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Social *sigh* oh the life of a Zelda main [A new zelda discussion zone]

xKobayashi

Smash Apprentice
Joined
Aug 16, 2012
Messages
80
Location
Carlsbad, CA
god the zelda board is amazing
those stupid foxes are probably talking about shines
or some technical metagame ****
but were just talking about making love to one another, and thats all you can ever ask for
 

¿Qué?

Smash Champion
Joined
Mar 30, 2010
Messages
2,854
Location
Laredo, TX
Aside from the love making, I learned that Zelda adores MUs where she's allowed to jump over someone. Perfectly space dat "PLATINUM KICK."

But yeah, I'd make SO much love to TheLake. <3

So much~

:zeldamelee: :zeldamelee: :zeldamelee:
 

choknater

Smash Obsessed
Joined
Dec 25, 2002
Messages
27,296
Location
Modesto, CA
NNID
choknater
During the rare occasions where I do play friendlies anymore it's against the ICs main Choknater (AKA "I have way too many posts on smashboards"). It's really interesting how the matchups developed though. I really like the methods he comes up with to deal with matchups because it's so different from what most other people do. Honestly it's just more effective, and so I feel like if I can figure out how to beat the stuff he throws at me that I can handle other players much more easily.

For the zelda/ICs matchup he usually camps under a platform and does blizzard with nana while a desynced popo does short-hop ice blocks. Zelda is slow and doesn't have a good way of approaching from above, but the blizzard and ice block wall makes it nearly impossible for her to approach horizontally either. Essentially he'll just get the % lead and then start camping at which point I'm forced to approach. Getting caught in blizzard pretty much guarantees him a grab though, and if I try to approach from above by dropping through the platform he'll either attack (which is pretty safe) or just move to the other end of the stage and start camping there.

In general though, as with many matchups ICs can do some pretty crazy stuff with handoffs and whatnot. You definitely don't want to get grabbed. As long as you target nana and gimp her early with a kick though the matchup isn't too terrible.

Also, when ICs use upB nana will ALWAYS land right by the edge of the stage. You can just wait for her to land and punish her with a kick to the face. At that point popo may try to save her again. If he uses upB again you can wait for her to land by the edge and kick her another time, so it's not a very good idea from the ICs perspective. If SideB is used then you don't need to worry about nana being invincible and you can just try to kick them both out of the air.
Why did this turn into a matchup discussion :s

Fighting ICs with zelda: do zelda things, don't get grabbed, use multihitting smash attacks.
The IC's that I play try to either force me above them (because **** their uair), or zone and go for grabs and handoffs

:phone:
That would be because that is how ICs play.
At the same time, if you get them above you, what are they gonna do?
So yea. ****.
I prefer playing Zelda v. IC's than Sheik v. IC's.

¯\_(シ)_/¯
thats probably because ICs beat sheik, whereas Zelda goes about even with them.
Zelda is really good at separating them and killing nana.
Sheik struggles to separate them a little more, but once she does, nana is dead.
but Sopo still chaingrabs her to high percent.
The ICs silly things also hurt sheik a lot more in general.

But the ICs/Sheik MU is still pretty close, tbh. its just kind of awkward for sheik.
i namesearched and found this little discussion

man u guys just dont know

ic's RAAAAAAAAPE zelda

jk, they don't.... if zelda just stands there and light shields or something. zelda's shield is really good, but when she shields i just run away and camp. like nick said, zelda has pretty much no answers to good ic's camping.

this matchup is really really lame when played properly by ic's, so i'd imagine zelda would have to be equally lame

like light shield on a platform on the other side of the stage LOLOL

honestly i have no idea what zelda can do to ic defense

maybe u guys can tell me
 

Soloist

Smash Ace
Joined
Nov 15, 2010
Messages
712
Location
Rochester Hills, MI

GKInfinity

Smash Champion
Joined
Mar 14, 2007
Messages
2,131
Location
Modesto CA
Have you played an ICs player that gets the percent lead and then camps under a platform using ice block/blizzard desync?
 

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
Din's Fire provoke. Platforms will help a lot obviously (to keep away from the ice blocks), but even without them, if you jump and use Din's she should fall slowly enough that you can get one off while being up and out of the way. Explode early if they try to stop and go in.

