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Possibly. That seems a little difficult for my poor technical skills, so that probably wasn't it. It was also at theI bet something like Phantom>Dair>Bair could break a shield
I've noticed that Dtilt is pretty functional if you can get in close against a shield if you expect a shield grab, as ducking seems to keep Zelda from being grabbed as easily, depending on the character (and, I imagine, the spacing)....Now if you space well and opponent does not have a longer range grab or just short enough to grab Zelda's feet anyway, with the additional shield drop frames (now 4 frames more than smash 4), you should be safe from punish. That is all above situations work out and you react fast enough tho.
Dtilt does combo into Utilt and at low % sometimes, and dash attack at medium-low %s not-so-infrequently, though Ftilt and jabs seem like a no-- was testing against some Ikes that kept jabbing through.I've noticed that Dtilt is pretty functional if you can get in close against a shield if you expect a shield grab, as ducking seems to keep Zelda from being grabbed as easily, depending on the character (and, I imagine, the spacing).
Have you tried doing Dtilt into grab? I know it works sometimes at really low percents but not when it stops working. Also I bet you could fake a Dtilt by crouching in front of them to get them to shield and then grabbingSo I did some testing for the dtilt into fair on marth/lucina. The closer hitbox can start comboing into fair at 24/25%, but if you space as far as possible it only combos into fair starting at 45%. With DI it can likely be much harder/easier. Far hit stops comboing by 65% while close hit can still combo at 75%, possibly a little further too.
I don’t think Training mode registers grab so I will need a human testing partner which I do not have :/ Although I imagine grab should work a little above 25% if you hit them close where grab takes just slightly more time than sh fair but the opponent doesn’t fly that far away yet. Even if it does the percent window is probably quite small though...Have you tried doing Dtilt into grab? I know it works sometimes at really low percents but not when it stops working. Also I bet you could fake a Dtilt by crouching in front of them to get them to shield and then grabbing
Dsmash is actually decent. It used to be Zelda's fastest option back in smash 4, now it's her second fastest option at frame 5, same as dtilt, just 1 frame slower than jab. It's decent for punishing rolls like many other down smashes, it is also great for its angle - it has a very very low angle that messes up many characters with bad or limited recovery options as it easily takes away their option to recover high. In addition, if you are out of time to punish a ledge regrab, running up and dsmash can kill most of the time if you don't have to time to jump and dair.Okay, so, lightning kick? That's our replacement for Dtilt, it seems. Even in neutral, it feels like a safer poke than Ftilt, though even sourspot Fair/Bair don't seem to combo, as crossing up sourspot Fair into sweetspot Dair or such are definitely not true-- fun though. The only thing I could find that even remotely seemed like a combo from sourspot Fair was ledge drop rising FF Fair into Up B elevator, as that got me a surprise kill at-ledge. Idk that it's true, but even if it is, there's no way it's anything but situational.
Oh! Nair into Din's Fire almost seemed like it combos at... I want to say medium %? Din's Fire definitely combos with Phantom, in any case-- perhaps useful for sniping buffered double jumps offstage, if nothing else, as on stage it's probably not safe to try and use Din's fire when they're apt to rush you during a phantom charge. Though, covering above the phantom with din's fire does mean potentially sniping a jump and potentially comboing off of the upwards swing, so... we'll see. Only just started messing with din's fire more today.
Trying to figure out if there's any way to set up Dsmash, presently, as it's the smash attack that seems to most lack for a role, now. Fsmash is great for pivoting punishes and throwing out a lingering hitbox to punish predictable dash grabs, Upsmash is great for catching attack-landings, but Dsmash has been really difficult to find a timing for-- a shame, as it still has a great KB angle, even with it feeling slower than Smash 4. Honestly, if a move requires a read, it seems like it's best to go for lightning kick over a smash, assuming you have enough of a window to do more than jab, and assuming you can't get a grab.
Anywhos, but yeah, adding way more lightning kicks to my play has shored up neutral a lot-- hard to parry, not too unsafe on shield, and a great way to condition lots of blocking to fish for grabs later, as lightning kick and grab can both lead to kills at high %, turning dashes into a 50-50 if your opponent doesn't have the space to counterattack with a projectile or something (especially since you can dash->shield into lightning kick as well if they panic Fsmash or something). Need so much more practice, either way. Man, I've only played maybe 2 hours total of non-Zelda characters-- she's just so fun to play in Ultimate.
