"it doesn't change tournament results"
because bad design doesn't need to explicitly affect balance to be bad design. kirbicides did not need to actually be good to be bad design.
we are not telling you that it's going to break the game. we're telling you it's meaningless and only clung onto by people who don't understand why a different downb would actually be of any use.
zelda players complain about anything that changes their character, to the point that they have complained in this thread when they gained tech in 3.5
have you considered that you'll have a button to do that by removing this
I am horribly offended that a god damn PMDT member needs explaining that, in a game where we obsess over control so much that we will remove all variants of non-control in the rules, a move who's frame data depends entirely on what SD card you're using is lazy design
She overall lost tech, and the up b cancel you mentioned actually gives less options in situations where the cancel was used previously.
Also his response was that it is consistent if you follow their install instructions, so that goes against the whole super angry part at the end.
@
trash?
damn that was a solid post. You're coming to NWM7 right? I'd like to shake your hand in an irl fashion.
I really don't understand why zelda mains (read: Zhime) get so up in arms over every little change. I've invested by far more time into Bowser than anyone, and I'm pushing for total goddamn overhaul. Most of the time it is totally possible for your character to endure changes and even normalizations without the Apocalypse occurring, and even without your character becoming a totally flavorless, generic mannequin.
I have no idea how to fix Zelda, but it seems pretty obvious that she's rather bad right now, and equally obvious that if she's good, her matchup spread, when combined with Sheik's, will make her problematic. Bad enough to warrant removal of Transform? Maybe, maybe not.
Sheik's chain needs to go, though. Maybe if she took minor nerfs in other aspects of her kit, she could get a useful, interesting new tool instead of totally dead weight?
My biggest gripe with current Zelda is that she isn't as fun to use as before. She used to be played in a way that had pros and cons and could be played in different spacial areas effectively. At this point, her long options are slow to use and move around, and I am very against the new Dins mechanic as an entity when it comes to design. I think that's a bigger 'doesn't belong in this game' element than transform by far.
For an argument about her balance, she no longer has an area where she excels. She's ok at a lot of stuff, but just has pretty polarizing matchups imo. She loses really hard to those who can put out pressure or have better projectiles imo, and can't approach most of the cast. Before she was able to kinda manage the flow and modify space a lot more, but now she loses to people who are just patient as well. I think she also has really bad matchups against the top characters (fox, falcon, shiek, etc) which makes me believe that a solo Zelda will not be able to win a regional/national.
To make her better for me, I would like the 3.02 din mechanic back, but nerfed from what it was in this new environment. I've mentioned this a long time ago, but I am in support of doing something like don't let her refresh after max fireballs are out, shielding them makes them disappear, and if in the next version that's still too string then put the number down to 2 instead of 3. I would also like her grab startup slightly increased (iirc she has second longest grab range outside of tether, but the longest or one of the longest startups and like... twice the startup time when compared to most of the cast?). I also enjoyed the old airdodge out of up b mechanic (it only happened before when starting from the ground) and would like it back, but do understand its removal and think it's more of an entertainment thing than one being better than the other. It would be nice if her cancel could better sweetspot ledges, because right now she has a super hard time when recovering from low.
Personally I think she's balanced ok now, but I do not enjoy her and the way she works with the 3.5 changes so I've mostly stopped playing her.
Just managed to catch up with this thread. If you guys don't see how Zelda is an extremely solid character (not top tier), I don't know what to tell you. I don't care if you think her "blind spot between Din's and Nayru's is super exploitable" you realize she has intangibility frames on Nayru's, has a five frame kick that has long range, has a good OoS option, and more importantly that not every character can threaten that zone. Like, it doesn't matter if a character has a blind spot if the opponent can't do anything about it. Zelda forces players to approach her. Those with high mobility, such as Falcon, Fox, and Wolf can quickly close that gap and punish her before she can even think about committing to something. However, she also does an amazing job of shutting down approaches and has some of the best baby mode combos around. Let me up smash you three times into my 19% uair. Oh you have, 75% now? Well, you better not approach because you may trade with a kick. Oh, you can't camp because my projectile is better than yours, and watch out, it's coming behind you and forcing you react to two threats at once.
You don't NEED mobility if you have incredible defensive options. She does. She's an amazing defensive character, and she loses to characters that can invalidate that. She beats characters that can't. Zelda is fine as is.
Edit: And for the record, I have plenty of Zelda experience (Malachi, Vanz, Face) and in no way am I complaining about the character.
Most of my response is above. She's balanced ok, has problems but having problems doesn't mean she isn't in an ok place.
But your arguments seem good on paper but aren't really good in practice unless people get outplayed. She has intangibility on grounded nayrus, but grounded nayrus isn't a good option unless you get a hard read on someone. If you miss a grounded nayru against someone, you should get punished really, really hard.
Her kicks are good, that's a valid argument
The OoS option you're referring to is up smash I assume. It's good against some of the cast, but if they're standing or on the ground they can DI out and get a punish. Also smaller characters aren't near that hitbox, which removes the good option.
Zelda can't force a large portion of the cast to approach. If people are just patient, the dins can easily be negated when used as a approach forcing option.
She gets good combos against a lot of the fast fallers, but getting that initial hit is, for most of them, just a wait for a mistake and capitalize. That's not really a good option to have.