If nana isn't blizzarding, you can jump right over the ice blocks and kick them as the move is finishing.

Otherwise, the general idea for Zelda is zoning of course; she wants to secure an area and move in slowly until Icies tries to wavedash in. Their normal horizontal movement covers so much distance it's easy for them to slide into a fsmash or jab if they're not careful. If they are careful, it's probably going to be a long game. :p I agree it's pretty even. Icies don't combo Zelda very easily like they do Sheik because of her floatiness, but they still have dangerous grab stuff they can do. On the other hand, unlike a lot of other character's moves, the Lightning Kick (as well as her multi-hit attacks) seem to do well against them because it's hitting two sets of hurtboxes. Besides seeming to shield-stab better, they catch Nana as she tries to catch up to what Popo is doing (like running into a kick that was lagged on Popo's shield). Also, once they're kicked and in the air, or worse, off the stage, there's little they can do to stop Zelda from continued aggression (aerials and side-b won't really do anything).

I'd type more but I'm at school and my next class is about to start.
 

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
Oh my gosh, I just discovered that Zelda was not originally in the E3 on 2001, just Shiek.

...Wha...What if Zelda hadn't been added? ... *Dies*
 

GKInfinity

Smash Champion
Joined
Mar 14, 2007
Messages
2,131
Location
Modesto CA
You know how Gifs will lag sometimes the first time they load on a page? It was playing fine for me until it got to the part where the kick landed and then it slowed down to a frame or 2 a second until it finished.

DAT KICK
 

Dark Hart

Rejected by Azua
Joined
Mar 25, 2008
Messages
11,251
Location
Death Row, North Carolina
Gonna edit this when I find the magus post on Zelda cgs...

:phone:

Does anyone have Cosmo thread archived or have a link to it handy? I feel like magus' posts are all in that

Or maybe that other thread I can't seem to remember the name of...

:phone:
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
I'm probably wrong, but I was pretty sure zelda can't follow up with another grab if they DI correctly :/
 

Soloist

Smash Ace
Joined
Nov 15, 2010
Messages
712
Location
Rochester Hills, MI
Here's Magus' awesome post on throws (in Cosmo's old thread):

Good **** Cosmo xD




Also, some u-throw stuff on FFers...

U-Throw (11 dmg)

Throw Lag
Falco .16
Fox .. 16
CF ... 21


Things like regrab or sweetspot dash attack on behind DI and u-smash on away DI for Falco/Fox often require you to react by that 17th or 18th frame in order to be able to reach them in time. A lot of the upper range of other stuff does as well. It's... difficult. CF's are less demanding on reaction time since you couldn't act that soon if you wanted to anyway, but the stuff that still works does have tight timing.

[collapse="Hitstun Chart"]-These are all the damage AFTER the throw

Stun .Damage
--------------------------
34 ... 0-2 (if it were possible)
35 ... 3-7 (if it were possible)
36 ... 8-13
37 .. 14-18
38 .. 19-24
39 .. 25-29
40 .. 30-35
41 .. 36-40
42 .. 41-46
43 .. 47-51
44 .. 52-57
45 .. 58-62
46 .. 63-68
47 .. 69-73
48 .. 74-79
49 .. 80-84
50 .. 85-90
51 .. 91-95
52 .. 96-101
53 . 102-106
54 . 107-112
55 . 113-117
56 . 118-123
57 . 124-128
58 . 129-134
59 . 135-139
60 . 140-145
etc...

[/collapse]

-These are all the damage BEFORE the throw. U-throw does 11% when fresh and is what the ranges are based on. Knockback is based on the damage afterwards, so if it's staled like when you're CGing the ranges will be like 1-4% higher than what's listed.


