Playing defensively is exactly what I meant.If Pit is going to run away, I want to know how he's going to KO Zelda. I also want to know how Sheik's speed is such an advantage here while Zelda's power is not. We're not fighting you on Bridge of Eldin. Where is Pit going to run to so Zelda can't catch him? He glides quickly, but his running speed and his aerial mobility aren't blindingly fast. Running away only helps when he has a lead, but really... where is he running off to? Maybe you meant he's playing defensive, which is different to me than running away.
Why would Pit shoot an arrow at Zelda at a range that he would be in harms way of a detonating Din's Fire? He would have to fairly close to Zelda for that happen regardless, considering the speed of both projectiles, and honestly if he's that close he shouldn't be shooting arrows at all.You pull an arrow out, and I'll 1) throw Din's at you (or the ground in case I get hit so it'll still detonate)
The majority of the time the reflector isn't going to be very practical as arrows can be curved or shot from a SH which means they will be no threat to Pit if reflected, and either way Zelda's reflector isn't fast enough to completely stop arrows if they are being shot continuously.2) wait a bit and Nayru's, because the reflector lasts a long time and it isn't impossible to react to when the arrows will come out
This is honestly the best optionor 3) powershield the stupid thing
Noone is saying Pit has more killing potential or anything because of Zelda's weight, obviously that wouldn't be true, but Zelda is however still relatively light and Pit has decent ko potential considering how fast he racks up damage so koing her directly shouldn't be some incredibly difficult task.She generally has more range, more killing power (and no, don't tell me that being lighter than Pit means Pit has more killing power, because Zelda is killing pretty much everyone she faces soon, and her most potent killers that don't involve meteors happen to be the strongest aerials in the game)
Zelda has more range over Pit yes, but from the way you're posting, you're making it sound like if Pit is going to be running in blindingly approachig you everytime but the simple truth is that he won't be. Zelda is extremely good as a defensive character but Pit takes her out of that comfort zone by making her approach him.I know Pit has some quick moves up close, but with dtilt, Dsmash, and Fsmash alone, I can pretty much beat out every other ground move he has. If you decide to start taking to the air against me, well, Usmash, ftilt, and utilt will be there to answer, with more range (enough to hit Pit before he hits her or a trade), a lot more power, and definitely more speed. What significant advantage does Pit have here?
Zelda can't play against Pit the way she would play against most other characters and to deviate from her normal defensive playstyle to a more aggressive one to fight against a character that aims to capatalize on other characters approaching him is not going to be a favourable position for her to be in.
Forcing predicted responses is something thats applicable with every character and as you said it based more so on the players than the characters but if you want to go that route, what tools does Zelda have that make her better at this in this matchup than Pit simply firing arrows at her to force some responses.Forcing an airdodge/other predicted reaction? Yes, because nobody wants to get hit by them. Killing you? Ooooh you betcha. Of all of this, the OoS responses and the killing power are the main things we're looking into for this aspect, since making a mistake is a player's fault, not a character's.
Very true.When it comes to edgeguarding, I'd give Pit a slight advantage here. Zelda's recovery is not the best. Pit should wait on the stage and fire arrows to harrass her and then punish when she warps. Going off stage can lose your advantage since she can warp past Pit. Zelda can stop your glide with ease, so just don't glide and you should be ok.
Gliding against Zelda is just asking for trouble. Returning to the stage with just your jumps while firing arrows to prevent potential Din's Fires is simply the best way to go about recovering.
I still disagree. I believe CPs like LM will help sway the matchup more so in Zelda's favor because of the amount of stuff she gaings there but thats what CPs are supposed to do right? And aside from LM I don't think she really has much other really advantageous counterpicksOverall, this fight is pretty much even. CPs will be what will sway this fight.
Thats fine, neither are we. The chart is going to be completely accurate at first go, but thats what debates are for.I'm not trying to start trouble or anything, but seriously, I looked at the match-ups you guys have listed on the first page and could not stay silent.