drsusredfish
Smash Ace
why do people think Dtilt is useless? it has alot of frame advantage, it's pretty fast, it combos to uptilt at higher percents for a KO, pokes under shields, it can even meteor at the ledge. it does alot.
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..... I gotta get good at dtiltZelda has shield damage modifiers on certain moves like sweetspotted aerials that will allow Dtilt to easily poke under their attempts to shield. It also pops up well at the edge for edgeguards into kill combos. Use it.
Dsmash is just a solid move. It doesn't hit obscenely hard but it's one of the few low angle moves in her arsenal which makes its potency shoot up when you have them at the edge. It has as many niches and caveats to its usage as a lot of Zelda's other A moves. How it's not as useful as the rest of them, even when considering just ground moves, is insanity.
Also most people will disagree about Zelda's attack ranges not matching the animations, even when it comes Nayru's. The one exception is Usmash hitting lower than it looks, but that is actually how the hitboxes are placed in Melee, more or less. If you think all of the other grandfathered Melee hitboxes make visual sense then you're thinking too conveniently.
That sounds like a ridiculous amount of fun. lolthey should change zelda's final smash to a new transform where she has a white dress and wings like the goddess hylia. Her upsmash could call multiple pikachu thunder bolts down from the heavens, she'd get more jumps and aerial mobility, metaknights run animation, neutral B would be light arrows that paralyze, and all her moves would be quicker
They do what they want...until a few ppl cry loud enough... they definately aren't Sakurai who does what he wants, I do believe they will take our opinion into account, but like you said we don't know what they want to do anymore.I have come to this conclusion for the possible zelda changes. Until the PMBR shows some type of "work in progress change log" honestly there isn't any point in trying to argue what changes would be best. If i recall correctly the change from demo 1 dins to the current dins happened with little to no influence from what the general zelda player wanted. They are gona do what they want regardless of what we say. Even though they do take suggestions those suggestions will really only hold weight when they come from people who play the WIP build.
Imo, it's best used during recoveries when you can predict the opponent's recovering angle pretty easily such as with Bowser, Donkey Kong, etc. You can nail opponents that are recovering low with it if you master timings with it that involve when you input the dair in relation with choosing to fast fall (for example, inputting a fast fall and then a dair or the opposite will space different areas and of course you choose how close or apart you use the two inputs with each other).I want to use Dair more, but I feel like it gets outprioritized by literally anything, including but not limited to a dead leaf that fell off a tree and managed to touch Zelda. Also it's kind of slow. Suggestions?
try SH dair > waveland > kick > waveland and variantsI want to use Dair more, but I feel like it gets outprioritized by literally anything, including but not limited to a dead leaf that fell off a tree and managed to touch Zelda. Also it's kind of slow. Suggestions?
LOL sweet and to the point.try SH dair > waveland > kick > waveland and variants
I'll say this. You know how Zelda doesn't want to be above anyone? Well you REALLY don't want to be above Ivysaur since she has decent juggling ability and a KILLER UpB. Ivysaurs also have a lot of nifty edge stuff, so maybe focus on staying near the center of the stage more.I need help with learning the Roy and Ivysaur MUs. Help?
What do you guys think? Before arguing, consider that there may be a reason for this placement and word your response carefully. I don't want this to be an argument, but a crucible for refining my research.I'll say this. You know how Zelda doesn't want to be above anyone? Well you REALLY don't want to be above Ivysaur since she has decent juggling ability and a KILLER UpB. Ivysaurs also have a lot of nifty edge stuff, so maybe focus on staying near the center of the stage more.
Solarbeam is weird stuff. I'm not sure if a perfectly timed Nayru's could nullify it due to invincibility frames, but it's also another reason why you don't want to be above Ivysaur, because that move does around 40%.
^ Fixed ^What do you guys think? Before arguing, consider that there may be a reason for this placement and word your response carefully. I don't want this to be an argument, but a crucible for refining my research.
Zelda is hard countered by; Ivy, Link, and Marth.
She is countered by; Fox, ICs, Kirby, Lucas, Samus, Sonic, Toon Link,and ZSS.
She is soft countered by: Falco, Jiggs, Snake, and Squirtle*, Ganondorf*.
She is even against; Ike, Luigi, Peach, Roy, and Pikachu.
She soft-counters; Bowser, Charizard, Diddy Kong, DK, G&W, DeDeDe, Mario, MK*, Olimar*, and Pit*.
She counters; Captain Falcon*, Lucario, Mewtwo, Ness*, ROB, Wario, and Yoshi*.
She hard counters Wolf.
*Might be worse
All of this is based off of research and personal experience. If you are not a Zelda main, please know that we know our weaknesses better then you do at this juncture, so some of the MUs may not reflect your opinion.
