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She doesn't get too much out of pivots, but the control scheme is worth using cause it allows some crazy usage of her specials.With all the bidou hype lately has anybody tried it out with Zelda to see what sort of possibilities open up?
If you're asking about how early FW can kill when you use the elevator, then we can actually kill some people as early as 0% with it if we have max rage on top of some other factors like low ceilings, bad DI on the opponent's part, and any special circumstances that increase our KB against them such as Shulk's smash Monado. Zelda's elevator combo can be crazy lol.hi everyone, i repost the same question from another thread (because i din't post on the good thread).
What is the earliest kill move from farore's wind (with or without rage and starting on ground) ? because i kill an opponent at 54% (or 41% at the start of the move).
and also i was fighting against a really great player who plays with duck hunt and greninja. I lost all my matches because i din't find any solution against these characters (against greninja i barely beat him, but duck hunt was impossible because my opponent just spacing and spamming rightly all his moves or grab me at the right moment).
someone have some clue against these characters (mostly duck hunt) ?
SHAD is a short hop air dodge. Basically, you just input a short hop and hit the R or L button (or whatever button you have shield assigned to) as soon as you input the jump. That'll allow you to airdodge through a majority of the short hop meaning you'll have I-frames while you're moving. Zelda really benefits from this because she has several options as soon as the airdodge is finished (unlike heavier characters that land with the airdodge landing lag because they fall too fast). Zelda can input a bair, nair, or Nayru's Love (Or even FW if you're feeling risky) before she hits the ground which can be a good tool for faking out opponents and getting through hitbox walls. Against Greninja specifically, having I-frames while mobile allows you to keep up with him (since Zelda's run speed is so slow but her air speed is pretty good) and stay safe while doing it. She can get through his laggier aerials without putting herself in danger and punish his aerials with a bair for example since she has the aerial frame data to immediately follow up after her air dodge finishes.many thanks for your answer Zylach.
I just don't understand the SHAD part (it is when greninja use his shadow to disapear and give a kick ?)
he was just camping and throwing neutral B to stop my moves and grab me when i was too close. it is really a game of patience.
i got salty and tilted because when i was more confident and having the advantage in stock or damage, he just found a solution to kill me and win the games (dammit that upsmash kills me so much time).
I din't use dtilt that much i will use it more (but it get also blocked or grabed when you want to do it twice)
For DH, it was worse than greninja and i have no clue how to approach him. because when you shield or roll from his neutral B, he waits and grab you. And it was also really hard to go back on stage or grabing the ledge because he had control of it.
Dsmash can be useful. It can hit opponents hanging on the ledge so, if your opponent is silly and hangs on past their ledge invincibility, then a dsmash will finish them 9 times out of 10. That said, dtilt is still the better choice when you're looking to catch a ledge snap because it's out for 6 frames as opposed to 2 like both sides of dsmash are. Dsmash can do a lot of work against characters that don't snap like you mention. Just be careful because it's not disjointed so you'll almost always end up trading or losing if you time it wrong especially against Cloud because of the disjoint on his Climhazzard.Have any of you found any success in using Dsmash in edgeguarding? Dsmash sends opponents at such a low horizontal angle that I can imagine it would immediately gimp so many opponents with lousy recoveries. I wonder if Dsmash is useful against recoveries that don't snap to the ledge like Cloud or Little Mac's UpB.
I also wonder if Dsmash can stop Side B recoveries.
My impression on Dsmash was that Dtilt was always the better choice since it goes further below the stage, but perhaps Dsmash is also useful.
Yeah, I see that dtilt lasts longer than dsmash. I was thinking about characters like captain falcon or corrin with subpar recoveries, and well-timed dsmash could quickly hit them too deep and end their stock right there. I never tried since I haven't had too much success with dsmash besides to punish ledge re-grabs, but I could imagine how useful dsmash could be in certain matchups.Dsmash can be useful. It can hit opponents hanging on the ledge so, if your opponent is silly and hangs on past their ledge invincibility, then a dsmash will finish them 9 times out of 10. That said, dtilt is still the better choice when you're looking to catch a ledge snap because it's out for 6 frames as opposed to 2 like both sides of dsmash are. Dsmash can do a lot of work against characters that don't snap like you mention. Just be careful because it's not disjointed so you'll almost always end up trading or losing if you time it wrong especially against Cloud because of the disjoint on his Climhazzard.
