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Keeping it Classy: A Zelda guide

S2

Smash Lord
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Apr 4, 2004
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KEEPING IT CLASSY - A ZELDA GUIDE

What this is: A guide to playing as ZELDA

What this isn't: A Sheik guide.

In this guide you'll find
1.) In depth analysis of all of Zelda's moves, their advantages/disadvantages, etc.
2.) Advanced strategies
3.) Character matchups

If you wish to leave feedback then just post it in the thread or PM me. Don't point out basic gameplay mechanics, as this is a Zelda specific guide. There are already SWF guides explaining basic terminology and universal game mechanics, so use the search function for those. The only universal aspects that will be mentioned are advanced techs, specifically how they apply to Zelda.

Welcome to Keeping it Classy, a guide to teach the basics of Zelda to beginners as well as advanced tactics for those who want to improve their Zelda to a competitive (tournament) level of play. Zelda has been massively buffed in Brawl, but any Melee Zelda main can tell you that some of the basics from that game still apply. With a little bit of strategy, Zelda can become a force to be reckoned with. Since Sheik is essentially her own character, this guide isn't going to go into playing her.

Contents

I.) Overview
II.) Ground A-moves (Standard Attacks)
III.) Air attacks
IV.) B moves (Special Attacks)
V.) General strategies
VI.) Character Matchups
VII.) Contributions

I.) Overview
Zelda in Brawl, much like her Melee counterpart, is a character that generally lacks approaches. Her air game is mixed (very strong attacks and weak ones) and her running speed is very slow. Unlike Melee, Brawl's Zelda can camp and force opponents to come to her. This is mostly due to improvements to Din's fire and Nayru's love. Playing Zelda can often feel very polarized, either your doing tons of damage to an opponent or you're being beaten like a ragdoll. This guide will show you Zelda's stronger attributes, so hopefully you can spend more of your time doing the damage.

II.) Ground A-moves

Zelda's ground game is very strong, but only if you're paying a lot of attention. Like Marth, spacing plays a key role in whether your attacks succeed for fail. Every single one of Zelda's smashes is devestating, but their hitboxes are very specific. Her tilts are powerful as well, although more situational and harder to use. You'll have to master them if you plan on playing tournament play though. If her A-moves have any weakness, its that they are a little on the slow side. But Nayru's love and her d-smash can work to protect her from opponents who are too close in.

Smashes

F-smash


Zelda makes a magic ball in front of her hands. This move has very high priority while doing good damage and decent knockback. The key to using this move correctly, is making sure opponents get hit as far away from you as possible. The actual attack goes in front of Zelda, so use this to your advantage. Also, it lasts a long time, meaning that if an opponent dodges but with the timing a split second off, you can often hit them with the later end of the smash.

*This move, like the Up-Smash can be DI-ed out of. Good players will DI well. Always keep that in mind.

Application: This is going to be one of your key moves, but only if your spacing correctly. The F-smash can be used to block incoming opponents from either the ground or an aerial angle that is not directly above. Keep in mind that if an opponent is too close, they may get hit by the first couple hits (only the last one sends them flying) and DI behind you, leaving you open. So don't use this as a defense if an opponent is already close to you. Keep in mind where an opponent is going to land/roll/run into and use this to keep them from approaching you without getting punished.


D-Smash:


Zelda does a spin kick. This is one of her fastest moves and it does decent damage and knockback. It hits on both sides.

Applications: This is a very good move. It can KO and even at low percents it'll knock opponents far away enough that they can't counter attack. You're going to want to use this move when an opponent is getting too close or you need a very quick attack (I recommend using the c-stick). Unlike her f-smash, this move has relatively little lag before, so you can d-smash over and over in succession if the situation calls for it (but don't be predictable). If you miss an attack and an opponent rushes in to punish you, oftentimes you can d-smash very quickly to protect yourself.

Up-Smash


Probably Zelda's greatest A-move. She makes circles with her hand above her. This move is fast and has insane priority. The knockback is huge and it'll keep your opponents above you. The actual attack is above Zelda and it seems to suck players in slightly.
*Like the F-smash this can be DI-ed out of.

Applications: Very few attacks outprioritize this, so abuse it anytime an opponent gets above you. Keep in mind that you can up-smash out of a run, so chasing a falling opponent can pay off big. This move is a KOer, so keep that in mind as well. Also, on stages with platforms, this move will often go through them. A good example is on Battlefield, where Zelda can stand below the side platforms and up-smash. She's not vulnerable at all, but the attack goes above Zelda and will hit anyone standing on the platform above her.


Neutral, Tilts, Running, and Grabs

Neutral A


Similar to the F-smash but with less startup and end lag (less powerful). Zelda makes a ball of energy in front of her.

Application: Not the greatest move on its own, the neutral is good for mindgames. It is similar to the F-smash and that's a good thing. The move itself is not that powerful, but you can substitute it where you'd normally F-smash. The advantage is that the beginning ending lag is quicker, but it has a similar hitbox (although it doesn't go quite as far). You can use this move as a fake out before doing something else. Use in the same situations you would an F-smash, as it'll leave you open if your opponent is too close, above you, or close enough to roll/DI out of it and towards you.

F-Tilt


A powerful punch, it hits in front of Zelda.

Applications: Situational and very powerful. If your playing a defensive Zelda, this is a good attack to use once in a while to throw an opponent off (since the timing/range is slightly different than the F-smash, neutral-A, or d-tilt). Like the neutral-A, you don't want to spam these. The advantage of using this move is that it can be followed up with an aerial, running-A, or running up-smash depending on the situation (that's your opponents damage plus the way they DI). Actually, depending on percentages you can do some powerful second hits off of the F-tilt

U-Tilt


Zelda strokes her arm upward.

Applications: This move is super powerful and a good KOer. However, given how good Zelda's up smash is, this move is a little less important. That doesn't mean you shouldn't use it. For one, it lasts shorter than the up-smash, but is nearly as powerful. The downside is that you don't get that ultra high priority attack ABOVE the actual character, so you're a little more vulnerable. Keep in mind, if you've used your up-smash a few times already and its knockback has decayed (Stale-move negation), you can use this for Kos. Also, unlike the Up-smash your opponent can't DI out of this.

D-Tilt


Zelda does a little kick.

Application: The d-tilt seems lame at first, but trust me its not. You can juggle many characters with this move, so landing it can equal a lot of damage. Plus you can often (depending on opponent DI) hit the opponent with another tilt or smash when you think they are going to get out of the juggle. Be careful though about the spacing as some characters can grab her out of repeated D-tilts or escape rather easily. You can also use this for long range pokes and shield stabbing.

Running A


Zelda does a running attack.

Application: Powerful. Like any running attack, only use it if you think your going to hit. Because your very open to a shield grab if this is blocked. This is a decent move to throw out if you've played very defensive and your opponent isn't suspecting it. Since Zelda's throw startup can be slow, this makes a good substitute if your opponent is open and not immediately next to you... but there is not quite enough time for you to get a throw in.


Throws


Applications: All of Zelda's throws are decent, none of them are exceptional KOer's. I won't list them individually. What you should know is that Zelda's throw startup is not that fast. The upside is that the length of the throw isn't half bad. Don't go around throwing unless you're opponent is shielding a lot close to you, or you're getting a guaranteed shield grab (key word guaranteed here, she can't shield grab fast attacks because her throw animation is slow). If your throwing an opponent above you, use either the up or down throws based on percentages, its possible to combo off a bad DI.


III.) Air attacks

OVERVIEW - Zelda's air game is mixed. Things are either very powerful or very weak. Some of the moves require sweet-spots, so missing with them will leave you open.

Neutral Air:


Zelda does a magic attack around her.

Application: It's not very strong, but it is fast and hits on both sides. Use this if your in the air and you need a fast attack when you aren't going to be sweetspotting other aerials. Generally you aren't going to be aggressive with this move. But its handy if you need a fast attack, since her other aerials are slow. It doesn't have the highest priority though.

F-Air / B-air



These moves are so similar that I'm listing them together. Zelda does a kick sideways. It has a sweet spot.

Evidently the knockback isn't exactly the same, with approximately a 5% KO difference (B-air more powerful). Given the nature that these both have to be sweetspoted, this has very little impact on a real match.

