StoicPhantom
Smash Ace
- Joined
- Dec 11, 2018
- Messages
- 631
It really depends. Zelda's got a pretty good array of tools, but they're all pretty specific and precise in what area they cover. Ultimately, you want to get used to mixing and matching moves as the situation demands, like Sheik.
For Roy, you need to focus on his next move, not his current. You need to predict what it will be, based on the current situation. Meaning how far away you are, how many jumps he has, what options he has, what options you have, his position, and what the Roy player likes to do.
So let's say Roy is offstage and is going to the ledge. You can setup a fully charged Phantom, which will cover normal getup and getup attack. You can then position Zelda to cover roll and jump. Time the setup just before he grabs the ledge and Phantom will be able to hit him, if he just waits and his ledge invincibility runs out. The invincibility time gets shorter at higher percents, so sometimes you can release Phantom early, and still hit them.
Smart opponents will go for the 50-50 of roll or jump. That's when you need to read which option he will do. Let's say he decides to double jump over Phantom. There's a small delay at the startup of the second jump, that will allow you to use Up-air and punish. If successful, this will either KO or put him high in disadvantage. Even if it isn't, he will still be high in the air, so you still have time to pressure his landing. This is when you need to setup the next phase: pressuring his landing.
Let's look at Roy's landing options. His Dair is very poor, will trade with Up-Tilt, and Up-air will completely beat it. It's also linear, going straight under him, so any attack that can hit him from the side, will be safe. However, Zelda's Up-air is a tad on the slow side, and Roy can fall very fast. So Up-air is only really optimal to use, when he's still high in the air. So if he's trying to stall in the air, use fast fall Up-air and attempt to juggle and pressure an option. You can sometimes mixup with empty hops and see if you can bait an air-dodge.
If he's too close to the ground, you're going to need to prepare for landing options. His Fair can stuff aggressive approaches, but only if his opponent is in front of him, and it isn't safe on shield. Same with Nair. He also has counter, which is unsafe on whiff, air-dodge, which can be punished on read, or he can land and do a ground option, depending on if he used a move before landing.
Now you need to determine how far you are from where he's trying to land. If he's too far away to do anything other than a dash attack, you'll need to use your best judgement on whether you can beat his landing or not. I tend to err on the side of caution and wait, as it can be pretty iffy at that range, and whiff on shield, will be hard punished. If you are close, you now have a variety of options.
If tries to land with an aerial, parrying or shielding then OoS punishing will suffice. Alternatively, if you're behind him, and he messes up the spacing on Bair or Nair, you can grab during the animation. With specific spacing, you can Fsmash as he lands, but that is difficult to pull off, and if he does counter as a mixup, your going to pay dearly.
If he successfully lands though, you still have a window of opportunity. He can shield, roll, jump, or use a quick ground option(Jab, D-Tilt). It will again be up to you to figure out which one he takes. This will come down to conditioning and studying their habits. If they tend to shield, you need to time grab right as they do it, given it's startup. If you miss that opportunity, you're going to have to find a way to pressure, while avoiding that intangible Up-B OoS. Unfortunately, this is where things stop being a sure bet, and you're going to have to rely on gambles and your wits. For instance, Nayru's Love will beat his Up-B at that distance, but if he decides to hold shield, you're getting punished.
He can also roll on landing or OoS. Dash attack and other moves out of a dash can punish, but if he decides to shield, you might be punished. You could just keep running and see if he rolls before committing, or if the movement makes him panic OoS and then punish, but if he's patient, it might cost you an opportunity and let him sit in shield. Same with jumping and doing a quick ground option. Jumps can be anti-aired, but obviously those won't be safe on shield. You can beat most of his ground options, with things like Jab or Fsmash(I think), but if he counters, it won't end well.
So as you can see, there is many, many layers to each state, and there isn't very many guaranteed options or punishes. Ultimate nerfed reactive play heavily, so you're going to have to start thinking and playing like above, or play one of the few characters that can still play reactive(


etc). There are far too many safe options for there to be easy whiff punishes, so you're going to need to start manipulating space, limiting options, and learning to read habits and exploit weaknesses, in order to do well in Ultimate, especially with Zelda.
So let's take Wolf's Fsmash for example. IIRC, it has a startup at 20 frames, and it's fairly safe in most cases. Wolf players will sometimes just throw it out in neutral or on an approaching opponent, because even if they whiff, chances are likely they will suffer no consequences. Now Zelda's Fsmash starts at the sixteenth frame. There's a four frame difference between the two, equivalent to Zelda's Jab.
