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Zelda Character Matchup guide (UPDATED 4/30/07)

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
Hi everyone, we know that we try our best to win as zelda. so i have compiled some stuff so to show how to use those skill against some characters.
I hope this guide would be helpful.

this quide will be edited until its finished, so keep a close eye okay??

Bowswer

guide from arean
okay, this one is very easy!! This big piece of meat can be comboed fast. He can be chainthrowed into the air at low percents, just dont overdo it because bowser could counter back. Just using forward smashes could rack up a lot of damage, forward tilits are helpful as well. You could also rack damage by kicking this beast, he is a very big target so it is not difficult to land a perfect kick. Series of attacks are very helpful from grabs followed by a kick. Just make sure to shield properly because this king has nasty power. Utilize zelda's speed and you'll have no problem, remember that he has ugly recovery so try to forwardsmash to kill, dair looks weak but it is really nasty, just try to time it properly. Bowser is also a very good shuffler, you could counter it by shield grabbing to a kick, his recovery move can stop your combos too so use a powershield, bowser's finishing moves are fsmash and aerials so NEVER stay in the air too much, if hell try to arrack you in the air, try to disrupt with a nair, dair or use farores wind to escape.

guide from darkatma
Against bowser watch bowser's shield, because only when it's full does it cover bowser's whole body. Otherwise it's quite easy to shieldstab bowser with a well spaced fair or bair. Oftentimes, the dtilt(which also shieldstabs) works to pop bowser up perfectly for an fsmash or a uair/usmash(version1.0). Bowser lives for quite a long time because of his heaviness, and sadly his main form of recovery is the fortress, which has good horizontal distance. If possible, try to spike him or edgehog him, but note that you can't punish bowser too well for landing onto the stage because he only has 10 frames of lag after he lands an upB (same amount as a wavedash). sometimes a downsmash or fsmash can send him back out, because bowser's shell sticks slightly above the stage.

I would hesitate to attack bowser with laggy attacks that can't shieldstab, because of the fortress out of shield. Also don't attack from above, his utilt is his fastest move(next to upB), and it has amazing knockback, too much for poor zelda. exploit bowser's lag (you should NEVER get hit by usmash or fsmash, because you have a half second window of getting out of the way or attacking before him[[ALL your attacks hit before half a second]].)

You can afford to grab some, because bowser is often clumsy in air(or at least getting into the air (8 frames of startup for jump?!), so he mainly sticks to the ground. After a grab, either dthrow and techchase, uthrow and uair/lightning kick, or bthrow quickly for the distance.

Spaced double bair/fair are awesome in any matchup, and lightshielding is a bonus for good spacing to punish lag. Nair is useful in this round: non-sweetspotted nairs lead to kicks. Usmash our of shield hits even when bowser is on the ground, because he's so large. all in all this matchup should slightly be in zelda's favor.

guide from darkness of heart
You can take Bowser to school. He's easily comboed as either one of your
forms. At low percents, you can up throw into an up tilt combo.

He's a huge target for your F smash and fair/bair, as well as you d tilt and
dair. Since his vertical recovery sucks, you can get him low very easily for
a kill, and with your recovery you can easily make it back to the stage.

Bowser likes to come after you with shffl'd fairs, and he also has the shell
shifting going on. He'll use his recovery move to disrupt combos and also
juggle you for a bit. If he's using the 'Fortress try dodging out of it and
punish him with a fair/bair. They also like to finish you with either the F
smash or the uair. If they're coming at you for the uair kill, you've got
only a few options. One is to try and out prioritize him with the dair. The
second is to use Farore's wind and try to either pass him or make it to a
ledge for protection. One of the best things about FW is that he won't know
where the hell you'll end up, so don't be repetitive. You have to control
the round, so confuse him. And remember...NEVER LET BOWSER (or anyone) KEEP
YOU ABOVE HIM! If you try to shield grab him, he might Koopa Klaw you and
then you'll be grabbed, so sheild grabbing him is risky.

If you're playing a dumb Bowser or a CPU (oh, wait, same thing), they'll
probably try to do the Bowser Bomb (down b). Avoid and punish. However, good
Bowsers can use it right next to a ledge, reducing all of the lag. If you're
fast, you can roll away and grab them out of the air. If not, then avoid and
continue.

guide from zone
Overview

One of Zelda's easier match-ups. Bowser is huge and an easy target for many of Zelda's attacks. Zelda is just as powerful and faster, though Bowser still has his tricks. Bowser's long lag aerials and moves make him easy to shield grab, even if Zelda's shield grab is slow.
[edit]
Moves to Watch

1. Forward+B: Although Bowser can be easy to shield grab. You'll not always get the opportunity when he's coming at you with aerials, since he can always instead Forward+B and grab you from midair.

1. Up+B (a.k.a. 'Whirling Fortress' or simply 'the Fortress'): Bowser has one of the fastest Up+Bs. Has good knockback if on the ground, and he can use it to get spacing as well as get in a hit. Though primarily it's used as a defensive and evasive maneuver, used after SHFFLs and out of sheild.

1. Forward+Tilt or Smash: Zelda is hard to sweetspot with, making these ledge guarding moves for Bowser work better.

[edit]
General Strategy

People have different ways of playing bowser but they are somewhat generally the same. Mainly just Spam kicks, but use spacing. Using Zelda's baiting tricks work well on Bowser. Extremely easy to nail with Lightning kick, and easy to keep off the ledge. Bowser's low running speed and large size make Din's fire a more viable option. If you come in with an aerial, with Bowser's size, you should be able to L-cancel into about anything, including an Usmash. Go into an Usmash if you're loohing to combo, or a Dsmash if you just want them into a certain position or closer to the edge.

tip from bladeofapollo
don't try to grab him after an aerial (his OR yours) because he can upB a LOT faster than Zelda can grab (4 frames is too fast). Dsmash is a nice contender there, just as fast as his upB.

Captain Falcon

guide from arean
okay, this is quite a hard one, its like the tortoise vs the hare! Chaingrabbing is really effective rack up damage and throw him off the edge, he is a fast falller so edgeguarding is very important, edgehog as well so things will be really safe. And dont let this guy to combo you in air, he can do a lot of series of aerials so I suggest to us farores wind to escape and kick out of a sheidl and use some spikes when they try to recover. even though he is fast, his speed can be a problem as well, dodging his attacks can make him slip so try to counter with a kick, the best way against captain falcons are edgehogging.

guide from darkness of heart
This match can go either way. On one hand, Zelda can do some pretty nasty
things to the Capt. On the other, he can do some stuff back and it's the
fastest character in the game vs the slowest.

He falls like the Space animals, so edgeguard him like them and treat his
aerials like you do Ganon. His fair is like yours, but with less range.
Sheild grab, throw, spike, and you're done. Try to stay grounded for
about 3/4 of the time to avoid his knee, since I believe it out
prioritizes your kick.However your kick will always out range him; Your
shine can also work wonders on him. You'll usually be able to see him
coming in for the knee.

Since he's a fast faller, up throw to repeated up smashes will work great
especially on version one. His fast falling speed and poor recovery make
him suspect to edgeguarding; fair, spike, or shine will send him back to
the track.

guide from zone
This is going to be a very tough fight. However, luckily, many of your attacks are quite effective against him, and can stun him nicely. Although also, he'll be able to combo you pretty easily, and if you get grabbed, there's about a 95% chance you'll be taking a knee. Dthrow -> Knee is very hard to DI away from with Zelda. Don't try to take him on in the air, and try not to be above him, his aerial game is very strong and can juggle floaties easily. On the other hand, your ground game is better than his. Remember to use wavedashing for added spacing, and although it's not quite the best wavedash in the game, it can be useful together with dash-dancing to help 'sneak up on him' (while dash-dancing, throw in a couple wavedashes now and then so you can creep closer without being too predictable/obvious (do it all quickly)). If he tries to come in low with some SHFFLC'd attacks you may be able to kick(Fair/Bair) him out of them if you're fast enough. If he comes in with something from further off with a long horizontal trajectory, you should be able to duck or do a rolling dodge in the direction he's coming from (he most likely won't have enough time to land and come back for you out of your lag). You should be able to stop his Forward-B (given the rare chance) with a jab, dash attack, Fsmash, or even Ftilt; not that it matters much since you'll most likely be in lag or stun if he's using it.

