@MageofSymphonia I've merged your questions into the Zelda Q&A thread. It's here as a convenient place to ask questions about Zelda without having to make an additional thread. Please feel free use this thread for any further Zelda questions.
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Nayru's isn't a foolproof move. It's actually got intangibility frames starting on frame 5 to frame 11. The hitbox doesn't start until frame 13. That means you have a few frames where you're completely vulnerable. Very often, if my opponent has started a jab combo after my intangibility frames have started, we'll end up trading very often. That's the same reason you can be grabbed as the crystal is coming out. you're grabbed in those few frames of vulnerability but the move is still in its animation so the crystal will come out even though the hitbox doesn't since it was cancelled out by the opponent's grab. This happens a lot. I wish they would extend her I-frames to frame 13.So I've been maining Zelda for awhile and there have been some peculiar things that have happened to me and wondering if you guys have had the same things happen to you.
For starters, Nayru's Love had been the strangest thing for me, usually you'd get invincibility frames for a short period, but I have people trumping me quite a lot especially when you see the animation start up, also with the animation starting and for Zelda to have at least done one full rotation, as well I find a deadzone in the hitbox when my opponent is right in front of me, I've had people grab me during my animation and you'd literally see the crystal animation turned on its side and thrown up and the animation is still happening. I'm not sure if the devs touched this move but could you guys clarify for me on this. If they did, wow that was unnecessary to have done.
Also, she seems to have bit slower startup than almost every character in this game, if I were to use jab or even my nair the same exact time my opponent uses the same move, I'd get trumped 10/10 times. Also,s it seems she can't shield as fast as other characters nor grab as fast as for example, say I were to use a nair and try to grab, my opponent would have enough time to dodge it and punish, I have no problem with stuff like this when I'm playing my ZSS. Her grab is another curiosity, it seems like the grab is actually initiated a little over 10 frames after pressing the z button as opposed to being an immediate grab, this I've begun to notice recently.
Also, this one has costed me so many games, but is her free fall state more punishing than other characters? Say if i were to use up b and free fell, other characters can still move horizontally after the animation ends, but with Zelda, she's actually stuck falling in a straight vertical line unable to move horizontally. Another thing with her u b is when it comes to stage recovery. I have a feeling it may just be me missing the ledge, but she has gone under the stage quite a few times costing me a game especially in tournaments. The most bizarre thing that happened to me with her up b misfiring was in castle siege during the stage transition. I sent my opponent in the air and inputted to teleport at 11 o' clock to kill him, but then I got sent towards a 3 o' clock direction off stage, my opponent looked at me confused cause even he knows that the only way for that to happen is if i were to purposely SD since my teleport went in the complete opposite direction of my input.
Overall, it seems like she has a lot of mechanics and stage that really work against her a lot. Any advice on how to work around these shortcomings? I've already been putting in a lot of work trying to fix my play style with her to becoming more efficient
I just wanted to mention that the Reflector actually starts on frame 5.Nayru's isn't a foolproof move. It's actually got intangibility frames starting on frame 5 to frame 11. The hitbox and reflect property of the move don't start until frame 13.
My bad Will fixI just wanted to mention that the Reflector actually starts on frame 5.
You'll see the psi kids using their absorbers fairly often against you since they come out fairly fast and are actually kinda useful outside of simply absorbing projectiles. They can help to stall their falling speeds so their more conscientious about its existence compared to G&W who really has no use outside of his bucket other than to eat projectiles and not all characters have projectiles obviously. Don't expect them to not use it though. In all honesty, you shouldn't be using Din's too much in the first place. Counters are generally a bad idea to use against Din's since it puts the counterer into a long animation that we can possibly exploit and punish depending on how close we are to them but a counter against Din's will almost never hit Zelda. Using a reflector against it is also often a bad idea for the same reason. Expect people to just powershield din's if they can't absorb it.Alright with your explanation as I know it can be countered but just to evade damage from explosion. No worries there. Can't be properly reflected by reflectors or capes unless it changes as you say but unlikely. good. Villager and Rosalina are not threats sucking Din in. Nice to know. What I need to watch is the absorbers. Psi boys and the monochrome guy lol. I'll keep in Mind not to use it often vs Ness or Lucas. I don't see MRG&W often. How often do G&W's bucket projectiles? Like Din for example. Should I use it sparingly if necessary or will I be up for a bucketing instantly? Psi's are more around and likely to use the shield to absorb once in a while. G&W need to watch out for or can I surprise once in a while? And Ryu I'll manage around see what I come up with but may not be a problem I hope. Thanks for shining light on my questions thou I posed more in this gratitude message.
