Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
First, try fighting a Zelda today.I havent fought a Zelda in a while. but I can definitely say it is NOT even. ZSS has the advantage. I cant say the exact ratio but I do know it's in her favor. ZSS can punish her in the air really well. Zelda's side b and other camping methods don't work on her because she is able to close the gap on her quite fast and easily. ZSS can uair OOS any aerials she can do sometime regardless of spacing.
ZSS has really awesome DI and wont die from moves that easily. Edgeguarding Zelda is easy as well for her. our side b hinders her recovery pretty hard. and if she somehow manages to use up b we can come back to the stage just as fast and punish it. ZSS can punish rolls pretty well so I wouldn't depend on that.
Haha you haven't fought ZSS, seriously you would know that ZSS combos you into the air, and your slow fall gives us time for anywhere between 3-5(alot) attempts to hit you, dependent upon damage and fastfall.First, try fighting a Zelda today.
What do you mean by "punish her in the air really well"? Zelda does not dog fight characters in the air.
Din's Fire is not that important for "camping." It's more important for reading ranged attacks and punishing with Din's.
Zelda should not be getting hit by an uair after she uses nair. Zelda should not be approaching with any other aerial often.
"ZSS has really awesome DI" is not only irrelevant because anyone can employ the same DI, but you're also dealing with the glass cannon of Brawl. ZSS can be KO'd under 100% by 4/5 of Zelda's aerials, utilt, and her smash attacks (depending on where ZSS is hit). Will ZSS die below 100% all the time? Probably not. Will she die below 100% at least one stock? I will not doubt it.
There should not be very many situations where ZSS is punishing anyone's rolls, unless they try to roll when she's right there.
Three to five times? I want to see you try to hit me with three to five aerials/specials as I'm falling. That's ridiculous. Two at the most, three if I include being sent from a grounded/SH attack and then getting hit by an uair. Four to five in any real situation? No.Haha you haven't fought ZSS, seriously you would know that ZSS combos you into the air, and your slow fall gives us time for anywhere between 3-5(alot) attempts to hit you, dependent upon damage and fastfall.
She kills characters at like 130%, and that's when we aren't edgeguarding, which we CAN do to Zelda because of her recovery. The thing is there are a lot of chars that cant kill at things like 90%-100% But how do they win? they do things like not getting hit. while the heavier chars get hit more but they compensate by not dieing till high %'s. It all balances out.I fail to see how ZSS thinks she has an advantage here.
she can't kill us near as quickly as we can kill her and, yes she can zone us better than other charcters, but she can't zone us well enough to make up for our much better kill potential.
if you aren't tippering side+Bs, then you probably aren't connecting with zelda too much unless she's stupidly approaching.
once we get a stock advantage, how do you plan on approaching us?
Like I said before. matchups arent about who can do better "strings" on one another. It's about who gives the other char more limits. When I talk about juggling Zelda Im saying We one advantage not Because we can "combo" in the air.I'm not the one who brought up combos. That other guy did. I think that ZSS should have a few strings that can work together at low %s and don't involve Dsmash. Other than that, I don't ever see myself getting caught into any strings from ZSS unless I am just plain outwitted, which is my fault, not Zelda's.
Im not trying to say that "oh, we will always hit Zelda with it because she will ALWAYS come at us with it." im saying that when she DOES do it. it may be punishable by our uair since it does have afterlag. if you dont see a ZSS using uair OOS whenever there's an opening on you in the air, then they should try it. It's one of the things I really like her for.Zelda should never try to jump at someone and hit their shield with any aerials except for short-hopped lightning kicks. If they're blocked, they're blocked and you've got a punishment. However, there's really nothing that's telling me that I have to get hit by ZSS's uair.
Well yes, maybe someone's Zelda CAN be good enough to accurately predict when the piece will be thrown. But we can simply just use our other moves and WAIT until you use reflector thinking we were gonna throw, then actually throw it. unlike other reflectors, Zelda's is like the only one that can really be punished (and I guess pit's side b).The armor pieces are normal items to me. The stuff that you're saying could apply to Zelda - if Zelda uses her reflector right, she can cause ZSS to get hit by her own projectiles. Also, I've never been killed by armor pieces in the beginning. Also also, unless you actually kill off Zelda's double-jump and send her to an ungodly corner, she can make it back.
Fair enough.When you say that if I (the player) may be able to punish your airdodge and how it would be your fault and not Zelda's, I understand that. But what Im saying is we have one advantage here because of ZELDA'S falling speed which makes it HARDER for you to avoid our fast uairs and EASIER for us to hit you with them. im not saying it's impossible for you to avoid us. im just saying it's harder. that's why I say our character has an advantage on that subject.
Yeah, I get you. This is just something that ZSS can do. Gotcha.Im not trying to say that "oh, we will always hit Zelda with it because she will ALWAYS come at us with it." im saying that when she DOES do it. it may be punishable by our uair since it does have afterlag. if you dont see a ZSS using uair OOS whenever there's an opening on you in the air, then they should try it. It's one of the things I really like her for.
Response:Kinda mentioned her recovery before. But whatever, your good SoR.