U-Throw to Regrab
-Falco-
Neutral 0-64
Away .. 0-82
Behind .0-66
[Dash Grab]
-Fox-
Neutral 0-53
Away .. 0-67
Behind .0-60
[Dash Grab]
-CF-
Neutral 0-34
Away .. 0-50
Behind 14-23; 25-33
[Dash Grab]

U-Throw to Dash Attack (sweetspot)
-Falco-
Neutral 0-65
Away .. 0-82
Behind .0-82

-Fox-
Neutral 0-54
Away .. 0-71
Behind .0-71

-CF-
Neutral 0-43
Away .. 0-67
Behind .0-59


U-Throw to U-Smash
-Falco-
Neutral 0-77
Away .. 0-94
Behind .N/A

-Fox-
Neutral 0-66
Away .. 0-82
Behind .N/A

-CF-
Neutral 0-49
Away .. 0-60
Behind .N/A


U-Throw to F-Tilt (sweetspot)
-Falco-
Neutral 0-72 [(0-40 Pivot); (41-72 Pivot or WD); (54-72 Up-Angled)]
Away .. 0-94 [(26-40 Walk); (41-81 Walk or WD); (82-94 WD); (78-94 Up-Angled)]
Behind .N/A
-Fox-
Neutral 0-64 [(0-40 Pivot); (41-64 Pivot or WD); (49-64 Up-Angled)]
Away .. 0-81 [(26-40 Walk); (41-76 Walk or WD); (77-81 WD); (66-81 Up-Angled)]
Behind .N/A
-CF-
Neutral 0-54 [(0-54 Pivot); (45-54 Up-Angled)]
Away .. 0-54 [(34-54 Walk); (45-54 Up-Angled)]
Behind .N/A

U-Throw to Kick
-Falco-
Neutral 0-140+
Away .. 0-140+
Behind .0-140

-Fox-
Neutral 0-140+
Away .. 0-140+
Behind .0-129

-CF-
Neutral 0-140
Away .. 0-134
Behind .0-113


And here's the link to Cosmo's old thread (which should have been stickied):

the secret zelda strats discussionzone

Come to think of it, this thread that we are using right now should be stickied. It is the Zelda gen. discussion after all. I'll see if I can get on that.
 

ShroudedOne

Smash Hero
Premium
Joined
Mar 14, 2011
Messages
5,493
I was trying to uthrow CG Falco in training. I set him to evade. Couldn't get him ONCE.

I'll try again, with this new info. Thanks, Soloist. Much appreciated.
 
D

Deleted member

Guest
i've never had any problems doing zelda's CG on fox/falco from 0 to 40 ish, but it always felt like it didn't actually work on DI behind her, but I'd get them anyway...

i always hated chaingrabbing falcon, 1. the extra time screws me up, and 2. when you're not chaingrabbing him, you're still fighting falcon on FD for some reason. i really hate that MU.
 

DerfMidWest

Fresh ******
Joined
Mar 31, 2011
Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
Hmmmm...
Does zelda actually benefit from the CG though?
It seems like she has better, easier options.
It seems kind of pointless to learn.
 

ShroudedOne

Smash Hero
Premium
Joined
Mar 14, 2011
Messages
5,493
Guaranteed damage is always the best option. CG is as guaranteed as you can get.
 

Dark Hart

Rejected by Azua
Joined
Mar 25, 2008
Messages
11,251
Location
Death Row, North Carolina
thank
You
So
Much
SOLO
Hmmmm...
Does zelda actually benefit from the CG though?
It seems like she has better, easier options.
It seems kind of pointless to learn.
CGs halt the opponents momentum and can usually do a little mental damage, especially from a character like Zelda

And like Collette said, guaranteed* damage, which

Not to mention reliable kick set-up

Zelda really needs something like that vs fast fallers

Seems like something important to learn from I'm standing

What about it seems pointless to you?

:phone:
 
D

Deleted member

Guest
Guaranteed damage is always the best option. CG is as guaranteed as you can get.
ohhhh, someone gets it!

you earn a sticker today.

:147:

zelda's CG is one of her few ways to play like a good character.

learn it.

and then ban FD against falcon anyway.

fox too probably.
 

DerfMidWest

Fresh ******
Joined
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Messages
4,063
Location
Cleveland, OH
Slippi.gg
SOFA#941
Because why go for a grab in the first place (which is risky for zelda) when you could just kick?

I mean if you've managed to even get a grab then sure, CG 'em, but it doesn't seem practical since Zelda doesn't get grabs easily.
 
D

Deleted member

Guest
kick is riskier than grab. if you miss, you're in the air. that's bad.
 
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