evmaxy54
Smash Champion
I would love to test it on the Wii U when it comes out, but unfortunately I'm probably gonna get it on Christmas so I'm out sadly ;_;
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As far as I know, Robin's Thoron can pierce right through it. And pretty much every other non-projectile attack will hit you if your right behind the Phantom. The Phantom kinda blocks them somewhat when they try going past it, which can cause them to whiff due to the attack coming up short. But it's not really blocking; it's just messing with their timing and slowing them down, in a way.What attacks can't the phantom block?
Well its still a great defense tool I mean it can stop 90% of all attacks. that can even stop the KO punch like that will be great against little macAs far as I know, Robin's Thoron can pierce right through it. And pretty much every other non-projectile attack will hit you if your right behind the Phantom. The Phantom kinda blocks them somewhat when they try going past it, which can cause them to whiff due to the attack coming up short. But it's not really blocking; it's just messing with their timing and slowing them down, in a way.
For sure. It discourages people from attacking head on from the groundWell its still a great defense tool I mean it can stop 90% of all attacks. that can even stop the KO punch like that will be great against little mac
Zeldawful Till the END. Her metagame won't progress past FW spam if there are no experienced players to herd them past, sis.BJ what do I have to do to get you to quit this board and forget Zeldawful exist and move over to the Paletuna boards to become a Paletuna researcher???
I was wondering how you got these "auto-cancels". It looks like L-canceling, but that doesn't exist in smash 4. I'm assuming the auto cancels don't work for bair and fair.Some visual documentation for you all!
Auto Cancel Nair:
Auto Cancel Dair:
Nair is very easy to auto cancel, while Dair is a bit on the tighter side for timing in comparison.
I hope it helps!
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EDIT: More visual aid! Someone mentioned the SH AD Bair tech, so I thought I'd give it a bit more visualness~
Shorthop Airdodge Bair from the front:
Shorthop Airdodge Bair crossover:
Definitely useful, as using Bair right out of the airdodge sets you extremely close to the ground to hit smaller characters + the height timing is basically done for you. The only thing you need to worry about it spacing it horizontally!
Not to mention you don't HAVE to bair out of the airdodge either. Zelda will lagless land from the airdodge, so you can always mindgame your opponent as well by doing a grab instead or something! You can also do Nayru's with this too for maximum coverage if you think you'll land a hit (such as punishing a spotdodge/roll).
Just be careful not to input any actions too soon if you do an empty shorthop airdodge. There's a tiny bit of time where Zelda'll still be airborne after the airdodge, so you have to wait a split second to land first.
EDIT: A useful trick that helped me was, if you're planning an empty SH AD just hold onto the shield button for the whole duration of the jump until you land. This way, you won't have to worry about inputting shield too early and cause an airdodge lagged landing, not to mention you'll shield as soon as you're able to when you land.
This is actually pretty helpful overall for me personally, as sometimes I hit shield too early when I'm trying to getl to the ground from the air, and I end up causing a laggy landing because I airdodge JUST as I'm about to touch the ground.
Definitely should think about using this more!
Unfortunately, no. Kicks still appear to have the same stats as before.Did you notice any changes to NL's? And kicks?
If you execute FW in the air, the game will force Zelda to travel the entire distance of the FW warp. In other words, if you jump and do a FW straight down, you'll end up reappearing a handful of steps in front of where she first jumped.Well I clearly never had to teleport straight down for quite awhile then. In any case, thoughts? I like that she seems to sweet spot the edge more in general, but should this be relevant as to why she can't teleport straight down?
I don't think he's relied too much on FG results. Sakurai came out and said that Little Mac has the worst win/loss ratio out of all characters, and then proceeded to nerf his aerial Side-B range significantly, making his recovery even worse.Well, Sakurai obviously deems Zelda to be balanced. She must have decent results on For Glory.
def game_50():
AsynchronousTimer_0D0(Frame=11.000000, )
SetLoop_0C3(0x2, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0xE, Damage=2.000000, Angle=0x169, BKB=0x64, WKB?=0x28, KBG=0x0, Size=2.500000, X=3.000000, Y=0.000000, Z=0.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x11, Damage=2.000000, Angle=0x169, BKB=0x64, WKB?=0x1E, KBG=0x0, Size=3.000000, X=0.000000, Y=0.000000, Z=0.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
Hitbox_026(Id=0x2, Bone?=0x0, unk?=0x0, Damage=2.000000, Angle=0x50, BKB=0x64, WKB?=0x7, KBG=0x0, Size=4.000000, X=0.000000, Y=12.500000, Z=13.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
SynchronousTimer_20B(Frame=1.000000, )
RemoveAllHitboxes_014()
SynchronousTimer_20B(Frame=1.000000, )
Goto_0C2(0x-50, )
Hitbox_026(Id=0x0, Bone?=0x0, unk?=0x0, Damage=2.000000, Angle=0x169, BKB=0x96, WKB?=0x0, KBG=0x18, Size=6.000000, X=0.000000, Y=12.500000, Z=13.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
Hitbox_026(Id=0x1, Bone?=0x0, unk?=0x11, Damage=2.000000, Angle=0x169, BKB=0x96, WKB?=0x0, KBG=0x18, Size=3.000000, X=0.000000, Y=0.000000, Z=0.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
Hitbox_026(Id=0x2, Bone?=0x0, unk?=0xE, Damage=2.000000, Angle=0x169, BKB=0x96, WKB?=0x0, KBG=0x18, Size=2.500000, X=3.000000, Y=0.000000, Z=0.000000, 0x1A, 0x0, 1.000000, 1.000000, 0x0, 0x1, 0x0, 0x0, 0x10, 0x3, 0x1, 0xF, )
SynchronousTimer_20B(Frame=1.000000, )
RemoveAllHitboxes_014()
End_196()
hmmmm, this is some nice thorough looking data.So Zelda Jab is:
From frame 11 to 12?
