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No.Everyone else will learn how to play her in a more aggressive, combo-oriented, "Smash-y" way.
Mind elaborating on how Ftilt was improved? Because the changes don't actually help, they're just dumbed up datas that accomplish the same thing they used to. There was NO combo helping changes as far as I can tell.I definitely believe Zelda can be combo-oriented in her pre-3.5 incarnations and I also believe that some of the changes introduced in 3.5 directly improved her combo game. See fthrow and ftilt.
Because she had an entire toolkit of things that are completely different than anyone else in the cast, which required opposing players to play the game in a completely different fashion. She also completely and absolutely dominated matchups where she held any sort of maneuverability advantage. Having unique attributes isn't bad, but a player can learn how to handle Bowser's armor, Ganon's command grab, etc much more quickly than Zelda's dominating stage control, invincibility, and power. I'm not trying to say the character that you guys have learned is stupid or OP or whatever. I know you put a lot of work in and that you are understandably displeased to see it fall by the wayside. However, I would like to draw an analogy to Melee here.Fthrow does indeed seem to combo better. Ftilt seems to combo differentl, not better nor worse.
People obviously have different definitions of what a Smash character is, and refusing to discuss it is not respecting other people. That is extremely rude. Especially as this is something that is both a personal topic and clearly a matter of opinion.
That being said, I think the core principle of a fighting game is that you directly fight your opponent. You aren't managing armies, or managing resources, or engaging in diplomacy. You are straight-up battling your opponent. What makes Smash different from other fighting games? Nintendo characters. Position is the most important element, more important than health. As such, different stage layouts affect the relationship between the 2 players. Combos are creative, not pre-defined. DI allows opponents to prevent most combos from being guaranteed. Essentially, these last 2 points mean the game is much less combo-oriented than other fighters.
Zelda still plays the positioning game. Zelda is low on combos, both giving and receiving, but she still has and gets combo'd. I don't see how this makes her not a Smash character.
Positioning is key in this game. Threatening space without being threatened is critical, as it is the largest imbalance of risk/reward. Therefore fast characters, who have the ability to threaten large spaces and escape threats, have an inherent advantage. Following that are characters with projectiles, then characters with disjoints, and finally characters with none of the above.
Zelda is slow, with small and precise hitboxes. Melee Dins is not a projectile. Upair is a very conditional disjoint, nayrus is a super punishable disjoint (especially without invuln...), and upair is slow. So she falls into the last category, characters with none of the good tools.
The other characters with none of these tools have something unique in PM. Bowser has armor. Wario and Jiggs have flexible aerial movement instead of ground movement. Ganon has a command grab and strong hitboxes. DK has an amazingly flexible grab and strong hitboxes.
Zelda has strong but TINY hitboxes (LK used to have stronger and tinier hitboxes too). She has teledash for conditional movement (but it used to be good). She has Dins as a quasi-projectile (but it used to cover space). She has nayrus invulnerability (but used to have it in an approach move). Why were all those things taken away? I want to hear a good reason, not "because its more Smash". If that's the reason, then why is it more Smash?
Thank you very much for the full response. I think your analogy to Marth in Melee is along similar lines to what I was trying to get at with my post.Because she had an entire toolkit of things that are completely different than anyone else in the cast, which required opposing players to play the game in a completely different fashion. She also completely and absolutely dominated matchups where she held any sort of maneuverability advantage. Having unique attributes isn't bad, but a player can learn how to handle Bowser's armor, Ganon's command grab, etc much more quickly than Zelda's dominating stage control, invincibility, and power. I'm not trying to say the character that you guys have learned is stupid or OP or whatever. I know you put a lot of work in and that you are understandably displeased to see it fall by the wayside. However, I would like to draw an analogy to Melee here.
Let's talk about Melee Marth for a moment. He is pretty unique in Melee. His disjoint and movement are different than any other characters, besides Roy, who we're going to leave out because he is a clone who is inferior to Marth. He does require an adjustment by the opponent, and he does change the flow of the game in comparison to most other top tiers. In a lot of ways people are arguing that Zelda fills a similar role in PM, and I don't think that logic is flawed. Zelda is unique, and she does make the opponent play her different. She forces the opponent to play her game (mostly), be very patient, and she has the ability to slow the game to a crawl at will. Not the same adjustments as Marth in Melee, but this principle stands. They are both unique characters who alter the playstyle of the opponent more than most.
