Levitas
the moon
It's freakin' bigger than PK flash! By a lot! Now if only her kick were as easy to sweetspot as in melee...
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It's more difficult to sweetspot? I'm not really suprised, since it's been buffed quite a bit...It's freakin' bigger than PK flash! By a lot! Now if only her kick were as easy to sweetspot as in melee...
Yes, the kick is quite a bit more difficult to sweetspot. I've been playing Melee Zelda a lot lately, due to her massive dominance in 4 player FFA games. So obviously I was very excited about Zelda being a "legit" character in Brawl. So when I had the opportunity to play, I tried out Zelda a couple of times (not enough to get a good feel for her B-moves, unfortunately, but I did get a decent feel for her aerials). There were a number of times where I would kick in a way that would definitely have been a sweetspot in Melee, and it would whiff. This leads me to believe that A) The window of sweetspotting is a lot smaller, B) the area of the sweetspot is smaller, or C) both. It definitely seems like you have to have Zelda's foot be overlapping with the other character's sprite (and not just like a foot, or that's a "graze") in the first frame or first few frames of the attack in order to get the sweet spot. But when you do, oh man, it is so satisfying.It's more difficult to sweetspot? I'm not really suprised, since it's been buffed quite a bit....
Yeah reflecting the pikmin helps alot cause then they actually latch on and attack their master.Yes, the kick is quite a bit more difficult to sweetspot. I've been playing Melee Zelda a lot lately, due to her massive dominance in 4 player FFA games. So obviously I was very excited about Zelda being a "legit" character in Brawl. So when I had the opportunity to play, I tried out Zelda a couple of times (not enough to get a good feel for her B-moves, unfortunately, but I did get a decent feel for her aerials). There were a number of times where I would kick in a way that would definitely have been a sweetspot in Melee, and it would whiff. This leads me to believe that A) The window of sweetspotting is a lot smaller, B) the area of the sweetspot is smaller, or C) both. It definitely seems like you have to have Zelda's foot be overlapping with the other character's sprite (and not just like a foot, or that's a "graze") in the first frame or first few frames of the attack in order to get the sweet spot. But when you do, oh man, it is so satisfying.
Next time I get an opportunity to play, I'm going to try Fire Juggling (and some Naryu's Love). It should help even the field against the friend I'm playing with, who mostly plays Olimar and Dedede, and projectile spams like crazy.
Edit: Her Black outfit is the ONLY way to go, by the way.
Certainly. While the pessimists are whining that the game-spanning AT's are gone, they forget to notice the many many new ones that individuals characters can take advantage of. It might never get to the depth of Melee, but it'll come really close.This is amazing. I'm starting to see a competitive scene for brawl now that I'm watching all these advanced techniques crawling it's way in slowly.
I'm excited.
Yeah reflecting the pikmin helps alot cause then they actually latch on and attack their master.
I know that he throws them they can wander around and then yeah if you hit them they die. Never saw them die from Din's splash damage.Yeah, I'd seen this happen once when messing around with Falco's Reflector.
Quick question: Din's Fire has a large Area of Effect. Do pikmin with Olimar caught in this AoE take damage and die (from your experience)? I'm leaning towards no, as I haven't seen much of anything hit Pikmin that aren't being thrown somehow in an attack, but I figure you have more experience doing this than I have.
Also, any other tips against Olimar?
I have no clue as to what that is. Since the percent is low it could've been just DI.http://www.youtube.com/watch?v=wtcNY4yYkGo
At 0:11 and 0:18. Hey DM, what is this? Is it simply DI, or does Din's Fire actually pull the victim towards the explosion now? I seem to recall it repelling the victim when it hit them in Melee, but here it seems to drag them into the explosion to the point they pass through it the opposite direction.
Does this mean that if you want to set up for a fair, you need to detonate Din's Fire right in front of your opponent to drag them into you ('twas the opposite in Melee)? Are there different knockback directions for different parts of the explosion? I'm not sure if this is simply DI, because I don't seem to remember being able to DI with your sheild on. I can't tell with just videos, given the mixed results and such. I'm under the impression that the bottom part of the ball attracts, and the rest repels, but I can't be sure.
Would you mind checking this out?
Thanks again. Wow, I need this game so I can mess with this stuff myself... still, your videos are fun to watch and will get me through the next 20 days. Go you!I have no clue as to what that is. Since the percent is low it could've been just DI.
I will ask my friend to help me experiment with the new properties of Din's Fire. Especially at low percents.
Upair kills used to be my favorite in Melee. But oh man if Din's Fire can lead to dair spike. That would be broke da mouth. Fo sho.I love the new Din's Fire. I managed to link a Din's Fire with an uair, resulting a very sweet kill. :D
That's the spirit. :]I'll use Din's Fire whether its useful or not haha
I'll see if anyone is up for this week.Have you guys ever done a Zelda v. Zelda match? I've never done one before.. it'll be quite interesting
Except in her update he explicitly tells everybody the downfall to all of her special attacks. That jerk.Yet again, this is an aspect of Zelda that was both improved AND made more skill-intensive.
