Prynne
Smash Apprentice
- Joined
- Feb 9, 2014
- Messages
- 115
How can this be done?
How can this be done WELL?
I have been playing Zelda for about 3 years now, and there's only so much knowledge you can glean from old Cosmo videos.
I've studied these boards backwards and forwards, upside down, left to right, and sometimes underwater.
From what I understand...
1. Zelda's approach blows. Let them come to you. If they camp, get creative. Avoid Nayru's unless they're in the distance.
2. Kicks are god. Well, Zelda's god. Goddess... not important. Space 'em. Hit often. OoS kicks are good.
3. Light Shield. Is. Huge. Use it. Also regular Shield, but if they start grabbing, get creative.
4. Grab is...bad, but throws aren't too shabby. Upthrow can chain, sometimes. B-throw kills, sometimes.
5. Ftilt can set up combos. CAN, being the central word there. Utilt kills faster than Upsmash, which is fun to do on shielding opponents. Fun, being the central word.
6. Dsmash is beautiful. "Get off me" Also kills fast fallers kind of low. Relatively low... you're probably better off with a kick.
7. Dair spikes (meteor), but not all that well. Dtilt spikes, but is wonky to time. Nayru's spikes like a shine.
8. Din's is worthless. Unless you're creative. Uair is not bad for combos, along with Nair, which is very SDI-able.
9. Zelda is mindgame heavy. Deception is key. Violence is not the answer. Counter-violence is.
10. I'm sure there's more, but Zelda is also very fun to use. This is actually my tenth point. This is what I understand most.
So I implore you to correct what's wrong here, add more, or just post whatever. If there's new technology I'm missing, please don't hesitate to throw it out there. I'm sure any newcomer Zeldas will thank you in the long run.
How can this be done WELL?
I have been playing Zelda for about 3 years now, and there's only so much knowledge you can glean from old Cosmo videos.
I've studied these boards backwards and forwards, upside down, left to right, and sometimes underwater.
From what I understand...
1. Zelda's approach blows. Let them come to you. If they camp, get creative. Avoid Nayru's unless they're in the distance.
2. Kicks are god. Well, Zelda's god. Goddess... not important. Space 'em. Hit often. OoS kicks are good.
3. Light Shield. Is. Huge. Use it. Also regular Shield, but if they start grabbing, get creative.
4. Grab is...bad, but throws aren't too shabby. Upthrow can chain, sometimes. B-throw kills, sometimes.
5. Ftilt can set up combos. CAN, being the central word there. Utilt kills faster than Upsmash, which is fun to do on shielding opponents. Fun, being the central word.
6. Dsmash is beautiful. "Get off me" Also kills fast fallers kind of low. Relatively low... you're probably better off with a kick.
7. Dair spikes (meteor), but not all that well. Dtilt spikes, but is wonky to time. Nayru's spikes like a shine.
8. Din's is worthless. Unless you're creative. Uair is not bad for combos, along with Nair, which is very SDI-able.
9. Zelda is mindgame heavy. Deception is key. Violence is not the answer. Counter-violence is.
10. I'm sure there's more, but Zelda is also very fun to use. This is actually my tenth point. This is what I understand most.
So I implore you to correct what's wrong here, add more, or just post whatever. If there's new technology I'm missing, please don't hesitate to throw it out there. I'm sure any newcomer Zeldas will thank you in the long run.
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