Katy Parry
The Only Zelda in Indiana
WEEK 2 OF PHANTOM DISCUSSION: NEW WINDBOX OP!
Hi there guys, I'm sure this is already discovered, but not sure if it's been talked about or considered in competitive play. We all know what B Reversing is, so why not B reverse Phantom?
As you know, Zelda hired a Phantom so people would stop taking her lunch money, but not very many people are using the Phantom. In almost ALL competitive play I watch (including top players like Nario) NO ONE uses Phantom.
Why?
Well, obvious. Phantom, while neat in theory and on paper (and in that trailer in April of last year, hype as ****) can easily be figured out quickly. Just jump over it. Or run away. Zelda can't follow with it. If we're lucky, we'll get off the second hit of the fully charged Phantom because people forget in the heat of battle, or you catch someone out of an air dodge.
It always feels great to get off a kill with Phantom. Because it's hard against a good player. Or Kirby.
So why not use it differently?
Turns out, you can easily B turn the Phantom on the ground, even while running.
Just run, down B, and immediately tap the opposite direction while holding B. Zelda will INSTANTLY face the other direction and start charging. pretty nice in certain situations.
Let's try one more thing. Let's use it in the AIR.
If Zelda runs away, jumps, and then starts Phantom and snaps the other direction, she will Phantom Bounce in the opposite direction, using the momentum of her jump to throw her towards her opponent (or away, whichever you're wanting, you did the input, not me)
I will get a video of this later, and again, I'm sure people know about it. But we should really talk about how this could really catch people off guard. Phantom is another kill move in Zelda's arsenal and it does ******** damage. (28%) like....
I've had several scenarios with using this tool to effectively get kills. It's effective on Smashville as well, with the moving platform. When your opponent has no option but to land on the platform when it's on the same side they're recovering from on Smashville, a fully charged Phantom will cover where they're needing to land.
FURTHERMORE, REGARDING CUSTOMS
This could allow you to be able to get off Breaker more often than usual, but Phantom Bouncing IMO is MUCH more useful with Phantom Strike. Since it charges fully the fastest, Zelda has a safe 'jump away from an attack or approach and come back in with a gimp or solid 28% damage"
This gives Zelda a great defensive option. She can come back towards people in interesting ways with a ranged attack.
Here's a video (NOT ONE I MADE, I WILL MAKE MY OWN GUIDE LATER)
https://www.youtube.com/watch?v=VrfWkU5vhrg
This video at least shows the idea. DO NOT follow his weird description of how to use it. He's wrong.
I placed 7th with Zelda at SHUFFL last year in 3DS. If I had known about this I think I could have done a lot better.
Hi there guys, I'm sure this is already discovered, but not sure if it's been talked about or considered in competitive play. We all know what B Reversing is, so why not B reverse Phantom?
As you know, Zelda hired a Phantom so people would stop taking her lunch money, but not very many people are using the Phantom. In almost ALL competitive play I watch (including top players like Nario) NO ONE uses Phantom.
Why?
Well, obvious. Phantom, while neat in theory and on paper (and in that trailer in April of last year, hype as ****) can easily be figured out quickly. Just jump over it. Or run away. Zelda can't follow with it. If we're lucky, we'll get off the second hit of the fully charged Phantom because people forget in the heat of battle, or you catch someone out of an air dodge.
It always feels great to get off a kill with Phantom. Because it's hard against a good player. Or Kirby.
So why not use it differently?
Turns out, you can easily B turn the Phantom on the ground, even while running.
Just run, down B, and immediately tap the opposite direction while holding B. Zelda will INSTANTLY face the other direction and start charging. pretty nice in certain situations.
Let's try one more thing. Let's use it in the AIR.
If Zelda runs away, jumps, and then starts Phantom and snaps the other direction, she will Phantom Bounce in the opposite direction, using the momentum of her jump to throw her towards her opponent (or away, whichever you're wanting, you did the input, not me)
I will get a video of this later, and again, I'm sure people know about it. But we should really talk about how this could really catch people off guard. Phantom is another kill move in Zelda's arsenal and it does ******** damage. (28%) like....
I've had several scenarios with using this tool to effectively get kills. It's effective on Smashville as well, with the moving platform. When your opponent has no option but to land on the platform when it's on the same side they're recovering from on Smashville, a fully charged Phantom will cover where they're needing to land.
FURTHERMORE, REGARDING CUSTOMS
This could allow you to be able to get off Breaker more often than usual, but Phantom Bouncing IMO is MUCH more useful with Phantom Strike. Since it charges fully the fastest, Zelda has a safe 'jump away from an attack or approach and come back in with a gimp or solid 28% damage"
This gives Zelda a great defensive option. She can come back towards people in interesting ways with a ranged attack.
Here's a video (NOT ONE I MADE, I WILL MAKE MY OWN GUIDE LATER)
https://www.youtube.com/watch?v=VrfWkU5vhrg
This video at least shows the idea. DO NOT follow his weird description of how to use it. He's wrong.
I placed 7th with Zelda at SHUFFL last year in 3DS. If I had known about this I think I could have done a lot better.
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