Applications: This is a move that requires a lot of playtime in order to master. The kick has a sweetspot (the best way to describe it is to hit with the heal, not the very edge of foot, the heel). Obviously you'll know if you hit it or not due to the knockback. If you sweetspot you can KO a non-DIing opponent at about 65-70%, if you miss it they will barely flinch.

Unfortunately, its hard to teach when to use this move. Due to DI and the fact that its harder to combo into this in Brawl than in Melee (That's my opinion, it might change). My best advice is to not f-air/b-air unless you're pretty sure it'll sweetspot. Because if you mess up a good opponent will counterattack you during the lag afterwards.

But it'll take a lot of experience playing Zelda to know when you can sweetspot safely and be able to spot those situations quickly. If anyone knows any Brawl combos that are guaranteed sweetspot opportunities, PM me about it and I'll list them (you'll get credit next to it).

Potential Situations to land the F-air/B-air

-When hanging onto the side of the stage, its possible to drop and then jump onto the stage and to an F-air sweetspot. For players not familiar with that, while hanging press down to let go of the edge. Immediately jump and F-air. This takes some timing, but if you do it right Zelda will doing an F-Air onto the stage that often sweetspot. Just be careful, like all tactics this can be dodged and countered if your opponent suspects it (probably meaning your doing it too often). So use good mindgames.

-After you do a ledgewarp/steal its possible to b-air for a hit that will usually kill by knocking them on the underside of the stage. This is an advanced Zelda strat that isn't for beginners. See Farore Wind's section for more info on what this is.

Up-Air:


Zelda makes an explosion above her.

Applications: Big time KO move. And the actual hit is above you, so you're somewhat safe while doing it. Keep in mind though that you have to time this move, mis-timing it leaves you open. Also watch for falling opponents, as they can airdodge (which lasts longer than the move, but your move has lag afterwards. Don't have a lot of upwards momentum when you use this on a falling opponent, as they'll airdodge through you. You can also use this underneath higher platforms (like the middle platform on Battlefield) you KO or harass safely.

D-Air:


Zelda kicks down.

Applications: It's a spike. One that will suck if your sourspotting it or using it to attack a grounded opponent. But it does have a sweetspot, which results in a very powerful spike.

Use this really only for spiking. The problem is that many up-attacks out-prioritize this. So its not safe in nearly any situation to come down on an opponent doing this move.

If you're feeling like showing off you could actually use it for spiking, but remember that its situational. It does look awesome when it hits.

The D-air cannot sweetspot if an opponent is on the ground. Basically that means don't ever attack a grounded opponent with it, as its very weak without the sweespot.

The move is actually very good for spiking as the sweetspot is basically a guranteed spike (very powerful and they go down fast). So use it when you feel confident you have a spiking opportunity. Probably best used when the opponent is coming from underneath the stage and their recovery possibilities leave them open to spiking.


IV.) B-Moves (Special Attacks)

Nayru's Love (Neutral B)


Zelda surrounds herself in crystals.

Applications: This move is good for several reasons. It's purpose is a reflector, but its got much more depth than that.

1.) It's a reflector. Does exactly what its supposed to, reflects projectiles. Unlike Fox, Wolf, or Pit; you can't hold this out. The time it lasts is set. So have good timing.

2.) Deals damage and has practically no startup lag. Nayru's and the d-smash are Zelda's two quickest attacks. The move does have ending lag though (more than the d-smash). If you hit your opponent though, the knockback is enough at any percent that you won't be left open. Awesome to use if an opponent gets too close. Just make sure you aren't abusing this or missing, becuase you can be punished if you miss it.

3.) It'll knock an opponent in the direction Zelda's facing. This is important to know. If your facing away from an opponent towards the edge and you hit with this move, it'll knock them off the edge. This use this to force an opponent towards whatever side of you that you want them.

4.) It has invincibility frames at the start


Din's Fire (Forward B)


Zelda channels a fire ball. This was garbage in Melee, in Brawl its one of the best projectiles in the game.

Applications: This move is godly. Deals good damage and it can KO an opponent that is too close to the top. Keep in mind that the hitbox is bigger than the actual animation.

Also, if you get hit while using Din's then you will lose control of it and it will travel its maximum range and explode (max range OR if it hits a solid object/ground). If your already starting the explosion and you get hit, the explosion will occur regardless. Keep these things in mind, as you can direct a Din's diagonally towards the ground and have it explode close to you if the enemy hits you out of it (because it'll hit its max possible range and explode if it touches ground).

And since it gain strength as it channels, the damage/knockback increases the longer you channel it (so at max range it'll hit max strength). Its powerful regardless of when you explode it, so don't think you have to hit it at max range to be effective.

Situations to use Din's Fire

-To force an opponent to come to you. This is a great harassing move, just don't use it if your opponent is too close because there is lag at the end of the move.

-To chase an opponent you just knocked away.

-Spacing. To move Zelda forwards or backwards while harassing or attacking with Din's to chase an opponent, since you'll maintain a horizental trajectory if you use it in the air.

-Trading hits with certain other projectile characters, since Din's basically does more damage than most other projectiles and has the knockback to let you get another Din's going before they can startup another projectile. Don't trade hits stupidly with things like Samus' charge shot. I shouldn't have to explain why.

I can't stress enough to get good with this move. Even if your opponents are air-dodging it every time. As long as its safe, use it. But be careful abusing this in certain matchups.

-Advanced Din's Spamming-

It's true, not all Din's spammers are made equal. Here's some tips that will take your Din's from scrub to pro. None are all that hard, so there's no excuse not to incorporate them into your game.

1.) The Zig Zag.

More of a mindgame thing, but keep in mind that Din's can zig-zag. Press up and down respectively. This is nice because it's less obvious to an opponent where your sending the projectile. Watch platform stages as Din's will explode if it runs into a platform.

This might come in handy as well against Ness/Lucas/G&W since this makes it harder for them to predict when your going to do a false Din's (purposely exploding the Din's away from them if you're sure they are going to absorb).

2.) Spacing via Din's in the air.

How you jump while doing an air Din's will move you in a given direction. This is nice for spacing yourself if your chasing an opponent or trying to play keepaway.

Naturally, just using Din's in the air will cause you to go forward slowly. But the move is influenced by your prior momentum, so use that knowledge to move around while spamming.

-Jumping forward + Din's will give you forward momentum.
-Jumping backward + Din's will give you slight backwards momentum.
-Jumping one direction and using Din's the opposite direction will slow/stop most of your momentum.

Wavebouncing can also be done to get momentum.

-If you jump one direction and turn after casting Din's, you will bounce the opposite direction and Din's that way. This is actually rather tricky. What it consists of is casting Din's facing one way, but immediatly hitting the control stick the opposite direction. Even though you initially cast the Din's one way, Zelda will turn and do it the other direction with a big bounce in the opposite direction.

Its also possible to do the inverse.

Where Zelda shoots the Din 1 way and bounces backwards away from the Din's. This can be done easiest by

-shorthopping back and Din'ing forward immediately, Zelda will get a little bounce back.

There are ways to increase this effect (so you can do it when running or already in the air).

You can
-B-stick (not recommended). Set controller options so the c-stick is special and while jumping forward press the opposite direction on the c-stick. This is really cool, but not worth losing your fast smash attacks by giving up the c-stick just for this function.

-Pressing forward on the control stick, the B button, and back on the c-stick all at the same time. This is hard and requires you to shift your hand position. Its not recommend it. You can get around it by changing R to special. That's up to you though, whether you feel this particular wavebounce is worth changing your controls over.


It might also be possible simply via speedy back and forth on the control stick. I'll update if that is true, but either way, its very very hard to do.

Since your spacing with Zelda is vastly important, use this to manipulate minor spacing and keep yourself in an advantageous spacing.

3.) Front/back exploding

If your fighting a good opponent, its not simply about exploding Din's on your opponent, but where you hit the explosion. This works especially well against large opponent (DDD/ROB//etc) because of their size.

When exploding a Din's, learn the timing to explode it in front of an opponent or behind and opponent as far as you can, while having the edge of the Din's still hit them.

There is an interesting mindgame you can do with this.

Take for instance, DDD is simply spot-dodging your Din's over and over. If your exploding your Din's at max range in front/back of him so the very edge hits him, the timing for his downdodge is actually different for each one (as opposed to it always being the same if your always exploding it in the middle of him). If he's expecting you to explode it in front of him and spot dodge, you can actually hold the Din's and hit him as he comes out of the spotdodge if you explode it behind him and get a hit with the max edge of Din's hitbox.