Exactly. If possible I'll bait a counterist with din if they are a safe distance because din's lag ending animation isn't very nice on Zelda. I've abused that if I'm close with a good throw against other Zelda's. Either they get it, shield or roll or counter. so i can punish a roll or a counter. I don't use it much either. Thanks for the warning. It's not an everyday combo or defense tactic. Just a surprise or edge weapon. And even so tilts lightning kicks and a meteor are better anti back to stage moves than din. Thank you very much. Love coming here to get answers for Zelda.You'll see the psi kids using their absorbers fairly often against you since they come out fairly fast and are actually kinda useful outside of simply absorbing projectiles. They can help to stall their falling speeds so their more conscientious about its existence compared to G&W who really has no use outside of his bucket other than to eat projectiles and not all characters have projectiles obviously. Don't expect them to not use it though. In all honesty, you shouldn't be using Din's too much in the first place. Counters are generally a bad idea to use against Din's since it puts the counterer into a long animation that we can possibly exploit and punish depending on how close we are to them but a counter against Din's will almost never hit Zelda. Using a reflector against it is also often a bad idea for the same reason. Expect people to just powershield din's if they can't absorb it.
My pleasureExactly. If possible I'll bait a counterist with din if they are a safe distance because din's lag ending animation isn't very nice on Zelda. I've abused that if I'm close with a good throw against other Zelda's. Either they get it, shield or roll or counter. so i can punish a roll or a counter. I don't use it much either. Thanks for the warning. It's not an everyday combo or defense tactic. Just a surprise or edge weapon. And even so tilts lightning kicks and a meteor are better anti back to stage moves than din. Thank you very much. Love coming here to get answers for Zelda.
Basically, you're asking how to deal with, literally, Zelda's worst MU's. There's no best answer here because Zelda struggles against rushdown characters. The key to beating them is to slow them down. If you let them play at their fast pace, then you won't be able to keep up and they'll control the pacing of the match. Nayru's Love, while effective on overly aggressive opponents, doesn't work very well on opponents that know how to bait it out and punish it. If you're facing a person that rushes you down unconditionally, then using Zelda's multihits like Nayru's or fsmash to stuff their approaches is the right way to combat them. However, people that smartly bait it out require more patience to fight. Don't be afraid to hold your shield up until your opponent uses an unsafe move against it. If your opponent is really grabby, test them by throwing out safe moves like jab which can stuff approaches while not being highly punishable itself (You just have to be more mindful of your timing since it doesn't last nearly as long as Nayru's and can still be punished if you're not careful).Hi, new here. All these boards are a bit confusing so hope I'm posting in the right place, haha. I'm having trouble dealing with really aggressive playstyles online (usually with Fox or Captain Falcon), the kind that are just on you constantly and never backing off. I end up using Nayru's to get them off me, but since they just immediately run back, I'm constantly using Nayru's, since I'm not sure what else to do in this situation. Is there anything else I can do to try to get them off/away from me?
Is he familiar at all with other fighting games? If so, smash terminology isn't that far off from standard fighting game terminology. If not, you'd have to start from the ground up showing beginner tutorial guides. If he's already familiar with the game, show him our Zelda guide. It's good stuff.I want to teach somebody how to use Zelda effectively as a beginner wanting to get better. However, I don't think Smash terminology will help at this point and I can't play with him online to help him due to crappy internet services. I was thinking of using replays to demonstrate an idea, such as approaching or combos. Any tips?
You can go for dair. Hitting the sweetspot is usually really difficult though and sourspot oftentimes won't kill while also doing pathetic damage. I like taking advantage of ledge snap vulnerability with Nayru's Love and nair. Both do over 10% and can possibly end in a stage spike that isn't techable if you're on the right stage. Phantom can also do quite a bit of work now that it's got the travelling 0% hitbox. You can technically jump offstage and reverse the phantom so it's facing the ledge and send it straight towards the ledge. Its travelling hitbox will be out for quite a while and will pop the opponent into the sword swing hitboxes that should theoretically stage spike opponents but I've never gotten it as I don't try this often myself.Has there been any significant research done on punishing the ledge snap vulnerability frame as Zelda? Her lingering D-Air and Neutral-B seem like they would be solid tools for managing it.
