otheusrex
Smash Journeyman
- Joined
- Jan 10, 2013
- Messages
- 342
This is just my experience, but everyone in my smash group definitely hates her.How do we know though that so many people actually hate her? I mean I've heard small talk about it but I think we would want to be sure that that is indeed the case before we would act upon such a notion for working with her design, you know?.
Um, I really don't want that for Zelda.The role of a heel in wrestling is that of a villain, opposed by the crowd favorite character.... ...Zelda is like a wrestling villain in Project M, she fights dirty, she is the character you love to hate. She is the one you want to see LOSE.
On a different note, I hear a lot of people calling for her to remain the same, but I don't think 3.0 Zelda is good enough to compete in the long run. If they kept her current design, I think she'd still need certain buffs. I know that we've seen some high level representation for her recently, but remember zhime vs m2k? Zhime did great and almost won, but against a player who has no qualms against playing carefully and not playing into zelda's hands, she really doesn't have any good options to ensure victory.
The reason why fox/sheik and other top tiers are so good is that they have excellent attributes combined with many moves that have little or no exploitable weaknesses; no matter how much mu knowledge people have, no one can contest the power and functionality of fox's upsmash or shine.
The reason why Zelda is so weak is because she has bad attributes combined with many moves that have simple 1 method ways of getting around or even punishing them, which will be exploited more and more as people learn the mu. I think we ended up with this because originally, they tried to make a handful of moves so good by themselves that they would elevate a bad character. Let me make a metaphor: Zelda's overall capability is a blanket, and her moves are individual strings attached to it. The pmbr tried to lift the blanket with a few strings, which does elevate it, but also creates wide troughs of mediocre ability and a few narrow peaks of super ability. When the pmbr understandably tried to bring the individual power of some of her moves back down to normal levels, it was like giving her opponents scissors to cut them down.
Look at naryu's love, for example. It has good capabilities when successful, but a very simplistic (actually a few) means of punishing it directly. The arial version trades so poorly that an opponent can throw out a lingering hitbox before the attack frames and punish it without even having to time it very much. Mango even falcon up b'd zhime's love jump. And this weakness is on top of being shield grab-able and not even guaranteed a followup on a successful land-cancel. I'm expecting a response to this being "yes, but how often do you see people exploiting this weakness?" and "why shouldn't it have a way to counteract it; it'd be broken otherwise." My response to this is that the metagame hasn't developed enough to see people spamming this strategy. Also, if fox's shine had such a simple way of getting around it, such as being sheild grab-able, then people would be exploiting that weakness all over the place. My point is that Moves That Have Simple Exploitable Weaknesses Are Inferior to Those That Do Not, and since pretty much all of Zelda's moves have multiple simple strategy weaknesses to counterbalance them, I feel we can objectively say that in a set where both players have even mu knowledge, she will be at a distinct disadvantage.
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