KayLo!
Smarter than your average wabbit.
Sooo, Zelda's officially my doubles main, guys. And I'm using her for Pound 4, so I need ideas for Zelda + DDD/Snake. Gimpy, hilarious suggestions are very much encouraged.
Also, general doubles discussion. There's no forced topic or anything.
Personally, campy Zelda is my favorite in doubles. It works especially well when you have a heavy, bulky, wall-type character to hide behind (<3 DDD and Snake for this), because while they keep both people to one side, you can shoot Din's behind the opponents and essentially box them in. If you hit your partner, it can put them in a bad position, but heavy characters generally can eat a few fireballs without too much trouble.
This also allows Zelda to stock tank very well, because between your partner being a barrier and Zelda's defensive skills/strong knockback, attempts to approach you and stop your camping usually fail or don't result in a lot of damage.
Zelda provides KO power as well. A lot of moves set up into usmash/utilt/uair/dtilt locks very nicely. LKs too, I imagine, but I haven't tried those as much. Your kill moves will likely be fresh since you've been doing nothing but shooting Din's Fire all day.
The drawbacks of this strategy tend to be the following:
- Some characters will still be tough to handle. G&W is a ***** (and common in the doubles scene), MK can still gimp, and characters with annoying projectiles (ROB, TL, Pit) can mess up your Din's control.
- Your partner has to have a character or playstyle that works fairly well 1v2, because most of the time, Zelda will be across the stage. And she's slow, so she can't exactly run to the rescue, especially if your teammate is getting gimped. Vice versa also applies simply because of the distance your partner will have to cross to save you.
- If your partner dies (in my experience, they usually die before me since they're doing most of the hands-on fighting), Zelda is ill equipped for 1v2. This is why holding stocks is very important -- if necessary, you get 2, and your teammate gets 4.
- Other campy characters like ROB and Pit make bad teammates. You'll both be trying to occupy the same ledge space to camp, getting in each other's way..... or you'll try to camp from opposite ledges, which is horrible positioning.
Ideas? Alternate doubles strategies? Let's discuss!
Also, general doubles discussion. There's no forced topic or anything.
Personally, campy Zelda is my favorite in doubles. It works especially well when you have a heavy, bulky, wall-type character to hide behind (<3 DDD and Snake for this), because while they keep both people to one side, you can shoot Din's behind the opponents and essentially box them in. If you hit your partner, it can put them in a bad position, but heavy characters generally can eat a few fireballs without too much trouble.
This also allows Zelda to stock tank very well, because between your partner being a barrier and Zelda's defensive skills/strong knockback, attempts to approach you and stop your camping usually fail or don't result in a lot of damage.
Zelda provides KO power as well. A lot of moves set up into usmash/utilt/uair/dtilt locks very nicely. LKs too, I imagine, but I haven't tried those as much. Your kill moves will likely be fresh since you've been doing nothing but shooting Din's Fire all day.
The drawbacks of this strategy tend to be the following:
- Some characters will still be tough to handle. G&W is a ***** (and common in the doubles scene), MK can still gimp, and characters with annoying projectiles (ROB, TL, Pit) can mess up your Din's control.
- Your partner has to have a character or playstyle that works fairly well 1v2, because most of the time, Zelda will be across the stage. And she's slow, so she can't exactly run to the rescue, especially if your teammate is getting gimped. Vice versa also applies simply because of the distance your partner will have to cross to save you.
- If your partner dies (in my experience, they usually die before me since they're doing most of the hands-on fighting), Zelda is ill equipped for 1v2. This is why holding stocks is very important -- if necessary, you get 2, and your teammate gets 4.
- Other campy characters like ROB and Pit make bad teammates. You'll both be trying to occupy the same ledge space to camp, getting in each other's way..... or you'll try to camp from opposite ledges, which is horrible positioning.
Ideas? Alternate doubles strategies? Let's discuss!