Your dash attack can really foil Falcon's plans if you can sneak one in. In most cases, it'll send him up and away a small distance, and you should usually be able to combo into other attacks from there, such as a Fsmash, Jab, Dsmash, Jab -> Dsmash, Ftilt (which can further combo), grab (if they're close enough), or even chain into more dash attacks. And in the unusual circumstance they end up hit toward/above you, or if they DI in that direction, you can follow it up with a Utilt, Usmash, Bair, neutral B(though one of the other options would probably be better), or even a grab in very rare chances. If the opponent techs in place after one of your dash attacks, you should be able to connect another dash attack or a properly spaced Fsmash (if you want, you can wavedash to give yourself better spacing with the Fsmash). If they techroll toward you, you should be able to land a Fair/Bair or Fsmash. And if they roll back, try to wavedash forward and continue from there; just try to keep pressure on him.

Being a fast faller, Falcon is one of the few characters Zelda can chain-grab. She can begin an Uthrow chaingrab as low as 0%, but it depends heavily on DI for how long she can keep it up. If the opponent has even decent DI, they'll be out by around at most 65%. The chain-grab can most easily be ended with a Fair/Bair, which is ideal anyway, so there isn't much use in trying to include a Usmash or Utilt.

Edgeguarding is simple against Falcon; Dsmashes, a well placed kick(Fair/Bair) (placed at the edge for sweetspotters), or a Fsmash (if they end up on, or even with, the level) will get the job done.

Doctor Mario

guide from arean
whoa!! the drug lord!! anyways doc can really be an annoying one. those pilll rushing and shhfl combos...remember to counter with nayru when he hits a pill and immediately kick him. His shffls are also annoying so what is the best way to beat them??? Disrupt things by escape through farores wind or use a nair. his fair is very strong so watch out, try to counter it with nayru or kick him first!! His fsmash is strong so wavedash and counter. his recovery sucks more than mario so try your best to set them off course and edgeguard with a downsmash. Powershielding is also effective here but watch out for his grabs so try to spam kicks

guide from darknessofheart
t's like Mario...but fat and on steroids...so that's whats in the
megavitamins...

His approach tactic is Pill Rushing, where he'll throw megavitamins in your
face, stunning you and allowing him to follow up with whatever he wants.
Nayru's Love will deflect the pills back at him and push him away if he's too
close for comfort. Or if he's at higher damages, shield the pill and shield
grab to down throw to fair/bair... The Doc's fair will send you upwards
instead of spike, but it's more powerful; don't get hit with it, since you're
easily KO'd by vertical attacks. Shield grab it too if you're on land, or
block it with a SH Nayrus.

His smashes are great on you; dont let him use it. He can combo you into them
from a down throw. Like Mario, the Doc's recovery sucks horizontally, so,
either dair or fair/bair him back to the ER. Remember, his fsmash has as much
range as Pikachu's grab, so he'll have to get close to use it; WD backwards
and then follow up. Down smash ***** his recovery, especially if he can't
sweetspot the ledge.

The Doc also has a great bair and amazing throw. His Sex Kick is unusual;
it'll get stronger the longer it's out, which is inconvienient because he
tries to hit atthe last possible moment. His throws are also pretty good;
watch out for the down throw to up/down smash kill.

His back throw is more a problem for other characters, but with your amazing
recovery it shouldn't be too much of one unless you're near the edge of a
stage with a close blast zone, unless you're at pretty high percents.

Donkey Kong

guide from arean
donkey kong is slow, but powerful and he can hit you without going very near you so watch out. donkey kong hos long powerful arms and this could stop your attacks. The good part is that his finishing moves require time so we zeldas can stop it when timed properly, donkey kong depends on smashes and dk punch to finish you off so try to counter or dpdge when he tries to finish you off.

Zelda's advantage is that donkey kong is a big bulk so your smashes will rarely miss, forward smashes can be used here and kicking wont be much of a difficulty. his weak point is his predictable recovery so your best tactic is edge game. Throw donkey kong off to the sides if he has decent damage. it would be hard for donkey kong to recover, try not to edge hog because you might get hit by his recovery, i suggest to use down or forward smashes to knock him of. fairs or bairs will do as well.

remember, you dont want to get grabbed by donkey kong, he can combo you in air so
try to teleport away and counter with kicks.

guide from darkness of heart
Donkey Kong has two advantages; one being his strength, and the second being
that his limbs are extremly stretchy, like Jigglypuffs. This creates some
sort of a problem because an aerial approach becomes difficult. The thing to
remember is that even though he's got range, his priority is so-so.

Once DK is in range, he is like Bowser; combo-able. He's a big target for
fairs, fsmashes and your other strong attacks. Once hes at higher damages,
back throw off the ledge and pursue; his Bowser-esque recovery makes him a
great target for the dair. Go ahead, use it out of spite.


Falco

guide from arean
this match can really be a hassle, but remember that you must be on guard. Move zelda constantly and never let falco intimidate you. you just need to be unpredictable
The space animals love to spam their lasers, falco's laser can stun you so this is his probable approach. most of nooby zelda use nayru, i dont really recommend it on fast projectiles, but you can use it if they are near to stop their approach. the best way to cover the blasts is to sheild and jump. SH double lasers can be reflected by SH Nayru so try to use it if you want to deflect both.

Anyways we all know that the space animals fall very quickly so chainthrowing can be an advantage for zelda against them, use up throws and damage them as well, falco has a poor recovery compared to fox's so after the chain throws you can throw falco off stage, you can stop his recovery by using a properly timed din's fire, nayru and forward smash are good edgeguards as well especially if they use forward b. a dair can prove its worth too if you know how to get back on stage and a proper timed down tilt can spike them.

Falco has good spikes as well so when you try to recover you can avoid the spike through a sweetspot teleport, or teleport past him. just dont go in air if he recovers using forward b or else you can get spiked.

guide from darkness of heart
One of Zelda's closest matchups, next to Fox. You'll have to be on your toes
the entire time, don't grow discouraged.

Falco's going to approach with his SH(B/L) {Short Hopped Blaster/Laser}; this
allows him to make an approach while stunning you.

Unfortunantly, Nayru's isn't as effective as it seems, as he'll just tag you
with the laser as soon as it ends. Nayru's will be effective in disrupting
combos and KOing Falco, however. You'll have to sheild, and then combinations
of jumps, Nayru's and sheilding to get close. On FD, you can mess with his
preset rythm by sh Nayrus, as it'll reflect both of his shots at him.

Falco is a fastfaller, so he can be chain grabbed at low percents with the up
throw. The up smash proves to be rather effective also. Once he's off the
stage however, he's practically dead, due to his extremely sucky recovery.
Nayru's, spike, or kick him to finish him off; however, don't get caught
under his forward b, as you'll get spiked.

When you're recovering, you'll have two options; either sweetspot the ledge,
which is risky due to Falco's spike (if you miss), or teleport beyond him,
avoiding the spike. Another even riskier option is to try and intercept the
spike with Nayru's. His vertical KO power isn't like Fox's, but his
horizontal is just as strong; cut through the fsmash with Nayru's, and then
punish.

Try to never be off the stage for long; and don't pursue if he can recover
with his forward B, as you'll get spiked.

guide from zone
Falco is an extremely hard match-up for Zelda. SHB will eat you alive, and with Zelda's slow jumping speed, you don't have a lot of options to deal with it. Nayru's love(neutral B) can reflect a few shots back early on, but it only works once or twice against a smart or experienced opponent. Soon they will use their blaster to bait you into using your reflector, then jump over the reflected shot and hit with something stronger or start a combo. Your best options are going to be powershielding, or simply shielding. Powershielding is of course the better, yet harder, option. But if you can do it consistently enough, it'll detur their SHB significantly. Simply shielding can be a problem because you can't always tell where/when the last SHB of his approach is going to come out, if it comes out when he's close to you, your shield will be stunned and he'll get a grab. Although if it does come out with more distance between you, you should be able to jump out of your sheild with a Fair/Bair.

