NoremacNad
Smash Rookie
- Joined
- Feb 7, 2015
- Messages
- 5
Let's get this place cooking with bread boys and girls!
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Watching this thread. I plan on maining her. She's awesome.Let's get this place cooking with bread boys and girls!
I just recently transitioned into a Zelda main and I found this combo last night and was happy to see other people acknowledge it here! I was stoked when I landed it, because it just looks so tight.I found a punish that will give you 1000000 style points if you land it and I claim all rights to it.
Basically Fully charged phantom>wait half a second>run up and get a strong Dair off the stage right after the phantom hits them
Also works with Fair, Dair, and U.air but to less effect and Nair is just lame
TLDR: Zelda is sick
The opposite if what I did, having dair connect then the phantom kill them instead of the dair but still pretty sickI just recently transitioned into a Zelda main and I found this combo last night and was happy to see other people acknowledge it here! I was stoked when I landed it, because it just looks so tight.
Video here if anyone wants to see:
https://www.reddit.com/r/SmashBrosU...tly_adopted_zelda_and_just_landed_this_spicy/
Oh, I misread your post. I'm gonna have to try that as well! Some really good mixups availableThe opposite if what I did, having dair connect then the phantom kill them instead of the dair but still pretty sick
First hit of nair seems to combo into whatever you want most of the time so I'd assume jab tooUp throw seems to combo into up B at KO %s (70%-90% or something?). Doesn't seem to always work, as sometimes the hit doesn't have enough power to KO before they're out of combo range, and I'm not sure of the exact %s per character (the cast is insane). Anywhos, I was looking for combos and noticed it was missing here. I've tried to DI out of it, but I'm just not that good at juggling controllers-- real testing would take someone far more competent.
Oh, and, specific to down throw into Nair, remember that downthrow sends them behind now-- took me a full day to catch on to that. x.x
Has anyone mentioned landing Nair into Jab? I don't imagine it's true or anything, and I keep crossing myself up because I suck, so I don't land it often, but at low %s it's been decent enough as an approach (as Nair autocancels quick enough to jab before a shield grab could come out, which I've caught a few peoples' shield drops with-- or in one lucky case actually shield broke someone).
Also, I've had stage-bouncing Dair into panic Uair work twice now, so idk how viable it is or the specific %s, but it probably covers a different % range than stage Dair -> Up B, which was mentioned.
Anywhos, mediocre at the game, so I'm just mentioning anything I notice in case someone qualified just forgot to try or talk about it. ^^;
So happy that this game is so much less Brawl than Smash 4 was, and that Zelda finally seems good! T^T
The loss if smash 4 Dtilt does suck, but Zelda is still very good against heaviesI'm very saddened by the lack of jab and down tilt combo potential in this game. Smash 4 I could mix everything into a satisfying string against heavies.
I actually was wondering about up throw to up b as well because it’s been fairly consistent around 80-90%. It may be too good to be true lol.Up throw seems to combo into up B at KO %s (70%-90% or something?). Doesn't seem to always work, as sometimes the hit doesn't have enough power to KO before they're out of combo range, and I'm not sure of the exact %s per character (the cast is insane). Anywhos, I was looking for combos and noticed it was missing here. I've tried to DI out of it, but I'm just not that good at juggling controllers-- real testing would take someone far more competent.
Oh, and, specific to down throw into Nair, remember that downthrow sends them behind now-- took me a full day to catch on to that. x.x
Has anyone mentioned landing Nair into Jab? I don't imagine it's true or anything, and I keep crossing myself up because I suck, so I don't land it often, but at low %s it's been decent enough as an approach (as Nair autocancels quick enough to jab before a shield grab could come out, which I've caught a few peoples' shield drops with-- or in one lucky case actually shield broke someone).
Also, I've had stage-bouncing Dair into panic Uair work twice now, so idk how viable it is or the specific %s, but it probably covers a different % range than stage Dair -> Up B, which was mentioned.
Anywhos, mediocre at the game, so I'm just mentioning anything I notice in case someone qualified just forgot to try or talk about it. ^^;
So happy that this game is so much less Brawl than Smash 4 was, and that Zelda finally seems good! T^T
I've found she does well against most Heavyweight and super heavyweight characters, think DDD, Ike, Incineroar, Bowser, Ganondorf, who cant projectile camp you. So K rool, and Rob might be annoying. I think you should force people to approach while charging a phantom and punish according to what they chose to do. Her reflect isnt too great against characters with multiple projectiles, so Young Link, and Simon/Richter will be really hard for her since they dont really need to approach. Speedy characters might be a nuisance since she doesnt have too many quick moves to deal with them. She can punish super hard on stuff like missed grabs for example since she has many 30-50% combos off Up and down tilt also grab. Has a good few mixups with the phantom as well.How is Zelda's matchups coming so far? Found any MU's that she excels at?
I'm assuming by phantom dropping you mean hitting down to fall through a platform then b very soon after to use phantom and have it stay on the platformZhime, a PM Zelda god, is going to post some Zelda tutorials on love jumping, phantom drops, and a lot of other cool tech he's found, plus combos. So stay tuned for that.
I wouldn't rely on up smash as a combo finisher too much, I've found its very easy for some character to fall out of itI have a few 0% combos
D Throw > utilt > up air. Does 7 hits for 35.5% damage. Tested with DI and still works.
D Throw > dash > Up smash. 12 hits for 27.4% damage.
D Throw > dash > short hop Neutral B. 9 hits 22.8% damage.
Really? Well, lightning kick is probably one of the best things you can get out of a combo, so that's way nicer than I thought, even being %-dependent. Makes it much more of a move like Mac's dtilt, so it might be a great way to pressure shield out of a run without needing to commit to a grab... have to see how safe that is, though, no one seems to remember there even is a shield on... online, I guess. I keep wanting to say "on FG".The new dtilt is definitely worse but it's not like there is no saving grace. It does combo into fair quite reliably at mid percent and kills if you're 2/3 into that side of the stage when you land it. You likely have to dash before fair by 40-60%. Training mode says it's true combo, in actual mataches I got it most of the time, it's possible that I haven't nailed the whole dtilt timing yet considering it's likely very tight on the timing if true.
The Dtilt hitstun has always been low so I am not sure either, even in smash 4 some low percent Dtilt combos weren't actually true (namely dtilt into our super slow jab), but they were rather very hard to react for the opponent as jumping would be too slow, air dodging gets punished, straight up landing suffers a few frames of soft landing lag and most attack options in air are too slow.Really? Well, lightning kick is probably one of the best things you can get out of a combo, so that's way nicer than I thought, even being %-dependent. Makes it much more of a move like Mac's dtilt, so it might be a great way to pressure shield out of a run without needing to commit to a grab... have to see how safe that is, though, no one seems to remember there even is a shield on... online, I guess. I keep wanting to say "on FG".
I feel like Dtilt may have had a nerf to its low % hitstun? Maybe that's been messing me up... or perhaps just the fact that it has more KB, idk.