I've been finding some use for it since then when I was practicing against Link, as I get so many chances to fish for lightning kicks that I tend to flub a few, and it's not a terrible follow-up to a falling sourspot Fair/Bair. Seems to also work when shorthopping to try and read a ledge jump with a lightning kick, as you can sometimes hop over a ledge attack and quickly Dsmash them. Spacing Fair at ledge when they recover too close to go for Dair, or too low to go for phantom, has proven to be very nice, as sometimes I've seen a use for Dsmash in that.Dsmash is actually decent. It used to be Zelda's fastest option back in smash 4, now it's her second fastest option at frame 5, same as dtilt, just 1 frame slower than jab. It's decent for punishing rolls like many other down smashes, it is also great for its angle - it has a very very low angle that messes up many characters with bad or limited recovery options as it easily takes away their option to recover high. In addition, if you are out of time to punish a ledge regrab, running up and dsmash can kill most of the time if you don't have to time to jump and dair.
There is actually a frame data thread right here on Zelda board that you can check out.Hey guys,
Here a cool vid if you didn't see it : https://www.youtube.com/watch?v=ndCgq2ygGv4
I personally tried some stuff and can D.Throw up air work on Mario at arround 60% and at 93% it kills him (he DI'd away, can't now for sure if they di in front and shouldn't be any problem if they di up)
So ye pretty good kill confirm, and easy to do if you buffer it.
Mario is really arround the average of weight for characters and most of the cast (like 70%) are lighter than him so keep that in mind to adjust it
Edit : oh and I think you guys mentionned it at some point, but you can connect d-throw - jump up-b by doing a tricky angle. I killed bower at like 80% or something so if that can kill others pretty quick that's good to master.
To train the angle just go at the edge of the stage do an up b and see how close you can be at the end of the move. The closest one is a bit tricky and I think that's the juicy one we want to get the kill. I personnaly put slighty on the left(or right) and then go full bottom while the move is performing to get it. If you guys have more efficient way to pull it out.
Edit 2 : up b kills Mario on the ground at 68%, dunno the frame data about how fast the move comes out, but we really should consider up b as an out of shield since shield grab aren't a thing in this game says Izaw.
If anyone has some frame data for Zelda, her grab / her up b. Could be very usefull at least for those 2 moves
Yes thank you I didn't expect it to find it there indeed x)
I tried out myself with the training mod frame by frame thing just for the grab and the up b, turns up she has an amazing up b out of shield. Tried it vs players and you can actually up b out of shield straight up most of the time they don't have time to di and it kills them.
Her grab is kinda ****ty tho, one of the worst for non-hook grabbers :/
Is it that "easy", though? I don't expect my opponent to always let me get away with the kind of landing lag the D-air has...Dair upair around 75 is literally just stomp knee from melee. Ez af confirm that kills really early
yeah, it's not great, but it seems grabs have been nerfed in general. Her pivot grab, however, is pretty okay.Yes thank you I didn't expect it to find it there indeed x)
I tried out myself with the training mod frame by frame thing just for the grab and the up b, turns up she has an amazing up b out of shield. Tried it vs players and you can actually up b out of shield straight up most of the time they don't have time to di and it kills them.
Her grab is kinda ****ty tho, one of the worst for non-hook grabbers :/
Full hop out of shield and then...? I mean, I wasn't super interested in giving my opponents all those free juggling lessons. Shielding has then effectively put me at disadvantage. Which wasn't really my idea of an OoS punish that lets me 3-stock this game's equivalents to FG little mac.Parry -> dsmash
Full hop out
If people don't want to shield don't try to force the grab at all lol
You can just smack them for free with dash attack or tilts. There literally isn't a reason to be going for grab punishes when you get actual hits like dair/dash attack/uptilt/dtilt/etc
So I have been testing on Marth and Daisy with a second controller and dthrow to bair works all the way till 90% even with di away. The timing is definitely hard on higher percent but it's possible. I tried to test out up throw into up B, it doesn't seem to be a true combo at any percent on marth or daisy when I tested it with holding buffered up B, would you mind to share what character you tested on?Alright, I'm completely lost when it comes to OoS options. Up B is obvious, and also only especially useful against attacks that bring them very close. And, for that matter, only worth the hit at KO %. Lightning kicks are better at low %s (as they can sometimes lead to a quick FF dash attack or a sourspot->sweetspot rising/falling cross-up), but only against an opponent who is stationary, grounded, and not especially low to the ground... if the spacing is right. So, fantastic for punishing a yolo Fsmash, assuming they're close enough, but not so great a response to most dash attacks, down tilts, aerials, et cetera unless you're fighting Ridley or something.