Zelda needs enough spacing to bait. But not too much she can get lazer spammed. She needs to be on her feet thinking fast. Good to know you most likely have the K.O. once Falco is grabbed by upthrowing him to Lightning kick and sense Falco's recovery is horrible he probably won't make it back if you do it around 50%. However you'll probably never get a chance to grab, If they can shffl perfectly. There is alternatives that lead to the lightning kick though. Lightning kick is always the key to victory, so knowing what moves can lead to a lightning kick is good to know. Listed in Zelda's Fast fallers combos but here are moves that lead to The Foot.

1. Forward tilt(any direction)
2. Dash Attack
3. Up+throw
4. Down+Throw (Up throw is definantly better)
5. Din's Fire (Use when they are recovering. Falco's case is normally too fast).
6. Up Tilt (Unlikely)

Moves to use on Falco when he's doing Forward B pass Zelda into Stage:

1. Forward Smash
2. Naryu's Love

Moves to use on Falco when he's doing Forward B grabbing the edge.

1. Down+Tilt
2. Wave-dash ledge hog.
3. A Well-timed Lightning kick placed at the ledge.

Moves to use on Falco when he's recovering with Up+B:

1. Down-air
2. Naryu's Love (recovery from above)
3. Down+Smash, Fsmash, Fair/Bair (if not sweetspoting)
4. If Falco is recovering Vertically and Zelda has no time to ledge hog, you can run off the ledge and C-stick against the stage if timed well and lightning kick Falco.

Fox

guide from arean
wow, this is a really tough one. I suggest you must keep your zelda moving and dont get fox grab you or combo you, his shine can really be annoying because zelda suffers horribly from escaping a shine chain. Fox is very good at doing combos, and a comboed zelda can lead to a dead zelda. Fox is really fast so i suggest that you work on your spacing, dashdancing can prevent grabs and you can initiate a good kick while you are at it.

its hard to beat fox at low percentage, he is a fast faller so you can chain throw him into the air, you could also juggle him with forward tilts and kick him so he can end up to the side. There are only two ways for fox to recover. fire fox and fox illusion, when fox uses the fire fox to recover, you can interrupt with dins fire or go for a dair. you could also wait at the edge and charge a forward smash, down smash works as well.
when fox uses fox illusion to recover i suggest to edgehog, down smash, forward smash and the best one is nayru because this really interruots their recovery.

remember, to play against a good fox, you must be quick with zelda

guide from darkness of heart
ZELDA MUST BE PLAYED FAST TO COMPETE WITH A GOOD FOX.

I heart Fox. Zelda does too. Unless it's an infinite happy one, then Fox will
eat you and your babies with his shine combos. Both Zelda and Sheik can be
infinately comboed by Fox, so I suggest you try to keep your distance, which,
due to Zelda's slow speed, is easier said than done. However, Zelda can go
toe to toe with Fox and Falco, and it's alot easier to do than shine combos.

For fighting Fox, you've got a few tricks. He's edguarded with your Down
smash as well as Nayru's, and also his fast falling speed helps you out; make
sure you take advantage of this on Fox and Falco. This fast falling speed
also will disrupt your down throw to fair combo, but his light weight makes
him an easy target for fair/bair and back throws. Once he's off the edge,he's
all yours to either fair/bair/dair, basically anything that will knock him
further horizontally or further downwards will be a quick KO. Never let Fox
get below you, as his uair and up smash are disturbingly powerful. Even his
up tilt is capable of Koing you at higher percents.

In a strange twist of fate, the space animals are eaten alive by your Nayru's
Love. It absolutely ruins their recovery attempts. Stop his Fox Illusion
recovery with this.

Zelda can also chain throw Fox with her up throw at lower percents.

Just like Falco, keep on your toes; this match can go either way

Game and Watch

guide from arean
mr, game and watch is very light weight so a kick can kill him off. G&W always uses the nair and the down tilt move so be careful.
Zelda can be quickly juggled by game and watch and can be killed just because of a parachute. He is a small target too so landing kick can be quite hard so doing dash attacks can rack up damage, juggling him in the air is fine as well.
His sheild grabs suck so counter with a downsmash. Continous dash attacks and forward smashes can rack some damage, if around 70% try ending with a quick kick, his recovery relies in the legdge so edgehogging is fine though i suggest that you end thing quickly by just kicking.

guide from darkness of heart
His main killing move is his nair, and sometimes he'll get lucky with the
Judgement after a down throw. His crouch cancel goes really low so you can't
grab him, and he'll be using the spot dodge and wavedash for evasion. His
uair is good for juggling, but it can't be l-canceled, so catch him in the
lag. He's got a weak ground game and his paper weight will make him an easy
target for fair/bair. Also watch out for his down tilt, as it's pretty good.

I haven't really played a good Geedubya, so I'll get updates on this later.

Ganonforf

guide from arean
this match is very tricky, zelda can counter ganon but ganon can also counter zelda. Ganon's strong points are his powerful aerials so finishing zelda off can be hard. On the other hand he is also slow and has bad recovery, this is zelda's strong point.
Most ganons abuse their aerials so sheild grabbing is fine, you can also chainthrow using down throws if you know how to chase him.
Keep zelda on the ground!! aerial combat isnt good for her, i suggest using nair to escape ganons aerials and counter with fsmashes and well placed kicks. Throwing is also good because you can throw him off the stage and edgehog or even edgeguard.
you can edgeguard by a charged downsmash or guard with kicks, dair is good too if you land it properly. Another way is to edgehog, just wavedash and block his attempts. His grabs are strong too so keep your distance and rack up with kicks. and end with ledge game.

guide from darkness of heart
This match sucks. Ganon is the only character that can go blow for blow in
the air against Zelda and win. However, your aerials are faster than his, and
his recovery blows. Lots of shffl'd fairs, fsmashes, and well timed Nayrus
can get a win here. I'll have to update this later, since I don't play many
Ganon's >.<

Watch out for his spikes when recovering (dair and down+B), and remember, he
can kill you at extremely low percents.


Ice climbers


guide from darkness of heart
Strangely awesome when they're desynched, the first thing on your list is to
seperate them and KO Nana (or in some cases Popo, but whoever the lackey is).
I've heard Nana has some sort of resistance meter since she doesn't take
damage, and the less that is the easier it is to KO her. After you get rid of
the lackey, down throw to fair or back throw work best in getting Popo off
the stage. Mostly they'll use the Squall hammer to recovery horizontally; but
it's somewhat limited vertically, but their jump has awesome vertical power.
Standard edguarding techniques will work here.

If you need to seperate them fast, kick them, then do a follow up kick on
Nana; then go after her, and fend off Popo, as he'll try to save her.

Stay away from them. They have one of the best grab games, and currently
there's a bunch of grab combos at their disposal (not the mention the
freezing glitch and the down tilt infinite combo thing O_O). Usually you
won't be able to escape until you're at least 25% more damaged.

Just remember to try and keep them seperated, and take advantage of the CPU's
stupidity...Nana can be very dumb. Since she's CPU controlled, she can't DI
out of your FSmash ^.^

Don't Nayru's Love the ice shot unless there's only one; they'll just cancel
each other out and leave you open for mashing. Sheild instead.

If they grab you at around 80% you can pretty much expect to be KO'd.

guide from darkatma
Against Ice Climbers you can actually do what CJ did against Kei’s ICs. Because it is common consensus that ICs **** sheik, one strategy is to use Zelda when there are two ICs and Sheik when there is only 1. Zelda’s matchup against two ICs isn’t terrible. Spacing sweetspotted fair/bairs are key in the matchup, because every sweetspotted fair/bair either: 1)hits one or both ICs for massive damage, knocking them far enough away so that they can’t grab, or 2) hit’s their shield (and because they have low traction and slide far) and knock them far enough away to prevent shield grab. If possible, try to get both ICs in the same kick, because oftentimes nana will be unprotected because of the lag time between popo and nana (6 frame difference). Exploit this fact by pressuring the ICs with kicks, but spacing so that you don’t get grabbed. If they start spot dodging, use timed fsmashes to knock them off the stage. Also, if there are platforms, use them. Camping on platforms forces the ICs to use their aerial game, which is much weaker than their ground game. In the air, you can always outprioritize them with your longer hitbox aerials.

