What would you say is Zelda's best combo starter? And what moves does she have that are good to combo with?
As far as guaranteed combos, only Dtilt and jab/ftilt at low damages will really lead into anything. Brawl's new physics are very nonconducive to combos. Stun on sends is greatly reduced, people can dodge out very quickly, and increased floatiness makes people difficult for Zelda to chase since she's not exactly agile.
I have two questions, oh self-important moderator.
What are some tips for approaching with Zelda effectively? Dash attack doesn't seem like the best choice.
Also, what are some of Zelda's bread and butter combos (if any)?
For starters, mind your tone.
*Din's Fire camp to make them approach you. Will not be worth doing against certain obvious characters (Ness, Lucas, GW), or a character that can outspam/outcamp Zelda.
*Running Usmash. Kills side-dodging.
*Jump in with air dodges.
*Tap the shield button to cancel a run. Releasing the shield only takes like 3 frames in this game.
*Use a plain old walk. Overlooked, but keeps all of Zelda's options open, defensive and offensive. Approach with relatively "safe" moves such as Zelda's jab, dtilt, Fsmash, or Nair. If those hit or you spot some other opening, then rush in with whatever works, with a priority on moves that will KO.
*Against people who are prone to dodge/roll frequently when you run at them, just run into them and watch what they do,
then react accordingly. Or rush in, bait an attack then turn tail at the last moment. Mix it up. Never be predictable when you don't already have the upper hand on your opponent.
As far as actual guaranteed combos:
*Dtilt -> stuff, including itself, Dsmash, Ftilt, Utilt, Usmash (or running Usmash), or even a kick when the Dtilt makes them go airborne. Dtilt also has a high chance of causing foes to trip on hit. If you trip them, they will be at a large frame disadvantage, which allows you to follow up with several slower types of attack. Not sure if you can get a kick off in time, though. Dtilt is the bread and butter combo starter.
*Ftilt at 0-very low damage can also lead into things depending on DI.
*Jab at 0-low damage -> stuff. Dash grab or dash attack works most easily.
*Certain weak hits including sourspotted kicks from Zelda can cause a grounded opponent to trip, again causing a large frame advantage for you. There may be other non-Dtilt moves of Zelda's that cause this, but for the time being I only noticed it happening with weak kicks, and infrequently.
Here's a question... the Nayru's Love... I can use it, but I'm always attacked while in the crystals... how come the crystals aren't hurting my opponent? What do I have to do?
Nayru's does not attack immediately. Secondly, if Nayru's attack portion clashes with another attack, Nayru's will either trade for only 1 damage, or just lose entirely. You have to get the attack to hit when the target is not making an attack of their own. The invulnerability frames you get before the attack will help you accomplish this.
rageagainst said:
Oh do you know anything about the Sheik/Zelda theory. I'm gonna try n make it work. Its that since shiek only has ONE (inferior) kill move but usually has better approaches and combos that Zelda, could you start the match as Sheik, get the opponent to 67%, smash him far away, and do the 4 sec long switch to go for the kill as Zelda? This joint character would seem far more superior than Sheik or Zelda separately, but is it possible?
Zelda/Sheik works provided you can get the Transforms off. For Sheik->Zelda, you have to hit them with something hard. Zelda can Transform easily enough by KO'ing them (preferably off the top). Sheik->Zelda takes approximately 2 seconds to do. Zelda->Sheik takes longer, about 2.5 seconds. You have to make sure they can't reach you in that timeframe, unless you risk taking a hit. The fact that upon Transform, all the other character's (Zelda's) moves are at full power is a nice enough reason to look into it. But you still have to land a move with Zelda. Against certain characters on certain stages (and yes, certain styles), this may not come easily. It could even negate the advantage of Transforming into Zelda since Sheik is much better equipped to seek and destroy campers.
In teams, finding a good time to Transform is tricky as it largely prevents you from helping your teammate for a time, and can even force your teammate to defend your Transformation. There's also the issue of deciding when Transforming is a good idea, with 2 different enemies to worry about.
OrlanduEX said:
Ask Stipulation.
Drake3 said:
No she's not, don't be fooled. What's Zelda's worst match-up?
I don't have a number in my name. Especially not 3, III, or three.
And Zelda's worst match-ups are still characters that outspam and outcamp her. It's made worse if that character happens to be quicker than Zelda. Fox is always a tough one, being largely immune to Din's Fire, very speedy, and with his own projectile spam which also happens to replenish his A moves just the same as any other move. A Marth that knows how to abuse his range and lack of lag is also a major challenge. Pit, on a stage like Bridge of Eldin, will take forever for Zelda to chase down while you're under a barrage of arrows. Any character that can easily negate Din's Fire or worse, use it against Zelda, will also be harder to deal with than those who actually have to worry about Din's, because Din's is really that nice.