So why did she need a rework? Because while Marth was different and required adjustment, Zelda was so far out of left field that she needed to be brought back into line. Despite that Marth was different from the rest of the Melee cast, he holds far, far more similarities and commonalities than Zelda does with the 'stereotypical' PM character/playstyle. 3.5 Zelda is still unique. She is still different. She still has the ability to change the way the opponent plays her. But she isn't so fundamentally different as to feel foreign to smash player. The minor buffs she received to her combo game should benefit her greatly, and her new Din's has it's own uses that make it more of a trade than a nerf.
And we'll see! Maybe I'm incorrect and she needs more work. Remember PMDT is trying to do something different and unique with Zelda, so I think we should cut them a little slack. If she ends up being awful (which you can already tell she isn't) then I have no doubt PMDT will address that in due course.
I agree...she seems handicapped to me, now; a shell of her (and our) former self, if you will. Teledashing used to be a big part of my game, in which I use it to approach and get into good positions. More than anything, my muscle memory is killing me, but it's something I need to work on, now.Honestly, the only thing about her changes that I dislike is the removal of her teledash and lack of j.nB invuln. Without these, she's forced to run away much more, however, her pressure game at a distance is much weaker so she does it worse. Because of these slight changes, her matchup against zoners seems more polarizing than previously, and she still loses to people being all up in her face. Her best matchups might be mid-range characters that lack disjoints, now.
Oh great! Yeah, sometimes I feel like it IS fast enough to still be used as a teledash, but most of the time I cant act out of it promptly. That's probably because of this, where I hit the button and assume I can act, but then end up just wasting my action and having to hit the button twice.On telecanceling, I feel I should mention it's not quite working as intended. If you take a look at it in debug, there are 2 frames upon pressing B that weren't accounted for in the endlag where Zelda remains invisible. It doesn't affect the time the opponent has to see she canceled it, but it does make it feel slower for the Zelda player. In testing I figured it was just the fact I was using a different button making it feel different, but looked into it further after seeing many other Zelda players get the same impression, so expect telecanceling to better fill the role of teledashing at some point in the future.
Thank you a bunch for reading the thread. That will be extremely useful to tele-cancelOn telecanceling, I feel I should mention it's not quite working as intended. If you take a look at it in debug, there are 2 frames upon pressing B that weren't accounted for in the endlag where Zelda remains invisible. It doesn't affect the time the opponent has to see she canceled it, but it does make it feel slower for the Zelda player. In testing I figured it was just the fact I was using a different button making it feel different, but looked into it further after seeing many other Zelda players get the same impression, so expect telecanceling to better fill the role of teledashing at some point in the future.
I actually haven't encountered this, probably because I am not cutting my placement of Dins so close to an engagement as to desire an immediate nayrus. I won't have access to a copy of Brawl to replicate this for awhile, sorry.Thank you a bunch for reading the thread. That will be extremely useful to tele-cancel
@ Magus420 after setting a din and then trying to immediately activate nayrus by repeating pressing B, for some reason instead of nayrus the action of a side B occurs, calling the din back in (and I am pretty darn sure I'm not slightly holding left). So I am getting punished when I meant to do nayru. I think 4tlas also had the same problem
Agreed wholeheartedly. She's extremely fun to play offensively. Her dash speed makes her followups a bit more limited than other characters, but in those situations you generally set a Din in order to give yourself a bit map control / setup potential. It's not unlike snake wanting to push people away to set up a mine, just.. way more magicky and badass in a different way haha.disagree. i've been playing her very aggressively and i've been quite happy with how adept she is at engaging opposing characters.
The issue of getting stopped by a wall while using FW has been preventable since Brawl, where it happened there.I've noticed if I am recovering and I brush against the side of a level (let's say, distant planet) before using up-B straight up, I will disappear, travel no distance, then reappear at the same location before falling to my extremely embarrassing death. Seems like a strange collision issue. This isn't intentional, is it?
lol
I think I understand this line of thinking, but I still don't "get" it. Her defensive game was very precise and required intense spacing. How is that any less fighting than other characters' spacing? And how is that made any better with these changes?lol
IMO a real smash character is one who has a fighting style that requires knowledge of the character/skill to pull things off. Zelda had a defending style with a side of sweetspot fancy. Which is not fighting, hence her notorious reputation of being boringly annoying to fight someone who uses Zeldoo's "maximum" potential.