Jigglypuff

guide from darkness of heart
This little gal gives most charcter's alot of trouble, even Zelda and her
amazing fair/bair. Jiggs has the best aerial game in the game, so stay on the
ground. If she starts doing the Wall of Pain (WoP), the key is not to try and
out prioritize her, but to attack her in between her attacks. Since she's
really floaty, down throw to fair/bair is a good option. If you cannot escape
the WoP, then turn into Sheik and use da bairs. She can recover from extremly
long distances, though, but the key is patience. And NEVER let Jiggs get a
Screw Attack, and try to keep your distance from her because of the powerful
rest; though if she misses, she's a sitting duck for a forward smash or a
fair.

The rest is a powerful tool, and she's got several ways to execute it.
Usually it'll be Pound, drift back into rest. If they miss it, always kick,
as they can crouch out of fsmash.

Just like Peach and Samus, either go for a vertical Ko with the uair or just
an all-out power KO. And like Kirby, strike before them to avoid their
priority.

tip from bladeofapollo
NEVER EVER EVER EVER FSMASH A SLEEPING JIGGLYPUFF. Ever. If the player knows the trick, he can rest you out of it. Seriously. The fsmash sucks opponents in, so all Jiggz has to do is crouch cancel and mash on the B button: you'll get Rested in the process. Instead just charge a dsmash or space a fair or even switch to Sheik and charge an usmash. Just never use the fsmash... MAYBE use it if she's in the air.
At low percents, you can double toe Jiggz; she'll get knocked back JUST far enough for another sweetspot.


Kirby

guide from darkness of heart
Severely depowered from the other game, Kirby still has a decent aerial game.
Shield grab. He also has an amazing crouch cancelling game, so watch out for
it, it's usually followed by a down smash or down tilt. After you knock him
off you can either pursue for a fair/bair kill or wait on the ledge with a
down smash then pursuit.

He'll usually follow his down throw with an up smash, so watch out for that.
Also, his uair is pretty good, but you should never ever let a character get
under you.

Like other characters with good recovery, usually go for an all out kill.
Standard floaty tactics apply.

guide from zone
Zelda outreaches Kirby both in the air and on the ground. Kirby's priority isn't spactacular either, so you shouldn't have much problem dealing with him in the air. Though watch out for his Uair if you're ever above him. While on the ground watch out for tilts; a good Kirby fighting on the ground will be using mainly tilts to slowly rack up damage. Kirby will mostly approach with Bair, Ftilt, Nair, Dtilt, Fair, Dair, and grabs. Stop his aerials with a Fair/Bair, and keep him at bay on the ground with jabs and Fsmash. You can either bait and punish, or approach with aerials. Also, if the Kirby gets in real close (like they like to do) try a Nair or neutral-B


Link

guide from darkness of heart
Link is slow AND heavy. A great combination for you. Alot of his combos start
with either the hookshot or the bomb. You can do the whole Nayru's Love thing
to reflect projectiles back or just shield (though shielding leads to sheild
grabs and is much faster). You can even shield the bombs and throw them back
at him or catch them in mid air. Watch out for the Spin Attack; it's got
great priority and range. That and his dair are the two moves the Link
worshipping n00bs SPAM over and over. If he's using it on land, watch for it
to die down and then strike. Because of his weight, he's succeptible to back
throws, and if you can dair/fair/bair him before he can use the spin attack,
he's so dead. Your Nayru's Love can also seriously screw with his recovery.
His shield grab, like Samus, is horrid; use fair/bair freely here.

After the Spin Attack, aim for the head; also, if he tries to take you to the
top, DI out of the Spin, then kick, as it should KO him off the top. Crouch
cancel against Link pretty much the whole time.

Luigi

guide from darkness of heart
Floaty McFloaterson. Normally very slow, but in the hands of an expert, he's
suddenly wavedashing around. Sheild grab his aerials, though it may be hard
since they're fast and have great priority. When you take him on the ground,
dodge the wavesmash, and he'll probably still be sliding, so follow up with a
forward smash or dash attack to a fair.

The problem in fighting Luigi is that his priority is second to about Marth.
You have to try and keep this fight on the ground, and only finish him in the
air. Aim for his head, as most of his attacks don't cover there. Watch out
for his dair too, as it can KO unexpectedly.

His vertical recovery is horrid, but he's got decent horizontal. His
recovery follows the pattern of forward b, then up b, so try and catch him
before he gets back. If he gets you off he'll start charging the down smash
for when you return to the stage. Try to get him with fair/bair before he
can get you with the sex kick. Exploit his horrid vertical recovery by
pursing with a dair or fair.

Nayru's can be used to stop his wavesmashing advantages too.


tip from bladeofapollo
Don't dthrow him, he'll probably nair you out of it. And watch the edge-guard, misfires can eat through almost everything except fmashes and Nayru's Love.




Mario

gude from Darkness of heart
Good Mario's are total air whores. That's where they like to attack from.
Shffl'ing their aerials...so Shield grab them. If you start to get hit by a
string of them, tech roll out so you can't be strung. His down and forward
smashes are great, yet they don't have much range; so stay out of it and then
counter with a follow up attack, or use your forward smash, since it moves
you in the start up. His Fireballs can't stun you like Docs, so he'll be
using them mainly for a distraction. His recovery falls prey easily to
either one of your meteors, so take advantage of that as much as possible.
Make sure you avoid his fair, as it is also a meteor smash. Meteor cancel it
if you get hit by it (jump as soon as you're hit). Watch out for his bair,
as it's one of his KO moves. Otherwise, you'll be fine. He has a sex-kick
too, and it's better than Doc's. Your uair can go through it if he's coming
in from above, or you can use your long legs and kick him in the face. His
fsmash has alot more range than Doc's, so be careful. His WD is pretty sweet,
though not like Luigi's. Alot of times he'll try to edgeguard you with bair
or uair; teleport to the stage before he's in range.


Marth

tip from thebluedeath1000
do not get above marth at any time for any reason, it will either lead to u-tilt and get you comboed or a strong f-smash.

Triangle jumping can help get close if you mindgame into it well or bait him. Dash attacks work surprising well, try to bait marth into the air and make him miss, then give him a good kick.

The downsmash comes out extremely fast so you can just that to get marth off of you if hes too close for you to do anything or pressuring you.

tip from bladeofappolo
t's difficult for Marth to edge-guard Zelda because of spacing. Obviously, Marth players want to get tippers on any character that's hanging onto the edge, but this is especially dangerous against Zelda. If not over-used, Zelda's upB stall can coax a Marth into fsmashing the edge that Zelda's grabbing on to, leading to fsmash lag, and since they're at tipper-spacing, they're in perfect range for a ledge-hopped fair.

Basically Marth has to watch his spacing all the time because any tipper that Marth has is a sweet-spotted Toe for Zelda.

Marth has it all; range, speed, power, and he's as gender confused as
you...and pictish. This is going to be a little hard.

Other than that, try staying as close to him as you can; he'll deal more
damage with the tip of his sword. Press him hard, and use your decent range
with the Lightning Kicks to gain an edge. His main star KO move, the up tilt,
can be completely avoided if you crouch next to him ;D.Back throw off the
stage, and edgeguard. His fair is good, watch out for it. His grab is really
good too, but his throws are weak (damage wise). However, they can be
chained, and he can throw you forward then combo into a tipped forward smash.
Ouch.

If he's coming after you, it'll generally be with either a foxtrot or a
wavedash, or shffl'd double fairs.

