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Thanks, I forgot. I was under the impression that one took the favorability score and multiplied it by 20 to get the percentage of times Zelda would hypothetically win the matchup.I thought 3 was even o_o. I'd say the match up is around 60:40. But if 3 was that then oops LOL
Edit: Yeah I just checked the format and it said that 3 is practically even
Based on Prynne's scale in the first post, wouldn't a 3 correspond to a 50:50 matchup rather than a 60:40? If that's the case, then would a favorability rating of 3.5 not be appropriate?I'd second that notion; the matchup isn't particularly bad for Zelda, but it is still challenging.
At best, I'd give the matchup a 3 for 60:40.
Aren't Marth and Sheik defensively oriented? That doesn't bode well for Zelda since she's counteroffensive and thrives on punishing mistakes. Patient play can beat Zelda since she's not good at going aggro and has limited offensive capabilities.I'm actually having a hard time against marth and sheik. I know marth is a horrible match up but idk about sheik.
I'm waiting for people to write up stuff on them xD
Yeah dash dancing also just makes zelda have a bad match up against some characters. Marth's disjoints also make it so she can't get in and the fthrow and grab range make for a hard way to try to approach safely. Marth is forsure a bad match up.Aren't Marth and Sheik defensively oriented? That doesn't bode well for Zelda since she's counteroffensive and thrives on punishing mistakes. Patient play can beat Zelda since she's not good at going aggro and has limited offensive capabilities.
Zelda can combo Sheik pretty well, but Sheik can also combo Zelda hard. Pros for Zelda versus Sheik are her recovery, being harder to combo, and having greater KO potential. IMO, Cons for Zelda versus Sheik would center around the startup and duration of her ground attacks, having the poorer neutral game, and ultimately not having the speed to keep up with Sheik. I don't consider Sheik to be a bad matchup, and if the player has a competent Sheik, he or she can just transform to solve most if not all of their problems.
With this brief discussion, you're halfway towards completing the Sheik matchup summary.Yeah dash dancing also just makes zelda have a bad match up against some characters. Marth's disjoints also make it so she can't get in and the fthrow and grab range make for a hard way to try to approach safely. Marth is forsure a bad match up.
Against sheik, although she can be edgeguarded, most of the ways to get the sheik off stage are either the lightning kicks or a throw. Both are very difficult against good sheik players since sheik's neutral massively better than zelda's. I find that sheik's very fast moves makes it super hard to counter hit in order to get your combos. Also din's placement for edgeguarding is hard against sheik. Her teleport end hit box beats out din's. But if it's the start then din's can interrupt her slightly. If you make it on stage sometimes it will mess up your own edgeguarding against sheik. I find the match up to only be like 55:45 in sheik's favor mostly.
Well just need stages and DI stuff! I guess. Stages are pretty hard though. Big stages means sheik has more room to camp and play on platforms to pressure you. Plus she can sit on other side of the screen and run and throw needles. Small stages she just kills easier. So most of the stages are just neutral from playing it. Battlefield, warioware, and yoshis is what I'd usually try to ban though. GHZ is a 50/50.With this brief discussion, you're halfway towards completing the Sheik matchup summary.
I actually think it's in zelda's favor just slightly. Falcos aren't like fox where they will just sit at the other side of the screen and shoot lasers all day and then can upsmash you at 80% for the early kill. They shoot lasers to control neutral and use them to get in. When they are near you, falcos go for shine, grab, nair, or dair to pressure the shield. Just buffer roll the laser before they come near you. If they are across the stage lasering you can slowly move forward and use naryus and play patiently. Falco players want to play aggro and go in. By they don't have the kill confirms of falcon's where they can get a down throw into knee. If you watch out for dair his killing potential is stunted.Yeah falco wins, just because approaching him is a nightmare even with Naryu's and against a smart Falco your recovery options are very limited. He's also one of the few characters with counters to her anti-airs. However if Zelda gets a hit in it's a potential 0-death cuz of how well she combos space animals. Near 50/50 slightly in his favor IMO
Unless you are super far away from stage, you can be daired out of Farore's due to the startup and how much vertical mobility Falco has. He can also disrupt it with lasers, fair, and bair. So really the only truly safe recovery is from below or above when very far from the stage. And well sure if the Falco is aggressive and sloppy Zelda beats him. But optimally in this matchup, they'd be more patient, bait out Naryus, and get hit confirms off lasers. Zelda can get kills earlier tho for sure tho. I guess it's arguable who the matchup favors, but either way it's close. Moreso than FoxI actually think it's in zelda's favor just slightly. Falcos aren't like fox where they will just sit at the other side of the screen and shoot lasers all day and then can upsmash you at 80% for the early kill. They shoot lasers to control neutral and use them to get in. When they are near you, falcos go for shine, grab, nair, or dair to pressure the shield. Just buffer roll the laser before they come near you. If they are across the stage lasering you can slowly move forward and use naryus and play patiently. Falco players want to play aggro and go in. By they don't have the kill confirms of falcon's where they can get a down throw into knee. If you watch out for dair his killing potential is stunted.
