GameAngel64
Smash Journeyman
(Now also available in video format - with BONUS FOOTAGE: http://youtu.be/vdL5UWQFyQA)
We have a thread discussing why Din's Fire sucks so much, so I figured we ought to have a thread discussing the utility (as opposed to the sucktitude) of Zelda's replacement for Sheik: the Phantom. It's a brand new move for Zelda in a brand new Smash game so theoretically it should have significant impact on Zelda's metagame. I know a lot of people don't like to use this move but I think a lot of that has to do with habit (i.e. it was never incorporated into the Melee/Brawl gameplay style since the move did not exist) and frustration with its reflectable "projectile" properties and missed potential (i.e. the ability to be stored). That being said, in what ways does the Phantom enhance Zelda's gameplay, or at least give her options in some various situations? Here are some of the ways I like to use it:
The usual way:
Hitting with the second hit when they try to jump over:
As a wall against some recoveries:
(I have endlessly done this to Little Mac; there is nothing he can do about it, and counter especially ruins his recovery.)
As a close-range weak attack to set up for a better attack:
Returning to stage:
Taking a KO Punch from Little Mac:
As a wall against rushing characters (especially Sonic):
(On that note, it is also good as a "sacrificial lamb" for rushing characters, like a rushing Marth that decides to attack and destroy the Phantom is left open for a good Farore's Wind.)
For hiding a second, "better" attack:
(Could you even see I was charging F-Smash there?)
Interrupting an aerial attack:
There are already way too many gifs here, but we should all already know that the Phantom can hit those oblivious ones who overstay their welcome hanging on the edge, as well as oblivious Diddy Kongs and others with an edge "cling." I have actually found a lot of ways of incorporating the Phantom into my playstyle, and although it upsets me as often as the rest of Zelda's situational/punishing moveset, I am glad it is there instead of accidentally turning into Sheik. Also I am sure I have only here presented a tip of the iceberg. What other USEFUL ways has everyone found of using this move?
EDIT: While edgeguarding with the Phantom some folks will learn to recover close to the stage in order to avoid Phantom and/or Din's Fire. This is also an excellent setup to reliably meteor smash many characters. I mentioned this in the social thread, but forgot to mention it here.
We have a thread discussing why Din's Fire sucks so much, so I figured we ought to have a thread discussing the utility (as opposed to the sucktitude) of Zelda's replacement for Sheik: the Phantom. It's a brand new move for Zelda in a brand new Smash game so theoretically it should have significant impact on Zelda's metagame. I know a lot of people don't like to use this move but I think a lot of that has to do with habit (i.e. it was never incorporated into the Melee/Brawl gameplay style since the move did not exist) and frustration with its reflectable "projectile" properties and missed potential (i.e. the ability to be stored). That being said, in what ways does the Phantom enhance Zelda's gameplay, or at least give her options in some various situations? Here are some of the ways I like to use it:
The usual way:
Hitting with the second hit when they try to jump over:
As a wall against some recoveries:
As a close-range weak attack to set up for a better attack:
Returning to stage:
Taking a KO Punch from Little Mac:
As a wall against rushing characters (especially Sonic):
For hiding a second, "better" attack:
Interrupting an aerial attack:
There are already way too many gifs here, but we should all already know that the Phantom can hit those oblivious ones who overstay their welcome hanging on the edge, as well as oblivious Diddy Kongs and others with an edge "cling." I have actually found a lot of ways of incorporating the Phantom into my playstyle, and although it upsets me as often as the rest of Zelda's situational/punishing moveset, I am glad it is there instead of accidentally turning into Sheik. Also I am sure I have only here presented a tip of the iceberg. What other USEFUL ways has everyone found of using this move?
EDIT: While edgeguarding with the Phantom some folks will learn to recover close to the stage in order to avoid Phantom and/or Din's Fire. This is also an excellent setup to reliably meteor smash many characters. I mentioned this in the social thread, but forgot to mention it here.
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