And remember the golden rule about Marth; there comes a point where if you're
at high enough damage, he can no longer combo you for a KO, or KO effectively
for that matter. Exploit this on him whenever possible, especially if on
Hyrule Temple with the 'Cave of Life' (although it's banned in tourneys >.< )

If he's coming in for an attack, spot dodge then immediately fsmash or
Nayru's. His floatyness makes him a prime target for alot of your combos, so
exploit that. Try to keep him into the air, as it's there where you'll have a
decent range. To approach, you must triangle jump. Remember, you can chain
bairs on him, so do so, frequently. And always edge hog him, then do a ledge
dropped bair.

Also, use your disjointed dash attack to clank with his attacks, like Peach
would.

Mewtwo

guide from darkness of heart
Mewtwo suffers from "bad guy syndrome" just like Bowser. He's really floaty
and light, and very slow, and is also a very big target. You can deflect the
Shadow Ball since it's so slow, and some M2's will use confusion to pull you
through platforms if you're near the edge. Advanced Mewtwos have great
wavedashes, and some will often WD/SH into Disable...a nasty trick mind you.
Just kick the crap out of him, he's alot lighter than you. His overall aerial
game is pretty good. Watch out for his fair, it's freakishly fast for him, as
well as his nair, it's both fast and has high priority. His up throw is
pretty strong, and his back throw may give you some trouble. Watch out for
his spike too.

Mewtwo players have to have amazing mind games due to his severe weaknesses.
They'll try to mess things around by using a combination of

Teleports and air dodges, so be on your guard. At high percents don't go for
the kick if he's on the ground, as he'll
up throw you and you'll die.

Mewtwo als has a great tilt game; it's almost on par with Sheiks. He may try
to get you far away from the platform and pseudo-WOP you with his bair, but
kick and return. Just remember your general floaty tactics and you'll do fine.

Try to take him to stages with alot of walls, so he can't escape as much and
he'll be easier to combo.

Don't get grabbed at over 95%, or you'll die.

Ness

guide from darkness of heart
I think even Zelda is fast enough to dodge Ness' projectiles. At best he's
going to PK Fire you, which is not going to do much, and you can see it
coming enough to Nayru's Love/Powersheild him if you want to. If someone is
dumb enough to use PK Flash, get to them and punish. Unfortunantly, you'll
almost never be able to sheild grab him from an aerial. A good Ness (though
few and far between) will be using DJC (Double Jump Cancels). When you attack
in the middle of Ness's double jump, you stop any vertical movement, so if
they do a quick double jump, aerial attack, and land, and they can do it
quickly, Ness gets practically zero lag when he lands. You can outrange him
in the air, because he has stubby arms and you have adult size legs.
Generally he's slower to attack then you, but he can move faster. His dash
attack is sheild grab-able because of it's afterlag, but it's fairly quick.

If Ness is forced to rely on his Third Jump, he's screwed. You can dair him
because he's almost like Fox/Falco recovering, a sitting duck. You can
fair/bair him. Hell, you can even jump into the PK thunder before it hits
him, effectively screwing him over. However, if he does manage to recover and
hit you with it, expect pain, in the form of about 25% damage...so move out
of the way, and if he doesn't grab the ledge immediately, catch him in the
lag of the end of the move.

Some Ness' like to guard with PK Flash, but sweetspotting the edge should
keep you out of the fireworks.

tip from bladeofapollo
Although you can outrange most of his aerials, his fair can take you to school. A good Ness can shffl-chain these like there's no tomorrow. Don't try to shffl a toe out of your shield cuz you'll just get caught in them and he'll probably get you to the edge. My advice would be to roll behind him in between fairs, because you can WAY outrange his bair.

Peach

guide from darkness of heart
This wench is your main rival for main Nintendo gal, and she'll kick your ***
in this game...maybe. She's so special she has her own way of eliminating
lag off of her aerials; float cancelling.

Shield grabbing is not going to happen here. She eats down throw setups
though. The other golden rule is to NEVER EVER EVER EVER CROUCH CANCEL
AGAINST HER. Like don't even think about pressing down either, unless it's a
cstick'd downsmash. She'll do her downsmash...and you'll take about 60-70+%
in the face. That down smash has insane speed and priority, AND it has
suction. Avoid and punish her in the lag, since it lasts a long time, or kick
her in the head while she's doing it.

Peach can also "Turnup Rush" like Doc. Watch out, sometimes she'll pull out
the Grandpa veggie that does like 36% per hit, or even a bob-omb, or a beam
sword >_<. Like Samus, it is best to rack up damage and either go for an all
out kill. Beware taking her on in the air, because most of her moves
(especially the nair) have disturbing priority. You can reflect the turnips,
but not the bomb-ombs. Remember not to shield Mr Saturn, since he'll break
your sheild in like, 3 hits.

She's probably gonna come after you with an aerial, and if you sheild, she'll
dair (which will eat your sheild) into a down smash which will hurt. She can
immediately down smash out of any aerial except her fair.

One advantage that you have is that Peach's physics are almost exactly like
yours; however, not many people have played Zelda, so you'll know how she
moves, and she might not know how you move. You can totally out range her in
the air, your main problem is dealing with her absurd priority. If she comes
in for an aerial, try rolling back, then superwavedashing forward into an
fsmash or into a rising fair. Since Zelda moves her lower body back wards for
the fsmash and the fair keeps you off the ground, you'll hopefully avoid the
downsmash.

Watch out for her up smash, as her upper body is invincible during it. The
key in winning this match is offense, and not letting her get her set ups.

tip from bladeofapollo
Go easy on the dsmashes; when you dsmash, it's counted as a CC and Peach will eat you. Other than that, you're pretty good, your toe takes Peach to school.

guide from mikey lenetia
First off, as much as you might be intimidated by her, Peach really isn't that bad. I'd say this is a matchup that Zelda can very well win in just about a 50-50 sort of way. She may be faster, but most of her attacks are weaker, and thus take longer for her to KO you. She also has the same physics, so if you know how one moves, the other won't be too hard to figure out. Your knowledge of yourself can actually be used against her in this way.

One thing Zelda has to look out for are turnip setups. It's a well-known fact that Peach will be leading in with one so that she can get in multiple hits. It's not as simple, though, as her simply throwing it and then rushing in. What you have to be able to do is predict which tactic she will use and when. If you notice her not rushing in, go ahead and snatch that turnip and toss it back or away. If she's rushing directly behind it, Nayru it. If she's trying to trap you, get out of range of the turnip, yet remain in the air for a spaced kick. At lower percents, it is possible to hit a kick and then rush in yourself for another, a dash attack, or maybe even a tilt to take advantage(though Zelda's tilts are slow, so be careful with that). And a piece of advice. If you see Peach get a stitchface, alternate between rushing and running, and don't do anything too laggy. If you see her throw it, do NOT shield it. It causes a huge amount of shield stun and she can break your shield with it. You're much better off Nayruing it. Sure, you might get hit for it, but anything is better than an instant 37% from that thing.

If the Peach is floating around and you notice her coming in that way, laugh. Your kicks will beat out just about any aerial she can toss out at you, so unless she does so at close quarters, you can time it so that you either cut through her aerial or trade. And since the damage and knockback are on your side, more often than not you'll come out with the better deal. If she's floating back to the stage, you can do one of two things. Go out and try to kick her, which is really risky, or Din's Fire her. Most of her recovery is linear, and you might just force her to abandon the float to instead use the parasol. If you get her out of the float, you still have her second jump, parasol, and/or air dodge to try and neutralize, all of which are much easier to predict. IF she grabs the ledge, don't fear unless she's at lower percents. She can't instantly jump up and smack you, thanks to her second jump. Stand in the perfect range between the ledge and the distance of her ledgeroll, and that puts you at the best place to try and kick her back out. Your other options shouldn't work, so Nayru, dtilt, and dsmash won't be helping keep Peach off the stage this time around. Dair won't get much use, either. It's priority isn't great, and a Peach will see it coming a mile away and evade. And since her recovery even WITHOUT a float is good enough to not worry about being spiked by it, so it won't be causing too much other than shock value every once in a great while.