If you can't punish the endlag of the move, then the next step would be to try to punish the startup. Four frames isn't very large in the grand scheme of things, so you run a big risk of getting hit instead. I think the transcendence of Fsmash, is only on the final hit, meaning you actually have much less frame advantage to work with, and I think it ends up even or slower than Wolf's Fsmash in the end. And a good Wolf is going to properly space things so that moves like Jab or D-Tilt won't reach.
However, F-Tilt starts up on frame 12, so you have eight frames of startup advantage. You could space an F-Tilt during the animation of Wolf's Fsmash, and beat it, due to the intangibility or even just with speed. Even if you whiff, proper spacing would still have you be safe from his Fsmash. So there is definitely uses to moves like F-Tilt over Fsmash or more common Zelda moves.
So take that idea and apply it to the first part of my post. If you can't punish safe characters like Roy, then the next step would be to try to hit them during an action, not after it. This will require MU knowledge, and proper spacing and timing, but Zelda's most underrated strength is her disjoints. Not just normal disjoints, but transcendent ones as well(Nair, Fsmash, Up-Tilt, Jab). You can beat the vast majority of moves in the game. Meaning, you don't always have to worry about punishing endlag, you can often hit them during a move.
Start experimenting with what move can beat what, you'll be surprised at just how many interactions you can win.
If it's the latter, try judging the spacing by where your opponent is positioned. You can't really DI with Fair very well, so whether you can land the sweet-spot, really depends on how close your opponent is. Up-B OoS is just as quick, so you can use that if they are too close for the Fair sweet-spot. If they're at too low of percent to properly ladder, just press down after the initial hit and you'll Up-B in place. Some characters like Joker, are going to have very deceptive spacing, so you'll need to put more attention to understanding those MUs. Nair is also a good option.
And for future reference, the first post in this topic is a very meticulously detailed post about all of Zelda's frame data and hitboxs, including pictures, done by our board mod.
For Roy, you need to focus on his next move, not his current. You need to predict what it will be, based on the current situation. Meaning how far away you are, how many jumps he has, what options he has, what options you have, his position, and what the Roy player likes to do.
So let's say Roy is offstage and is going to the ledge. You can setup a fully charged Phantom, which will cover normal getup and getup attack. You can then position Zelda to cover roll and jump. Time the setup just before he grabs the ledge and Phantom will be able to hit him, if he just waits and his ledge invincibility runs out. The invincibility time gets shorter at higher percents, so sometimes you can release Phantom early, and still hit them.
Smart opponents will go for the 50-50 of roll or jump. That's when you need to read which option he will do. Let's say he decides to double jump over Phantom. There's a small delay at the startup of the second jump, that will allow you to use Up-air and punish. If successful, this will either KO or put him high in disadvantage. Even if it isn't, he will still be high in the air, so you still have time to pressure his landing. This is when you need to setup the next phase: pressuring his landing.
Let's look at Roy's landing options. His Dair is very poor, will trade with Up-Tilt, and Up-air will completely beat it. It's also linear, going straight under him, so any attack that can hit him from the side, will be safe. However, Zelda's Up-air is a tad on the slow side, and Roy can fall very fast. So Up-air is only really optimal to use, when he's still high in the air. So if he's trying to stall in the air, use fast fall Up-air and attempt to juggle and pressure an option. You can sometimes mixup with empty hops and see if you can bait an air-dodge.
If he's too close to the ground, you're going to need to prepare for landing options. His Fair can stuff aggressive approaches, but only if his opponent is in front of him, and it isn't safe on shield. Same with Nair. He also has counter, which is unsafe on whiff, air-dodge, which can be punished on read, or he can land and do a ground option, depending on if he used a move before landing.
Now you need to determine how far you are from where he's trying to land. If he's too far away to do anything other than a dash attack, you'll need to use your best judgement on whether you can beat his landing or not. I tend to err on the side of caution and wait, as it can be pretty iffy at that range, and whiff on shield, will be hard punished. If you are close, you now have a variety of options.
If tries to land with an aerial, parrying or shielding then OoS punishing will suffice. Alternatively, if you're behind him, and he messes up the spacing on Bair or Nair, you can grab during the animation. With specific spacing, you can Fsmash as he lands, but that is difficult to pull off, and if he does counter as a mixup, your going to pay dearly.
