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Safe falling ?

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
It doesn't matter what I do!
When I'm falling down to my opponent I either air dodge, Nayuros, Teleport or nair..
Zeldas lag sets me up for smashes, even after air dodging towards the ground.. ugh!
Snakes Utilt.. feels hopeless =_=

It's my biggest Zelda-minus.. =(

Any hints/tips how to get to ground saftley?
 

Sonic The Hedgedawg

Smash Hero
Joined
Jul 26, 2005
Messages
7,605
Location
Ohio
NNID
SonicTheHedgedog
3DS FC
3437-3319-6725
mix it up... you can:
- fastfall and wait fort hem to try to stop you before you actually do anything else
- dair
- nair
-reposition and LK
- airdodge (maybe follow that up with an aerial)
- Teleport Down
- Teleport diagonally
- Use Din's and float/detonate it close


nayru's is normally a bad decision actually
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Thank you very much!
I really need better ways to reach ground!

Dair? really?

Would be happy for even more hints! <=oD
 

25%Cotton

Smash Ace
Joined
Feb 7, 2008
Messages
916
Location
Japan
NNID
Samu.S
3DS FC
4785-5442-4678
when nothing else is working, i do this:


teleport diagonally. if my opponent is waiting to see me reappear and then run over to hit me, i start teleporting into them, so they can't do anything about it.

if they're shielding, DON'T teleport down, but diagonally. chances are that they won't be able to reach you before you can put up a shield of your own.

other times, i'll actually dair hit-and-run them (because it's generally not safe to stay near someone after hitting them with dair :p).



if you're opponent is STILL predicting you, float down semi close to them, so they THINK you're going to air dodge or attack, but teleport instead. honestly, there's like nothing you can't do with farore's wind. you just have to be smart about it...
 

Rapid_Assassin

Smash Master
Joined
Feb 8, 2005
Messages
4,163
Location
RI
Be a little less predictable. If you always aim for the same part of the stage, and do anything that'll leave you open, say hi to Snake's utilt.

Try going for the ledge or a platform sometimes. Try teleporting diagonally down instead of straight down every time. Do something else.
 

SwastikaPyle

Smash Ace
Joined
Oct 17, 2007
Messages
811
if you're opponent is STILL predicting you, float down semi close to them, so they THINK you're going to air dodge or attack, but teleport instead. honestly, there's like nothing you can't do with farore's wind. you just have to be smart about it...
Farore's Wind leaves you extremely vulnerable, both at startup and end. It takes a large amount of time just for her to charge up the teleport. If your opponent is metaknight, your screwed no matter what. I recommend jumping air dodges as best you can.
 

SinkingHigher

Smash Lord
Joined
May 4, 2008
Messages
1,886
Location
Canada
Din Glides, well timed airdodges or FWing awwaayyyy from your opponent when you are JUST out of their range is pretty much all you can do.

If you play Sheik, try doing a Transformation Glide and then recovering as Sheik if you find it easier.
 

Z1GMA

Smash Hero
Joined
Sep 10, 2008
Messages
5,523
Location
Sweden
Din Glides, well timed airdodges or FWing awwaayyyy from your opponent when you are JUST out of their range is pretty much all you can do.

If you play Sheik, try doing a Transformation Glide and then recovering as Sheik if you find it easier.
THX for all the answers everyone!

Hey! that's a pretty smart idea!..
If you're VERY high up in the sky you can switch to Shiek which has way better agility!
Never really thought about that! =)

Then when I get enough time I can switch to Zelda again if I want =)
 

RedSnowman

Smash Apprentice
Joined
Apr 15, 2008
Messages
154
mix it up... you can:
- fastfall and wait fort hem to try to stop you before you actually do anything else
- dair
- nair
-reposition and LK
- airdodge (maybe follow that up with an aerial)
- Teleport Down
- Teleport diagonally
- Use Din's and float/detonate it close


nayru's is normally a bad decision actually
This pretty much sums it up. I mean just look at how your opponent wants to keep you in the air then mix things up. Read how they want to hit you and then do something that doesn't allow them to do that.

Additional note... dair works really well on characters with bad uairs. It's great for getting back to the stage especially if they are hyper agressive and chase you when you go in the air.
 

SinkingHigher

Smash Lord
Joined
May 4, 2008
Messages
1,886
Location
Canada
THX for all the answers everyone!

Hey! that's a pretty smart idea!..
If you're VERY high up in the sky you can switch to Shiek which has way better agility!
Never really thought about that! =)

Then when I get enough time I can switch to Zelda again if I want =)
Do it when you get hit. My "playstyle" is that I transform to change things up since I'm okay with KOing as both chars, ergo I would logically only change when I'm not doing so well with one character. Both Zelda and Sheik have transformation jumps.

With Sheik>Zelda, you soar into the air faster than anything can hit you, so it's completely safe and quick, since you're transforming while you're escaping. Zelda's is best when you're in that danger bubble. Glide back to the stage and you should arrive at the edge and grab it as Sheik.
 
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