Nair for you is pretty bad unless you get it on a shielding Peach from below. It's weird DI keeps it from being of too much use, after all. But that's only IF you KNOW when the Peach is going to down smash. Otherwise? Don't jump up at her. Ever. EVER. Bait her into doing it, and then kick her in the lag from it missing. If the platform is low, you can't do this, but for higher platforms, you can also get in a uair if you can't get the positioning for a kick. There just isn't much you can do to force Peach off of platforms, so it's more or less everything else that Zelda does. Mindgame her off them so you can fight on more equal ground.

If Peach does get you in your shield, don't worry. If she does something laggy, shieldgrab is a decent option. Her up throw can set up for a uair or two sometimes, her back throw has decent power, and her down throw can get you a kick in if she either DIs it wrong or techs too predictably. Forward throw won't see a lot of use, but it's nice to put in to throw off expectations. Your better option is to jump out of the shield and deliver a kick, but that's only if she hits you with something you can punish her for, like a dash attack or a smash. Her aerials will cause you too many headaches to try and kick out of. In this case, if she's close and/or turnips are in the equasion, use Nayru's. It's a great clear out move, might hit her with whatever turnip is bouncing around, and can make you go on the offensive at last.

Overall, the basic trick is to pressure Peach, yet not get reckless. Zelda is only good if you can get into the head of the opponent you're facing, and if you can't do that to Peach, her randomness will kick your arse all over the place.

Pichu

guide from darkness of heart
Don't worry about the Thunder Jolt approach; he'd hurt himself more than you.
He's got good aerials, but little range makes him an easy target for sheild
grabbing. Watch out for his up throw to Thunder combo at higher percents; he
also has great vertical KO power. His smashes are really good, and remember
to never teleport near the ledge if he's on it, as you'll get fsmashed. He'll
mostly approach with Shffl'd nairs, block and kill. It'll be somewhat hard to
sweetspot the kick, since he's so small. F/U smashes do the trick.

Most of Pichu's game is heavily reliant on evasion. On stages like Final
Destination, this is near impossible; exploit that.

This is going to be somewhat hard due to the fact that most of your kill
moves have very specific hitboxes; try fsmashing him in the air to negate his
heighth advantage.


Pikachu

guide from darkness of heart
He can apporach like Doc with the Thunder Jolts, so remember your tactics.
Watch out for Pika's up/down smashes. Pika also has INSANE vertical KO power,
that is easily exercised on your light frame. The up smash is one of (if not
the) most powerful in the game, and it's probably going to be his primary KO
move.

Once he's at a high damage you can finish it with either a tilt to a kick (or
in some cases, just a tilt will murder the rat) or the down throw to kick.
Remember to watch your below, or the Pokemon will juggle you to death. His
ground game is pretty good, so try and take it to the air; but avoid his
uair, it's a pseudo spike.

Like Pichu, remember to never teleport near the ledge if he's on it, as
you'll get fsmashed.

Stay away from his down smash, which will keep you in the air and above him.
Also watch out for the 'Thunderflip' combo, his up smash into thunder, it's
nasty. Also, don't let him grab you, as you'll get thrown down/up into either
an up smash to thunder or just thunder.

Remember, Pika has no range.

Roy

guide from darkness of heart
Alot easier to deal with than Marth, Roy's sweetspot is in the middle of his
sword; hitting there will increase the damage and knockback, so on that note
try to press the distance between the two of you. He still has the disjointed
hitbox though. He's also alot slower and falls faster than Marth. At low
percents you can try the down throw near the ledge with the down tilt combo
for a meteor KO. His horizontal recovery sucks compared to Marth; so hit him
hard or throw him far. Remember he's got a decent ground game, but his aerial
game is severely lacking. His uncharged Flare Blade has a ton of priority and
power; watch out for his counter too, especially if he's countering your
fair/bair, it'll do about 30% to you instead.

Take him to the air, then fair/bair; his lack of an aerial game allows you to
own him hardcore: be wary of his sweetspot, as you have to be in it's range
to lightning kick.

Watch for throw set ups to fsmash, because you can die at 90.

Samus

guide from darkness of heart
Ever heard of when Wes gets beaten by Mow and Mike M? Think it's easy? Well
you're wrong; this match is going to be extremely tough.

I loathe and abhorr Samus. Why? Because she doesn't die horizontally, and
Zelda's vertical KOing abilities are somewhat limited. Samus has a sweet
projectile game, but projectiles need space to be effective. Most Samus
players wont anticipate an offensive Zelda, so use that to an advantage. When
you're in her face, take care to avoid her down smash and her aerials
(especially her sex kick). The sex kick has a disjointed hitbox, which makes
them un-shield grabable and gives it insane priority. Her down smash is also
amazing. Her falling speed is floaty, but she's also like the 3rd heaviest
character o_O...

You're probably going to be constantly be dodging missiles, so an aerial
approach is a safe bet. Because of Zelda's low jump, you can jump over the
missiles and attack with a fair/bair. Samus has the best CC in the game, but
she can't CC out of your forward smash

When you manage to grab her, either go for a back throw at ledges or a down
throw to aerial setup. Sffl'ing aerials on her shouldn't be a big problem
because of her slow and laggy grab. Once you get her off the edge, she'll
probably come after you with bomb jumps...which, unless you're playing an
expert Samus is fine, because your projectile can be controlled to hit her,
disrupting the bombs and not allowing her to get close enough to grab the
ledge or grapple the stage. If they can outmaneaver your Din's Fire, try
racking up damage to KO with an up tilt or a fair/bair, or even pursue them
for a fair/bair kill off the stage, then using your massive recovery to get
back safely. ^.^


Sheik

guide from darkness of heart
This sucks. Sheik will tilt you to death, then grab you, and slap you away
like a dirty ho. This is Zelda's worst match up.

However, you do have some adavantages. Kicks, and the fact most of your
attacks have great knockback. Also, Sheik is easy to combo, and you can ftilt
to fair sometimes. Avoid the grab and tilts. And your fsmash canc cancel
needles, but it's pretty slow, comparatively.

Yoshi

guide from darkness of heart
Yoshi's are somewhat odd; he's got a projectile instead of a recovery move.
He can control it's trajectory, and it's got good priority, though if you
Nayru's Love it it'll explode. Yoshi also has the DJC thing going on like
Ness, though Yoshi's has more lag. Yohsi's second jump is also invincible;
he'll take damage but it won't do anything, like the opposite of having the
cloaking device on. His invincibility will stop after his groan does, so
wait for the opportune moment. So you back throw him, then either down smash
or edge hog when he gets near. Or you could pursue him with the fair/bair,
but that's somewhat risky, as he could try and take you out with his fair as
a last ditch effort.

Good Yoshi's HAVE to wavedash like Samus to compensate for their horrid roll.
Like Bowser, Yoshi can use his down B near a ledge and grab on to eliminate
the lag. Watch out for his dair; it's a meteor smash and if he gets in all
the hits, you'll have taken 56%. Just exploit his weight and lack of
mobility, and especially his almost abscence of a recovery.

info by bloshi
Yoshi's mobility is his greatest asset. He can turn around midair, hang in midair momentarily (with a non-directional djc), great wavedash, not a bad at all roll, super-sliding lightshield, instant edgehog, and two of his special moves cancel on edges. Oh yeah and his run speed is a lot faster than you would think (outclassed by only a few other characters in the game).

Yoshi's weight is what he is known for, it is not uncommon for a Yoshi to live up to 200% damage, unless you gimp him out of his jump. His djc will tear through any attack Zelda has until about 60% (guessing), when only a sweet-spotted bair or fair will nullify it (it won't knock him back until 80%).

Young Link

guide from darkness of heart
Much faster than his older incarnation, Young Link will try and combo more
than use clear out attacks. He's much more reliant on projectiles to get this
through though. The Boomerang can hit with more angles and you have to dodge
it twice, the arrows stun more, and the bombs are comboable, as well with an
improved spin attack. When you hit him, hit him hard, and don't give him a
chance to start his own combo.

If he hits you with the hilt of the sword on his dair, you'll get lit on
fire, and be spiked; it's meteor cancable, however It kinda sucks since he's
fast and your defense against projectles sucks, but get in his face and
continuoulsy combo him, so he can't combo you.