Of course, no opponent stays still. They can spotdodge, airdodge moving in any direction, roll, or block (although Din's eats shields somewhat quick, so your opponent is either going to advance on you or start dodging).

The airdodging (usually its towards you) is the biggest problem, but if you have good mindgames and can predict an opponent, you can really get the most out of Din's.

This will work on chasing an opponent who offstage in a fall trying to airdodge Din's by applying the explosion to above/below them, depending on their size. This tricky because first you have to account for their falling speed, then keep in mind that hitting at the top/bottom of their body is going to have bizarre timing because they are already a moving target. To be honest, this is pretty avoidable, since your opponent has a ton of options at their disposal (fastfall, double jump, left/right influecing their fall). But I figured it was worth mentioning.

The point is that if your simply exploding Din's you can do much more by paying attention to when you explode it. Mess up your opponents timing by varying your timing on the explosion.

4.) Ending Din's trajectory by ramming it into the ground.

While it might be true that you can end Din's at will, if you get hit Din's will continue on its trajectory and explode when it hits its maximum range.

However, if Din's hits the ground, a platform, or any solid object it will simply explode.

This is important because attacking with Din's at a proper downward trajectory towards your opponent means that it'll still explode on them, regardless of if you get hit.

This is going to come in handy really in 2 main situations

-When your opponent is projectile spamming you and it's apparent that your going to be hit by their projectile before your in range to manually cause the Din's to explode, so you set it at a trajectory that'll hit the ground where they are standing.

-When the opponent is somewhat close and while you still thought it was still barely safe to throw out a Din's, this will allow you to trade hits just in case your opponent does hit you with an attack with range.


Post script - This isn't an excuse to use Din's when it isn't safe to do so.


Farore's Wind (Up B)-


Zelda Teleports

Farore's really could use its own guide. Lucky for you, the talented Luthien has created a guide exclusively on Farore's Wind and it can be found here. It is much more in depth than the short few paragraphs I'm going to talk about it:

http://smashboards.com/showthread.php?t=155351

Applications: This is another move that's going to take some practice. Everytime you use it off the stage, your opponent is going to try and predict if your going for the edge or not (so he can edgehog). If you land on the stage, you'll have some ending lag that leaves you quite open, so sweetspot that edge unless you're pretty sure you can land on the stage safely. In Brawl, Zelda does damage and knockback the slight second before she appears. You can hit an opponent with this every once and a while if the situation presents itself. Just be careful, if someone suspects your going to try and Farore them, they can block and counter. The next paragraph is seperated because its important and most players don't know this.

**Farore's Wind travels in 16 Directions**
That's correct, 16 and not 8. Don't be fooled because the GC controller's analog stick only has 8 notches on it. If you're a new Zelda player and you find that you're using Farore's Wind only to die, its probably because your pushing the stick slightly off the direction your want. The benefit though, is that if your good with Farore's you options are very open, since most opponents don't expect a teleport that's not in one of the eight standard directions.

Also, Farore's can be used for onstage mindgames and simply moving your character. Be careful though, as a botched teleport can get you killed. If your up in the air and the opponent is below you and trying to juggle, sometimes you can teleport straight down to reach the ground before them depending on the situation. Keep that in mind, especially in platform stages where a unintuitive teleport to another part of the stage could save you from a KO.

There is a also a cool little technique that Luthien explains in his guide called ledgewarping/ledgestealing. I'll warn you now, ADVANCED PLAYERS ONLY. This is done by teleporting from the stage to the edge. Zelda won't grab the edge, but instead will appear next to it with her 2nd jump available to her. The best part is that you can attack out of it. Lots of potential, but you fall to your death if you mess up the spacing. The fact that Farore's goes in so many directions means you really need to practice where you can do this.

V.) General Strategies

This is really the heart of the guide. And the part that will probably change the most as players give feedback and people get more skilled at Brawl. It's not done, so tell me what you want me to work on next.

It's one thing to analyze Zelda's individual properties, but you're going to need to put it all together to play her decently. Many Zelda players will start off mostly using her Smash attack and then incorporating her tilts, f/b-air, and other more situational moves as they get better. I'd recommend that if your not a tournament level player, learning Zelda against an opponent either at equal skill or slightly worse than you. That's simply so you can log in some time using her in real combat and getting an eye for when each attack is appropriate.

New players might find themselves left open to a good opponent all the time because they are using her tilts and smashes incorrectly. Because of the nature of many of her attacks (usually hitting slightly off her body), a minor difference in spacing between you and your opponent is really all it takes to leave yourself wide open.

For the most part, I'm going to keep this guide general (not character specific). If there is demand for a match-up list then it might be added later. But Brawl is so early in its lifecycle that the accuracy of such a list could change. Unlike Melee, people don't fully have Brawl down to a science quite yet. Even if the general level of play is getting higher much faster with this game.


Harassing:

With Din's fire being massively buffed this time around, Zelda can harass heavily in a way she could not do in Melee. If your against an opponent who does not have projectiles, use Din's fire anytime an opponent is too far away to hit you. Even if the opponent dodges it everytime, it keeps pressure on them.

When you're using Din's you also don't have to stay in 1 place. Learn to jump back and forth using Din's, this way you can be controlling your spacing while harassing.

Keep your eyes open for when an opponent attempts to advance on you so that you can explode Din's where an opponent will be if he either runs at your or attempts to roll forward. If an opponent tries to come at you from the air with an air-dodge, hit them with an attack after Din's or retreat. Just make sure that you are far away enough that you can block/attack/roll before an opponent is close enough to hit you. This can be tricky against faster characters like Sonic or Toon Link, so know what they're running speeds are. Try and keep an opponent from getting closer to you than the hitbox in front of Zelda when she does her F-smash.

If your against a character who does have projectiles, you need to be a little smarter about using Din's fire. Since Din's does 10-15 damage (damage goes down if you overuse it) it can be worth trading projectile hits in some scenarios. If you release Din's on an opponent but are hit before Zelda finishes her animation, it will still go off.

Against other characters like Falco it doesn't make a lot of sense to harass with Din's because his lasers travel faster than it and will stun Zelda. In this scenario start using Nayru's love smartly until the opponent either stops projectile spamming or begins to advance on you.

Against certain projectile characters your going to need to use some good mindgames. If an opponent feels that every projectile they shoot gets reflected, they may stop (temporarily usually). Sometimes you can still harass characters like Falco with Din's under specific conditions. Be careful about when you use either Din's or Nayru's though, because an opponent may try and punish you for mistiming them or being too close.

An important thing to remember is that in most situations Zelda does not need to play aggressive unless you want to. Since she generally lack good approaches, make them come to you. Be aggressive when an opponent doesn't expect it or when a safe opportunity presents itself.

More often than not, your opponent will be aggressive because the game will either reach a standstill (with certain projectile character matchups) or they will be afraid of taking damage due to Din's fire.

Another good Din's strategy is to explode the fireball right in front of you. This works against approaching characters with reflectors because its risky for them to reflector right in front of you (but not close enough to hit you). Be careful though, if you miss the Dins or the opponent is too close they can punish you during the lag afterwards.

And remember, Din's fire is treated like a true projectile. That means it can be reflected (nullifies the attack) and absorbed (by Ness, Lucas, or G&W's bucket).

DON'T ABUSE DIN'S AGAINST NESS/LUCAS. It will heal them. Use it sparingly. If you spam against them it'll hurt you more than help. So only use Din's in situations where they won't use absorb because they'll get punished if they do (certain recovery situations, or if they are too close to you).

And if G&W catches 3 of your Din's it'll do about 60% (that's the maximum) and KO you instantly (unless your on a level where you can wall tech, but that probably won't happen too often).

Defending Yourself from a grounded opponent:

Before I mention anything about defense, keep in mind that some of Zelda's attacks are multi-hit and its possible to DI out of them in certain situations. Since the last hit is the one that sends them flying, poor spacing on a successful hit can still leave you open. A good example is a mis-spaced F-smash. If you hit an opponent who is too close with this move, they can DI towards Zelda and escape the move - leaving you wide open. Keep that in mind when picking your attacks.


