Macchiato
Smash Hero
would b-reversing Din's have any use?
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Yea.... =3I posted some (bad) pictures of some of the stages' locations somewhere in the Fairy Fountain. I might redo them sometime using Miiverse's screenshot feature.
But @ evmaxy54 might have already done that. (I saw your posts on Miiverse)
No.is Zelda next?
I don't mind them cause they're hilarioustbh those "Everything Wrong with [character] in Smash 4" videos are kinda annoying and I really don't wanna see them make one for Zelda. Yeah your character has problems, okay....work with it and find ways to get past those problems instead of making a Youtube video on them
People put a lot of hate on DF. But with some preemo timing it forces an air dodge into a free fsmash. Though faster speed and less damage (same sweetspot launch, imo) would be niiice.Ok, Lagning Kicks too.
I actually made a very long post in support of Dins.People put a lot of hate on DF. But with some preemo timing it forces an air dodge into a free fsmash. Though faster speed and less damage (same sweetspot launch, imo) would be niiice.
Also I get that a move that can KO at 70 and deal 21 damage when sweetspotted needs to have a bit of risk to it, but the fact that I can get consistently punished after landing a sweetspot on shield is pretty messed up .
Edit: Also accidentally necro'd an old thread when I saw another user make a recent comment but it was starting to address SH combos. I feel like that's a really good place to go with the discussion in relation to our weaknesses and playing without 100% risk on literally every ability except our jab and dtilt.
Why? It's already untechable if you touch thé stage.
Imo LK problem would be more acceptable if landing one on the side of the stage at around 40% was death guarented.
Right now i think the strenght doesn't compensate for the lag and the necessity of sweetspoting it.
Same problem with Uair, we have no grab set up (Dthrow to Uair rarely work) and on a frame 14 laggy disjoint, killing at 103% on Mario standing on the top platform of BF is bs.
Imo it should have lucario's Uair kb values
Those are the same values Uair had in brawl
Bkb 30
KBG 110
Now
Bkb 30
Kbg 90
@SBphiloz4 has some nasty Fair ledge shenanigans in her highlight videos, Zelda's offstage game when she's on the offense isn't bad just some people don't take advantage of it enough other than going for Dairs lolI was playing on the 3DS some days ago in the train with a friend of mine. Since I never play on the 3DS and the controls suck, I would press forward instead of downward when edgegaurding, which caused me to Fair instead of Dair.
The shocking thing is that it actually worked consistently. I got sweetspots pretty often and sourspots were also enough to at bully my opponent. It made me think we may have to mess more with her aerials since they seem be safer and more practical for edgeguarding purposes.
I find dthrow into uair almost impossible to use against an opponent that can DI to almost any degree and the hit stun on our throws is so short that most can air dodge by the time we uair :[In the past week or two, I've been finding fast-fall U-air to be really useful, especially on stages with platforms. It autocancels on the ground while leaving the fireball hitbox above you. This can catch people on platforms above or just above you in general, especially on an airdodge read or whiffed attack.
I really think that U-air was underrated in this thread.
Honestly I don't think it would be overpowered. I've been asking for the same buff myself. If Zelda had her Melee LK's could use two of them at once from a single short hop, this would help her air game greatly. Plus having less lag on the rest of them. Or they could give her a better and bigger hitbox placement on them with decreasing the end lag. I agree with this.Would it be overpowered if they center Zelda's moveset on her lightning kicks like they did in Melee?
Sweetspot size 1.9->3.0
Landing lag 23/25->18
Fair IASA 53->37
Bair IASA 53->34
This is basically overpowered on any other character except Zelda. SH double bair would break shields and her strongest aerials can connect more reliably and will stuff approaches.
Zelda's lightning kicks need to be overpowered.
The fact that they only have 4 active frames and leaves you with three options: 23/25 frames of landing lag, 40/44 frames of aerial lag, or both kills Zelda's air game.
And here we with jab D-tilt and U-tilt being move that are the make up of the Neutral. Lagning kicks and a dash attack that last 4 frames and a frame 41 zone breaker can make or break Zelda's stock.Melee Zelda wasn't intended to have her game be all about Kicks. Her competitive Meta just evolved that way because those were literally her only usable moves. Well, those and Dsmash.
fixedMelee Palutena wasn't intended to have her game be all about Kicks. Her competitive Meta just evolved that way because those were literally her only usable moves. Well, those and Dsmash.
Omg now you mention it, Melee Zelda and Palutena are really indeed similar ._. Poor Palutena.fixed
No but it's not the design the developers seem to have in mind for them, and the developers seem to put a lot of emphasis on a character's specific rol (in Zelda's case she's mostly supposed to stay on the ground).Would it be overpowered if they center Zelda's moveset on her lightning kicks like they did in Melee?
At low percents most people habitually DI left/right out of throws. By the time I'm Nairing they've already air dodged :[. And at low percents you can't bait/stall it out because there's no time for another aerial.What do you mean? Dthrow can almost always combo with either Nair or Uair. The only times it doesn't are against super floaties or if you have rage.
But yeah if you don't think you'll be able to follow-up any other throw works. I prefer Uthrow since it does good damage and can set up for things.
