Tristan_win
Not dead.
What if my opponent has range and doesn’t wish to approach me?
This question I’ve been playing around a bit in my head I’ve already come up with a few answer for
1. Use your ^B to cut the distances between my opponent.
2. Use din fire to force them to approach you.
3. Reflect
Theses are the answer I’ve dreamt up would be most likely what I would received if I just finished this thread with my question and even though theses are good answer they are still wrong.
1. Even though the ^B is good for closing distances between you and your opponent it does have windup time and cool down. Although the attack at the end does make it much better in Brawl the thing is it can be shielded and then countered. If you don’t wish to hit your opponent upon reappearing you are depending on your opponent to mess up for not punishing you and against someone skilled in killing Zelda you will get punished very often.
2. Din fire is a great long range projectile but that’s just the problem it can only be used long to mid range effectively. If Zelda is fighting a ROB or even a Fox who not wish to approach they can either dash out enough pain for you to stop trying to use Din fire or interrupt you. Yes you can jump while casting in hopes to avoid most of the spammed range attacks but even so Din fire is easily shielded. Unlike other range attacks Din fire cannot be used to pressure someone safely.
3. I love Zelda refectory and all but it doesn’t come out very fast and usually require you to predict being hit before activation. The best you can get with this usually is a stalemate. With you being unable to pressure with Din fire and your opponent in fear of having his attacks reflect back at them it becomes a constant of who is more patient.
Zelda approach on the ground and air is also very bad.
Nair, Dair, Fair, Uair, Bair. They all can’t be used effectively to pressure or safely shorten the distance between you and your opponent. Fair and Bair are Zelda best options but hitting someone shield with the sweet spot will only bring problems.
Because of Zelda speed on the ground approaching isn’t very advisable and against a spammer there is little you can do besides shielding their every attack until you get close enough to go on the defensive again.
If you haven’t noticed I prefer to not depend on enemies mistakes on not punishing you correctly to win.
So...Any advise?
This question I’ve been playing around a bit in my head I’ve already come up with a few answer for
1. Use your ^B to cut the distances between my opponent.
2. Use din fire to force them to approach you.
3. Reflect
Theses are the answer I’ve dreamt up would be most likely what I would received if I just finished this thread with my question and even though theses are good answer they are still wrong.
1. Even though the ^B is good for closing distances between you and your opponent it does have windup time and cool down. Although the attack at the end does make it much better in Brawl the thing is it can be shielded and then countered. If you don’t wish to hit your opponent upon reappearing you are depending on your opponent to mess up for not punishing you and against someone skilled in killing Zelda you will get punished very often.
2. Din fire is a great long range projectile but that’s just the problem it can only be used long to mid range effectively. If Zelda is fighting a ROB or even a Fox who not wish to approach they can either dash out enough pain for you to stop trying to use Din fire or interrupt you. Yes you can jump while casting in hopes to avoid most of the spammed range attacks but even so Din fire is easily shielded. Unlike other range attacks Din fire cannot be used to pressure someone safely.
3. I love Zelda refectory and all but it doesn’t come out very fast and usually require you to predict being hit before activation. The best you can get with this usually is a stalemate. With you being unable to pressure with Din fire and your opponent in fear of having his attacks reflect back at them it becomes a constant of who is more patient.
Zelda approach on the ground and air is also very bad.
Nair, Dair, Fair, Uair, Bair. They all can’t be used effectively to pressure or safely shorten the distance between you and your opponent. Fair and Bair are Zelda best options but hitting someone shield with the sweet spot will only bring problems.
Because of Zelda speed on the ground approaching isn’t very advisable and against a spammer there is little you can do besides shielding their every attack until you get close enough to go on the defensive again.
If you haven’t noticed I prefer to not depend on enemies mistakes on not punishing you correctly to win.
So...Any advise?