The lack of wavedashing in Brawl benefits Zelda since her wavedash in Melee was mediocre and opponents no longer be able to use this to get close to her. A stupid opponent will roll towards you, but as players get better we'll probably see less of that.

If an opponent gets too close:

First thing to know is what to do if an opponent does get too close to you or behind you. Zelda has 2 attacks that are very fast and hit on both sides. Those are her D-smash and Nayru's love. Each has distinct characteristics, so they aren't quite interchangable. Both have little startup time, but their similarity ends there.

D-Smash: The advantage to this move is the low lag at the end of the move. It's also a potential KO move that does a lot of knockback, which is something Nayru's is not. This move hits on both sides, but Zelda hits in front of her and then behind. Not both sides at the same time. The move is fast, but keep that in mind when timing it. The hits are also done at the ground, so it won't protect you if your opponent jumps.

Nayru's Love: The advantage is that it'll protect Zelda's whole body on both sides instantly. It also knocks an opponent in whatever direction you're facing. So you can force an opponent attacking behind you in front of you. It also lasts quite a while, so your timing can be a bit less precise. The cons are that this will not KO an opponent (although the knockback is enough to keep you safe from a counter hit at most percentages) and it has ending lag. If you miss with a d-smash you might have time to follow it up with something else. But missing Nayru's will leave you open.

Keep in mind that neither attack makes you invulnerable. Their purpose is to hit an opponent before they get the hit on you because these are faster than many attacks, but they won't stop every attack in their place.

Defending Against An Approaching Opponent:

I'm going to spend a big chunk of this talking about opponents approaching from directly in front of you or in the air at an angle that is more towards the front than the top. Zelda is very protected from the sky if your properly using your up-tilt and up-smash. Being attacked from the front is a little more tricky.

Zelda has a number of options defending herself from ground opponents. The F-smash and D-smash the most powerful, but you'll also want to use her neutral-A, F-tilt, and D-tilt depending on the situation. So learn the range and lag differences between them, as they are all useful in certain situations. Using her tilts is ultimately much more trick than her smashes, but if you only use her smashes then a good opponent will probably outsmart you eventually.

If an opponent is still far from you, but advancing you have a choice between a number of attacks that hit in front of Zelda. Those being your F-smash, F-tilt, Neutral-A, and D-tilt. The F-smash is the most powerful and has the longest range, but its laggier on startup and finish and can leave you open if an opponent gets too close before the attack or if they land right outside its hitbox. Your Neutral-A is a similar move, but it's quicker to start and end. The knockback on the neutral is pretty low, but its a lot safer and can be followed with a different attack. Your F-tilt is laggy, so I'd use it a little more sparingly. That being said, it knocks an opponent above you, which is good for a small combo depnding on how your opponent DIs.

The D-tilt is also an awesome little move. It's fairly quick and has a surprisingly long range (the hitbox goes to the very tip of her toe). You can hit opponents repeatedly with this over and over if they DI wrong at certain percents, but be aware that its possible to break out of this combo depending on the percent/character/range away from Zelda. You can also shield stab with this.

What really makes these four moves very useful (5 moves since you'll be using the d-smash a lot too in conjuction because opponents are going to get close to you and the d-smash actually has fairly good range - like the d-tilt it hits up to the very tip of the toe)... again, what makes these moves useful is how you use them together.

A good player can spot if your simply abusing your smashes. But because the timing and hitboxes of all these moves are similar, but slightly different, using a variety of them can really throw an opponent off.

What is hard to teach is when to use which one. I'd suggest going into training mode and seeing how far each move reaches and exactly how fast it is. In a real match you'll need a good sense of Zelda's spacing and very fast reflexes. Simply throwing attacks out is going to get you killed quickly.

Know what hits where, what can be DI-ed out of (and which ways your opponents tend to DI), and the lag on each of these moves

VI.) Character Matchups


General:


Matchup Chart

Update: Zelda is officially mid-tier. This is as stated by the latest SBR tier list.

First things first, here is a list of Zelda's matchup guide. This might change as the metagame grows. This is a matchup specific for Zelda. Also keep in mind that these are generally regarded as true. There will always be players who excell in certain matchups. Meaning, if you someone claims that G&W's are easy for him as Zelda, well that's great. He's still a terrible matchup for her.

**These matchups are based on the topic in the SWF tactical forum matchup topic. Meaning that these matchups are based on input from all players, not just Zelda users. The original topic can be found here http://smashboards.com/showthread.php?t=157979 **

Zelda's current matchups from best to worst by category (characters in categories not listed in any specific order)


Big Advantage Against:

None

Slight Advantage Against:

Bowser
Falcon
Charizard
Falco
Fox
Ganondorf
Jiggypuff
DDD
Kirby
Link
Luigi
Peach
Pikachu
ROB
Samus
Sheik
Sonic
Toon Link
Wario
Wolf
Yoshi


Neutral Matchups:

Diddy Kong
Donkey Kong
Ice Climbers
Ike
Ivysaur
Lucario
Metaknight
Ness
Pit
Snake
Squirtle
Zero Suit Samus

Bad Matchups:

G&W
Lucas
Marth



Chart changes since last update have been:

-Ike: Now considered a neutral matchup. There is disagreement here. Ikes and Zelda players have been disagreeing on this. I'd take this matchup's placement lightly though. As right now whether it's an advantage or not is probably being shaped by the loudest players giving their opinion. Not necessarily the best.

-Squirtle: Now considered a neutral matchup.


Potential Changes based on current Input by Zelda players

-Metaknight (currently neutral): is often considered a bad matchup. Primarily due to several factors. His speed makes spacing hard. His moves are high priority. His d-smash is just as quick (if not faster) than Zelda's d-smash. His aerial game has priority most of the time (unless its a up-air or a sweetspot). Tornado is a pain. Din's does not always outrpioritize it because priority with Din's/Tornado are both based on players factors like time charged. Though he is listed as a neutral matchup, you ought to treat him as a bad matchup. Zelda really has no real advantages in this fight.

-Snake (Currently neutral): There are arguments whether Zelda has an advantage against him. I'm inclined to disagree, based on the high priority and disjointed hitbox of his tilts. Zelda doesn't have the high spacing advantage she thinks she does. Obviously she still retains a decent ability to thwart his projectile game. And she can edgeguard him like no other. It probably is a neutral matchup at most levels of play, but treat the highest level of Snake players as a bad matchup.

-Wario (currently an advantage against): Recently it was found that Zelda could combo into a lightning kick from a grab on Wario. That is, if she grabs him and lets him break free, he's completely open. She has a few other options as well. Wario is already considered to be at Zelda advantage. How much this technique will impact is unknown, but if Zelda's do get good at abusing it... maybe it'll turn into a 'big advantage' matchup. Wouldn't hold my breath though.

Other Things to Keep in Mind about the Matchup

-Zelda seems to have a lot of slight advantage fights. Keep in mind just how slight they are. If you fight an equal level player you're still going to have to work hard. Just keep in mind that Zelda isn't a combo character. It's not like you can combo these guys for a free win. You still have to work hard for each hit, but at least Zelda has a few advantages specifically against these guys (like gimping recoveries, outspacing, etc).

-Zelda does not have a free win against heavies. This is a huge misconception and a reason why sometimes people seem split on whether Zelda really has an advantage against certain characters like DDD/Ike/ROB, etc. The fact is, she does have an advantage. But Zelda's light weight can make these matchups hard if you are making dumb mistakes. The problem against heavy characters is outlined in the following points

1.) Zelda usually needs at least 50% more damage to KO a heavy than they need to KO her.
2.) Small mistakes ruin Zelda. You can accidently get Smashed by a heavy and die before 100%. Certain players will abuse this, hoping you'll make a mistake.
3.) If you hit with a KO attack (at KO percentage) and the heavy doesn't die, your in trouble due to knockback (stale move) reduction.

The third point is especially relevant to DDD/ROB. Who basically will make it back on most stages if not KOed. Try different KO moves, but still, this is a pain. Keep in mind you can transfoirm into Sheik and then back in order to refresh the knockback reduction (if you do this, start the transform as soon as you hit your opponent and you know they are going to end up at the screens edge but not KOed. Otherwise you're probably not safe. Keep in mind you might have to sacrifice an edgeguard in order to pull this off).


