I have a long standing history of war with the escapability crap of such attacks that began in 2002. That's longer than most marriages last in this decade.
This has been by far the most touchy Zelda-related subject with me in any of my years of playing. With that, I think it's time I told people the history of versions for the unknowing, and why it wasn't always this way, and why it is not a direct change to Zelda that is the cause.
Actually, it's a pretty darn short one and very simple. Hits that did less than 1% in 1.0 Melee did not have hit lag (remember Smash counts fractions, but only shows whole percentage points). This caused moves that consisted of several small 1% hits such as Zelda's and Pichu's Smashes, Peach's/Samus's/YLink's Up+B, and rapid jab moves to be inescapable once you're caught in them. You can still DI the actual sending hit of these moves like any other attack. Hits that did exactly 1 point of damage still had 1 frame of hit lag, but move decay mechanics prevent this from happening with said attacks since after 1 hit connects the rest diminish into no hit-lag mode.
After about a year of 1.0 being out though, 1.1, 1.2, and PAL applied a game-changing mechanics change. All hits, even ones that do less than 1% damage, have hit lag. Thus, these hits are all DI'able and Smash DI'able to be escaped. Any attack that consisted of several of these hits became much less useful, many to the point of near uselessness. Zelda did not directly get nerfed in between versions, but she got hit the hardest by this. And she was already bad enough off. With major hit lag on every single attack present in Brawl, this escapability mechanic returned, with the Smash Attacks themselves not properly changed to counter a consistent escape.
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Why compare Zelda's reliable attacks with the unreliable ones? Ftilt and Utilt are not disjointed hitboxes like Fsmash and Usmash, which is the most major difference between them. Ftilt sends up and behind, Fsmash sends out foward. Usmash sends straight up, Utilt sends up and forward. Utilt comes out slower than Usmash, and Ftilt doesn't have the effective counter-spacing properties of Fsmash. They were never truly interchangeable. Nayru's also does not attack nearly as quickly as Nair. And it's not even about being obvious with those moves. They're escapable on reflex, and it only takes about ten minutes of practicing and learning the technique to escape them, then training the reflex. Zelda may be better now, but she still has two irreplaceable moves that won't work in top-level play once the meta game has progressed to what Melee was 3-4 years ago.
And of course my reasons for winning are always more important than yours, and vice versa. In a tournament setting, there are no friends, only competitors. And only those relinquish their inner scrub mindset will climb to the top and display their very best game. This process happens to involve learning every technique possible against your opponent not for ****s and giggles against your friend, but because you need to to stay on top of the match against a slew of tough opponents with all focus towards winning a prize, and finally being rewarded for your efforts with a material amount of instant gratification. The hardcore competitive game and the "does not really care about getting 1st place" competitive game are nowhere near close to the same thing.
And one of those employed top-level techniques just happens to be rendering Zelda's Fsmash/Usmash close to the point of uselessness nearly every time...
Even if you NEVER understand where I am coming from, that's fine. I will not, however, tolerate you talking me down for this, because it was very clear from the beginning that we could never see eye-to-eye. Zelda, as a character, has done nothing to suffer this, nor do the fans that like and play her for whatever purpose, for another 7+ years of our lives.
*yawn* And evidently they found Sheik's Dthrow and Uair, Falco's Dair, Marth's Dair, and Fox's Usmash to contain "errors" in Melee. They were all significantly changed for the PAL release after spending time on Japanese and American shores. So again, it's not like major changes have never happened within the same Smash game already. Even with a few global Wi-Fi games such as Pokemon Diamond/Pearl, the mechanics of particular moves and techniques have been reprogrammed.
-And before I leave for work I would just like to say
Hi, Drake!
...3
But yes, I sort of understand why it's annoying. It's like people calling me RyokoYaksa in full, except it doesn't happen often because no one bothers to type it out. I'll just leave Luthien to do this to you for eternity.