Brinzy
Godfather of the Crimean Mafia
Zelda players, we can be caped before we disappear and it'll affect warping. Just so we all know.
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Yeah, that Dtilt is a great attack vs Mario. Even if you SDI, you still eat quit a bit of damage. I'm not sure if I was doing it wrong or whatever, but I usually ate about 4 before actually escaping. Something for Marios to avoid.Just as a side note, Mario cannot up b during Zelda's dtilt lock if he trips, and dtilt has a good trip percentage.
You can't imagine how much I hear this. Mario can recover from this attack if it doesn't kill him. The only time he WONT be able to recover is with bad DI low %, or good DI high %.DSmash from edge is lethal. He won't be able to recover.
That's because you haven't played ME before. Mario's not slow...by any means. Catching Zelda during her upB or even afterwards isn't difficult given the right circumstances.His air speed isn't amazing. Can he chase Zelda in time to use cape on her FW? This has never happened to me.
I was under the impression that Zelda would need to use this pretty often vs Mario. The best thing to have when fighting him is a quick attack to put some distance between the both of you, nothing does that better than Zelda's Dsmash.Nice ^^
Normally I'd try and use fresh DSmash near the ledge to gain the most from its trajectory. At around 100% from the edge it will place Mario somewhere around the farthest horizontal point, even with good DI. Then at the right time I'd try and edgehog if he attempts to make it back. At this % it may even kill him outright.
Indeed, which is why we're discussing this. I don't know much about Zelda other than experience vs a few, and you don't know much about Mario. As long as we don't assume or generalize each other's character without hard evidence, we can get a pretty accurate ratio and matchup summary.I havn't fought many Marios. They're a rare breed. Then again so are Zeldas :/
Meh, I could replace it with dtilt, Naryus on occasion, and bair/nair OoS. It's not really a necessity. I also have usmash on frame 6 for up close punishment.I was under the impression that Zelda would need to use this pretty often vs Mario. The best thing to have when fighting him is a quick attack to put some distance between the both of you, nothing does that better than Zelda's Dsmash.
IDK, Zelda's priority is definetly a chore to get around, however, she's not too hard to gimp and her gimping options aren't all that great either. Also, FIHL hasn't been mentioned too much either, and FIHL definetly can turn the tables in this match-up. From what you guys have discussed it sounds like people are leaning more towards Mario going even to a slightly in Mario's advantage and vice-versa for Zelda, but IDK.I'm not seeing the disadvantage at all against Zelda.
I agree with this for the most part. I definitely think Mario vs Shiek is dead even, and that Zelda may be even or small adv to Mario.Post on Mario vs Shiek and Mario vs Zelda
It does, just a bit. In actuality, it pushes everyone up and back; even moreso if you're floaty like Zelda. I don't think it has anything to do with DI though, just Fludd's mechanics.Hmmm...I was sure FLUDD pushed Zelda up
I'll have to test ^_^
But thanks for the answer
If your opponent is in a neutral state or falling, the FLUDD will just push them back horizontally and/or slightly up depending on your opponent's momentum and how you hit them. If you opponent is moving upwards, the FLUDD has some wierd physics like the cape and causes them to move noticebly upward in an ackward fashion. Anyway, as far as Zelda's recovery, the FLUDD can still mess up her recovery through altering her trajectory slightly by htting her with the FLUDD during startup.Strangely enough, off of past occurances only. (I don't play against mazy Zeldas)
That actually sounds about right. As if Fludd gives her recovery an extra boost whatever direction she DI's in.. Am not positive though.
If Mario capes Zelda during her Up B's startup any direction she goes will be reversed and Zelda would only have enough time to change directions early during startup; if Zelda is caped even a few frames after her Up B's startup, she can't change directions.As for the cape being used as a means of screwing up Farore's Wind... are you sure? I've faced a pretty good amount of Mario users, though I don't recall the cape being able to screw that up. I don't think it would do much good; Zelda wouldn't run in to the cape and reverse her direction mid-teleport... she'd just appear wherever she wanted to teleport. I suppose it MAY be possible to screw it up if the Mario user manages slap the Zelda with it JUST before she teleports... but unless he can get close enough to do that I presume she'd be safe. I could be wrong, but that has never been an issue for me. Overall I'd say Zelda has an advantage, but that might just be some bias on my part.
FLUDD cannot be reflected and its pushback can only be partially negated.I'm pretty sure Zelda could reflect the water... as it is a projectile. I actually never had the opportunity to try it though, as no Mario I've played against ever bothered to use it like that on me. If I saw a Mario charging up his FLUDD at some point in the match, I'd have no doubt that he'd try to use it in a situation like that. Nayru's love would slow her fall as well, allowing her to recover from below rather easily. Zelda can recover to the ledge directly from above, to the side, or below-- from quite a number of angles, really. There is some risk of being edge-hogged, but that is the case for most recoveries-- I find Zelda's recovery to be one of the safer options. In short, unless the Zelda makes a mistake, I don't think you can gimp her recovery like that... at least not consistently.
As far as the projectile, if Zelda ignites it, yes; you can't hit the projectile until Zelda ignites it.Don't have time to test but... Does fludd stop Din's fire? While it ignites too?
Dang. If that's the case, I change my mind. 6.5-3.5 to 6-4 Zelda to me, then.One thing I'd like to note is that FIHL works wonders on Zelda and we've barely mentioned that at all.
In who's favor?Dang. If that's the case, I change my mind. 6.5-3.5 to 6-4 to me, then.
True, but Judge I don't think Zelda's main approach is via air, at least when I fight Zelda's most of the time they're always on the ground. But it's nice to know that FLUUD can lag her badly. Is it as bad as Game and Watch's lag?One thing I'd like to note is that FIHL works wonders on Zelda and we've barely mentioned that at all.
You can use FIHL on her ground game too, and even though you can't directly follow-up, it badly hurts her spacing.True, but Judge I don't Zelda's main approach is via air, at least when I fight Zelda's most of the time they're always on the ground. But it's nice to know that FLUUD can lag her badly. Is it as bad as Game and Watch's lag?
I meant Zelda. I added her name to make it clearer. And I'm being serious. 6-4 Zelda.In who's favor?
PS: If you're being sarcastic at all I can't tell...