Whenever I play a falco players they seem infuriated by the way I can easily just kill them or gimp them and they say it's super hard for falco. It might be because of the experience I have or that they don't know what's going on. But when I play I feel completely fine because I think zelda works the best as playing defensively and punishing people and edgeguarding.
Also I don't think recovery is limited against falco. Zelda's recovery has such a massive amount of tricks and things you can do with shorten. But the best options are the one where you recover above the stage. Recovering low you need to sweet spot or overshoot the edge. You can also protect yourself by placing a dins and things like that or recover onto platforms.
I disagree with your stage assessments, I nearly always prefer playing this on a smaller stage since that makes it markably harder for the sheik to camp Zelda out. Sure sheik will kill earlier, but your kills will still be much more efficient, especially with backthrow's utility on YS and WW in particular. At ledge, fthrow to drop zone fair nearly always works. It's also worth noting that Sheik actually has even worse tools for escaping juggles than Zelda, since every antiair you have beats sheik's dair and nothing else can really reach below her. Sheik actually doesn't have many approach options, so this is one matchup where dashdancing actually has some utility for Zelda. She pretty much only has grab and dash attack to approach with, so bait it out and punish (WD back into grab or Fsmash do a great job of punishing this). If you have the stock or percentage advantage, it's actually perfectly viable to just start camping with shffl'd retreating bairs- she doesn't have a great answer to it. Also, when recovering either airdodge back onto stage if close enough or make sure you're far enough away from the sheik that they can't pursue you. She's hella fast and so is her fair, so Farore's startup can be quite painful. If she manages to get in close quarters or midrange, abuse your crouch cancel (her tilts are horrible against CC) and use an Ftilt or Dtilt to start a combo. Though sheik combos Zelda harder than most characters, Zelda still combos Sheik much harder. With good DI, smart recoveries, and smart option coverage, this matchup should be nearly even (slightly in sheik's favor due to superior camping ability, speed and range). All that said, nice assessment! I just had a lot to say since I play this matchup so often.Powershielding helps a lot against falco. Although sometimes it doesn't really hit them or stuff like that but it helps you approach and get into a place where falco can punish you.
Well since I discussed some of this with Downdraft I decided to write what I know on the match up. Any extra info would be great.
Character
Sheik
Favorability
2.5 (It's 45:55 for zelda)
Good Stages
Dreamland
Norfair
Bad Stages
Warioware
Yoshi’s Melee
Stages against sheik doesn't really help vastly because sheik can play on almost any stage perfectly fine. I'd personally play at places where you feel the most comfortable edgeguarding. Sheik's love small side blastzones like zelda as well so stages that are usually advantageous for zelda are also good for sheik. I put dreamland and norfair down because they are the bigger stages and your recovery is a lot better than sheiks. (I'd love other people's input on the stages against sheik since leaving those two there seems pretty lacking)
General Strategy
Sheik's a defensive character that has a bunch of fast moves and is very hard to grab or punish in general. Defensive characters tend to be a harder match up for zelda since she excel at punish game. With both playing a punish game the one that has more committal moves (zelda) tends to lose the match up i.e. marth vs sheik is considered in sheik's favor mostly.
When approaching sheik it's going to be hard. Most of the moves you should use are well spaced lightning kicks, going in with only the edge of Naryu's hitting them, down tilt, or with a grab. Dash attack is pretty risky same as up smash. Fsmash on their shield is pretty good since there isn't a lot of end lag on the move. You can fsmash and proceed to run away or pressure their shield just watch out for your spacing. What I think is a great thing to use against sheik is throwing the dins near sheik's shield and then telecanceling on either side of her shield. Off of telecancel you should mostly grab since they are trying to block the din's near them. The back throw is what lets you edgeguard her super well.
