.Shìkì
Smash Ace
- Joined
- Jul 16, 2014
- Messages
- 759
Just leaving this here: Only having windboxes and turning them around might make for a nice gimping tool as it shouldn't give enemies their second jump back , it depend whether or not it ends quickly enough to get back to the stage though. It also retains the reflection part of it, so maybe a "weaker", slower shine ? X) But yeah most special moves of her don'T seem that great, especially since large stages that would make Din's Sniping , or complicated ones that woulde make Dins lingering viable are usually banned in competitive play, anyways, the standard Faroes is the best of the three, and for the phantom...that needs more testing. Although i like the last one because it has no blindspot even if you charge it and it looks like it could be a nice edgeguarding and/or gimping tool (as it CAN be used in the air, and the farther off the edge/below the edge its used, the easier even the uncharged Phantom 3 will net a kill). I wonder if charging it hits people hanging on the ledge since the swipe hits in a circlemotion from below upwards... If so, i think i found the custom Phantom I'll be using.Thanks for the video. It was a good source of new info. With that said...
The other Nayru's variations don't look good. #2 looks punishable on hit, and #3 only has windboxes before the explosion. Your opponent would have to be exceedingly slow or have made a huge error to not be able to interrupt/block this. Losing the reflect function on top of that kills it. Base Nayru's might be the best thing here.
Din's #2 actually looks useful for applying pressure in ranged combat, but with what happened to Brawl Din's early on it's something that needs to be used in play to get a good judge of. #3 looks bad because of the horrid release lag, which is a shame because it otherwise could've been good for certain players.
Farore's #2 actually looks like something that would damage foes in her travel path (why else would there be an energy ball showing the teleport?), but I couldn't really tell what it did from the video. The higher startup is what we're already used to in Melee/Brawl/PM, if that winds up being the case then it could be worth using. I couldn't really tell what #3 did in the video, either.
Phantom Slash #2 looks to be the best of the lot if only because the uncharged version actually goes a good distance, which the shield damage being gravy. This is honestly what the move needs to fill a niche in Zelda's ranged game. #3 doesn't look good for this reason, as she has plenty of ways to hit hard from up close.
Oh and as for the explosive Nayrus, it could be nice because it sucks people in so it has a better range effectively, but NEVER use it against enemies like Mega Man, Rob, Robin or Bowser Jr. Their ranged attacks you could be reflecting HURT, especially Mega Mans since it is his freaking sidesmash. But Thoron, and ESPECIALLY Thoron 2 (meaning Thoron variant 2) HURT. Like, a LOT. Thoron 2 kills at 90% and does 31-****ing-damage. Not that the reflection matters if you are stuck inside Arcfire though...
(It feels so weird giving tips on the forums of your one future main how to be better against your other future main, LOL)
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