Here are some general tips. As a Zelda player, your best matchup will always be against a slow character who has no projectile. Unfortunately, 90% of the competition you'll face are fast characters with projectiles. Go figure. Zelda's game is hurt primarily by several things.
1.) Projectiles that force her to stop camping (yes she has a reflector but sometimes reflected shots won't make it all the way back before disappearing, that won't make your opponent stop).
2.) Characters who outrange her attacks by poking behind the hitbox (which is usually off of Zelda's body).
3.) Combo characters who can keep her in the air
4.) Anyone with the ability to absorb projectile (Ness/Lucas/G&W)

*I'll add more to this list as times goes on, but I'm starting with some of Zelda's hardest matchups and moving towards the easier ones. I'm putting up Ness next, since I've been playing a lot against a good Ness player.

Character Specific Guides/Strats

Mr. Game & Watch

Overview: Awful matchup for Zelda. His bucket keeps you from Din's spamming and he's hard to approach. If you know what your doing he's still tough, but he's beatable.

Approaching G&W is generally a problem, but even though you can't Din's him that doesn't mean you can't simply wait for him to attack first. His projectile sucks, so chances are he's not going to use it (but he runs the risk of getting hit with Din's).

Since he's got the bucket absorb, lets talk about Din's first. You should still use Din's fire, but don't spam it. G&W can't use his bucket safely in all situations. Specifically, most G&W's won't bucket if you're too close to them.

If you haven't already learned to approach with Din's in the air then do so. Short hop and Din's forward to move closer to your enemy. Explode the Din's on him while landing right outside the opponent's range (so he can't shield grab you or hit you with another relevant attack).

This tactic is going to give G&W's trouble, because they aren't going to bucket if they think they are going to be hit afterwards. So keep track of close range Din's opportunities. But don't be predictable about it.

G&W is going to absorb any long range Din's you throw at him, so don't. But keep using it in close range situations that don't leave you open. Also, keep in mind that a G&W player will bucket more or less depending on how much he's seeing you use Din's. If your opponent figures out in which situations your going to Din's, he's going to bucket. So use Din's wisely.

Another different strat is to simply ignore the bucket all together and Din's the hell out of G&W. This is risky and I'd be careful, because if he's good at using the bucket your probably toast (it's a 1 hit KO with 3 Din's in it). If you do find yourself against a fully charged bucket... Din's G&W every chance you get and be ready to dodge at the drop of a hat. Just be careful using any laggy moves as he's probably waiting to nail you after you do something that leaves you open.

One last thing on Din's. If you're using it and don't want to risk a full bucket... then simply stop using Din's once G&W gets 2 absorbtions. G&W players are counting on your fear of using Din's to give them an advantage, so find a fine line between abusing the move and still showing that a G&W won't scare you away from your usual tactics.

Moving onto G&W's attacks.

Watch out for his b-air. The attack comes off of his body and hits multiple times (doing good knockback even if he hits you with just the end of it). There are 2 very big problems with this move. The first is that its hard to shield grab. That's if he's in range, since the attack doesn't stop immediately when he hits the ground. Also, a smart G&W can hit your shield but land outside your grab range. This move is also faster and higher priority than Zelda's F-smash (because this is a long range air attack that goes off of G&W's body, so it'll go through your attack and hit you before your attack hits him). So be careful about that.

Since your F-air has such long lag at the end, a G&W can counter it with b-airs if he times them correctly. So then what should you do? Use tilts and the neutral A. Remember how you're neutral works like a shorter ranged f-smash, well its much faster too. Zelda's F-tilt is also basically a smash attack as well. The F-tilt can also be directed in 3 directions, learn how to direct it upwards and downwards. So if the F-smash isn't working then don't use it. Zelda's tilts are amazing and they'll be a lifesaver.

A quick note on shield grabbing against G&W. Be very careful. G&W can d-smash very quickly out of many of his aerials and that move will kill you at moderately high percents. A missed shield grab will usually get you d-smashed and oftentimes KOed. So be cautious about approaching or shield grabbing G&W after he lands an aerial.

Some tips on G&W's d-smash. It has faster startup than your f-smash, so if he's in close don't bother using the F-smash if he's too close to you. You're D-smash will only work if you hit him very early in the attack. Otherwise, if you're attacks hit each other they will cancel each other out. Interestingly, if a G&W D-smashes next to you and you Up-smash, a part of his body will hit the up-smash and he'll get hit by it (but usually only a few hits, but he's getting knocked away and you're taking no damage). Keep that in mind. But be careful, like any situation up-smashing close to an opponent is risky if you miss.

G&W's F-air looks like his B-air, but this one isn't that scary. It only does 1 hit, so if you block it you can retaliate. Don't expect to see this that often, as most G&W's will b-air instead.

Also, G&W's up-air seems scary because it sends you up (he blows air up). The air doesn't do damage. So don't get too freaked about it. Airdodge as you come down, if G&W tries to up-air you too early all it'll do is send you up with no damage.

Another thing to watch out for is his d-air (the key). Now in most situations your up smash is going to out-prioritize this (although sometimes it doesn't, need to do further analysis as to when that happens). What makes that attack tricky is that it shoots G&W down very quickly. You're going to see G&W's do this because oftentimes they can use the vertical acceleration to hit you before you can start you up-smash. Also, don't bother using your up-tilt unless your a godly at timing it. It's very hard to time this against G&W's key and it may not even outproritize the hit (I've yet to time it correctly). Remember that G&W can do that d-smash quickly out of the key, so don't assume he's open after hitting the ground. And if he keys into your well timed Up-air, he's toast. But that's hard to time.

If he's abusing his d-air be careful that your up-smash doesn't stale-move decay. That sucks and the only way to undo the decay is to land other attacks or die (decay resets if you lose a stock).

G&W's other smashes are less of a problem but still powerful. The F-smash has decent range, but the speed and range of it shouldn't scare you too much (just don't jump into it). The Up-smash can be powerful as well, but with any matchup you never want to come down on an opponent from above them.

One last thing. G&W's d-tilt (manhole cover) has excellent range and good priority. Use your d-tilt and other range attacks, but don't try to get in a poke war with him. He'll win against your d-tilt and you want to be careful about using your f-smash (because he can very quickly do a turning jump into a b-air).

SUMMARY:
-Watch out for his D-smash and him doing it out of aerials.
-Use Din's wisely
-Be careful of his b-air and using your f-smash if he's going to use this move.
-Watch for his d-tilt pokes
-Be careful of the d-air (key)


NESS

Ness

Not only does Ness give Zelda a hard time naturally due to his moveset, but in Brawl he got a buff. It's a hard matchup for new players. In reality, the matchup is 50/50. Although if you play carelessly, he can KO you at relatively low percents... so play smart.

*Note that this is a guide to fighting NESS. Not Lucas. Although some of the Special move section probably applies since they have similar B moves. Lucas has a different standard moveset. Don't use this as a Lucas guide.

Aside from him approaches and ability to KO Zelda at a low percent, Ness can absorb Din's fire to heal himself. Which means you're going to be facing a dangerous opponent and you won't be able to projectile spam. On one hand, Ness doesn't build up a super attack from Din's like Mr. G&W does... but still, you don't want to find that you've healed him.

Since Din's role is so pivotal to Zelda's game, it'll be covered first.

When the round starts you are pretty much free to spam Din's... at least until you get 1 hit. In fact, remember to Din's spam everytime Ness has a new life. It may only be 10-15 damage, but everything counts.

Once Ness has damage to be healed, you need to be a little smarter about it. You can still use Din's, just don't spam it. First of all, short-hop Din's still work at closer range. Remember though to time it so that you don't land too close to get shield grabbed. The idea is that Ness will probably not risk an absorbtion if you're too close by. If Ness is on the ground you can also try and Din him as he gets up, providing you time the explosion so that it goes off as he becomes vulnerable but before he can start he absorb.

Also keep in mind when to use Din's while Ness is recovering. If you chase him with Din's while he is too high in the air, he's always going to absorb. What you can do is Din him when he's too low (meaning under the stage line) to airdodge. A good Ness isn't going to mess his PK thunder, so you might as well score so extra damage by knocking him up with a Din's.

**This needs to be tested**

Evidently Din's can ruin Ness' recovery but it's difficult. Din's will explode or stop other projectiles, which means you can stop PK thunder before Ness can use it. If Ness is in the air and starts a PK thunder, explode Din's far enough above him so that it hits the PK thunder and destroys it. Ness will fall straight down. Its difficult just to hit the thunder and not Ness (otherwise he'll get sent up), but its something to practice.