The way to punish sheik is mostly being at a range where they would rather dash attack then grab. Dash attack is a great move for you to punish. You can upsmash oos or grab or a fade back lightning kick. Other ways of punishing her would be being under her and upsmashing or uptiliting. If she is 45 degrees above you in the air she has too many options so try to avoid those situations by moving away. Dsmash is usually safe on shield but sometimes you can punish it with a lightning kick oos.
Most of sheik's moves are safe on shield so when you get a shield grab or a lightning kick to send her off stage take advantage of the edgeguard as much as you can.
Grab the ledge and refresh invincibility so she won't hit you with poofy poofs or try to go for the ledge. After you grab the ledge you punish the landing. Don't do standard get up or rolling from the ledge cause that takes a lot of time. Ledge dashing or just jumping onto the stage from the ledge is a lot faster and lets you do better follow ups. Most of the time you want to get another back throw into another edgeguard sitation or a lightning kick/fsmash that will kill. I usually wouldn't place the din's near the edge because it doesn't stop sheik's edgeguard. Place it near the middle of the stage so if she does make it back she will have a din's there to limit her stage control.
Things to look out for
Dthrow and Bthrow- DI dthrow away and down to tech and DI Bthrow towards sheik. These are DI mix ups that if you mess up you can eat a nasty fair or bair and possibly die.
If a sheik is coming for a follow up from a ftilit or a down throw DO NOT JUMP. Sometimes you jump to get away but sheik's fair will eat up the jump and just limit your recovery back on the stage and sheik's edgeguard like monsters
Needles are a pain. They are fast and you can't really reflect them with naryu's if they are fully charged.
That's mostly all that I can think of. Any other opinions would be welcomed since I'm not amazing at this match up. I'll be down to write up other match ups as well.
I love the input I'll change things real soon on it and give you credit as well! Also for sheik's approach I find whenever they come downward diagonally they have a lot things. nair, fair, or needles and when they land they have a 1 frame jab or a downsmash or grab. But I see what you mean after you explained it. With this information hopefully I do a lot better against other sheiks :D.I disagree with your stage assessments, I nearly always prefer playing this on a smaller stage since that makes it markably harder for the sheik to camp Zelda out. Sure sheik will kill earlier, but your kills will still be much more efficient, especially with backthrow's utility on YS and WW in particular. At ledge, fthrow to drop zone fair nearly always works. It's also worth noting that Sheik actually has even worse tools for escaping juggles than Zelda, since every antiair you have beats sheik's dair and nothing else can really reach below her. Sheik actually doesn't have many approach options, so this is one matchup where dashdancing actually has some utility for Zelda. She pretty much only has grab and dash attack to approach with, so bait it out and punish (WD back into grab or Fsmash do a great job of punishing this). If you have the stock or percentage advantage, it's actually perfectly viable to just start camping with shffl'd retreating bairs- she doesn't have a great answer to it. Also, when recovering either airdodge back onto stage if close enough or make sure you're far enough away from the sheik that they can't pursue you. She's hella fast and so is her fair, so Farore's startup can be quite painful. If she manages to get in close quarters or midrange, abuse your crouch cancel (her tilts are horrible against CC) and use an Ftilt or Dtilt to start a combo. Though sheik combos Zelda harder than most characters, Zelda still combos Sheik much harder. With good DI, smart recoveries, and smart option coverage, this matchup should be nearly even (slightly in sheik's favor due to superior camping ability, speed and range). All that said, nice assessment! I just had a lot to say since I play this matchup so often.
If you guys would be willing to give a bit of feedback on the Zelda Marth MU I'd appreciate it.
Zelda is a very counter-offensive character and whenever I play her I feel like she forces me to approach with Din's Fire and what's more, approach on her terms. Guess I'm looking for a better way to approach/not camped so bad.
It's actually one of her hardest matchups (just behind squirtle and falcon). You shouldn't let Din's force you to do anything, slowly approach with dash dancing while using ftilt, dtilt, jab or dash attack to clank the Din's. Wait for her to cast a Din's or use a neutral b unsafely, then punish hard. She has almost no answers to dtilt or fair IF you space well. Keep her just above you and harrass with uair. If you catch her with fair strings they can lead to a Dair with bad DI. Edgeguard with Nair and dair, and go for crouch canceled f smash if she teleports unsafely onto stage.If you guys would be willing to give a bit of feedback on the Zelda Marth MU I'd appreciate it.
