Rion
Smash Journeyman
- Joined
- Nov 10, 2008
- Messages
- 396
So like, Zelda's Jab is pretty great at actually getting all the hits in now. Rather than getting some whiff-alicious action going on.
Although it still has those moments where if you hit at the very edge of the attack, it'll just stun them with almost no hit stun and put you in a bad position... but honestly, if you just take one step forward, all the hits go back to connecting again. Not that big an issue.
Hell, it even hits the small people now like Meta Knight and co.! Though I need to play around with it some more. But overall, it definitely seems more reliable.
I gotta say though, from what I've been readin' about what people are saying about Zelda, it's a little surprising.
In no way is Din's Fire ever, ever, EVER, to be considered a spammable projectile. No one is allowed to think otherwise unless you -want- to get punished beyond belief or just get no where.
- 2 frame lingering hitbox only = sucks. A lot. Sure it's got a pretty big blast radius (er, if it's traveled far enough first of all), but honestly once you get hit by it a few times, it becomes second nature to dodge it properly. It's not like it's hard either. 2 frames of hitbox gives you a pretty lenient dodge window.
- How can it ever be considered spammable considering it's frame data? This is if you just let Din's Fire burst as quickly as possible if you do it:
Startup: 1-30 <<<<
Hitbox: 31-32
Cooldown: 33-56 <<<<
IASA: 57
Not only is it pretty easy to see it coming out, but there are just so many ways to punish Zelda because of how vulnerable she is throughout the whole thing. Airdodging towards her, rolling towards her, or just approaching with some sort of aerial / attack will almost always cancel out the burst anyways. Hell, if you hit her before the burst actually happens, she loses control over the fireball and it just mindlessly flies forward in whatever direction it was headed in until it reaches max distance/hits an obstacle then explodes in some useless, faraway spot.
Honestly, Din's Fire is actually a very risky move unless your opponent is extremely far away from you. Like, REALLY far. You'd be surprised how far your opponent has to be sometimes for it to be safely executed.
Now compare it to something like Falco's Lasers, now that's spammable.
Zelda's Din's Fire? Spammable, no. Slow start up, slow ending, extremely easy and punishable when dodged. Hardly spammable in any effective way.
I think I really needed to make this distinction between "spammable" and "not really spammable at all". Because saying Zelda's Din's Fire is a spammable projectile is way off target. Don't even go there. Don't even think about it. Just no!
And as for Nayru's Love:
- easy to bait and cause a premature activation, in which the opponent will just hit you with the charged projectile anyway because of it's awful ending lag frames.
Reflects: 5-44
Cooldown: 29-59
Completely Vulnerable to Projectiles: 45-60
About 16 frames. That's like, Zelda's start up of Fsmash.
- Because it's only a temporary reflector, most spammable projectiles just hit anyway after the reflect frames are gone. Or, they just fire off another projectile and it also just hits anyway.
- Completely, and utterly safe on block. There is virtually no shield push back or eating of shield, sorely asking to get punished with almost any moderately fast OoS option.
- You will ALWAYS get the short end of the stick if you trade hits. Your opponent does 10% to you, and guess what? You did 1~2% back.
- Blah blah blah, fails utterly as a reflector/attack/anything/potato, blah blah, blah, blah blah.
- Blah. Failure.
I'm tired and apologize for this long-winded post.
Although it still has those moments where if you hit at the very edge of the attack, it'll just stun them with almost no hit stun and put you in a bad position... but honestly, if you just take one step forward, all the hits go back to connecting again. Not that big an issue.
Hell, it even hits the small people now like Meta Knight and co.! Though I need to play around with it some more. But overall, it definitely seems more reliable.
I gotta say though, from what I've been readin' about what people are saying about Zelda, it's a little surprising.
In no way is Din's Fire ever, ever, EVER, to be considered a spammable projectile. No one is allowed to think otherwise unless you -want- to get punished beyond belief or just get no where.
- 2 frame lingering hitbox only = sucks. A lot. Sure it's got a pretty big blast radius (er, if it's traveled far enough first of all), but honestly once you get hit by it a few times, it becomes second nature to dodge it properly. It's not like it's hard either. 2 frames of hitbox gives you a pretty lenient dodge window.
- How can it ever be considered spammable considering it's frame data? This is if you just let Din's Fire burst as quickly as possible if you do it:
Startup: 1-30 <<<<
Hitbox: 31-32
Cooldown: 33-56 <<<<
IASA: 57
Not only is it pretty easy to see it coming out, but there are just so many ways to punish Zelda because of how vulnerable she is throughout the whole thing. Airdodging towards her, rolling towards her, or just approaching with some sort of aerial / attack will almost always cancel out the burst anyways. Hell, if you hit her before the burst actually happens, she loses control over the fireball and it just mindlessly flies forward in whatever direction it was headed in until it reaches max distance/hits an obstacle then explodes in some useless, faraway spot.
Honestly, Din's Fire is actually a very risky move unless your opponent is extremely far away from you. Like, REALLY far. You'd be surprised how far your opponent has to be sometimes for it to be safely executed.
Now compare it to something like Falco's Lasers, now that's spammable.
Zelda's Din's Fire? Spammable, no. Slow start up, slow ending, extremely easy and punishable when dodged. Hardly spammable in any effective way.
I think I really needed to make this distinction between "spammable" and "not really spammable at all". Because saying Zelda's Din's Fire is a spammable projectile is way off target. Don't even go there. Don't even think about it. Just no!
And as for Nayru's Love:
. . . blah blah blah:Nayru's Love doesn't kill, do good damage, come out quickly, wind down quickly, have overlapping invincibility and attack frames, have good air range, blah blah blah. . .
- easy to bait and cause a premature activation, in which the opponent will just hit you with the charged projectile anyway because of it's awful ending lag frames.
Reflects: 5-44
Cooldown: 29-59
Completely Vulnerable to Projectiles: 45-60
About 16 frames. That's like, Zelda's start up of Fsmash.
- Because it's only a temporary reflector, most spammable projectiles just hit anyway after the reflect frames are gone. Or, they just fire off another projectile and it also just hits anyway.
- Completely, and utterly safe on block. There is virtually no shield push back or eating of shield, sorely asking to get punished with almost any moderately fast OoS option.
- You will ALWAYS get the short end of the stick if you trade hits. Your opponent does 10% to you, and guess what? You did 1~2% back.
- Blah blah blah, fails utterly as a reflector/attack/anything/potato, blah blah, blah, blah blah.
- Blah. Failure.
I'm tired and apologize for this long-winded post.