popsofctown
Smash Champion
me and dangr tested this. If the space animal is spamming double jump, this should never work.. did your testing show something different?
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I still think at least fox seems to get stuck... even if this is not the case.... if you catch 'em out of a double jump... what can they do?me and dangr tested this. If the space animal is spamming double jump, this should never work.. did your testing show something different?
yes, and Dsmash is great to force him to need to use pikmin chain... but shiek can just get there to gimp more easily... zelda has effective gimps, they are just harder to put in place.Din's fire is a great gimp against Olimar, or you know just grabbing the side after one of Zelda's power hits
Please try this on an Olimar who has a working controller.Short hop
Nair
Jab
repeat until olimar is dead... 4 times
Oh but i have, hundreds of times, successfully. The combo is seriously uninteruptable, this has been tested.Please try this on an Olimar who has a working controller.
- ZSS: Another one I'd call SaZ... it really doesn't matter how you use the two in tandem. ZSS is capable of being killed by gimps or by raw power pretty easily.My experience against you raph:
Charizard:
-Zelda: omg what an advatage. Charlie is so easy to lightning kick it's not funny. and his glide makes him uair bait if you are in good position, and Din's bait if you aren't. You outrange and outprioritize pretty much his everything. Din's forces him to approach and he is lacking in his options for safe approaches. Seriously, this is a good matchup for zelda.
-Sheik: can combo charlie like crazy. Ftilt works wonders and, as long as you know which moves charlie can throw out quickly, he is VERY limited in stopping your approaches. He's got some grab range and a DANG powerful Dthrow, but combo into a usmash and he's toast... or just change to Zelda to KO.
Conclusion: there's absolutely no wrong way to play this. Zelda alone, sheik alone or both together... they all are advantaged.
Ivysaur:
-Zelda: ivy actually has the range advantage here. But, on the plus side, I've found an airborne ivy is not too hard to LK or Uair and he's quite light. Ivy's razor leaf and range make it hard to force him to approach. Zelda really shines if she can knock him off the edge though. Beleive it or not, I actually get to use her Dtilt spike here due to Ivy's very limited recovery options.... just don't get greedy and get edgehogged.
-Sheik: I prefer sheik here honestly. Needles do a lot to force ivy to approach, or at least to TRY to so that sheik can exploit him when he tries. Sheik might have more trouble escaping bullet seed and more trouble with the range difference in moves, but sheik is a much more reliable edgeguarder.... and ivy is an easy target for that.
Conclusion: Zelda is not bad, but sheik is better. If you are going to use both charcters here, I might recomend starting as zelda and going to sheik for the ko. Zelda will get ivy into a range to be knocked off, and Sheik will have fresh aerials to keep him off.
Squirtle:
-Zelda: oh dear god is squirtle frustrating. you might as well kiss most of your aerials good bye. Nair and lightning kicks just become near useless against him... Uair at least is great for an EARLY ko... and his recovery is VERY punishable by dair if you get him in a bad position. Other than that. You have power on him in spades. He'll get out of your multihits earlier than most due to size and weight, but he'll also die really early. Squirtle's the hardest of the three to face normaly, but he's not overly difficult, just a decent challenge.
-Sheik: as sheik, I normally have a lot of problems here. Squirtle seems to have no problem approaching me, and seems to be able to ward off any approach attempt I make. Squirtle has superior power and priority in the air as well as amazing air control... which sucks. Squirtle also has some amaing power in his throws (specially Dthrhow) and some great grab range which makes him threatening if he EVER sheilds an attack also he's nearly impossible to combo and I find it hard to connect with most kill moves for sheik... my best results here are to play an ultra-reactionary sheik. Iunno if other sheiks agree with me, but squirtle is hard.
Conclusion: *Groan*... not fun either way, but my personal experience says at least Zelda doesn't have too many problems with him. I don't think you can EVER have the advantage against squirtle, but at least zelda doen't seem to have a disadvatage.
