Retroend
Retro Gamer
- Joined
- Sep 8, 2008
- Messages
- 1,484
- Location
- Orlando, Florida
- NNID
- Re7ron
- 3DS FC
- 3669-1436-3958
- Switch FC
- SW-5947-2141-6122
zelda then. lets get to it.
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!
That was four votes :/Eh, scratch 4 votes, I'm bored.
57/43 mk and thats all i gotta say☆ **** no! It's 55/45 dang it. D=< ☆
☆ Alright, I guess if the majority votes than it's 60/40 though it doesn't feel like that to me. I guess we need to fix the Zelda match up next huh? ☆
thats what i said then they were like "Oh no allied your dumb"57/43 mk and thats all i gotta say
mostly away from the knockback. As in directly away from fsmash and up from usmash thou that makes it difficult to punish. I'm working on trying to go to the side and down on usmash but I'm lazy and my rommie never helps me with anything and the closest Zelda player to me is 60 miles away and doesn't even play anymore.Which way should we be DI/SDIing her up and side smashes? Also copied nyru's love beats out the second part of her teleport.
☆ A lot of good pointers, though he might have a different though now, but I'm leaning towards this. ☆And... Zelda is a 40-60 match up? In Zelda's favor? I'd be more apt to say it's in Kirby's favor, but someone could maybe talk me into going 50-50.
The reasons I say this is because Zelda really can't take advantage of her priority against Kirby. Unlike a lot of characters with disjointed hitboxes, Zelda leaves herself open quite a bit when using her U-smash, F-smash, Din's Fire, etc. This makes up for Kirby's speed and actually lets him move in with an attack of his choosing giving him opportunities to combo or go for a KO.
Also, Zelda's attacks are countered fairly easily by proper distancing and/or DI. You can actually Smash DI her multi-hit smashes to avoid the last, strong hitbox and survive. Din's Fire can just be Air Dodged if at a distance from Zelda, or you can N-air through it and hit her with the N-air (or just Fast Fall into whatever you want) if she uses it too close. Not to mention the Zelda Hat makes you practically immune to Din's Fire, and can be used offensively against her Side Steps and as a mix-up against her approaches (invincibility frames FTW).
Once off-stage, she's at a huge disadvantage. If you're close enough, you can hit her before/during her Farore's Wind with a B-air (maybe a Giant Swing or F-air). If she's out too far for you to Air Guard, just time your Edgehog so that she can't grab the ledge or hit you off of it upon her return and she loses a stock. She's then forced to reappear on the stage, at which point you can usually get a F-smash, U-smash, Hammer, Giant Swing, F-air, N-air, or B-air on her depending on how well you read her recovery.
It's easy to catch her with D-tilt, U-tilt, Jab, and B-air because her attacks are not fast enough to compete with them, and her fast attacks are not scary. I mean, her Jab, Nayru's Love, D-tilt, and D-smash are nothing compared to Snake's tilts or Meta Knight's anything. The worst that can happen is you get hit by a quick D-tilt multiple times, or get KO'd at 150% by a D-smash. I admit getting combo'd from D-tilt into U-tilt/U-smash is effective and scary, but you can also DI the D-tilt making the follow-up fail.
All Kirby has to do is stay out of range of Zelda's D-tilt/U-smash/F-air/B-air and watch for openings. She will have to leave herself vulnerable at some point, and even if she doesn't Kirby can still do a decent job approaching with dashing Perfect Shield, a Dodge, or with a B-air/Grab.
I'd give this a 55-45, Kirby's favor until I see otherwise.
Din´s fire really shouldn´t give too much trouble to Kirby. It´s pretty good occasional punishing move but doesn´t work well in camping: almost every character in the game has at least one aerial that can be used to break through it reliably and they can always justair dodge it anyway. Just watch out not to land too close to her and you´ll soon learn to avoid damage from Din really well. You really shouldn´t use Nayru´s love if you copy it to deal with Din, it´s a bad reflector, really punishable and you have much better options.but heres what i can say. zelda's side b is the main annoyance for me. although you can air dodge it with eae, she can use it again, which makes it hard for me to even approach her. and even when i try to approach her, her quick tilts and smashes hit me. i say use final cutter when you see an opening. and of course all of us know this- use back air. and if you can get close on her, use the vulcan jabs, just watch out for her smashes.