I fixed it again. You were just rusty as Roy, I really have trouble with him but he's not even nor is he a hard counter so he's a counter. Thanks though, I forgot Marth. You can't count Wolf as a hard counter based on that ONE match, he didn't know how to handle the MU and it wasn't that good anyway so that produced a four-stock. it's NOT hard counter, any Zelda main will agree with me. You and he just need to handle the MU differently, handle it sort of like a Squirtle, it's still bad for Wolf, but not THAT bad.^ Fixed ^
There. Fixed your fix. lol.What do you guys think? Before arguing, consider that there may be a reason for this placement and word your response carefully. I don't want this to be an argument, but a crucible for refining my research.
Zelda is hard countered by; Ivy, Link, and Marth
She is countered by; Fox, ICs, Kirby, Lucas, Samus, Sonic, Toon Link, Roy, and ZSS.
She is soft countered by: Falco, Jiggs, Snake, and Squirtle*, Ganondorf*.
She is even against; Ike, Luigi, Peach, and Pikachu.
She soft-counters; Bowser, Charizard, Diddy Kong, DK, G&W, DeDeDe, Mario, MK*, Olimar*, and Pit*.
She counters; Captain Falcon, Lucario, Mewtwo, Ness*, ROB, Wario, Wolf, and Yoshi*.
She hard-counters anyone who plays super aggro and "Doesn't know the matchup".
*Might be worse
All of this is based off of research and personal experience. If you are not a Zelda main, please know that we know our weaknesses better then you do at this juncture, so some of the MUs may not reflect your opinion.
Well, IMO, I think Link and Marth are only slight disadvantages, but I can't say I'm an expert on the MUs, so I'll leave it at that. I don't really want to argue about them either. > _ >What do you guys think? Before arguing, consider that there may be a reason for this placement and word your response carefully. I don't want this to be an argument, but a crucible for refining my research.
Zelda is hard countered by; Ivy, Link, and Marth
She is countered by; Fox, ICs, Kirby, Lucas, Samus, Sonic, Toon Link, Roy, and ZSS.
She is soft countered by: Falco, Jiggs, Snake, and Squirtle*, Ganondorf*.
She is even against; Ike, Luigi, Peach, and Pikachu.
She soft-counters; Bowser, Charizard, Diddy Kong, DK, G&W, DeDeDe, Mario, MK*, Olimar*, and Pit*.
She counters; Captain Falcon, Lucario, Mewtwo, Ness*, ROB, Wario, Wolf, and Yoshi*.
She hard counters no one.
*Might be worse
All of this is based off of research and personal experience. If you are not a Zelda main, please know that we know our weaknesses better then you do at this juncture, so some of the MUs may not reflect your opinion.
Then we need to rally together to stop PM from changing her.Zelda is catching on like wild fire in MA. Everyone I've talked to here thinks shes an amazing character with some really bad matchups (mewtwo?).
Well yeah. After watching M2K completely destroy KDJ's Zelda with M2, it looks kinda bad... Okay, really bad lol.Zelda is catching on like wild fire in MA. Everyone I've talked to here thinks shes an amazing character with some really bad matchups (mewtwo?).
That's what I initially believed, but all in all, the results show that once the Fox knows what to do, he starts to win quite a bit more.Zelda is even with fox....
Well yeah. After watching M2K completely destroy KDJ's Zelda with M2, it looks kinda bad... Okay, really bad lol.
It's kinda interesting, KDJ does SO good, and he doesn't even really use Teledash or Nayru that often/at all. He may very well be the missing piece to save Zelda the possible drastic changes that have been rumored as he contradicts some common arguements against Zelda.
That's what I initially believed, but all in all, the results show that once the Fox knows what to do, he starts to win quite a bit more.
I mean, we had ZHime VS M2K (Basically some of the best for their respective chars in P:M) and after a while, you could see M2K starting to pull away.
Let me be clear, by "counter-pick" I mean more around 40:60. But It could be only 45:55. (So, "Soft-counter") Foxs just start pulling ahead more often in the MU. Zelda can win if she works hard though, I believe it.
If the teledash and dins are taken away I will be seriously angry.I disagree with you. KDJ doesn't prove that there aren't problems with Zelda. Rather, he proves that Zelda can be designed in a way that stays rewarding but moves away from her toxic elements. You don't need a hyper strong nayru's love in order to do well with her. Nor do you you have to camp with Din's fires and turtle. He just abuses her spacing, incredible fair/bair game, and space control.
I actually like the teledash. As for Din's, I think its still a little badly designed. It's cool when Zhime throws you in the air and you land on one and it explodes with good timing and kills you. It's stupid when a dins fire is chilling on a platform of PS2, and you are jumping past it and it explodes and kills you at 100% or so. No projectile needs to kill you that accidentally\--rather, it should always reward the user for strategically knocknig you into it.If the teledash and dins are taken away I will be seriously angry.
