Jackson
Smash Lord
I guess that's true. I still feel that it will force a lot of pressure on opponents, though.I'm concerned that its effectiveness will be heavily minimized by the abundance of reflectors and presence of power shielding.
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I guess that's true. I still feel that it will force a lot of pressure on opponents, though.I'm concerned that its effectiveness will be heavily minimized by the abundance of reflectors and presence of power shielding.
The shorter startup and duration of Farore's Wind is the only substantial buff that I've noticed.I guess that's true. I still feel that it will force a lot of pressure on opponents, though.
Well, I'll be playing it at my local Best Buy (I went last year for Mario Kart 8) and I'm a veteran Zelda player, so I'll get as much footage as I can (if she's playable, which now that she's stand alone, I don't see why she wouldn't be)The shorter startup and duration of Farore's Wind is the only substantial buff that I've noticed.
We have seen little footage of Zelda in the Smash 4 environment.
Any footage that we do see will be at a casual level.
I'm not writing her off in the next game, but Sakurai has given Zelda fans no reasons to trust him.
I do too. If you power shield, the phantom has two hits: Zelda can force them into a roll or apply pressure. You're exactly right.I guess that's true. I still feel that it will force a lot of pressure on opponents, though.
I'll be going to a Best Buy too. I'm so excited that we all get the opportunity to demo it.Well, I'll be playing it at my local Best Buy (I went last year for Mario Kart 8) and I'm a veteran Zelda player, so I'll get as much footage as I can (if she's playable, which now that she's stand alone, I don't see why she wouldn't be)
I do too. If you power shield, the phantom has two hits: Zelda can force them into a roll or apply pressure. You're exactly right.
I'd do it for Smash.I was initially excited about Best Buy, but then I read a comment where someone recalled waiting 3 hours to play Mario Kart 8 last summer.
We'll probably get Zelda as playable since I bet they're gonna give us the starters/most veterans in the demo, but idk if she'll get picked in the tourni :/ If they only pick top players from Melee/Brawl, they'd be more used to their top tiers...and we all know how well popular she is in those games ahaWell, I'm sure we'll see the tournament players play all the characters. I would surely hope all characters so far would be playable.
Right, but in Project M, which is what more tournament players are playing (I'm guessing), Zelda is pretty high. I mean, look up Zhime. He was in the grand finals against Mew 2 King.We'll probably get Zelda as playable since I bet they're gonna give us the starters/most veterans in the demo, but idk if she'll get picked in the tourni :/ If they only pick top players from Melee/Brawl, they'd be more used to their top tiers...and we all know how well popular she is in those games aha
I'm thinking the players will have access to the demo beforehand so they cam practice. That's just my thought.That's true, but that's with Project M. I'm sure we would all like Smash 4 to be as balanced as PM, but it's probably not gonna happen. We're pretty certain Zelda is getting more buffs with her separation, but it'll likely be in the wrong places...look at Brawl. She got buffs there, but even in Brawl tiers she struggles; correct me if I'm wrong, but Nintendo just doesn't know how to balance characters at a competitive level like PMBR. (not meaning to put Nintendo down or anything...it's just not their job or intention to build the game in that way, nor do they have as much experience following the competitive scene to understand what things influence metagame development) Idk if her buffs from Brawl Zelda will mean enough for the chosen top players to swap from the veteran mains they already know so well.
You're right, it'll probably just fly straight through the air, just like on the ground. I'm thinking her forward B is going to possibly have spike properties.I am just continuing to ponder the phantom in the air. (you know, baseless speculation)
But it would be really cool if it either dropped straight down and had a spike property or if it went forward and she... held on to its back? or something. I suppose she doesn't really need the recovery option, but I would be amused. And a ranged spike (like mega mans d-air) would just be tons of fun.
It will probably just fly straight forward like on the ground though (or maybe at a diagonal angle till it touches the ground). It doesn't really look like it needs the ground below it during its dash to me.
I'm sorry, but I am certain that Sakurai just worded it badly, so I am at least not holding my breath on the idea.I'm thinking her forward B is going to possibly have spike properties.
I like the idea of it going down like a meteor attack. Maybe it could go diagonal. (like Sheik's needles) That could be nifty. But yeah, straight seems more likely.I am just continuing to ponder the phantom in the air. (you know, baseless speculation)
But it would be really cool if it either dropped straight down and had a spike property or if it went forward and she... held on to its back? or something. I suppose she doesn't really need the recovery option, but I would be amused. And a ranged spike (like mega mans d-air) would just be tons of fun.
It will probably just fly straight forward like on the ground though (or maybe at a diagonal angle till it touches the ground). It doesn't really look like it needs the ground below it during its dash to me.
It probably wouldn't have act in the same way as a normal spike/meteor. I haven't seen/heard about this, but if it's true, I'd imagine it'll resemble the Diddy Up-B spike.I'm sorry, but I am certain that Sakurai just worded it badly, so I am at least not holding my breath on the idea.
Awesome, I'll add it to the OP. Everything looks promising!!
So, VGBootcamp put up 3DS video showing 90% of Zelda's moveset.
https://www.youtube.com/watch?v=S2p-EyKKiAo
I've already examined it and discovered firstly, that weird varying damage doesn't seem to be in it, and most things are pretty much identical to the Wii U. (Take note that the 3DS version is likely farther in development.)
