the_irish_dude
SCG TO
oh i know how it goes. lol trust me
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:D I'm cool! Yay!Lol. What happens most of the time:
People complain about (insert Zelda move here) -> People call for nerf -> People argue whether or not it should be nerfed -> ShadowGanon quotes himself again (see earlier posts in this thread) -> People continue to argue -> People get tired of arguing and leave -> People come back and complain about different move -> go back to the beginning.
-> @ Deviljho decides to be the cool guy and focuses on getting better.
Actually, I went ahead and made the thread. Now we can direct all of the salt there.well...that was supposed to be this, but ppl aren't reading so yah...lol
but the thought is nice though @ Deviljho x).
The point is that its here and the ppl actually put effort so all can learn...so if they complain they obviously don't want to put in the effort to get good.
Actually it seems to be like 45:55 marth's favor... At worst.Someone tell me about Zelda v Marth
Then give me some numbers like 70:30 or something
I have problems with the match up, but that's largely because I eat to many forward smashes trying to fair. That could probably be fixed by playing alittle less aggro though.Actually it seems to be like 45:55 marth's favor... At worst.
At least from recent results that I've found.
This is a harder MU than against most big characters, because Charizard has some massive hitboxes, and a decent amount of disjoint. Never underestimate his hitbox size or his speed. Charizard has one of the fastest running speeds, and his down-b can send him high into the air very quickly to kill you with an unexpected aerial.Stay away from his nair, and try to throw out lots of Din's if you get the chance. He's a large character, so Din's greatly inhibits his movement, and the moves he has to get rid of Din's have high endlag, so you can punish then. Your OoS game is pretty important, too. He'll have to get in close to do anything, so you can easily get OoS grabs if you play it right. Lightning Kicks are pretty easy to land against him, since his aerial movement is kind of cruddy if he isn't gliding.Recently my friend has been playing a lot of Charizard. It's not exactly a hard MU or anything like that I'm just confused because I've never faced a Charizard in my life. Do you guys know anything about this Matchup or just some general tips to play against him.
I usually opt to use Din's as little as possible against Marth. His disjoints come out so fast at any angle he wants, making the traps really easy for him to disarm. They can help you screw up his recovery since, and someone should correct me if I'm wrong, Marth's aerial side b doesn't clank with Din's. He's also DI bait for throws. He's a nice weight where down throw will put him on platforms for tech chase opportunities. But yeah, Din's are dangerous against Marth. Even when you have to beware the dunk or nair.You guys might try putting a LOT of dins on the ground when you can so he can't do all of his dash dance shenanigans.
All I know is that nair gave me the most trouble against charizards, but I once heard on a stream that nair has 1 hit box and because of that.... as soon as the move hits your shield you can get out of shield immediately and punish without worrying about getting hit by the rest of the move.Recently my friend has been playing a lot of Charizard. It's not exactly a hard MU or anything like that I'm just confused because I've never faced a Charizard in my life. Do you guys know anything about this Matchup or just some general tips to play against him.
There is not an aerial in the game that clanks. pay attention from now on. #priorityissues?I usually opt to use Din's as little as possible against Marth. His disjoints come out so fast at any angle he wants, making the traps really easy for him to disarm. They can help you screw up his recovery since, and someone should correct me if I'm wrong, Marth's aerial side b doesn't clank with Din's. He's also DI bait for throws. He's a nice weight where down throw will put him on platforms for tech chase opportunities. But yeah, Din's are dangerous against Marth. Even when you have to beware the dunk or nair.
everyone seems to be stroking zelda (shocker since this is zelda's page) but i think the overall quality of the game would benefit from a SLIGHT revamp of zelda. I have been a zelda main since the first day of 2.0. since then 5/8 people in my crew have zelda as main or secondary, some of these people before they switched mains i would consistently 3 stock. when they pick zelda the matchup is about about 50/50 if i pick shiek now(my new main now that everyone plays zelda) this is because zelda is an incredibly easy character to pick up. literally every move she has is safe, shes too floaty so combo's don't work well, she has one of the best recoveries in the game, naru is basically a get out of jail free card, and she can kill with a shiny shoe as early as 70! She also has a really deep advanced game revolving around dins combo's and teledashing. change zelda like 2.1 ike. make her a more strategic character and not someone you just chuck up her super fast, safe moves without any thought, and get rid or her stupid autocombo's. I also think zelda should get hit by her own dins.
P.S in teams last week I was recovering in a 2v1. I put a fully charged fireball under Smashville. It hit through the stage and killed both people (at 70 and 120) and I won. move is broken.
Dat Din's kill... So broken. BUT this does not belong in this thread. The Zeldas got tired of people posting their complaints here, so they made this thread for all the people that think Zelda is broken: The Zelda "Megadump" Thread.There is not an aerial in the game that clanks. pay attention from now on. #priorityissues?