Hitbox 0: Unknown:14 Damage = 2; Angle = Sakurai Angle; BKB = 100 ; WKB = 40 ; KBG = 0 ; Size = 2.5 ; X=3.000000, Y=0.000000, Z=0.000000
Hitbox 1: Unknown:17 Damage = 2; Angle = Sakurai Angle; BKB = 100 ; WKB = 30 ; KBG = 0 ; Size = 3 ; X=0.000000, Y=0.000000, Z=0.000000
Hitbox 2: Unknown:0 Damage = 2; Angle = 80 ; BKB = 100 ; WKB = 7 ; KBG = 0 ; Size = 4 ; X=4.000000, Y=12.500000, Z= 13.000000
From Frame 13 to 14?
Hitbox 0: Unknown:0 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 6 ; X=0.000000, Y=12.500000, Z=13.000000
Hitbox 1: Unknown:17 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 3 ; X=0,000000, Y=0,000000, Z=0,000000
Hitbox 2: Unknown:14 Damage = 2; Angle = Sakurai Angle; BKB = 150 ; WKB = 0 ; KBG = 24; Size = 2.5 ; X=3.000000, Y=0,000000, Z=0,000000
Thanks for posting these here Rion!I posted these in the social thread, but thought it might be useful to put in here:
Trumping recovery grab attacks with Dair
An example of Nayru's Love successfully countering an attack because of it's invul frames:
How people can sometimes underestimate how big the hitbox is from the 2nd slash of a fully charged Phantom:
Hopefully these help!
EDIT : Hey @ Rion I was wondering, since you make gdlk GIFS of Zelda, would you consider making fabulous GIFs of each of her attacks for aT each move spot for me?What you are looking at is the data for Jab's 6 different hit-boxes. Thankfully, most moves have no more than 3-4 hit-boxes, so it generally won't be busier than this.Stat Names v|Loop Hit-Box 1|Loop Hit-Box 2|Loop Hit-Box 3|Final Hit-Box 1|Final Hit-Box 2|Final Hit-Box 3
Hit-Frame |11|11|11|15|15|15
Duration |1 frame|1 frame|1 frame|1 frame|1 frame|1 frame
Hit-Box ID |0|1|2|0|1|2
Bone |14|18|0|0|18|14
Damage |2.0%|2.0%|2.0%|2.0%|2.0%|2.0%
Angle |361|361|80|361|361|361
BKB |0|0|0|24|24|24
WKB |40|30|7|0|0|0
KBG |100|100|100|150|150|150
Size |2.5|3|4|6|3|2.5
Coordinates |z=3, y=0, x=0|z=0, y=0, x=0|z=0, y=12.5, x=13|z=0, y=12.5, x=13|z=0, y=0, x=0|z=3, y=0, x=0
Element |Magic|Magic|Magic|Magic|Magic|Magic
Hit-Lag |x1|x1|x1|x1|x1|x1
SDI |x1|x1|x1|x1|x1|x1
Shield Dmg. |Normal|Normal|Normal|Normal|Normal|Normal
Notes: |SetLoop=2|SetLoop=2|SetLoop=2|Corresponds with Loop Hit-Box 3|Corresponds with Loop Hit-Box 2|Corresponds with Loop Hit-Box 1
Stat Names v|Pushing Hit-Box|Phantom Sword Hit-Box
Hit-Frame |2|11
Duration |9 frames|1 frame
Hit-Box ID |0|0
Bone |0|0
Damage |0.0%|6.0%
Angle |0|361
BKB |0|30
WKB |0|0
KBG |0|100
Size |6|5
Coordinates |z=0, y=10, x=5|z=0, y=10, x=20
Element |Slash (?)|Slash
Hit-Lag |x1|x1
SDI |x1|x1
Shield Dmg. |Normal|Normal
Notes: |Pushes the opponent away from Zelda slightly.|
Certainly! I'd be happy to.Thanks for posting these here Rion!
I'm actually planning up an overhaul of the move stat tables sorta, and like so I haven't been working very fast. It takes a little time to read all the data of each hit-box off Dant's master core!
Here's a little test-table:
EDIT : Hey @ Rion I was wondering, since you make gdlk GIFS of Zelda, would you consider making fabulous GIFs of each of her attacks for aT each move spot for me?
EDIT 2 : Another table! This time, for Phantom Slash (Level 1)
Woo! Thanks!Are there any specifications you have in mind?
Aaaaaaand how do I do that? '^ ^Turn off rich text editor in Preferences.
Down tilting near the edge is more of an edge-guarding thing, than a match-up changer, I think. For people who attempt to 'plank' or regrab the edge more than once, or miss sweet-spotting the edge - down tilt would be a good poke at them, and set us up for follow-ups by putting them in a bad position.Ok so I think u guys know but nairo discovered that her dtilt goes under edges. This can help her with a lot of MUs. Do you guys think this will help her climb the tier list?
Lol no.Ok so I think u guys know but nairo discovered that her dtilt goes under edges. This can help her with a lot of MUs. Do you guys think this will help her climb the tier list?
awesome work <3The complex data tables adding is going a little slow, but I've whipped up the tables for the remaining moves in the first post, (Aerials) and plan on getting them out as soon as I can!