Cuz pk fire is an important move. It's only really useful against Bowser (DK and DDD have an easier time di'ing or something >_>
and ic's to **** nana and reflect glacier.
usefull for more than that but, meh w/e
Cuz din's fire can't be airdodged/ predicted by every single decent player in the game thanks to her wonderful animation (she swings her arm before she releases it. At best it can be used to edgeguard Ness when he's left with pkt2 to recover.
which is why you play tricks with it, set up for it or use it in times where they can't dodge it
The matchup thread is an ongoing joke at tournaments right now.
indeed.. it's not awful,, but it needs help
What options does zelda approach with? Dair can't be sweetspotted on the ground. Fair and bair sheilded puts in her in a lot of lag. Up-smash can be DI'd out of making it near-useless. Her running grab is ok and is a grab so that's pretty much her best option. Plus it pops them up into the air where she does much better. If the opponent is bad they could fall for nair (no range and can be DI'd out of) or neutral b (startup lag). She's limited to 2 similar things in the air and a running grab on the ground.
the match consists primarily of both trying to bait each other. Zelda isn't fantastic at approaching and Ness doesn't want to try to assault the fortress that is Zelda
Not being able to approach a character is pretty **** bad >_>; Ness at least has up-smash, running grab, and pkt. Zelda's reflector isn't fast enough and considering pkt is controlled by the player a good Ness shouldn't really worry about it lolz.
ALSO: Don't say that the players won't be able to di out of the up-smash 100 percent of the time but it'll be pretty close. I'm not even a decent player and I was able to smash DI out of fox's up air in melee. It's not hard at all.
uh huh... well... let's try 50% as being closer