A few other notes on Ness' recovery. If Ness recovers onto the stage (not the edge) keep in mind that he can now DI his fall left and right. Something to keep in mind as this makes grabbing him hard. Also, since its basically an instant KO when Ness PK thunders himself into you, you might find opponents who try and do it on purpose. If you are on the ground simply block. Unless your shield is really low, it wont' break it. Too counter simply shield grab. Unless Ness is very close to you, he will always end up in front of you (although the attack looks deceiving, it appears he'll go through you but at most ranges he won't). That's because your shield stops most of his momentum. But keep in mind, if he's very very close to you when he launches himself he may still end up behind you.

One tactic to be careful of that I've seen a few Ness players do is to chase Zelda with the PK thunder projectile while she's in the air. Be careful how you dodge or Farore's back down to the ground. I met a Ness player that would PK thunder as you got closer to the stage hoping for you to dodge it, because he planned on looping the PK thunder and shooting himself into you as you came out of the dodge. This isn't something your going to encounter very often. But he started doing it after he got an idea of how I was going to dodge. But keep that in mind if your avoiding PK thunder chases from below. You need to be safely dodging the projectile and the Ness rocket.

PK cross shouldn't be giving you any trouble. Dodge it. Every now and then a Ness might use it to throw you off. It's slow and leaves him open (unless your in the air). If your too far to counter, dodge or Farore's to safety.

PK fire can be tricky if your opponent is good with it. Obviously you can Nayru's to send it back it him, but because the projectile doesn't go very far you need to be rather close to him. Be careful that you don't Nayru's stupidly when he doesn't throw a PK fire only to get punished. If you do get hit with a PK fire then you have a couple of options.
-You can get hit again (not recommended)
-You can try to DI out of it before he hits you with something else. Try not to DI towards his attack.
-You can Nayru's. This attack is fast and can hit him if he isn't directly next to you when he lands the PK fire. Oftentimes by the time he makes it to you, you'll be able to start the Nayru's before he can hit you. Watch out though, if you do this once or twice the Ness will probably catch on. If you get PK fired and then Naryu's at the earliest possible point... a Ness can jump above you and hit you with a d-air.

If PK fire is really a big problem (it shouldn't be though) you can always counterpick Yoshi's Island. The ground slants so he can't PK Fire up it in many parts, since the projectile has a downward trajectory. Basically that'll gimp his PK fire.


Before his standard moves get discussed, its important to understand how deadly his throw is. Ness' back throw will kill you at about 100%. It is a massive KO move that'll kill Zelda because she's light. Plus, Ness has a pretty quick throw. Always watch out for throws when you reach about 80%. The only advise is to not do anything that'll get you shield grabbed. Other than that, use the Melee IC tip - “Don't get thrown”.


Ness' up and down smashes aren't all that powerful. More powerful than Melee, but they aren't full blown KO moves. Plus you out range them. But they do cover his whole body... so just don't jump into them. His F-smash is powerful, so watch out about it. You're F-smash probably outranges it slightly, watch out about not getting hit by it. All in all, avoid Ness' smashes... but they aren't anything too special. None of them are going to gimp Zelda's game anymore than any other character's smashes.

His up-tilt and f-tilt are pretty standard. You shouldn't be coming down on a Ness in the first place for the up-tilt and you outrange his f-tilt.

The d-tilt can be more problematic. Its very much like Zelda's d-tilt, except slightly quicker. Watch out if he's spamming it. Because it'll rack up damage quickly.

Also remember that if Ness is running at you, his running attack hits in front of him. It'll outpriortize your running A (if he sees your coming in for an approach) and probably a few other of your attacks.

What are more problematic are Ness' aerials.

The F-air appears in front of him, so many Ness' will jump in at a forward angle that can be hard to counter. Be careful about your f-smash hitbox, as this move is very fast and because it appears in front of Ness he can often jump in and hit you when you go for an F-smash. Watch your spacing when he starts abusing this.

The B-air can be problematic as well because of its sweetspot... which is pretty easy to hit. It packs a bit of punch, so don't get hit by it at high percents. Unlike the F-smash though, the attack is his body. So you can nail him with any attack that comes off Zelda's body if your spacing is correct. Otherwise block or dodge.

The D-air is a spike. Be careful of that. You're up-air/up-smash/up-tilt outprioritize this.

Up-Air is pretty powerful. Airdodge it. You shouldn't be coming down on any as Zelda anyways. The N-air isn't going to be too much of a threat either.


There is probably more that can be said about Ness, so feel free to tell me if you know of any tactic they are abusing. He's a tricky little character and a bad matchup.

Summary:
-Use Din's only in specific situations or risk healing him.
-Watch out for moves that hit in front of him. Most of them are very fast.
-Don't get grabbed. Backthrow kills at very low percents
-Learn how to hurt his recovery, safely.

VII.) Contributions

Pictures provided by Koopakoot, so thank him for providing these and making the guide visually more appealing.

The last section is where I'm recognizing others who've posted things to put in the guide.

Luthien - Numerous tips and properties about Nayru's and Farore's
FinalKai - The recovering F-air info as well as info on the D-air
Iris - Dair info.
Sniperworm - G&W bucket percentage info
 

FinalKai

Smash Apprentice
Joined
Feb 19, 2008
Messages
84
Location
Home: New Jersey, College: USC (Los Angeles)
I have to agree that her Fair and Bair is harder to combo into...and as a dedicated Zelda player all throughout Melee I have to say that her Fair and Bair are not spammable as they used to be...and in fact shouldn't be spammed that much in Brawl. Mainly because of decay on repeated attacks and because you're opponent will obviously know you're just spamming and take advantage of it.

A pretty reliable way of executing her Fair (specifically her Fair) is when recovering back onto the stage. If you're hanging from the ledge and the opponent is within sweetspotting range or just generally pretty close to the edge...just do a drop jump back onto the stage immediately following it up with a Fair. It's a pretty reliable sweetspotting maneuver...and I manage to sweetspot everytime I do it. But again don't do it too much otherwise you're opponent won't even bother coming close to edge when you're hanging off it.

Otherwise, the way I've been managing her Fair and Bair is just by doing it when my opponent is at higher percentages and I have a clear oppurtunity to connect with it. I definitely do not spam it as much as I use to in Melee...I gave out those heels like candy...it was kind of reckless but effective.
 

FinalKai

Smash Apprentice
Joined
Feb 19, 2008
Messages
84
Location
Home: New Jersey, College: USC (Los Angeles)
Oh, one more thing. In terms of her Dair...a move which I personally love...it's pretty hard to connect with these...and the only useful way to use them is when you're opponent is recovering back onto the stage and is either even with the playing field or just a bit below it...you shouldn't try to do it too much if they're recovering from a higher point in the air...especially when you have better options like Dyn's Fire or Uair.

The other disappointing thing about Dair is that if an opponent is standing on the ground and you use it on them...it won't sweetspot no matter how hard you try...and won't even really bounce them off the ground and into the air much.

Regardless...i love this move and am constantly practicing its application in order to use it in my gameplay...it's just so satisfying to hit with
 

Iris

Smash Ace
Joined
Oct 31, 2007
Messages
532
Though it's worth mentioning that Dair will kill at negligible %s off the stage if it's sweetspotted. Even non-sweetspotted will send them down a good enough distance to where they can't recover at higher percents.
 

sniperworm

Smash Ace
Joined
Mar 2, 2008
Messages
520
Location
Pearl City, HI
Just thought I'd put it out there and say that you might want to add Mr. Game & Watch to the list of people not to spam Din's against. I know his bucket thing isn't the best move in the world, but still, if he ever hits with that oil slick thing after absorbing 3 Din's, I'm pretty sure it'll deal the max of 60% to Zelda (I think Din's maxes the power) and will most likely kill her. I generally don't like giving my opponent an attack like that, so that's why I'm mentioning this.

Also, for the part about trading projectile hits with Din's, it goes off at max range (or when it hits an obstacle that would ordinarily stop it) if you get hit during the move. It should also be noted that Din's continues on whatever path you set for it when you got hit. So if they're closer than the max Din's range and you're about to get hit, you can try to bend Din's downward so that it will touch the ground by the opponent's feet and still hit them.

