That... is a very good point... a good few points, actually. I hadn't thought of this. However, with all the feedback from pro players they're asking for, this might change regardless.
However, if it's entirely intentional, then this makes Shield Break punishes pretty much certain death. Also, no more run past to pivot grab setups.
On the plus side, however, it adds a strong sense of being a solid object in the game world. They're not this gelatinous ectoplasm that they've always been in previous Smashes where each character can fade through each other like some sort of intangible ghost; they are solid objects now. Walls to prevent forward movement.
I can imagine Zelda having an immense shield break punish from this now.
Break Shield > Zelda pushes victim to the edge of stage > Zelda fully charges Phantom > Zelda runs and jumps past victim while Phantom waits > Zelda is now placed over the void for the setup > Phantom dashes forward and launches the victim > Zelda meteor smashes victim into oblivion with down air > PROFIT.
In regards to it being a bug, I had assumed the statement in question was specifically made towards the Fox Illusion stopping on shields.
You are amazing. Yes. Exactly.
So if Zelda gets a fully charged Phantom in this at least new game least, at lower percents a Phantom read is like, an instant KO, sets up for a dair punish or an offstage chase situation. Zelda is top tier, she’s really a much bigger wall than she has ever been, with all these new tools at her disposal.
Zelda down throw nair Chase sitch could lead into in
It reminds me of Dragon fighter, sakurai’s answer to street fighter. Sakurai got stuck with Nintendo and erased his idea. Got dorky kid friendly characters and made a fun little parody out of it to me, almost. The idea of a fighter was silly for Nintendo characters so it was cool. But then he made another game, still fresh off of Dragon fighter in disguise success, and was focused super hard on Melee. Super technical. Super smash. lel. The idea of forcing each other from a start point to finish point but making you constantly be deciding where to aim your “racket” (the character) and the “ball” is your opponent. This concept is so much more like
tennis, when you think about it. Rock Paper Scissors.
Look at this Smash 4 clip.
The Zelda BTURNS Phantom in an opportunist fashion, capitalizing on the moves extended reach and it improves the moves uses immensely. Since we have the mix up of getting out a frame trap now, players are under more “pressure” that she can potential be setting up for something even crazier.
In the previous gif of Ultimate Zelda, she either charges phantom fully(
immediately fastest input) and covers them
jumping out hitstun. So your mix up game in neuttral mixes up her game and buff her
zone archetype incredibly.
So at meta, players hit by a jab will have to DI
away from the possible phantom coverage, before it comes out. Then you can start charging after jab and then cancel it by baiting them and punish them for rushin in on you.
And by the looks of it, a well timed farores could punish after that Jab too.
It just depends on percent and reading their DI.