If you never discuss the semantics, how are you ever going to debate the actual topic? Sure, we don't need to AGREE on the semantics, but as long as we know what each other's definition is we can understand each other's argument.trying to define a "real smash character" is a semantics trap because it just enables a pointless argument about the definition. thats why i provided the link to try to explain the idea better. i'm saying i dont want to get into a petty squabble about my definition versus yours to bring about unnecessary conflict, i'd rather just try to address the game at large in an honest and simplistic manner to actually come to some form of mutual agreement.
Go watch a soul cal 5 viola combo video and then apply timer traps and you have 3.5 zelda.@ Magus420
Are you the sole designer of Zelda? What is the goal for 3.5 Zelda's design? What is her fighting style intended to be like?
I think it's pretty good as is. Or at least requires more experimentation. The longer din takes to place, the longer it takes to return, the better it is (in neutral situations). It's an interesting trade-off and requires a meaningful decision when placing it. Fully charged din you can dance around for until it expires very easily. Also, for slightly charged dins don't forget teleport. If the opponent has map control I will occasionally pull a din on the opposite side of the stage from me, then teleport towards the middle. This causes the din to spin back towards you adding relative safeness to the teleport.somthing else that might be interesting how about instead of the din unlinking when she is invisible make it un link when she is intangible so not only up b but things like rolls, spot doges, ledge rolls, ledge stalls, the few intangible frames in ground nayru, and air dodge also give her a degree of control over the dins flight path. The longer she can keep the din from coming back to her the better. Being able to roll past the din would be great pressure since it makes her more safe and makes the din have to do a loop to further pester the opponent.
If his perspective is similar to yours, then we already had this discussion about it further up the thread, so I don't need to argue about this one. Thanks for trying to clarify^Umbreon's point is that Zelda in PM 3.02 was DRASTICALLY different from the rest of the cast, AKA the other "smash characters". She didn't play in a traditional Melee-style fashion, whereas even other characters with PM "gimmicks" (so to speak) played in a fashion that is much more similar to that traditional Melee playstyle. After all, this is Project Melee
Lol arcalyth I literally wrote a a page front and back addressing how I believed zelda would be more combo-oriented (when you asked me to clarify why I believed it), and my main point was that I also REALLY value the returning din's moving hitbox.Go watch a soul cal 5 viola combo video and then apply timer traps and you have 3.5 zelda.
I think she's meant to combo off of the return hit. You can approach while dins is returning, it forces the opponent to approach (depending on placement) and you can close the space and punish. The opponent has to stuff your midrange interaction.
And that's the point I think the redesign is trying to make, and I think that might be what umbreon means by "real smash character." Admittedly, 3.0 zelda did not have much midrange interaction (midrange being the average dash attack/nairplane range) and so she couldn't set up into her mid-close stuff (normals and aerials) without gaining advantage from dins, turning the interaction toward the Dins and not zelda herself.
With a little more polish I'm really starting to believe that this zelda design will be much more fast paced and overall more within the design goal of project m and still be balanced.
Edit: keep in mind that her single dins game is almost the same as 3.0 except she can recall the fireball now. But you don't have to do that, you can still play her like 3.0 in that regard. It's just that her movement is less dependent on moving within 3 safe zones created by traps. That's what the return hit is for; the trap adjusts dynamically based on movement, instead of movement being defined by the trap.
Edit2: please based PMDT give us just slightly more control over the return arc. Or make it slightly more linear. OR allow the return hit to refresh on hit. Honestly I would prefer the latter, the Dins movement is nuanced based on placement, charge time, and zelda's movement
TOW thread is currently discussing the new din@ BJN39 Awesome, thanks! That will help a ton.
I think Zelda feels completely fantastic. Din is such a great tool for altering the game's momentum and pacing and enables so many interesting tricks. However, the precision required by her fair/bair coupled with her low run speed keep her feeling like a frame trap character to me.
Is teledashing just wavedashing out of upB like from 3.02? It seems completely gone but maybe I'm missing something or misread the thread??
