correction, people still fall out of his fsmash.
Idk I feel like this MU is even but I haven't played many GOOD links in tournament. The ones I've played were as good as aerodromes opponents in pools.
Yea, that's basically it.Zelda can deal with Link's projectiles between phantom and Nayru's, I'd be more scared of Link's neutral game if he had a good dash attack. Other than that Link's jab gives him good spacing on Zelda, he can be gimpable by dair though. These are both midweight characters, so Link can get some cheeky kills with fsmash, while Zelda can kill with Televator at around the same %. Overall Zelda has her options, but I'd say Link's options are slightly better. 60:40 for Link is what I'd say right now