Takeshi245
Smash Champion
Wait a minute! Before I completely change my mind, how badly does FIHL mess her up? Also, since it takes a while to charge up FLUDD for it to be effective, going from 6-4 to 5.5-4.5 seems rash.
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game and watch makes me mad, but it cant be helped.I'm not sure, Mr. Game & Watch is a pretty tough match-up too.
Game and Watch vs Mario is worse then MK I think . FLUUD does help you though, it totally wrecks his b-air.game and watch makes me mad, but it cant be helped.
You can't do too much to her Dtilt or Dsmash but the rest of her moves lag petty badly from FIHL, especially her Usmash and Fsmash. To me, Zelda's Dtilt is th biggest problem on the ground and her Naryu's Love is annoying because it's a good GTFO me move.Wait a minute! Before I completely change my mind, how badly does FIHL mess her up? Also, since it takes a while to charge up FLUDD for it to be effective, going from 5.5-4.5 seems rash.
Sounds interesting. Is it so much that you can actually go up to her and punish her? Mario does have to wait for all the water to come out. That's why I'm curious.You can't do too much to her Dtilt or Dsmash but the rest of her moves lag petty badly from FIHL, especially her Usmash and Fsmash. To me, Zelda's Dtilt is th biggest problem on the ground and her Naryu's Love is annoying because it's a good GTFO me move.
FLUDD wecks G&W all around. I feel that the biggest problem against G&W is getting inside his range without getting punished and keeping yourself from getting KOed too early; sounds simple but G&W's priority makes him difficult to safely approach, plus G&W can KO very early. My main ways of fightning G&W are to stop his approaches with the FLUDD and carefully approach him with fireballs and Nairs. IDK, in some ways G&W is harder than MK, in others he's not.Game and Watch vs Mario is worse then MK I think . FLUUD does help you though, it totally wrecks his b-air.
You'd have to wait until the water is out but Zelda would be trapped in FIHL at least as long as the FLUDD lasts.Sounds interesting. Is it so much that you can actually go up to her and punish her? Mario does have to wait for all the water to come out. That's why I'm curious.
I thought so. I don't think that does much to make it 5.5.-4.5. I'm sticking with 6-4 Zelda.You'd have to wait until the water is out but Zelda would be trapped in FIHL at least as long as the FLUDD lasts.
The main thing FIHL does to Zelda on the ground is it badly hurts her spacing and makes her susceptible to a fireball since she'll be stuck with whatever ending lag her atk has after FIHL; FIHL plus ending lag.I thought so. I don't think that does much to make it 5.5.-4.5. I'm sticking with 6-4 Zelda.
Lol agreed, or we could discuss it in the Pipe House Thread, which ever you guys prefer. Anyways I didn't really touch the list for Zelda/Sheik so if anyone has anything to add/remove/change let me know. The debate is still on so Zelda/Sheik mains are still welcome to discuss.Might be best to make an index of it and another thread for it so we can discuss numbers. That way we can like... actually have ratios for our match-ups. XD
I get tired of people thinking MK is an 20:80.
I've yet to lose to a zelda main...just sayin'Zelda's not a disadvantage.
I second that... sort of. The only time I can remember seriously losing to a good zelda mainer was when I first bought the game....I've yet to lose to a zelda main...just sayin'
The first con is wrong. Shiek doesn't easily stop our recovery with anything except for maybe F-air, and that's only if you used your 2nd jumpb.Cons:
-She can easily stop our recovery with Over B.
-She can easily 'run' around Fireballs.
-Sheik is very fast making it quite hard to land an Fsmash.
-Sheik has superior mobility in approach
-Needles are quick, and very difficult to cape.
-Sheik is harder to Cape.
-Sheik is faster in almost every category (ground speed, air speed, attack speed)
-Sheik's non-Tipper-Usmash KO moves are on-average easier to land than Mario's.
-Sheik has insanely good combo options.
All right, a lot of people don't know how Mario can out-camp other characters, so here:Mario doesn't force Zelda to approach, unless Zelda is barely being outranged.
Since Zelda has a reflector, yes, this is slightly harder to deal with ,but all Mario has to do is switch it up a bit. Cape Din's fire, fireball spam, FLUDD to mess up her spacing and quite possiblity push her off the stage to put her in a bad position where Mario actually CAN approach safely and quite possibly gimp. The fireball spam is just so Zelda has to react to it, nothing more. If it gets in damage that's just a plus.As said before, you can camp with Fireballs. However, it takes more than fireballs to effectively camp. It also takes FLUDD, Cape, B-air/N-air, OOS options, and ledge usage. Fireballs can’t be needlessly spammed. Those will just be powershielded, which is why many say fireballs are a crappy camp projectile. However, Fireballs go in different trajectories from the air and when grounded, and you can also move backward and forward while using them. Doing this will break your opponent’s timing and rhythm and eventually causes them to take damage.
FLUDD is used to outright kill aerial approaches, in which fireballs don’t do so well in the air due to being affected by gravity. Approach killing and FIHL allows Mario to counterattack with aerials and perhaps Smash attacks. Cape can also be used as an anti-approach mechanism due to its properties and allows for counterattacks as well. Using both of these is essential for stopping attacks and in return not taking any damage. Cape is also essential to combat against other campers since it reflects projectiles.
When the enemy is so close that FLUDD won’t work and you won’t have time to pull out a cape, that’s when N-air, B-air, and OOS options come in. You use B-air to contest range, while N-air to quickly react to an incoming attack. Up-B OOS is best used when dealing with a multihit attack that outranges B-air and N-air.
Camping is essentially effective for Mario due to his superb gimping skills. This means he doesn’t have to wait until 150% to get off a kill. He can go up to 70% and then use a B-throw to throw the opponent off the stage. That’s when Mario can get a gimp kill off. If done effectively, Mario would have little damage and the match is practically in his hands.
Hmm well we could ask Mmac for his chart, then someone would have to use Paint(?) or another program to put in the numbers.
I could ask Mmac for the chart, going to do that right now.