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Wait, does Din's detonate if interrupted?gimmicky and having now part in a serious team tournament:
have mario fireball zelda in the back repeatedly while she uses din's machine gun :D
it's fun even if it's just for messing around.
1. I didn't really read your post. I just kinda gave an opinion.Inferno...you just like...echoed my post. Even picked the same link XD
It does, but you lose control of it if you get hit..... it just keeps going until it hits an obstacle or reaches its max length. You can sort of get around that by angling it towards the floor, though, so it'll explode sooner and possibly still hit whoever hit you.Wait, does Din's detonate if interrupted?
yeah it is. but it's really fun when they don't expect it. It's like a flame spewing wall :DBut it sounds like your "tactic" is mostly for the lulz, lol.
Can´t wait till Sonic discussion (spring Din ftw)have mario fireball zelda in the back repeatedly while she uses din's machine gun :D
Thank you! Just remember that the idea for this thread isn't mine, I just made it.Btw INCREDIBLE idea on this, marios should have this as well.
yes well HE also has giant hitboxes on some of his smashes... need I point out how poorly Zelda reponds to getting hit by one of those by accidentThis isn't the best teammate for Zelda. He's so big and he'll get in the way of our smashes/aerials, but this can be a good powerhouse team. Kills should be easy.
Not sure, but it doesn't last forever. Even if they do escape, I'd imagine they'd take at least 2 hits from each of them. Also, Zelda's will pop them up after a while, at which point DK should Dsmash; it's his shortest smash so he has the least chance to also hit Zelda. DK's has horizontal trajectory, so Zelda can Dsmash if he hits them too far.how hard is it to escape being caught between Zelda and DK's Dtilts?
DK can rack up damage quite well as long as he has about 1/4 of FD to work with. Zelda can usually defend well enough to prevent the other partner from interfering until the necessary damage is reached, at which point they would switch. Kills should be left to Zelda with DK lending a hand as needed.it'd be too easy to stage cp this team. yoshi's ftl.
this team has a lot of good potential i suppose...DK's aerials are AMAZING. plus we all know zelda's exceptional ground and anti-air game. not to mention both have immense kill potential.
the biggest issue i see here is the capability of racking up damage. yes both are heavy hitters, but as stated before, their abilities to rack up damage have HUGE hitboxes. DK gets in the way of zelda too much, and DK can accidentally kill zelda at insanely low percentages. this would require an IMMENSE amount of coordination, communication, and precise execution.
i was not just referring to the fact that zelda gets gimped hardcore in this stage...but the size of the stage itself. i've teamed with a DK before for fun, and we ended up going to yoshi's, and we kept running into each other. it was a disaster. Not to mention, on this stage, DK relies a lot on the ledge for the infinite frames from his upB, he could easily gimp zelda on accident (and it has happened).Also AzN, Yoshi's is a great stage for DK as he has an AT that only works on sloped edges ala Yoshi's and Pictochat that allows him to transfer his invincibility frames on the aerial Up+B to the grounded Up+B. He covers about half the stage and cannot be touched. Zelda does get owned, tho =(
K0reanBobbyQ > allIf we're done with DK, can we move on? I nominate Peach, my gf mains her and we're looking for some fresh ideas. Also Pretty Princess Pie Power is the best team name evah. =P
Peach is heavier than Zelda. I've actually found I can stock tank pretty well in doubles with a playstyle change. A turnip throw is 3 frames. When I get to 100%, I just start camping with turnips. Pull a turnip, run at your opponent and shield any attack, then turnip OOS. Or SH float down air if you predict a grab (Peach can do aerials while holding items via float). Or just run away and shield when they rush you and turnip OOS.My experience shows me this at least. I mean, neither one is exactly a stock tank.
If Zelda saves her Dsmash it is probably her best killer on this stage besides lightning kick. Dtilt will also spike people into the water if they are too close to the platform when trying to recover, or if they are trying to be sneaky. Up Air kills on this stage at like 125% not bad really.Japes is an amazing Peach stage, but doesn't Zelda have trouble there, especially as she's relied on for killing?
Oh, with her autocancelling aerials, Peach can get a lot of grabs, especially in doubles, and can combo into Zelda well.
You don't say...Peach is heavier than Zelda.
i don't see how it is supposedly ****y on the defense...zelda is known for being the impenetrable fortress. throw in a floating princess with stilettos of pain...and you've got an almost snake/zelda team. Peach can do an excellent job holding off the opponents with her turnip game, and racking up damage along the way. Zelda's job is extremely simple. keep your kill moves fresh and ready to go.Peach & Zelda = excellent offensive team., but ****ty on the defense.
only because they are both lightweights... especially zelda.i don't see how it is supposedly ****y on the defense...zelda is known for being the impenetrable fortress. throw in a floating princess with stilettos of pain...and you've got an almost snake/zelda team. Peach can do an excellent job holding off the opponents with her turnip game, and racking up damage along the way. Zelda's job is extremely simple. keep your kill moves fresh and ready to go.
i'm gonna experiment with this team tomorrow and bring my findings then...as i always do every week
how does being a lightweight affect a person's/team's defensive strategy?only because they are both lightweights... especially zelda.