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for marth, you stay grounded anyway but make every grab for him as risky as possible. that means lots of built-in defenses like always be holding down during your moves, lots of tight dashdancing, lights of reactive light shield use, and hold down when grabbed. from here you basically want to movement camp him in neutral except you never approach and you force him to go for the grab. you can still cover ground with your dashdance to force him to react to you, but you still don't want to commit to anything. once he gives you a swing or jumps, that's what you're going for. try to dash attack, fsmash, dsmash, or kick him as he presents opportunities to you. play to the general peach strategy of trying to live forever but killing him at reasonable damage. when you recover, go low and do the lip hug. this prevents all of marths edge guards and edge hog tricks at the same time. when you land from the lip hug, buffer light shield so he's forced to grab you, and then DI any throw he does straight down so it has no follow-up. repeat this low-risk procedure until you get back.How do you guys deal with characters like Sheik and Marth who swat you in the air but grab you on the ground? I feel like I can't get away from them when they get on me, but I can get in on them when they run away from me.
Zelda was "nerfed" because a lot of her moves can be SDI'd out of in 1.02 (which also is the case for some moves that Samus and YL/Link have along with possibly a few other characters). That aspect of 1.02 was the stupidest move on the developers part, since it only effected characters that aren't even too amazing.Nerfed? I've looked everywhere, I haven't seen anywhere say that she was nerfed in 1.02. Sheik was changed but Zelda was left alone.
Anyway you could record it to show what you mean?So I discovered that Zelda has a fully invincible Ledgehopstall?
This isn't in the Wiki or anywhere else I could find.
Is this common knowledge or am I crazy? She has a similar shallow DJ and floaty FF speed as Gannon that seems to allow it (also seems to have a bit larger ledge grab range).
I was recording in training mode and even found that you can FF then backwards DJ > snap to the ledge from pretty far away within the 29-30 frame window. There appears to be a frame of lenience, and she's tilt jumping away from ledge so her hurtbox is safe from most grounded edge attacks until she snaps to the ledge (in case you mess up the timing).
Basically Zelda needs to wait until IC's present themselves to an opening (as with most matchups), but once you separate them (which a kick/f-smash can consistently do), then nana is p free to ko. Zelda v sopo is a lot better, but you still need to watch their ground movement since they can come in any time. If you shield the d-smash you can kick punish like you would fox's u-smash.Someone give me the run down of ICs vs Zelda.
The only semi recent videos is Dizzkidboogie beating Upke and destroying TheLake twice. I heard TheManaLord was able to beat Dizzkid.