Bair and Fair are hard to sweetspot on Kirby due to his small size. Watch out for her Uair, U-tilt, and if it isn´t stale, U-smash. All of those work well as kill moves and will kill Kirby at relatively small percents. She also has D-tilt setups for the latter ones (they aren´t always 100% sure but can still give her KOs). You want to avoid D-tilt anyway as it has good priority and gives her free followup attack if it trips you. She also has D-tilt => D-smash combo that works really well, so be prepared for it.A1lion835 said:That means she pretty much has to rely on bair for kills (though uair is good too, and fair is okay, but has more lag than bair...).
Thanks for digging up that quote. Since then I've had the opportunity to play perhaps the best Zelda main I've found to date, up at Tourney Play. His name was Maus (maybe I'm spelling it wrong, but it sounds like "Mouse").☆ Bringing up t!Mmy's post from the last match up thread if he doesn't mind: ☆
(me quoted here)
☆ A lot of good pointers, though he might have a different though now, but I'm leaning towards this. ☆
Sorry to interrupt the conversation, but I said I would look into a few things on the Metaknight MU and I've finished. To what Fromundaman posted...
1) NONE of Kirby's ground moves have more range than Metaknights save f-smash. None. The first hit of his f-tilt out spaces everything except f-smash. His d-tilt too, for that matter. The only way you are going to out range him is if you slide in for the attack, but this makes the attack come out a bit slower, is difficult to time and puts you right next to a ready Meatknight if he power-shielded it, making it not worth it.
2) Kirby's bair beats out Metaknight's fair in range and priority. This surprised the crap out of me (sorry for doubting you Fromundaman ), but it works... Until the Metaknight decides to space using bair. It has more range on it and if it is used while pulling back, there is no way for Kirby to take advantage of the slower hit-boxes.
Now that I've put that out there...
I played a good Zelda main this past weekend... with my Kongs, not with Kirby. XD The same player I mentioned earlier that plays Sonic also plays Zelda, so I'll add more to the discussion once I've played him.
That´s called Ledgewarping. It´s a neat little trick but pretty much useless for other than occasional surprise attacks. Still cool though.However, I did see Maus using ledge-cancelled Farore's Wind -> F-air/B-air which looked really impressive. It's use was a bit limited, but it still looked cool.
a great way to combo Zelda is with Fthrow->Fair walls at low percents. Repeated Fairs, if done right (usually while rising) are very hard for some characters to get out of, and it works wonders I think on Zelda. (And ROB)*pokes thread*
Cmon, more matchup discussion! To prompt it, here's some questions:
- What should each side to do combo/string the other?
- [How] can we get out of each other's combos and strings?
- What should each side KO with?
- Spit or swallow?
- What's it like when both sides are grounded? Both in the air? Both offstage? Any combination of those?
So basically what you're saying is... don't get hit?She doesn't really have combos...just avoid Din's Fire, SDI the Fsmash or Upsmash, and avoid her tilts, aerials, and Nayru's love. SDI away from her dtilt locks.
Both Zelda and Kirby can SDI their opponent's respective Naryu's love moves and punish with an f-smash. (Just 'cause I felt like testing it...) How you would SDI it changes depending on where you were hit with the move, though. As far as I can tell, if you get hit right next to the caster, you can't get out in time to punish. She can also f-smash you directly out of it while you are using it, so...So basically what you're saying is... don't get hit?
Also, since we have a smaller Nayru's range, can't she SDI it and Fsmash when it ends?
Before we move on, are there any objections to the match-up being 55:45 Kirby?I don't know, but we should pick another character and keep moving for now.
Probably both.Few people have experience, and there've been no meaningful posts in days. Either people agree or they no longer care.
That ratio is waaayyy old, from the time when people though Zelda was good.Zelda vs. Kirby.
60:40 in Zelda's advantage?
wut.