Zelda is a very counter-offensive character and whenever I play her I feel like she forces me to approach with Din's Fire and what's more, approach on her terms. Guess I'm looking for a better way to approach/not camped so bad.
Were they mainly OOS b-airs? If so, then the answer to your question is yes. If she approached with b-airs and successfully landed a few, then I'd guess that you may have mistimed your punishes.Played against a local Zelda for about 4 hours last night.
I played better against him than I had before (thx guys) but I felt like I was eating a LOT of bairs from him. My average death was around 90-100% while his was more like 130-140%.
Am I just not spacing well?
From my experience I live to really long percents after the 80% mark. That's just marth's lack of good fast killing options at higher percents. Although if she is at higher percents the juggles of up air and getting to the ground is horrible >_>Were they mainly OOS b-airs? If so, then the answer to your question is yes. If she approached with b-airs and successfully landed a few, then I'd guess that you may have mistimed your punishes.
Also, how was she living that long? Even the best Zelda players get Ken comboed or tipper F-smashed to death.
If you're getting hit by bair that means he is a bit too comfortable in shield or he know what move that they can bair OOS. What I'd do is mix up the approach and confuse him. Also are you using rising fair? or SHFFL Fair? Rising fair should be a bit harder to punish with bair OOS. Also when comboing strings or fairs and fthrows watch out for the fair or bair to get out of the combo. It's pretty easy to notice and when you see that you're overextending try to make the last hit launch them in the air and maintain center stage and pressure their landing.Played against a local Zelda for about 4 hours last night.
I played better against him than I had before (thx guys) but I felt like I was eating a LOT of bairs from him. My average death was around 90-100% while his was more like 130-140%.
Am I just not spacing well?
In the vid you posted the Zelda was living to ungodly high percents. I know my spacing and combos need improving but getting a tippered Fsmash in there can be tough as hell.Were they mainly OOS b-airs? If so, then the answer to your question is yes. If she approached with b-airs and successfully landed a few, then I'd guess that you may have mistimed your punishes.
Also, how was she living that long? Even the best Zelda players get Ken comboed or tipper F-smashed to death.
Work on crossing up their shield with fairs and bairs. That, and not letting her escape your fair strings. Her fair doesn't come out til frame 9, so she can't fair you out of a combo unless you mess up your jugglePlayed against a local Zelda for about 4 hours last night.
I played better against him than I had before (thx guys) but I felt like I was eating a LOT of bairs from him. My average death was around 90-100% while his was more like 130-140%.
Am I just not spacing well?
Have you tried smash DI'ing up against the jab for down throw->jab because zelda is quite floaty so you might be able to be higher than the grab? Also longer grab is usually the pivot grab since all tether grabs seem to have a longer grab when pivoting.Things to Watch For
Grab range – His grab may go farther than you expect, so be prepared to roll/spotdodge at a moment’s notice, especially when engaging him OoS. His grab is also quite laggy, so you can usually get a good punish off of a whiffed grab.
Dthrow – At low percents, he can Dthrow -> jab -> regrab you until about 30%, regardless of DI, and it is likely that he will be able to finish with Utilt or Usmash. At high percents, make sure you DI it behind him to avoid his nastier follow-ups. Incorrect DI on a Dthrow will lead into a lethal Dair or Fair.
I think you're right about that with regard to the Dthrow -> jab -> regrab. Playing around with it today, I was able to escape a few times. SDI up on the jab can get you out, but it's definitely tough. I revised this section and noted you as a contributor for this little tidbit.Have you tried smash DI'ing up against the jab for down throw->jab because zelda is quite floaty so you might be able to be higher than the grab? Also longer grab is usually the pivot grab since all tether grabs seem to have a longer grab when pivoting.
I also agree that the match up is painful. It mostly relies on staying close to link and reading his techs to keep up with him. Telecancel mix ups from the platforms are also ways to get in. As long as you don't make it predictable. I'd definitely say although zelda's platform movement is limited I would try to use her movement as well as you can to combat the projectiles and disjoints.