Hey all. Disappeared for quite some time, but now I'm back in the streets. Was mainly a 3DS player, but have since then finally upgraded to a Wii U on Thanksgiving. The transition from 3DS FG to Wii U FG was no where near as easy as I'd thought it be. But nonetheless, I think my Zelda has gotten a bit more solid since my last posting here in this thread.
Zylach
, good to see you're still active around here, homie. Gonna post a couple matches. The Ganon and Samus player are the same. His Samus freaking bodied me, so I'm definitely looking for critiques on my performance during that match.
Stay golden, Girls.
Good stuff.
During the Samus match in particular, I do have some advice:
1) Make sure to utilize your nair when Samus is airborne. I noticed he would use his morph ball bomb to change his momentum fairly often when he was recovering high to fake you out. If you just go up with a nair when he does that, you can, more often than not, catch him while he's still in his morph ball. Sometimes, you'd go up for an airdodge bait and just wouldn't get one or he'd airdodge and you'd miss the punish. Part of that, I imagine, is wifi lag because wifi is awful, but nair will catch him if he thinks he can stay out of your range and, obviously, if he airdodges, release the lightning.
2) He rolled so much and it made me angry as a Samus secondary. Samus' roll is one of the worst rolls in the game and Zelda has the tools for punishing it. He rolled behind you, then back a few times and Nayru's Love will cover that very well. If he rolls away, you can do a DA and catch him before he can do anything because Samus' FAF on roll is abysmal.
3) He wasn't spacing properly as Samus. Samus relies a lot on zair against Zelda to keep her out of Samus' space and he just wasn't doing that. It gave you the opportunity to actually go in on him because Samus doesn't have much else to keep someone like Zelda out of Zelda's preferred range (mid range where phantom 1 and fsmash will connect at their furthest points) other than zair.
4) He wasn't safe on shield. There was one moment where he used a dair unsafely on your shield late in the second stock where you could've used an elevator OoS and ended the game right there. That probably has a lot to do with MU knowledge since knowing which landing aerials are safe to use OoS FW against is a chore but all of Samus' landing options outside of uair, when spaced unsafely on your shield, can be punished with OoS FW.
5) Just be patient against Samus. She's trying to play the same game Zelda is (keep out until the opponent makes a mistake than go ham). The first person to make a mistake will eat a lot of damage and/or die for it when both players optimize the character. He got you early on with a lot of projectiles and you caught on later by being patient, shielding, and reflecting them. Just don't shield too much against Samus because she'll break your shield whenever she gets the opportunity.
6) Finally, teleporting that much against Samus is dangerous. Granted, he was using a lot of missiles which are easily punished by snipes, but he spent a lot of time in the air and just double jumping/avoiding the snipes altogether. The reason it's dangerous against Samus is because of CS. If he'd have charged up his CS and seen you start a teleport, he could've easily shielded it and caught you with a CS to the face. Don't concern yourself with playing aggressive against Samus just because she has the potential to camp you out (Actually, she really doesn't because of Nayru's, phantom walls, and Din's while behind phantom). Just stay in Zelda's comfort zone right outside of Samus' range and use your disjoints to your advantage.
7) Some little details on the MU: If you're right up in Samus' face, you don't have a lot of options outside of shielding. Samus has a frame 3 jab which is faster than any of Zelda's moves but her grab doesn't come out until Smash 5 comes out. Plus, basically all of her attacks are unsafe on shield. I think jab 1 is a shield mixup (jab 1 to jab 2 if you drop shield or jab 1 to run away if you don't) but, ultimately, your only option is to shield and punish her if she decides to hit your shield. If she runs away then the match just resets to neutral, which Samus wins but, since that Samus wasn't using zair, I think neither character would win under those circumstances lol. Basically, if you're up close, don't use your slower attacks. I noticed a few moments where you went for a fsmash or jab and got hit by one of Samus' faster options. If you had to choose an attack to challenge Samus up close, I'd pick dtilt since it has followups, comes out on frame 5, and ducks under Samus' jab and un-angled ftilt I believe.
If Samus is facing you while she's in the air, feel free to counter her with an utilt. She doesn't have any aerial options for covering her front side while in the air against an anti-air like utilt. Her fair starts above her, her dair is too slow, her uair (her main landing tool) has an upwards hitbox which utilt's disjoint will beat out every time, and her nair doesn't cover her underside. However, if she's facing away from you while in the air, always always always shield until she lands. Her bair is one of her main killing tools, has a big hitbox, and comes out quickly. You never wanna be caught with that when there's no threat of you getting hit while in shield. Sometimes, a Samus player will jump behind you and wait until the last second to throw a bair out to tempt you into dropping shield early (I noticed the Peach player got you with this trick as well and Falcon players will do it all day long). Never challenge Samus when she's facing away from you in the air.
Samus' only disjoints on the ground are dtilt and fsmash and those aren't her main tools for spacing or stuffing approaches (dtilt sometimes but she'll jab or PP ftilt more often if she knows what she's doing). You can use your disjoints to catch her while she's trying to hit you like how you would want to space against Mewtwo's tail instead of Mewtwo himself though Samus isn't nearly as hitbox happy as Mewtwo players are.
Samus has no guaranteed followups from dthrow at kill percents. DI her dthrow away so she can never get her big damage combo off on you (If you don't DI, then she does have guaranteed followups including uair>uair>up B for an easy 30-ish percent). That Samus only used fair as a followup from dthrow which isn't optimized but usually more reliable and easier to land since the uair is a little more frame precise.
Wall of Text over. Sorry for the length but I know both of these characters so well lol.