S.F.L.R_9
Smash Master
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Zelda metagame development? WhaaaaT? No way.
This thread is about performing FW disappear to reappear in the air; something I've never seen any Zelda do. I decided to look into it some more and it's actually amazing. I think this is something that every Zelda should master and it might actually help her secure kills a lot easier.
The first hit of grounded Farore's Wind hits opponents straight up at a 90° angle. However, the aerial version hits opponents at approximately 80° degrees. This means you have to change the angle you press compared to the grounded version.
However, another important differences is that the opponent goes in the direction you hit them. So for example, if you hit with the back part of an aerial FW, the opponent would go behind you at an 80° angle. To hit with the powerful reappearing hit, you'll need to angle your control stick between diagonally horizontal and straight upwards.
So why is this so important to Zelda? Well, it gives us two more KO options, but most importantly,
it gives us an insane kill option off a grab as well as a hard punish to an airdodge.
So, this is something we should all try to master.
This thread is about performing FW disappear to reappear in the air; something I've never seen any Zelda do. I decided to look into it some more and it's actually amazing. I think this is something that every Zelda should master and it might actually help her secure kills a lot easier.
You might be wondering, why use the "harder to pull off" aerial elevator if the grounded one is easier to perform and kills earlier? First off, let's look at the differences between them so we can see why the aerial version is also viable
- Grounded version kills earlier. Grounded kills at 50-80% with no rage, aerial kills at about 60-90% with no rage. HOWEVER,
-The aerial version can be set up into.
I'm sure most of you have seen this video, but other moves can also combo into it. It's important to note that training mode does not count these as true combos, but they often work and you can easily bait an airdodge; you can't bait anything to hit with the grounded version. You can only bait a shield and an fsmash in your face
I'll go more in depth with this in the applications section~
- Grounded version kills earlier. Grounded kills at 50-80% with no rage, aerial kills at about 60-90% with no rage. HOWEVER,
-The aerial version can be set up into.
I'm sure most of you have seen this video, but other moves can also combo into it. It's important to note that training mode does not count these as true combos, but they often work and you can easily bait an airdodge; you can't bait anything to hit with the grounded version. You can only bait a shield and an fsmash in your face
I'll go more in depth with this in the applications section~
The first hit of grounded Farore's Wind hits opponents straight up at a 90° angle. However, the aerial version hits opponents at approximately 80° degrees. This means you have to change the angle you press compared to the grounded version.
However, another important differences is that the opponent goes in the direction you hit them. So for example, if you hit with the back part of an aerial FW, the opponent would go behind you at an 80° angle. To hit with the powerful reappearing hit, you'll need to angle your control stick between diagonally horizontal and straight upwards.
Where you hold to hit with the reappearing hit once the disappearing hit connects
pls excuse my arrows gorls I actually have the drawing skills of a drunk person that's how playing Zelda feels anyway so :')
pls excuse my arrows gorls I actually have the drawing skills of a drunk person that's how playing Zelda feels anyway so :')
Finally, how to actually use the aerial elevator. You can kill with an aerial elevator off of an airdodge read, a dthrow, a dtilt, or a sweetspotted dair on a grounded opponent. One important thing to note about killing with this, is that you ~*M*U*S*T*~ hit close to the top or in the middle of FW or the opponent will not be hit with the sweetspot or, in the cast of dtilt to aerial elevator, it just won't connect. Though hitting with the sourspot doesn't matter too much since it'll sometimes kill because you're so close to the blastzone :^)
As you can see, those gifs showcased dthrow to an aerial elevator. You can also do it off of
aaaaand
Hit with top/middle of Zelda's body / sweetspot
Hit with very side of FW or her feet / sourspot
Hit with very side of FW or her feet / sourspot
Short hopped
On taller characters you can also do a running full hop dair and not jump after the dair (this is a true combo)
On taller characters you can also do a running full hop dair and not jump after the dair (this is a true combo)
I haven't tested the exact kill percents for each character, but I have noticed some approximate percents while testing this out. These are all without rage on Wii U Final Destination, fresh, with no DI. The percent indicates when it starts working and killing. Btw, at the lower percents on characters that aren't floaty, it's easiest to do this by SHing after the dthrow instead of full hopping. However, on characters that are heavy and floaty (I.e. Lucario and Samus) you'll want to short hop.
Super lightweights () = ~45-60%
Lightweights () = ~55%
Mediumweights () = ~55-65%
Heavyweights ( ) = ~65-70%
Super heavyweights () = ~70-75%
I just tested dthrow to FW because it's probably the most important one.
Lightweights () = ~55%
Mediumweights () = ~55-65%
Heavyweights ( ) = ~65-70%
Super heavyweights () = ~70-75%
I just tested dthrow to FW because it's probably the most important one.
So why is this so important to Zelda? Well, it gives us two more KO options, but most importantly,
it gives us an insane kill option off a grab as well as a hard punish to an airdodge.
So, this is something we should all try to master.