Oh, and by the way, nice guide.
 

calicocal

Smash Cadet
Joined
May 13, 2006
Messages
27
Location
WI
Really nice. I'd also like to point something out. Naryu's Love has abusable invincibility frames. Frames that indeed, I enjoy abusing.
When do the invincibility frames happen? The beginning? The end? The middle?

Also one of my favorite uses for Dins Fire is to set up usmash/fsmash. After you use if a few times opponents will start to air dodge it. When they are recovering from above the stage use a Dins Fire so they air dodge it. Many times this will leave them defenseless to an usmash/fsmash as they were too worried about the fireball to notice that you are setting them up for a smash.
 

Iris

Smash Ace
Joined
Oct 31, 2007
Messages
532
Oh yeah, and Din's cancels out just about every other projectile while still hitting the target, so that's worth mentioning too.
 

Luthien

Smash Ace
Joined
Oct 28, 2007
Messages
792
Location
Victoria, British Columbia
When do the invincibility frames happen? The beginning? The end? The middle?
The very beginning, about the time Zelda draws both hands to her shoulder. Right when the big crystal forms, I believe. I'm not sure about the exact frames, but it's definitely near the beginning.

Also one of my favorite uses for Dins Fire is to set up usmash/fsmash. After you use if a few times opponents will start to air dodge it. When they are recovering from above the stage use a Dins Fire so they air dodge it. Many times this will leave them defenseless to an usmash/fsmash as they were too worried about the fireball to notice that you are setting them up for a smash.
I second this. Really fun. Sometimes you have to resort to a dash attack or a grab though, because they aren't always quite close enough for a smash or a tilt.
 

S2

Smash Lord
Joined
Apr 4, 2004
Messages
1,503
Location
Socal 805 (aka Hyrule)
I'm glad that everyone here is giving such a good response. I'm editing this thing regularly because there is always so much more to be put in. I've been writing this thing offline for a while and figured it had enough groundwork at this point to make the thread.

Eventually I'm hoping to do character matchups. But given the fact that the game is relatively new I'm holding off for now.

But yeah, great to see everyone's suggestions. Very much appreciated. Keep them coming and I'll keep adding them in.

PS- if you like the thread than rate it high :)
 

Christova

Smash Cadet
Joined
Mar 19, 2008
Messages
57
Location
Lafayette, Indiana
I think that the character matchups are definitely what the board needs. I've noticed on many of the character boards that there are already lists of what characters are perceived as being good or bad matchups. Besides, with the intelligence we have just in this thread it should be easy.... right? :)
 

Deskclerk

Smash Rookie
Joined
Jun 13, 2006
Messages
5
Location
Houston, TX
Personally I really enjoy a really well timed u-air. the crack of the explosion sending your opponent to his death is satisfying.
 

S2

Smash Lord
Joined
Apr 4, 2004
Messages
1,503
Location
Socal 805 (aka Hyrule)
I've added in the G&W section. I've been playing a good Ness player regularly, so I'm doing him next. Life is busy and I'm playing a lot of Smash, so expect is sometime in the next few days.

If there is anything I should add to G&W's section, then post it. I didn't mention his n-air because I haven't seen it as much. Which is ironic because that's all I saw G&W's do in Melee. I'll add something in about it later.
 

Gates

Banned via Warnings
Joined
Mar 22, 2008
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Great guide, and thanks for doing the sections on Game & Watch and Ness since those are definitely the most fundamentally different. Should we expect a Lucas guide as well or would that basically just be the Ness matchup with better smashes?

Also, are you going to to a section on stagepicking? If so, be sure to mention that Zelda does not fare well on stages with lots of platforms since she's so vulnerable from the bottom. Here are some examples of what I mean (but feel free to correct me if I'm wrong, it's late and I'm largely pulling these out of my ***).

Good Stages:
Final Destination - This stage has no platforms. Go FD!
Smashville - Only one platform that moves in such a way that sometimes it's not even there.
Bridge of Eldin - Another nice clear stage. Due to the lack of edges, this may be a good counterpick for characters with insanely good recovery like Pit or ROB since edgeguarding in those matchups rarely matters anyway.
Yoshi's Island - The middle platform is generally a good place to send your opponent for a Uair or Usmash, but keep in mind that it can also mess with your Farore's Wind trajectory.
Luigi's Mansion - "BUT DIDN'T U JUST SAY NO PLATFROMZ!?!?" True, but the Mansion's platforms are few and far between enough that Zelda can spend a majority of her time safely planted on the ground and big enough so that she can Farore's wind down a good distance. It usually comes crumbling down once a match anyway.

Bad Stages:
Any stage that is excessively large (Hyrule Temple, New Pork City, etc) or that moves (Rumble Falls, Big Blue, etc.) - These are just bad stages in general and will most likely be banned.
Stages that limit your ability to KO in any direction (Mario Bros., Sky World, Shadow Moses, etc.) - Playing on one of these stages is just a cluster****, especially with Zelda. Smaller crowded stages are particularly annoying since you can't camp Din's Fire.
Hanenbow - Just look at it. 'Nuff said.
Pokemon Stadium 1 & 2 - lol whut? Hear me out. Poke Stadium 1 & 2 are great for Zelda in it's default state, and Poke Stadium 1 is far from unplayable in the grass and water states. However, the other states are where Zelda rund into trouble since they usually have a large obstruction getting in the way of Din's Fire (Stadium 1 Fire's Tree, the big hills in Rock/Ground states of both stadiums) or Stadium 2's generally annoying parts (Ice & Electric). On top of that, each of the alternate states have at least 2 platforms (except the Flying stage which is irritating for other reasons) that are generally placed in positions that would be more advantageous to the opponent than Zelda. All in all, they're not the worst stages that your opponent can counterpick, but it will probably be more beneficial for the opponent than Zelda.

Those are just my thoughts. Thanks again for writing a great guide.
 

Luthien

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Platforms can be a blessing and a curse. Generally you want to get off of them quickly because Zelda is extremely vulnerable from below, and they can screw up some Farore's Wind recovery. But the advantages far outweigh that.

Platforms can help set up Uairs. Shadow Moses Island, I juggled an Ike for about twenty seconds with Din's Fire, Uair, and Usmash. Granted, the Ike wasn't the greatest (Spazn would never let me go on that long), but Uthrow can sometimes lead to a free Uair if the opponent doesn't tech, or even if they do. Platforms force the opponent to fastfall and limit airdodging ability, because if you airdodge right above a platform you won't go through it. Also, should the opponent airdodge as the pass through the platform, just hyphensmash or dash attack to send them back up again. Oh, and do I really need to go into how Din's Fire can team with platforms to gimp an opponent? If you time and space well, platforms utilize Zelda's best weapons.

Edit: A video of how platforms can totally help you: http://www.youtube.com/watch?v=_NDVuU4LB6s Lots of examples, (thank-you DM), but 0:41 is particularly enjoyable.

Also, platforms can stop a Farore's Wind flight in the middle of it's tracks, but you can almost always teleport a different direction to avoid them. Also, with FW ledgestealing, you can teleport off of a platform right into a fair, bair, nair, uair, or even dair due to the lack of any reappearing animation or lag. Master Farore's Wind, and platforms really shouldn't gimp you at all.

However, large stages are great for Zelda in almost any matchup. They're great for Din's Fire's manueverablitly, and the ability to attack or retreat can make Din's Fire spamming go on for quite some time. If you jump back and cast Din's Fire on the Bridge of Eldin, you could indeed keep a Ganondorf or Ike at bay for quite a while. Din's Fire has the second best projectile manueverability in the game, and is the strongest projectile in the game. If you're in a big stage, camp.

Bridge of Eldin is also an incredible stage because of the giant gap in the middle. If you're ever on the other side of that bridge and you aren't up against a Ness, Lucas, Mr. G&W, Pit, or Zelda, you can projectile spam your face off, making the opponent come to you and approach via the air, setting up for a high-priority usmash (if they try to get across low, Dsmash/dtlit or just Din them). Oh, and you can avoid most Space Animal lazer spam if you jump before casting Din's Fire (Wolf's lasers won't reach you, and you should be focusing on reflecting their lazers with Naryu anyway).

... that's all I have to say.
 