When WhiteCrow said clanks, he means aerials that can cancel out din's. Yes, technically it's not a clank. Please be courteous. As far as Zelda herself is concerned, she is easy to pick up at a beginning and mid level but she is extremely hard to use at a high competitive level. How many Zeldas have taken a major tourney so far? There has not been one yet, the closest being Zhime at Pound 5.5. The autocombos you mentioned only exist if the opponent has no idea how to DI with the exception of spacies. With proper DI the best combo Zelda can get on the cast is 3 hits (excluding advanced Din placements) which definitely falls within the specifications for one of the goals of PM. Zelda is SUPER strategic. If she does throw out most of her moves carelessly she will get destroyed by opponents who actually learn her spacing and don't just mindlessly attack with aggression. To kill at 70 percent you have to connect with a critical super kick most likely during their recovery or out of neutral unlike Captain Falcon who can easily combo into knee which has a huge hitbox and a four frame window to hit. Nayru's does do a lot, but honestly she needs its features and when you compare it to all of the other reflectors in the game it's not unreasonable. The only get out of jail free card it has to it would be applications with love jump as for anything else the opponent should know the hole in their combo and bait it out. Even then the love jump is moving Zelda into her weakest position on the stage outside of recovering. The Din's explosion hitbox could use a readjustment to more accurately fit the fire animation. It probably wasn't the smartest idea for your friends to just ignore the fully charged mine though lol. It should only take one of those situations for them to learn as it sounds like they had not yet got a feel for Din's. As far as more people playing her, that is definitely true as she is finally viable in a smash game and easier to use at beginning to lower mid levels. People are also excited to play as her as it's ZELDA and she can actually do things now. lol Whether you see a lot of Zeldas though or not really depends on individual scenes. I'm part of a scene in New Mexico that has over 100 people now and I am the only Zelda main. This scene includes players such as Light, Twin 1, Twin A, and Dekar. I'm sure this is pretty clear by now but honestly I feel Zelda is pretty fair once you actually put the time in to learn her MU. Yes there could be a few tweaks here and there but she is far from broken, especially when compared to a lot of the things other characters can do in this game.There is not an aerial in the game that clanks. pay attention from now on. #priorityissues?
That would be a "trade".So, what is the term term for when two aerials are used, and both people take knockback and damage? I don't want to use the wrong terminology (thanks biology).
Welp, maybe I have been using that actually haha. But thank you nonetheless!That would be a "trade".
I s'pose I was using the wrong term, thanks for pointing it out. I just couldn't think of another way of saying "disarm" since I'd I already said that, so I used "clank" to help convey the situation I was referring to. It would have been helpful if you could have confirmed/corrected me on what I was actually talking about, whether or not Marth's side b in the air can remove Din's, so I'll just test it myself. Thanks for being constructive, I'll make sure to pay more attention.There is not an aerial in the game that clanks. pay attention from now on. #priorityissues?
Even though people have already re-directed this to to the mega-dump thread I couldn't help noticing this last part. If two players edge guarding you let you get a full level Din in place, without jumping out to punish you, and then died to it's 3 second timer explosion... wow. They obviously didn't know the match up, or how Din's operated, or, unless the 70% player was Jigs or a floatie, how to DI. No offense to your opponents, but that's like jumping into Fox's fully charged up-smash at kill percent and complaining it's broken.P.S in teams last week I was recovering in a 2v1. I put a fully charged fireball under Smashville. It hit through the stage and killed both people (at 70 and 120) and I won. move is broken.
This begs the question though of where the Din's was. Even I'm susceptible to undermine its range. We're assuming that it's at the edge, but it could be closer inward and high enough up so that the fire would come through the stage iteself, knockback and allEven though people have already re-directed this to to the mega-dump thread I couldn't help noticing this last part. If two players edge guarding you let you get a full level Din in place, without jumping out to punish you, and then died to it's 3 second timer explosion... wow. They obviously didn't know the match up, or how Din's operated, or, unless the 70% player was Jigs or a floatie, how to DI. No offense to your opponents, but that's like jumping into Fox's fully charged up-smash at kill percent and complaining it's broken.
I'm not doubting that they got hit by it, I'm just surprised they saw Zelda setting it, saw where it was placed, and stayed close to it at all, especially if they were at kill percent. They didn't shield it (angled down), they didn't send one teammate to disrupt Zelda, they didn't send someone to try and remove the mine, and they were both close enough to each other to both get hit at once. It's hard to say that Din's are op omg plz nerf when people won't even count the timer or learn it's final hitbox or punish Zelda while she sets it. You can even jump out to punish her after she places it since it has so much end lag in the air.This begs the question though of where the Din's was. Even I'm susceptible to undermine its range. We're assuming that it's at the edge, but it could be closer inward and high enough up so that the fire would come through the stage iteself, knockback and all
I definitely agree with you. I'm just saying if a setup like this happened:I'm not doubting that they got hit by it, I'm just surprised they saw Zelda setting it, saw where it was placed, and stayed close to it at all, especially if they were at kill percent. They didn't shield it (angled down), they didn't send one teammate to disrupt Zelda, they didn't send someone to try and remove the mine, and they were both close enough to each other to both get hit at once. It's hard to say that Din's are op omg plz nerf when people won't even count the timer or learn it's final hitbox or punish Zelda while she sets it. You can even jump out to punish her after she places it since it has so much end lag in the air.
It's the same as the Jigglypuff MU. You have to play the poke game. Din's doesn't help much. You need to keep moving, try to bait him in, avoid whatever he does, and hit him back with a LK or something. Grabs are good, because you can probably combo out of themCan someone help me out with the Kirby MU?
I have a hard time setting up anything you with dins and combining seems really DI dependent. Any of you guys know how to play this MU or at least have some experience in it?
All of his moves (besides dash attack) have...transcendent priority or something? I know ShadowGanon has explained it countless times here and in other forums, but I forget what it's called aha...anyways, MK's transcendent priority means that his dash attack is the only move that can clang. (and therefore the only one that can put out dins, which has pretty punishable endlag)So against metaknight I discovered that he doesn't have any moves that swat away dins. I tried fair, ftilit, dtilt, utilt. and pretty sure that i tried bair and nair as well.
So it seems in this MU use the dins to limit the options like usual. I used to believe that MK was a faster marth who could swat with w/e move (but this is wrong).
Will try more MU's later ( but it seems the majority of my flaws are just improving as a player ex: using ftilt or dair when appropiate)