So... what else is there? Jab and every tilt are too slow OoS, so someone mashing A when they whiff will generally get a jab or a tilt in first. I want the answer to be jump OoS and Nair, but the startup is far too slow. OoS Fair, meanwhile, is a 50-50 within a 50-50 if you were to try and use that every time, as you're not always going to be at any angle that can hit, let alone one where you can sweetspot. Neutral B is a kind-of-sort-of answer in that it gives you some space, but that feels about as rewarding as punishing a shield break with a jab, and the endlag makes it just as all-or-nothing a combo/approach break as Up B, tbh.
And... I'm not sure I see anything else. Obviously it's nice if we can parry a few hits, which will normally at least open things up enough for a jab, but... other than that, or having them space so poorly with such a laggy attack that even our slow-as-hell shield grab is usable, I just can't find a better response. Shielding feels like a one-way ticket to disadvantage on Zelda, at this rate. Is it completely non-functional outside of blocking extremely high-lag attacks (Up B finishers, some smash attacks) or parrying? Am I just not seeing an important option OoS? Am I just not using one of the OoS options I mentioned enough, and it works in situations I'm not seeing? I'm just sincerely stumped, at this point.
Oh, and down throw -> Bair definitely doesn't seem like a true combo outside of possibly for heavy characters-- seems like DI can at least force sourspots even at good %s even for "tall" characters like Falcon and Zamus. Though, sometimes a sourspot can lead to a cross-up lightning kick, in those cases. Up throw->Up B is definitely better, though, as a true combo at mid-high %s that will generally be a free KO from 70%-90%, or something like that. Down throw into Uair seems to be true sometimes at %s just past that, but that's harder for me to figure out how much the DI affects the % range. Past 110% or 120%, though, fishing for lightning kicks in neutral, or landing a jab near ledge, or landing an Ftilt to start edgeguarding seem better than going for grabs until 140%~ or so, as that's when Uthrow seems to KO. Jumping up B with an angle seems to be the same KO %s as downthrow Uair, so I'm not sure that's worth going for? But, again, I'm not in a great situation for testing, as I rarely play anything but randoms-- not great for testing.
Anywhos, if someone has any notes on ways to condition a playerbase that never shields into giving me an opening to grab more, or if someone has some answers OoS to share, much appreciated. My neutral game is fine right up until I need to shield, and my advantage state always seems to lead to everything but grab-- be that jabs, tilts, or hard read lightning kicks.
Edit: I haven't been able to try downthrow->Bair at 0%, as I haven't gotten a 0% grab in about a week, now. Training and AIs are obviously pretty useless at testing DI, so it may still work at very, very low %s where they'd ostensibly get less of a chance to DI anyway.
Ye I struggle aswell for the dthrow grabs follows up, fair doesn't work at all we need more precise data about. Generally I just buffer the nair out of the dthrow, and it works at least 90% ouf the time.Alright, I'm completely lost when it comes to OoS options. Up B is obvious, and also only especially useful against attacks that bring them very close. And, for that matter, only worth the hit at KO %. Lightning kicks are better at low %s (as they can sometimes lead to a quick FF dash attack or a sourspot->sweetspot rising/falling cross-up), but only against an opponent who is stationary, grounded, and not especially low to the ground... if the spacing is right. So, fantastic for punishing a yolo Fsmash, assuming they're close enough, but not so great a response to most dash attacks, down tilts, aerials, et cetera unless you're fighting Ridley or something.
So... what else is there? Jab and every tilt are too slow OoS, so someone mashing A when they whiff will generally get a jab or a tilt in first. I want the answer to be jump OoS and Nair, but the startup is far too slow. OoS Fair, meanwhile, is a 50-50 within a 50-50 if you were to try and use that every time, as you're not always going to be at any angle that can hit, let alone one where you can sweetspot. Neutral B is a kind-of-sort-of answer in that it gives you some space, but that feels about as rewarding as punishing a shield break with a jab, and the endlag makes it just as all-or-nothing a combo/approach break as Up B, tbh.
And... I'm not sure I see anything else. Obviously it's nice if we can parry a few hits, which will normally at least open things up enough for a jab, but... other than that, or having them space so poorly with such a laggy attack that even our slow-as-hell shield grab is usable, I just can't find a better response. Shielding feels like a one-way ticket to disadvantage on Zelda, at this rate. Is it completely non-functional outside of blocking extremely high-lag attacks (Up B finishers, some smash attacks) or parrying? Am I just not seeing an important option OoS? Am I just not using one of the OoS options I mentioned enough, and it works in situations I'm not seeing? I'm just sincerely stumped, at this point.