Thumbs up, Sakurai.
lol yea, You don't see him telling everyone the negatives of most other characters. Except maybe when he told us Mario's F.L.U.D.D. doesn't do any dmg.Except in her update he explicitly tells everybody the downfall to all of her special attacks. That jerk.
Well then you need to vary up your timings a little. Move the fire differently (have it come in from below, from above, detonate behind, etc). Heck, forcing an airdodge at an inopportune time is at least as good as a hit. If you can get them to airdodge and still be lagging after it right next to you, that's basically a free L-kick or other finisher.one of my friends has got the air dodging timing down, my din's fire rarely hits him, but my other friends keep getting nailed.
(I don't see how it's difficult, just dodge as soon as zelda yells)
It was a thought. I know you can just run off the edge and press towards it to grab, but I figure a quick attack that keeps you mostly in place could be used to augment that. And especially given that two of the tether-dependant characters can try to spam projectiles to clear the ledge (Ivysaur's Razor Leaf and Olimar's Pikmin Throw), the fact that this attack is also a reflector should come into play nicely. Could also force multi-jumpers with recovering projectile spams (Dedede and Pit specifically) to use their Up B to try to make the platform rather than the ledge, at which point you can punish at will. Those seem like the characters it'd be most pertinent against. Assuming it works, of course.Wildfire speaks the truth. Well said man.
I'm gonna add that Naryu's Love trick to my list of things to try. Nice one.
it's not that. I do vary my timing... it's just, I think all you need to do is look at zelda and dodge as soon as she starts to gesture for din's fire to detonate.Well then you need to vary up your timings a little. Move the fire differently (have it come in from below, from above, detonate behind, etc). Heck, forcing an airdodge at an inopportune time is at least as good as a hit. If you can get them to airdodge and still be lagging after it right next to you, that's basically a free L-kick or other finisher.
If you're getting consistantly predicted, be less predictable. Shorthop Din's fire to move yourself forward, detonate it earlier than they'd expect, land and then jump into an Up Air (given proper spacing, of course). There are so many options here, it's crazy. Firejuggling is supposed to be an option for building percents or possibly high percentage kills. It shouldn't be something you depend on 100% of the time and always try to do. Next time your opponent is off the stage, don't necessarily default to Firejuggling. Try a Dair Thunder Spike, or an off-stage Lightning Kick. Or run off the edge, Naryu's Love into hugging edge-hog (this SHOULD work, but it's something I need to try). Naryu's Love should hit close opponents and will reflect projectiles from far away recovering opponents (specifically Ivysaur, Pit, Dedede, Olimar, Link, etc). Edgehog on top of this will stop many of these characters from recovering.
It's a shame that they made it that easy to air-dodge. Maybe it's character dependant. I'm betting some don't have an air dodge quick enough or long-lasting enough to dodge the Din's Fire fully. Plus, if they're tumbling they might not be able to airdodge. You can also hit characters trying to use their Up-B's. You can also try to force the airdodge at the wrong time. Try keeping the fire closer to the stage or ledge, forcing them in to a lose/lose situation, where they either take the fire hit or airdodge in to your waiting attacks.it's not that. I do vary my timing... it's just, I think all you need to do is look at zelda and dodge as soon as she starts to gesture for din's fire to detonate.
and her lightning kick and dair, while powerful, are near useless against tiny characters.
Din's fire isn't a good edgeguarding move most time because it pops them up, making it even easier to recover. I just use it when they are near the top of the screen. almost a definite KO
actually no, because smal characters can DI out of her Fsmash and Usmash and pretty easily avoid most of her aerials... it's just zelda's weaknessIt's a shame that they made it that easy to air-dodge. Maybe it's character dependant. I'm betting some don't have an air dodge quick enough or long-lasting enough to dodge the Din's Fire fully. Plus, if they're tumbling they might not be able to airdodge. You can also hit characters trying to use their Up-B's. You can also try to force the airdodge at the wrong time. Try keeping the fire closer to the stage or ledge, forcing them in to a lose/lose situation, where they either take the fire hit or airdodge in to your waiting attacks.
Right. It isn't an edgeguard move. It's a harrassment/damage building move for off the edge characters, similar to PK Thunder. Its primary usage is going to be building some quick damage as a follow up to a non-lethal hit, or tricking someone into airdodging at an inopportune moment. And at high enough percents, it can kill.
Darkmusician, do you care to weigh in on the effectiveness of her three Lightning Kicks (Dair included) against small characters? I'd think that the fact that you can't hit them as easily should be partially negated by the fact that they are lighter, and thus KO'd easier. And Zelda's Smashes, Tilts, Nairs, Upairs, Din's Fire, and Naryu's Love should be able to rack them into lethal percentages and finish them off fairly quick, even if you can't land a Lightning Kick or Spike. The uptilt supposedly can kill a Mario off the top at a bit over 100%, so against smaller characters, this move can probably kill a bit under 100%. And the Dtilt can pop them up in to it.
actually no, because smal characters can DI out of her Fsmash and Usmash and pretty easily avoid most of her aerials... it's just zelda's weakness
Thanks. =]By the way Zero FX I am really loving your sig.