Here's what I got:
Jab: Does 6% in 3 hits. (It seems to be identical to Brawl.)
Ftilt: It only hit once, and it did 12% (At around her forearm. If it means anything.) I'm also quite confident it now only uses Sakurai angles. No hitting backwards anymore.
Dtilt: It did 4\5%. Strangely enough, this ONE move acted like it had the weird varying damage thing, but no other moves did. It can also be seen ONLY hitting at around 80 degrees. I bet this was done to limit its Brawl locking potential.
Utilt: It did 5% and hit straight up. (Only the front side hit was shown.) It also had crazy good IASA. AKA it ends very fast after the swipe.
Fsmash/Dsmash: They were only shown charged up, so we don't know their percents. They use the same hit angles as before.
Usmash: Apparently, it does 8 hits (IDK if it does in the WiiU too, though.) They did 3, 2, 2, 2, 1, 1, 1, 5 = 17% still hits straight up.
NAir: Her hand's multi-hits do 1% each, and the center of her does 2% per hit. The final hit did 3%. (Doing a total at one point of 11% in 5 hits.) It hit away at 45 degrees in the air. (Likely still a Sakurai angle.)
FAir/BAir: the sourspot did 4% and the sweetspot did 20%. (Sakurai angled) The sweetspot still LOOKED rather hard to land, but one can hope it was just errors.
DAir: Upper sourspot did 5%, lower one did 4%, and the sweetspot did 16%. The sweetspot could hit grounded opponents in this one too, thank goodness.
UAir: It did 15% and hit straight up. It also looked to still be as powerful as Brawl. I wonder what was up with the WiiU version then, which looked weaker...
Nayru's Love: It did 4 hits, doing 11% (2, 2, 2, 5) and the last hit bopped the sandbag away at a 45 degree angle. (Again, expect a Sakurai angle.)
YOU CAN STILL B REVERSE TOO!
Din's Fire: See my previous post. (My data dump on WiiU Zelda.) It's no different from the WiiU version so it seems.
Farore's Wind: The disappearing hit did 6% and hit near straight up. (with okay KB.) The reappearig hit did 10% once, and 12% the next time. (Slightly closer to the center of Zelda this time.) It had pretty large KB too.
Phantom Slash: Expect the same as the WiiU version, mostly. Though, the fully charged lunging hit did 12% instead of 11%.
We didn't really get to see her grabs in action, unfortunately. But we did get a lot from this video!
Thanks for this, enjoyed it. Anymore out there I wonder? In the last couple days I haven't been searching.
That was great, thanks for sharing. Showed her ftilt well also. utilt is definitely a combo move now.Zelda KO'd Samus with din's fire. Samus was at 100% though. I don't know if the vids been posted here before but the KO was around 1:00
http://youtu.be/5T39rYutXmk
Source: http://smashboards.com/threads/from-brawl-to-super-smash-brothers-wii-u-the-differences.358932/Zelda: In Brawl, Zelda wasn't considered a particularly strong character. Unfortunately, I don't think much has changed; she feels a bit weak compared to the other characters. Zelda even appears to have lost some power in the transition to Smash Wii U. Zelda's Smashes are weaker overall and have less shield stun and priority, and her trademark kicks are less punishing than before. She has a new down B that is very unexplored, and her ground game is quite different. With time, experienced players may be able to find new strategies and unlock her hidden potential. But when I used her, I really struggled, and many others did as well.
Has anyone else noticed that at 2:00, the purple phantom effect stays on her hand for too long? It stays until 2:07, despite the phantom being out of play almost instantly.
It's supposed to be an indicator letting the players know Zelda can't cast the Phantom again until it stops. I think in the demo, however, it lasts too long and they haven't fine tuned it.Zelda may not have been buffed enough, but I think most of us agree that she was most certainly not nerfed.
Has anyone else noticed that at 2:00, the purple phantom effect stays on her hand for too long? It stays until 2:07, despite the phantom being out of play almost instantly.
Am I just confused here? I've not noticed it do this in other videos.
Magma Beat sounded so hype. I rushed over here for some new confirmed Din tech aha... xD the disappointment hurts so badWHAT'S THIS I HEAR!? "MAGMA BEAT" in the title?
Explain.
EDIT: nvm, just Dthrow.
Magma Beat sounded so hype. I rushed over here for some new confirmed Din tech aha... xD the disappointment hurts so bad
I'm sorry guys! Her down throw is fire now instead of electricity. So I just wanted to update the thread. I'm going to find a video of it when I can.I was expecting an alt. Din's custom myself, and couldn't find it when I brushed through the main post.
Then I found it later... In the throws... xD
Oh, that's interesting at least. I was about to comment on how the name was a little weird given that it involved electricity aha. Not sure how I feel about the change...I liked the shock animation. Magma beating down on them sounds a little weird. Awaiting vids~I'm sorry guys! Her down throw is fire now instead of electricity. So I just wanted to update the thread. I'm going to find a video of it when I can.
Was that her up-taunt at the end...what did they do to my precious up-taunt... ; ^;used it a couple times, 1:30 firstly.
https://www.youtube.com/watch?v=XCO3kK80-Ik
I don't see it very well lol. It still seems electric but maybe not.