So I was at my friend's house this afternoon playing random, and what do you know, I pull Zelda three times in a row. Is this a message from the gods of Hyrule (the cool ones, not the animals)? I think so. Now, I haven't played any Zeldas or heard much about them, but I know that her sex kick does 20% and that mastery over Din's Fire is a must. My main questions involve
- Combos - Does she have them?
- Throws - Which are the best to use in a given situation? Should be going for distance to initiate Din spamming, or height to do some air attack?
- Recovery - If I'm in the air with a Marth coming at me, should I fend him off or use Farore's Wind to get to the ground? Marth can be any character in this situation
- Smashes - What should I be doing with them?
So basically everything. I haven't seen any thread like this on the first page, which makes me think there isn't one at all. I know I'm not the first or the last to wonder how to use this buffed-up Hylian princess, so perhaps this will be a help to us all. Thanks in advance for any help I may receive.
Her "combos" are few and far between. Some of the only combos she does have are the following:
Dtilt spam: The Dtilt and low percentages has really good stun and basically no knockback. Several of them can be linked quickly together. DIing away can cut this short, however.
Dtilt -> Whatever: At slightly higher percentages, the Dtilt combos into many things. Dsmash is my favorite choice here, but you could make a case for Fsmash, Ftilt, Usmash, Utilt, Jab, Naryu's Love, or Dash Attack, depending on the situation.
Jab/Dash/Fsmash mixup: These three moves are all quick and can be chained together fairly easily. Jab, and if they're still close, you can Fsmash. If they get pushed a little away, a Dash attack should put you back in range. If you hit with the end of the dash attack, it has low knockback but good stun, opening them up for another Jab/Dash-Attack/Fsmash.
As for throws, if you're near an edge, always try to throw them off of it. If you're not, go for the upthrow for its damage and maybe try to pursue with an Upair.
Recovery: Try to Farore's Wind before dipping below the ledge-line. Zelda has a hard time coming back from under the stage, but she is floaty enough that she can usually just land on it. If you are beng edgeguarded, either Farore's from far away, taking advantage of its range to avoid being hit, or airdodge through them and then Farore's. Bonus points if you farore's from far away and land on top of them, knocking them away.
Smashes: Her forward and upsmashes are potentially powerful both in terms of damage and knockback. However, they both can be escaped fairly easily with good DI. It's generally a good idea to avoid using them in most situations. The exception is when the opponent is charging at you and cannot stop. Their fairly long duration, quick speed, and high priority come into play here, making them useful as shields. Also, the Forward smash can be used in some ground combos occasionally, as stated above.
As for her downsmash, it is very fast, fairly powerful, and sends entirely horizontal. It's a great setup for a dair edgeugard spike kill. It's also a great "GTFO" move to give you breathing room. Also, if you are being grabbed and downthrown by a Dedede, tech-roll the first downthrow away and immediately downsmash and you will hit him faster than his second grab can get you.
It should be noted that her Forward Tilt and Up Tilt are actually quite good kill moves (especially the uptilt). The uptilt also has more vertical and horizontal range than the upsmash. In most situations, these are prefered to the Forward and Up Smashes.