If he successfully lands though, you still have a window of opportunity. He can shield, roll, jump, or use a quick ground option(Jab, D-Tilt). It will again be up to you to figure out which one he takes. This will come down to conditioning and studying their habits. If they tend to shield, you need to time grab right as they do it, given it's startup. If you miss that opportunity, you're going to have to find a way to pressure, while avoiding that intangible Up-B OoS. Unfortunately, this is where things stop being a sure bet, and you're going to have to rely on gambles and your wits. For instance, Nayru's Love will beat his Up-B at that distance, but if he decides to hold shield, you're getting punished.
He can also roll on landing or OoS. Dash attack and other moves out of a dash can punish, but if he decides to shield, you might be punished. You could just keep running and see if he rolls before committing, or if the movement makes him panic OoS and then punish, but if he's patient, it might cost you an opportunity and let him sit in shield. Same with jumping and doing a quick ground option. Jumps can be anti-aired, but obviously those won't be safe on shield. You can beat most of his ground options, with things like Jab or Fsmash(I think), but if he counters, it won't end well.
So as you can see, there is many, many layers to each state, and there isn't very many guaranteed options or punishes. Ultimate nerfed reactive play heavily, so you're going to have to start thinking and playing like above, or play one of the few characters that can still play reactive(
To put things in perspective, F-Tilt starts up a few frames faster that Fsmash, cools down a few frames faster than Fsmash, has a range equivalent or greater than the first hits of Fsmash, and is intangible. Meaning any situation where Fsmash would be safe/unsafe, F-Tilt would be as well.Ftilt is also a bit too slow and pretty dangerous.
So let's take Wolf's Fsmash for example. IIRC, it has a startup at 20 frames, and it's fairly safe in most cases. Wolf players will sometimes just throw it out in neutral or on an approaching opponent, because even if they whiff, chances are likely they will suffer no consequences. Now Zelda's Fsmash starts at the sixteenth frame. There's a four frame difference between the two, equivalent to Zelda's Jab.
If you can't punish the endlag of the move, then the next step would be to try to punish the startup. Four frames isn't very large in the grand scheme of things, so you run a big risk of getting hit instead. I think the transcendence of Fsmash, is only on the final hit, meaning you actually have much less frame advantage to work with, and I think it ends up even or slower than Wolf's Fsmash in the end. And a good Wolf is going to properly space things so that moves like Jab or D-Tilt won't reach.
However, F-Tilt starts up on frame 12, so you have eight frames of startup advantage. You could space an F-Tilt during the animation of Wolf's Fsmash, and beat it, due to the intangibility or even just with speed. Even if you whiff, proper spacing would still have you be safe from his Fsmash. So there is definitely uses to moves like F-Tilt over Fsmash or more common Zelda moves.
So take that idea and apply it to the first part of my post. If you can't punish safe characters like Roy, then the next step would be to try to hit them during an action, not after it. This will require MU knowledge, and proper spacing and timing, but Zelda's most underrated strength is her disjoints. Not just normal disjoints, but transcendent ones as well(Nair, Fsmash, Up-Tilt, Jab). You can beat the vast majority of moves in the game. Meaning, you don't always have to worry about punishing endlag, you can often hit them during a move.
Start experimenting with what move can beat what, you'll be surprised at just how many interactions you can win.
Do you mean you have trouble doing the input OoS, or you have trouble spacing the sweet-spot? If it's the former, just keep practicing it. If you don't mind setting your right stick to attack, simply press jump and flick your right stick forward at the same time.I haven't tries fair OoS because I can't get the input consistently
If it's the latter, try judging the spacing by where your opponent is positioned. You can't really DI with Fair very well, so whether you can land the sweet-spot, really depends on how close your opponent is. Up-B OoS is just as quick, so you can use that if they are too close for the Fair sweet-spot. If they're at too low of percent to properly ladder, just press down after the initial hit and you'll Up-B in place. Some characters like Joker, are going to have very deceptive spacing, so you'll need to put more attention to understanding those MUs. Nair is also a good option.
Try using Nayru as a last resort. If your trying to land, wait for the last possible second, before using it. If an opponent is trying to bait it out, you'll often times be able to land for free. If they get antsy and rush at the last second, that's when you use it. You should always try to use movement to get yourself out of bad situations first, only resorting to use another option when you truly have no other choice.What I really need to stop is using Nayru as a "panic" option. That move is good when it hit but the cooldown is huge (nearly 60 frames).
And for future reference, the first post in this topic is a very meticulously detailed post about all of Zelda's frame data and hitboxs, including pictures, done by our board mod.