The 0% hitbox does put the opponent in hitstun which is why it's able to pull people into the swing hitbox without fail. I agree with nair being the least effective option here. I should've mentioned that lol. The latest dair sourspot hitbox is the 4% hitbox which can be followed up with a footstool. The opponent ought to have their second jump though so it works on only specific characters.Does the 0% hitbox on Phantom Slash put opponents in hitstun? Is it limited to higher levels of charge?
The thing about N-Air is that it has big gaps between its hits (two frames of hitbox, two empty frames), but I can see it being useful as an air-to-air hitbox instead of catching the ledge snap invincibility.
I wonder if the latest D-Air sourspot in that situation ever has significant enough frame advantage where you could follow up with a footstool.
Boooooooo....This really didn't need its own thread. Moving it into the Zelda Q&A...
Jab- Jab is actually pretty great. True combos into Grab and Dash Attack on everyone, and Ftilt and Fair on floaties characters (that's right, Jab>Fair is a thing!). It can also set up Farore's tech chases and even Jab resets if they miss the tech. Disjointed and transcendent with good range, so it can stuff some approaches. Super low end lag for a Jab "finisher" (only 9 frames).Hey gorls.
So, liek, questions:
- Is Jab any useful here? Like in Brawl, I pretty much only use it when I can't directly D-Tilt OoS (I'm not excellent with my fingers, lol).
- U-Tilt. What do you have to say about it? According to frame data, it's only a tad faster than in Brawl (Frame 6-7 in Smash 4, right?), so I guess it serves as a juggling tool? Does it even kill?
- F-Tilt. So it sort of kills...anything else? Seems a bit slow for an "anti-approach". I like it, and the fact that it can be used out of a Dash. Just wish I could use it more.
- Is "Roll-Cancelled Grab" still a thing, or did it get patched?
- ELEVATOR. Is this thing as broken as it sounds...and looks? I didn't have a hard time using it. Only have to make sure I'm pretty close to my opponent and have them commit to something on my shield. Or combo it off of N-Air?
It can be done in the air, but it's not really that practical. It's because the aerial Disappear has lower base KB, so they won't fly far enough until higher %s (and by that time a Dthrow Uair or a kick after an airdodge will finish them off) and a different hit angle (so aiming is harder). So yeah, I wouldn't try this unless you're just absolutely desperate or want to look cool.Definitely, thanks. I actually punished a roll or two with Up-B, it's pretty funny. However, it's worth noting it was friendlies (and that my opponents sometimes roll away predictably). What's that about D-Throw to aerials Up-B? I wanted to try to see if it was possible to have the first hit of Up-B combo up into the second (the one that kills), but apparently, it seems like it can only be done on the ground...
Also, is N-Air into U-Smash a thing at KO percentages!?
Here's a few that aren't too complex.Can someone point me to a list of combos to get started with on Zelda? I looked at the combo thread but it's extremely preliminary and seems to be more detail-oriented than I really need at this time. I need a 'starter pack', and can worry about super-specific percentages later.
I had memorized the ledge cancel locations for like, 70% of Omega 3DS stages a while back. I think for me it becomes the issue of actually remembering to use it. I'd become really good at doing a JC FW ledge cancel, which was sick, and had great potential uses, but my infrequency of play causes me to forget to implement it in.Does anybody ever go for ledge canceled FW? I feel like on an unsuspecting player, you could get them off stage, stand at 1/2 FD, maybe throw a din to pressure, then FW at the ledge.
If the player thinks it's safe to land on stage, they get hit by FW2. If they recover low, they could eat a mean dair after the ledge cancel.
Obviously risky as hell, but the style MIGHT be worth it if you're just doing friendlies!
Ideally the FW2 would come out before anyone can put up a shield, but a shield pushing people away from the ledge cancel sounds super real I was daydreaming at work all day about how cool this would be to land haha. I might learn the right distances for common stages and try to use it on my friends for fun. Thanks!I had memorized the ledge cancel locations for like, 70% of Omega 3DS stages a while back. I think for me it becomes the issue of actually remembering to use it. I'd become really good at doing a JC FW ledge cancel, which was sick, and had great potential uses, but my infrequency of play causes me to forget to implement it in.
There is one potential risk I don't see brought up often. If you reappear into someone at ledge cancel range and they shield it, and you reappear closer to the edge than they are, you can overshoot and SD even if you were correctly lined up with the LC location, due to the inherent pushing property each character has. Just something I barely see brought up when it comes to ledge-cancelling as an attack tool. I'm pretty sure it's an actual thing, but it's pretty uncommon, but I think it can happen.
Basically don't do what you shouldn't be doing with it already lol.