JigglyZelda003
Smash Hero
i have too much going on to be project manager lol. someone else should do it :3So... who's gonna be project manager!?
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i have too much going on to be project manager lol. someone else should do it :3So... who's gonna be project manager!?
As long as you guys promise not to be on that "she goes even with kirby/peach" or "b-air is a 10/10 move" stuff I'm in.That actually looks good!
*sigh* *smh*As long as you guys promise not to be on that "she goes even with kirby/peach" or "b-air is a 10/10 move" stuff I'm in.
Basically don't describe Zelda as if she's like Luigi/Sheik/Yoshi level on the tier list.
You mean it's not a good thing that Zelda has access to a totally different character that is much better than herself?transforming to sheik isn't a pro.
I don't think Sheik is much better or better than Zelda.You mean it's not a good thing that Zelda has access to a totally different character that is much better than herself?
"List of Zelda's pros and cons"Cons
- Very powerful attacks
- Attacks have disjointed hitboxes
- Some attacks have transcendent priority
- Many defensive options
- Immune to many chaingrabs and combos
- Din's Fire acts as a controllable projectile
- A reflector and keep-away in Nayru's Love
- A long-ranged recovery
- Long ranged non-tether grab
- Able to transform to her alter ego, Sheik
- Tall, light, and floaty
- Slow movement on the ground and in the air
- Specials and recovery suffer from ending lag
- Grab has long ending lag
- Projectile is slow and predictable
- Very few approach options
- Aerial game and recovery requires very high precision
- Transform takes time to complete, potentially giving the opponent a free hit
I doubt you'll find anyone who thinks the way I do on Zelda/Sheik.Well, let's get some more opinions on this and if many people agree with what you said, I wouldn't be against removing the last pro.
Shouldn't a con just be large start up or large cool down on a lot of her moves? While she do have good range on her moves that's attached to it and it's not just Nayru's and her Up B that suffer from the majority of her moves. Wouldn't the immune to CG and combo's be the pro you're talking about with floaty.Well you might as well be gonest.
And like you said a lot of the cons are outweighed by the cons.
Like yeah her grab is really long ranged but dat start up....
And yes Nayru's is a reflector but dat ending lag...
Farore's is long range but dat start up AND ending lag
and Din's fire...
I don't think I need to continue
It's just sort of like youre masking the huge negative qualities of the moves and just focusing on the positive, when the negative hampers her a lot more than the positive helps her.
Imo for pros I would just out what she's solidly good at.
good kill power/transcendent priority( you can't really turn that around and say anything negative about that)
The chaingrab thing
I suppose you could leave Din's and Nayru's on there, I mean having a projectile/reflector is nice even if it's really bad.
Edit: and shouldnt Tall light and floaty count as 3 different cons?
Floaty is a pro and a con though.
If Zelda wasn't floaty her recovery would be like Ganondorf level.
Sheik is better than Zelda, by almost Melee margins.I don't think Sheik is much better or better than Zelda.
I'll advise you to start chucking din's and camp when you have a life lead that's the only way they'll approach you.Yeah he put it on there though.
@Cour
Her grab has slow start up, not so much the ending.
I wouldn't really put transformation time as a con, it can be pretty easily avoided by rising transform or smart usage.
Or to simplify it you could just put "Special attacks suffer from start up and/or ending lag" instead of individually listing the same thing on each one, up to you though.
I would also put "No reliable way to force the opponent to approach", imo that's her biggest problem, it's like she was built as a defensive character but has no way to make the opponent come to her.
You do realize about 80 of the roster has an aerial that completily nullifies Din's right?I'll advise you to start chucking din's and camp when you have a life lead that's the only way they'll approach you.
Now I KNOW you're just trolling.Also Zelda's grab is good.
That looks more accurate imo.Revised again.
[COLLAPSE="."]Title: Not sure what it should be as I'm not very creative so I'm open to any and all ideas. Was thinking about "Goddess' Wisdom: A Community Guide to Princess Zelda *Updated <Insert Date>*"
<Insert title of guide>
<Possible picture here>
Contents
I. Introduction
II. Summary of Zelda
III. Moveset
IV. Advanced Techniques
V. Strategy
VI. Matchup
VII. Stage Choice
VIII. Inspiration
IX. FAQs
X. Helpful Links
XI. Credits
XII. Update Log
I. Introduction
Zelda. Many of you may know her as the holder of the Triforce of Wisdom and the heroine of Hyrule. Unfortunately, Princess Zelda doesn't have a similar level of recognition in Super Smash Bros. Brawl so hopefully this community driven guide will attract some much needed attention. For current and potential Zelda players out there, this guide will be an excellent wealth of knowledge that has accumulated since 2008. After reading this guide, I hope that you will gain a better understanding of Zelda in Brawl and use this information to improve and rep our favourite princess.
II. Summary of Zelda
The first question before learning a new character is - why? Is Zelda my one way ticket to winning tournaments? Is she going to make me a better player the way Meta Knight does?
Unfortunately, the answer to both these questions is no. Zelda is not for the faint of heart. In fact, being successful with Zelda takes a lot of patience, determination, losses, and accepting the fact that Zelda just isn't as good as many of her peers.
For your convenience, here's a list of Zelda's Pros and Cons.
Pros
Cons
- Very powerful attacks
- Attacks have disjointed hitboxes
- Some attacks have transcendent priority
- Many defensive options
- Zelda's floatiness makes her immune to many chaingrabs and combos
- Din's Fire acts as a controllable projectile
- A reflector and keep-away in Nayru's Love
- A long-ranged recovery
- Long ranged non-tether grab
- Able to transform to her alter ego, Sheik
- Zelda is tall, making her a large target
- Zelda is light, making it easy to KO her
- Zelda is a slow faller, reducing her upward resistance
- Slow movement on the ground and in the air
- All specials suffer from ending lag (Farore's Wind has startup lag as well)
- Good DI shuts down some of Zelda's best attacks
- The lag/duration of many attacks allow Zelda to be easily punished
- Grab has long startup lag
- Projectile is slow and predictable
- Very few approach options
- No reliable way to force the opponent to approach
- Aerial game and recovery requires very high precision
As you can see from this list, Zelda has some very good attributes but is hindered by her cons that outweigh many of her pros.[/COLLAPSE]
A few questions:
1) Should we start a thread for this?
2) Can somebody name this guide?
3) Are there any pictures of Zelda's moves that can be used for explaining her moveset?
Thanks!
Na I didn't know that thanks for the heads up.You do realize about 80 of the roster has an aerial that completily nullifies Din's right?
It's really not that bad. >_______>Now I KNOW you're just trolling.
na, do you know who you're talking to ? you're prob going to get hit with a gif pretty soon. nvrmind he's posting from his phone.Yes sir.
Do you have any non-sarcastic responses?
a moment of silence XD WHY...........
Against who?Yes sir.
Do you have any non-sarcastic responses?