Yeah, I agree. Dsmash has an incredibly useful knockback angle, but I haven't found too much use for the move. I usually find dtilt better as a combo starter.Down Smash is really good for that 1 frame ledge grab window, but unfortunately it has pretty weak frame data from my experience. It's a shame it has such limited use, its got a really useful Knock back angle.
Thanks, it was 2 am here,I should've been more vigilant. :DLoFro I wanted to let you know I've merged your thread/question into the Zelda Q&A thread because the destination thread is meant for Zelda-related questions, and your question would be better asked here!
Probably not much :/What beats Fox's SideB?
I haven't tried Nayru's yet, I guess I'll try that despite the start-up and see how it goes with the lag. Perhaps I should also try doing a backwards Utilt, as it has pretty good reward too (combos into Uair at some percents). They are my only hope since literally the only other option I can think of that might be viable are lightning kicks... yeah.Probably not much :/
Nayru's has a window of invincibility as well as a hitbox that actually covers a large window (not like Usmash which is a looping 1F hitbox with 2F between each) but it is slower to hit and very slow to end. I bet if he went through it we'd get punished lol.
Utilt and Dtilt have "meaty" hitboxes that last long, but both rely on good placement. Utilt you probably would have to attempt to do back-towards Fox, and Dtilt might only work if you can actually hit with the hitbox before your hurtbox (kind of a low hitbox)
Phantom does fun things on occasion, but the wind hitbox is out on like frame 20 no charge, and the real hitbox appears even later, so it's really slow. Even then he might just ghost past it.
I could see Fsmash sometimes working, but its duration is shorter and choppier than other choices, and it's even slower than Nayru. Still, it has a good hitbox to combat if he tries to Phantasm through you.
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If NAir used a constant hitbox and not a "flickering hitbox" (has hitboxless holes between hits) then her NAir could be incredible at intercepting phantasm. Heck it would probably do several things better if it used the "rehit rate" property.
She can't wavedash at all in smash 4 and I can't figure out why! :((((((((((Does Zelda can wavedash with efficience?
You just jump normally, then cancel the "jumpsquat" animation with FW. So it's just Jump>FW really fast.Dair is likely best one against illusion. At that point it's timing.
Question, what's the timing for a JC FW? Like.....order of inputs to cancel it? Never really did it before lol.
Duly note that the later you can cancel JS out of a dash the longer the slide will be! That is just because of the dash jumpsquat's slide ofcYou just jump normally, then cancel the "jumpsquat" animation with FW. So it's just Jump>FW really fast.
The input window for FW is 6 frames, since that's how long Zelda's jumpsquat is. The faster you can do it the better.
Oh really? I actually didn't know that. Thanks gorl.Duly note that the later you can cancel JS out of a dash the longer the slide will be!
Sounds like you're talking about a jump cancelled UpB.Hi girls,
It's been a while I haven't posted here. I hope you"re all doing well.
I haven't played Smash for a while. So, it looks like I forgot how you do this trick where after down-tilting your opponent, you slide a little bit so your Up + B connects. Is there anyone who could explain how it's done? Thanks^^
An even easier kill setup is dtilt to upair (kills roughly around 85-95%). You could try rolling behind your opponent and doing dtilt to fish for a kill. Also, the first hit of nair pops the opponent up so you can follow up with an upsmash or the upB elevator. If you fast fall a nair, you can drag an opponent down with you, and easily followup up with the upB elevator, upsmash, or dtilt into upair.Hello, I have been playing some Zelda recently! Was wondering if anyone could point me to some good kill set-ups besides down throw to up-air(that's all I know). Any guidance would be appreciated, thanks!