gm jack
Smash Lord
I've been lurking here for a good year or two now, but haven't really posted, so hello.
Does anybody else feel that Zelda has a very strong psychological game?
I seem to be able to be able to really limit what other people are willing to do with a single good response. If I manage to catch someone in a Dtilt lock, I find people are far more caution about getting close to me as they don't like the feeling of being out of control of their character. It may only take a hit or two from them to DI out, but if I manage to get a trip and Dsmash them off the stage, they get a lot more caution with their spacing, which then makes them easier targets for a quick dash attack or a F smash.
Again, as some of her grapples sort of set up for a lightning kick, if I can land one fairly early on, they really do not like the idea of being grabbed, and hence take less risks , even if it is likely to pay off. The fear of getting 20% + done very quickly for a single mistakes stops them trying to predict laggy attacks and run in with their shield up.
This use of sweet looking, big hits seems to throw a lot of people out of their stride, so that they get a lot more cautious. That's when a lot of the more aggressive people I play seem to make mistakes. I'm sure better players would be able to figure out that certain moves could have been easily punished if I tried to do then twice, but for some characters, seeing them hit off stage, no matter how little, right at the start of the game makes them easily frustrated, at which point you can pull them apart.
Anyone else do this, or am I just playing very special little guys?
Does anybody else feel that Zelda has a very strong psychological game?
I seem to be able to be able to really limit what other people are willing to do with a single good response. If I manage to catch someone in a Dtilt lock, I find people are far more caution about getting close to me as they don't like the feeling of being out of control of their character. It may only take a hit or two from them to DI out, but if I manage to get a trip and Dsmash them off the stage, they get a lot more caution with their spacing, which then makes them easier targets for a quick dash attack or a F smash.
Again, as some of her grapples sort of set up for a lightning kick, if I can land one fairly early on, they really do not like the idea of being grabbed, and hence take less risks , even if it is likely to pay off. The fear of getting 20% + done very quickly for a single mistakes stops them trying to predict laggy attacks and run in with their shield up.
This use of sweet looking, big hits seems to throw a lot of people out of their stride, so that they get a lot more cautious. That's when a lot of the more aggressive people I play seem to make mistakes. I'm sure better players would be able to figure out that certain moves could have been easily punished if I tried to do then twice, but for some characters, seeing them hit off stage, no matter how little, right at the start of the game makes them easily frustrated, at which point you can pull them apart.
Anyone else do this, or am I just playing very special little guys?