As a Snake main, could you give me some advice on Snake vs Zelda? My friend mains Snake and we're about the same skill level relative to our scene yet somehow I destroy him all the time. I think its a good matchup for Zelda because she can remote detonate mines, reflect tranq, get rid of C4, Snake is forced to approach with that *** neutral game, and he's tall and thin so LIGHTNING KICK ALWAYS SWEETSPOTS.
Advice for him?
This character is a really hard to deal with if you don't know the matchup. If you do know, you will be all over her like peanut butter and jelly. Zelda's specials (B) can counter most of Snake's neutral game.
Farore's Wind and Din's Fire > Mines
Transform > C4 (it drops)
Nayru's Love > grenade toss/ tranqs/ mortar (u-smash)
From the looks of it, Zelda has the advantage over Snake which means it's a hard matchup for him... It's actually is opposite. How do you deal with a character that slaps away your projectiles like silly putty? Let me tell you
One way to deal with Zelda is to get up and personal with her.... meaning be aggressive.... aggressively smart. Keeping distance puts you in a disadvantage which Zelda WANTS you to do. She has Nayru to protect her from harm and she has an easier time throwing out Dins. What if you jump over Dins? Snake's aerial mobility is very poor, he has a 5 frame jump squat, meaning he is super slow in the air, meaning if Zelda baits your jump, you will be combo'd and take ALOT of unnecessary %. Go close and pressure her using jab, cypher, crouch, dtilt, f-tilt. Wavedance to weave out of her moves and to bait other moves because they have endlag. Crouching helps to whiff grabs, spark jab, f-smash, but be careful, her d-smash is the fastest d-smash in the game, it will be hard to react, so wd or crawl back. F-tilt is one of the best moves to use against Zelda because at low % (40-57 %) it can lead to another grab. 60% going airbourne should lead to a sticky and 80% should lead to an u-tilt (can be detonated into a kill if stuck prior)
ALWAYS stay on the ground and apply pressure mid-close range. Her aerials will always beat yours (learned that the hard way), you are also combo food to her, and don't use projectiles yet. If she is the type of Zelda that loves to teleport (up-b) here's some fun facts. There are two types of transform, regular teleport and telecancelling. Regular teleport will take longer, meaning you can f-air spike her, u-air her, u-smash her. It also goes full distance(a pretty large distance) and it has a hitbox which sends you in weird directions. You can run towards her initial startup to avoid getting hit and punish with tranq--> DACUS or C4. Her telecancelling reduces the startup (still vulnerable), "spin" animation is a bit faster and she can control when she will appear within the distance and she can act out of it. The drawback to this is no hitbox, meaning it can be easily punished by grabs, stickies, cypher if you can predict where she will land....otherwise shield, and when she appears near you, grab her, cypher, or d-air. Nayru has 2 variations, ground and aerial. Her aerial has a smaller hitbox and is vulnerable to b-air. Her ground version is bigger. To deal with nayru, you only need to shield it to which you can grab her. If hit, DI away down and tech away (she's pretty slow). Careful though, she can land cancel her aerial--> ground so keep this in mind when challenging nayru. D-throw is probably you favourite throw against her because it racks up damage fast and it's easier to chase/DACUS her.
Where does this all lead to? Getting her above you. Just like you, she has poor aerial mobility, both horizontal and vertical wise. This is the time where you pull out the projectiles. u-smash her but angle it forward and backward (forward is more safer) because she may nayru to "reflect" it, which you will respond with another u-smash, u-air or f-air if a little closer. Plant mines in conjuction with u-smash maybe DACUS. To this she will most likely respond with up-b. Punish her with the appropriate things said above. Edgeguarding her is only simple if she uses her default Farore which can lead to a f-air or b-air. You can also grab ledge as option as well but Zelda will most likely Dins the ledge to prevent you from hogging her.
Let's talk about transform. She will use that to get the C4 off her, most likely at low %. But at higher %, she may only transform if you are recovering to stage, which I think is a free recovery. When you see her turn (different times of transform to different consoles) immediately detonate it. This will put her in a bad position (above you) and you are free to punish and play hackey sack with her before she hits ground. But if you manage to sticky--> grab--> u-throw--> detonate, it kills at a low %. in PS2, it kills at 85% and over, at FD it kills at 90s. u-throw to sticky only works till 50s, otherwise she can respond with nayru and knock you away.
Throws:
b-throw- DI away and tech away at low percent; DI up and towards at high %
d-throw- DI behind and tech away
u-throw- DI diagonally away; jump at low%
f-throw- DI down away and tech; missed DI at high % can lead to a f-air
This is from my post about the Zelda matchup. It's rough at first, but it gets manageable when you start playing more smart. And I wish the C4 didn't fall out from transform... it makes Snake's life extra hard. I hope PMDT does something about this lol