Might all be useless or redundant since I didn't use her in 3.02 much at all, but in case there are people new to her/just for throught here's some stuff I've been playing with and random tidbits::
1) Enemies with poor OoS options make short hop ss fair on shield while crossing-up->
-nair (good follow-up potential and the multi-hit gives you more options for when to fast-fall it, mixing up defensive option timings slightly)
-bair (kill move, crazy shield damage. this would be your go to followup if you read an unsafe reaction)
-land+nayru (nayru is fast so it works as a great mixup w/ grab and will frametrap inexperienced players or those in a defensive mindset. it's unsafe, but a tool you can use to scare people into flinching and eating a bair or grab in this situation)
-land+grab
-dsmash (shield poke potential and faster than nayru probably so it also operates as a frametrap, but requires more precision when landing so that you don't whiff
...Although the guys I play with don't wavedash OoS so it's probably not as strong as it seems right now.
2)Falling nair on back of shield (like after the above) ->
-Nayru / dsmash (frametraps listed above)
-dtilt (if opponent is at 'pop up' percent for this it is an extremely potent finisher setup and it shield pokes after very little shield damage)
-ftilt (fairly unsafe but has better range than dtilt. not sure if the hitbox that pulls the opponent behind you goes farther than dtilt but it sets up for a bair or uair if the opponent DIs poorly. this seems like a DI mixup with dtilt in situations where both would hit. need to check framedata for speeds as well though as I'm sure there are cases where only one move is applicable)
3) Wavedash -> fsmash has GREAT range and its lingering hitbox is very strong for ensuring a hit (like when they techroll)
4) Haven't played around with uThrow too much, but dThrow/fThrow is a poor man's DI mixup. I haven't done any weight/percentage testing and these aren't guaranteed, but I've landed the following in a few instances. if they DI against your throw you can get
DThrow-- bair finisher, uair juggle, nair juggle, dash attack, running upsmash, regrab, ftilt or fsmash
FThrow-- usually a tech-chase, maybe a jab reset or any of the above if they're floaty
if they DI outwards you're much more limited, I generally use the time to do a short hop din towards them.
Since Fthrow much more limited followups they should generally di towards you.
You can anticipate DI from throws a lot better when they have a din's looming nearby as they'll almost always DI directly away from it. USE THAT TO MAKE THEM SPARKLESAD.
5) drop off ledge -> (jump)dair has a great lingering hitbox if you miss the sweet spot spike. it's great for resetting a situation of someone recovering from below
6) Since you have a poor run speed, use Din when you read a backwards tech. you can land it on them as they get up OR if they get up in place you can call it to set up an advantageous situation for you
7) Use uSmash OoS. it's so, SO good.
8) I think din will arc down or up after it is pulled depending on, while placing it, what your last input was. directly sideways = down arc. otherwise it reacts as you'd think it would (up = up, down = down). This is useful when opponents are recovering and you'd like to time Din's arc in such a way that it makes it more likely to hit so they need to potentially burn a recovery option. For example:
in the first option you angle it up slightly to prevent them double jumping over it while also making it potentially catch them later on the return. they have the luxury of being able to delay their upB/jump a bit to try and dodge the din but you get potential follow-up options ( jump off aerials / dsmash over edge if they mistime their sweet spot due to trying to dodge din)
in the second option they are higher up thus will take more time to travel under a din you put in between them and the ledge. since the din will intercept them lower on its return this makes their recovery much harder by limiting their options/timing. However, this doesn't give you as many follow-up options.
Hopefully that shoddy *** diagram and my 4th grade writing skills illustrates (literally??) the point I'm making haha.
sorry for wall of text
tl;dr yo zelda woahhh
EDIT: Please share tips and tricks :o unless that should be done elsewhere. In which case.. ****.
the real issue with 3.02 and prior zeldas going back to 2.0 is that ryoko designed her moves such that the character as a whole strongly discouraged interaction. i don't think this design facet was intentional on ryoko's part, but attempting to correct the issue was strongly resisted by the dedicated zelda players in the last 4 versions or so. i made a note to some members of the development team back when i first tested the game in feb 2011, when the game was missing half its cast and the melee mechanics had just been imported. indeed, it became a running joke that "zelda ruins friendships" in the group because they said hey lets get this amazing melee zelda player to test zelda++ with moves that always win. this change of design ethos is very very far from being a new development. contrary to the old design, the new one strongly encourages interaction on both sides in a way that is familiar with the rest of the cast. ive gotten quite a bit extreme resistence personally in the skype chat as well, but it is this attitude that helped keep the character from changing, right down to ryoko himself personally resisting alterations to the character.