Oh, and down throw -> Bair definitely doesn't seem like a true combo outside of possibly for heavy characters-- seems like DI can at least force sourspots even at good %s even for "tall" characters like Falcon and Zamus. Though, sometimes a sourspot can lead to a cross-up lightning kick, in those cases. Up throw->Up B is definitely better, though, as a true combo at mid-high %s that will generally be a free KO from 70%-90%, or something like that. Down throw into Uair seems to be true sometimes at %s just past that, but that's harder for me to figure out how much the DI affects the % range. Past 110% or 120%, though, fishing for lightning kicks in neutral, or landing a jab near ledge, or landing an Ftilt to start edgeguarding seem better than going for grabs until 140%~ or so, as that's when Uthrow seems to KO. Jumping up B with an angle seems to be the same KO %s as downthrow Uair, so I'm not sure that's worth going for? But, again, I'm not in a great situation for testing, as I rarely play anything but randoms-- not great for testing.
Anywhos, if someone has any notes on ways to condition a playerbase that never shields into giving me an opening to grab more, or if someone has some answers OoS to share, much appreciated. My neutral game is fine right up until I need to shield, and my advantage state always seems to lead to everything but grab-- be that jabs, tilts, or hard read lightning kicks.
Edit: I haven't been able to try downthrow->Bair at 0%, as I haven't gotten a 0% grab in about a week, now. Training and AIs are obviously pretty useless at testing DI, so it may still work at very, very low %s where they'd ostensibly get less of a chance to DI anyway.
Okay but actually if that joke about the lots of phantom data really does make people miss the thread then noted and removeT, because I definitely do NOT want people to miss out on all the data in there!There is actually a frame data thread right here on Zelda board that you can check out.
Edit: Here is the link to the thread: https://smashboards.com/threads/the...-pile-of-confusing-phantom-slash-data.455711/
Sorry man I don’t blame ya the title may not sound like a serious frane data thing to someone new to the board but that’s kinda how it works here
I'm pretty sure it does combo into itself better. I remember it being difficult to combo on certain characters in 4 reliably and you always needed to be pretty quick about it in general. I've successfully combo it into itself multiple times in Ultimate and even got an up-air follow ups on opponents not quite on the ball and I swear it was guaranteed on one.Utilt feels amazing though, almost like it’s more guaranteed with itself but that’s probably placebo since I was bad at remembering to use Utilt in ssb4. I find dash canceling it really neat to get closer on aerial opponents (...as probably already mentioned here!) off the top of my head I can’t remember what to press, but you can turn really quick at the end of a dash or interrupt a skid and do the Utilt backwards, meaning you’ll hit later into the move if you hit, giving more frame advantage. Dash cancelling is honestly so cool, and Zelda has some moves that work for it.
I do find the mobility change on certain characters makes it impossible to combo up-air from down throw on players with good DI at least for me.I’m still discerning how different the KB formula is for this game, but the endlag and angle for dthrow never changed it seems, so Dthrow to UAir (AKA “Finger Bang”) is still a thing, and technically could be 3F more reliable with Zelda’s buffed jumpsquat. Behind another misleading thread title I do have this baby, which would still be applicable still if the KB formula isn’t too different! Rage is definitely different though so that part won’t match. Also clock Uthrow for being good at low-mid percents in the same way.
Is this still a thing?Might be able to hold rapid jab to cover rolls similar to mac in smash 4
Like, literally, just hold?Remember that buffering moves if different in this game and it works in Zelda's favor imo. Instead of hitting your next move 10 frames before your last move happens, you can now hold hold an action will doing a move and it will come out as soon as the last move ends. This includes short hop aerials when pressing attack+jump at the same time.
I think so. I think I buffered a Nair during a Nair against Pac-Man one time.Like, literally, just hold?
I keep forgetting that it's a thing in general so I don't do it much. I think I'll practice it next time.N-air came natural to me. The kicks were harder because of the complications I had when inputting direction.
Yes literally just hold itIs this still a thing?
Like, literally, just hold?
I think I was doing it wrong, though. The hitbox should probably suck opponents in, but I think I remember it just going over them.I keep forgetting that it's a thing in general so I don't do it much. I think I'll practice it next time.
If you're talking about the kicks I think they have a set distance and aerial momentum that can make being precise difficult. So if you're standing in place and SH LK you'll shoot forward a bit without inputting DI yourself. If you're too close to your opponent you'll miss the sweet-spot and go through them. If you're talking about Nair its hitbox is small in general and will go over short characters.I think I was doing it wrong, though. The hitbox should probably suck opponents in, but I think I remember it just going over them.
Sounds like retreating Kick is the idea to go for!If you're talking about the kicks I think they have a set distance and aerial momentum that can make being precise difficult. So if you're standing in place and SH LK you'll shoot forward a bit without inputting DI yourself. .
It definitely has potential. I've won some matches doing it on someone chasing me.Sounds like retreating Kick is the idea to go for!