Gorl. If Zelda used her rapier from Twilight Princess I would be sending all of my money straight to SakuraiSo I've been thinking for a little bit. I remember that most, if not all, of us agree that Zelda is a product of a flawed design. I also noticed that there tends to be talk of how to "fix" one of her moves through her frame data, but I don't think there's been any talk of just changing the move altogether. She's been stuck with almost the same moveset for the past 15-ish years, so why not introduce new ideas that could spice her up a little. I also didn't feel like making a new thread for this. :^)
F-tilt is one of her moves that bothers me the most. What is it supposed to do? Cover an approach, straight up punish, take a moveslot? It just makes no sense to me. It's disjointed, but it also drags her hurtbox with it; it's fairly slow; it's a lackluster punish tool; KO's around 150; and has pretty much no set-ups into or out of it.
What could it be changed to?
I was thinking maybe she can just arc her arm as it materializes her rapier from TP. It would be a pure disjoint and give some much needed range to her. The rapier would begin to fade after it passes the shoulder, but would disappear when it reached her other shoulder. Maybe the sweetspot could be directly perpendicular to her model. The hitboxes in front of her would send them outwards to shut down grounded approaches, and the one's above her shoulder (where it begins to fade) could knock them upwards (in tumble? :D) for a possible (standard) n-air/f-air follow up. As for KO potential, I'm not sure if it would be too good of a move if it killed at around 120 (sweetspotted).As far as frame data goes, I'm not sure what would make this an awesome yet balanced tool for her. Maybe give it the same start up as her present f-tilt, because this move would have actual utility for it's slower start up.
That's just me though. What are you gorls' thoughts on it?
Or think something like Marcina's u-tilt.
Look at the blue projection
I said this in the social but a random Palutena wasn't having it.Omg now you mention it, Melee Zelda and Palutena are really indeed similar ._. Poor Palutena.
We mostly talk about fixing one or more of her current in game moves because we hope there is a better chance to have it patch fixed rather than hope for Smash 5 that she gets any new moves when the only new one she has gotten in 15 years is to replace an old move lol. who wants to wait 7 more years to hope for fix?So I've been thinking for a little bit. I remember that most, if not all, of us agree that Zelda is a product of a flawed design. I also noticed that there tends to be talk of how to "fix" one of her moves through her frame data, but I don't think there's been any talk of just changing the move altogether. She's been stuck with almost the same moveset for the past 15-ish years, so why not introduce new ideas that could spice her up a little. I also didn't feel like making a new thread for this. :^)
F-tilt is one of her moves that bothers me the most. What is it supposed to do? Cover an approach, straight up punish, take a moveslot? It just makes no sense to me. It's disjointed, but it also drags her hurtbox with it; it's fairly slow; it's a lackluster punish tool; KO's around 150; and has pretty much no set-ups into or out of it.
What could it be changed to?
I was thinking maybe she can just arc her arm as it materializes her rapier from TP. It would be a pure disjoint and give some much needed range to her. The rapier would begin to fade after it passes the shoulder, but would disappear when it reached her other shoulder. Maybe the sweetspot could be directly perpendicular to her model. The hitboxes in front of her would send them outwards to shut down grounded approaches, and the one's above her shoulder (where it begins to fade) could knock them upwards (in tumble? :D) for a possible (standard) n-air/f-air follow up. As for KO potential, I'm not sure if it would be too good of a move if it killed at around 120 (sweetspotted).As far as frame data goes, I'm not sure what would make this an awesome yet balanced tool for her. Maybe give it the same start up as her present f-tilt, because this move would have actual utility for it's slower start up.
That's just me though. What are you gorls' thoughts on it?
Or think something like Marcina's u-tilt.
Look at the blue projection
New Zelda combo!
Jab>Fair guaranteed on Luigi from 0-40%. 28%, 4 hit combo. It's easiest to do around the 20% mark. No rage. Jab was spaced.
I don't care if this was already known let me have my moment
After doing some more testing on Jab>Fair, I came up with this stuff.
-Fast Falling light characters (ex Fox, ZSS) seem to be immune. The taller ones can get hit by a flub kick, but that's kinda useless. As a non-comboing setup, it kinda works, but you're better off going for a grab since these characters are easy to combo with Dthrow.
-Fast Falling heavy characters (ex Bowser, DDD) seem to be vulnerable at about 20%. Their fall speed and weight keep them from going high enough for a kick to reach at other %s. It's still a good setup though. Once again a grab would probably be better here.
-Floaty Lightweights (Rosalinda, Jiggs) are vulnerable from about 0-20%. The problem here is that they start to fly up too high. Luckily, if they're at 0% the follow-up is relatively easy. Jab's angle basically aims for you. Jab>Fair is optimal here since these characters are hard to combo with our throws.
-Floaty Heavyweights (Samus) are extremely vulnerable. It can combo all the way from 0-45%. Poor Samus. Aiming is easy.
-The Midweights (Mario, Luigi, many others probably) don't have it nearly as bad as Samus. Can start as early as 10% and go until about 35-40%. Still a good setup. Whether you should grab or not is up to you here.
I hope this was helpful! I just kinda generalized the weight classes since I didn't want to test every single character. The names in parenthesis are the characters tested (except for the one that says "many others"). I think this is a great setup/combo since it comes off one of our safest moves that also happens to stop some approaches and also has a transcendent disjoint.
To sum it up...
-Fast Fallers aren't worth it all all
-The Fatties are barely worth it
-Floaties are worth it at early % only
-Midweights are definitely worth it, just not at 0%
-Samus sucks
EDIT: I think I'm going to copy-paste this into the moveset thread so more can see it.