Ok, more info. Prepare for a big post.
Faroe's Wind
I've tried to count frames a bit from my video's. I've never done this before so probably some mistakes, feel free to correct.
Faroe's Wind seems to be around 30 frames long in total, didn't find any good footage to check the lag though so this is inaccurate. The key though is...
5 frames until startup hit (followed by a number of frames afterwards where you decide the direction)
21 frames until reapperance hit (you will always reappear after the same amount of time no matter how long distance you travel)
So in just 21 frames you can travel an incredible distance and hit opponents with a move that can kill grounded opponents from at least 100%+. Even if I've miscounted it can't be that far off? My point basically is that it's fast to execute, only downside is the ending lag.
I've started using Faroe's Wind as a great punishing move when playing For Glory as well. Whenever I see the opponent shoot a projectile, like Robin with Elfire, Samus with Missile or Pikachu with his neutral special, I punish with Faroe's Wind. If the opponent charges an attack, I punish with Faroe's Wind. If my opponent uses an attack that has long animation or big lag, I punish with Faroe's Wind. It's very efficient and if you time it right the opponent can't react. Might just be the best punishment move in the game... I can't think of any other move where you can safely punish so many actions easily, from so many different positions and with so little risk if just timed right.
Also, about the Faroe's Wind startup > reappearance combo (we need a good name for this seriously!). I think *some* of the inaccuracies we have seen with this move depends on the 3DS joystick. I don't know about you guys but I've always used the stick to control where Faroe's Wind is aimed, even if straight up. The 3DS stick isn't that great though and I find myself making silly mistakes quite a bit while playing. But if you just do Faroe's Wind and let go of the stick, it will send you straight up. It seems a lot more consistent this way, although I still miss it a few times in practise, and I can't really explain why yet.
Another thing that will probably be big is that there is room from the startup hit of Faroe's Wind where you can decide where you want to go - I have no idea how to test how many frames but surely not more than 7. Not sure if this is clear but take this scenario for example:
An opponent approaches Zelda, she shields from the attack and you see an opportunity for the Faroe's Wind combo. You execute it but for some reason it didn't work - maybe the opponent had time to shield, maybe you didn't sweetspot it. The point here is that you still have time to stop going up in the air to fall helplessly into freefall. If you see that the startup hit missed, you have a few frames of time in which to teleport somewhere else. This is huge imo, and makes that combo much more plausible to use in the future.
The timing is so small that it is INCREDIBLY hard to pull of (espescially with any lag, like online), but it's possible. I think the major point will be to instantly react to what you see, and not what you are presuming to see. Like, I mean, you only use the Faroe's Wind combo when you are sure to nail it so you get surprised when you didn't, and then there's no time to stop it. But if you just initiate Faroe's Wind and wait and see, you will be able to bail out if you're quick enough. I will try this out online in the future and try to see if I can get used to this (in matches with good connection
).
So I think it's a good thing to start practising always initiating Faroe's Wind and then wait before aiming with the stick, even with recovery. This might have been possible before - I don't know, I never tried in Brawl! - and I might be the only one not doing it already lol, but every Zelda main will need to now I think. I've also missed a lot of recoveries myself because of the stick and fallen to my death and the safest recovery with Zelda (in For Glory) is to fall straight below the ledge and recover straight up, so you will for the most time not need to aim it in any case.
Ok that was a lot, sorry, hope it was clear.
Edgeguarding
Ok, so there is a new meta developing where you edgeguard by hogging the ledge from the opponent the moment they grab the ledge in order to gimp them when they are off-stage and I've tried to see if there's potential for this with Zelda.
Firstly, how to grab the ledge as fast as possible from a position on the ground. Some characters in Smash 4 can just run off the stage and grab by holding the stick to the ledge, but Zelda can't - she need to jump. I've found two quick ways to do this.
- Dash towards the ledge, short hop at the right time, fast fall and instantly after push the stick towards the edge.
- Shield and roll to the edge of the ledge with the back towards it. Short hop, move slightly out of the stage, fast falling and quickly push the stick towards the edge.
This isn't that hard after practise but kinda precise and if you mess up Zelda won't grab the ledge.
But what can see do after taking the ledge from the opponent? Unfortunately I have no idea lol, the CPU is stupid and doesn't go for the ledge unless it has to. I'm trying to find set-ups that work (setting the % to a certain point and using a certain attack that always send the opponent far enough). I'll report back later.