Admiral Pit

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She's quite a fighter now aint she? That's y she's one of my mains and Sheik isnt.

I noticed that sweetspotting the F and B-airs are more difficult this time around. You have a higher chance of sweetspotting larger opponents. I noticed it when I repeatingly used the kicks on a Boss in SSE, where I almost always sweetspot them. You have a decent chance of sweetspotting the following characters: Bowser, DK, Ike, King Dedede, Wario, Ganondorf. Remember, the bigger the opponent, the higher chance you can sweetspot them.
For the small characters, try to aim the kick at their head for a sweetspot. Well, I did this on a Lucas.

Also, her D-tilt can occasionally cause opponents to trip when it connects, giving you the change to use D-Smash afterwards (You can use D-smash afterwards even if the opponent doesnt trip)

You're right about the Farore's Wind mindgames. It can be used to frustrate an opponent, confuse them, and mindgames of course. I even use it as an offensive attack.

You could perhaps use 2 Up-smashes, then a Neutral air when the opponent is at 0% damage. It's a small combo, but as long as it works. Sometimes you could use Up-air to substitute the Neutral air.

That's all i have for now.
 

Luthien

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I noticed that sweetspotting the F and B-airs are more difficult this time around. You have a higher chance of sweetspotting larger opponents. I noticed it when I repeatingly used the kicks on a Boss in SSE, where I almost always sweetspot them. You have a decent chance of sweetspotting the following characters: Bowser, DK, Ike, King Dedede, Wario, Ganondorf. Remember, the bigger the opponent, the higher chance you can sweetspot them.
For the small characters, try to aim the kick at their head for a sweetspot. Well, I did this on a Lucas.
The kick is kind of easier to sweetspot now, actually. Ryoko has a really cool diagram of it up somewhere. Basically, if you hit the sweetspot zone of the leg AND the sourspot zone of Zelda's leg, the sweetspot will take priority to the sourspot. In Melee it was the other way around. However, the sweetspot only lasts, like, 1 frame now, so your timing has to be really good, which makes landing the sweetspot harder.

You could perhaps use 2 Up-smashes, then a Neutral air when the opponent is at 0% damage. It's a small combo, but as long as it works. Sometimes you could use Up-air to substitute the Neutral air.
Only on heavy enemies, and even then I tend to Usmash -> utilt without following up. It's safer that way. I have yet to try your idea out in a serious match, though.
 

Tmnt1837

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you can pull off multiple usmashes on heavy characters at one percent if you have been diminishing its strength
 

S2

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The Ness section is up. Feel free to mention anything that I might have missed.

I'm probably going to write up something on stage choices next, since that seems to be a popular discussion.
 

S2

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After losing to a good MK player, I'm considering writing the matchup for him next along with the stage picks.

This is a stupid question, but how does one request a sticky?
 

Gates

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After losing to a good MK player, I'm considering writing the matchup for him next along with the stage picks.
Any reason for that matchup in particular as opposed to just fast characters in general? Or is MK speed in particular that makes the matchup bad? Or is it not his speed but something else of his?

Also, to clarify, when I said that large stages were bad for Zelda, I meant ridiculously huge, unmanageably large stages like Hyrule Temple and NPC specifically, not modestly sized large stages like Luigi's Mansion, Bridge of Eldin, or Corneria (though Corneria may not be a good stage to pick because of the random dogfighting anyway). Zelda is definitely a character who does best with a little breathing room.
 

S2

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I was thinking MK because
1.) His aerial game is excellent, which is problematic for recovering Zeldas
2.) His running attack is so fast that he can rush you and beat your f-smash (and other moves). If you try and predict this he can shield to stop his run and then continue his attack during the lag after your move.
He can also up and down smash very quick out of his running A. Not to mention his grab is equally fast, if he thinks your going to shield grab.
3.) His d-smash is just as quick as yours

Its not like Meta is a natural Zelda counter... but his speed and priority can give Zelda a headache due ot some of her move's startup lag.
 

S2

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Thanks Koopa,

I'm going to do a general update later, I'll add those in and give you credit for them.

Very much appreciate it.
 

sFoster

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I've noticed this thread is missing some information about running a:

Running A can be used to grab things that are thrown at you, such as one of links bombs.
This will happen if you're close enough in proximity to his character when he chucks it at you.
 

kitsuneko345

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I feel that this guide must be stickied. Not only can this help Zelda get in one of the better tiers of this game, but it can give reasons why non-Zelda players will pee in their pants when one appears. All in all, I agree with this guide and this guide agrees with me.

One thing I want to contribute is this: When Ness (or Lucas) is under the stage and at 50+%, if he has his second jump still intact, use Din's Fire AFTER that jump but BEFORE he lands/grabs the edge. Then repeat Din's Fire until he dies from your attack or falls to his death. This works best with only you and 1 of them.

Reasons why:
1. Since you can't control your airdodge anymore, Ness/Lucas players won't recommend it in this situation.
2. Ness/Lucas players will probably not do his PSI Magnet due to the possibility that he could still fall.
3. Ness/Lucas's PK Thunder takes a while to get right, and since Din's fire both hurts the opponent and negates the PK Thunder, It makes sense to use it.
 

S2

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Thanks for the positive response to the guide Kitsuneko.

Yeah, most Ness/Lucas players will reach a threshold when recovering where they won't be able to psi magnet Din's without risking dying/an easy edgehog. Keep in mind though that Lucas can rope-snake to recovery.

I've been getting more experience with Lucas so that his section (when it goes up) will pertain mostly towards Lucas only moves. Filtering when you can treat Ness/Lucas the same strategy wise and when you need to treat them differently (Lucas is surprisingly different for those who don't play him).

PS - sorry for the slow update. I've been housesitting without PC access (other than work) and the place is quite far from where I regularly live, which makes guide updating quite difficult. Probably have an update in the next few days.
 

Tsuteto

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I've got a few notes about Sonic that I'll PM you, but not right now. I'm kinda tired after today (even though I have been awake for hardly ten hours XD)
 

Crazy Hobo

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Things I've noticed:
U-Tilt: Slightly more upward range then U-Smash. The tip of the U-Tilt can go through Lylat Cruise's platforms, while the U-Smash cannot.
U-Smash: Like all U-Smashes it can be used out of dashing. At low percentages some characters can be juggled by this. I was able to do this to a Toon Link on FD. He was DIing and trying to jump out of it. I got 4 U-Smashes in a row.
F-air/B-air: I try to use B-air more often because it has farther knockback and better damage, sweetspotted or not. I use the reverse air trick a lot to do this.
 

Luthien

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F-air/B-air: I try to use B-air more often because it has farther knockback and better damage, sweetspotted or not. I use the reverse air trick a lot to do this.
Er... nope. They both have the same knockback and they both do 20% damage when sweetspotted. However, Bair is superior to Fair because it comes out a few frames faster. But regarding damage and knockback, they are identical. You probably thought otherwise because of Brawl's new stale move negation.
 

Crazy Hobo

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I got that from an old Zelda brawl guide, before the NA release. Guess her aerials are pretty much the same.
 

S2

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The guide has been updated to now include pictures (as well as other small edits).

Thanks goes out to Koopakoot for providing these pictures. You rock dude, the guide is much more visually appealing now.

I'm currently writing the ROB section, it'll be up hopefully in a few days.
 

fauxpas

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thanks so much for this guide. I've gotten much better at playing Link so I've backed off Zelda, but no joke...I want to play Zelda again after getting this info.

Thanks for making this game better for me.
 

theJollity

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What a handy little guide!
I've wanted to get better at Zelda for a while because she has a lot of potential, but since SSB64 I've always been used to fast characters with better approach.
 

Tsuteto

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The d-tilt off the side of the stage is way too easy to dodge. If people figure out, that's great, but it really isn't of any importance. Hell, I can only do the spike maybe 1% of the time.
 

sFoster

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What do you mean, edge guard with a dtilt?
Usually I think of 'spiking' to be from a dsmash instead of a tilt.

Edit: Ok I am going to use some common sense here and try to guess.
You're saying if your dtilt and they're over the edge, it sends them flying down?

In my experience, the kong monkeys are the only ones that can consistently pull off that type of KO. Maybe we should make an edge guard topic?

My edge guarding is kind of weak, it might be interesting to discuss all the various techniques people use, and what works better against different characters or on different levels.
 
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