Why does everyone think "ooh, they placed this as a bad match-up because everyone thinks Din's Fire is everything"? I made a post about this last night:
http://www.smashboards.com/showpost.php?p=4721930&postcount=2237
The fight might be considered neutral to you all, but in the mind of a Ness player, having the ability to force Zelda out of a defensive position and then having safe approaches isn't working for Zelda, and then on top of that, he's far better at her in the air than she is most of the time. The only way Zelda could possibly perform better than Ness in the air is if that Zelda can sweetspot every last fair/bair/dair. As I said in that post, sweet-spotting with Ness is very easy, and if you miss the sweetspot, there's enough knockback that you won't get punished for it, AND you can even kill with un-sweetspotted bair/dair. Zelda's un-sweetspotted aerials and her DI-punishable smashes will never kill an opponent like Ness.
But I disgress... now it's time for me to talk about Lucas. The Earthbounders might seem similar at first, but they're not; however, both of them can treat Zelda in a similar fashion:
- both can force Zelda out of a defensive position; PK Fire, when used in whatever style you must use it for with the characters, will annoy Zelda. Nayru's Love isn't gonna do much for her. She should only be trying to reflect PK Thunder from a long distance. For PK Fire, you're gonna have to shield, period.
- both can pressure her in the air, but it's not so much the same... I'll go into detail about this.
- both have quicker tilts. Lucas's Usmash is very punishable if he misses... but what about his Fsmash? Dsmash lasts for quite a while, too. As I said with Ness, Din's Fire isn't
obsolete, but it is
limited. When Lucas's Dsmashes and misses you up close, throw out a quick Din's. Other than that, both characters are just as efficient on the ground as Zelda, if not better.
Now to go in-depth... Lucas, in my opinion, is an even more difficult match for Zelda. He's better designed for the ground than the air, but this doesn't matter because Lucas is quicker and has better priority in the air over Zelda anyway. His nair leads into quick combos; nair -> side-tilt is a very fast combo that's gonna do around 25%, possibly a little more. Fair is a bit situational and risky if Zelda knows her fair/bair well, but it's still lands sooner than her aerials due to the odd hitbox it has. Dair is amazing. Disjointed hitboxes, can rack up 20% with ease, sends the opponent downward with the last kick, and can be short-hopped to lead into more combos. It's gonna reach past Zelda's u-tilt. It *can* reach past Zelda's uSmash, but it's risky. Regardless, so long as you don't get landing lag, it's very safe to go with. Oh, and don't be surprised if you get hit with it before you uair him. The speed of it is amazing. Bair is an amazing approach, and it shields Lucas from several attacks. It even spikes. Any Lucas who is good with bair will give Zelda trouble because on top of having to sweetspot with three kicks, she now has to land those kicks while getting through that barrier. His uair, like Ness's, is fast and it has great killing potential. I'm not a fan of its angled knockback, but it's a good aerial nonetheless. Zelda does not want to be in range of this, ever.
On the ground... side-tilt and Fsmash come out very fast, and both can kill. His side-tilt comes out faster than most of Zelda's moves, and for the rest, it has better range. Fsmash is deadly, and it's a favorite punisher for players. His dtilt is like Ness's; spammable and it trips you up with a very high success rate (50%), and the damage on it is great. 6% and burns down to 4-5%. You can get several of these off quite fast and rack up 30% with ease, WHILE preventing them from immediately punishing you. Zelda's dtilt hurts, but Lucas can DI out of it fairly soon. Maybe these moves are even. Dsmash is a slower move than most of what these two can throw out, but what it brings makes up for it: it kills at very low %s, it lasts a long time, making spot-dodging it impossible, and it even hits from behind, very close to Lucas's body. Zelda could get a speedy dtilt or Dsmash here, but aside from Fsmash and Usmash, her attacks don't last for long at all. Got someone rolling around Lucas? Dsmash. It connects so often because people misjudge its range and how long it lasts. utilt comes out very fast as well. It's great to use when someone is on top of Lucas and it leads to combos. It has a slight umbrella effect, too, but most don't rely on it. Usmash is very slow but very satisfying if it hits. That thing goes AROUND Lucas and then UP. If Zelda is trying to recover from somewhere and she's not looking to hit the edge, she had better watch out, because this will eat through her re-appearance of Farore's Wind. It's a great move if used sparingly, and it kills Zelda very early on.
Grabbing... well it's straight-forward. Lucas has better reach; Zelda has better cooldown. Both have strong throws. This runs even.
Lucas has very good edgeguarding. He has two options for spiking and he has three special attacks. Zelda can try to reflect those specials here, so long as the lag time doesn't leave her punishable. One problem that Zelda will have is that her uair takes out opponents from below, but Lucas can start his bair without being in range of her uair, and if it does reach Zelda, it's more than likely gonna sweetspot because you're already starting the non-spiking part of it before you're in range of Zelda and her uair. If landing this is risky, he can always resort to a dair, which already has incredible range and power. Making it back to the stage is a piece of cake, especially since Zelda isn't the fastest person out there.