We've sort of already had this conversation before so it's probably going to be an agree to disagree situation here but none the less I would like to share my opinion. Nayru's is not hyper strong. It probably seems more so for Ness players with the limited range. It is not a fast move, so it can't be instantly activated like other reflectors, and it has no guaranteed pressure so it is been given other attributes to make it usable. The land canceled version can even be punished with out of shield options or you can choose just to space it out for characters with a long enough reach. For those characters lacking reach you could short or full hop it and attack from an above angle. Compare it to all of the other reflectors, special shields, etc. in the game and you will see it is pretty balanced in relation to the others. Plus let's remember this special reflector's functions are being applied to a character with limited mobility to begin with. Nayru's has to be used very situationally and if the opponent is looking for it it becomes virtually impossible to land. In fact using the spacing for avoiding lightning kicks will in large part overlap so that will already reduce it's effectiveness. It's far from toxic.I disagree with you. KDJ doesn't prove that there aren't problems with Zelda. Rather, he proves that Zelda can be designed in a way that stays rewarding but moves away from her toxic elements. You don't need a hyper strong nayru's love in order to do well with her. Nor do you you have to camp with Din's fires and turtle. He just abuses her spacing, incredible fair/bair game, and space control.
You can't change the size of their hurtboxes. They don't have a hurtbox apparently. Its just like...a clankable projectile or something.We've sort of already had this conversation before so it's probably going to be an agree to disagree situation here but none the less I would like to share my opinion. Nayru's is not hyper strong. It probably seems more so for Ness players with the limited range. It is not a fast move, so it can't be instantly activated like other reflectors, and it has no guaranteed pressure so it is been given other attributes to make it usable. The land canceled version can even be punished with out of shield options or you can choose just to space it out for characters with a long enough reach. For those characters lacking reach you could short or full hop it and attack from an above angle. Compare it to all of the other reflectors, special shields, etc. in the game and you will see it is pretty balanced in relation to the others. Plus let's remember this special reflector's functions are being applied to a character with limited mobility to begin with. Nayru's has to be used very situationally and if the opponent is looking for it it becomes virtually impossible to land. In fact using the spacing for avoiding lightning kicks will in large part overlap so that will already reduce it's effectiveness. It's far from toxic.
As far as Din's is concerned I think your earlier idea of making their hurtbox match the size of the mine would take care of the problem and make it plenty fair enough.
Oh thanks for the info. I had no idea. lolYou can't change the size of their hurtboxes. They don't have a hurtbox apparently. Its just like...a clankable projectile or something.
Well the downside is that all of her huge range attacks also last longer than most smashes. So the purpose is she covers one side of her for an extended amount of time in hopes of sending away the opponent. She's all about having room to breath or preying on mistakes so it fits. Ironically, using her attacks wrong makes it easy for people to prey on her mistakes.A vast majority of her attacks hit in places they don't show despite the particle effects. I think they all hit too much area as a whole.
I like the idea of helping her short *** dash.
And dtilt has hidden niche uses, but I guess it can stay as is. I've been proven that it is decent.
Yeah of course. It doesn't appear to be in our frame data section so I'll ask about it and let you know when I have more info. I assume you would like to know in terms of frame data?You can't change the size of their hurtboxes. They don't have a hurtbox apparently. Its just like...a clankable projectile or something.
EDIT:
Also, I don't know why anyone thinks they deserve a kill from a dins explosion from stage level? It's not like many of zelda's moves can combo into a grounded din's fire explosion (almost all of her moves send people up and away). Those types of kills are purely always accidental and quite literally free. I think an opponent having to move around dins fire and getting stunned when they run into it is enough utility. Especially when an attentive Zelda can already convert fairs/bairs off of it.
As far as Nayru's go, I don't konw how much landing lag it has when done aerially. But I don't think it's much. Care to share?
Read: Some. Obviously there are still arguments that weren't countered by KDJ's style of play, and some that were are still arguable. I still believe KDJ playing Zelda was something Zelda needed, whether it be proving she can play offensively to some extent and have it pay off, or how far she goes off a top player compared to others.I disagree with you. KDJ doesn't prove that there aren't problems with Zelda. Rather, he proves that Zelda can be designed in a way that stays rewarding but moves away from her toxic elements. You don't need a hyper strong nayru's love in order to do well with her. Nor do you you have to camp with Din's fires and turtle. He just abuses her spacing, incredible fair/bair game, and space control.
You implied that KDJ proved Zelda may not need to be changed, and that he invalidates "some" of the arguments against her.Read: Some. Obviously there are still arguments that weren't countered by KDJ's style of play, and some that were are still arguable. I still believe KDJ playing Zelda was something Zelda needed, whether it be proving she can play offensively to some extent and have it pay off, or how far she goes off a top player compared to others.
They're only accidental against people who don't know the range of the move. Move unfamiliarity is not a problem with the move. Mewtwo is riding a high horse for this reason with how much was added to him, but some of it will undoubtedly wane off.Also, I don't know why anyone thinks they deserve a kill from a dins explosion from stage level? It's not like many of zelda's moves can combo into a grounded din's fire explosion (almost all of her moves send people up and away). Those types of kills are purely always accidental and quite literally free. I think an opponent having to move around dins fire and getting stunned when they run into it is enough utility. Especially when an attentive Zelda can already convert fairs/bairs off of it.