Downshift
Smash Journeyman
- Joined
- May 16, 2008
- Messages
- 325
I want to keep this specific only to strategies and techs for Zelda to be the one to get in on an opponent; something she's traditionally struggled with since they made her into half a character by removing Sheik. (yes, still mad)
- One of the more useful things I try earlier in the meta before people figure it out is to charge Phantom and then dash in for a grab while they're shielding in anticipation for the Phantom's delayed release. Since Zelda gets so much off of Dthrow, conditioning them to shield in this way can lead into a good portion of her damaging and KO combos.
- Another way to do this is utilizing the new "Jump+Attack" button mechanic and dash in for a lightning kick. It can be safe if the opponent isn't expecting it and if timed/spaced correctly. Once they do get onto you using this while dashing at them you can dash grab instead and again go into Dthrow combos. I'm not sure how soon people are gonna find a way to counter this approach, but it's brought be a lot of success in the early goings.
- The reliable FastFall Nair from Sm4sh still seems to work well in Ultimate as well. Feels like it has a bit more hitstun as well, but I don't know yet.
- I've also noticed that Ftilt seems to have more range and can even outrange Marcina's Ftilts. Endlag prevents any immediate follow ups, but it can put the into disadvantage if their percent is high enough.
Dtilt seems to have less range or damage or something in Ultimate. Can't use it to poke well or lead into Ftilt or grab at all. So that really sucks.
Anyone else find any ways for Zelda to actually be the aggressor in matches?
- One of the more useful things I try earlier in the meta before people figure it out is to charge Phantom and then dash in for a grab while they're shielding in anticipation for the Phantom's delayed release. Since Zelda gets so much off of Dthrow, conditioning them to shield in this way can lead into a good portion of her damaging and KO combos.
- Another way to do this is utilizing the new "Jump+Attack" button mechanic and dash in for a lightning kick. It can be safe if the opponent isn't expecting it and if timed/spaced correctly. Once they do get onto you using this while dashing at them you can dash grab instead and again go into Dthrow combos. I'm not sure how soon people are gonna find a way to counter this approach, but it's brought be a lot of success in the early goings.
- The reliable FastFall Nair from Sm4sh still seems to work well in Ultimate as well. Feels like it has a bit more hitstun as well, but I don't know yet.
- I've also noticed that Ftilt seems to have more range and can even outrange Marcina's Ftilts. Endlag prevents any immediate follow ups, but it can put the into disadvantage if their percent is high enough.
Dtilt seems to have less range or damage or something in Ultimate. Can't use it to poke well or lead into Ftilt or grab at all. So that really sucks.
Anyone else find any ways for Zelda to actually be the aggressor in matches?
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