And remember: YOUNG LINK HAS NO KILL MOVES

Zelda

guide from darkness of heart
Ah, the ditto match. This is going to be a battle of mindgames, and whoever
can land the fair/bairs first. Zelda's somewhat floaty in the way she falls,
so she's suspect to the down throw fair combo. You can shield grab her
fair/bairs; then go in for a kill. Edguarding and KO throws are generally
useless, due to Zelda's insane recovery; but she cannot travel up the stage
like Fox & Sheik while teleporting. Like Peach and Jiggs, it's better to go
for an all out KO at around 100% with the Kick. This match is one of those
where you'll be sweating at the end.


let us all work together as a team and fill this thing up
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
i dont really have time but ill more detail soon. thanks
 

darkatma

Smash Hero
Joined
Dec 10, 2005
Messages
5,747
Location
St Louis, Missouri/Fremont, CA
Meh.. time to improve this thing if it's to become a project

i'll start with bowser:

Against bowser watch bowser's shield, because only when it's full does it cover bowser's whole body. Otherwise it's quite easy to shieldstab bowser with a well spaced fair or bair. Oftentimes, the dtilt(which also shieldstabs) works to pop bowser up perfectly for an fsmash or a uair/usmash(version1.0). Bowser lives for quite a long time because of his heaviness, and sadly his main form of recovery is the fortress, which has good horizontal distance. If possible, try to spike him or edgehog him, but note that you can't punish bowser too well for landing onto the stage because he only has 10 frames of lag after he lands an upB (same amount as a wavedash). sometimes a downsmash or fsmash can send him back out, because bowser's shell sticks slightly above the stage.

I would hesitate to attack bowser with laggy attacks that can't shieldstab, because of the fortress out of shield. Also don't attack from above, his utilt is his fastest move(next to upB), and it has amazing knockback, too much for poor zelda. exploit bowser's lag (you should NEVER get hit by usmash or fsmash, because you have a half second window of getting out of the way or attacking before him[[ALL your attacks hit before half a second]].)

You can afford to grab some, because bowser is often clumsy in air(or at least getting into the air (8 frames of startup for jump?!), so he mainly sticks to the ground. After a grab, either dthrow and techchase, uthrow and uair/lightning kick, or bthrow quickly for the distance.

Spaced double bair/fair are awesome in any matchup, and lightshielding is a bonus for good spacing to punish lag. Nair is useful in this round: non-sweetspotted nairs lead to kicks. Usmash our of shield hits even when bowser is on the ground, because he's so large. all in all this matchup should slightly be in zelda's favor.
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
Okay, from this point onwards, this will be a group porject, we want zelda to earn some respect so to everyone who reads this. please provide information on characters and ill post them asap


LET US ALL WORK HARD TO MAKE A GREAT CHARACTER
 

thebluedeath1000

Smash Champion
Joined
Aug 14, 2006
Messages
2,348
Location
N.C, Bladenboro
I don't play as zelda but I've fought her many so heres something, do not get above marth at any time for any reason, it will either lead to u-tilt and get you comboed or a strong f-smash.

Triangle jumping can help get close if you mindgame into it well or bait him. Dash attacks work surprising well, try to bait marth into the air and make him miss, then give him a good kick.

The downsmash comes out extremely fast so you can just that to get marth off of you if hes too close for you to do anything or pressuring you.
 

bladeofapollo

Smash Ace
Joined
Feb 10, 2006
Messages
980
Location
Orlando
I've found that it's difficult for Marth to edge-guard Zelda because of spacing. Obviously, Marth players want to get tippers on any character that's hanging onto the edge, but this is especially dangerous against Zelda. If not over-used, Zelda's upB stall can coax a Marth into fsmashing the edge that Zelda's grabbing on to, leading to fsmash lag, and since they're at tipper-spacing, they're in perfect range for a ledge-hopped fair.

Basically Marth has to watch his spacing all the time because any tipper that Marth has is a sweet-spotted Toe for Zelda.
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
Added tips for marth. thanks thebluedeath1000 and bladeofapollo
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
yeah hes right. all of our knowledge is needed to make this a very helpful guide for everyone

added guides of darkness of heart
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
yup. we need a lot of knowledge... can you put some more darkatma?? i am kinda busy because i have upcoming exams...
 

darkatma

Smash Hero
Joined
Dec 10, 2005
Messages
5,747
Location
St Louis, Missouri/Fremont, CA
Against Ice Climbers you can actually do what CJ did against Kei’s ICs. Because it is common consensus that ICs **** sheik, one strategy is to use Zelda when there are two ICs and Sheik when there is only 1. Zelda’s matchup against two ICs isn’t terrible. Spacing sweetspotted fair/bairs are key in the matchup, because every sweetspotted fair/bair either: 1)hits one or both ICs for massive damage, knocking them far enough away so that they can’t grab, or 2) hit’s their shield (and because they have low traction and slide far) and knock them far enough away to prevent shield grab. If possible, try to get both ICs in the same kick, because oftentimes nana will be unprotected because of the lag time between popo and nana (6 frame difference). Exploit this fact by pressuring the ICs with kicks, but spacing so that you don’t get grabbed. If they start spot dodging, use timed fsmashes to knock them off the stage. Also, if there are platforms, use them. Camping on platforms forces the ICs to use their aerial game, which is much weaker than their ground game. In the air, you can always outprioritize them with your longer hitbox aerials.
 

Gimpyfish62

Banned (62 points)
BRoomer
Joined
Jul 11, 2005
Messages
12,297
Location
Edmonds, Washington
wow reading the vs bowser advice only made me think this is just incredibly old lol

i'm sure this is useful but that was slightly humorous anywyas
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
hahaha. really? old because its long??

anyways this guide will be even longer and longer as long as people contriubute ^_^

added falco guide
 

Gimpyfish62

Banned (62 points)
BRoomer
Joined
Jul 11, 2005
Messages
12,297
Location
Edmonds, Washington
old because the advice just seems dated lol

for example:
If you're playing a dumb Bowser or a CPU (oh, wait, same thing), they'll
probably try to do the Bowser Bomb (down b). Avoid and punish.

>_> lol
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
hahahaha that was Darkness of heart's ^_^ anyways do you play zelda? any advice you can give???
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
I'll wait mikey ^_^

well I havent updated yet coz im about to graduate high school.. i better finish my requirements first..
 

DoH

meleeitonme.tumblr.com
Joined
Jul 1, 2004
Messages
7,618
Location
Washington, DC
I should probably like...rewrite all of those. Since now I'm not awful at this game.
 

ToP CaT

Smash Lord
Joined
Oct 2, 2006
Messages
1,025
Location
Whitehall, Oh
Marth has it all; range, speed, power, and he's as gender confused as
you...and pictish. This is going to be a little hard.


AMAZING!!!!! EVERY MARTH PLAYER IN THE WORLD =PWND!!!!!!!!
 

Mikey Lenetia

Smash Champion
Joined
Jun 3, 2003
Messages
2,695
Location
Washington Township, MI
NNID
MikeyLenetia
I'll go wiiiiith... Why not. The matchup I know best. Peach vs. Zelda.

First off, as much as you might be intimidated by her, Peach really isn't that bad. I'd say this is a matchup that Zelda can very well win in just about a 50-50 sort of way. She may be faster, but most of her attacks are weaker, and thus take longer for her to KO you. She also has the same physics, so if you know how one moves, the other won't be too hard to figure out. Your knowledge of yourself can actually be used against her in this way.

One thing Zelda has to look out for are turnip setups. It's a well-known fact that Peach will be leading in with one so that she can get in multiple hits. It's not as simple, though, as her simply throwing it and then rushing in. What you have to be able to do is predict which tactic she will use and when. If you notice her not rushing in, go ahead and snatch that turnip and toss it back or away. If she's rushing directly behind it, Nayru it. If she's trying to trap you, get out of range of the turnip, yet remain in the air for a spaced kick. At lower percents, it is possible to hit a kick and then rush in yourself for another, a dash attack, or maybe even a tilt to take advantage(though Zelda's tilts are slow, so be careful with that). And a piece of advice. If you see Peach get a stitchface, alternate between rushing and running, and don't do anything too laggy. If you see her throw it, do NOT shield it. It causes a huge amount of shield stun and she can break your shield with it. You're much better off Nayruing it. Sure, you might get hit for it, but anything is better than an instant 37% from that thing.