Now, here's why I believe that edgeguarding Lucas with Zelda isn't so easy; Zelda's Dsmash and maybe her b-throw are the only two moves I can think of off the top of my head that launch Lucas off the screen at an unfavorable angle far enough to force him to use PK Thunder to recover. With everything else, he can simply PSI magnet to slow his falling momentum and
he can tether the edge. His mid-air jump gives him the flotation he needs to get in range of sweetspotting with the tether. Most don't except Lucas to tether the edge unless they've been playing people who do it normally. If they do expect it, they'll grab the edge... which is when you're supposed to use PKT2 to recover. Zelda's edgeguarding is good as well, but again, PSI magnet eats Din's Fire. Spiking Lucas with Zelda is risky; if I can knock Metaknight out for a stock with a uair while recovering, I can do the same to Zelda. It's so fast that it's risky going for a spike with Zelda. She can try to fair/bair him, but again, a simple air-dodge or misplaced kick will backfire on Zelda. She has limited options for edgeguarding Lucas.
I'm sure there's more to cover, but this is what I wanted to get out. Din's Fire alone is not why people believe Zelda is at a disadvantage, though it does count; it also has a LOT to do with the fact that both of them have the upper-hand in the air and that both of them operate well on the ground against her. She's even with them on the ground, but it's a different story when it comes to fighting in the air. Zelda is not advantaged.
The unfortunate thing is that the majority of the community thinks of Zelda as Din's Fire and Din's Fire alone (well, maybe a little F/USmash). Therefore, they figure most of her few bad matchups come from being able to punish it. It's quite ridiculous, in my mind.
Zelda outranges the **** out of both of them, and their own projectiles are slow enough that Nayru's Love is almost always a safe bet against them. Honestly, I'd count the Earthbound boys as Neutral against Zelda: I've had a worse time against Metaknight, Zamus, and even Lucario than these two.
So yeah, I second your question: where the heck is the rest of this allegedly bad matchup coming from?
No, no she does not outrange the **** out of them. If she does outrange them with an attack, they're gonna pop out any of their tilts before her, OR they're gonna embarrass her in the air. No, Nayru's Love isn't always a safe bet. People bait Zelda into using it because they know it won't reach her and they'll just grab her or hit her from above.
Despite Being able to absorb Din's fire... his recovery makes him, really, a prime target for it. He is, after all, completely prone while UBing.
his projectiles are easy to reflect and he;s not the best approacher. Aside from that, he's lightweight and doesn;t have zelda's range in most cases.
Like I just said, you don't need to Up B with Lucas against Zelda that often because only 1-2 of her moves will even knock Lucas away to where he does have to Up B. He's not completely vulnerable to Up B -
you can throw PK Thunder out in front of Lucas and then recover with it. I've done this plenty of times before. They get hit by the beam and now they have to worry about coming back. Sometimes, if I pull it off flawlessly, I can even blast into them after the attack, and that usually gets them 45% punishment and/or a stock loss. Don't rely on Nayru's Love to counter this; one could just as easily fall back on the "normal" PK Thunder recovery to avoid it and then hit Zelda.
You're only gonna reflect his projectiles if you have the reaction speed and the distance to pull it off. It doesn't matter if you reflect for the most part because it's not gonna come back, and it's laggy. Like I said before, you better shield before you reflect.
Also, why in the hell does everyone call Lucas and Ness "lightweight"? Newsflash:
Zelda is lighter than both of them.
Ness 98.42
Sonic 98.33
Pit 98.28
Lucas 97.72
Toon Link 97.59
Ice Climbers 97.34
Diddy Kong 97.22
Peach 96.97
Marth 95.52
Zelda 94.64
You say that Lucas doesn't have a good approach? Baloney. No Zelda player can rag on anyone else's approaching game. Range? If they're not even, Lucas has better range than her, and he has the speed to back it up. Oh no, a Zelda side-tilt.
if you are in a pk fire column... you can still use NL to reflect it.
Like I said before, waste your time reflecting that instead of DIing it and you'll get attacked from above. Not only that, but Ness's smash attacks can reach PAST that column of fire and hit Zelda, so what's the point in reflecting them? If Nayru's Love + the fire column shield her from these smash attacks (which is possible), there's always the air.
marth + charizard lawls :]
Too bad Marth + Charizard =/= Zelda.
P.S. By no means do I dislike Zelda. It probably seems that way because I'm constantly arguing against her, but I'm rather fond of her playing style and her character. I'm looking to make her a secondary eventually, too. I simply don't feel that she's all that she's made out to be according to that chart.