PT on the whole:
I imagine most smart PTs will realize how both zelda and sheik can give them trouble. AS such, unless on a stage that gimps ivy or squirtle (Frigate Orpheon destroys Ivy no?) then you should expect not to see too much, if any of charizard. I'd say to expect two squirtles and one ivy. As such, I would recomend using Sheik for ivy even though Zelda can do okay against him.... that'll keep zelda fresh for Squirtle when he comes out. Don't ever underestimate PT... but know your strengths and I say this is Zelda sheik's matchup to lose. I personally love the matchup because it allows you to really use Zelda/Sheik's built in counterpicking abilities.
Artful switching probably yeilds no less than a 60:40 advantage in our favour... but good PTs are hard to come by. I have experience against so few.
other opinions?
I just brawled steeler36 today.I haven't played Sheik vs. Squirtle, but on paper it would be painful, because Sheik would be compelled to play defense and she doesn't like doing that. The PT recommendations have been geared much more Zelda heavy, as such, since Ivy and Charizard can go both ways.
Sheik/Zelda actually does fairly well against these characters, it's not nuetral but they're not **** matchups either(maybe G&W).I haven't played Sheik vs. Squirtle, but on paper it would be painful, because Sheik would be compelled to play defense and she doesn't like doing that. The PT recommendations have been geared much more Zelda heavy, as such, since Ivy and Charizard can go both ways.
Pikachu's matchup is relisted to reflect the chain grab.
Marth is going to say StZ, it still looks like a two sided discussion to me.
I don't know if I've announced this yet, but I've recently dropped Sheik. This doesn't signify a change in my strong opinion that Sheik/Zelda is a high-mid or high tier character, nor am i going to retract my opinion that a good Zelda is best paired as a good Sheik
That would make me a hypocrite, if it weren't for my reason for dropping Sheik: my region is chockfull of S/Z counters whose matchups aren't improved by Sheik. The characters that have knocked me out of tournament are Diddy, Game and Watch, Game and Watch, Game and Watch, DK, MK, and Snake. Gdub, DK, MK, and Snake, IMO, are the 4 biggest S/Z counters. If i didn't live somewhere totally saturated by these players, I would just take a third for one or two problems, but S/Z is impractical here.
I'm still upkeeping this thread. As my opinions become more and more outdated i'll count my own opinion less and less.
Ahh your right. I completely forgot about his down b. Still if you pressure with needles and force him to an aerial approach(usually his bair), the chain can be effective vs. DK.I'm fairly sure he can fsmash you out of your chain. I'm certain he can down b you. I find that the chain is more useful against characters that can't potentially kill you for using it. Like, ohh, Mario is gonna hit me with a fire ball now. ... But yeah, needle camping > DK.
Shothopping the chain is what I meant......but obviously I don't understand the DK matchup all that well.needles or not, he's not forced to take to the air. He can walking ftilt, or he can do the tech where he cancels a jump into an upB that goes across the stage almost as fast as Luigi's tornado.
Do you use the chain against air approaches for real? It's too slow to do that. You have to pull it out, then snap it upwards. Not really that fast... I only use the chain against horizontal approaches, that's where it shines. But the down B mentioned is why the chain doesn't help me much horizontal against dk, it's only 5% damage anyway too.
Can he Neutral B us out of our chain? That is the question.I'm fairly sure he can fsmash you out of your chain. I'm certain he can down b you. I find that the chain is more useful against characters that can't potentially kill you for using it. Like, ohh, Mario is gonna hit me with a fire ball now. ... But yeah, needle camping > DK.
...Villi the chain transcends priority, high and low don't do anything to the chain as it just goes though it.The chain, short hop or not, doesn't come out quickly at all. I only think it's safe to use because it has so much range, so I can begin it from a good distance away to halt approaches and occasionally punish for a good chunk of damage. In some matchups, it's hard to be put in a bad position with the chain if you do it right -- either they won't have a good enough option to punish you before you retract it, won't be able to do much damage either way, or you've connected with the tip and you can safely pull it back.
Characters with high priority aerials and wide ground attacks like DK, it doesn't work so well against.