If the Peach is floating around and you notice her coming in that way, laugh. Your kicks will beat out just about any aerial she can toss out at you, so unless she does so at close quarters, you can time it so that you either cut through her aerial or trade. And since the damage and knockback are on your side, more often than not you'll come out with the better deal. If she's floating back to the stage, you can do one of two things. Go out and try to kick her, which is really risky, or Din's Fire her. Most of her recovery is linear, and you might just force her to abandon the float to instead use the parasol. If you get her out of the float, you still have her second jump, parasol, and/or air dodge to try and neutralize, all of which are much easier to predict. IF she grabs the ledge, don't fear unless she's at lower percents. She can't instantly jump up and smack you, thanks to her second jump. Stand in the perfect range between the ledge and the distance of her ledgeroll, and that puts you at the best place to try and kick her back out. Your other options shouldn't work, so Nayru, dtilt, and dsmash won't be helping keep Peach off the stage this time around. Dair won't get much use, either. It's priority isn't great, and a Peach will see it coming a mile away and evade. And since her recovery even WITHOUT a float is good enough to not worry about being spiked by it, so it won't be causing too much other than shock value every once in a great while.

Nair for you is pretty bad unless you get it on a shielding Peach from below. It's weird DI keeps it from being of too much use, after all. But that's only IF you KNOW when the Peach is going to down smash. Otherwise? Don't jump up at her. Ever. EVER. Bait her into doing it, and then kick her in the lag from it missing. If the platform is low, you can't do this, but for higher platforms, you can also get in a uair if you can't get the positioning for a kick. There just isn't much you can do to force Peach off of platforms, so it's more or less everything else that Zelda does. Mindgame her off them so you can fight on more equal ground.

If Peach does get you in your shield, don't worry. If she does something laggy, shieldgrab is a decent option. Her up throw can set up for a uair or two sometimes, her back throw has decent power, and her down throw can get you a kick in if she either DIs it wrong or techs too predictably. Forward throw won't see a lot of use, but it's nice to put in to throw off expectations. Your better option is to jump out of the shield and deliver a kick, but that's only if she hits you with something you can punish her for, like a dash attack or a smash. Her aerials will cause you too many headaches to try and kick out of. In this case, if she's close and/or turnips are in the equasion, use Nayru's. It's a great clear out move, might hit her with whatever turnip is bouncing around, and can make you go on the offensive at last.

Overall, the basic trick is to pressure Peach, yet not get reckless. Zelda is only good if you can get into the head of the opponent you're facing, and if you can't do that to Peach, her randomness will kick your arse all over the place.
 

Bloshi

Smash Ace
Joined
Mar 22, 2006
Messages
650
Location
The Triad of Power, NC
Yoshi

guide from darkness of heart
Yoshi's are somewhat odd; he's got a projectile instead of a recovery move.
He can control it's trajectory, and it's got good priority, though if you
Nayru's Love it it'll explode. Yoshi also has the DJC thing going on like
Ness, though Yoshi's has more lag. Yohsi's second jump is also invincible;
he'll take damage but it won't do anything, like the opposite of having the
cloaking device on. His invincibility will stop after his groan does, so
wait for the opportune moment. So you back throw him, then either down smash
or edge hog when he gets near. Or you could pursue him with the fair/bair,
but that's somewhat risky, as he could try and take you out with his fair as
a last ditch effort.

Good Yoshi's HAVE to wavedash like Samus to compensate for their horrid roll.
Like Bowser, Yoshi can use his down B near a ledge and grab on to eliminate
the lag. Watch out for his dair; it's a meteor smash and if he gets in all
the hits, you'll have taken 56%. Just exploit his weight and lack of
mobility, and especially his almost abscence of a recovery.
The bolded sentence couldn't be farther from the truth. Yoshi's mobility is his greatest asset. He can turn around midair, hang in midair momentarily (with a non-directional djc), great wavedash, not a bad at all roll, super-sliding lightshield, instant edgehog, and two of his special moves cancel on edges. Oh yeah and his run speed is a lot faster than you would think (outclassed by only a few other characters in the game).

Yoshi's weight is what he is known for, it is not uncommon for a Yoshi to live up to 200% damage, unless you gimp him out of his jump. His djc will tear through any attack Zelda has until about 60% (guessing), when only a sweet-spotted bair or fair will nullify it (it won't knock him back until 80%).

I really don't know what to do against Yoshis as Zelda.
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
lol yeah agree. I will be glad to post a rewrittwen guide by DoH

anyways..
added guide by mikey lenetia
added yoshi info by bloshi
 

DoH

meleeitonme.tumblr.com
Joined
Jul 1, 2004
Messages
7,618
Location
Washington, DC
I guess I could work on these in the summer with Wobbles, since he can play everyone well
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
im sorry if i havent updated for SOOOOOOOOOOO Long, im about to go to college...

ADDED:

by arean:
Game and watch
Ganondorf


by zone:
bowser
capt falcon
falco
kirby




hey guys can you give more information??
 

bladeofapollo

Smash Ace
Joined
Feb 10, 2006
Messages
980
Location
Orlando
I was reading through some of the match-ups and thought I'd add somethings you SHOULDN'T do. And a few tips.

Against Bowser: don't try to grab him after an aerial (his OR yours) because he can upB a LOT faster than Zelda can grab (4 frames is too fast). Dsmash is a nice contender there, just as fast as his upB.

Against Jiggz: NEVER EVER EVER EVER FSMASH A SLEEPING JIGGLYPUFF. Ever. If the player knows the trick, he can rest you out of it. Seriously. The fsmash sucks opponents in, so all Jiggz has to do is crouch cancel and mash on the B button: you'll get Rested in the process. Instead just charge a dsmash or space a fair or even switch to Sheik and charge an usmash. Just never use the fsmash... MAYBE use it if she's in the air.
At low percents, you can double toe Jiggz; she'll get knocked back JUST far enough for another sweetspot.

Against Ness: Although you can outrange most of his aerials, his fair can take you to school. A good Ness can shffl-chain these like there's no tomorrow. Don't try to shffl a toe out of your shield cuz you'll just get caught in them and he'll probably get you to the edge. My advice would be to roll behind him in between fairs, because you can WAY outrange his bair.

Against Luigi: Don't dthrow him, he'll probably nair you out of it. And watch the edge-guard, misfires can eat through almost everything except fmashes and Nayru's Love.

Against Peach: Go easy on the dsmashes; when you dsmash, it's counted as a CC and Peach will eat you. Other than that, you're pretty good, your toe takes Peach to school.

And a fun tip that I started putting into practice recently: vary shielding between light shield and regular shield. Weak attacks will push you back a little bit w/ regular shield, but a light-shield can actually put you in range for a sweet-spotted Toe. Regular shield smashes, you'll probably get knocked into Toe range.
 

Arean

Smash Ace
Joined
May 2, 2006
Messages
559
cool, thanks

ADDED

bladeofappollo's tips on

bowser
jigglypuff
ness
luigi
peach
 

bladeofapollo

Smash Ace
Joined
Feb 10, 2006
Messages
980
Location
Orlando
I was at a tournament the other day, so I picked up a few more tips.

Against Peach: If she grabs you and D-throws you, DI behind her. If you DI anywhere else, she can get an Usmash in and it'll probably be a sweet-spotted Usmash. Peach's sweet-spotted Usmash is the second strongest Usmash in the game, only beat by Pika's.

Against Marth: Don't get grabbed... at all. He can gay the hell out of you if he grabs you: Fthrow --> Fsmash can kill you at ZERO PRECENT on Yoshi's Story. The biggest tip I can give you is at low percents, you can probably second jump --> air dodge to escape it. Otherwise, just try to towards him so that he doesn't f'ing tip you.
 
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