I honestly feel that this is even. Really what can Zamus kill us with on ground, air and specials...Lets take a look see
Zamus
Ground:Dsmash > anything (at high percentage)
Fsmash
Air: Fair (a little over 120%)
Uair
Bair (mid percentage)
Specials: forward B
down B (If you happen to hit us that is)
Zelda
Ground: Fsmash (mid percentage, depend on DI)
Dsmash
Usmash (little over 110%)
Utilt (at 100% little more/less depending on DI)
Air: LIGHTNING KICK!!!!! (kinda mentioned that Electric ruins S/Zamus)
Uair
Dair
Specials: forward B (which does out range by all means)
neutral B (if you are tethered)
She kills characters at like 130%, and that's when we aren't edgeguarding, which we CAN do to Zelda because of her recovery. The thing is there are a lot of chars that cant kill at things like 90%-100% But how do they win? they do things like not getting hit [by those attacks]. while the heavier chars get hit more but they compensate by not dieing till high %'s. It all balances out.
Good for you. Hope those ZSS' knew how to space properly and how to counter moves and airdodges well.That may have been irrelevant to some but this is from what I've seen cause I've played against Zamus all the time and I mostly win.
ZSS also has spacing, she can keep Zelda at bay from mid-range (it's hard for Zelda to approach.) with our speed, lasers, or side b until we see an opening then we can jump on it.Only thing I've seen that Zamus has over us greatly is speed and its mostly something that we can handle just annoying as hell to contain.
We dont NEED forward b. Everyone can get pass it if spammed. we(or I, dont know about everyone else) use things like lasers and constant movement to space when we are trying to keep our enemy at bay. I throw in a little forward b on the side for pressure.I'm only stating how many kill moves we have over you guy.
Also, it works both ways on the spacing and AD. You guys have a little better spacing cause of the forward B, which mind you can be very easy to see coming.
I'm not sure if our Nyaru's can overcome your forward B, but we get inside there's really not a whole lot you can do against us.
Which (Forward Tilt or Forward Smash) is faster?Just very randomly... about ftilt and mario
you know how when we discussed mario and they were saying his FSmash outranges our FSmash... and that the reason for his advantage is because of his superior spacing...
Well... our ftilt outranges his fsmash, surprisingly, it outspeeds, outranges and plain destroys his fsmash. I cannot grasp this properly in mind considering it's very notable that Ftilt has less range than her own fsmash.
Ohh yeah running A does beat over-B assuming that they arn't spacing properly, aka moving backwards while doing over B forwards.Response:
Good for you. Hope those ZSS' knew how to space properly and how to counter moves and airdodges well.
ZSS also has spacing, she can keep Zelda at bay from mid-range (it's hard for Zelda to approach.) with our speed, lasers, or side b until we see an opening then we can jump on it.
Zelda's side b really wont work on ZSS, you'd be surprised on how fast she can come to you and punish you before the animation is even done.
Oh, so you're talking about you and your friend, and you think you can judge how this fight goes? "All I do is space with over B and d-tilt." Hello, simple prediction which leads to simple punishment. You can't put a cap on when a character will die. I can say I'll kill ZSS at 75% per stock because of how I land lightning kicks on her (which has been, in my experience, not hard at all because she has a frame similar to Zelda's, so it's about how you keep Zelda out).I think I mentioned before that yes the heel and other electric attacks are the worst, but ZSS has enough speed to stay out of range. I wasn't kidding when I said 3-5 times, thats how many chances ZSS gets, I play this match alot, and all I do is space with over B and d-tilt until you get hit then, rush down, trust me f-air gimps Zelda, she will die below 100%.
The electric kick is pretty easy to not get hit by as long as you know how it hits. Me and my friend(he mains zelda/jiggly) can almost never connect lighting kicks on each other.
Yes, Zelda may have up-close priority over us but most of her attacks, including ALL her smashes, nair, and fair/bair even OOS are PUNISHABLE by us with our speed and other things when predicted, unlike other characters. which means that unlike other characters, when we predict an attack we CAN punish it. So it wouldnt be in Zelda's best interest to use her smash often unless she KNOWS it's gonna hit, which means you shouldnt just do it after every sidestep, after blocking , or for spacing. (because our spacing moves will punish that) Just because you have speed, doesnt mean it's not counter-able by us. We have speed too. except some of our moves can be hard to punish, unlike yours against us.What all the ZSS mains say here about spacing is somewhat true - it is pretty hard to get inside a good ZSS. Simply for that fact, I would give her the nod. However, it is worth noting that once inside (aka around Zelda Fsmash range) Zelda's options beat ZSS's options. Our Dtilts are equally fast, and Zelda's Dsmash is faster than both of them. Fsmash beats the rest of ZSS's ground options, and Usmash will catch ZSS if she tries to jump over. If she tries to jump away, stay close; follow with Nair to outprioritize everything (or FHUair if she jumps straight up) , or a well-spaced Fair (which is easier from this range) to kill. In fact, if you can predict the jump, sliding Usmash and possibly insta-dash attack will probably catch ZSS anyway.
All it takes to get into this range is one mistake. Even at high levels of play, mistakes are made, so although with perfect play ZSS can keep Zelda out, if ZSS misspaces/mistimes anything, Zelda's got a good chance to open up an electric can of whoop-***.
tl;dr One mistake and Zelda's in. Even so, 55-45 ZSS
I think you found the root to your disagreement right there. Zelda can lightning kick falco from a chaingrab at those percents sadly...I beet the snot out of a friend who has started to main Zelda.
Isn't that like every match with ZSS, you don't stay inside, unless you got the opponent shut down with some character specific mixup, because your pretty much guaranteed to lose.it is worth noting that once inside (aka around Zelda Fsmash range) Zelda's options beat ZSS's options.